After much deliberation, and two previous attempts at the creation of a winning formula based on the Pokemon primarily available to me in my Black version, this is the result. A couple of things people brought up on the UU version still remain, however Mienshao and Heracross leaving actually may have helped a bit more than I thought. So here is my last shot before I have to go to Diamond and HeartGold (obviously not for a little while):
[pimg]528[/pimg] (captain) @ Flame Plate with Blaze
252 Atk/252 HP/4 Spe (Adamant)
Flare Blitz, Wild Charge, Flame Charge, Superpower
The team captain is a real force once Flame Charge solidifies a Speed advantage. Wild Charge is great on weakness coverage, but makes me wish I had a Reckless variant. Superpower is the hugely damaging Fighting STAB, and new addition Flare Blitz does more to reduce its time on the field, but packs huge power on this fat piggy.
[pimg]619[/pimg] @ Leftovers with Swarm
252 Atk/252 HP/4 SpD (Brave)
Megahorn, Iron Head, Return, Counter
The only team member with no nickname, Escavalier's poor offensive movepool means this won't differ much from a typical set. Best simply to bring it out early, as it doesn't seem to hold its own too much in late-game. Until X & Y hopefully gives this sorely lacking movepool a boost, this is about as good as it gets.
[pimg]157[/pimg] @ Choice Specs with Blaze
252 SpA/252 Spe/4 HP
Flamethrower, Lava Plume, SolarBeam, HP Ice
Replacing Shikoyita is my HeartGold starter, Tropicalan. In-game, it isn't Level 100 yet, but this is its planned moveset. Flamethrower is the accuracy-over-power move as opposed to Fire Blast, while Lava Plume is good for its high burn chance and ability to hit both members in doubles. SolarBeam, despite no Sunny Day in the team (Ho-Oh does that in-game) is a lucky coverage move, as Grass' 3 advantages just so happen to be Fire's 3 weaknesses. Hidden Power Ice is solely intended to hit those pesky Dragons (namely Druddigon) that otherwise dispose of Tropicalan without much fuss.
[pimg]357[/pimg] @ Sky Plate with Solar Power
252 SpA/252 HP/4 SpD (Bold)
Giga Drain, Energy Ball, Air Slash, HP Rock
This is Tropius. If you are on Showdown a bit, you would probably have seen me (Meaty Man) doing some Tropius calcs at one point. These calcs showed his ability to take sun and hurl it right back in the opponent's face. Well, he does exactly that on this team as well. No SolarBeam here, but even without it, and despite Solar Power shortening his longevity, Fire types looking to get a sun boost had better be careful of HP Rock. Calcs are good, but Tropius is also useful in practice.
[pimg]567[/pimg] @ Black Belt with Inner Focus (yes, it's Sturdy-free)
252 Atk/252 HP/4 SpD (Adamant)
Close Combat, Low Sweep, Payback, Rock Slide
It may seem contradictory to keep Low Sweep and Payback on the same team, but they are for different situations. With no Speed EVs, it won't outspeed often, so Payback will be effective a lot of the time. Low Sweep is not only a non-stat-reducing STAB move, but is also used to lower the Speed of, and seemingly cripple, faster threats such as Victini, who is then disposed of with Rock Slide.
[pimg]538[/pimg] (vice-captain) @ Dread Plate/Dark Gem (can't decide) with Unburden
252 Atk/252 Spe/4 Def (Naughty)
Night Slash, Sucker Punch, Aerial Ace, Assist
Fat Cat is the one that deals with the Ghosts and Psychics the team used to have a lot of trouble with. Dread Plate provides a boost to her STAB attacks, and when it isn't it's been Knocked Off, thus boosting its Speed. Dark Gem gives a large boost to one move, before then boosting Speed to help finish off a weakened foe, or combat a hopeful revenge-killer. Assist is a hit-and-miss sort of move, relying on a physical move to have much worth, but has gotten the team out of sticky situations in the past on, say, Superpower.
So there you have it. I appreciate team feedback and also recommend you give the team a trial yourselves before rating. As a Fighting-heavy team, Flying and Psychic moves are quite painful, but Fat Cat deals with Psychics nicely, while Pig's Wild Charge and Tropius's HP Rock aids to combat those pesky birds. In addition, Escavalier resists Psychic and retaliates with the best Megahorn in the world! What's the verdict?
