So this team is a balance team: Three Special Sweepers, three Physical Sweepers; three easier-kills, three big pains.
Metagross @Occa Berry
Clear Body
Careful (+SpDef, -SpAtt)
100 Hp/252 Att/100 SpDef/58 Spd
-Explosion
-Stealth Rock
-Earthquake
-Bullet Punch
This is one of my physical sweepers; my lead with Gallade as a partner. Can pretty well take care of most things with its Att, and its added SpDef helps to keep it alive for a while. People generally try and use a fire move, so the Occa is for that. So here is my trap-layer right off the bat; first turn, he lays SR. It can then decimate with the Earthquake my team utilizes and finish off nasty ones with BP to kill them before they get my partner. Then just as it’s about to die it blocks an uber (like Garchomp) with Explosion, while its partner Protects. A basic Metagross combo, works with others on the team well. Doesn’t have much to block a ground-type though, but an Explosion could take care of that, or it’s partner (Gallade) can use it’s LeafBlade on that pesky ground/water thing.
Gallade @King’s Rock
Steadfast
Jolly (+Spd, -SpAtt)
50 Hp/200 Att/8 SpDef/252 Spd
-Leaf Blade
-Stone Edge
-Low Kick
-Protect
This is one of my double lead. Not the best pick for speed, but this and Zapdos are supposed to be featured for their speed capabilities. Normally, they are easy-kills, but Gallade has its Att, and if Zapdos has its SpAtt and if it is quick enough, they can sometimes skirt around such disastrous consequences. The King’s Rock is just for flinching, but it can be replaced if need be. It can, however, be very irritating for opponents trying to set something up: if Gallade attacks first and their combo is broken, that lets it come in and deal some damage, perhaps permanently wrecking their one-chance.
So basically, it comes out to counter any water/ground types I know will be there for Metagross, and when Metagross goes ‘BOOM’ it can use Protect, and Protect while it and other Earthquakers go. Stone Edge is a must, I needed to include it on something, plus it could take care of any Flying-types which try to kill it. Low Kick, however, is a good tip I heard, simply because of all of the legal Ubers being used this year, most of which are extremely top-heavy.
Zapdos @Sitrus Berry?
Pressure
Timid (+Spd, -Att)
100 Hp/150 SpAtt/8 SpDef/252 Spd
-Roar
-Thunderbolt
-Toxic
-Detect
This is completely and utterly about speed. Originally, it was a typical RainDance/Thunder with Detect, but that combo fell apart on me so I improvised. This is really an unnecessary pokemon right now, but it stays. Why? Only and simply because of its speed. It can Toxic, and Thunderbolt the opponent, and save itself for a bit with Detect. I considered for a while using Baton Pass with Agility, but I didn’t like that combo. So, I hooked it up with Roar. This is utilizing that Stone Edge I threw down earlier. It Roars the opposite team to break combos (which will be so important this year), and to give damage for the Stealth Rock. Zapdos is replaceable however, and is one of my ‘Easy-kills’ for it’s lax defense stats.
Swampert @Lum Berry
Torrent
Adamant (+Att, -SpAtt)
100 Hp/ 252 Att/100 SpAtt/58 Spd
-Protect
-Surf
-Earthquake
-Low Kick/Outrage
Basically a physical sweeper with Surf thrown in; originally intended to work with a RainDance combo, but I scrapped that to just have it be a basic Block. It still works well with Zapdos, and it is one of my Earthquakers, always a favorite. Very even stats, and I chose not to give it too much speed, since it can’t get a lot anyway.
Ho-Oh @?
Pressure
Hasty (+Spd, -Def)
150 Att/58 SpAtt/50 SpDef/252 Spd
-Sacred Fire
-Thunderbolt
-Recover/Protect
-Earthquake
Here starts the combo of real evil, the Ho-Oh/Mewtwo combo. Absolute raw power sweepers. Ho-Oh doesn’t have a bad Speed, but not the best either, so I gave it as much Speed as I could. Its attack is amazing, so Sacred Fire is a must as well as Earthquake. It’s SpAtt isn’t half bad, so I added Thunderbolt as a little side thing. I prefer Recover, but Protect is important as well, so I added it as an option.
Mewtwo @Life Orb
Pressure
Timid (+Spd, -Att)
100 Hp/252 SpAtt/150 Spd
-Recover
-Ice Beam
-Aura Sphere
-Psychic
This one was tricky, but only because of it’s awesome, raw power. Having a naturally high SpAtt and Spd, I gave it both of those, and some Hp as well. The Def and SpDef were fairly well off, so I left those alone. Of course, not needing Att at all, Calm/Bold/Modest all work well too. I considered subbing Ghost Ball in for Psychic, but went against it just because of how kick-butt Psychic is on Mewtwo.
I’m just worried that I have too much Fighting and no Drag or Bug/Ghost/Dark to kill irritating things like Palkia and Gengar. Or, on Swampert I considered either LowKick/Outrage, because I know that Palkia/Kyogre/Zapdos/Swift-Swim Ludicolo or Kingdra will be popular this year, and I need a way to successfully NOT bank-out in the first round.
Also, there is a big Rock disadvantage to this team, most of which could be taken care of by Swampert or Metagross, but Ho-Oh and Zapdos are quite vulnerable if something goes wrong. Swampert has its usual Grass irritation, but it could hold one or two attacks, if its not Solarbeam.

