Alright, since everyone has been wondering...
Dat team was basically doing work like none other on noobs, and getting lucky against some good players. TheAshAttacks, me, and Crow350 were using it. This was the same team we ran at regionals- Crow and I both won our respective regionals with it, and Ash took 6th at his. Lucien Lachance also used it and got 11th.
This time we actually used an EV'd Mamoswine :P. Congrats to Ash for doing so damn well with it, I was shooting for 2000+ but didn't have the time as finals were on Tuesday and I could not play at all Monday and not much on Sunday either, and was at school until Friday, so it didn't work out =/...
Ash finished top 3 for sure at 2050+, I finished at 1928 (probs top 30), and Crow finished at 18-something, but he wasn't even trying.
So the team? Since it's basically not going to be used at nats unless someone is really that desperate for a team, I'll post it here.
THE TEAM (Hidden to preserve space)
...

"WUMBO JET"
Amoonguss (M) @ Chesto Berry
Trait: Effect Spore
EVs: 244 HP / 12 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Giga Drain
- Spore
- Rage Powder
- Rest
Amoonguss was the TR counter. It was at level 49 to counter things that tied with it in TR like Reuniclus, Slowking, and Snorlax. This thing could also be used against rain teams that did not contain a hard counter to it. It really scared people, and really the entire idea behind putting Amoonguss first in the party was for people to bring their Amoonguss counter along somewhere- usually a fire, flying, ice, or psychic type...and we'll get to that whole idea with the next mon.

"JhenMohran"
Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Rock Slide
- Fire Punch
- Low Kick
So I mentioned Amoonguss counters were fire, psychic, flying, and ice types? Tyranitar laughs at those types of mons. I don't think people realized how dangerous of a combination this mind game was- they HAD to bring something to counter Amoonguss, but it was already weak to Tyranitar. So it was a double loss for them, and a couple of people credited me for making them nearly wet themselves at regionals because of Amoonguss's butt buddy...that never was next to it, because I only brought Amoonguss to TR and Rain, things that Tyranitar had no part of until the end of the battle.
Also, scarf Tyranitar took care of a lot of things that needed to die before they did anything, and offered a surprise factor as well. It's become less and less of a surprise now that this team has been spammed a lot, but regardless while it lasted it was a phenomenal thing. OHKOing Latios and Chandelure before they could get an attack off was a huge advantage.

"Dat Zapdos" (Thank you Brandon for getting this for me!)
Zapdos @ Sitrus Berry
Trait: Pressure
EVs: 216 HP / 252 SAtk / 40 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Heat Wave
- Hidden Power [Flying]
- Protect
Got a problem? SLAP A ZAPDOS ON IT. Zapdos did a lot of work for my team, and small wonder- it is quite possibly the most consistent mon in VGC 2012. It countered rain really hard with Hitmontop with its bulkiness. It stood its ground against things that needed to be hit hard (Hitmontop, Ludicolo, Gallade) with HP Flying. It did work, and was the most consistent thing on the team. It also amused me a lot...because some people out there seriously believe Electric Gem Thunderbolt actually OHKOs things, particularly other Zapdoses (which it
NEVER does if you're one of those dipshits that think that and are reading this), and I just laughed at their tiny brains when it did 75% and I healed back to >50% health in their face with the Sitrus. This thing did not get OHKO by many things, only Dgem Dmeteor and Overheat Fire Gem...and it hit hard enough on things like Top and Metagross (things that gave me problems) for me to say it efficiently did its job.

"Roundhouse"
Hitmontop (M) @ Fight Gem
Trait: Intimidate
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Close Combat
- Wide Guard
- Fake Out
Hitmontop was here to support. It just does everything you want a support mon to do, and does it excellently, with a bit of damage and picking off ability to boot. It intimidates, leaving Rock Sliders to 3HKO Zapdos instead of 2HKO, fakes out to help Ttar get off that extra move or Volcarona set up Quiver Dance, and Wide Guards to stop the ungodly amount of Heat Waves, Rock Slides, EQs, and every other spread move that wrecked my team. It also took care of Tyranitar, Terrakion, some Chandelures, and added damage to Rotom-Ws, all things my team had issues with.

"Dat Swine"
Mamoswine (M) @ Focus Sash
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Icicle Spear
- Protect
- Earthquake
Dat Swine! What else can I say about this beast? It did so much work with type advantages. Is it frail? Yes. Is it a bit of a noob pounder? Yes. But does it work? Yes. It can be used. It is good enough to work on a team. But it pretty much has to have the exact set that is listed here, or it is not considerable to use on a team. I can only laugh at the people using ice gem or some other dumb item...as Mamoswine is the premier sash user. No other mon is benefited as much by a focus sash than Mamo. It resists both weather types, has the best priority move in the game (STAB too, not to mention), and does a shitton of damage (the main thing like when sashing mons). Mamo needed a lot of support, like Hitmontop and Zapdos, but it worked well with the team, and it was a great mon regardless. I don't think it is very versatile in the fact that it can't be used effectively on many teams and only has one good set, but it can be effective, it just needs a LOT of practice and a good team around it that works with it.

