Intro
Well I've finally decided to just go ahead and get into the battling 101 tutorials, and so I've been working on team building lately. This is the first draft of the team I'm making, but since I'm still inexperienced at team building; I'm posting it to let you guys help me. Of course experience hands on with battle gives the most advise, but I'd like to also have the advise via peer edit with the smogon comunity. So here it is...

Scizor @ Choice Band
Adamant - Technician
252 Hit Points - 252 Attack - 4 Defense
U-Turn
Pursuit
Bullet Punch
Superpower
Scizor comes up as the lead. Choice Band makes it so that Swords Dance isn't needed to pump up the attacks (and waste a turn at that). Pursuit kills Psychic and Ghost leads trying to switch out, while Bullet Punch hits anything that doesn't resist it hard. U-Turn is for scouting out the opponents move. Superpower nails Heatran and other Steels comming in on the switch to KO them and therefor eliminate them as a threat. The EV's allow him to take hits better, 252 Hit Points allows him to take the hits; while 252 Attack allows him to hit hard. 4 Defense is really just filler but still go toward making him bulky. Speed isn't implied into the EV's because it's not the purpose of the set, Bullet Punch doesn't care how fast (or slow) I am while Pursuit is hitting things that are trying to run away. So making him more bulky is much more important than making him faster.
Resistances: Normal, Grass, Ice, Psychic, Bug, Ghost, Dragon, Dark, Steel
Immunities: Poison

Snorlax @ Chesto Berry
Careful - Thick Fat
168 Hit Points - 120 Defense - 220 Special Defense
Curse
Return
Fire Punch/Earthquake
Rest
This follows up on Scizor's Fire weakness by reisisting it thanks to Thick Fat. Curse pumps up it's already awesome Attack and mediocre Defense to make this quite a tank, while dropping it's alreay useless Speed. Rest + Chesto Berry means I can curse 2-3 times, Rest for instant health, then attempt a sweep. Return is uber powerful comming off STAB and hits hard to anything that doesn't resist it. Fire Punch hits Steels and Ghost that would otherwize wall this beast. The EV's are to make it more bulky. Less emphasis on Defense because Curse is already pumping it up. The rest are distributed to the Hit Points and Special Defense to allow him to take a hit from the Special side of attacks. The other prop that Rest serves is healing a burn that would otherwize screw this set over. Switching Fire Punch back over to Earthquake to be able to take Heatran
Resistances: Fire, Ice
Immunities: Ghost

Gengar @ Choice Scarf
Timid - Levitate
252 Special Attack - 252 Speed - 4 Hit Points
Shadow Ball
Trick
Hidden Power - Ice
Focus Blast
Trick Gengar; also covers Snorlax's Fighting weakness. Timid + Choice Scarf gives it rediculous speed, making it quite a powerful revenge killer. Trick allows me to give his Choice Scarf to a wall that can't use it efficiently (like Blissey) that would otherwize give Gengar trouble. Hidden Power - Ice allows me to revenge kill Salamence/other Dragons/etc and Shadow Ball/Focus Blast gives him the "neutral" coverage (being able to hit every pokemon for ATLEAST neutral damage). EV's are to simply pump up Special Attack and Speed, not meant to stay in and take a hit.
Resistances: Grass, Poison, Bug
Immunities: Normal, Fighting, Ground

Mamoswine @ Life Orb
Adamant - Snow Cloak
124 Hit Points - 252 Attack - 64 Defense - 68 Special Defense
Earthquake
Stealth Rock
Ice Shard
Stone Edge
Bulky Mamoswine; allows it to take as well as dish out a hit. Stealth Rock is there for support since they'll be switching out anyway so it's a good move on the switch. Ice Shard allows revenge kills against quite a few threats (Salamence and Skymin to name the 2 biggest ones). Earthquake is hit other STAB and Stone Edge permits it to hit Gyarados and Zapdos to get hit harder. EV's make it bulky - able to take a hit - while the Attack EV's are there to allow it to dish out maximum damage.
Immunities: Electric

Zapdos @ Life Orb
Bold - Pressure
252 Hit Points - 220 Defense - 36 Speed
Roost
Thunderbolt
Hidden Power - Ground
Heat Wave
Yet another bulky pokemon on the team - Zapdos. The bulkyness of it serves like Bullkymence, allowing it to take hits then dish them right back out to kill the opposing pokemon. Roost allows it to live longer and make Life Orb's pesky 10% recoil not so much of a draw back. Heat Wave hits Scizor that before Platinum didn't worry much get nailed to the OHKO degree now. Thunderbolt provides excellent STAB. Hidden Power - Ground was chosen over Grass or Ice because Heatran would otherwize give me some serious trouble. This is also the only pokemon on the team that is a complete "counter" to Skymin. EV's allow it to take hits a lot better than the Agility or Scarf varients, while still dishing out hits quite hard.
Resistances: Grass, Fighting, Flying, Bug, Steel
Immunities: Ground

Breloom @ Toxic Orb
Adamant - Poison Heal
44 Hit Points - 252 Attack - 212 Speed
Substitute
Leech Seed
Focus Punch
Seed Bomb/Spore
The final pokemon of the team: Breloom. Breloom serves as a status absorber later in the game after Toxic Orb has kicked in, which is always helpful. Substitute + Leech Seed give it a lot of protection + healing when combined with Poison Heal. Focus Punch hits really hard with STAB and it's huge base power since Substitute allows it to always go off. Seed Bomb hits Water/Ground types (particularly Swampert) harder, while Spore gives it the oh so tempting sleeping status. EV's allow it to get good Poision Heal recover, maximum attack, and max speed aside from 11 points which go into giving it more Hit Points to recover with Poison Heal.
Resistances: Water, Electric, Grass, Ground, Rock, Dark
Outro
Well there's the team, I know it's not perfect but hopefully some of you guys can see the flaws and help me patch them up. All types of attacks have atleast 1 resistence/immunity which makes switching a lot easier to help keep control of the battle. Thanks for reading,
-Matt