Mostly, these are going to be 3 or 4 Pokémon teams for the Battle Frontier. Any suggestions, put 'em on the Talk page (I'll make sure to give the proper credit, don't worry).
Keep in mind that there are some things that won't make it into these teams:
Legendary Pokémon that are banned from Battle Frontier competitions
Unevolved Pokémon. The only exceptions I'll make are Pokémon that are good even without evolving (Sneasel, Magmar, Electabuzz, etc.), and Pokémon that are using a strategy that wouldn't work if they evolved (like Light-Ball-Pikachu).
Illegitimate Moves and/or Abilities. No Wondereyes, no Wondertombs, no Alakazam with Roar of Time, no Rampardos with Sacred Fire... you get the idea.
Pokémon with very limited movepools (Wobbuffet, you say? There's only 7 moves to freakin' choose from!). More likely than not, anyone who uses these Pokémon are going to be smart enough to come up with an effective strategy for their moves (Wobbuffet example: Use Encore to lock it into a Physical or Special move, then spam Counter or Mirror Coat, use Destiny Bond if Wobby's gonna get KO'd).
Also, if you suggest a team, please:
Note any Abilities that are required for the team to work effectively (e.g, Lucario needs to have Inner Focus, not Steadfast). Otherwise, I'll put one down randomly.
List the other options if any of the moves can be swapped for another.
Include an Info section detailing any special strategies to go with the team. Strategy isn't my strong point; my "strategy" is almost always to load up with a versatile set of strong moves and lay the smackdown on anyone who looks at me funny. Sometimes I cycle between my Staraptor and Luxray to stack Intimidate effects, but that's as far as it gets.
Pretty straightforward team. Torterra starts with Leech Seed and pounds the enemy with Seed Bomb/Earthquake/Stone Edge, while Empoleon blasts the opponent with his Special attacks. Infernape is a mixed sweeper, using whichever move will deal the most damage before the foe can make a move. Swap out if you won't be able to do much to an enemy (so bring out Torterra when your opponent sends out a Swampert against your Infernape).
Who says being common is bad?
(Credit to Zabbethx for telling me how to do single-types with this setup!)
Staraptor's a little risky to use; while it can hit hard, Close Combat and Brave Bird are going to put it in danger. Pluck negates this partially by taking any health/stat Berries the foe is holding (plus they can't use it!), and U-turn allows Staraptor to get in one more hit while still being pulled back to safety.
This Luxray moveset requires breeding, but it's worth the trouble. Ice Fang is a major help against Ground-types, and both Ice Fang and Fire Fang help overcome the problems encountered when facing Grass-types. Spark is interchangeable with Thunder Fang (trading some Accuracy and PP for a Flinch chance). Thunder Wave is for crippling the foe, making the fight easier.
Roserade uses Double Team to boost its evasion, followed by Toxic to start the victory countdown. Energy Ball and Shadow Ball knock off chunks of HP if necessary, but Toxic will often do the job for you if it's given enough time. Natural Cure works better, since Roserade's evasion will keep most attacks from hitting (plus you want the enemy to be badly Poisoned, not regular Poisoned).
This team might run into problems against Steel-types and Poison-types, but other than that it's pretty solid.
Name is the same as the one I always give to my Torterra in Diamond and Platinum.
This team's not that great, actually. I just love turtles.
They're slow, but they have good Defense/Sp. Defense that should let them take at least a few hits before being KO'd. Torterra and Blastoise use my typical "Use whatever hits hardest" strategy. Torkoal is a bit different; keep Sunny Day up as much as you can, Burn the enemy with Will-O-Wisp, and blast away with SolarBeam and Flamethrower.
(Acutally, I can't remember what I was using in the third slot...) These guys don't let me down easily. Plus, between all of them, there are very few type combos that can't be trumped by at least one of them.
This team focuses on constant rain and what they can get from it: Toxicroak's Dry Skin will heal it, Gyarados' Aqua Tail will be powered up (not that it really needs it, considering STAB and Gyarados' high Attack), and Magnezone and Gengar will be getting guaranteed hits with Thunder. Toxicroak can freely use Earthquake because of the anti-Ground effects (Flying-type, Levitate, and Magnet Rise), and Gengar can nail an opponent with Hypnosis to give the team some free shots.
If you're allowed to give your Pokémon items, consider giving a Damp Rocks to either Gyarados or Gengar (or even both).
Tyranitar should always be out first so he can whip up a sandstorm. Cacturne sets down three layers of Spikes before doing damage, and Metagross should be switched in at some point so he can use Stealth Rock.
After Sand Stream, Spikes, and Stealth Rock, you're free to start bashing away at the enemy. Two things to keep in mind:
This team is kinda slow. If you're going to hit something, you want to hit it hard.
All of the damage-dealing moves are Physical attacks. While they'll most likely rip through Pokémon with high Sp. Defense like an angry Charizard through tissue paper, Pokémon with high Defense are going to take a while to finish off.
Similar to Stormrage, but with sunlight. Roserade and Shiftry are fast enough to get the sun shining before the foe gets to move, and from there on all of the team benefits somehow. Roserade gets one-turn SolarBeams and a Fire-type Weather Ball. Blaziken's Blaze Kick is powered up. Clefable gets instant SolarBeams and a stronger Flamethrower, plus a more potent heal from Moonlight. Shiftry's speed gets doubled, so it can throw out Leech Seed and Toxic faster.
It's all about keeping the opponent from moving. Gengar and Lanturn should be of the opposite gender to make sure you can Attract both male and female Pokemon.
A basic rundown of what to do with Gengar and Lanturn: Attract, Thunder Wave, Confuse Ray. 50% chance of infatuation keeping them tied up, 25% chance from paralysis, and a 50% chance they'll hurt themselves instead. Then you're free to blast away with your Pokemon's moves. Machamp needs No Guard so his DynamicPunches always hit, and it'll help his Rock Slides. Kecleon paralyzes and confuses, then uses Skill Swap to give the opponent its Color Change, followed by spamming Shadow Claw.
(Work in Progress)