New problem - I have a large ground type weakness. any suggestions on how to combat this whilst keeping the overall team dynamic (Well, keeping everything but TTar maybe) would be appreciated.
At a Glance:
The object of the team is to cause as much damage by way of paralysis and hax sweeping in the beginning, then use Infernape, Swampert and Tyranitar to mop up the rest of their team. Once all the threats to Lucario have been eliminated, I can bring him in for a late game sweep.
Tweedle Dum
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spd
Timid nature (+Spd, -Atk)
- Air Slash
- Thunder Wave
- Encore
- Roost
My lead. Basic paraflinch, then encore is there to render stall-type pokes and SR users useless. I chose roost over wish for instant recovery and neutral damage from thunderbolt and ice beam, which hurt a lot otherwise. The common leads are covered, Infernape and Azelf are both 2HKO'd by air slash. Bulkier ground leads are slightly more tricky to deal with, but the rest of the team helps, Swampert especially. Air slash does an average of 115 damage to standard Mixpert, which allows for a 4HKO 252Hp/0Sdef if the damage is slightly above average, but at worst is a 5HKO. Whilst this looks bad on paper, the only reason I'd keep Togekiss in on a Swampert is if it had already been paralysed by Jirachi or if it was lead vs. lead, in which case the opponent would SR first and usually flinch at least once. This coupled with non-flying type damage thanks to roost lets me beat Swampert in a face-off. Hippowdon causes trouble as a lead, but is easily dealt with by Swampert, who can usually 2HKO with surf, even with leftovers recovery.
Tweedle Dee
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/136 Def/120 SDef
Impish nature (+Def, -SAtk)
- Body Slam
- Wish
- U-turn
- Iron Head
My physical counterpart to Togekiss. Deals mainly with Calm minders (even if they resist iron head, like suicune). Timid offensive Latias' surf only does 90 average damage off the bat, and with leftovers can never 4HKO. with 1 CM boost it will VERY rarely (if ever) 3HKO with lefotvers recovery. Iron head does 104 damage on average, enough to 3HKO offensive latias, and hopefully the damage will be reduced by paraflinch kicking in. Tyranitar is usually 2HKO'd by iron head. This pair can cause a lot of trouble for an opposing team, and taking them out can often cost multiple pokemon and widespread paralysis.
Tanky
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Earthquake
- Surf
- Ice Beam
- Stealth Rock
As said before, Swampert can 2HKO Hippowdon with surf even with leftovers recovery. EQ is a OHKO on most tyranitar. SR is usually easy to set up on a switch away, which is nice. There isn't much to say for Swampert, as it speaks for itself in dealing with almost anything that causes problems for the Tweedles.
Drunken Dumper Truck
(It breaks walls)
Infernape @ Life Orb
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
While lacking the power of the Nasty plot type, the potential for a lot of damage right off the bat is too good to pass up. I often catch Swampert with Grass knot, foolishly switching in after seeing close combat. CC can OHKO pretty much anything weak to it, and with all the blisseys, tyranitars, lucarios, heatrans and snorlaxes out there, it's a big help. Fire blast is probably overkill where flamethrower would do on SE hits, but the extra power is a godsend on NVE switch-ins like salamence. I feel the occasional miss from the 85% accuracy is penance for having such a haxxy start to the team :P HP ice is for dragons mainly, however it lacks the power to OHKO full health latias or zapdos, the latter of which is a big problem.
The Weak Link
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Pursuit
- Stone Edge
- Fire Punch
This is where the whole thing falls down a bit. Initially there was a bulky gyarados here, but it proved too much of a rotom-x and zapdos weakness. While Tyranitar covers these decently, I don't feel it fits into the team well enough. I'd like to replace it with something that can take on Zapdos, Rotom-x and Gyarados, (which seem to be the main problems plaguing my team at the moment) but preferably remaining something that can set up a sweep in it's own right
Late Game Apocalylpse
Lucario @ Life Orb
Ability: Inner Focus
EVs: 6 HP/25 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Extremespeed
- Crunch
We all know how much of a beast Lucario is in the late game, so there's not much point explaining his role. Half the time I don't even get to use him because Infernape has finished off everything. The other half of the time, I'm glad he's there ready to pick up the slack and finish the game for me.
There you have it. All feedback is welcome, but I would particularly like to address the problems of My Tyranitar's slot and enemy Zapdos, Rotom-x and Gyarados.
Thanks.
At a Glance:






The object of the team is to cause as much damage by way of paralysis and hax sweeping in the beginning, then use Infernape, Swampert and Tyranitar to mop up the rest of their team. Once all the threats to Lucario have been eliminated, I can bring him in for a late game sweep.