[pimg]528[/pimg] (captain) @ Flame Plate with Blaze
252 Atk/252 HP/4 Spe (Adamant)
Flare Blitz, Wild Charge, Flame Charge, Superpower
The team captain is a real force once Flame Charge solidifies a Speed advantage. Wild Charge is great on weakness coverage, but makes me wish I had a Reckless variant. Superpower is the hugely damaging Fighting STAB, and new addition Flare Blitz does more to reduce its time on the field, but packs huge power on this fat piggy.
[pimg]619[/pimg] @ Leftovers with Swarm
252 Atk/252 HP/4 SpD (Brave)
Megahorn, Iron Head, Return, Counter
The only team member with no nickname, Escavalier's poor offensive movepool means this won't differ much from a typical set. Best simply to bring it out early, as it doesn't seem to hold its own too much in late-game. Until X & Y hopefully gives this sorely lacking movepool a boost, this is about as good as it gets.
[pimg]157[/pimg] @ Choice Specs with Blaze
252 SpA/252 Spe/4 HP
Flamethrower, Lava Plume, SolarBeam, HP Ice
Replacing Shikoyita is my HeartGold starter, Tropicalan. In-game, it isn't Level 100 yet, but this is its planned moveset. Flamethrower is the accuracy-over-power move as opposed to Fire Blast, while Lava Plume is good for its high burn chance and ability to hit both members in doubles. SolarBeam, despite no Sunny Day in the team (Ho-Oh does that in-game) is a lucky coverage move, as Grass' 3 advantages just so happen to be Fire's 3 weaknesses. Hidden Power Ice is solely intended to hit those pesky Dragons (namely Druddigon) that otherwise dispose of Tropicalan without much fuss.
[pimg]357[/pimg] @ Sky Plate with Solar Power
252 SpA/252 HP/4 SpD (Bold)
Giga Drain, Energy Ball, Air Slash, HP Rock
This is Tropius. If you are on Showdown a bit, you would probably have seen me (Meaty Man) doing some Tropius calcs at one point. These calcs showed his ability to take sun and hurl it right back in the opponent's face. Well, he does exactly that on this team as well. No SolarBeam here, but even without it, and despite Solar Power shortening his longevity, Fire types looking to get a sun boost had better be careful of HP Rock. Calcs are good, but Tropius is also useful in practice.
[pimg]567[/pimg] @ Black Belt with Inner Focus (yes, it's Sturdy-free)
252 Atk/252 HP/4 SpD (Adamant)
Close Combat, Low Sweep, Payback, Rock Slide
It may seem contradictory to keep Low Sweep and Payback on the same team, but they are for different situations. With no Speed EVs, it won't outspeed often, so Payback will be effective a lot of the time. Low Sweep is not only a non-stat-reducing STAB move, but is also used to lower the Speed of, and seemingly cripple, faster threats such as Victini, who is then disposed of with Rock Slide.
[pimg]538[/pimg] (vice-captain) @ Dread Plate/Dark Gem (can't decide) with Unburden
252 Atk/252 Spe/4 Def (Naughty)
Night Slash, Sucker Punch, Aerial Ace, Assist
Fat Cat is the one that deals with the Ghosts and Psychics the team used to have a lot of trouble with. Dread Plate provides a boost to her STAB attacks, and when it isn't it's been Knocked Off, thus boosting its Speed. Dark Gem gives a large boost to one move, before then boosting Speed to help finish off a weakened foe, or combat a hopeful revenge-killer. Assist is a hit-and-miss sort of move, relying on a physical move to have much worth, but has gotten the team out of sticky situations in the past on, say, Superpower.
So there you have it. I appreciate team feedback and also recommend you give the team a trial yourselves before rating. As a Fighting-heavy team, Flying and Psychic moves are quite painful, but Fat Cat deals with Psychics nicely, while Pig's Wild Charge and Tropius's HP Rock aids to combat those pesky birds. In addition, Escavalier resists Psychic and retaliates with the best Megahorn in the world! What's the verdict?