Hello everyone, and thank you for looking at my RMT :) I got the inspiration for this team when I was using Aggron in my playthrough of Heart Gold, and very much liked the move Head Smash on him. While playing through the game I kept formulating a team for competitive battling around him, and decided to finally give it a spin. So here's how the team started:
I started with Aggron, because like I said, he really grew on me in my playthrough. But even in game, I noticed that he got completely wrecked by anything with a half-decent attack that had a ground or a fighting move. So I figured something with a resistance/immunity to one or both of those moves would prove to be useful. I figured a levitating ghost would be good, and so therefore I got:
Rotom-H! I figured he would be a good candidate to spread around Will-O-Wisp, and could also check a few big threats. Honestly, I don't have much more justification for him than that, because I don't use any entry hazards for whatever reason (something I probably need to do, which is why I'm posting this). Now I figured that would take care of those two weaknesses, but then I thought that Aggron would probably attract water and fire attacks also, and I figured a bulky water would be good to come in and absorb these. I also figured Wish support would be nice to help out Rotom-H with no source of healing, and maybe even let Aggron get a second wind.
I'm really liking Vaporeon on my team. It can come in on a lot of attacks aimed at Aggron, and a lot of times hit the ground types that are trying to use their STAB on him for supper effective damage. The wish support is great too, considering that in the end none of my team has any source of healing outside of it.
Next I tried to think of something that could benefit from Aggron opening up holes in the opponents team. And when I couldn't think of anything, I did what any n00b does and looked up Aggron's analysis and saw that it suggested Salamence. Doh >.> But turns out, whoever writes the analysis knows what they're doing, because they were right. Salamence also can benefit from Wish support from Vaporeon due to me not always getting stealth rocks off the field, and Rotom because it can help take out steels that Salamence and Aggron have trouble with.
Next I figured I needed a lead, and I honestly didn't put much thought into it. I figured everything on my team has neutrality to Stealth Rocks, except Salamence, who is actually weak to it. So I put Starmie as the lead to try and keep rocks off the field, which has been going pretty well. I also figured it wasn't absolutely necessary to have entry hazards, because of the sheer power of Salamence and Aggron. I really haven't missed out on any OHKO's because of no entry hazards.
Finally, I figured I needed a good revenge killer. I also thought it might be beneficial to have something with Sandstream to help Aggron take special hits slightly better, and to help against focus sash users. Turns out Tyranitar works perfectly. He absolutely slays any starmie trying to take out my vaporeon/aggron/salamence.
So here's the final product I came up with:
And now here's the team in depth:
Starmie @ Life Orb
Natural Cure
4HP/252Spd/252SpA
Timid
Moves:
-Thunderbolt
-Ice Beam
-Surf
-Rapid Spin
Starmie's been working out fairly well for me. He's the one thing on the team I want to (and probably need to) replace the most. First is because it isn't absolutely necessary for me to have no SR on the field, and second because he shares an electric weakness with Vaporeon. I'm also thinking about dropping Thunderbolt for Recover and making the Life Orb into Leftovers. I don't really know what I should use as a lead instead though, so any help would be nice.
Rotom-H @ Leftovers
Levitate
4HP/252Spd/252SpD
Modest
Moves:
-Thunderbolt
-Overheat
-Shadow Ball
-Will-O-Wisp
Like I said in the team building part, this guy can come in on a lot of attacks aimed at Aggron and Will-o-Wisp stuff to help the rest of the team take physical blows. The other attacks get good coverage, and Overheat helps take out Steels that Aggron and Salamence have trouble with. I guess not much more to say about him.
Salamence @ Life Orb
Intimidate
232 Atk/252 Spd/24 SpA
Naive
Moves:
-Dragon Dance
-Outrage
-Earthquake
-Fire Blast
I've never used a Salamence before because I felt like he was a little too "OU", but after using him, I see why he is. Late game, this guy tears stuff up. I generally don't get any Dragon Dances in, so I might just make him an all out attacker since most of the opponent's team is weakened by the time he comes out. Still not sure yet though.
Aggron @ Life Orb
Rock Head
252 Atk/4 Def/252 Spd
Adament
Moves:
-Rock Polish
-Head Smash
-Aqua Tail
-Ice Punch
Head Smash is insane on Aggron. Even stuff that resists it takes a lot of damage, and anything that doesn't generally gets destroyed. If I can get Rock Polish up, he can rip holes into teams. I'll generally use Aqua Tail on Steels, but honestly I'm tempted to drop it for Low Kick to help with Steels. Bronzong gives him some troubles, but that's generally taken care of by Rotom-H. I generally try to bring him in on physical ice attacks aimed at Salamence, or Bullet Punches from Scizor, or any physical attack that isn't fighting or ground. I'm thoroughly impressed with him, and he's been doing really well. My only complaint is that Rock Polish doesn't always get used, but I don't really want to have him locked into a move with Choice Band.
Vaporeon @ Leftovers
Water Absorb
188 HP/252 Def/68 Spd
Bold
Moves:
-Wish
-Protect
-Surf
-Hidden Power Electric
Vaporeon's a very good wall, and seems to have good synergy with my team. Ice attacks aimed at Salamence are easily taken, and it can take physical attacks aimed at Aggron fairly well too. Aggron attracts surfs too, so that just means free healing for Vaporeon. Passing Wishes helps everything stay alive too, and any electric or grass attacks aimed at Vaporeon can be taken by Rotom-H. I was thinking about switching it out for Jolteon to take electric attacks and still pass wishes, but I think Vaporeon should stay on to take hits more easily.
Tyranitar @ Choice Scarf
Sandstream
4 HP/252 Atk/ 252 Spd
Jolly
Moves:
-Stone Edge
-Pursuit
-Crunch
-Earthquake
I heavily rely on Tyranitar to come in when something gets killed and take out whatever it is that was causing the problems. Pursuit is useful for chasing down fleeing psychics, especially Starmie. My only beef with him is that he shares the 4x weakness to fighting with Aggron. But that just gives Rotom another chance to switch in.
So there's the team. I've actually yet to lose, but I feel like that might just be that I haven't played many good teams >.> A few things I might like to see on the team would be something to take Electric attacks, something to replace Starmie, and maybe a good special wall. But I haven't had much problems with special attacks, so I'm not sure.
Please rate and help in whatever way you can, and I hope I presented this well!

