Well, I am kind of a newb to the Metagame, and I was trying out a mixed Team for the Winter Friendly, so this is mostly used for Rotation Battles:
Espeon@Light Clay
Evs/ HP - 252 S.Attack 100 Spd 152
Traits: Magic Bounce
Timid
Light Screen
Reflect
Psychic
Morning Sun
Basic Dual Screener, I mostly just get it out first and try to get both screens up to set up for my other ones. Light Clay of course extends the duration of the screens. He also has a kind of Bait purpouse by rotating with Shuckle to absorb physycal Attacks, even after Reflecting. Psychic just allows him to deal some damage to not be a sitting duck, and Morning sun lets him recover from nasty hits.
Shuckle@leftovers
EVS/ Hp - 252 Def - 4 SpDf 252
Trait: Contrary
Sassy
Shell Smash
Power Split
Gyro Ball
Toxic
Shell Smash + Contrary means +1 stage of Def and Sp Def each turn. Leftovers restores a minimum of HP each turn, and Power Split is used to break the opponents offensive. Which combined with dual screens + light clay makes for a good shield, Unless the oponent uses Brick Break. Toxic is a roundabout way to deal "damage" despite Shuckle's weak offensive, and Gyroball gets stronger with Contrary Shell Smash and maybe can del some minimal damage to already weakened enemies with the attack boost from Power Split.
Infernape@Choice Band
Trait: Iron Punch
EVS/ HP - 2 Attack - 252 Speed - 252
Jolly
Fire Punch
Mach Punch
Close Combat
U-Turn
Typical Infernape Mostly used to take advantage of the lowered Damage Output of the opponent, I try to hit as much as possible. U-Turn might seem useless for the Rotation Battle Format, but it works for the occasional Psychic Type. Fire Type and Mach Punch benefit from Iron Fist and combined with the band they hit hard. The Broken offensive of the opponents and Shielding allows Infernape to at least last 2-3 hits instead of going down in 1.
Terrakion@Choice Scarf
EVS/ HP - 4 Attack - 252 Speed - 252
Jolly
Close Combat
Stone Edge
X-Scissor
Sacred Sword
Brute Force combatant, he is bulkier than Infernape so he gets even greater use of the Offense Breaking of Dual Screens + power Split, and can deal Super Effective damage to Things like Flying Dragons and other flying menaces with Stone Edge. Rotating him for Espeon at the right time can activate his Justified ability, giving him a free stage of attack and KO ing un suspecting foes. X-Scissor covers Drak and Psychic Types if there are any, Close Combat and Sacred Sword make use of Stab + Scarf.
Landorus Therian@Life Orb
EVS/ HP - 4 Attack - 252 Speed - 252
Trait: Intimidate
Jolly
Gravity
Earthquake
Stone Edge
Hidden Power (Ice)
Alternative to Terrakion in case the opponent has things like Garchomp that could potentialy KO Terrakion thanks to his weakness to ground type.
Intimidate cuts the opponents Offenses further and along with his rather average Bulk can survive even more hits than Infernape, not to mention a nice Inmunity to ground and Electricity.
Works the same way as Terrakion, Stone Edge lets him deal damage to Flying types, and in case of running out of PP or stalling occurs Gravity makes flying types vulnerable to his Life Orb Stab Earthquake. Hidden Power Ice deals decent damage to Garchomps, Flygons and other pokes that resist or just receive neutral damage from Ground and Rock.
Shedinja@Focus Sash
EVS/ Attack - 252 Sp.Def - 4 Speed - 252
Lonely
X-Scissor
Spite
Protect
Swords Dance
Mostly a Sacrificial Scout, and Part time staller, when an oposing pokemon is gonna use a problematic attack on another Pokemon I either just rotate him for Shedinja and either block it and decrease it's PP further with Wonder Guard and Spite, or I just use protect. If the opponent gets the nice Idea of KOing it with Stone Edge or another low PP attack Focus Sash allows to survive an extra turn and spite it further, or In case of a Pokemon to a weakness to Bug either drop in a Swords Dance with the first Wonder Guard and a X-Scissor for the Focus Sash. I KOed a Torterra with a Critical Hit once with this.
So that's my team, Any suggestions?

