Cheshire (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 108 HP / 252 SAtk / 148 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Thunderbolt
- Hidden Power [Ice]
- Thunder

Though I don't have a dedicated "lead," I tend to start with Rotom more often than any other Pokemon. Water/Electric/Ice is fantastic coverage. With the plethora of Politoed running around as leads on rain stall teams, I can very often lead with Rotom, fire off a perfect-accuracy Thunder and get a quick first-turn OHKO against them. This is part of a strategy with my Infernape for systematically breaking down rain stall teams that I'll continue later.

The EV spread is basically the standard one for a Choice'd Rotom. 148 Speed EVs puts me just faster than all non-Scarf TTar and everything that EVs to hit that benchmark. One notable enemy that lets me outspeed and almost OHKO is Adamant Breloom. Everything else goes into HP, as I tend to use Rotom as a special tank, which its typing and EV spread help facilitate. There have been lots of times I've wished he was bulkier, and lots of times I've wished he was faster, but I think this spread is a good mix of the two for the most part. Leftovers help him restore HP and tank longer, while giving him the freedom to switch moves that a Choice item does not. I've tried Choice Specs on him extensively and found that I like Leftovers better in practice.

The things I think you all will object to most are his Electric-type attacks. Volt Switch and Trick or Pain Split are much more standard. I chose Thunderbolt because I appreciate the raw power increase it affords over Volt Switch, and while well timed Volt Switches can net you favorable matchups, being forced to switch just because I wanted to use my main STAB attack isn't always prudent. Additionally, most people have come to recognize Rotom as a Volt Switcher and will send out a fast Ground-type against him to prevent the switch. I chose Thunder to counter rain, which I'll be explaining more about under Infernape.

War Pig (Mamoswine) (M) @ Life Orb
Trait: Snow Cloak
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Ice Shard
- Icicle Crash
- Earthquake
- Stone Edge

Mamoswine is my main physical sweeper. Mamoswine's combination of STAB Ground, STAB Ice and STAB priority lets him sweep through unprepared or weakened teams very easily. Icicle Crash also has a handy 30% chance of causing flinch, which has time-and-time-again allowed me to cleanly KO things that normally I can only 2-3HKO such as Skarmory. I get the flinch off Icicle Crash so often that I've almost come to depend on it. He is also no slouch defensively either; Scarf Jirachi locked into Body Slam can only do 30% damage at most, or 86% if it predicts correctly and uses Iron Head, while Mamoswine can OHKO back with Earthquake. Most importantly however, Mamoswine laughs at the defensive titan that is Multiscale Dragonite. Ice Shard can always OHKO Dragonite if Multiscale is broken, and it can still do well over half HP if it isn't. I let an opposing Dragonite get to +6/+6 once, then sent in Mamoswine and one-hit it with Ice Shard just for laughs.

The two main things that could be changed here would be nature and item. Adamant is generally more viable as Jolly doesn't let it outspeed much. The most important thing switching to Jolly would let me outspeed would be Timid Heatran; however, most Timid Heatran also carry Choice Scarf, so switching to Jolly wouldn't practically let me outspeed them. I already outspeed all Modest ones, and the power increase is extremely useful. As of December, only 25% of all Heatran were Timid, and only around 40% ran enough Speed EVs to outspeed him. Everything else I would probably be switching out against or nailing with priority anyway. As for the item, while Life Orb's recoil can get painful during long battles, long battles for Mamoswine generally imply successful sweeps, so it doesn't matter too much. I've tried Choice Band extensively and I've found that being able to switch moves is vastly more important for Mamoswine than the slight power increase and the lack of recoil damage.

Jetstream (Latios) (M) @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Psyshock
- Hidden Power [Fire]

Latios is my main special sweeper. Since over 50% of all Latios carry Specs or LO and only 14% carry Scarf, Jetstream's Speed almost always takes unsuspecting opponents by surprise. That Speed increase is immeasurably valuable, letting him outspeed nearly every counter or target. For comparison, my Latios outspeeds +2 Adamant Dragonite, +1 Haxorus, all manner of Hydreigon, +1 Salamence, all non-Scarf Lati@s, +1 Terrakion, and Cloyster after a Shell Smash. It can also OHKO them all with the appropriate attack (some require SR damage, but most are OHKO'd cleanly). He would be unable to outspeed any of these except the Hydreigon without his Scarf, and would be OHKO'd by them all.

Dragon Pulse and Psyshock are the two main go-to moves, typically prioritized in that order as well. Dragon Pulse is a very strong, reliable attack that hits a lot of stuff for good, neutral coverage. Psyshock is an alternate STAB attack that hits the likes of Blissey, Conkeldurr, Terrakion (this is a big one), Tentacruel and Toxicroak (if it doesn't Sucker Punch) for surprise damage. Draco Meteor isn't used much, but it can net important OHKOs against bulkier enemies who just require a bit more oomph. I find uses for it enough to keep it on, but I tend to use it sparingly. Hidden Power Fire rounds off the set to hit Scizor and Ferrothorn. I just recently switched this from Surf however, so I'm not sure if I'll keep it.

