After getting sick and tired of just substituting stuff in and out of my team, I decided to just make a new one, around setting up for a final sweep for.... Thanks to help from a certain someone, this team is in testing.
Swampert@Leftovers (The Lead)
Torrent
Relaxed
252 HP, 216 Def, 44 Spa
-Roar
-Stealth Rock
-Earthquake
-Ice Beam
Non-suicide lead, standard from Smogon. In addition to setting up stealth rocks, he is an important check to the likes of Gyarados, Tyranitar, and Salamence, roaring away their dragon dances, earthquaking TTar, or ice beaming Salamence. This lead can handle other leads pretty well, as long as I don't try to set up SR first thing (e.g., kill Aerodactyl with ice beam as he taunts then SRs. Go to something else to counter his switchin or Tentacruel to Rapid Spin, then come back later). Twave immunity is a plus.
Magnezone@Leftovers (Steel Killer)
Magnet Pull
Timid
252 Spa, 4 Def, 252 Spe
-Substitute
-Magnet Rise
-Thunderbolt
-HP Grass
Counters to Gyarados include bulky waters, swampert, and Skarmory. This puppy makes sure I can do something to them. Thunderbolt hits waters not named Swampert hard, while HP Grass OHKOs swampert. Tbolt OHKOs Skarmory. Magnet Rise lets me come in on Metagross, Magnet Rise as he Earthquakes, Substitute as he Meteor Mashes/Explodes, and leaves me hopefully at an advantage.
Tentacruel@Leftovers (Utility)
Liquid Ooze
Calm
252 HP, 4 Def, 252 Spd
-Surf
-Toxic Spikes
-Rapid Spin
-Knock Off
My other bulky water counter, as well as good utility. If I can get this guy in early enough, into leadapes or something, who does avg 30% to me with 64 Atk EV investment even with no defense investment from me, I can get toxic spikes in, which do a good job at crippling bulky waters. Knock off takes away their precious leftovers. Rapid Spin clears the field for my somewhat SR weak team. I used max special defense because hopefully I won't be needing to absorb earthquakes. Also handles Heatran, usually timid, who does 37% avg to me with earth power, a 4HKO with Leftovers. Also subseeder counter.
Alakazam@Choice Specs (Bait…)
Synchronize/Inner Focus
Timid
4 Def, 252 Spa, 252 Spe
-Psychic
-Shadow Ball
-Focus Blast
-Trick
This guy hurts a lot of things, hard. Focus Blast+Shadow Ball get perfect coverage, while Psychic is there for stab that hits ridiculously hard. Trick screws over Blissey who decide to come in. Anyways scarf rotom/gengar are other threats to Gyarados, and they will obviously come in on Alakazam to revenge kill. Non-scarf is no problem, because this guy outruns and kills them. This is all part of the plan, because once they revenge kill Alakazam with their stab shadow balls, they will be dead for
VVV
Weavile@Choice Band (…and Switch)
Pressure
Jolly
252 Atk, 4 Def, 252 Spe
-Pursuit
-Ice Shard
-Brick Break
-Ice Punch
Standard Weavile, and the second part to my scarf ghost countering team. When Alakazam comes in as bait, this guy nails them with stab pursuit as they run or use their futile shadow balls. Ice Shard deals with Salamence very well, while Ice Punch destroys even the most defensive Gliscor (Ice Punch deals avg 132% to Impish 252 HP 252 Def Gliscor). Starmie, another Gyarados counter, is killed by Pursuit on the switch.
Gyarados@Life Orb
Intimidate
Jolly
24 HP, 252 Atk, 8 Def, 224 Spe
-Dragon Dance
-Waterfall
-Earthquake
-Ice Fang
The closer. My personal favorite of the dragon dancers. Jolly for those Jolteon who try to come in and ruin my fun, Life Orb for extra kick. Waterfall for Stab, Earthquake and Ice Fang for coverage only resisted by Bronzong, as well as checking dragons after I dragon dance.
EVS: Jolly for outrunning Jolteon. 192+Jolly reaches 279 Speed, outrunning Heatran. Max out attack, 24 HP gives 337, which is a stealth rock number. Rest is in defense.
