Hello Smogon, this is my second RMT. The Standard Rules are in place, except Item Clause is shut off. This time I'm in UU and getting a tan. anyways here's my team.
Here's a look at each of them more in-depth.
Jumpluff PuffBall Item: Heat Rock
Nature: Jolly
Moves: Sleep Powder
Sunny Day
U-Turn
Aromatherapy
EVs: 252 HP, 4 Atk, 252 Spe.
Jumpluff, who doesn’t like this weird blue ball that has fuzzy cotton balls… anyways, Jumpluff is what gets the ball rolling. Sleep Powder is usually my first move to incapacitate the opponent and then Sunny Day. I chose Aromatherapy to heal status on the rest of my team. the EVs: Max HP for survivability, Max Speed to outspeed most other leads before Sunny Day. The rest go into Attack to boost U-Turn slightly.
Moltres Phoenix Wing Item: Expert Belt.
Nature: Timid.
Moves: Solarbeam
HP Rock
Flamethrower
Morning Sun.
EVs: 4 Def, 252 SpA, 252 Spe.
Moltres is my main special sweeper. The flaming bird can easily take advantage of the sun being out with its high-powered SolarBeam and Flamethrower. I’m using Flamethrower over Fire Blast because I usually plan on having Moltres around for a long time and Flamethrower gives more PP, has more accuracy and gets near Fire Blast’s power with the Sun out. I'm running Hidden Power Rock to hit Altaria and other Fire Types for SE. The EVs are pretty basic, Max Specail Attack and Speed, with the rest into Defense.
Slowbro Crouching Moron. Item: Leftovers.
Nature: Modest.
Moves: Flamethrower
Sunny Day
Surf
Slack Off.
EVs: 252 SpA, 44 Def, 212 HP.
This is an odd set that was suggested on this thread, basically this is my weather counter. If a Rain Dance team comes in I can counter them with relative ease with this guy and the reason for him carrying Sunny Day is because I need it to reset the weather when it's changed. The EVs are relatively simple, the HP is set so he can survive two seismic tosses and heal up with Slack Off. My thanks to Barbarossa for this set.
Exeggutor I'm just Nuts!! Item: Life Orb
Nature: Rash
Moves: SolarBeam
Psychic
Explosion
Hidden Power Fire
EVs: 4 Atk, 252 SpA, 252 Spe
Exeggutor will basically come in and wreck stuff. Hidden Power Fire gets a possibility to 2HKO Registeel if I can hit it on the switch. SolarBeam and Psychic provide STAB and Explosion can take out Chansey, and pave the way for Moltres to sweep. The EVs are standard. Max Speed and SpA, and the rest into Attack.
Arcanine Security Dog Item: Leftovers
Nature: Adamant.
Ability: Flash Fire.
Moves: Flare Blitz
ExtremeSpeed
Morning Sun
Toxic
EVs: 120 HP, 152 Atk, 236 Spe
Arcanine is very useful on this team. He usually comes in off Exeguttor or Jumpluff and often nabs a Flash Fire boost from it. Flare Blitz is extremely powerful and ExtremeSpeed helps clean things up. Toxic is for the bulky waters that switch in to cripple them. The EVs: HP EVs for general bulkiness, Speed EVs let me outspeed base 80s with +speed natures, and the rest into Attack.
Hitmontop WTF?? Item: Leftovers.
Nature: Careful
Moves: Rapid Spin
Foresight
Close Combat
Sucker Punch
EVs: 252 HP, 80 Def, 176 SpD.
Foresight+Rapid Spin. Hitmontop is one of the most reliable Rapid Spinners because of that combination of moves. Without this guy, my team would fall apart. Close Combat and Sucker Punch let me threaten something besides their entry hazards. Intimidate lessens the physical assaults and that’s about it. I run a more defensive EV spread to allow me to take hits from Rotom and Mismagius better. Max HP, some into SpD and the rest into Defense
Feel free to critique. I'm assuming you've played this for longer than I have so you people have the advantage of experience. Special thanks to Bulbapedia for the sprites. Once again, here's my team:






Here's a look at each of them more in-depth.