Volcarona (M) @ Charti Berry
Trait: Flame Body
EVs: 44 Def / 212 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Heat Wave
- Quiver Dance
- Protect
- Bug Buzz
This, along with Hitmontop, was a package deal that replaced the ever-so-lackluster Salamence/Ludicolo duo...and once it stayed it never left. I'll be the first in line to admit it- Quiver Dance Volcarona is a COMPLETE noob pounder. It is no mystery to good players, and it needs to do a TON of work to work around good players. But for someone who does not focus their teambuilding efforts on getting at least one effective counter to Quiver Dance Volcarona, it took their heads and shoved it...somewhere not nice. Anyways, this thing also took care of the dipwads that thought Cresselia-Metagross was a 'genious' counter to Hitmontop-Volcarona leads, and even did some work on sand teams if Hitmontop was next to it, as wide guard and charti + fake out let it get to work at least two turns of damage/quivering, three if it did get a quiver up. This thing was definitely not intended to take out really good players, but for what it did, I'm going to say it definitely worked, and can be run on nearly any team that needs a little noob check or some spread fire damage help.
**WALL OF HELPFUL TEXT**
There was no 'mindset' with this team, it changed every game depending on the team that it faced. The only things that really bothered this team were teams that had multiple bulky water types (Suicune, Rotom-W, Vaporeon, etc) and teams that exploded out of the MOFN. The latter I disrespect so much already and they were not good players so I usually took care of them, but bulky waters are a bitch regardless and having 3 things that were weak to them and with nothing to OHKO them (no, dipshits, electric gem Zapdos does not OHKO these either, l2calc) was not the greatest thing to have on a team, but a vast majority of the bulky waters I saw were not used by very good players, mostly 'fanboys' of suicune and vaporeon, so it was usually beatable, but then you get that wild card every couple hundred battles like Birch running them and it's tough.
Trick Room was another slight issue, because smart TR users would Safeguard turn 1 and set up TR in the back...but for all intensive purposes this team was just fine in Trick Room, because I could Quiver Dance turn 1, protect turn 2/4 or 2/5 of TR, and take hits from any special mon, and switch in top to weaken any physical mons and stall out the TR...or if the TR setup was not next to fake out and was not going to protect and the potential switch mon was not going to bone my move, I could just OHKO with Bug Buzz/Crunch or something. Crow ended up running Whimsicott at regionals and in the tournament because it just had a niche on this team, but I liked Amoonguss because of its consistency. We also agreed that Virizion with Roar is a legitimate mon on this team as a TR counter, but neither of us liked it enough or were comfortable enough with it to use it.
You can't change the sets on any of these mons except Zapdos and expect them to click. This is a unique team and a very fluent team, but it is not very interchangeable. It requires a LOT of practice to be able to understand what you need to do against its nemeses, and it really isn't that great of an option against extremely skilled players. I'm not going to run this team at Nationals, infact I probably will not use more than 2 or 3 of these mons MAX on the team I do run. It is too much of a regionals team and a noob-pounder, and good players already know how this thing works, and a few of the mons are a little too much of a gadget mon to be used "differently" or "surprisingly" at nationals (Mamoswine, Tyranitar, Amoonguss are one-trick ponies).
So was this the greatest team I ever built? Yeah, probably. Crow had a big part in this team too- he brought up the idea of adding Hitmontop and Volcarona, tweaked the sets and TR counters, gave Amoonguss the Resto Chesto idea, and formed some good lead strategies through practice. Could this go down as the best regional team we've seen yet? Maybe. It won two of them and finished top 12 at four. But I'm not here for the glory, nor is this capable of really any major praise, because honestly it's just 150-man regionals and online competitions worth nothing. Nationals is the real prize, and worlds even moreso. That will be the real test for anything, and this team cannot really compete at a national level.
You're more than welcome to use it, no need to keep the nicknames or give credit (except Mamoswine- that one needs to stay :D), just do me a favor and do not make a rip-off of this with different mons and item sets and try to run it. I'll get irritated, because it's basically telling me that 8 months of building, testing, tweaking, and cementing from two different players who put TONS of work into it are not showing anything.
And for the good of all things, don't run Icicle Crash on Mamoswine. It sucks ass. It's like Electric Gem Zapdos...it's used by people who cannot damage calc and cannot understand situational things like Yache Berries, Focus Sashes, Substitutes, and more importantly, getting that damn 50 damage 100% of the time when you need it to happen.
Also on the same topic stop using electric gem Zapdos. Whoever came out with that does not know what a damage calculator is, and whoever actually believes it OHKOs important things is also dumb- people that can actually damage calc will make it resist that stupid crap.
Either way yeah, feel free to use the team, just be aware that when you switch things up, it starts to suck, and HARD. The only things that can be edited without wrecking the team are Zapdos's set/spread and the TR counter (Amoonguss must be Resto Chesto or Mental Herb however, Virizion must have Roar and/or Taunt, and Whimsicott must have Light Screen/Taunt).
Enjoy fellas, hope everyone had a great Int'l Challenge, and hope you also enjoyed this gigantic wall of text.