This team could work for VGC'12, or Random Matchup Doubles. It runs Tailwind, with Tornadus being it's main provider, and Latios also being able to use it.
Typhlosion-4 HP/252 SpAtk/252 Spd
Ability: Blaze
Nature: Timid
Item: Fire Gem
Will-O-Wisp
Eruption
Extrasensory
Protect
With Tailwind active it gives me more closure to know that after a Protect I'll be able to fire off Eruption right away dealing major damage, especially with Fire Gem. Will-O-Wisp can cripple the likes of Tyranitar who Typhlosion can't touch for regular damage. Extrasensory is there because I could'nt find a better move, and gives Typhlosion much needed coverage. Protect can stall while Tornadus uses Tailwind in which I can fire off full power Eruption.
Metagross-252 HP/240 Atk/4 Def/12 Spd
Ability: Clear Body
Nature: Adamant
Item: Occa Berry
Bullet Punch
Zen Headbutt
Earthquake
Protect
Metagross goal is to just be another helpful bulky Pokemon that can dish out really effective damage. Bullet Punch is a useful priory move good for finishing up those faster, with little HP left. It's also useful for stopping Archeops. Zen Headbutt hits fighting types like Hariyama hard, and is good for 1HKOing Gengar. Earthquake is a good spread move that is super effective against a handful of different types. With Tailwind support it will be able to outspeed most things and really become a effective Pokemon that all opponents will have to watch out for.
Latios-16 HP/240 SpAtk/252 Spd
Ability: Levitate
Nature: Timid
Item: Dragon Gem
Tailwind
Draco Meteor
Thunderbolt
Protect
Tailwind is for extra support in case Tornadus' peters out, and I can restart it since it is a major part of my team. Draco Metoer is to deal out major damage while enhanced by Dragon Gem. Thunderbolt is good type coverage fr steel types, but I just gotta watch those pokes like Excadrill. Then Protect is there for the same reasons as the other pokes.
Hitmontop-252 HP/252 Atk/4 SpDef
Ability: Intimidate
Nature: Adamant
Item: Life Orb
Fake Out
Close Combat
Sucker Punch
Protect
Well as it s my only fake out user it is a vital part of my team. Close Combat serves as it's primary STAB move, which I chose over Mach Punch since I'm running Tailwind. Sucker Punch gives it an edge on those psychic types, and if there a trick room user (you can usually tell) I can finish it off with a Tyranitar Crunch. Then Protect is there for the same reasons as it is for the other pokes.
Tornadus-4 HP/252 Atk/252 Spd
Ability: Prankster
Nature: Adamant
Item: Flying Gem
Tailwind
Acrobatics
Hammer Arm
Protect
Perhaps the most essential member of my team. Most of my pokes have average-pretty good speed stats. But in the case of hard hitters like Weavile, Crobat, Jolteon etc. that is not the case. So Tailwind gives my team an excellent advantage in out-speeding and potentially sweeping the opponent. Flying Gem + STAB + Acrobatics one of the deadliest combonatios around. The only poke that I'm aware of that can do it better is Archeops. Hammer Arm's drop in speed really does'nt matter to me because with Tailwind it's so fast already, so I feel that it is some good type coverage. Then Protect is there for the same reasons as it is for the other pokes.
Tyranitar-252 HP/252 Atk Def/4 Spd
Ability: Sand Stream
Nature: Adamant
Item: Chople Berry
Rock Slide
Crunch
Ice Fang
Protect
The special defense boost is always helpful, especially with the 252 into HP. Well I chose Chople berry over the Sash because I figured since I put 252 into HP + the special defense boost, that it better survive most things. Rock Slide is something my team does'nt have, and it's always good if it causes a flinch with Tailwind up. Crunch really helps take a major chunk out of those TR users HP, while providing a reliable STAB move. Ice Fang gives my team much needed Ice coverage. Once BW2 get released I will switch it over to Ice Punch. I know Typhlosion can't do any damage to steel types. But it need be it can still hit Metagross with Crunch, if I have no other options. Then Protect is there for the same reasons as it is for the other pokes.







