The Fast, the Weird, and the Furious
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Altered Team
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CHANGES ARE IN RED
Altered Team 2
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NEW CHANGES ARE IN PURPLE
Introduction
Wow.... this is my first ever RMT.... well.. here it goes!
[pimg]573[/pimg][pimg]490[/pimg][pimg]609[/pimg][pimg]330[/pimg][pimg]94[/pimg][pimg]428[/pimg]
Altered Team
[pimg]227[/pimg][pimg]490[/pimg][pimg]609[/pimg][pimg]675[/pimg][pimg]94[/pimg][pimg]428[/pimg]
CHANGES ARE IN RED
Altered Team 2
[pimg]227[/pimg][pimg]490[/pimg][pimg]609[/pimg][pimg]680[/pimg][pimg]380[/pimg][pimg]428[/pimg]
NEW CHANGES ARE IN PURPLE
Introduction
Wow.... this is my first ever RMT.... well.. here it goes!
With weather teams rolling around everywhere, I decided that for once I would break the norm and go with a weatherless team. The whole point of this team is to abuse the entry hazards handed down by Scolipede and Heatran and then proceed by sweeping, cleaning up, and countering. Speaking of Scolipede, he pretty much helps this team big time. While I initially wanted to use Forretress, I found that I had better use using Scolipede due to his high speed, immunity to magnet pull, and ability to damage the Lati twins and Espeon with Megahorn, all of which could severely sweep my team if I'm not careful. All the other members of this team were mixed and mashed in so many ways, I don't even remember much of the entire team building process. But anyway, let me get on to the individual members.
Since I first started this team, there's been plenty of changes, but not too much. Although there were many advantages to switching Flygon for Landorus-I and Scolipede for Skarmory, I sure did miss out on one thing: Toxic Spikes. However, that's not too much of a big deal. I wish I could fit that in, but I can't seem to find a way... Oh well. This team has been doing pretty well without it anyway :P So far (though it's not a big deal), it's standing at a rank of 767 on PO, and I hope it goes higher! :D

Skarmory @Shed Shell/Leftovers
Nature: Impish(+Def,-SAtk)
Evs: 252 HP/216 Def/40 Spe
Ability: Sturdy
-Spikes
-Brave Bird
-Whirlwind
-Roost
SQUAWK!
Ahh.... My new lead (though not all the time) :) After much debate, I found Skarmory was the perfect fit for my team. Acting as a good physical wall with a reliable recovery move in Roost, it also had perfect synergy with Heatran and Gastrodon, forming a great defensive core. The ability to set up an entry hazard and phaze with Whirlwind was also an excellent perk. The bump is speed is necessary just so I can outspeed hopeful Tyranitar and other Skarmory. While I sometimes use leftovers, shed shell is what I usually use to avoid Magnezone and the evil Haxorus (when used alongside Magnezone).

Scolipede @Focus Sash
Nature: Jolly (+Spd,-SAtk)
Evs: 4 HP/252 Atk/252 Spe
Ability: Swarm
-Spikes
-Toxic Spikes
-Megahorn
-Earthquake
Ah... my focus pokemon of the entire team. With the focus sash, I'm guaranteed to get at least two layers of entry hazard down unless I'm facing a priority move user or a hail/sandstorm inducer. If Abomasnow comes out, Scolipede can proceed to use megahorn and OHKO it. Tyranitar gives my team serious problems, and if he leads off, Heatran can come in and hand a burn to Tyranitar. Scolipede's x4 resistance to fighting, is also key to why I picked him over Forretress, as it will prevent mach punch and vacuum wave from smacking down Heatran. The great speed and decent offense also helps against the Lati twins, Celebi, Espeon, and Lucario and Ninetales after entry hazard damage. The evs are self explanatory, as it gives Scolipede the speed and power it gives to this team.

Forretress @Leftovers/Shed Shell
Nature:Relaxed (+Def,-Spe)
Evs: 252 HP/180 Def/76 SDef
Ability: Sturdy
-Spikes
-Gyro Ball/ Toxic Spikes
-Volt Switch/ Toxic Spikes
-Rapid Spin
While I used this as a replacement for Scollipede due to the need of a physical wall, it just didn't work. Despite the support with Rapid Spin and Spikes have gave, his lack of recovery and ability to be easily set up on hurt my team badly, and so the search for a reliable physical wall began again. While I wanted to use Toxic Spikes, the other two moves were pretty necessary, but either could be replaced since I need this to hurt the other team with triple hazard danger :P