Tweedle Dum
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/20 Def/236 Spd
Timid nature (+Spd, -Atk)
- Air Slash
- Thunder Wave
- Encore
- Roost
My lead. Basic paraflinch, then encore is there to render stall-type pokes and SR users useless. I chose roost over wish for instant recovery and neutral damage from thunderbolt and ice beam, which hurt a lot otherwise. The common leads are covered, Infernape and Azelf are both 2HKO'd by air slash. Bulkier ground leads are slightly more tricky to deal with, but the rest of the team helps, Swampert especially. Air slash does an average of 115 damage to standard Mixpert, which allows for a 4HKO 252Hp/0Sdef if the damage is slightly above average, but at worst is a 5HKO. Whilst this looks bad on paper, the only reason I'd keep Togekiss in on a Swampert is if it had already been paralysed by Jirachi or if it was lead vs. lead, in which case the opponent would SR first and usually flinch at least once. This coupled with non-flying type damage thanks to roost lets me beat Swampert in a face-off. Hippowdon causes trouble as a lead, but is easily dealt with by Swampert, who can usually 2HKO with surf, even with leftovers recovery.

Tweedle Dee
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/136 Def/120 SDef
Impish nature (+Def, -SAtk)
- Body Slam
- Wish
- U-turn
- Iron Head
My physical counterpart to Togekiss. Deals mainly with Calm minders (even if they resist iron head, like suicune). Timid offensive Latias' surf only does 90 average damage off the bat, and with leftovers can never 4HKO. with 1 CM boost it will VERY rarely (if ever) 3HKO with lefotvers recovery. Iron head does 104 damage on average, enough to 3HKO offensive latias, and hopefully the damage will be reduced by paraflinch kicking in. Tyranitar is usually 2HKO'd by iron head. This pair can cause a lot of trouble for an opposing team, and taking them out can often cost multiple pokemon and widespread paralysis.

Tanky
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP/216 Def/52 SAtk
Relaxed nature (+Def, -Spd)
- Earthquake
- Surf
- Ice Beam
- Stealth Rock
As said before, Swampert can 2HKO Hippowdon with surf even with leftovers recovery. EQ is a OHKO on most tyranitar. SR is usually easy to set up on a switch away, which is nice. There isn't much to say for Swampert, as it speaks for itself in dealing with almost anything that causes problems for the Tweedles.

Drunken Dumper Truck
(It breaks walls)
Infernape @ Life Orb
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
While lacking the power of the Nasty plot type, the potential for a lot of damage right off the bat is too good to pass up. I often catch Swampert with Grass knot, foolishly switching in after seeing close combat. CC can OHKO pretty much anything weak to it, and with all the blisseys, tyranitars, lucarios, heatrans and snorlaxes out there, it's a big help. Fire blast is probably overkill where flamethrower would do on SE hits, but the extra power is a godsend on NVE switch-ins like salamence. I feel the occasional miss from the 85% accuracy is penance for having such a haxxy start to the team :P HP ice is for dragons mainly, however it lacks the power to OHKO full health latias or zapdos, the latter of which is a big problem.

The Weak Link
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Crunch
- Pursuit
- Stone Edge
- Fire Punch
This is where the whole thing falls down a bit. Initially there was a bulky gyarados here, but it proved too much of a rotom-x and zapdos weakness. While Tyranitar covers these decently, I don't feel it fits into the team well enough. I'd like to replace it with something that can take on Zapdos, Rotom-x and Gyarados, (which seem to be the main problems plaguing my team at the moment) but preferably remaining something that can set up a sweep in it's own right

Late Game Apocalylpse
Lucario @ Life Orb
Ability: Inner Focus
EVs: 6 HP/25 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Extremespeed
- Crunch
We all know how much of a beast Lucario is in the late game, so there's not much point explaining his role. Half the time I don't even get to use him because Infernape has finished off everything. The other half of the time, I'm glad he's there ready to pick up the slack and finish the game for me.
There you have it. All feedback is welcome, but I would particularly like to address the problems of My Tyranitar's slot and enemy Zapdos, Rotom-x and Gyarados.
Thanks.