
This team probably doesn't quite have 'synergy' in the traditional sense. The team was built around the concept that speed and coverage will have to make up for severe lack of bulk. Rarely do pokemon switch and live.
Having said that I have tried to have a balanced attack with 2 special attackers to complement the 4 physicals. In the meantime there are no walls - mega ttar and clefable do what they can. The premise is clear - hit first and OHKO/KO what you can and trim what you can't and leave your teammates to do the rest. Key threats are talonflame/heatran/rotom-w among others. They are common but can be handled crucially depending on what I can keep alive and for how long.
This team reached the top 500 in pokemon online, I only use showdown for doubles. and usually failed when I mispredicted or didn't think far enough ahead. Your comments please.

Staraptor (F) @ Choice Scarf
Trait: Reckless
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Close Combat
- Double-Edge
- U-turn
The raptor often functions as this team's lead. He misses the power of the choice band and I am sure there are some KOs that go begging but the choice scarf is the surprise factor catching a lot of faster threats off guard. More often than not his role is to u-turn out and pop back for mid-late revenge kills. The evs ivs are largely self explanatory, jolly over adamant for better chance to outspeed.

Weavile (F) @ Focus Sash
Trait: Pressure
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Ice Shard
- Knock Off
- Poison Jab
Measley the weavile's plan is simple. Come in on for the revenge ideally later game once things that completely resist it are gone (I'm looking at you heatran/conkeldurr/many others) and use the sash to steal a SD and try to sweep (with poison jab surprising clefable/azumarill that think they will be ok).
If it cant sweep at least try to bring things in range of a raptor revenge kill. Even when SR breaks the sash it is still usually quick enough to remove an item. Adamant may be a questionable, but it helps with the raptor revenge f/up. Poison jab only occasionally seems worth it, and I have come very close to changing it to low kick but otherwise I only have excadrill for fairies.

Tyranitar (F) @ Tyranitarite
Trait: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Ice Punch
- Fire Punch
- Earthquake
Mega tyrrranitar is supposed to be the bedrock of this team. He is my only big resist for talonflame who is otherwise a nightmare. The main thing as with weavile and later clefable is the surprise factor. He usually can get a dd dance in, surviving EQs from most chomps and landorus then OHKO ing back.
Similiarly ferrothorn/scizor are often surprised. EQ is sole STAB and is often spammed. This is where he can be caught out as rotom-w (another big pain for this team if serp/clef are down) can w-o-w or just brutalise with H-pump.
Mega-Ttar's secondary purpose when the attacking is worthless is to set up the sandstorm to give exca the speed boost.

Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
So.....excadrill often comes to nothing in this team but when the sand is up deals with three things this team hates with a passion: talonflame, heatran, and all fairies. The air balloon is a point of contention and is quite circumstantial. Unfortunately once the sand peters out the dream is largely dead.

Serperior (F) @ Life Orb
Trait: Contrary
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
Serperior one of the two special attackers has to take its chances. When heatran/talonflame about it is just not the time for him, sent Mega-ttar on instead. But switch into a rotom-W/landorus or come in on the revenge and start spamming leaf storm.
What tends to happen more often than not is that he gets a free +2 into a resist and is able to deal decent damage to a switch. Unfortunately the life orb means that he rarely lives long and is almost always (like most members on this team) a suicide switch.

Clefable (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Moonblast
- Focus Blast
- Flamethrower
Tankfable is the second lead. Key situations are against landorus as he couldn't care less about the -1 attack. The obvious plan is to bluff other things by starting with a moonblast and then use coverage to find surprise KO's.
Life orb w/ magic gaurd and 252SpA gives a 89.1% chance to 2HKO rotom-W after leftovers. Focus blast is his last and least but theoretically can cause heatran problems, but more often than not is a spare part.