I've posted a few teams on here before, but either due to their instability, my over-thinking, or recent bans (dangit Excadrill, why are you just too strong?) they've been scratched away bit by bit. So I've drawn away from the metagame-defining Sandstorm and Rain to try something that's a little less obvious. Hopefully it'll work better thanks to that.
Mienshao
Move 1: Fake Out
Move 2: Hi Jump Kick
Move 3: Me First
Move 4: U-Turn
Item: Life Orb
Ability: Regenerator
Nature: Jolly
EVs: 252 Atk / 4 Sp. Atk / 252 Speed
A classic lead, and one that proves quite effective. I anticipate facing off against many weather leads, as well as the obvious hazard-setters and Taunters. This set fares well against them all. As always, Fake Out first for a little damage, and to see if they switch. Many weather leads do, since Hi Jump Kick can outspeed and destroy Tyranitar and Abomasnow (rare as that may be.) Then Hi Jump Kick or U-Turn depending on the situation. Me First is actually an extremely fun move to keep in reserve. It plays mind games with people who assume HP Ice, and can net a surprise KO on a lot of Ghosts who switch in for Hi Jump Kick. Also good against Dragons.
Espeon
Move 1: Reflect
Move 2: Light Screen
Move 3: Psychic
Move 4: Hidden Power Fire
Nature: Timid
Ability: Magic Bounce
Item: Light Clay
EVs: 252 HP, 4 Def, 252 Speed
Espeon is one of the reasons this team has changed greatly. Thanks to it, I feel like I can be safer without Rapid Spin and I don't have to worry as much about wasting time with hazards since they often get bounced back. From team preview people see Ninetales and Chandelure, so Stealth Rock is one of the first things that goes up. If against Mienshao however, many Stealth Rockers hold back until it's gone. When they come in, Espeon pops out to bounce the hazards right back. Espeon can then Dual Screen to cover frail attackers like Chandelure or Haxorus. Psychic is so I can hit back a little in case I have to, and good coverage against the Fighting types that my team doesn't like. Thanks to Ninetales, Hidden Power Fire can do decent damage and provides good coverage. It also threatens many popular hazard users, like Skarmory, Ferrothorn, and Forretress.
Ninetales
Move 1: Sunny Day
Move 2: Overheat
Move 3: Solarbeam
Move 4: Will-o-Wisp
Nature: Modest
Ability: Drought
Item: Power Herb
EVs: 128 HP / 252 SpA / 20 SpD / 108 Spe
Again, seeing Sunny Day is weird on a Ninetales. But I cannot express how many times it has turned the match in my favor, effectively winning me the weather war and the battle. I bring it in after a KO or from U-turn/Baton Pass. The sun comes on, and the opponent instantly goes back to their weather Pokemon, usually Tyranitar or Politoed. They think "Oh, Ninetales is easy, I can take anything it throws. Fire Blast? Resisted and 2/3 power. Solarbeam? Forces the charge turn. No problem." But I Sunny Day on the switch. Suddenly, their weather starter is out of their element. Ttar, Hippowdon and Politoed are vulnerable to Solarbeam, while Abomasnow faces Overheat. If they switch, something gets blasted in the face with a powerful attack, but if they stay then they lose their weather starter. Instant momentum. Power Herb is my item of choice because if I mispredict with Solarbeam, I'm not trapped by it.
Scizor
Move 1: Swords Dance
Move 2: Agility
Move 3: Baton Pass
Move 4: Bullet Punch
Nature: Relaxed
Ability: Technician
Item: Iron Ball
EVs: 252 HP, 40 Atk, 216 SpD
This may look like a very strange Scizor, and I may switch it for a Poison Heal Gliscor who can do the same things. But it's not a sweeping Scizor, that much is obvious. Instead, I plan to exploit its decent defenses and good resistances to Baton Pass a powerful stat boost to someone who needs it. Swords Dance goes to Haxorus, while Agility can go to either Haxorus or Chandelure. It's not uncommon for me to get both boosts, or two of a kind, thanks to Scizor's defenses and Espeon's screens. Bullet Punch is there so I'm not total Taunt-bait and can strike back if I need to. The reason for the Iron Ball and Relaxed Nature is that I want to go after my opponent so my Baton Pass switchin can come in unscathed, maximizing the time it can go nuts. Scizor also has great synergy with Chandelure, as the latter can grab the Flash Fire boost from an incoming attack.
