This is my first time doing an RMT, so I hope this goes alright. 
 
 @ Leftovers 
Trait: Sturdy 
EVs: 
Calm Nature (+SDef, -Atk) 
- Spikes 
- Rapid Spin 
- Stealth Rock 
- Gyro Ball 
Forretress takes lead here because of her ability to set up Entry Hazards. You'll see why I run Spikes over Toxic Spikes later on. Anyway, Spikes and SR for Hazards, Rapid Spin to clear out whatever Hazards my opponent wants to throw out, and Gyro Ball in case she survives long enough to go on the attack. 
 @ Leftovers 
Trait: Intimidate 
EVs: 252 HP / 252 Def / 4 Spd 
Impish Nature (+Def, -SAtk) 
- Rapid Spin 
- Toxic 
- Hi Jump Kick 
- Stone Edge 
Hitmontop is here for a second spinner and also fills a Physical Attacker role in case I need it. Like Forretress, Rapid Spin to remove the Hazards and Toxic is there to stop walls like Chansey. Hi Jump Kick and Stone Edge are for some high power attacks because Hitmontop isn't going to stick around long anyway. 
@ Focus Sash 
Trait: Wonder Guard 
EVs: 252 Atk / 4 SAtk / 252 Spd 
Lonely Nature (+Atk, -Def) 
- X-Scissor 
- Shadow Claw 
- Toxic 
- Heal Block 
This little guy is the reason I call it a Troll Team. True Hazards and Sandstorm/Hail mess him up, but under ideal circumstances, he can get some fun reactions from your opponents. Of course, it's best to let Venusaur and Ninetales take out the majority of the opponent's team before he sees play. Focus Sash to ensure he gets at least one attack out, X-Scissor and Shadow Claw are for STAB, Toxic and Heal Block are to hit the walls who would otherwise stall him out. 
 @ Life Orb 
Trait: Chlorophyll 
EVs: 4 HP / 252 SAtk / 252 Spd 
Modest Nature (+SAtk, -Atk) 
- Growth 
- SolarBeam 
- Hidden Power [Fire] 
- Sleep Powder 
Venusaur only sees play once Ninetales has set up Drought, but once he's out there he's nearly impossible to stop. His moveset is pretty typical, so it doesn't need much introduction. Sleep Powder the opponent for a free Growth, SolarBeam what doesn't resist grass, HP Fire is for other Grass types that would otherwise wall him. 
@ Eviolite 
Trait: Trace/Analytic 
EVs: 252 HP / 184 Def / 72 Spd 
Bold Nature (+Def, -Atk) 
- Thunderbolt 
- Ice Beam 
- Recover 
- Toxic 
Porygon2 is kind of my signature Pokemon, and a Support BoltBeam Porygon2 is my favorite set up. Thanks to Eviolite I've seen him take plenty of tough hits and with Analytic he'll be more than happy to hit back just as hard. BoltBeam is classic coverage with Recover so he can stick around and Toxic whatever survived Venusaur's onslaught. 
 @ Life Orb 
Trait: Drought 
EVs: 252 SAtk / 4 SDef / 252 Spd 
Timid Nature (+Spd, -Atk) 
- Fire Blast 
- Will-O-Wisp 
- Energy Ball 
- Hidden Power [Ground] 
I know what you're thinking. If I'm going to run Droughtales why not run it at the front for instant Sun? I just prefer Forretress' Entry Hazards over Sun in the first few turns of a battle. Fire Blast is for a powerful STAB move, Energy Ball and HP Ground are for coverage, and WoW is to mess up any physical sweepers who would otherwise to love to ruin my fun. 
Well, that's my team. Please tell me what you think about it, I'm open to any criticism and I'd love to test a couple changes to the team. Thanks for giving me your time, everyone, and here's an Importable if you want to test it out yourself.