Heatran @Leftovers
Nature: Calm (+SDef,-Atk)
Evs: 252 HP/ 248 SDef/ 8 Spe Evs: 248 HP/ 248 SDef/ 12 Spe
Ability: Flash Fire
-Stealth Rock
-Flamethrower
-Roar
-Will-O-Wisp
If a sun team thinks they can come and set up on Scolipede, they better think again. Heatran absorbs the fire moves thanks to its great ability, and it even appreciates the sunlight. To complete the entry hazard trio, SR was a must on Heatran. With my team lacking a good physical wall, will-o-wisp became something I absolutely needed in order to prevent the likes of powerful physical attackers such as Tyranitar, Haxorus, and Scizor from setting up on me. In the case of guts users hoping to take the burn attack with ground or fighting type attacks, Gengar, Flygon, Scolipede, and Reuniclus all prevent that from happening. Water type attacks are taken care of easily by Gastrodon due to Storm Drain. Since I no longer needed the burn rate from lava plume, the more powerful yet reliable flamethrower became a better choice. Finally roar helps keep hazard setters, threats, and set up-pers at bay, and as a bonus, it also allows me to rack up entry hazard damage. The evs are pretty much self explanatory. Heatran will be able to take special attacks while burning physical attackers to save his unboosted defense. This is also a nice counter to Scizor, who depending on the set, can dish some hurt on this team. I also decided to ditch air balloon to give heatran some much needed recovery, although I could always reconsider.
While it was recommended I change flamethrower to lava pluma and will-o-wisp to toxic, I found it didn't work as well. Flamethrower helps me dent and even toast certain pokemon like Celebi, Jirachi, and Steel Types. Lava Plume misses out and doesn't do enough sometimes. And Will-O-Wisp also helps me strike down physical attackers, making Skarmory's job a whole lot easier.
I changed the ev spread just to outspeed other SDef Heatran. The HP evs will allow it to switch into SR five times... at least I'm sure it will.

Reuniclus @Leftovers
Nature: Bold (+Def,-Atk)
Evs: 252 HP/ 248 Def/ 8 Spe Evs: 248 HP/ 252 Def/ 8 Spe
Ability: Magic Guard
-Calm Mind
-Psyshock
-Focus Blast
-Recover
I seriously love this jelly. It can serve as a nice pivot to help absorb hits, and it gives back by taking full advantage of everything this team has to offer. Reuniclus takes full advantage of the entry hazards, which wear down Scizor and Tyranitar, two of its biggest counters. Calm Mind helps it stat up while Recover helps its heal its great hp stat. Focus Blast helps hit what Psyshock can't. Speaking of Psyshock, its a big deal on this team. It helps me take down opposing jellies in a CM fest and obliterate the pink blobs. Perhaps the greatest thing about Reuniclus is that its pretty reliable. It really saves my butt when all else seems to fail. This jelly is my cushion to fall on. The evs are pretty standard, but I decided to install 8 Spe evs just so I can outspeed other Reuniclus in a stall war.

Genesect @Choice Scarf
Nature: Naive (+Spe,-SDef)
Evs: 4 Atk/ 252 SAtk/ 252 Spe
Ability: Download
-Flamethrower
-Ice Beam
-Thunderbolt
-U-Turn
With more coverage and better resistances, Genesect became a much better member than Landorus-I. The set and moves are all pretty standard, so there's not much to say. While Genesect is much slower than Landorus-! and Base 100's in terms of Scarf Speed, it will help me get a jump on what's not scarfed and get a jump on other teams. With U-Turn, the momentum can keep going. As an excellent revenge killer, he also forms an excellent core with Latias and Heatran/Skarmory to combat rain teams and their dedicated sweepers.

Landorus-I @Choice Scarf
Nature: Naive (+Spe,-SDef)
Evs: 252 Atk/4 SAtk/252 Spe
Ability: Sand Force
-Stone Edge
-Earthquale
-U-Turn
-Hidden Power Ice
Landorus-I is as scary on the field as he looks... actually, he's tons uglier than scary but that's besides the point. With a choice scarf, he can go and revenge kill pokemon that can give my team trouble. Gliscor and Dragons stand no chance to HP Ice, and with the help of Stealth Rock, they'll be going down fast. U-Turn keeps my momentum going and lets me switch to an appropriate counter. It also lets me smack Lati@s really hard, though not enough to KO without a good deal of damage beforehand. Stone Edge and Earthquake give me an unstoppable combo that can really wreck other teams... well not completely unstoppable. It does mess with low defense pokemon lke Blissey Celebi, and Lati@s though :P Steel Types that can take an earthquake stop him hard, but that's what teammates are for. Pokemon with Ice Shard and Ice attacks can usually be countered by Skarmory, Reuniclus, Heatran, or Gastrodon. Water move users are stopped cold by Gastrodon due to Storm Drain. His good speed makes sure he runs faster than all pokemon bar deoxys-s and choice scarfers with more than 101 speed. Sand Force also helps when facing sand teams and Tyranitar. All in all, Landorus is an excellent check to a lot of pokemon *cough cough* DRAGONS *cough cough* who think they can stop by and take my team down.