Haxorus
Move 1: Outrage
Move 2: Earthquake
Move 3: Brick Break
Move 4: Dual Chop
Nature: Adamant
Ability: Mold Breaker
Item: Choice Band
EVs: 4 HP, 252 Atk, 252 Speed
So. Haxorus. It comes in, and it destroys ALL. Anything is at least 2HKOed by the right move, and some thing even by the wrong move. That's why Outrage is safer here than on a lot of other Pokemon. No matter what, when in doubt I can just plow through. Thanks to Espeon I feel better about switching in and out a lot, and with its dual screens I feel safer keeping Haxorus in against an opponent who might survive a hit and hit back. Since most Steels can't stand against Earthquake and Brick Break (including those who Levitate, like Bronzong) and even walls like Gliscor and Hippowdon can't stand forever, it can sweep up full-health frail Pokemon or slightly battered walls, netting two or three KOs as Outrage goes on.
Chandelure
Move 1: Overheat
Move 2: Shadow Ball
Move 3: Solarbeam
Move 4: Psychic
Nature: Adamant
Ability: Flash Fire
Item: Choice Specs
EVs: 4 HP, 252 Sp. Atk, 252 Speed
Chandelure functions very similarly to Haxorus, a frail, slow, unbelievably powerful sweeper, but on the special side. As such, the strategy is similar. Baton Pass in an Agility boost, and let Chandelure go to town. If I can get a Flash Fire as well, and the sun is up, I almost always go with Overheat. It's just too strong not to. Solarbeam and Shadow Ball are equal in power, so it depends on typing and if I feel confident sun will stay. Psychic is just filler.
So that's it, as it stands now. I'm big on revisions, so give me all your criticisms. Hopefully I can iron out its flaws, though it's worked well for me so far.
Mienshao
Move 1: Fake Out
Move 2: Hi Jump Kick
Move 3: Me First
Move 4: U-Turn
Item: Life Orb
Ability: Regenerator
Nature: Jolly
EVs: 252 Atk / 4 Sp. Atk / 252 Speed
A classic lead, and one that proves quite effective. I anticipate facing off against many weather leads, as well as the obvious hazard-setters and Taunters. This set fares well against them all. As always, Fake Out first for a little damage, and to see if they switch. Many weather leads do, since Hi Jump Kick can outspeed and destroy Tyranitar and Abomasnow (rare as that may be.) Then Hi Jump Kick or U-Turn depending on the situation. Me First is actually an extremely fun move to keep in reserve. It plays mind games with people who assume HP Ice, and can net a surprise KO on a lot of Ghosts who switch in for Hi Jump Kick. Also good against Dragons.
Espeon
Move 1: Reflect
Move 2: Light Screen
Move 3: Psychic
Move 4: Hidden Power Fire
Nature: Timid
Ability: Magic Bounce
Item: Light Clay
EVs: 252 HP, 4 Def, 252 Speed
Espeon is one of the reasons this team has changed greatly. Thanks to it, I feel like I can be safer without Rapid Spin and I don't have to worry as much about wasting time with hazards since they often get bounced back. From team preview people see Ninetales and Chandelure, so Stealth Rock is one of the first things that goes up. If against Mienshao however, many Stealth Rockers hold back until it's gone. When they come in, Espeon pops out to bounce the hazards right back. Espeon can then Dual Screen to cover frail attackers like Chandelure or Haxorus. Psychic is so I can hit back a little in case I have to, and good coverage against the Fighting types that my team doesn't like. Thanks to Ninetales, Hidden Power Fire can do decent damage and provides good coverage. It also threatens many popular hazard users, like Skarmory, Ferrothorn, and Forretress.
