Introduction:
In making this team I took into consideration, my play-style-etc..and while I like to play a hard-hitting heavy offensive glass cannon style, I have recently found myself leaning towards the side of speed, deception, and a relatively bulky offense.
The first thing I had to analyze when taking all things into consideration was..how can I stay one-step ahead of the opponent? The answer was extremely simple-U-turn.
Possibly one of the best moves to utilize in the game and one I love to take complete and full advantage of. The idea behind it is to come in with hard hitters and U-turn around to scout, while occassionally hitting with other moves so the opponent has no idea what's coming to him, and will have to play around my constant switches and assaults.
So at this point what you're probably wondering is-"If you switch around so much, how do you get around entry hazards?" Well here's an analysis of my entry hazard damage..
Stealth Rock:
1 Immune
2 Resist
3 Neutral
Spikes:
1 Immune
Toxic Spikes:
3 Immune
So as i'm not taking much damage from SR(the most common entry hazard) my switches are valid and not hitting my team too hard, while spikes and Tspikes rarely ever see the field when faced with my team.
Without further ado..
Swampert @ Leftovers
Ability: Torrent
Nature: Relaxed
Ev's: 240 HP/ 216 Def/ 52 SpA.
Moveset-
~Stealth Rock
~Earthquake
~Ice Beam
~Roar
Moveset- Stealth Rock is basic entry hazard set-up, swampert does a better job at it than 99% of leads in my opinion, always setting them up outside of the uncommon roserade lead. The rocks isn't essential to the success of my team but it is invaluable to guarantee certain KO's and 2KO's that would otherwise be unreachable. Earthquake and Ice Beam are generic mixpert moves while Roar is selected over Protect to give me a much-needed phaser and cause substituters some grief.
Role: Obviously Swampert is my lead, and as the lead he starts the game off right by setting up rocks and trouncing leads like metagross-bar explosion-and jirachi in the likes. My favorite thing about this particular guy is the relative bulk he brings to the teama nd his usefullness even in the lategame.
Machamp @ Leftovers
Ability: No Guard
Nature: Adamant
Ev's: 216 HP/ 252 Atk/ 40 Spd
Moveset-
~Substitute
~Dynamic Punch
~Payback
~Stone Edge
Moveset- A subchamp I found while trolling the RMT forums, and a set I particularly love. The moves are designed to basically make him a set-up type, and when forcing a switch keeps him from being vulnerable to status that would otherwise completely kill his effectiveness. Substitute is obvious, Dynamic Punch is incredible STAB and keeping the opponent from attacking 50% of the time basically sucks for them. Payback OHKO's basically every ghost from behind a substitute. Stone Edge combined with No Guard makes some very unhappy flying type poke's and gives Machamp an advantage over other Stone Edge users given his will never miss, although his speed can disappoint.
Role: Machamp is my #1 Blissey counter, this guy turns the fat pink blob into virtual set-up fodder and makes my life that much easier. He also acts as a disrupter on my team, being able to ruin alot of strategies with his confusion factor and unusual moveset-which counters alot of his common switch-ins and can dish out the damage with ease if he gets behind his substitute.
Celebi @ Leftovers
Ability:Natural Cure
Nature: Modest
Ev's: 240 HP/ 220 Def/ 40 Sp.Atk/ 8 Sp.Def
Moveset-
~Recover
~HP Fire
~Grass Knot
~Thunder wave
Moveset- Originally U-turn was on this gal, but i've recently went with thunder wave which has oodles of uses in being able to completely disable switch-ins that would look to wall this set. Recover is there for instant self-recovery which is irreplacable. HP Fire is to give scizor a nice surprise, and the EV's are there to guarantee it ALWAYS OHKO's. Grass Knot handles Swampert, and can also give TTar a good shot before it proceeds to DD or crunch.
Role: Celebi can be used to lure out dragons that normally wall her set and use her for set-up fodder, and more importantly lure out the ever pesky scizor and eliminate it without mercy. Recover and Natural cure bring a recovery user that give me survivability and a pseudo-status absorber, being able to come in, take the status and U-turn out of it thanks to Natural Cure. She also has very good synergy with pert, resisting all the grass attacks thrown at him, while pert can take fire attacks aimed at celebi.
Infernape @ Life Orb
Ability: Blaze
Nature: Naive
Ev's: 252 Atk/252/ 6 Sp.Atk
Moveset-
~Overheat
~Close Combat
~Mach Punch
~ U-turn/Stone Edge
Moveset- Overheat and close combat combine for unbelievably powerful Dual STAB attacks + Life Orb making this guy a deadly attacker. Mach Punch is there to ensure I am never swept by lucario or empoleon which are normally an awful pest. The last slot is a toss-up, while I would normally never pass up a chance to use U-turn given this is a U-turn team, a faster and secondary Stone Edge has proven more viable in alot of the battles. Machamp can't always be depended on for that Stone Edge against Zapdos, Salamence, Gyrados, the latter 2 Pre-DD, which is where this guy comes in.
Role: Infernape acts as a priority killer and a hard hitter, He can hit extremely hard with either Close Combat or Overheat, then get out of there, or make his common switch-ins-(Hi gyrados/latias) eat dirt with a Stone Edge. He also adds a needed element of speed on the team, to balance out the bulkyness and provide backup for celebi and pert.
Scizor @ Choice Band
Ability: Technician
Nature: Adamant
Ev's: 248 HP/ 252 Atk/ 8 Spe
Moveset-
~U-turn
~Bullet Punch
~Pursuit
~Quick Attack
Moveset- This guy absorbs the beauty of dual-priority revenge killing thanks to the previous fighting STABs coming from infernape and machamp. He's the second U-turner in my trio and the one who abuses it the most coming off of STAB 591 Atk and is just a ferocious presence out there. Bullet Punch makes a nice STAB priority to eat salamence and other dragons, Quick Attack is to hit possible incoming Zapdos/Infernape, while the former is hit with U-turn. Pursuit is a necessity here, and while most wouldn't use it, the idea behind this team is trapping and switching, and a well placed pursuit cracks the game wide open for me.
Role: IMO one of the best revenge killers in the current metagame, and probably the most overused. He's an absolute beast on my team and is the staple member that keeps me in the game 9 times out of 10. Magnezone while be constantly frustrated by his U-turn, and he revenge kills salamence's that would normally give this team problems-especially DD versions, unless they carry fireblast.
Flygon @ Choice Scarf
Ability: Levitate
Nature: Adamant/ Jolly
Ev's: 4 HP/ 252 Atk/ 252 Spe
Moveset-
~Outrage
~U-turn
~Earthquake
~Fire Punch
Moveset: Obviously U-turn is a must here, coming off a speedy user of it. STAB Outrage is a force to be reckoned with and lategame this guy makes deadly use of it. STAB Earthquake is also just as effective and deadly, giving me a much needed ground move. While Fire Blast is generally utilized-with the advent of specially defensive skarmory's popping up fire punch is generally a little more viable.
Role: Acts as my 3rd and finally U-turner, and gives me a very speedy pokemon outside of Infernape to utilize. He easily rids latias and mixmence from the field, and a resistance to all forms of spikes, SR, and ground type moves is hard to pass up on.
Jolly Nature isn't always used on this guy, but in many cases it can be viable as it allows flygon to revenge kill salamence after one DD, although most-especially if lacking fire blast- lack the ability to KO scizor.
Closing:
While I genereally fail at teams, horribly, this has been one of my best and more useable teams out there that has netted me alot of wins in close and tight battles, and while it still needs work I find it one of my best pieces of work by far and would like to improve on it.
Please Rate :D
In making this team I took into consideration, my play-style-etc..and while I like to play a hard-hitting heavy offensive glass cannon style, I have recently found myself leaning towards the side of speed, deception, and a relatively bulky offense.
The first thing I had to analyze when taking all things into consideration was..how can I stay one-step ahead of the opponent? The answer was extremely simple-U-turn.
Possibly one of the best moves to utilize in the game and one I love to take complete and full advantage of. The idea behind it is to come in with hard hitters and U-turn around to scout, while occassionally hitting with other moves so the opponent has no idea what's coming to him, and will have to play around my constant switches and assaults.
So at this point what you're probably wondering is-"If you switch around so much, how do you get around entry hazards?" Well here's an analysis of my entry hazard damage..
Stealth Rock:
1 Immune
2 Resist
3 Neutral
Spikes:
1 Immune
Toxic Spikes:
3 Immune
So as i'm not taking much damage from SR(the most common entry hazard) my switches are valid and not hitting my team too hard, while spikes and Tspikes rarely ever see the field when faced with my team.
Without further ado..