Flygon @Choice Scarf
Nature: Jolly (+Spe,-SAtk)
Evs: 4 HP/ 252 Atk/ 252 Spe
Ability: Levitate
-Outrage
-Earthquake
-U-Turn
-Fire Blast
Flygon is a seriously underrated dragon IMO. While Haxorus, Dragonite, and Salamence outclass it in terms of power, Flygon has so many perks that practically made me swoon. First, it has levitate. Spikes, toxic spikes, and to an extent, trappers, have absolutely nothing on it. Dugtrio (and Magnezone) will want to think twice about switching in on Heatran and KOing it with Gengar and Flygon standing by. Flygon also gains an extra immunity, which is sweet. Second, it resists SR. Dragonite and Salamence take a chunk when they come in on rocks, which leaves them at a disadvantage. And third, Flygon is immune to thunder wave. The only real way to paralyze it is to use Jirachi (on which I would have switched to Gengar or someone that resists) or Glare, which I haven't seen much of yet on the battlefield.With the scarf, Flygon becomes an excellent revenge killer. Outrage and Earthquake perform a STAB combo that hurts a lot of pokemon for good damage. U-Turn helps me pivot,switch, and keep the momentum going. For the last slot, I gave up Stone Edge for Fire Blast. More or less, Volcarona will already have struggled from SR and have been worn down. For the most parts, physical walls will come in to try and stop Flygon. To catch Skarmory, Ferrothorn, and Forretress, Fire Blast is there to give them a nasty surprise. As for the evs, they're self explanatory. With the support given by this team, Flygon can have a field day sweeping past worn out and weakened pokemon on the other team.
Other Pokemon That Didn't Work Out

Mamoswine @Choice Band

Salamence @Choice Scarf

Infernape @ Choice Scarf

Latias @Leftovers
Nature: Timid (+Spe,-Atk)
Evs: 252 HP/ 4 Def/ 252 Spe
Ability: Levitate
-Calm Mind
-Dragon Pulse
-Roost
-Refresh > Reflect
With the same blistering speed as Gengar, I figured Latias would fit perfectly on this team. It's resistances to Water, Fire, Electric, Ground, and Grass are all extremely important and allow it to come out on any weather, specifically rain. CM and Dragon Pulse are to set up on sweepers like Techniloom and Specs/CM Keldeo when they feel like trolling or even walls who can't handle or status Latias. Roost is for recovery, and Reflect is to weaken the physical damage Latias takes, such as from Scizor and Tyranitar, her two biggest counters. Pursuit, Crunch, Bullet Punch, and U-Turn can really hurt Latias, so this move became a staple for the set. I was thinking of moving 44 hp evs to her defense to help that stat, but that would lower her special bulk, which is necessary to fight threats such as tornadus t and thundurus t. While I want to make full defensive investment, I maxed out speed in order to tie with other positive base 110 and prevent terrakion and friends from outspeeding me bar choice scarf or boosting sets. Despite losing a spinblocker, Latias provides me with gifts that my team greatly appreciates, as it can fight rain teams with ease thanks to its high defenses. As a plus, because i dropped HP Fire, I can also get the jump on Latias with the speed iv dropped.
Changing Refresh to Reflect was an excellent idea. Although physical attackers can kick her butt a little more, walls can no longer set up on her, and thus she stays much longer on the field. Plus, she outspeeds most of them anyway, and the ones who do dont do much damage to her anyway.

Gengar @Life Orb
Nature: Timid (+Spe,-Atk)
Evs: 4 HP/ 252 SAtk/ 252 Spe
Ability: Levitate
-Substitute
-Pain Split
-Shadow Ball
-Focus Blast
While Disable Gengar is deadly, SubSplit Gengar has itself made a home on my team. When I dropped Forretress, I also dropped Rapid Spin, which is a necessity for every team. To counter this, Gengar is here to spinblock. Gengar is also immune to ground and fighting moves, which seem to be pretty common ad can pose a threat on my team if not handled properly. The best thing, however, is that it can wear down pokemon while keeping itself full and satisfied. Due to the entry hazards, SDef Jirachi might seem like a good check, but with Gengar and Reuniclus, it becomes set up fodder to use and abuse. Gengar also has fantastic speed and offense like fellow Flygon and Scolipede, and this helps it turn the tide of battles due to the slower pace of the rest of its team members. Immunity to spikes and toxic spikes is fantastic for it, and with pain split, I can use Gengar more recklessly than with the disable set. After it subs up, Gengar becomes more terrifying than ever.