Ninetales
Move 1: Sunny Day
Move 2: Overheat
Move 3: Solarbeam
Move 4: Will-o-Wisp
Nature: Modest
Ability: Drought
Item: Power Herb
EVs: 128 HP / 252 SpA / 20 SpD / 108 Spe
Again, seeing Sunny Day is weird on a Ninetales. But I cannot express how many times it has turned the match in my favor, effectively winning me the weather war and the battle. I bring it in after a KO or from U-turn/Baton Pass. The sun comes on, and the opponent instantly goes back to their weather Pokemon, usually Tyranitar or Politoed. They think "Oh, Ninetales is easy, I can take anything it throws. Fire Blast? Resisted and 2/3 power. Solarbeam? Forces the charge turn. No problem." But I Sunny Day on the switch. Suddenly, their weather starter is out of their element. Ttar, Hippowdon and Politoed are vulnerable to Solarbeam, while Abomasnow faces Overheat. If they switch, something gets blasted in the face with a powerful attack, but if they stay then they lose their weather starter. Instant momentum. Power Herb is my item of choice because if I mispredict with Solarbeam, I'm not trapped by it.
Scizor
Move 1: Swords Dance
Move 2: Agility
Move 3: Baton Pass
Move 4: Bullet Punch
Nature: Relaxed
Ability: Technician
Item: Iron Ball
EVs: 252 HP, 40 Atk, 216 SpD
This may look like a very strange Scizor, and I may switch it for a Poison Heal Gliscor who can do the same things. But it's not a sweeping Scizor, that much is obvious. Instead, I plan to exploit its decent defenses and good resistances to Baton Pass a powerful stat boost to someone who needs it. Swords Dance goes to Haxorus, while Agility can go to either Haxorus or Chandelure. It's not uncommon for me to get both boosts, or two of a kind, thanks to Scizor's defenses and Espeon's screens. Bullet Punch is there so I'm not total Taunt-bait and can strike back if I need to. The reason for the Iron Ball and Relaxed Nature is that I want to go after my opponent so my Baton Pass switchin can come in unscathed, maximizing the time it can go nuts. Scizor also has great synergy with Chandelure, as the latter can grab the Flash Fire boost from an incoming attack.
Haxorus
Move 1: Outrage
Move 2: Earthquake
Move 3: Brick Break
Move 4: Dual Chop
Nature: Adamant
Ability: Mold Breaker
Item: Choice Band
EVs: 4 HP, 252 Atk, 252 Speed
So. Haxorus. It comes in, and it destroys ALL. Anything is at least 2HKOed by the right move, and some thing even by the wrong move. That's why Outrage is safer here than on a lot of other Pokemon. No matter what, when in doubt I can just plow through. Thanks to Espeon I feel better about switching in and out a lot, and with its dual screens I feel safer keeping Haxorus in against an opponent who might survive a hit and hit back. Since most Steels can't stand against Earthquake and Brick Break (including those who Levitate, like Bronzong) and even walls like Gliscor and Hippowdon can't stand forever, it can sweep up full-health frail Pokemon or slightly battered walls, netting two or three KOs as Outrage goes on.
Chandelure
Move 1: Overheat
Move 2: Shadow Ball
Move 3: Solarbeam
Move 4: Psychic
Nature: Adamant
Ability: Flash Fire
Item: Choice Specs
EVs: 4 HP, 252 Sp. Atk, 252 Speed
Chandelure functions very similarly to Haxorus, a frail, slow, unbelievably powerful sweeper, but on the special side. As such, the strategy is similar. Baton Pass in an Agility boost, and let Chandelure go to town. If I can get a Flash Fire as well, and the sun is up, I almost always go with Overheat. It's just too strong not to. Solarbeam and Shadow Ball are equal in power, so it depends on typing and if I feel confident sun will stay. Psychic is just filler.
So that's it, as it stands now. I'm big on revisions, so give me all your criticisms. Hopefully I can iron out its flaws, though it's worked well for me so far.