This is my first RMT here, so any advice would be appreciated!
Tyranitar @ Choice Scarf
Jolly
4 HP, 252 Atk/Speed
Stone Edge
Earthquake
Crunch
Pursuit
The Good: Sets up sandstorm, which most of my team takes no damage from. With the scarf, it outruns Azelf leads and most of its common counters, such as Dugtrio looking for a revenge kill. It can also outrun counters to other members of my team, such as Celebi or Electivire. It gets a free switch in on Psychic moves, and is also immune to Trick Scarf leads, which is another plus.
The Bad: Obviously, the Scarf locks it in on one move, so this makes the immediate switch afterward quite predictable. Crobat leads can outspeed it even with the scarf and either use hypnosis or u-turn to a counter. Donphan can counter it with Earthquake, as can high def Swamperts. Gyarados can switch in on EQ and set up on the switch or Earthquake right back.
Jirachi @ Leftovers
Timid
252 HP, 80 Sp.Atk, 176 Speed
Calm Mind
Substitute
Psychic
Thunderbolt
The Good: The Calm Mind+Sub combo destroys most opposing pokemon. Magnezone that try to trap it are eventually KOed by STAB Psychic if allowed to set up, as is Gyarados and Skarmory by Thunderbolt. It has a plethora of resistances it can switch in on, a Poison immunity, and only two weaknesses. Backed up by its 100 base stats, it is hard to break specially.
The Bad: It can't break through Blissey, or most special steel walls, like Registeel. Taunters can really screw it over and prevent set up. Heatran can absorb both attacks and hit back with Fire Blast. Electivire can get a speed boost and KO with Earthquake.
Spiritomb @ Shell Bell
Calm
252 HP, 140 Def, 116 Sp.Def
Rest
Sleep Talk
Shadow Ball
Hidden Power Fighting
The Good: Along with the fact that it takes no super effective damage, It also packs immunity to Fighting, Psychic, and Normal moves, being a defensive counter for all. Ghost and Fighting provides unresisted type coverage, and allows for hits on Normals and Steels. It has great defenses, which make it even better.
The Bad: Poor HP and a lack of resistances. Even with the defenses, it could still be wiped by a strong sweeper. Also, Rest+Sleep Talk keeps it attacking while asleep, but it occasionally selects Rest, giving the opponent a free turn. Sandstorm damage doesn't really help it either, and the Shell Bell helps very little.
Cradily @ Lum Berry
Careful
252 HP, 116 Def, 140 Sp.Def
Stockpile
Toxic
Earthquake
Recover
The Good: Evenbefore Stockpile, it can take some hits while setting up, and it is hard to break with +3 Def/Sp.Def boosts, Recover, and immunity to Roar/Whirlwind. It can stall out with Toxic, and Earthquake hits most Steels and Poisons immune to Toxic, as well as Electivire. Lum Berry is there for the one time status block, which is useful for defensive and scouting purposes.
The Bad: Taunters make it pretty useless and mostly cause it to switch.
Steels and Poisons immune to EQ wall this set completely. Skarmory and Weezing are the most notable of such, and have caused problems in the past.
Weezing @ Black Sludge
Bold
252 HP/Def, 4 Sp.Atk
Fire Blast
Pain Split
Will-o-Wisp
Thunderbolt
The Good: It resists a majority of the attack types that my other pokemon fear, as long as the attack is physical. It cripples physical sweepers (Tyranitar) and is the main counter for Forretress/Scizor and Steels packing EQ, as it nabs a free switch in from Levitate and hits hard with Fire Blast. Thunderbolt is primarily for Gyarados. Black Sludge is to offset Sandstorm damage, and Pain Split allows for good recovery if timed right. It is also a lure for Psychic attacks, so I can switch in Tyranitar or Spiritomb for free
The Bad: Its Sp.Def plain sucks. It can't take too many hits specially, even if not super effective. Psychic moves especially mess it up. Pain Split is hard to use right, and isn't nearly as effective as Recover.
Swampert @ Muscle Band
Relaxed
252 HP/Def, 4 Atk
Stealth Rock
Earthquake
Ice Beam
Roar
The Good: Swampert is awesome in general. As a lead, it can throw up Stealth Rock and phaze with Roar to scout. Earthquake can hit hard with STAB accounted for, and takes out many Electric types, like Electivire, and to a lesser extent, Jolteon. Ice Beam is used for Dragon types like Salamence and Flygon that have the 4x weakness. Its high defense keeps physical attackers at bay.
The Bad: That nasty 4x Grass weakness is easily exploited by Celebi and other Grass Knot users like Infernape. With these EVs, it takes special hits worse than physical, which doesn't help too much either. Anything that is immune to ground and resists ice wall Swampert, like Skarmory or Moltres, but could be Roared away.
Once again, I appreciate your feedback and will take all into account. Thanks much!