Swampert@Leftovers (The Lead)
Torrent
Relaxed
252 HP, 216 Def, 44 Spa
-Roar
-Stealth Rock
-Earthquake
-Ice Beam
Non-suicide lead, standard from Smogon. In addition to setting up stealth rocks, he is an important check to the likes of Gyarados, Tyranitar, and Salamence, roaring away their dragon dances, earthquaking TTar, or ice beaming Salamence. This lead can handle other leads pretty well, as long as I don't try to set up SR first thing (e.g., kill Aerodactyl with ice beam as he taunts then SRs. Go to something else to counter his switchin or Tentacruel to Rapid Spin, then come back later). Twave immunity is a plus.
Magnezone@Leftovers (Steel Killer)
Magnet Pull
Timid
252 Spa, 4 Def, 252 Spe
-Substitute
-Magnet Rise
-Thunderbolt
-HP Grass
Counters to Gyarados include bulky waters, swampert, and Skarmory. This puppy makes sure I can do something to them. Thunderbolt hits waters not named Swampert hard, while HP Grass OHKOs swampert. Tbolt OHKOs Skarmory. Magnet Rise lets me come in on Metagross, Magnet Rise as he Earthquakes, Substitute as he Meteor Mashes/Explodes, and leaves me hopefully at an advantage.
Tentacruel@Leftovers (Utility)
Liquid Ooze
Calm
252 HP, 4 Def, 252 Spd
-Surf
-Toxic Spikes
-Rapid Spin
-Knock Off
My other bulky water counter, as well as good utility. If I can get this guy in early enough, into leadapes or something, who does avg 30% to me with 64 Atk EV investment even with no defense investment from me, I can get toxic spikes in, which do a good job at crippling bulky waters. Knock off takes away their precious leftovers. Rapid Spin clears the field for my somewhat SR weak team. I used max special defense because hopefully I won't be needing to absorb earthquakes. Also handles Heatran, usually timid, who does 37% avg to me with earth power, a 4HKO with Leftovers. Also subseeder counter.
Alakazam@Choice Specs (Bait…)
Synchronize/Inner Focus
Timid
4 Def, 252 Spa, 252 Spe
-Psychic
-Shadow Ball
-Focus Blast
-Trick
This guy hurts a lot of things, hard. Focus Blast+Shadow Ball get perfect coverage, while Psychic is there for stab that hits ridiculously hard. Trick screws over Blissey who decide to come in. Anyways scarf rotom/gengar are other threats to Gyarados, and they will obviously come in on Alakazam to revenge kill. Non-scarf is no problem, because this guy outruns and kills them. This is all part of the plan, because once they revenge kill Alakazam with their stab shadow balls, they will be dead for
VVV
Weavile@Choice Band (…and Switch)
Pressure
Jolly
252 Atk, 4 Def, 252 Spe
-Pursuit
-Ice Shard
-Brick Break
-Ice Punch
Standard Weavile, and the second part to my scarf ghost countering team. When Alakazam comes in as bait, this guy nails them with stab pursuit as they run or use their futile shadow balls. Ice Shard deals with Salamence very well, while Ice Punch destroys even the most defensive Gliscor (Ice Punch deals avg 132% to Impish 252 HP 252 Def Gliscor). Starmie, another Gyarados counter, is killed by Pursuit on the switch.
Gyarados@Life Orb
Intimidate
Jolly
24 HP, 252 Atk, 8 Def, 224 Spe
-Dragon Dance
-Waterfall
-Earthquake
-Ice Fang
The closer. My personal favorite of the dragon dancers. Jolly for those Jolteon who try to come in and ruin my fun, Life Orb for extra kick. Waterfall for Stab, Earthquake and Ice Fang for coverage only resisted by Bronzong, as well as checking dragons after I dragon dance.
EVS: Jolly for outrunning Jolteon. 192+Jolly reaches 279 Speed, outrunning Heatran. Max out attack, 24 HP gives 337, which is a stealth rock number. Rest is in defense.