Espeon@Light Clay
Evs/ HP - 252 S.Attack 100 Spd 152
Traits: Magic Bounce
Timid
Light Screen
Reflect
Psychic
Morning Sun
Basic Dual Screener, I mostly just get it out first and try to get both screens up to set up for my other ones. Light Clay of course extends the duration of the screens. He also has a kind of Bait purpouse by rotating with Shuckle to absorb physycal Attacks, even after Reflecting. Psychic just allows him to deal some damage to not be a sitting duck, and Morning sun lets him recover from nasty hits.

Shuckle@leftovers
EVS/ Hp - 252 Def - 4 SpDf 252
Trait: Contrary
Sassy
Shell Smash
Power Split
Gyro Ball
Toxic
Shell Smash + Contrary means +1 stage of Def and Sp Def each turn. Leftovers restores a minimum of HP each turn, and Power Split is used to break the opponents offensive. Which combined with dual screens + light clay makes for a good shield, Unless the oponent uses Brick Break. Toxic is a roundabout way to deal "damage" despite Shuckle's weak offensive, and Gyroball gets stronger with Contrary Shell Smash and maybe can del some minimal damage to already weakened enemies with the attack boost from Power Split.

Infernape@Choice Band
Trait: Iron Punch
EVS/ HP - 2 Attack - 252 Speed - 252
Jolly
Fire Punch
Mach Punch
Close Combat
U-Turn
Typical Infernape Mostly used to take advantage of the lowered Damage Output of the opponent, I try to hit as much as possible. U-Turn might seem useless for the Rotation Battle Format, but it works for the occasional Psychic Type. Fire Type and Mach Punch benefit from Iron Fist and combined with the band they hit hard. The Broken offensive of the opponents and Shielding allows Infernape to at least last 2-3 hits instead of going down in 1.

Terrakion@Choice Scarf
EVS/ HP - 4 Attack - 252 Speed - 252
Jolly
Close Combat
Stone Edge
X-Scissor
Sacred Sword
Brute Force combatant, he is bulkier than Infernape so he gets even greater use of the Offense Breaking of Dual Screens + power Split, and can deal Super Effective damage to Things like Flying Dragons and other flying menaces with Stone Edge. Rotating him for Espeon at the right time can activate his Justified ability, giving him a free stage of attack and KO ing un suspecting foes. X-Scissor covers Drak and Psychic Types if there are any, Close Combat and Sacred Sword make use of Stab + Scarf.

Landorus Therian@Life Orb
EVS/ HP - 4 Attack - 252 Speed - 252
Trait: Intimidate
Jolly
Gravity
Earthquake
Stone Edge
Hidden Power (Ice)
Alternative to Terrakion in case the opponent has things like Garchomp that could potentialy KO Terrakion thanks to his weakness to ground type.
Intimidate cuts the opponents Offenses further and along with his rather average Bulk can survive even more hits than Infernape, not to mention a nice Inmunity to ground and Electricity.
Works the same way as Terrakion, Stone Edge lets him deal damage to Flying types, and in case of running out of PP or stalling occurs Gravity makes flying types vulnerable to his Life Orb Stab Earthquake. Hidden Power Ice deals decent damage to Garchomps, Flygons and other pokes that resist or just receive neutral damage from Ground and Rock.

Shedinja@Focus Sash
EVS/ Attack - 252 Sp.Def - 4 Speed - 252
Lonely
X-Scissor
Spite
Protect
Swords Dance
Mostly a Sacrificial Scout, and Part time staller, when an oposing pokemon is gonna use a problematic attack on another Pokemon I either just rotate him for Shedinja and either block it and decrease it's PP further with Wonder Guard and Spite, or I just use protect. If the opponent gets the nice Idea of KOing it with Stone Edge or another low PP attack Focus Sash allows to survive an extra turn and spite it further, or In case of a Pokemon to a weakness to Bug either drop in a Swords Dance with the first Wonder Guard and a X-Scissor for the Focus Sash. I KOed a Torterra with a Critical Hit once with this.
So that's my team, Any suggestions?