Tyranitar @ Choice Scarf
Jolly
4 HP, 252 Atk/Speed
Stone Edge
Earthquake
Crunch
Pursuit
The Good: Sets up sandstorm, which most of my team takes no damage from. With the scarf, it outruns Azelf leads and most of its common counters, such as Dugtrio looking for a revenge kill. It can also outrun counters to other members of my team, such as Celebi or Electivire. It gets a free switch in on Psychic moves, and is also immune to Trick Scarf leads, which is another plus.
The Bad: Obviously, the Scarf locks it in on one move, so this makes the immediate switch afterward quite predictable. Crobat leads can outspeed it even with the scarf and either use hypnosis or u-turn to a counter. Donphan can counter it with Earthquake, as can high def Swamperts. Gyarados can switch in on EQ and set up on the switch or Earthquake right back.
Jirachi @ Leftovers
Timid
252 HP, 80 Sp.Atk, 176 Speed
Calm Mind
Substitute
Psychic
Thunderbolt
The Good: The Calm Mind+Sub combo destroys most opposing pokemon. Magnezone that try to trap it are eventually KOed by STAB Psychic if allowed to set up, as is Gyarados and Skarmory by Thunderbolt. It has a plethora of resistances it can switch in on, a Poison immunity, and only two weaknesses. Backed up by its 100 base stats, it is hard to break specially.
The Bad: It can't break through Blissey, or most special steel walls, like Registeel. Taunters can really screw it over and prevent set up. Heatran can absorb both attacks and hit back with Fire Blast. Electivire can get a speed boost and KO with Earthquake.
Spiritomb @ Shell Bell
Calm
252 HP, 140 Def, 116 Sp.Def
Rest
Sleep Talk
Shadow Ball
Hidden Power Fighting
The Good: Along with the fact that it takes no super effective damage, It also packs immunity to Fighting, Psychic, and Normal moves, being a defensive counter for all. Ghost and Fighting provides unresisted type coverage, and allows for hits on Normals and Steels. It has great defenses, which make it even better.
The Bad: Poor HP and a lack of resistances. Even with the defenses, it could still be wiped by a strong sweeper. Also, Rest+Sleep Talk keeps it attacking while asleep, but it occasionally selects Rest, giving the opponent a free turn. Sandstorm damage doesn't really help it either, and the Shell Bell helps very little.
Cradily @ Lum Berry
Careful
252 HP, 116 Def, 140 Sp.Def
Stockpile
Toxic
Earthquake
Recover
The Good: Evenbefore Stockpile, it can take some hits while setting up, and it is hard to break with +3 Def/Sp.Def boosts, Recover, and immunity to Roar/Whirlwind. It can stall out with Toxic, and Earthquake hits most Steels and Poisons immune to Toxic, as well as Electivire. Lum Berry is there for the one time status block, which is useful for defensive and scouting purposes.
The Bad: Taunters make it pretty useless and mostly cause it to switch.
Steels and Poisons immune to EQ wall this set completely. Skarmory and Weezing are the most notable of such, and have caused problems in the past.
Weezing @ Black Sludge
Bold
252 HP/Def, 4 Sp.Atk
Fire Blast
Pain Split
Will-o-Wisp
Thunderbolt
The Good: It resists a majority of the attack types that my other pokemon fear, as long as the attack is physical. It cripples physical sweepers (Tyranitar) and is the main counter for Forretress/Scizor and Steels packing EQ, as it nabs a free switch in from Levitate and hits hard with Fire Blast. Thunderbolt is primarily for Gyarados. Black Sludge is to offset Sandstorm damage, and Pain Split allows for good recovery if timed right. It is also a lure for Psychic attacks, so I can switch in Tyranitar or Spiritomb for free
The Bad: Its Sp.Def plain sucks. It can't take too many hits specially, even if not super effective. Psychic moves especially mess it up. Pain Split is hard to use right, and isn't nearly as effective as Recover.
Swampert @ Muscle Band
Relaxed
252 HP/Def, 4 Atk
Stealth Rock
Earthquake
Ice Beam
Roar
The Good: Swampert is awesome in general. As a lead, it can throw up Stealth Rock and phaze with Roar to scout. Earthquake can hit hard with STAB accounted for, and takes out many Electric types, like Electivire, and to a lesser extent, Jolteon. Ice Beam is used for Dragon types like Salamence and Flygon that have the 4x weakness. Its high defense keeps physical attackers at bay.
The Bad: That nasty 4x Grass weakness is easily exploited by Celebi and other Grass Knot users like Infernape. With these EVs, it takes special hits worse than physical, which doesn't help too much either. Anything that is immune to ground and resists ice wall Swampert, like Skarmory or Moltres, but could be Roared away.
Once again, I appreciate your feedback and will take all into account. Thanks much!