My old team kept me around 1450 when I played any kind of consistently shortly after platinum release. After getting a decent warstory out of it I realized that its now lacking in the current metagame. Instead of tweaking the team I decided to start fresh with a few ideas I had been working on. I wanted a team with a very solid mid-game that was good at scouting so I could set up for a late-game choice sweeper. So lets take a look at what I came up with.
My first decision was to put together my core, my mid-game players I think I've got myself a very synergistic pair here that accomplishes the goal nicely, I haven't had any problems with these two as long as my prediction holds.
Jirachi the Fool
Item: Leftovers
Ability: Serene Grace
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Hasty (+Spe, -Def)
-Iron Head
-Ice Punch
-Thunder
-U-Turn
Scarfgon
Item: Choice Scarf
Ability: Levitate
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Naughty (+Atk, -Sp.Def)
-Earthquake
-Outrage
-U-Turn
-Fire Blast
These two make a great pair. They cover each others weaknesses extremely well with Water, Ghost, Dark, and Fighting being the only types neutral to both. They can both afford to switch in on rocks several times. And their attacks compliment each other as well. Jirachi is immune to toxic while Flygon immune to thunderwave making them a great team to scout out a Blissey's moveset.
Flygon is pretty standard so I won't go into much detail with him.
Jirachi the Fool is my own custom creation. Its fared extremely well and rarely lets me down. It does rely on hax quite a bit but I minimize the risk with good prediction. I catch a lot of Heatran and bulky waters switching in with Thunder and neuter them with paralysis when it kicks in. Ice Punch is for revenging outraging dragons, and my EVs outspeed mixmence so if I see LO damage I'll keep Jirachi in the next go around (who with leftovers most assume won't be faster) and take them down. U-Turn is for better scouting and U-Turn chains with Flygon, dealing upwards 65% on defensive celebi, and escaping Magnezone. While the set seems kinda gimmicky I've found that its remains extremely viable even after the entire moveset is revealed. Depspite its hax lust, its a very reliable set.
Very little will convince me to change these two, but theres always a chance I've missed something.
Next I wanted to Figure out a late-game duo, two pokes that can be really difficult to handle on their own that if I can remove a few threats will run through the rest of the team with ease. Here's my late-game pair.
Specskou
Item: Choice Specs
Ability: Pressue
EVs: 40 HP / 252 Sp.Atk / 216 Spe
Nature: Timid (+Spe, -Atk)
-Thunderbolt
-Shadowball
-Extrasensory
-HP Fighting
Bulky Gyarados
Item: Leftovers
Ability: Intimidate
EVs: 156 HP / 108 Atk / 100 Def / 144 Spe
Nature: Adamant (+Atk, -Sp.Atk)
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
This pair also comes with some handy synergy, but its rarely capitalized on because I attempt to eliminate counters before bringing them in.
Raikou is the main late-game sweeper that I try not to show until its too late. This makes Specs the superior choice in item. I scout early, find what I need to eliminate and work though those so that I can hopefully come in and thunderbolt through the rest of the team with ease. Extrasensory is fairly useless and is filler, I think I've used it once. HP Fighting is for when I'm having trouble with late-game Tyranitar who almost always switches in on me if I haven't already taken it out. After tyranitar is gone, reset and thunderbolt to victory. The given EVs and Nature outspeed max speed Latias, dumped the rest into HP. I have been feeling like I might want to forgo the speed and get more attack power in by changing the nature because unless its already set up, only Latias Draco Meteor has a chance to 1HKO and I should be taking Latias out early with Jirachi/Flygon.
Gyarados sees a lot more mid-game play than Raikou does, but is often the final nail in the coffin if my opponent makes 1 bad move. Taunt is a saving grace is numerous situations stopping phazers and statusers that like to come in. After 1 or 2 DD's Bulkydos becomes neigh unstoppable save for a few threats that are hopefully already eliminated before I set up.
It took me the longest time to come up with my final two pokemon. The first thing I wanted to do was figure out how to draw out the counters to my late-game sweepers and start dealing with them while luring my opponent into a false sense of security. Here's what I got:
Rinse and Repeat Rotom
Item: Leftovers
Ability: Levitate
EVs: 252 HP / 252 Sp.Atk / 4 Spe
Nature: Modest
-Thunderbolt
-Shadowball
-Thunder Wave
-Hydro Pump
What I wanted to do was start drawing out pokemon to deal with, paralyze them, and handle them whatever way I think is best. Rotom is very bulky and is almost never 1HKOed by most anything except for the most powerful attacks, giving me time to Thunder Wave and decide what to do next. If I can keep Rotom around long enough, he can cripple a large portion of the other team, and when they feel the victory of taking it out in the end, they will find all of their Raikou counters dead or crippled.
Finally I need a lead, I've messed with a few things, and this is definitely my weakest link, but is fairly reliable in doing its job.
Lead Empoleon
Item: Leftovers
Ability: Torrent
EVs: 252 HP / 80 Sp.Atk / 80 Def / 92 Spe
Nature: Lax (+Def, -Sp.Def)
-Aqua Jet
-Surf
-Stealth Rock
-Roar
I kinda twisted and molded these EVs quite a bit trying to get something that fit a couple things. First I wanted enough speed to outspeed Metagross whose EQ can potentially 1HKO me, I perfer to get rocks down and switch out to Rotom here because theres absolutely nothing Meta can do to Rotom. I feel like im often laking in power though as its rare to 2HKO Azelf with Surf + Aqua Jet. Roar is a necessity for phazing pokemon that somehow got in on my other pokes and started setting up. Empoleon gets used as a wannabe status absorber mid-game if I'm not sure what to expect or know something is coming but don't have a better option to take it. Empoleon is easily the most expendible and letting him take one for the team is normally the best idea as having Jirachi or Flygon crippled can comepletely screw up my game.
The whole team:
As I said, the main idea is to bring out Raikou and Gyarados Counters and set up for an easy late-game sweep. Jirachi and Flygon also tend to end the game themselves if the makeup of the opponents team calls for it. Really all the pokemon except my lead are complete rockstars in my book but may need a tweak here or there.
The only glaring weakness I've found to this team is Subseed Breloom. I can get around it but it takes a lot of effort and sacrifice. I have to let someone get put to sleep (hopefully empoleon), switch to gyarados to taunt, then get to Rotom and hopefully kill it before taunt wears off. It's a very round-about way of dealing with 1 pokemon but normally if I can handle Breloom quickly I'll finish the match without problems. If they switch out, I just make it as hard for Breloom to come back in as possible by keeping the pressure high and not leaving in slow members of the team.
I don't like not having a real status absorber, but at least ive got 2 steels and a ground which works well enough most of the time. The team can be fairly susceptable to gimmick sets that have odd statuses I'm not expecting because paralysis and burn ruin Jirachi, Flygon, and Gyarados.
I tinkered with Heatran as a lead but found I opened myself up for a lot of setups that way. Perhaps Swampert might make a better lead? This is where you all come in. Hopefully a better lead is in my future or at least a few tweaks for dealing with Breloom.
Since starting up again with this team I increased my rank from what had deteriorated from not playing and testing bad lines to 1300 up to about 1480 now, which seems to be limited only by the amount of time I play. Thanks for any advice you guys can give.
My first decision was to put together my core, my mid-game players I think I've got myself a very synergistic pair here that accomplishes the goal nicely, I haven't had any problems with these two as long as my prediction holds.

