In a perpetual effort to become better, I've submitted this, my most successful team thus far, to all your awesome Smogon people for improvements that I know are possible.
Here's how my team functions: it's a simple plan, use Jolteon and Scizor or Salamence and Suicune. They function as two pairs of attackers, and which pair I bring out first depends entirely on the circumstances. If I went to Heatran after Machamp dealt with their lead, and I pulled off a successful Explosion, I go to Jolteon or Scizor. If Heatran did not get to explode or did not get to come out, I usually go for Suicune or Salamence, but again, it all depends on who I'm facing.
The pair that goes out first has to break open holes in the other team, while the remaining team acts as clean-up. The good thing about the team is that the two pairs share counters. Blissey, for example, walls Suicune and Jolteon. This way, the first pair takes down the threatening wall so it cannot wall the second pair.
And of course, I break from the pairs if need be as well. Salamence/Jolteon and Suicune/Scizor works well too. Machamp is there to take down leads and get rid of as many Pokemon as possible right off the bat, since it makes the rest of the game easier. Since there is not one definitive sweeper (such as a team centered around SD Lucario), I had the liberty of slightly de-emphasizing Stealth Rock, since it isn't as important than if I had centered the team around, say, DD Salamence or CM Suicune.
Suicune, originally, was Latias, but since Latias got booted to Ubers, I needed a replacement. However, by using Suicune I lose a key electric and ground resist. I'm looking for a way to get those two critical weaknesses gone again without completely overriding the team. Also, I've noticed while playing on Smogon that Machamp's Dynamicpunch has been missing. I don't know if this is supposed to happen, or if it's a bug. If it's not a bug, I'm going to need a replacement anti-lead. :x
Machamp@Lum Berry
No Guard, Adamant
252atk/252hp/4spd
~Dynamic Punch
~Bullet Punch
~Ice Punch
~Payback
I love this thing. Super annoying to deal with, and it's amazing how much damage one Machamp can do. There aren't even any definitive counters to this guy, since all ghost types other than Defensive Dusknoir/Rotom-A are KO'd easily by Payback while they can't OHKO Machamp, and all non-ghost types eat Dynamicpunch on the switch. Ghost types that try to burn Machamp get to face Flash Fire'd Heatran, easily giving me my Stealth Rocks too. So in short: Machamp, the perfect anti-lead.
Scizor@Choice Band
Technician, Adamant
252atk/252hp/4spd
~Bullet Punch
~Super Power
~U Turn
~Pursuit
The first of the two mini-teams kicks off with Scizor. There's not a whole lot of explain. Standard set, nothing new, nothing interesting. Use and abuse.
Jolteon@Choice Specs
Volt Absorb, Timid
252spatk/252spd/4hp
~Thunderbolt
~Hidden Power [Ice]
~Shadow Ball
~Baton Pass
I picked SpecsJolt for a few reasons. First off, I wasn't interested in Revenge Killing, as Scizor and to an extent Machamp handle that well. Second, I really need power, and SpecsJolt delivers that power. Baton Pass is for scouting, HP Ice is to deal with Grass and Ground types who resist Thunderbolt (although most grass types are 2HKO'd by Thunderbolt anyway). The ONLY electric resist on my team, however, and that is something I really want to fix.
Dragonite@Leftovers
Inner Focus, Careful
252spdef/252hp/4def
~Dragon Dance
~Roost
~Heal Bell
~Dragon Claw
Replacing Suicune and Latias, I chose Dragonite for its terrific bulk and ability to sponge special attacks. I picked ClericNite instead of standard bulky DD variants because I needed someone to sponge status attacks, and Heal Bell also allows Dragonite to beat Rotoms, Blissey, and other Toxic-stallers. Dragonite comes with all the old resistances Latias had (except electric), and resists more than Suicune did. Although Dragonite does not offer a resistance to electric, it has enough special bulk to take electric hits fairly well.
Salamence@Life Orb
Intimidate, Naive
252spatk/40atk/216spd
~Draco Meteor
~Outrage
~Earthquake
~Fire Blast
MixMence. Nothing to say here. Fits the bill quite nicely and helps check a few threats. Use and abuse.
Heatran@Life Orb
Flash Fire, Timid
252spatk/252spd/4hp
~Fire Blast
~Earth Power
~Explosion
~Stealth Rock
This guy is how I get my rocks up, and also absorbs fire attacks on Machamp and Scizor. Due to its typing and synergy, it was chosen to set up rocks. However, problems I've noticed are the fact that it's too weak to Ground, while Salamence is my only ground immunity. With key member Jolteon also suffering from a severe ground weakness, this is not good, although I don't know how to change this without messing up the team.
Final Words:
Thanks for reading my RMT! I hope you can help me improve this team! :)
Here's how my team functions: it's a simple plan, use Jolteon and Scizor or Salamence and Suicune. They function as two pairs of attackers, and which pair I bring out first depends entirely on the circumstances. If I went to Heatran after Machamp dealt with their lead, and I pulled off a successful Explosion, I go to Jolteon or Scizor. If Heatran did not get to explode or did not get to come out, I usually go for Suicune or Salamence, but again, it all depends on who I'm facing.
The pair that goes out first has to break open holes in the other team, while the remaining team acts as clean-up. The good thing about the team is that the two pairs share counters. Blissey, for example, walls Suicune and Jolteon. This way, the first pair takes down the threatening wall so it cannot wall the second pair.
And of course, I break from the pairs if need be as well. Salamence/Jolteon and Suicune/Scizor works well too. Machamp is there to take down leads and get rid of as many Pokemon as possible right off the bat, since it makes the rest of the game easier. Since there is not one definitive sweeper (such as a team centered around SD Lucario), I had the liberty of slightly de-emphasizing Stealth Rock, since it isn't as important than if I had centered the team around, say, DD Salamence or CM Suicune.
Suicune, originally, was Latias, but since Latias got booted to Ubers, I needed a replacement. However, by using Suicune I lose a key electric and ground resist. I'm looking for a way to get those two critical weaknesses gone again without completely overriding the team. Also, I've noticed while playing on Smogon that Machamp's Dynamicpunch has been missing. I don't know if this is supposed to happen, or if it's a bug. If it's not a bug, I'm going to need a replacement anti-lead. :x

