Hey, so Im a friend of Midnight Winged *Midnight Winged is in background cheering*. So I half made a team, which is apparently very bad, and has crappy coverage. (Thats Midnight Winged). So I dont get EVs, IVs, and natures yet, so just be calm about when they dont appear.
Alakazam-Choice Specs
Psychic
Shadow Ball
Focus Blast
Energy Ball
First of all, NEVER lead with a Psychic-type. Too many people these days lead with Weavile, Tyranitar, or even Spiritomb. Besides that, Alakazam is fine. Give him a Modest Nature, and EVs should be 252 Special Attack, 252 Speed, and 6 HP. You should use Grass Knot instead of Energy Ball, too. It packs more power against stuff like Swampert and Tyranitar, though the latter you shouldn't be facing anyway unless you're sure you're going to move first.
Gyarados-Leftovers
Aqua Tail
ICe fang
Dragon Dance
Stone Edge
You should use Waterfall instead of Aqua Tail here, since it has a 1/5 chance of making the foe flinch. Also use Earthquake instead of Stone Edge, but otherwise this is pretty good. Give him an Adamant Nature with 72 HP EVs, 184 Speed, and 252 Attack. If you're feeling lucky, you can move 12 EVs from HP onto Speed, but if you do, be very careful when using this guy. He'll be KO'd a little quicker, which isn't really that good for a Dragon Dance build.
Charizard-Life Orb
Substitute
Dragon Dance
Outrage
Flamethrower
(Midnight Winged made this, Im not sure if its a joke)
No, this doesn't look like a joke to me. Substitute first, so you have a clone to hide behind while using Dragon Dance, then Outrage for a sweep. Flamethrower's there in case of Skarmory or Forretress trying to spoil your Outraging. You may want to consider a Persim Berry over the Life Orb, to cure the confusion Outrage causes once. This build is basically a mixed sweeper, so use a Lax Nature. EVs should probably be 252 on Speed, 168 Attack, and 88 Special Attack.
Cresselia-Leftovers
Moonlight
ICe Beam
Charge Beam
Thunder Wave
Moonlight's effectiveness is hampered by sandstorms, and those are common these days. Replace it with Rest, and give up Thunder Wave for Sleep Talk so she won't become dead weight while Resting. She should have a Bold Nature with 252 HP, 148 Special Defense, and 108 Defense EVs.
Garchomp-Life Orb
Fire Blast
Dragon Claw
Swords Dance
Earthquake
Ah, the Chain Chomp surprise set. You should try Draco Meteor instead of Dragon Claw here. Use a Naughty Nature here, along with 240 Speed, 16 Attack, and 252 Special Attack EVs.
Infernape
Flamethrower
Grass Knot
Close COmbat
U-Turn
Another mixed sweeper? Hmm. Well, if you keep him, use a Naive Nature with 24 Attack, 232 Speed, and 252 Special Attack EVs. Also use Nasty Plot over U-Turn here.
So yeah, Midnight Winged EVS to me soon, so I'll understand them soon.
My fixes are in bold. However, your team's collective weaknesses are...
Bug*
Ghost*
Dark*
Rock*
Electric*
Water*
Ice
Dragon
Flying
Psychic
Ground
The ones with an asterisk (*) are the ones you have two Pokémon to. In my opinion, there are a bit too many weaknesses here.
Let's start by replacing Alakazam with another wall, like Gliscor.
Gliscor @ Leftovers; Sand Veil
Impish; 252 HP, 252 Defense, 6 Attack
Earthquake
Aerial Ace
Stealth Rock
Roost
Since sandstorms are so common these days, you can use your opponent's sandstorm against him/her with Sand Veil, which gives Gliscor a 20% evasiveness boost during the sandstorm. You use Roost here to nullify your Flying type for the turn (once used in that turn), and recover HP as much as Recover itself would do. Stealth Rock is an entry hazard move that you need to use only once, unless your opponent uses Rapid Spin to get rid of it. Aerial Ace is there to kill Heracross, and Earthquake is just an awesome attack period.
