To rate and away~
First off, hope you will enjoy this other system of battling! It can be a bit froward and nonrestrictive as compared to the smogon tiers, but it has it's charms. I'm not really a pro to be honest, I'll try my best though.
Now, getting to the general birds-eye view of your team's synergy... there are some major flaws in it. You have three pokemon that weak to Ice types (one of the most common attacking types which are not even used by just Ice type pokemon these days) and has nothing to resist the Fairy type. Fairy gets a good mention because this means your team has no way of countering Sylveon or Mawile, which are quite prevalent these days. It also doesn't have a clear core, for example you run a Rampardos and a Garchomp while in most cases they are never good together.
For the individual pokemon, you have several unviable pokemon in your team at this moment. I am a sorry, but I'll be replacing 2 of your pokemon for these reasons. In this I'll also try to better your core.
--> Togekiss:
Togekiss @ Leftovers
Ability: Serene Grace
Level: 50
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
- Protect
- Follow Me
- Roost
- Dazzling Gleam
Togetic has very few means of direct damage to the opponent. It's 85 special attack is pretty unimpressive, so I swapped this one out (or rather fed it a Shiny Stone) for Togekiss. It's only a little less bulkier than Togetic, and is much more powerful offensively. Also, unlike Togetic, 'kiss can handle a Knock Off a lot better if the need arises.
It's set is basically your set, with some slight modifications to suit it's evolution. Note you can also run Air Slash instead of Dazzling Gleam.
Zapdos:
Zapdos @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 228 HP / 116 SpA / 164 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Heat Wave
- Tailwind
I was intending on just tweaking this set a bit, but some of it seemed major (like the missing EVs and nature), so I just quickly typed down a set for it.
Zapdos now has enough special attack EVs to hit the second jump point (18.8% chance to OHKO Mega Salamence with HP Ice). This allows us to have more HP investment to take hits from Mega Salamence better (still not guaranteed to live Hyper Voice + Draco Meteor though, but you at least don't take as much of a beating from Draco Meteor anymore, for example you now have a good chance to Sitrus back up to >50% after one) while still having enough Speed to outrun everything up to and including Adamant Excadrill after Tailwind.
I put in Heat Wave to try and remedy that Ice problem a little bit (although most users are not Ice types at all), but it's also a great spread move when you need it. Hidden Power Ice for coverage.
Garchomp:
Garchomp (M) @ Lum Berry
Ability: Rough Skin
Level: 50
EVs: 72 HP / 252 Atk / 12 SpD / 172 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect
Now that Landorus-Therian is back in business, Garchomp's no longer the top Ground type. However, it's Dragon typing and hidden benefit in not having Intimidate (which saves it from the wrath of Milotic and Bisharp) distinguish it as a choice. However, there must be good reasons to run this over Lando-T, which over here is because of it's Dragon type (I'll explain why in a bit).
I just went ahead and took out Stealth Rock from your set because VGC is all about pace. Battles usually don't last more than 8 turns, at max. Pokemon don't switch nearly as often for hazards to be effective. This is also why I didn't put Defog on Zapdos. Rock Slide and Earthquake provide good spread damage and EdgeQuake combo. Protect is a great move to have on any pokemon at all in doubles, including Garchomp.
--> Blastoise:
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 180 HP / 4 Def / 252 SpA / 72 SpD
Modest Nature
- Water Spout
- Ice Beam
- Aura Sphere
- Protect
The only thing keeping Blastoise out of your PC and in VGC is Blastoisinite. I just changed the EVs a bit to put maximum pressure on it's bulk and offense. Water Spout is insanely powerful, but it comes with the problem of having to be at full HP. Here's where Togekiss can help with it's Follow Me. But if you're convinced that this is a bad choice, go for Water Pulse (but I would still consider this the better option). Protect, while it is usually irreplaceable, can be overruled for Fake Out, which is a decent niche Blastoise likes to run.
--> Bisharp:
Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Protect
Ok. I'll have to be blunt here. Rampardos, living outside of Trick Room, sucks. It didn't synergize even a bit with the rest of your team, and it didn't cover much either. Segregating all this, it's poor stat distribution and common weaknesses I was forced to replace it for a more resourceful pokemon. It's none other than our steel clad power ranger Bisharp, which defiantly stays as one of the best pokemon in VGC.
Defiant makes it one of the best counters to Lando-T, which so far only Blastoise wanted to head off against. It also acts as your pseodo Trick Room counter. And at last, it completes your Fantasy core (Steel, Fairy and Dragon core; which is Bisharp, Togekiss and Garchomp). Remember I said Garchomp's Dragon type was useful? This is why.
--> Chandelure:
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Heat Wave/Overheat
- Energy Ball
Now, you can't leave your entire dependent on Tailwind to outspeed the opponent's team, can you? Choice Scarf Chandelure is faster than Alakazam, has naturally one of the highest special attacks, has better coverage, a Fire immunity and somewhat better bulk. Trick can halt many bulky pokemon from functioning, while gaining a beneficial item in the process.
Hope I helped!