Typhlosion-4 HP/252 SpAtk/252 Spd
Ability: Blaze
Nature: Timid
Item: Fire Gem
Will-O-Wisp
Eruption
Extrasensory
Protect
With Tailwind active it gives me more closure to know that after a Protect I'll be able to fire off Eruption right away dealing major damage, especially with Fire Gem. Will-O-Wisp can cripple the likes of Tyranitar who Typhlosion can't touch for regular damage. Extrasensory is there because I could'nt find a better move, and gives Typhlosion much needed coverage. Protect can stall while Tornadus uses Tailwind in which I can fire off full power Eruption.

Metagross-252 HP/240 Atk/4 Def/12 Spd
Ability: Clear Body
Nature: Adamant
Item: Occa Berry
Bullet Punch
Zen Headbutt
Earthquake
Protect
Metagross goal is to just be another helpful bulky Pokemon that can dish out really effective damage. Bullet Punch is a useful priory move good for finishing up those faster, with little HP left. It's also useful for stopping Archeops. Zen Headbutt hits fighting types like Hariyama hard, and is good for 1HKOing Gengar. Earthquake is a good spread move that is super effective against a handful of different types. With Tailwind support it will be able to outspeed most things and really become a effective Pokemon that all opponents will have to watch out for.

Latios-16 HP/240 SpAtk/252 Spd
Ability: Levitate
Nature: Timid
Item: Dragon Gem
Tailwind
Draco Meteor
Thunderbolt
Protect
Tailwind is for extra support in case Tornadus' peters out, and I can restart it since it is a major part of my team. Draco Metoer is to deal out major damage while enhanced by Dragon Gem. Thunderbolt is good type coverage fr steel types, but I just gotta watch those pokes like Excadrill. Then Protect is there for the same reasons as the other pokes.

Hitmontop-252 HP/252 Atk/4 SpDef
Ability: Intimidate
Nature: Adamant
Item: Life Orb
Fake Out
Close Combat
Sucker Punch
Protect
Well as it s my only fake out user it is a vital part of my team. Close Combat serves as it's primary STAB move, which I chose over Mach Punch since I'm running Tailwind. Sucker Punch gives it an edge on those psychic types, and if there a trick room user (you can usually tell) I can finish it off with a Tyranitar Crunch. Then Protect is there for the same reasons as it is for the other pokes.

Tornadus-4 HP/252 Atk/252 Spd
Ability: Prankster
Nature: Adamant
Item: Flying Gem
Tailwind
Acrobatics
Hammer Arm
Protect
Perhaps the most essential member of my team. Most of my pokes have average-pretty good speed stats. But in the case of hard hitters like Weavile, Crobat, Jolteon etc. that is not the case. So Tailwind gives my team an excellent advantage in out-speeding and potentially sweeping the opponent. Flying Gem + STAB + Acrobatics one of the deadliest combonatios around. The only poke that I'm aware of that can do it better is Archeops. Hammer Arm's drop in speed really does'nt matter to me because with Tailwind it's so fast already, so I feel that it is some good type coverage. Then Protect is there for the same reasons as it is for the other pokes.

Tyranitar-252 HP/252 Atk Def/4 Spd
Ability: Sand Stream
Nature: Adamant
Item: Chople Berry
Rock Slide
Crunch
Ice Fang
Protect
The special defense boost is always helpful, especially with the 252 into HP. Well I chose Chople berry over the Sash because I figured since I put 252 into HP + the special defense boost, that it better survive most things. Rock Slide is something my team does'nt have, and it's always good if it causes a flinch with Tailwind up. Crunch really helps take a major chunk out of those TR users HP, while providing a reliable STAB move. Ice Fang gives my team much needed Ice coverage. Once BW2 get released I will switch it over to Ice Punch. I know Typhlosion can't do any damage to steel types. But it need be it can still hit Metagross with Crunch, if I have no other options. Then Protect is there for the same reasons as it is for the other pokes.