I'm a longtime lurker, first time poster in this forum. VGC might be the nerdiest thing I have ever considered doing, but it's coming to Dallas, about an hour from where I live, so I figured I would give it a shot.
Leads:
Mewtwo @ Life Orb
4 HP/252 spA/252 Spe
Hasty Nature (Why not timid? He has a perfect Speed IV and that was too valuable to pass up, and IMO justifies the defense drop)
Thunder
SolarBeam
Aura Sphere
Protect
The Idea behind this Mewtwo is pretty simple, Put the hurt on leading Kyogre with thunder, Groudon with SolarBeam, and Abomasnow and Tyranitar with Aura Sphere. Basically, he takes the effects of weather and makes it bite their own team in the ass.
The reason I have endure and salac is because nevemind I don't.
Infernape @ Focus Sash/??? (I will probably change it to Sash if I get rid of Parasect)
Adamant/Jolly (I'm still doing some calculations to decide this, though I know I can get one with a perfect speed IV either way)
4 HP/252 Atk/252 Spe
Fake out
Mach Punch
Fire Punch
Magic Coat
I haven't done any playtesting with this one yet, but I think this makes a beautiful compliment to my Mewtwo. Fake out is obvious, I either use it to hold off trick room for a turn while Mewtwo kills either the setter-upper or his partner, fake out a potentially scarfed Kyogre while Mewtwo lays down the hurt with thunder, or a number of other uses that are far too numerous to list here.
Mach Punch hurts Tyranitar hard and Fire punch is mainly there for STAB, Abomasnow, Scizor, and Shedinja.
Magic Coat is there for one main reason, to send a nasty surprise back at the dark void Smeargles, but it could also work to bounce back a spore from a Breloom/Parasect (a particularly bold one, to stay in on an infernape) or a thunder wave.
Switch-Ins:
Garchomp @ Choice Band
4 HP/ 252 Atk/ 252 Spe
Jolly Nature
Outrage/Dragon Claw
Fire Fang
Crunch
Earthquake
With Infernape making a lovely, supportive lead, Garchomp would really just be there to be a harder physical hitter. My lead now lacks a counter for Rayquaza and Palkia, so I think I may keep him so that Infernape can do a fake out, then allow Garchomp to have a much safer switch in to deal with the threat.
OR:
Parasect @ Focus Sash
252 HP/ 126 Def/ 130 SpD
Relaxed Nature
Spore
Brick Break
Aerial Ace (only there for Shedinja)
Endure
I chose relaxed because there is no way in hell Parasect will outspeed anything ever, so I might as well use that to my advantage if the opponent throws up a trick room. Ideally, Parasect would come out in the rain (set up by either myself or my opponent) and use the dry skin ability to its full potential.
If the opponent has a Kyogre that is choice locked into water spout, parasect will spore the kyogre's partner on his first turn in and (thanks to a lack of sleep clause) spore Kyogre on the second turn.
Why did I choose endure over protect? It is so my Kyogre can use surf and heal my Parasect, restoring its sash if it hasn't been used yet.
Kyogre @ Choice Scarf
252 SpA/ (I forget the actual spread, but it allows him to barely outspeed Mewtwo, Jolteon and other +speed perfect IV base 130s, the rest are dumped into HP)
Modest Nature
Water Spout
Surf
Ice Beam
Thunder
We've all seen this Kyogre before, I don't think it needs much explanation. The reason he is scarfed is because the rest of the team is designed to remove his walls before I switch him in, allowing him to steamroll with the ludicrously-powerful water spout.
My 2 main questions as of now are, "is that a good lead combo, or am I overlooking something obvious?" and "Should I keep Parasect or Garchomp?"
Leads:

Mewtwo @ Life Orb
4 HP/252 spA/252 Spe
Hasty Nature (Why not timid? He has a perfect Speed IV and that was too valuable to pass up, and IMO justifies the defense drop)
Thunder
SolarBeam
Aura Sphere
Protect
The Idea behind this Mewtwo is pretty simple, Put the hurt on leading Kyogre with thunder, Groudon with SolarBeam, and Abomasnow and Tyranitar with Aura Sphere. Basically, he takes the effects of weather and makes it bite their own team in the ass.
The reason I have endure and salac is because nevemind I don't.

Infernape @ Focus Sash/??? (I will probably change it to Sash if I get rid of Parasect)
Adamant/Jolly (I'm still doing some calculations to decide this, though I know I can get one with a perfect speed IV either way)
4 HP/252 Atk/252 Spe
Fake out
Mach Punch
Fire Punch
Magic Coat
I haven't done any playtesting with this one yet, but I think this makes a beautiful compliment to my Mewtwo. Fake out is obvious, I either use it to hold off trick room for a turn while Mewtwo kills either the setter-upper or his partner, fake out a potentially scarfed Kyogre while Mewtwo lays down the hurt with thunder, or a number of other uses that are far too numerous to list here.
Mach Punch hurts Tyranitar hard and Fire punch is mainly there for STAB, Abomasnow, Scizor, and Shedinja.
Magic Coat is there for one main reason, to send a nasty surprise back at the dark void Smeargles, but it could also work to bounce back a spore from a Breloom/Parasect (a particularly bold one, to stay in on an infernape) or a thunder wave.
Switch-Ins:

Garchomp @ Choice Band
4 HP/ 252 Atk/ 252 Spe
Jolly Nature
Outrage/Dragon Claw
Fire Fang
Crunch
Earthquake
With Infernape making a lovely, supportive lead, Garchomp would really just be there to be a harder physical hitter. My lead now lacks a counter for Rayquaza and Palkia, so I think I may keep him so that Infernape can do a fake out, then allow Garchomp to have a much safer switch in to deal with the threat.
OR:

Parasect @ Focus Sash
252 HP/ 126 Def/ 130 SpD
Relaxed Nature
Spore
Brick Break
Aerial Ace (only there for Shedinja)
Endure
I chose relaxed because there is no way in hell Parasect will outspeed anything ever, so I might as well use that to my advantage if the opponent throws up a trick room. Ideally, Parasect would come out in the rain (set up by either myself or my opponent) and use the dry skin ability to its full potential.
If the opponent has a Kyogre that is choice locked into water spout, parasect will spore the kyogre's partner on his first turn in and (thanks to a lack of sleep clause) spore Kyogre on the second turn.
Why did I choose endure over protect? It is so my Kyogre can use surf and heal my Parasect, restoring its sash if it hasn't been used yet.

Kyogre @ Choice Scarf
252 SpA/ (I forget the actual spread, but it allows him to barely outspeed Mewtwo, Jolteon and other +speed perfect IV base 130s, the rest are dumped into HP)
Modest Nature
Water Spout
Surf
Ice Beam
Thunder
We've all seen this Kyogre before, I don't think it needs much explanation. The reason he is scarfed is because the rest of the team is designed to remove his walls before I switch him in, allowing him to steamroll with the ludicrously-powerful water spout.
My 2 main questions as of now are, "is that a good lead combo, or am I overlooking something obvious?" and "Should I keep Parasect or Garchomp?"