I started with Aggron, because like I said, he really grew on me in my playthrough. But even in game, I noticed that he got completely wrecked by anything with a half-decent attack that had a ground or a fighting move. So I figured something with a resistance/immunity to one or both of those moves would prove to be useful. I figured a levitating ghost would be good, and so therefore I got:


Rotom-H! I figured he would be a good candidate to spread around Will-O-Wisp, and could also check a few big threats. Honestly, I don't have much more justification for him than that, because I don't use any entry hazards for whatever reason (something I probably need to do, which is why I'm posting this). Now I figured that would take care of those two weaknesses, but then I thought that Aggron would probably attract water and fire attacks also, and I figured a bulky water would be good to come in and absorb these. I also figured Wish support would be nice to help out Rotom-H with no source of healing, and maybe even let Aggron get a second wind.



I'm really liking Vaporeon on my team. It can come in on a lot of attacks aimed at Aggron, and a lot of times hit the ground types that are trying to use their STAB on him for supper effective damage. The wish support is great too, considering that in the end none of my team has any source of healing outside of it.




Next I tried to think of something that could benefit from Aggron opening up holes in the opponents team. And when I couldn't think of anything, I did what any n00b does and looked up Aggron's analysis and saw that it suggested Salamence. Doh >.> But turns out, whoever writes the analysis knows what they're doing, because they were right. Salamence also can benefit from Wish support from Vaporeon due to me not always getting stealth rocks off the field, and Rotom because it can help take out steels that Salamence and Aggron have trouble with.





Next I figured I needed a lead, and I honestly didn't put much thought into it. I figured everything on my team has neutrality to Stealth Rocks, except Salamence, who is actually weak to it. So I put Starmie as the lead to try and keep rocks off the field, which has been going pretty well. I also figured it wasn't absolutely necessary to have entry hazards, because of the sheer power of Salamence and Aggron. I really haven't missed out on any OHKO's because of no entry hazards.