Now, this takes away the second Bug, Ghost, and Dark weaknesses, but adds Water and Ice to the list, making three Water weaknesses. Of course, this is bad, so let's replace Charizard or Infernape (I'd go without Charizard) with something else.
Swampert @ Leftovers; Torrent
Relaxed; 56 Special Attack, 240 HP, 212 Defense
Surf
Earthquake
Ice Beam
Roar
He doesn't really need any boost to his Attack stat, and Earthquake is already powerful (base power 150 due to STAB). Ice Beam is to hit his only weakness, Grass, along with Dragons and stuff like Donphan, who can Rapid Spin your Stealth Rock away. If you still have Stealth Rock up, you can use Roar to force a switch, and Stealth Rock will damage your opponent's new Pokémon. Be careful with it, though, since Roar always goes last.
Your team's weaknesses are now as follows.
Bug
Ghost
Dark
Rock
Electric
Water*
Ice
Dragon
Flying
Psychic
Ground
Grass
Much better. As for roles, you have a physical sweeper (Gyarados), a physical wall (Gliscor), three mixed sweepers (Infernape or Charizard, Garchomp, and Swampert), and a general wall (Cresselia). You need a special sweeper. Cresselia can't really do this, even with Charge Beam usually boosting her Special Attack, so we need to change one of the other five Pokémon to be a full special sweeper.
Charizard @ Choice Specs; Blaze
Modest/Timid; 252 Special Attack, 252 Speed, 6 HP
Flamethrower / Overheat
Air Slash
Focus Blast
Dragon Pulse
You can use either a Modest or Timid Nature here. If you prefer power, use Modest. If you prefer Speed, use Timid. You can also use either Overheat or Flamethrower here, depending on whether you want to hit and run (Overheat), or just keep hitting (Flamethrower).
Infernape @ Life Orb/Choice Specs; Blaze
Modest/Timid; 252 Special Attack, 252 Speed, 6 HP
Flamethrower / Overheat
Focus Blast
Hidden Power
Nasty Plot / Grass Knot
Do not use the Choice Specs here if you use Nasty Plot over Grass Knot. You get the same power/speed choice with the Nature here as with Charizard, as well as the same hit and run/hit and hit more choice with your Fire move. Grass Knot is primarily for Swampert, but also works against other things that are weak to Grass, but resistant to your other moves. Hidden Power needs to be Ice-type here, to hit Dragons. For that, the IVs need to be odd numbers in everything but Speed, which should be an even number. The higher the IVs, the more powerful Hidden Power becomes, so an IV of 30 in Speed, and 31 everywhere else, will yield the most powerful Ice-type Hidden Power.
Infernape is a tiny bit faster than Charizard, but Charizard is more powerful in the Special Attack department (by 1 point). However, Charizard is double-weak to Rock (this includes Stealth Rock), so I'd pick Infernape here.
Optionally, you may want to use a Ghost-type wall instead of Cresselia, so you can nullify Rapid Spin.
Dusknoir @ Leftovers; Pressure
Careful; 252 HP, 76 Defense, 180 Special Defense
Shadow Sneak
ThunderPunch
Will-O-Wisp
Pain Split
You can use Fire Punch here instead of Shadow Sneak, in case this guy comes up against Heracross. However, since you already have Gliscor, I'd use Shadow Sneak.
Spiritomb @ Leftovers; Pressure
Careful; 144 Defense, 112 Special Defense, 252 HP
Pursuit
Spite
Sleep Talk
Rest
This is a lesser option, but it works in a different way. Combining Spite and Pressure means your opponent's using 6 PP to use a move against Spiritomb, and you can smack them with Pursuit if you predict well when they're switching. Rest and Sleep Talk are used obviously to keep this up. Dusknoir's likely the better option, but I figured you should know that this was here. Rapid Spin's minimum PP is 40, and people aren't going to keep using it against a Ghost.