FIRST GLANCE
Introduction
The idea behind this team was to get up as many layers of entry hazards as possible (Stealth Rock for general residual damage, Toxic Spikes to discourage stalling) and spread paralysis and burn support to help Lucario sweep late-game. I didn't want one Pokémon doing all the work, so I spread it out and only chose one late-game sweeper, and made it a reliable one. Every type is resisted twice except Rock.
I like this team and chose to RMT it for several reasons. One, it's adapatable. If I'm playing against a stall team, Toxic Spikes take their toll, and I can stall for a few turns waiting for them to take effect, while the opposing Pokémon is forced to switch out. Against offensive teams, I can status all their major players and then sweep. But, this team does require a lot of thinking for me to use when I play it, and it needs a few kinks worked out to help it reach its potential. But that's where you come in! So, without further ado...
THE TEAM IN DETAIL:






Introduction
The idea behind this team was to get up as many layers of entry hazards as possible (Stealth Rock for general residual damage, Toxic Spikes to discourage stalling) and spread paralysis and burn support to help Lucario sweep late-game. I didn't want one Pokémon doing all the work, so I spread it out and only chose one late-game sweeper, and made it a reliable one. Every type is resisted twice except Rock.
I like this team and chose to RMT it for several reasons. One, it's adapatable. If I'm playing against a stall team, Toxic Spikes take their toll, and I can stall for a few turns waiting for them to take effect, while the opposing Pokémon is forced to switch out. Against offensive teams, I can status all their major players and then sweep. But, this team does require a lot of thinking for me to use when I play it, and it needs a few kinks worked out to help it reach its potential. But that's where you come in! So, without further ado...
THE TEAM IN DETAIL:

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 SpA/252 Spd/4 HP
Nature: Naive(+Spd, -SpD)
Ability: Flash Fire
EVs: 252 SpA/252 Spd/4 HP
Nature: Naive(+Spd, -SpD)
-Stealth Rock
-Fire Blast
-Earth Power
-Explosion
-Fire Blast
-Earth Power
-Explosion
WHAT IT DOES: Shucatran is probably the best lead I've ever used. I used to think of it as only a revenge killer, but it has several advantages over other leads. Because of its above average, solid defenses and Shuca Berry, it's not OHKOed by any attack any lead carries in the game. Therefore, I am almost guaranteed to get my SR up. Also, thanks to its beautiful SpA stat, I can attack other leads for great damage, even before getting Stealth Rock up. If I think a lead is going to Taunt me anyway, like a lot of Aerodactyl do, I just attack. If they do Taunt me, their Taunt is wasted and they've lost a lot of HP while I'm still at full HP, and they're probably forced to switch out while I ravage the team and wait for the Taunt to wear off. If they don't, next turn I know it's safe to SR. Against non-Taunt leads, I can SR first turn and then just start hitting things. Explosion is GREAT if I decide not to play Heatran like a suicide lead, because it can come in and kill whatever's threatening my team, and it's also wonderful to be able to KABOOM on Blissey.
WEAKNESSES GO TO:
Water- Celebi, Tentacruel
Fighting- Celebi, Tentacruel, Rotom-H, sometimes Togekiss
Ground- Celebi, Rotom-H, Togekiss
Water- Celebi, Tentacruel
Fighting- Celebi, Tentacruel, Rotom-H, sometimes Togekiss
Ground- Celebi, Rotom-H, Togekiss

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Nature: Bold(+Def, -Atk)
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Nature: Bold(+Def, -Atk)
-Thunder Wave
-Grass Knot
-Recover
-Perish Song
-Grass Knot
-Recover
-Perish Song
WHAT IT DOES: This is a defensive Celebi, here to cripple the opponent's team a bit through paralysis support to help Lucario sweep, and to stall out especially tenacious opposing stallers. A lot of Celebi's switch-ins, like Salamence and Tyranitar, hate getting hit by Thunder Wave, so it's always the move I use when I first bring out Celebi to make sure they don't get a chance to set up. Grass Knot is obvious STAB and Recover is great for healing. Natural Cure, its ability, is also great for switching out when I get Toxic poisoned or am gettting parahaxed. The last move was filler. This Celebi is good at inflicting status, but I feel like a better move to help support the team could be used in place of Hidden Power Ice, because the only use it ever sees is revenging Salamence after it's been paralyzed. Any suggestions for the last slot are welcome, but otherwise I'm very happy with Celebi. Perish Song has now been put in over Hidden Power Ice, as it helps me to get rid of troublesome stat boosters. Adding Ice Beam on Tentacruel lets me still have some sort of check for Dragons (hopefully they've been paralyzed so I'm fast enough to kill them before I'm killed).
WEAKNESSES GO TO:
Fire- Heatran, Tentacruel
Ice- Heatran, Tentacruel
Poison- Heatran, Tentacruel, Rotom-H, Lucario
Flying- Heatran, Rotom-H
Bug- EVERYONE ELSE
Ghost- Heatran, Togekiss, Lucario
Dark- Heatran, Lucario
Fire- Heatran, Tentacruel
Ice- Heatran, Tentacruel
Poison- Heatran, Tentacruel, Rotom-H, Lucario
Flying- Heatran, Rotom-H
Bug- EVERYONE ELSE
Ghost- Heatran, Togekiss, Lucario
Dark- Heatran, Lucario

Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Nature: Calm(+SDef, -Atk)
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Nature: Calm(+SDef, -Atk)
-Toxic Spikes
-Rapid Spin
-Ice Beam
-Surf
-Rapid Spin
-Ice Beam
-Surf
WHAT IT DOES: Honestly, if I had to pick a weak link for this team it'd be Tentacruel. I really needed a Toxic Spiker, because otherwise stallers would kill me, and a Rapid Spinner, so that Spikes doesn't strip Lucario's health when it comes in to sweep. Tentacruel isn't as durable as my other Pokémon, especially on the physical side, so it dies rather quickly, sometimes even getting only one layer of Toxic Spikes up, which isn't nearly as effective as two. Also, it is difficult to switch in until the middle of the game or late into the game, when it's too late to get your Toxic Spikes up to do any real good. It's by no means bad, but I feel as though it could be better, and Tentacruel feels like the oddball of the team right now. Ice Beam was put in over Sludge Bomb for better coverage.
WEAKNESSES GO TO:
Electric- Celebi, Rotom-H
Psychic- Heatran, Celebi
Ground- Celebi, Rotom-H, Togekiss
Electric- Celebi, Rotom-H
Psychic- Heatran, Celebi
Ground- Celebi, Rotom-H, Togekiss

Rotom-H @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spe
Nature: Bold(+Def, -Atk)
Ability: Levitate
EVs: 252 HP/168 Def/88 Spe
Nature: Bold(+Def, -Atk)
-Discharge
-Shadow Ball
-Overheat
-Will-O-Wisp
-Shadow Ball
-Overheat
-Will-O-Wisp
WHAT IT DOES: This is probably my MVP for the team. Rotom-A is of course my spin-blocker, but he does much more. He counters a lot of the current top threats (cough cough SCIZOR!!! ....and Gyarados and others) and Will-O-Wisps the physical attackers that could give my team trouble, like (surprise!) Scizor, Tyranitar, Metagross, etc. Most people don't realize just how bulky he is, and with my wish support (coming from Togekiss here in a minute) he can stick around for a good long while. Simple but effective to use- definitely a favorite. Discharge was put in over Thunderbolt for its higher paralysis chance.
WEAKNESSES GO TO:
Ghost- Heatran, Togekiss, Lucario
Dark- Heatran, Lucario
Ghost- Heatran, Togekiss, Lucario
Dark- Heatran, Lucario

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spe
Nature: Timid
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spe
Nature: Timid
-Encore
-Wish
-Air Slash
-Thunder Wave
-Wish
-Air Slash
-Thunder Wave
WHAT IT DOES: And here is my other favorite. Togekiss is my secondary Thunder Wave supporter, and also an Encore and Wish supporter. Togekiss does great at screwing up opponents' strategies. We're all familiar with Thunder Wave, I'm sure. Encore is useful after paralysis for stat-up moves like Bulk Up or Curse (or really anything but Calm Mind or Amnesia) or moves Togekiss is immune to or resists (hi Earthquake), because Togekiss is then free to Wish if it needs to heal or pass one to a teammate, or to paraflinch hax and wear down the opponent with an Air Slash that's actually got quite a bit of power behind it. Togekiss works absolute wonders on this team, and definitely has synergy with the other members. He's not going anywhere.
WEAKNESSES GO TO:
Electric- Celebi, Rotom-A
Ice- Heatran, Tentacruel, Lucario
Rock- Lucario
Electric- Celebi, Rotom-A
Ice- Heatran, Tentacruel, Lucario
Rock- Lucario

Machamp @ Leftovers
Ability: No Guard
EVs: 216 HP/252 Atk/40 Spd
Nature: Adamant (+Atk, -SpA)
Ability: No Guard
EVs: 216 HP/252 Atk/40 Spd
Nature: Adamant (+Atk, -SpA)
-Dynamicpunch
-Stone Edge
-Payback
-Substitute
-Stone Edge
-Payback
-Substitute
WHAT IT DOES: Machamp works pretty well with this team. (He replaced Lucario.) He comes in late-game, hopefully with everything being slower than himself, and sets up a Sub if necessary, then sweeps. I say "if necessary" because sometimes, I'll have paralyzed everything on the other team, so I know I'm not getting hit and I can just sweep. Or, I might have gotten Toxiced and my time may be running out so there's no time to Sub and I just have to go for the sweep. Other than that, pretty straightforward. The only Pokémon getting past this is Gliscor. Paralysis support is essential though, because without it Machamp is simply too slow and will die.
SPECIFIC TEAM ISSUES
- Aromatherapist Blissey. I only have one physical attacker, and it is invulnerable to Toxic Spikes unlike other Blissey. Machamp can still beat it, but if it somehow gets in after Machamp faints I'm screwed.
-Calm Minders. Again, this is largely due to my lack of physical attackers. Perish Song does help compensate for this, though.
Thanks for reading and don't forget to rate!!