This is my first RMT, so it might not be that good, but I'm not new to competitive Pokemon so the team should be okay.
At a Glance:
The Team:
Floatzel @ Choice Band
Ability: Water Veil
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
-Switcheroo
-Waterfall
-Aqua Jet
-Crunch
Floatzel, I've discovered, makes a fantastic sweeper. With a Choice Band, it has a quite reasonable attack stat, and access to Switcheroo allows it to cripple walls and special attackers alike. I use Water Veil over the normal Swift Swim because I can very often lock an unsuspecting Misdreavus into Will-O-Wisp, and basically ruin it for the rest of the game (I see Misdreavus a lot). Crunch and Waterfall get decent coverage together, and neither is a very bad move for me to be choice-locked into. Aqua Jet is excellent for picking off weakened foes, mostly when I come in on a death. Floatzel really helps the team with Switcheroo.
Sneasel @ Focus Sash
Ability: Inner Focus
EVs: 4 Def/252 Atk/252 Spe
Nature: Jolly
-Swords Dance
-Ice Punch
-Low Kick
-Taunt
Swords Dance Sneasel almost always nets a few KOes, and can often sweep a whole team if given adequate time to set up. With a focus sash, it's very likely I will be able to get an attack boost before I fear death, or I can go without a boost and be temporarily safe from priority moves. Sneasel likes to come in as a lead, or on a death, as it hates switching in due to extreme frailty. Sneasel also relies on Wartortle to spin away hazards that would break its Focus Sash. Unfortunately, Pokemon who resist Ice Punch and are light or not weak to low kick (Read: Fire types) can easily wall this set, so I'm considering replacing Taunt with Bite or something. Unfortunately, a blazing fast Taunt works like a charm to force switches and allow for set-up, so I don't really want to remove it.
Wartortle @ Eviolite
Ability: Torrent
EVs: 248 HP/8 Def/252 SpD
Nature: Calm
-Rapid Spin
-Scald
-Refresh
-Seismic Toss
Wartortle is, in my opinion, the only viable spinner in the tier. With 248/8/252 defensive investment, I maximize Eviolite potency by having my defensive stats be round numbers. I run specially defensive since I am targeted with mostly special attacks, such as Giga Drain and Thunderbolt. Rapid Spin is the whole reason I use Wartortle as otherwise hazards would make my team sad. Scald is great for burning foes hoping to attack on my weaker physical side, and also does decent damage. Refresh is nice if I don't want to switch for Miltank or if it's fainted, as it gets rid of pesky status. Seismic Toss generally does more damage than neutral Scald, and I use it for back-up. I'm thinking Haze might be a nice move to run, but I'm not sure which move to ditch.
Amoonguss @ Leftovers
Ability: Effect Spore
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
-Spore
-Giga Drain
-Clear Smog
-Synthesis
Amoonguss has incredible type synergy with the rest of my team. It resists grass- and electric- types which plague my waters, together the rest of my team resists all of its' weaknesses, Miltank and it form a very nice defensive core, it gets Spore, has a high HP stat, I could ramble on about how great Amoonguss fits into my team for eternity if I wanted to. The thing is, I don't. Out of just about all the types in existence, I think Amoonguss fits the best into my team. Spore is great to abuse, putting one Pokemon out of commission on the foes team and allowing Sneasel to come in and set up. Synthesis provides semi-reliable healing, while Clear Smog is very useful for annihilating the foe's boosts and providing a reliable stab attack. Giga Drain restores my health and rips apart bulky waters such as Quagsire, and even un-invested can do ~25% to the (Assuming neutrality).
Miltank @ Leftovers
Ability: Thick Fat
EVs: 252 HP/252 Def/4 SpD
Nature: Impish
-Milk Drink
-Heal Bell
-Stealth Rock
-Body Slam
Ah, Miltank. The Pokemon that my team name comes from. Miltank is fairly bulky, and can take several hits and reliably heal itself. It also has a great support move pool with gems like Stealth Rock and Heal Bell. Excellent abilities in Thick Fat and Sap Sipper, and good bulk make it a natural choice for a NU utility/wall Pokemon. Stab Body Slam is also nifty, and base 100 speed is unusually fast for a wall. Miltank and Amoonguss form a difficult to crack defensive core, as they, for the most part, resist each others weaknesses. The choice between Thick Fat and Sap Sipper was tough, but I decided I wanted resistances to two common attacking types over immunity to a rare one, Sap Sipper is illegal with Stealth Rock, and Thick Fat is what makes Amoonguss-Miltank work so well.
Luxray @ Choice Scarf
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
-Wild Charge
-Crunch
-Superpower
-Ice Fang
I chose Luxray for two main reasons: I needed an electric- type, and I wanted (That's not the same as needed) a Pokemon with intimidate. I decided that, with intimidate and all, it'll be switching a lot, so why don't I give it a set that already switches a lot? I opted Choice Scarf over Choice Band since I needed a revenge killer, and Luxray is pretty good at revenge killing if you use it right. The lack of a good physical electric- types stab hurts it, but I just used Wild Charge. Ice Fang completes a pseudo BoltBeam combo, and Crunch covers Psychic types who otherwise bother my team in general. Superpower is a good hit-and-run move, and covers potential checks such as Regirock.
Conclusion: This team is quite successful-(my best NU team yet). I had a problem with squeezing everything I needed into 6 spaces, and you may have noticed I have no user of Spikes/Toxic Spikes. Another unfortunate drawback of my team is there are weaknesses to ground/rock and no resistance to them. Also, if Amoonguss faints (Which it rarely does) switching is made very difficult. My only resistance to psychic is Sneasel, who loathes coming in on anything but psychic so Sneasel isn't a very good fix, considering Amoonguss is weak to psychic, but Sneasel is better than nothing.
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Considered Additions: Please post your thoughts on each one of these. Thanks to everyone who has contributed their ideas!
>
Rotom-S @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 SpA/252 Spe
Nature: Timid
-Volt Switch
-Air Slash/Shadow Ball
-Hidden Power [Ice]/Signal Beam
-Trick
Can't really go in depth on the set here, as I haven't tried it. Volt Switch scouts, Air Slash or Shadow Ball and Hidden Power [Ice] or Signal Beam for coverage, Trick cripples walls or ditches Choice Scarf.
>
Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
-Aromatherapy
-Moonlight
-Giga Drain
-Sludge Bomb
Aromatherapy frees up a moveslot on Miltank, Moonlight provides semi-reliable healing, Giga Drain is stab and heals a bit, Sludge Bomd gets stab and acceptable coverage in the tier with Giga Drain.
At a Glance:






The Team:

Floatzel @ Choice Band
Ability: Water Veil
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
-Switcheroo
-Waterfall
-Aqua Jet
-Crunch
Floatzel, I've discovered, makes a fantastic sweeper. With a Choice Band, it has a quite reasonable attack stat, and access to Switcheroo allows it to cripple walls and special attackers alike. I use Water Veil over the normal Swift Swim because I can very often lock an unsuspecting Misdreavus into Will-O-Wisp, and basically ruin it for the rest of the game (I see Misdreavus a lot). Crunch and Waterfall get decent coverage together, and neither is a very bad move for me to be choice-locked into. Aqua Jet is excellent for picking off weakened foes, mostly when I come in on a death. Floatzel really helps the team with Switcheroo.

Sneasel @ Focus Sash
Ability: Inner Focus
EVs: 4 Def/252 Atk/252 Spe
Nature: Jolly
-Swords Dance
-Ice Punch
-Low Kick
-Taunt
Swords Dance Sneasel almost always nets a few KOes, and can often sweep a whole team if given adequate time to set up. With a focus sash, it's very likely I will be able to get an attack boost before I fear death, or I can go without a boost and be temporarily safe from priority moves. Sneasel likes to come in as a lead, or on a death, as it hates switching in due to extreme frailty. Sneasel also relies on Wartortle to spin away hazards that would break its Focus Sash. Unfortunately, Pokemon who resist Ice Punch and are light or not weak to low kick (Read: Fire types) can easily wall this set, so I'm considering replacing Taunt with Bite or something. Unfortunately, a blazing fast Taunt works like a charm to force switches and allow for set-up, so I don't really want to remove it.

Wartortle @ Eviolite
Ability: Torrent
EVs: 248 HP/8 Def/252 SpD
Nature: Calm
-Rapid Spin
-Scald
-Refresh
-Seismic Toss
Wartortle is, in my opinion, the only viable spinner in the tier. With 248/8/252 defensive investment, I maximize Eviolite potency by having my defensive stats be round numbers. I run specially defensive since I am targeted with mostly special attacks, such as Giga Drain and Thunderbolt. Rapid Spin is the whole reason I use Wartortle as otherwise hazards would make my team sad. Scald is great for burning foes hoping to attack on my weaker physical side, and also does decent damage. Refresh is nice if I don't want to switch for Miltank or if it's fainted, as it gets rid of pesky status. Seismic Toss generally does more damage than neutral Scald, and I use it for back-up. I'm thinking Haze might be a nice move to run, but I'm not sure which move to ditch.