Swampert @ Leftovers
Ability: Torrent
Nature: Relaxed
Ev's: 240 HP/ 216 Def/ 52 SpA.
Moveset-
~Stealth Rock
~Earthquake
~Ice Beam
~Roar
Moveset- Stealth Rock is basic entry hazard set-up, swampert does a better job at it than 99% of leads in my opinion, always setting them up outside of the uncommon roserade lead. The rocks isn't essential to the success of my team but it is invaluable to guarantee certain KO's and 2KO's that would otherwise be unreachable. Earthquake and Ice Beam are generic mixpert moves while Roar is selected over Protect to give me a much-needed phaser and cause substituters some grief.
Role: Obviously Swampert is my lead, and as the lead he starts the game off right by setting up rocks and trouncing leads like metagross-bar explosion-and jirachi in the likes. My favorite thing about this particular guy is the relative bulk he brings to the teama nd his usefullness even in the lategame.

Machamp @ Leftovers
Ability: No Guard
Nature: Adamant
Ev's: 216 HP/ 252 Atk/ 40 Spd
Moveset-
~Substitute
~Dynamic Punch
~Payback
~Stone Edge
Moveset- A subchamp I found while trolling the RMT forums, and a set I particularly love. The moves are designed to basically make him a set-up type, and when forcing a switch keeps him from being vulnerable to status that would otherwise completely kill his effectiveness. Substitute is obvious, Dynamic Punch is incredible STAB and keeping the opponent from attacking 50% of the time basically sucks for them. Payback OHKO's basically every ghost from behind a substitute. Stone Edge combined with No Guard makes some very unhappy flying type poke's and gives Machamp an advantage over other Stone Edge users given his will never miss, although his speed can disappoint.
Role: Machamp is my #1 Blissey counter, this guy turns the fat pink blob into virtual set-up fodder and makes my life that much easier. He also acts as a disrupter on my team, being able to ruin alot of strategies with his confusion factor and unusual moveset-which counters alot of his common switch-ins and can dish out the damage with ease if he gets behind his substitute.