Jumpluff PuffBall Item: Heat Rock
Nature: Jolly
Moves: Sleep Powder
Sunny Day
U-Turn
Aromatherapy
EVs: 252 HP, 4 Atk, 252 Spe.
Jumpluff, who doesn’t like this weird blue ball that has fuzzy cotton balls… anyways, Jumpluff is what gets the ball rolling. Sleep Powder is usually my first move to incapacitate the opponent and then Sunny Day. I chose Aromatherapy to heal status on the rest of my team. the EVs: Max HP for survivability, Max Speed to outspeed most other leads before Sunny Day. The rest go into Attack to boost U-Turn slightly.

Moltres Phoenix Wing Item: Expert Belt.
Nature: Timid.
Moves: Solarbeam
HP Rock
Flamethrower
Morning Sun.
EVs: 4 Def, 252 SpA, 252 Spe.
Moltres is my main special sweeper. The flaming bird can easily take advantage of the sun being out with its high-powered SolarBeam and Flamethrower. I’m using Flamethrower over Fire Blast because I usually plan on having Moltres around for a long time and Flamethrower gives more PP, has more accuracy and gets near Fire Blast’s power with the Sun out. I'm running Hidden Power Rock to hit Altaria and other Fire Types for SE. The EVs are pretty basic, Max Specail Attack and Speed, with the rest into Defense.

Slowbro Crouching Moron. Item: Leftovers.
Nature: Modest.
Moves: Flamethrower
Sunny Day
Surf
Slack Off.
EVs: 252 SpA, 44 Def, 212 HP.
This is an odd set that was suggested on this thread, basically this is my weather counter. If a Rain Dance team comes in I can counter them with relative ease with this guy and the reason for him carrying Sunny Day is because I need it to reset the weather when it's changed. The EVs are relatively simple, the HP is set so he can survive two seismic tosses and heal up with Slack Off. My thanks to Barbarossa for this set.

Exeggutor I'm just Nuts!! Item: Life Orb
Nature: Rash
Moves: SolarBeam
Psychic
Explosion
Hidden Power Fire
EVs: 4 Atk, 252 SpA, 252 Spe
Exeggutor will basically come in and wreck stuff. Hidden Power Fire gets a possibility to 2HKO Registeel if I can hit it on the switch. SolarBeam and Psychic provide STAB and Explosion can take out Chansey, and pave the way for Moltres to sweep. The EVs are standard. Max Speed and SpA, and the rest into Attack.

Arcanine Security Dog Item: Leftovers
Nature: Adamant.
Ability: Flash Fire.
Moves: Flare Blitz
ExtremeSpeed
Morning Sun
Toxic
EVs: 120 HP, 152 Atk, 236 Spe
Arcanine is very useful on this team. He usually comes in off Exeguttor or Jumpluff and often nabs a Flash Fire boost from it. Flare Blitz is extremely powerful and ExtremeSpeed helps clean things up. Toxic is for the bulky waters that switch in to cripple them. The EVs: HP EVs for general bulkiness, Speed EVs let me outspeed base 80s with +speed natures, and the rest into Attack.

Hitmontop WTF?? Item: Leftovers.
Nature: Careful
Moves: Rapid Spin
Foresight
Close Combat
Sucker Punch
EVs: 252 HP, 80 Def, 176 SpD.
Foresight+Rapid Spin. Hitmontop is one of the most reliable Rapid Spinners because of that combination of moves. Without this guy, my team would fall apart. Close Combat and Sucker Punch let me threaten something besides their entry hazards. Intimidate lessens the physical assaults and that’s about it. I run a more defensive EV spread to allow me to take hits from Rotom and Mismagius better. Max HP, some into SpD and the rest into Defense
Feel free to critique. I'm assuming you've played this for longer than I have so you people have the advantage of experience. Special thanks to Bulbapedia for the sprites. Once again, here's my team:





