OVERVIEW
Nothing too fancy here, just a team I put together over a period of time that's been working fairly well for me on the Standard Ladder. I think my rating is starting to peak though, so I figured it was a good time to bring my team in for a bit of rating. All of these are lifted directly from the Analysis pages, I figured there was no point in messing with a good thing. I'm not too personally invested in this team, so all suggestions will be considered. A bit of explanation is always nice, though, as I'm not always the brightest Pokémon guy.
Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
Fake Out
Taunt
Counter
Night Slash
Anti-Lead set. It's been working rather well for me so far, nullifying most leads or at least scaring them off. I have problems with T-Tar and Aero Leads though, and I'm not quite sure how to deal with them. The analysis suggests Ice Punch for Aero, but he still outspeeds me, and if he gets rocks up then Weavile isn't doing his job. Taunt is also my only defense against set-up sweepers. Not a good thing.
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 40 HP/252 SAtk/216 Spd
Modest Nature (+SAtk, -Atk)
Overheat
Earth Power
HP: Grass
Flamethrower
My special sweeper. Not much to say here. Opted for Overheat/Flamethrower over FB/Dragon Pulse since he's pretty easy to switch in, and the extra power from Overheat is appreciated.
Swellow @ Toxic Orb
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd -SAtk)
Facade
Brave Bird
U-Turn
Pursuit
My favorite gimmick pokemon ever. His recent performance has been lackluster though. He's becoming difficult to switch in with the prevalence of rocks, and he can't really take any hits. I feel pursuit is a wasted moveslot, either because I'm too stupid to notice it or because my opponents are too stupid to switch. Thinking about replacing it with Protect for easier Guts activation. Toxic Orb for the lower front end damage, since this guy never stays alive for long.
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 SDef/4 Spd
Calm Nature (+SDef, -Atk)
Surf
HP: Flying
Ice Beam
Toxic
My Special Wall. Not quite Blissey, but he does well. The 4x electric weak is very tempting to anyone, perfect entrance opportunities for Donpahn or Electivire. He is lacking a bit in survivability, though. Probably going to replace Surf with Protect for lefties/toxic damage. Surf doesn't add much coverage, so it seems like the best choice to drop.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish Nature (+Def, -SAtk)
Rapid Spin
Earthquake
Ice Shard
Stealth Rock
My spinner/SR/physical tank. I think I have him spread across too many roles, he usually dies early on. He's a good candidate for Roar to help with my lack of a Hazer of any kind, but I'm not sure where I would fit in. Rapid Spin has saved me many times, so I'd like to keep that in if at all possible.
Electivire @ Expert Belt
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature (+Atk, -SAtk)
Cross Chop
Earthquake
Ice Punch
Thunder Punch
My endgame sweeper. Motor Drive has been consistently easy to abuse, though that may be my opponents' fault moreso than my predictive genius. I'm probably going to switch this over to the Mixed Sweeper version when I get on Shoddy next, as this set has a bit of trouble with being walled along with the heavy physical tilt of my team.
That's about it. Again, nothing too fancy, just a group of pokemon with complementary immunities I try to use to maximum effect. The main problems I'm noticing are a weakness to any sweeper that's set up already. I only have Taunt on Weavile to stop that, but by the time I can work him in, it's largely too late.






Nothing too fancy here, just a team I put together over a period of time that's been working fairly well for me on the Standard Ladder. I think my rating is starting to peak though, so I figured it was a good time to bring my team in for a bit of rating. All of these are lifted directly from the Analysis pages, I figured there was no point in messing with a good thing. I'm not too personally invested in this team, so all suggestions will be considered. A bit of explanation is always nice, though, as I'm not always the brightest Pokémon guy.

Weavile @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd, -SAtk)
Fake Out
Taunt
Counter
Night Slash
Anti-Lead set. It's been working rather well for me so far, nullifying most leads or at least scaring them off. I have problems with T-Tar and Aero Leads though, and I'm not quite sure how to deal with them. The analysis suggests Ice Punch for Aero, but he still outspeeds me, and if he gets rocks up then Weavile isn't doing his job. Taunt is also my only defense against set-up sweepers. Not a good thing.

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 40 HP/252 SAtk/216 Spd
Modest Nature (+SAtk, -Atk)
Overheat
Earth Power
HP: Grass
Flamethrower
My special sweeper. Not much to say here. Opted for Overheat/Flamethrower over FB/Dragon Pulse since he's pretty easy to switch in, and the extra power from Overheat is appreciated.

Swellow @ Toxic Orb
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly Nature (+Spd -SAtk)
Facade
Brave Bird
U-Turn
Pursuit
My favorite gimmick pokemon ever. His recent performance has been lackluster though. He's becoming difficult to switch in with the prevalence of rocks, and he can't really take any hits. I feel pursuit is a wasted moveslot, either because I'm too stupid to notice it or because my opponents are too stupid to switch. Thinking about replacing it with Protect for easier Guts activation. Toxic Orb for the lower front end damage, since this guy never stays alive for long.

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 SDef/4 Spd
Calm Nature (+SDef, -Atk)
Surf
HP: Flying
Ice Beam
Toxic
My Special Wall. Not quite Blissey, but he does well. The 4x electric weak is very tempting to anyone, perfect entrance opportunities for Donpahn or Electivire. He is lacking a bit in survivability, though. Probably going to replace Surf with Protect for lefties/toxic damage. Surf doesn't add much coverage, so it seems like the best choice to drop.

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish Nature (+Def, -SAtk)
Rapid Spin
Earthquake
Ice Shard
Stealth Rock
My spinner/SR/physical tank. I think I have him spread across too many roles, he usually dies early on. He's a good candidate for Roar to help with my lack of a Hazer of any kind, but I'm not sure where I would fit in. Rapid Spin has saved me many times, so I'd like to keep that in if at all possible.

Electivire @ Expert Belt
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature (+Atk, -SAtk)
Cross Chop
Earthquake
Ice Punch
Thunder Punch
My endgame sweeper. Motor Drive has been consistently easy to abuse, though that may be my opponents' fault moreso than my predictive genius. I'm probably going to switch this over to the Mixed Sweeper version when I get on Shoddy next, as this set has a bit of trouble with being walled along with the heavy physical tilt of my team.
That's about it. Again, nothing too fancy, just a group of pokemon with complementary immunities I try to use to maximum effect. The main problems I'm noticing are a weakness to any sweeper that's set up already. I only have Taunt on Weavile to stop that, but by the time I can work him in, it's largely too late.