Well hello, smogon. This team is dreamworld really only for one reason: Conkeldurr's Iron Fist ability which is not yet released. I thought, It packs the strongest Focus Punch in the game - then why not make it even stronger with Iron Fist? And so I did. This team is designed around Conkledurr, and it does pretty good, and after laddering some more I reached the top 100.
PREVIEW
TEAM BUILDING
And now... To the actually interesting stuff!
Conkeldurr @ Life Orb
Brave (+ Atk / - Spe)
Trait: Iron Fist (DW)
EVs: 212 HP / 252 Atk / 44 SpD
Moves:
-Focus Punch
-Mach Punch
-Substitute
-Payback
Your standard SubPunch Conkeldurr, I'd say. 212 HP EVs bring it up to 404 HP, meaning it's sub is not broken by a Seismic Toss or a Night Shade, which is useful at times. It's also very slow, meaning that it can get it's sub up safely most of the times, I just have to watch out for strong attackers that can bring me down to sub-25% to make my attempt to create a sub useless. Mach Punch is for picking off Focus Sashers or breaking Dnites Multiscale, and Payback is to give me at least an option to hit ghosts with. It has okay coverage, being resisted namely by Croagunk and Heracross, both of which aren't a huge problem for my team. Overall, he performs very well and I usually bring him out pretty early in the game to just start punching holes in the opponents team right away. Life Orb to further increase Focus Punch's ridiculous power, though it does nibble a lot on it's staying power.
Vaporeon @ Leftovers
Calm (+ SpD / - Atk)
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Moves:
-Substitute
-Wish
-Scald
-Baton Pass
Vaporeon replaces Drifblim, and it does a great job. Wish + Sub + BP is a great combination that allows it to heal and provide with a sub at the same time, which can cause a great comeback for Garchomp, Chandelure, Ferrothorn or Conkeldurr. I sometimes wish it had Healbell (note the pun), but I need Scald as to not be complete Taunt bait, and the burn chance is nice, too. EVs are for maximizing Special bulk, as Skarmory takes care of the physical stuff rather well.
Skarmory @ Shed Shell
Impish (+ Def / - SpA)
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Moves:
-Drillpeck
-Roost
-Stealth Rock
-Whirlwind
This guy takes like 15 percent from Garchomp's outrage. Amazing physical Wall, SR support is appreciated. He replaces Drapion, and still has that Whirlwind going, as well as faster Hazard setup and reliable recovery. Drillpeck > Brave Bird because I am afraid of the recoil, and Shed Shell to escape the omni present Chandelure with Shadow Tag, just like my own. Funnily enough I haven't seen a single Skarmory while laddering, but I like it a lot. An old favorite of mine, too. The boost that Sturdy got this generation is greatly appreciated, too, of course. I am happy with this replacement :)
Chandelure @ Choice Scarf
Timid (+Spe / -Atk)
Trait: Shadow Tag (DW)
EVs: 4 HP / 252 SpA / 252 Spe
Moves:
-Shadow Ball
-Overheat
-Energy Ball
-Hidden Power (Ice)
He is the ultimate Revenge Killer in my opinion, and will get SO banned as soon as he is released, but that is not the point of this RMT. I love Chandy to death, and he does a great job at obliterating everything resembling Steel, Grass, Ice, Ghost, Psychic and Ground/Water. With Shadow Tag they are trapped and with Choice Scarf I outspeed Venusaur in the sun, and from there on the EVs are obvious. Honestly, I don't know what else to say about this guy other than that HP Ice owns Dragons that I otherwise might have problems with, as well as Gliscor and Landorus. I like him very much and he does very well, so I don't see a need to change him very much.
Ferrothorn @ Choice Band
Brave (+ Atk / - Spe)
Trait: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Moves:
-Power Whip
-Gyro Ball
-Bulldoze
-Spikes
I found this set on Smogon, and I wanted to try it out badly. It surprises many people, and packs a serious punch, as virtually no-one expects it to hold a Choice Band. Unfortunately it's offensive movepool is more than lacking, but Bulldoze is a decent choice for the third slot even though it doesn't get used a whole lot. Spikes is merely a filler, if I feel like I can safely set up than I'll do it and then switch out, I chose it over Explosion because I like Ferro and prefer to keep him around, just in case. The EVs are to maximize overall bulk, and the extra 4 EVs are put in it's weaker (but still decent) SpD stat. He does really well and nets about one or two KO's per match, sometimes more. I only have to watch out for opposing ST Chandelure, as they destroy this dude, but I can often lure them out earlier and then KO their Chandy with my Garchomp, to whom we come next.
Garchomp @ Choice Scarf
Naive (+ Spe / - SpD)
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Moves:
-Earthquake
-Dragon Claw
-Fire Blast
-Crunch
Scarfchomp, need I say more? ...well yes, because otherwise my thread gets locked. I don't want that. Anyways, Garchomp makes for a great Revenge killer alongside Chandelure, and the two can switch around a lot between themselves, as they synergize well and both pack an awesome punch. EQ is obvious, I chose Dragon Claw over Outrage for not being locked in, and the lost power hasn't been a problem (yet). Fire Blast is for killing off steels that wall him and really a last resort kind of thing, and Crunch is for Psychics that cause Conkeldurr trouble, just in case. Truth is, I really only use EQ and Dragon Claw, which is enough for most. Fire Blast is also the reason for the nature, as I don't want it's power lowered, and the EVs are just so plain obvious that I'm gonnna end it here.
Summary
So, this team revolves around giving out incredible hits left and right, and does so pretty well. After laddering some more I reached the top 100, which is by far my best position so far. So yeah, I like this team a lot.
So, that's it. I might add a detailed threat list sometime, but don't count on it.
PREVIEW






TEAM BUILDING
...
And now... To the actually interesting stuff!

