edit: returning with a clear mind to the team,
https://pokepast.es/4818e81e77b06407 is better. mandates better starmie preservation though
https://pokepast.es/603a9edadcdbf221
this team made me quit compmons 3 months ago. it reached top 3 on the ladder at one point, but as though i forgot everything on how to pilot it, i somehow fell to the 1200s two days after. i spent around 40 hours perfecting it, in all its messiness just to kinda give up on it. was planning on busting this out in a breakout tournament debut but i gave up on that for now so this team in this version wont keep up with meta trends, so might as well share
lead rhyperior beats everything that isnt a special water type (aka exactly lead empo, suicune or starmie). the biggest flaw of the team isnt that hes on it, its that rhyperior is trying to do too much. he demolishes ddtar, only taking 50 from +1 eq, but you need to preserve him at at least that health or gamble scarfrachi pulling off something. dont get it twisted though, rhyperior is a beast at 1v1s and stall breaking. protect makes him last forever with how little damage he takes from any physical attack and works wonders when sand is up
the two biggest things rhyperior would struggle with would be special water/grass types and the likes of bronzong and skarm. specially defensive celebi and sub zapdos demolish both. starmie compliments both as needed special speed control, a secondary water resist to alleviate celebi, and a spinner for zapdos.
jirachi is built to deal with extremes (stall and HO). grass knot is a funny move thats better than it looks on paper, fucks with physhippo post trick and demotes quagsire from literally impossible to deal with if celebi drops. good in general for waters that ihead and fpunch cant hit
heatran fills gaps in the team, lava plume is a very underrated compression move as it burns almost half as much as willowisp does while busting out consistent damage. boom is regrettably necessary, use it into dnite and clefs when rhyp is being overloaded
team isnt able to fit ttar, ive kinda realised one of the biggest flaws of rhyp structures is that rhyp is paired with another guy that shares his flaws. we let them bring sand to us, and on usage stats they will 2/3rds of the time.
important notes:
never underestimate rhyperior. HE CAN. 1V1. GYARADOS. waterfall cant kill from full but stone edge can after intimidate
don't dick around
dont underestimate how much quagsire can fuck up this team if you make edits to it, if you drop grass knot on jirachi then 5/6 mons want NOTHING to do with it
if changing to sub pass zapdos, put a bit more offence on mie
valid alt options on the team:
-swords dance over stone edge: you will struggle more with azelf structures if you do this, less with stall structures if youre able to fuck with skarm whirlwinds. dropping ice punch instead really isnt the best idea, breloom, gliscor, flygon, etc.
-hp fire over heal bell: this is better, run this instead if you can manage statuses (which isnt too difficult on this team).
-subpass: i tried this on both zapdos and celebi, zapdos is prolly the better one since skarm and zong are forced out p fast, and getting rhyp in behind a sub is ussually a KO. zapdos needs to cut hp ice though which is roooouuuughhhhhhhhh and celebi is even worse off, you have to cut either twave recover or grass knot and all are complete shit to cut
-psychic/ice over twave/surf. looks ridiculous but breloom is annoying and it hits latias! steel types become ugh, but running ice beam and one other attack on mie is always a pick your poison
-fire blast, willowisp, protect over lava/boom/earth power. enemy tran is a bitch but if you can pull it off its decent
-latias with recover/twave/gknot/4th. know that no matter what 4th, you always get walled by something nasty. natcure is also desired, but latias does put pressure off mie and tran to deal with tran and shes spike immune so thats nice. rocked with lati for a while before returning to celebi, if you can make latias work, great, but ive played my entire hand in that, and have considered atrocious stuff in the pursuit of something servicable. defensive calm mind is maybe your best bet, that felt best but its not a great team player vs the grounds and waters that bully rhyp
SECTION FOR JIRACHIS 4TH MOVE:
i theorycrafted a billion things for rachi to run in slot 4 over grass knot, all (read: most) are valid
-ICE PUNCH
-THUNDER PUNCH
-REST (legitimately decent into hard stall, best application is getting rid of a para that fucks scarf rachi then belling)
-ENERGY BALL (grass knot but rachi bs inbound, better into rotom stall)
-TWAVE (fast para is always nice)
-BODY SLAM
-U TURN
-HEALING WISH
-WISH
-WATER PULSE (this looks ridiculous but hey, 40% chance to confuse and it hits tran, it is seriously underrated in rachis toolkit. for another time though)
ive tried tentacruel over mie on this team and trust me its not worth it. i know, tspikes + rhyp protect and whatever but its just. not worth it