Machamp@Lum Berry
No Guard, Adamant
252atk/252hp/4spd
~Dynamic Punch
~Bullet Punch
~Ice Punch
~Payback
I love this thing. Super annoying to deal with, and it's amazing how much damage one Machamp can do. There aren't even any definitive counters to this guy, since all ghost types other than Defensive Dusknoir/Rotom-A are KO'd easily by Payback while they can't OHKO Machamp, and all non-ghost types eat Dynamicpunch on the switch. Ghost types that try to burn Machamp get to face Flash Fire'd Heatran, easily giving me my Stealth Rocks too. So in short: Machamp, the perfect anti-lead.

Scizor@Choice Band
Technician, Adamant
252atk/252hp/4spd
~Bullet Punch
~Super Power
~U Turn
~Pursuit
The first of the two mini-teams kicks off with Scizor. There's not a whole lot of explain. Standard set, nothing new, nothing interesting. Use and abuse.

Jolteon@Choice Specs
Volt Absorb, Timid
252spatk/252spd/4hp
~Thunderbolt
~Hidden Power [Ice]
~Shadow Ball
~Baton Pass
I picked SpecsJolt for a few reasons. First off, I wasn't interested in Revenge Killing, as Scizor and to an extent Machamp handle that well. Second, I really need power, and SpecsJolt delivers that power. Baton Pass is for scouting, HP Ice is to deal with Grass and Ground types who resist Thunderbolt (although most grass types are 2HKO'd by Thunderbolt anyway). The ONLY electric resist on my team, however, and that is something I really want to fix.

Dragonite@Leftovers
Inner Focus, Careful
252spdef/252hp/4def
~Dragon Dance
~Roost
~Heal Bell
~Dragon Claw
Replacing Suicune and Latias, I chose Dragonite for its terrific bulk and ability to sponge special attacks. I picked ClericNite instead of standard bulky DD variants because I needed someone to sponge status attacks, and Heal Bell also allows Dragonite to beat Rotoms, Blissey, and other Toxic-stallers. Dragonite comes with all the old resistances Latias had (except electric), and resists more than Suicune did. Although Dragonite does not offer a resistance to electric, it has enough special bulk to take electric hits fairly well.

Salamence@Life Orb
Intimidate, Naive
252spatk/40atk/216spd
~Draco Meteor
~Outrage
~Earthquake
~Fire Blast
MixMence. Nothing to say here. Fits the bill quite nicely and helps check a few threats. Use and abuse.

Heatran@Life Orb
Flash Fire, Timid
252spatk/252spd/4hp
~Fire Blast
~Earth Power
~Explosion
~Stealth Rock
This guy is how I get my rocks up, and also absorbs fire attacks on Machamp and Scizor. Due to its typing and synergy, it was chosen to set up rocks. However, problems I've noticed are the fact that it's too weak to Ground, while Salamence is my only ground immunity. With key member Jolteon also suffering from a severe ground weakness, this is not good, although I don't know how to change this without messing up the team.
Final Words:
Thanks for reading my RMT! I hope you can help me improve this team! :)