Amoonguss @ Leftovers
Ability: Effect Spore
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
-Spore
-Giga Drain
-Clear Smog
-Synthesis
Amoonguss has incredible type synergy with the rest of my team. It resists grass- and electric- types which plague my waters, together the rest of my team resists all of its' weaknesses, Miltank and it form a very nice defensive core, it gets Spore, has a high HP stat, I could ramble on about how great Amoonguss fits into my team for eternity if I wanted to. The thing is, I don't. Out of just about all the types in existence, I think Amoonguss fits the best into my team. Spore is great to abuse, putting one Pokemon out of commission on the foes team and allowing Sneasel to come in and set up. Synthesis provides semi-reliable healing, while Clear Smog is very useful for annihilating the foe's boosts and providing a reliable stab attack. Giga Drain restores my health and rips apart bulky waters such as Quagsire, and even un-invested can do ~25% to the (Assuming neutrality).

Miltank @ Leftovers
Ability: Thick Fat
EVs: 252 HP/252 Def/4 SpD
Nature: Impish
-Milk Drink
-Heal Bell
-Stealth Rock
-Body Slam
Ah, Miltank. The Pokemon that my team name comes from. Miltank is fairly bulky, and can take several hits and reliably heal itself. It also has a great support move pool with gems like Stealth Rock and Heal Bell. Excellent abilities in Thick Fat and Sap Sipper, and good bulk make it a natural choice for a NU utility/wall Pokemon. Stab Body Slam is also nifty, and base 100 speed is unusually fast for a wall. Miltank and Amoonguss form a difficult to crack defensive core, as they, for the most part, resist each others weaknesses. The choice between Thick Fat and Sap Sipper was tough, but I decided I wanted resistances to two common attacking types over immunity to a rare one, Sap Sipper is illegal with Stealth Rock, and Thick Fat is what makes Amoonguss-Miltank work so well.

Luxray @ Choice Scarf
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
-Wild Charge
-Crunch
-Superpower
-Ice Fang
I chose Luxray for two main reasons: I needed an electric- type, and I wanted (That's not the same as needed) a Pokemon with intimidate. I decided that, with intimidate and all, it'll be switching a lot, so why don't I give it a set that already switches a lot? I opted Choice Scarf over Choice Band since I needed a revenge killer, and Luxray is pretty good at revenge killing if you use it right. The lack of a good physical electric- types stab hurts it, but I just used Wild Charge. Ice Fang completes a pseudo BoltBeam combo, and Crunch covers Psychic types who otherwise bother my team in general. Superpower is a good hit-and-run move, and covers potential checks such as Regirock.
Conclusion: This team is quite successful-(my best NU team yet). I had a problem with squeezing everything I needed into 6 spaces, and you may have noticed I have no user of Spikes/Toxic Spikes. Another unfortunate drawback of my team is there are weaknesses to ground/rock and no resistance to them. Also, if Amoonguss faints (Which it rarely does) switching is made very difficult. My only resistance to psychic is Sneasel, who loathes coming in on anything but psychic so Sneasel isn't a very good fix, considering Amoonguss is weak to psychic, but Sneasel is better than nothing.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Considered Additions: Please post your thoughts on each one of these. Thanks to everyone who has contributed their ideas!


Rotom-S @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 SpA/252 Spe
Nature: Timid
-Volt Switch
-Air Slash/Shadow Ball
-Hidden Power [Ice]/Signal Beam
-Trick
Can't really go in depth on the set here, as I haven't tried it. Volt Switch scouts, Air Slash or Shadow Ball and Hidden Power [Ice] or Signal Beam for coverage, Trick cripples walls or ditches Choice Scarf.


Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
-Aromatherapy
-Moonlight
-Giga Drain
-Sludge Bomb
Aromatherapy frees up a moveslot on Miltank, Moonlight provides semi-reliable healing, Giga Drain is stab and heals a bit, Sludge Bomd gets stab and acceptable coverage in the tier with Giga Drain.