Ok, my first post of this team did not work, some weird formatting stuff went absurdly wrong. Anyways, here it is, looking much, much better!
I've made my fair share of teams, and they constantly seem to be below everyone else's standards, despite netting me a decent win rate. But, like all, i wish to boost that rate, and so began a new team.
Team Building Process
My favourite Pokemon, hands-down, is Tyranitar. Thus, I decided to base this team around DDTar.
Next, I knew what i wanted to lead with, and wasn't going to shift from this combination. I have often used Metagross as a lead, with good success. I use Starmie frequently, as a special attacker. So when i saw their lead combination on Smogon, I just had to try it.
I realised I needed a reliable check to some of the metagame's major threats, including Metagross, Scizor and Jirachi. Who's to say no to a lack of weaknesses to most of their usual moves? Rotom-h was in.
Now, I wanted another ground immunity. Also realising i was lacking a revenge killer, one Pokemon came to mind - Scarfgon! As a bonus, it provides an electric immunity and a rock resistance.
The last member of the team was the one i spent the most time deliberating over. I wanted a bulky offense member with good resistance. I wanted a Steel type to provide a second resistance to psychic, ghost and dark, but not weak to ground. Scizor was the obvious choice.
Type Match-Up Chart
I'm sorry, but i don't know how to get this image.
Notes
No Pokemon weak to Stealth Rock, two resists
Only two not immune to Toxic Spikes (One of these has Natural Cure)
No more than two Pokemon weak to each type
At least two resistances/immunities to every type bar water, but i only have one weakness to that anyway.
In Depth
Zodiac (Starmie) @ Life Orb, Natural Cure
Timid Nature
EVs: 252SAtk/4SDef/252Spe
Hydro Pump/Surf
Grass Knot/Thunderbolt
Ice Beam
Rapid Spin/Recover
Standard anti-lead Starmie, as discussed in Smogon's article on lead synergy. Yes, i know there are a lot of optional changes in the set, but it really depends on the role i want it to play. Hydro Pump/Surf is the typical power/accuracy debate. Grass Knot takes care of Swampert, while Rotom has STAB electric moves anyway. Ice Beam to hit anything that its STAB move wouldn't hit as hard. Rapid Spin or Recover...As i have none weak to stealth rock and toxic spikes isn't too big an issue, do i really need Rapid Spin? Recover would be to offset Life Orb recoil and resisted hits.
Starmie wasn't spinning nearly enough, so I replaced Rapid Spin with Recover - allows it to stick around much longer, and I appreciate the second team member with recovery.
EVs are standard, speed and power. A great anti-lead, takes care of some of the most common leads today without much difficulty. It can also often come back as a late-game sweeper to tidy up. Has great synergy with the next Pokemon...
Psystorm (Metagross) @ Lum Berry, Clear Body
Adamant Nature
EVs: 240HP/236Atk/32Spe
Stealth Rock
Bullet Punch
Meteor Mash/Earthquake
Earthquake/Explosion
Ah, LeadGross. My standard lead for quite some time has now been somewhat relegated. Stealth rock because it's Stealth Rock, Bullet Punch for priority etc, etc. The last two slots are always a combination of Meteor Mash, Explosion and Earthquake. I found I wasn't exploding that much, so decided to stick to Meteor ash instead. Earthquake is there for coverage.
Evs are fairly standard, just shifted 8 from HP to outpace other lead Metagross. Ahh, Machamp surging up the ranks in lead usage? Take this, bitch. 2HKO by meteor Mash, with Lum berry rendering Dynamic Punch's confusion useless. Should Starmie lose the speed tie with Azelf, metagross can pick it off with Bullet Punch. Metagross' great bulk allows it to take a hit or two, and it always gets Stealth Rock up about 90% of the time.
Now testing Earthqauke over meteor Mash and keeping Explosion. This enables it to take on fire and steel types better, in response to Corncake22's post, while outspeeding and OHKOing Machamp with Explosion. Lum Berry still to protect against random status, and still renders Machamp's Dynamic Punch useless while i set up rocks.
Big Boxer (Rotom-h) @ Leftovers, Levitate
Bold Nature
EVs: 252HP/120Def/136SDef
Rest
Sleep Talk
Will-o-Wisp
Discharge
Standard Rotom resTalk set. Rest/Sleep Talk for recovery. Will-o-Wisp to cut attack, given the oh-so-physical state of the metagame today, crippling physical sweepers. Discharge for an electric type STAB attack, so Starmie can run Grass Knot without too much trouble, and it has a handy 30% pparalysis rate.
EVs are standard, no changes made. This guy has great bulk all around - it has saved me many times. I debated putting Toxic over Will-O-Wisp to kill off dedicated walls, but Will-O-Wisp just makes this guy able to stick around for so much longer, and in terms of HP draining, Toxic and burn do the same after three turns anyway. My main staus absorber and general annoyer.
Zephyr (Flygon) @ Choice Scarf, Levitate
Jolly Nature
EVs: 252Atk/4SDef/252Spe
Earthquake
U-Turn
Outrage
Fire Blast
Standard Choice Scarf set. U-Turn for scouting, Earthquake for STAB and coverage. At the moment, I am using Outrage, but am tossing up whether to use Dragon Claw to escape being locked into it. But it hasn't really been too big an issue. As for Stone Edge and Fire Blast, I'm torn between them. Used them both, both have proved useful... recommendations would be greatly appreciated.
STandard EVs, Jolly nature to force the speed tie with other base 100s. This guy revenge kills like no other...maybe excluding Heatran and Scizor. but Heatran shares wekanesses with Metagross and Tyranitar, and Scizor can be put to other uses without too much difficulty, while this is Flygon's most reliable set. The resistances/immunities this guy provides are amazing for my team. My all-purpose scout and revenge killer, he works wonders.
Fire Blast to take out Skarmory, rather than Stone Edge, then Fire Punch which I had before. Fire Punch was for accuracy, and they had about the same power due to stats, but yes, Fire Blast just ensures Skarmory can't cause trouble.
Stryker (Scizor) @ Choice band, Technician
Adamant Nature
EVs: 148HP/192Atk/152SpD/16Spe
Superpower
Bullet Punch
U-turn
Pursuit
Scizor is now using Choice Band, so as to provide more 'glue' for the team, rather than try and sweep. A second revenge killer works really well for me.
OHKO gengar with Bullet punch or Pursuit, which it couldn't do with Iron Plate, and Heatran and Magnezone with Superpower without having to set up as i had to with Swords Dance and Brick break.
The EVS may look complicated, but are based off corncake22's post. The Speed EVs allow it to outpace standard 12EV Vaporeon, the HP and Sp.Def mean it is guaranteed to survive Jolly Flygon's Fire Blast, and I tweaked the EVS slightly for a little more attack, meaning that after one turn of Life Orb recoil, without including Stealth Rock or Sandstorm, Scizor must hit absolute bottom to let Gengar survive Bullet Punch on 1HP.
Zenegade (Tyranitar) @ Leftovers
Jolly Nature
EVs: /248Atk/12Def/248Spe
Crunch
Stone Edge
Fire Punch/Earthquake
Dragon Dance
Ahhh... Dragon Dance Tyanitar. If I can bring this in on something that has been burned, I start boosting and sweep. Crunch and Stone Edge for STAB, Fire Punch for all Steels bar Heatran, or Earthquake otherwise, but then i lose coverage on stuff like Scizor and Skarmory. Dragon Dance...becouase it's a DDTar.
EVs are fairly standard. Just nitpicking, but one dragon Dance would boost Attack and Speed without taking the last point that makes them odd stats into account. So figured might use them more productively, and threw them into defense. Anyway, was considering a Choice Scarf set, so it can comei n and out more easily, but am unsure. I don't like Choice items too much, and am already using one.
Anyway, given its SDef boost from sandstorm, if it comes in on something that's burned and can't really do much against me, I dragon Dance up. Debating leftovers to recover damage taken while boosting...any thoughts? Then i proceed to sweep. This is usually late game, but really would like to get it in earlier so my opponents pokemon suffer sand storm damage.
Now using leftovers, due to it dying too quickly.
anyways that's my team. Any thoughts, comments, issues you see with it, please let me know! =)
Night of the Beasts
I've made my fair share of teams, and they constantly seem to be below everyone else's standards, despite netting me a decent win rate. But, like all, i wish to boost that rate, and so began a new team.
Team Building Process
My favourite Pokemon, hands-down, is Tyranitar. Thus, I decided to base this team around DDTar.

Next, I knew what i wanted to lead with, and wasn't going to shift from this combination. I have often used Metagross as a lead, with good success. I use Starmie frequently, as a special attacker. So when i saw their lead combination on Smogon, I just had to try it.



I realised I needed a reliable check to some of the metagame's major threats, including Metagross, Scizor and Jirachi. Who's to say no to a lack of weaknesses to most of their usual moves? Rotom-h was in.




Now, I wanted another ground immunity. Also realising i was lacking a revenge killer, one Pokemon came to mind - Scarfgon! As a bonus, it provides an electric immunity and a rock resistance.





The last member of the team was the one i spent the most time deliberating over. I wanted a bulky offense member with good resistance. I wanted a Steel type to provide a second resistance to psychic, ghost and dark, but not weak to ground. Scizor was the obvious choice.






Type Match-Up Chart
I'm sorry, but i don't know how to get this image.
Notes
No Pokemon weak to Stealth Rock, two resists
Only two not immune to Toxic Spikes (One of these has Natural Cure)
No more than two Pokemon weak to each type
At least two resistances/immunities to every type bar water, but i only have one weakness to that anyway.
In Depth

Zodiac (Starmie) @ Life Orb, Natural Cure
Timid Nature
EVs: 252SAtk/4SDef/252Spe
Hydro Pump/Surf
Grass Knot/Thunderbolt
Ice Beam
Rapid Spin/Recover
Standard anti-lead Starmie, as discussed in Smogon's article on lead synergy. Yes, i know there are a lot of optional changes in the set, but it really depends on the role i want it to play. Hydro Pump/Surf is the typical power/accuracy debate. Grass Knot takes care of Swampert, while Rotom has STAB electric moves anyway. Ice Beam to hit anything that its STAB move wouldn't hit as hard. Rapid Spin or Recover...As i have none weak to stealth rock and toxic spikes isn't too big an issue, do i really need Rapid Spin? Recover would be to offset Life Orb recoil and resisted hits.
Starmie wasn't spinning nearly enough, so I replaced Rapid Spin with Recover - allows it to stick around much longer, and I appreciate the second team member with recovery.
EVs are standard, speed and power. A great anti-lead, takes care of some of the most common leads today without much difficulty. It can also often come back as a late-game sweeper to tidy up. Has great synergy with the next Pokemon...

Psystorm (Metagross) @ Lum Berry, Clear Body
Adamant Nature
EVs: 240HP/236Atk/32Spe
Stealth Rock
Bullet Punch
Meteor Mash/Earthquake
Earthquake/Explosion
Ah, LeadGross. My standard lead for quite some time has now been somewhat relegated. Stealth rock because it's Stealth Rock, Bullet Punch for priority etc, etc. The last two slots are always a combination of Meteor Mash, Explosion and Earthquake. I found I wasn't exploding that much, so decided to stick to Meteor ash instead. Earthquake is there for coverage.
Evs are fairly standard, just shifted 8 from HP to outpace other lead Metagross. Ahh, Machamp surging up the ranks in lead usage? Take this, bitch. 2HKO by meteor Mash, with Lum berry rendering Dynamic Punch's confusion useless. Should Starmie lose the speed tie with Azelf, metagross can pick it off with Bullet Punch. Metagross' great bulk allows it to take a hit or two, and it always gets Stealth Rock up about 90% of the time.
Now testing Earthqauke over meteor Mash and keeping Explosion. This enables it to take on fire and steel types better, in response to Corncake22's post, while outspeeding and OHKOing Machamp with Explosion. Lum Berry still to protect against random status, and still renders Machamp's Dynamic Punch useless while i set up rocks.

Big Boxer (Rotom-h) @ Leftovers, Levitate
Bold Nature
EVs: 252HP/120Def/136SDef
Rest
Sleep Talk
Will-o-Wisp
Discharge
Standard Rotom resTalk set. Rest/Sleep Talk for recovery. Will-o-Wisp to cut attack, given the oh-so-physical state of the metagame today, crippling physical sweepers. Discharge for an electric type STAB attack, so Starmie can run Grass Knot without too much trouble, and it has a handy 30% pparalysis rate.
EVs are standard, no changes made. This guy has great bulk all around - it has saved me many times. I debated putting Toxic over Will-O-Wisp to kill off dedicated walls, but Will-O-Wisp just makes this guy able to stick around for so much longer, and in terms of HP draining, Toxic and burn do the same after three turns anyway. My main staus absorber and general annoyer.

Zephyr (Flygon) @ Choice Scarf, Levitate
Jolly Nature
EVs: 252Atk/4SDef/252Spe
Earthquake
U-Turn
Outrage
Fire Blast
Standard Choice Scarf set. U-Turn for scouting, Earthquake for STAB and coverage. At the moment, I am using Outrage, but am tossing up whether to use Dragon Claw to escape being locked into it. But it hasn't really been too big an issue. As for Stone Edge and Fire Blast, I'm torn between them. Used them both, both have proved useful... recommendations would be greatly appreciated.
STandard EVs, Jolly nature to force the speed tie with other base 100s. This guy revenge kills like no other...maybe excluding Heatran and Scizor. but Heatran shares wekanesses with Metagross and Tyranitar, and Scizor can be put to other uses without too much difficulty, while this is Flygon's most reliable set. The resistances/immunities this guy provides are amazing for my team. My all-purpose scout and revenge killer, he works wonders.
Fire Blast to take out Skarmory, rather than Stone Edge, then Fire Punch which I had before. Fire Punch was for accuracy, and they had about the same power due to stats, but yes, Fire Blast just ensures Skarmory can't cause trouble.

Stryker (Scizor) @ Choice band, Technician
Adamant Nature
EVs: 148HP/192Atk/152SpD/16Spe
Superpower
Bullet Punch
U-turn
Pursuit
Scizor is now using Choice Band, so as to provide more 'glue' for the team, rather than try and sweep. A second revenge killer works really well for me.
OHKO gengar with Bullet punch or Pursuit, which it couldn't do with Iron Plate, and Heatran and Magnezone with Superpower without having to set up as i had to with Swords Dance and Brick break.
The EVS may look complicated, but are based off corncake22's post. The Speed EVs allow it to outpace standard 12EV Vaporeon, the HP and Sp.Def mean it is guaranteed to survive Jolly Flygon's Fire Blast, and I tweaked the EVS slightly for a little more attack, meaning that after one turn of Life Orb recoil, without including Stealth Rock or Sandstorm, Scizor must hit absolute bottom to let Gengar survive Bullet Punch on 1HP.

Zenegade (Tyranitar) @ Leftovers
Jolly Nature
EVs: /248Atk/12Def/248Spe
Crunch
Stone Edge
Fire Punch/Earthquake
Dragon Dance
Ahhh... Dragon Dance Tyanitar. If I can bring this in on something that has been burned, I start boosting and sweep. Crunch and Stone Edge for STAB, Fire Punch for all Steels bar Heatran, or Earthquake otherwise, but then i lose coverage on stuff like Scizor and Skarmory. Dragon Dance...becouase it's a DDTar.
EVs are fairly standard. Just nitpicking, but one dragon Dance would boost Attack and Speed without taking the last point that makes them odd stats into account. So figured might use them more productively, and threw them into defense. Anyway, was considering a Choice Scarf set, so it can comei n and out more easily, but am unsure. I don't like Choice items too much, and am already using one.
Anyway, given its SDef boost from sandstorm, if it comes in on something that's burned and can't really do much against me, I dragon Dance up. Debating leftovers to recover damage taken while boosting...any thoughts? Then i proceed to sweep. This is usually late game, but really would like to get it in earlier so my opponents pokemon suffer sand storm damage.
Now using leftovers, due to it dying too quickly.
anyways that's my team. Any thoughts, comments, issues you see with it, please let me know! =)