Jirachi the Fool
Item: Leftovers
Ability: Serene Grace
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Hasty (+Spe, -Def)
-Iron Head
-Ice Punch
-Thunder
-U-Turn

Scarfgon
Item: Choice Scarf
Ability: Levitate
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Naughty (+Atk, -Sp.Def)
-Earthquake
-Outrage
-U-Turn
-Fire Blast
These two make a great pair. They cover each others weaknesses extremely well with Water, Ghost, Dark, and Fighting being the only types neutral to both. They can both afford to switch in on rocks several times. And their attacks compliment each other as well. Jirachi is immune to toxic while Flygon immune to thunderwave making them a great team to scout out a Blissey's moveset.
Flygon is pretty standard so I won't go into much detail with him.
Jirachi the Fool is my own custom creation. Its fared extremely well and rarely lets me down. It does rely on hax quite a bit but I minimize the risk with good prediction. I catch a lot of Heatran and bulky waters switching in with Thunder and neuter them with paralysis when it kicks in. Ice Punch is for revenging outraging dragons, and my EVs outspeed mixmence so if I see LO damage I'll keep Jirachi in the next go around (who with leftovers most assume won't be faster) and take them down. U-Turn is for better scouting and U-Turn chains with Flygon, dealing upwards 65% on defensive celebi, and escaping Magnezone. While the set seems kinda gimmicky I've found that its remains extremely viable even after the entire moveset is revealed. Depspite its hax lust, its a very reliable set.
Very little will convince me to change these two, but theres always a chance I've missed something.
Next I wanted to Figure out a late-game duo, two pokes that can be really difficult to handle on their own that if I can remove a few threats will run through the rest of the team with ease. Here's my late-game pair.