Gastrodon @Leftovers
Nature: Sassy (+SDef,-Spe)
Evs: 252 HP/ 4 Def/ 252 SDef
Ability: Storm Drain
-Recover
-Ice Beam
-Toxic
-Earthquake
NOM NOM NOM!
Finally, Gastrodon pulls together the ends and knots of my team by beating off rain teams that think they can "rain" on my parade. With Storm Drain, it sucks up the water moves and can throw back a boosted ice beam. Earthquake stops threats like Jirachi and Tyranitar from being the boss of this super slug by striking their physical defense. Recover is obvious for healing. And finally, toxic takes care of walls and pokemon with high special defense that think they can come on in and stop Gastrodon. The evs are standard for a specially defenseive gastrodon, except I put the final 4 evs in defense rather than in SAtk to help that poor stat. Plus, water moves boost its SAtk anyway. Grass attacks are resisted by half of its team members, and it helps them by sponging special hits and absorbing water moves and countering rain teams.
Conclusion
This team has been a lot of fun to play around with, and most of the battles I have done have been successful. There have been a few close calls and losses due to dumb things that I did, like misclicks, wrong predictions, and just plain stupidity. I appreciate any feedback on this team, and any way possible to make it better.
One thing I'm considering is changing Gastrodon from Sassy to Calm and giving it scald instead of earthquake so it can take advantage of rain brought on by Politoed if he comes rolling in, but I feel Gastrodon is perfect the way she is. I'm also on debate on whether to put those last 4 evs for Flygon in HP or SAtk, and whether to change its nature to Naive instead of Jolly to put up the power input of Fire Blast. And although I want to give Heatran protect, there's just no way since he needs those four slots for those four moves.
But back to the main point, this team has been so much fun to play with since I like all these pokemon. As said before, any feedback at all is greatly appreciated. Thanks for reading my RMT :)
P.S.- Here's an exportable version if you want to try this team out or something before rating.
Exportable:
Skarmory @Shed Shell/Leftovers
Nature: Impish(+Def,-SAtk)
Evs: 252 HP/216 Def/40 Spe
Ability: Sturdy
-Spikes
-Brave Bird
-Whirlwind
-Roost
Heatran @Leftovers
Nature: Calm (+SDef,-Atk)
Evs: 248 HP/ 248 SDef/ 12 Spe
Ability: Flash Fire
-Stealth Rock
-Flamethrower
-Roar
-Will-O-Wisp
Reuniclus @Leftovers
Nature: Bold (+Def,-Atk)
Evs: 248 HP/ 252 Def/ 8 Spe
Ability: Magic Guard
-Calm Mind
-Psyshock
-Focus Blast
-Recover
Genesect @Choice Scarf
Nature: Naive (+Spe,-SDef)
Evs: 4 Atk/252 SAtk/252 Spe
Ability: Download
-Ice Beam
-Thunderbolt
-Flamethrower
-U-Turn
Latias @Leftovers
Nature: Timid (+Spe,-Atk)
Evs: 252 HP/ 4 Def/ 252 Spe
Ability: Levitate
-Calm Mind
-Dragon Pulse
-Roost
-Reflect
Gastrodon @Leftovers
Nature: Sassy (+SDef,-Spe)
Evs: 252 HP/ 4 Def/ 252 SDef
Ability: Storm Drain
-Recover
-Ice Beam
-Toxic
-Earthquake
Nature: Impish(+Def,-SAtk)
Evs: 252 HP/216 Def/40 Spe
Ability: Sturdy
-Spikes
-Brave Bird
-Whirlwind
-Roost
Heatran @Leftovers
Nature: Calm (+SDef,-Atk)
Evs: 248 HP/ 248 SDef/ 12 Spe
Ability: Flash Fire
-Stealth Rock
-Flamethrower
-Roar
-Will-O-Wisp
Reuniclus @Leftovers
Nature: Bold (+Def,-Atk)
Evs: 248 HP/ 252 Def/ 8 Spe
Ability: Magic Guard
-Calm Mind
-Psyshock
-Focus Blast
-Recover
Genesect @Choice Scarf
Nature: Naive (+Spe,-SDef)
Evs: 4 Atk/252 SAtk/252 Spe
Ability: Download
-Ice Beam
-Thunderbolt
-Flamethrower
-U-Turn
Latias @Leftovers
Nature: Timid (+Spe,-Atk)
Evs: 252 HP/ 4 Def/ 252 Spe
Ability: Levitate
-Calm Mind
-Dragon Pulse
-Roost
-Reflect
Gastrodon @Leftovers
Nature: Sassy (+SDef,-Spe)
Evs: 252 HP/ 4 Def/ 252 SDef
Ability: Storm Drain
-Recover
-Ice Beam
-Toxic
-Earthquake