Conkeldurr @ Life Orb
Brave (+ Atk / - Spe)
Trait: Iron Fist (DW)
EVs: 212 HP / 252 Atk / 44 SpD
Moves:
-Focus Punch
-Mach Punch
-Substitute
-Payback
Your standard SubPunch Conkeldurr, I'd say. 212 HP EVs bring it up to 404 HP, meaning it's sub is not broken by a Seismic Toss or a Night Shade, which is useful at times. It's also very slow, meaning that it can get it's sub up safely most of the times, I just have to watch out for strong attackers that can bring me down to sub-25% to make my attempt to create a sub useless. Mach Punch is for picking off Focus Sashers or breaking Dnites Multiscale, and Payback is to give me at least an option to hit ghosts with. It has okay coverage, being resisted namely by Croagunk and Heracross, both of which aren't a huge problem for my team. Overall, he performs very well and I usually bring him out pretty early in the game to just start punching holes in the opponents team right away. Life Orb to further increase Focus Punch's ridiculous power, though it does nibble a lot on it's staying power.

Vaporeon @ Leftovers
Calm (+ SpD / - Atk)
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Moves:
-Substitute
-Wish
-Scald
-Baton Pass
Vaporeon replaces Drifblim, and it does a great job. Wish + Sub + BP is a great combination that allows it to heal and provide with a sub at the same time, which can cause a great comeback for Garchomp, Chandelure, Ferrothorn or Conkeldurr. I sometimes wish it had Healbell (note the pun), but I need Scald as to not be complete Taunt bait, and the burn chance is nice, too. EVs are for maximizing Special bulk, as Skarmory takes care of the physical stuff rather well.

Skarmory @ Shed Shell
Impish (+ Def / - SpA)
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Moves:
-Drillpeck
-Roost
-Stealth Rock
-Whirlwind
This guy takes like 15 percent from Garchomp's outrage. Amazing physical Wall, SR support is appreciated. He replaces Drapion, and still has that Whirlwind going, as well as faster Hazard setup and reliable recovery. Drillpeck > Brave Bird because I am afraid of the recoil, and Shed Shell to escape the omni present Chandelure with Shadow Tag, just like my own. Funnily enough I haven't seen a single Skarmory while laddering, but I like it a lot. An old favorite of mine, too. The boost that Sturdy got this generation is greatly appreciated, too, of course. I am happy with this replacement :)

Chandelure @ Choice Scarf
Timid (+Spe / -Atk)
Trait: Shadow Tag (DW)
EVs: 4 HP / 252 SpA / 252 Spe
Moves:
-Shadow Ball
-Overheat
-Energy Ball
-Hidden Power (Ice)
He is the ultimate Revenge Killer in my opinion, and will get SO banned as soon as he is released, but that is not the point of this RMT. I love Chandy to death, and he does a great job at obliterating everything resembling Steel, Grass, Ice, Ghost, Psychic and Ground/Water. With Shadow Tag they are trapped and with Choice Scarf I outspeed Venusaur in the sun, and from there on the EVs are obvious. Honestly, I don't know what else to say about this guy other than that HP Ice owns Dragons that I otherwise might have problems with, as well as Gliscor and Landorus. I like him very much and he does very well, so I don't see a need to change him very much.

Ferrothorn @ Choice Band
Brave (+ Atk / - Spe)
Trait: Iron Barbs
EVs: 252 HP / 252 Atk / 4 SpD
Moves:
-Power Whip
-Gyro Ball
-Bulldoze
-Spikes
I found this set on Smogon, and I wanted to try it out badly. It surprises many people, and packs a serious punch, as virtually no-one expects it to hold a Choice Band. Unfortunately it's offensive movepool is more than lacking, but Bulldoze is a decent choice for the third slot even though it doesn't get used a whole lot. Spikes is merely a filler, if I feel like I can safely set up than I'll do it and then switch out, I chose it over Explosion because I like Ferro and prefer to keep him around, just in case. The EVs are to maximize overall bulk, and the extra 4 EVs are put in it's weaker (but still decent) SpD stat. He does really well and nets about one or two KO's per match, sometimes more. I only have to watch out for opposing ST Chandelure, as they destroy this dude, but I can often lure them out earlier and then KO their Chandy with my Garchomp, to whom we come next.

Garchomp @ Choice Scarf
Naive (+ Spe / - SpD)
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Moves:
-Earthquake
-Dragon Claw
-Fire Blast
-Crunch
Scarfchomp, need I say more? ...well yes, because otherwise my thread gets locked. I don't want that. Anyways, Garchomp makes for a great Revenge killer alongside Chandelure, and the two can switch around a lot between themselves, as they synergize well and both pack an awesome punch. EQ is obvious, I chose Dragon Claw over Outrage for not being locked in, and the lost power hasn't been a problem (yet). Fire Blast is for killing off steels that wall him and really a last resort kind of thing, and Crunch is for Psychics that cause Conkeldurr trouble, just in case. Truth is, I really only use EQ and Dragon Claw, which is enough for most. Fire Blast is also the reason for the nature, as I don't want it's power lowered, and the EVs are just so plain obvious that I'm gonnna end it here.
Summary
So, this team revolves around giving out incredible hits left and right, and does so pretty well. After laddering some more I reached the top 100, which is by far my best position so far. So yeah, I like this team a lot.
So, that's it. I might add a detailed threat list sometime, but don't count on it.