Finally, I figured I needed a good revenge killer. I also thought it might be beneficial to have something with Sandstream to help Aggron take special hits slightly better, and to help against focus sash users. Turns out Tyranitar works perfectly. He absolutely slays any starmie trying to take out my vaporeon/aggron/salamence.
So here's the final product I came up with:






And now here's the team in depth:

Starmie @ Life Orb
Natural Cure
4HP/252Spd/252SpA
Timid
Moves:
-Thunderbolt
-Ice Beam
-Surf
-Rapid Spin
Starmie's been working out fairly well for me. He's the one thing on the team I want to (and probably need to) replace the most. First is because it isn't absolutely necessary for me to have no SR on the field, and second because he shares an electric weakness with Vaporeon. I'm also thinking about dropping Thunderbolt for Recover and making the Life Orb into Leftovers. I don't really know what I should use as a lead instead though, so any help would be nice.

Rotom-H @ Leftovers
Levitate
4HP/252Spd/252SpD
Modest
Moves:
-Thunderbolt
-Overheat
-Shadow Ball
-Will-O-Wisp
Like I said in the team building part, this guy can come in on a lot of attacks aimed at Aggron and Will-o-Wisp stuff to help the rest of the team take physical blows. The other attacks get good coverage, and Overheat helps take out Steels that Aggron and Salamence have trouble with. I guess not much more to say about him.

Salamence @ Life Orb
Intimidate
232 Atk/252 Spd/24 SpA
Naive
Moves:
-Dragon Dance
-Outrage
-Earthquake
-Fire Blast
I've never used a Salamence before because I felt like he was a little too "OU", but after using him, I see why he is. Late game, this guy tears stuff up. I generally don't get any Dragon Dances in, so I might just make him an all out attacker since most of the opponent's team is weakened by the time he comes out. Still not sure yet though.

Aggron @ Life Orb
Rock Head
252 Atk/4 Def/252 Spd
Adament
Moves:
-Rock Polish
-Head Smash
-Aqua Tail
-Ice Punch
Head Smash is insane on Aggron. Even stuff that resists it takes a lot of damage, and anything that doesn't generally gets destroyed. If I can get Rock Polish up, he can rip holes into teams. I'll generally use Aqua Tail on Steels, but honestly I'm tempted to drop it for Low Kick to help with Steels. Bronzong gives him some troubles, but that's generally taken care of by Rotom-H. I generally try to bring him in on physical ice attacks aimed at Salamence, or Bullet Punches from Scizor, or any physical attack that isn't fighting or ground. I'm thoroughly impressed with him, and he's been doing really well. My only complaint is that Rock Polish doesn't always get used, but I don't really want to have him locked into a move with Choice Band.

Vaporeon @ Leftovers
Water Absorb
188 HP/252 Def/68 Spd
Bold
Moves:
-Wish
-Protect
-Surf
-Hidden Power Electric
Vaporeon's a very good wall, and seems to have good synergy with my team. Ice attacks aimed at Salamence are easily taken, and it can take physical attacks aimed at Aggron fairly well too. Aggron attracts surfs too, so that just means free healing for Vaporeon. Passing Wishes helps everything stay alive too, and any electric or grass attacks aimed at Vaporeon can be taken by Rotom-H. I was thinking about switching it out for Jolteon to take electric attacks and still pass wishes, but I think Vaporeon should stay on to take hits more easily.

Tyranitar @ Choice Scarf
Sandstream
4 HP/252 Atk/ 252 Spd
Jolly
Moves:
-Stone Edge
-Pursuit
-Crunch
-Earthquake
I heavily rely on Tyranitar to come in when something gets killed and take out whatever it is that was causing the problems. Pursuit is useful for chasing down fleeing psychics, especially Starmie. My only beef with him is that he shares the 4x weakness to fighting with Aggron. But that just gives Rotom another chance to switch in.
So there's the team. I've actually yet to lose, but I feel like that might just be that I haven't played many good teams >.> A few things I might like to see on the team would be something to take Electric attacks, something to replace Starmie, and maybe a good special wall. But I haven't had much problems with special attacks, so I'm not sure.
Please rate and help in whatever way you can, and I hope I presented this well!