Preface: I've been developing this team for ages, but I'm not sure how else I can improve it. Would love some help.
At a glance:
The Team:
Azelf @ Focus Sash
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Naive nature (+Spd, -SDef)
- Taunt
- Stealth Rock
- Explosion
- Psychic
Taunts the slow ones, sets up stealth rock, explodes. I don't explode straight away, usually I'll switch in once I know their ghost is gone, cause Azelf explosions are really predictable.
Overall this consistently gets SR up, and has a chance of taking another pokemon with it. It does its job, but isn't spectacular. I only need switch out of Jirachis, as I'd rather not get flinch hacked to death, as well as Metagross
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/4 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Grass Knot
- Earth Power
- Recover
This is a specially defensive Celebi, and it's worked wonders for me. I'd say it's by far the most irreplacable pokemon on my team. It's main use is it's surprise factor, as well as a switch in to any special attack, super effective or not. (minus shadow ball, bug buzz and heatrans fireblast). Common switch ins to Celebi are Heatran, Infernape and Scizor, while pokemon such as Starmie and other waters stay in to hit with an ice beam. A Heatran's fire blast does 70-80 % to celebi, so I hit it with a thunder-wave while taking the fireblast, then OHKO it with an earth power. Ice beams do 20-35%.
The only thing Celebi is scared of are Rotom appliances, tyranitars, scizors and anything else with a U-turn. U-turn is easily handled by three of my pokemon, while pursuit users are hit with thunderwave, I recover until on full health due to parahax, and then switch, taking 60-70 damage depending on the foe. You may think celebi ends up taking a lot of hard hits, and becomes unusable for the rest of the match, however in the majority of matches it can come in after a KO on a pokemon that can't hurt it, and then recover off the damage.
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Metagross @ Choice Band
Ability: Clear Body
EVs: 144 HP/252 Atk/96 Def/16 Spd
Relaxed nature (+Def, -Spd)
- Meteor Mash
- Thunderpunch
- Explosion
- Earthquake
This does really well in taking out Lucarios counters, after three switches even the NVE meteor mash will have KO'd any of the common luke counters, such as Zapdos and Rotom-A's. Physically bulky because that's what it's good at. Overall it takes out counters to my physical offense quite well, and well, Gliscor is dealt with by heatran. I'm considering running more speed EVs to outrun leadGross, as with the MeteorMash-Bullet punch combination I'd be able to get a free switch and EQ it to death. Although it's a 2HKO and I'd be taking ~50% from the enemy EQ, it would mean I don't reveal heatran, which can mean I avoid nasty predicted earthquakes instead of the expected fireblast/flamethrower. Opinions?
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Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/108 Atk/100 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Dragon Dance
- Waterfall
- Taunt
Bulky Gyarados. Works well as a backup for countering scizors and tyranitars if metagross has fainted. It's also used for heatrans who have seen that I've got one too, and attempt to predict an earth power. Taunt works wonders at countering some of its common walls, while if they have jolteon, starmie or a rotom, I'll use waterfall straight off the bat rather than DD'ing while they switch, to deal hefty damage, allowing Gyarados to come back in and finish it off next time they attempt to counter it. The flying type works well as it gets lots of free switches throughout the game on earthquakes directed at metagross and heatran.
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Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Swords Dance
- Crunch
- Extremespeed
My late-game setup sweeper, it's main threat is gliscor who walls it even after setup, (that's why I run HP Ice on heatran, more explanation below). I run max speed to stop opposing Lucarios. This one is pretty self explanatory, at the end of the game I've seen and weakened most of his pokemon, I just swords dance, keep hitting the right move and hope they can't stop me.
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Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Explosion
- Earth Power
- Hidden Power [Ice]
Scarftran, great revenge killer, absorber of fire moves which are super-effective on 3 of my pokemon, kills dragons with HP-Ice, kills gliscors with EQ who never switch, then get hit by a 4x effective move. Great pokemon. It's also used to absorb shadow balls. This isnt very effective as they deal up to 35% when choice spec'd. This is why rotom appliances are a large threat to my team- I am unable to stop their shadow balls, and they can't be exploded on. (notice, I have 3 explosion users in this team). Threatened by plenty of things, as I get locked into a move, it just switches into a resist, hits hard and switches out. I'm considering changing its nature from naive to +speed - defence to better take shadow balls, however then I'd be OHKO'd by scarf-flygon's earth quake even with reflect up. Opinions?
---
On another note, I've always liked the idea of a calm-mind Suicune which might replace one of my steels.
Threats:
Blissey - Two taunters and a user of close combat
Bronzong - Heatrans fireblast, taunted and then set up on with gyara, taunted with azelf and fireblasted
Celebi - Heatran's fireblast, if lucario's setup, crunch, celebi can stall it,
Cresselia - Lucario's crunch, or metagross meteor mashing it. It never does too much damage to the team.
Forretress - Forced out by heatran, or taunted
Gliscor - Lured and killed by heatran
Gyarados - T-waved and killed by celebi, or walled by metagross
Hippowdon - Taunted, grass knotted by celebi, reflected then meteor-mashed by metagross, taunted/waterfalled by gyarados
Jirachi - Heatran-fireblast, if I don't get haxxed, celebi can t-wave it then recover/kill with earth power
Rotom-A - Scary thing. Usually hit by waterfall on the switch to gyarados, I switch to celebi to take the thunderbolt, thunderwave it and recover off shadow ball damage, finally switch to heatran and force it out. Rinse and repeat next time gyarados comes in. It eventually dies though.
Skarmory - Taunted, fireblasted or set up on.
Snorlax - completely owned by close combat
Suicune - Celebi. If it starts calm-minding and resting, I'll go to metagross once it's asleep and kill it with explode
Swampert - Celebi, gyarados
Tyranitar - Metagross, and lucario
Vaporeon - Celebi
Zapdos - Zapdos is handled via Glaceon.
Azelf - If its a lead, I fireblast and hope to win the speed tie, if its not, then celebi thunderwaves it and it's worthless.
Breloom - Spore absorbed by celebi, taunted by gyarados, if it doesnt have a sub up and I'm revenging, heatran.
Gengar - Heatran, Celebi
Gyarados - celebi/metagross
Heatran - Heatran, gyarados, celebi (situational)
Infernape - Celebi, gyarados
Jolteon - Celebi if it's thunderbolting, heatran if it's shadow balling, both can OHKO it but will take heavy damage if I predict wrong
Latias - Celebi's thunderwave then metagross,
Kingdra - Celebi
Lucario - Celebi, metagross
Machamp - Celebi, gyarados
Magnezone - celebi, heatran if I'm not locked into HP-Ice
Mamoswine - Gyarados
Metagross - Celebi, heatran.
Salamence - Heatran, lucario's extreme speed
Scizor - Heatran, lucario, gyarados
Starmie - celebi
Tyranitar - metagross
Zapdos - Heatran/Celebi
At a glance:






The Team:

Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Naive nature (+Spd, -SDef)
- Taunt
- Stealth Rock
- Explosion
- Psychic
Taunts the slow ones, sets up stealth rock, explodes. I don't explode straight away, usually I'll switch in once I know their ghost is gone, cause Azelf explosions are really predictable.
Overall this consistently gets SR up, and has a chance of taking another pokemon with it. It does its job, but isn't spectacular. I only need switch out of Jirachis, as I'd rather not get flinch hacked to death, as well as Metagross
---

Ability: Natural Cure
EVs: 252 HP/4 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Grass Knot
- Earth Power
- Recover
This is a specially defensive Celebi, and it's worked wonders for me. I'd say it's by far the most irreplacable pokemon on my team. It's main use is it's surprise factor, as well as a switch in to any special attack, super effective or not. (minus shadow ball, bug buzz and heatrans fireblast). Common switch ins to Celebi are Heatran, Infernape and Scizor, while pokemon such as Starmie and other waters stay in to hit with an ice beam. A Heatran's fire blast does 70-80 % to celebi, so I hit it with a thunder-wave while taking the fireblast, then OHKO it with an earth power. Ice beams do 20-35%.
The only thing Celebi is scared of are Rotom appliances, tyranitars, scizors and anything else with a U-turn. U-turn is easily handled by three of my pokemon, while pursuit users are hit with thunderwave, I recover until on full health due to parahax, and then switch, taking 60-70 damage depending on the foe. You may think celebi ends up taking a lot of hard hits, and becomes unusable for the rest of the match, however in the majority of matches it can come in after a KO on a pokemon that can't hurt it, and then recover off the damage.
---

Ability: Clear Body
EVs: 144 HP/252 Atk/96 Def/16 Spd
Relaxed nature (+Def, -Spd)
- Meteor Mash
- Thunderpunch
- Explosion
- Earthquake
This does really well in taking out Lucarios counters, after three switches even the NVE meteor mash will have KO'd any of the common luke counters, such as Zapdos and Rotom-A's. Physically bulky because that's what it's good at. Overall it takes out counters to my physical offense quite well, and well, Gliscor is dealt with by heatran. I'm considering running more speed EVs to outrun leadGross, as with the MeteorMash-Bullet punch combination I'd be able to get a free switch and EQ it to death. Although it's a 2HKO and I'd be taking ~50% from the enemy EQ, it would mean I don't reveal heatran, which can mean I avoid nasty predicted earthquakes instead of the expected fireblast/flamethrower. Opinions?
---

Ability: Intimidate
EVs: 156 HP/108 Atk/100 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Dragon Dance
- Waterfall
- Taunt
Bulky Gyarados. Works well as a backup for countering scizors and tyranitars if metagross has fainted. It's also used for heatrans who have seen that I've got one too, and attempt to predict an earth power. Taunt works wonders at countering some of its common walls, while if they have jolteon, starmie or a rotom, I'll use waterfall straight off the bat rather than DD'ing while they switch, to deal hefty damage, allowing Gyarados to come back in and finish it off next time they attempt to counter it. The flying type works well as it gets lots of free switches throughout the game on earthquakes directed at metagross and heatran.
---

Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Swords Dance
- Crunch
- Extremespeed
My late-game setup sweeper, it's main threat is gliscor who walls it even after setup, (that's why I run HP Ice on heatran, more explanation below). I run max speed to stop opposing Lucarios. This one is pretty self explanatory, at the end of the game I've seen and weakened most of his pokemon, I just swords dance, keep hitting the right move and hope they can't stop me.
---

Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Explosion
- Earth Power
- Hidden Power [Ice]
Scarftran, great revenge killer, absorber of fire moves which are super-effective on 3 of my pokemon, kills dragons with HP-Ice, kills gliscors with EQ who never switch, then get hit by a 4x effective move. Great pokemon. It's also used to absorb shadow balls. This isnt very effective as they deal up to 35% when choice spec'd. This is why rotom appliances are a large threat to my team- I am unable to stop their shadow balls, and they can't be exploded on. (notice, I have 3 explosion users in this team). Threatened by plenty of things, as I get locked into a move, it just switches into a resist, hits hard and switches out. I'm considering changing its nature from naive to +speed - defence to better take shadow balls, however then I'd be OHKO'd by scarf-flygon's earth quake even with reflect up. Opinions?
---
On another note, I've always liked the idea of a calm-mind Suicune which might replace one of my steels.
Threats:



