Specskou
Item: Choice Specs
Ability: Pressue
EVs: 40 HP / 252 Sp.Atk / 216 Spe
Nature: Timid (+Spe, -Atk)
-Thunderbolt
-Shadowball
-Extrasensory
-HP Fighting

Bulky Gyarados
Item: Leftovers
Ability: Intimidate
EVs: 156 HP / 108 Atk / 100 Def / 144 Spe
Nature: Adamant (+Atk, -Sp.Atk)
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
This pair also comes with some handy synergy, but its rarely capitalized on because I attempt to eliminate counters before bringing them in.
Raikou is the main late-game sweeper that I try not to show until its too late. This makes Specs the superior choice in item. I scout early, find what I need to eliminate and work though those so that I can hopefully come in and thunderbolt through the rest of the team with ease. Extrasensory is fairly useless and is filler, I think I've used it once. HP Fighting is for when I'm having trouble with late-game Tyranitar who almost always switches in on me if I haven't already taken it out. After tyranitar is gone, reset and thunderbolt to victory. The given EVs and Nature outspeed max speed Latias, dumped the rest into HP. I have been feeling like I might want to forgo the speed and get more attack power in by changing the nature because unless its already set up, only Latias Draco Meteor has a chance to 1HKO and I should be taking Latias out early with Jirachi/Flygon.
Gyarados sees a lot more mid-game play than Raikou does, but is often the final nail in the coffin if my opponent makes 1 bad move. Taunt is a saving grace is numerous situations stopping phazers and statusers that like to come in. After 1 or 2 DD's Bulkydos becomes neigh unstoppable save for a few threats that are hopefully already eliminated before I set up.
It took me the longest time to come up with my final two pokemon. The first thing I wanted to do was figure out how to draw out the counters to my late-game sweepers and start dealing with them while luring my opponent into a false sense of security. Here's what I got:

Rinse and Repeat Rotom
Item: Leftovers
Ability: Levitate
EVs: 252 HP / 252 Sp.Atk / 4 Spe
Nature: Modest
-Thunderbolt
-Shadowball
-Thunder Wave
-Hydro Pump
What I wanted to do was start drawing out pokemon to deal with, paralyze them, and handle them whatever way I think is best. Rotom is very bulky and is almost never 1HKOed by most anything except for the most powerful attacks, giving me time to Thunder Wave and decide what to do next. If I can keep Rotom around long enough, he can cripple a large portion of the other team, and when they feel the victory of taking it out in the end, they will find all of their Raikou counters dead or crippled.
Finally I need a lead, I've messed with a few things, and this is definitely my weakest link, but is fairly reliable in doing its job.

Lead Empoleon
Item: Leftovers
Ability: Torrent
EVs: 252 HP / 80 Sp.Atk / 80 Def / 92 Spe
Nature: Lax (+Def, -Sp.Def)
-Aqua Jet
-Surf
-Stealth Rock
-Roar
I kinda twisted and molded these EVs quite a bit trying to get something that fit a couple things. First I wanted enough speed to outspeed Metagross whose EQ can potentially 1HKO me, I perfer to get rocks down and switch out to Rotom here because theres absolutely nothing Meta can do to Rotom. I feel like im often laking in power though as its rare to 2HKO Azelf with Surf + Aqua Jet. Roar is a necessity for phazing pokemon that somehow got in on my other pokes and started setting up. Empoleon gets used as a wannabe status absorber mid-game if I'm not sure what to expect or know something is coming but don't have a better option to take it. Empoleon is easily the most expendible and letting him take one for the team is normally the best idea as having Jirachi or Flygon crippled can comepletely screw up my game.
The whole team:






As I said, the main idea is to bring out Raikou and Gyarados Counters and set up for an easy late-game sweep. Jirachi and Flygon also tend to end the game themselves if the makeup of the opponents team calls for it. Really all the pokemon except my lead are complete rockstars in my book but may need a tweak here or there.
The only glaring weakness I've found to this team is Subseed Breloom. I can get around it but it takes a lot of effort and sacrifice. I have to let someone get put to sleep (hopefully empoleon), switch to gyarados to taunt, then get to Rotom and hopefully kill it before taunt wears off. It's a very round-about way of dealing with 1 pokemon but normally if I can handle Breloom quickly I'll finish the match without problems. If they switch out, I just make it as hard for Breloom to come back in as possible by keeping the pressure high and not leaving in slow members of the team.
I don't like not having a real status absorber, but at least ive got 2 steels and a ground which works well enough most of the time. The team can be fairly susceptable to gimmick sets that have odd statuses I'm not expecting because paralysis and burn ruin Jirachi, Flygon, and Gyarados.
I tinkered with Heatran as a lead but found I opened myself up for a lot of setups that way. Perhaps Swampert might make a better lead? This is where you all come in. Hopefully a better lead is in my future or at least a few tweaks for dealing with Breloom.
Since starting up again with this team I increased my rank from what had deteriorated from not playing and testing bad lines to 1300 up to about 1480 now, which seems to be limited only by the amount of time I play. Thanks for any advice you guys can give.