Metagross @Occa Berry
Clear Body
Careful (+SpDef, -SpAtt)
100 Hp/252 Att/100 SpDef/58 Spd
-Explosion
-Stealth Rock
-Earthquake
-Bullet Punch
This is one of my physical sweepers; my lead with Gallade as a partner. Can pretty well take care of most things with its Att, and its added SpDef helps to keep it alive for a while. People generally try and use a fire move, so the Occa is for that. So here is my trap-layer right off the bat; first turn, he lays SR. It can then decimate with the Earthquake my team utilizes and finish off nasty ones with BP to kill them before they get my partner. Then just as it’s about to die it blocks an uber (like Garchomp) with Explosion, while its partner Protects. A basic Metagross combo, works with others on the team well. Doesn’t have much to block a ground-type though, but an Explosion could take care of that, or it’s partner (Gallade) can use it’s LeafBlade on that pesky ground/water thing.

Gallade @King’s Rock
Steadfast
Jolly (+Spd, -SpAtt)
50 Hp/200 Att/8 SpDef/252 Spd
-Leaf Blade
-Stone Edge
-Low Kick
-Protect
This is one of my double lead. Not the best pick for speed, but this and Zapdos are supposed to be featured for their speed capabilities. Normally, they are easy-kills, but Gallade has its Att, and if Zapdos has its SpAtt and if it is quick enough, they can sometimes skirt around such disastrous consequences. The King’s Rock is just for flinching, but it can be replaced if need be. It can, however, be very irritating for opponents trying to set something up: if Gallade attacks first and their combo is broken, that lets it come in and deal some damage, perhaps permanently wrecking their one-chance.
So basically, it comes out to counter any water/ground types I know will be there for Metagross, and when Metagross goes ‘BOOM’ it can use Protect, and Protect while it and other Earthquakers go. Stone Edge is a must, I needed to include it on something, plus it could take care of any Flying-types which try to kill it. Low Kick, however, is a good tip I heard, simply because of all of the legal Ubers being used this year, most of which are extremely top-heavy.

Zapdos @Sitrus Berry?
Pressure
Timid (+Spd, -Att)
100 Hp/150 SpAtt/8 SpDef/252 Spd
-Roar
-Thunderbolt
-Toxic
-Detect
This is completely and utterly about speed. Originally, it was a typical RainDance/Thunder with Detect, but that combo fell apart on me so I improvised. This is really an unnecessary pokemon right now, but it stays. Why? Only and simply because of its speed. It can Toxic, and Thunderbolt the opponent, and save itself for a bit with Detect. I considered for a while using Baton Pass with Agility, but I didn’t like that combo. So, I hooked it up with Roar. This is utilizing that Stone Edge I threw down earlier. It Roars the opposite team to break combos (which will be so important this year), and to give damage for the Stealth Rock. Zapdos is replaceable however, and is one of my ‘Easy-kills’ for it’s lax defense stats.

Swampert @Lum Berry
Torrent
Adamant (+Att, -SpAtt)
100 Hp/ 252 Att/100 SpAtt/58 Spd
-Protect
-Surf
-Earthquake
-Low Kick/Outrage
Basically a physical sweeper with Surf thrown in; originally intended to work with a RainDance combo, but I scrapped that to just have it be a basic Block. It still works well with Zapdos, and it is one of my Earthquakers, always a favorite. Very even stats, and I chose not to give it too much speed, since it can’t get a lot anyway.

Ho-Oh @?
Pressure
Hasty (+Spd, -Def)
150 Att/58 SpAtt/50 SpDef/252 Spd
-Sacred Fire
-Thunderbolt
-Recover/Protect
-Earthquake
Here starts the combo of real evil, the Ho-Oh/Mewtwo combo. Absolute raw power sweepers. Ho-Oh doesn’t have a bad Speed, but not the best either, so I gave it as much Speed as I could. Its attack is amazing, so Sacred Fire is a must as well as Earthquake. It’s SpAtt isn’t half bad, so I added Thunderbolt as a little side thing. I prefer Recover, but Protect is important as well, so I added it as an option.

Mewtwo @Life Orb
Pressure
Timid (+Spd, -Att)
100 Hp/252 SpAtt/150 Spd
-Recover
-Ice Beam
-Aura Sphere
-Psychic
This one was tricky, but only because of it’s awesome, raw power. Having a naturally high SpAtt and Spd, I gave it both of those, and some Hp as well. The Def and SpDef were fairly well off, so I left those alone. Of course, not needing Att at all, Calm/Bold/Modest all work well too. I considered subbing Ghost Ball in for Psychic, but went against it just because of how kick-butt Psychic is on Mewtwo.
I’m just worried that I have too much Fighting and no Drag or Bug/Ghost/Dark to kill irritating things like Palkia and Gengar. Or, on Swampert I considered either LowKick/Outrage, because I know that Palkia/Kyogre/Zapdos/Swift-Swim Ludicolo or Kingdra will be popular this year, and I need a way to successfully NOT bank-out in the first round.
Also, there is a big Rock disadvantage to this team, most of which could be taken care of by Swampert or Metagross, but Ho-Oh and Zapdos are quite vulnerable if something goes wrong. Swampert has its usual Grass irritation, but it could hold one or two attacks, if its not Solarbeam.