Celebi @ Leftovers
Ability:Natural Cure
Nature: Modest
Ev's: 240 HP/ 220 Def/ 40 Sp.Atk/ 8 Sp.Def
Moveset-
~Recover
~HP Fire
~Grass Knot
~Thunder wave
Moveset- Originally U-turn was on this gal, but i've recently went with thunder wave which has oodles of uses in being able to completely disable switch-ins that would look to wall this set. Recover is there for instant self-recovery which is irreplacable. HP Fire is to give scizor a nice surprise, and the EV's are there to guarantee it ALWAYS OHKO's. Grass Knot handles Swampert, and can also give TTar a good shot before it proceeds to DD or crunch.
Role: Celebi can be used to lure out dragons that normally wall her set and use her for set-up fodder, and more importantly lure out the ever pesky scizor and eliminate it without mercy. Recover and Natural cure bring a recovery user that give me survivability and a pseudo-status absorber, being able to come in, take the status and U-turn out of it thanks to Natural Cure. She also has very good synergy with pert, resisting all the grass attacks thrown at him, while pert can take fire attacks aimed at celebi.

Infernape @ Life Orb
Ability: Blaze
Nature: Naive
Ev's: 252 Atk/252/ 6 Sp.Atk
Moveset-
~Overheat
~Close Combat
~Mach Punch
~ U-turn/Stone Edge
Moveset- Overheat and close combat combine for unbelievably powerful Dual STAB attacks + Life Orb making this guy a deadly attacker. Mach Punch is there to ensure I am never swept by lucario or empoleon which are normally an awful pest. The last slot is a toss-up, while I would normally never pass up a chance to use U-turn given this is a U-turn team, a faster and secondary Stone Edge has proven more viable in alot of the battles. Machamp can't always be depended on for that Stone Edge against Zapdos, Salamence, Gyrados, the latter 2 Pre-DD, which is where this guy comes in.
Role: Infernape acts as a priority killer and a hard hitter, He can hit extremely hard with either Close Combat or Overheat, then get out of there, or make his common switch-ins-(Hi gyrados/latias) eat dirt with a Stone Edge. He also adds a needed element of speed on the team, to balance out the bulkyness and provide backup for celebi and pert.

Scizor @ Choice Band
Ability: Technician
Nature: Adamant
Ev's: 248 HP/ 252 Atk/ 8 Spe
Moveset-
~U-turn
~Bullet Punch
~Pursuit
~Quick Attack
Moveset- This guy absorbs the beauty of dual-priority revenge killing thanks to the previous fighting STABs coming from infernape and machamp. He's the second U-turner in my trio and the one who abuses it the most coming off of STAB 591 Atk and is just a ferocious presence out there. Bullet Punch makes a nice STAB priority to eat salamence and other dragons, Quick Attack is to hit possible incoming Zapdos/Infernape, while the former is hit with U-turn. Pursuit is a necessity here, and while most wouldn't use it, the idea behind this team is trapping and switching, and a well placed pursuit cracks the game wide open for me.
Role: IMO one of the best revenge killers in the current metagame, and probably the most overused. He's an absolute beast on my team and is the staple member that keeps me in the game 9 times out of 10. Magnezone while be constantly frustrated by his U-turn, and he revenge kills salamence's that would normally give this team problems-especially DD versions, unless they carry fireblast.

Flygon @ Choice Scarf
Ability: Levitate
Nature: Adamant/ Jolly
Ev's: 4 HP/ 252 Atk/ 252 Spe
Moveset-
~Outrage
~U-turn
~Earthquake
~Fire Punch
Moveset: Obviously U-turn is a must here, coming off a speedy user of it. STAB Outrage is a force to be reckoned with and lategame this guy makes deadly use of it. STAB Earthquake is also just as effective and deadly, giving me a much needed ground move. While Fire Blast is generally utilized-with the advent of specially defensive skarmory's popping up fire punch is generally a little more viable.
Role: Acts as my 3rd and finally U-turner, and gives me a very speedy pokemon outside of Infernape to utilize. He easily rids latias and mixmence from the field, and a resistance to all forms of spikes, SR, and ground type moves is hard to pass up on.
Jolly Nature isn't always used on this guy, but in many cases it can be viable as it allows flygon to revenge kill salamence after one DD, although most-especially if lacking fire blast- lack the ability to KO scizor.
Closing:
While I genereally fail at teams, horribly, this has been one of my best and more useable teams out there that has netted me alot of wins in close and tight battles, and while it still needs work I find it one of my best pieces of work by far and would like to improve on it.
Please Rate :D