Hydreigon and Latios seem to be having a bit of a pissing match this generation for usage stats. The two are often compared as they have similar stat distribution and typing. However, while Hydreigon gets better coverage, it is a tad weaker and significantly slower. Many people also argue that Hydreigon has better typing as it can't be Pursuited, but Latios' Psychic-typing is actually one of its more endearing qualities in my opinion. STAB Psyshock allows him to revenge kill Terrakion, who was a major threat for my team a while back. Additionally, for whatever reason, while Pursuit makes sense in theory, I rarely see it in practice. I don't know why, don't shoot the messenger, but I have switched away from Tyranitar and Scizor many times with Latios and gotten out unscathed. I prefer Latios to Hydreigon and I'd like to stick with him.

Wolfsbane (Gliscor) (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature (+Def, -SAtk)
- Taunt
- Protect
- Toxic
- Earthquake

Like I said for Latios, Terrakion use to be a major problem for my team. I added Gliscor solely to try and counter him, but he has since proven his effectiveness in other areas as well. This set is a copy/paste of the Defensive set from Smogon. Taunt keeps setup sweepers like Dragonite from getting too powerful while Toxic wears them down. It can also stop Baton Passing chains if I can catch it early enough. Protect can activate Toxic Orb, give Poison Heal a free turn, scout counters and increase the Toxic timer. Earthquake rounds off the set to prevent him from being Taunt-bait himself (I'm looking at you, Espeon), and gives him a nice STAB attack to hit (1) Steel-types who are immune to Toxic, and (2) Terrakion.

Gliscor does his job extremely well and stops Terrakion and other physical heavy-hitters dead in their tracks. I've even managed to "sweep" unprepared teams with Gliscor before, which is always infinitely amusing. He also meshes well with everyone else on the team, most notably Rotom (who can sponge Ice and Water) and Latios (who draws physical attacks). However, he has a problem which I'm hoping this RMT can help fix. I never realized just how many things are both immune to Toxic and Earthquake until I started using Gliscor; Gengar, Balloon Heatran, Bronzong, some Magnezone, Skarmory, other Gliscor (this is a big one), etc. Additionally, I seem to find endless piles of Pokemon who are immune to one and resist the other; Heal Bell/Aromatherapy Blissey/Chansey, Conkeldurr, Roost Dragonite, Ferrothorn, Forretress, Scizor, Reuniclus, all manner of Rotom, Scrafty, Hydration Vaporeon, Breloom, etc. I feel like I need another attacking move on him to help deal with this problem, but I don't know what to replace. I can't get rid of Toxic because that's his primary means of dealing damage. I can't get rid of Protect because it just does so many great things for him (as listed above). I can't get rid of Taunt because then Baton Passing teams can walk all over me, I allow setup sweepers to potentially beat me, and I become endlessly more susceptible to Taunt myself. Finally, I can't get rid of Earthquake because that wouldn't be solving the problem of not having enough attacking moves. I don't know what to replace or with what; any suggestions? Or should I leave him like he is?

Snowflake (Infernape) (F) @ Expert Belt
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- Close Combat
- Stone Edge
- Sunny Day

Infernape is my back-up physical attacker, my token Fighting-type, and most importantly, my weather counter. Infernape works as part of a strategy with Rotom to beat sand and rain. As I described before, Rotom can typically take down Tyranitar very quickly and can always stop Politoed if it is dumb enough to stay in past the first turn. At this point, while their weather is still going, they would be unable to restart it if it were to be stopped for some reason. Typically their next move is to send in a Ferrothorn. Rotom can't touch a Ferrothorn, but Infernape is the perfect counter. Sensing the danger, they switch their Ferrothorn out for something else. During this free turn, Infernape uses a very fast Sunny Day. This kills their weather and they are unable to restart it. Infernape is now firing off extremely powerful Flare Blitzes and has just taken out their weather after they can't restart it. If done successfully, the opposing team begins to crumble.

    Spoiler:- Turn-by-turn example:

Rain stall use to be the number one most difficult thing for my team to counter. Maybe it is different on other servers, but it seemed like nearly every team was a carbon copy of the last crappy rain team, which was itself a carbon copy of the one before that. Rain is practically endless it seems like, so rather than keep losing, I knew I had to find a real counter. Not wanting to just run a weather team myself, I decided to use situationally disruptive weather like this. It works great in practice and I've noticed a real decline in the amount of rain teams I'm having trouble with. The best feeling ever is when they switch out for a Toxicroak on that turn I use Sunny Day, only to have their Dry Skin start hurting them instead of help.

The set is mostly standard beyond Sunny Day. Flare Blitz and Close Combat are the obligatory STAB attacks, while Stone Edge helps me deal with Volcarona. Volcarona is a major threat to my team right now and I don't really have any counters for it if it managers to get more than a single Quiver Dance in. I've tried Mach Punch, but it just isn't as useful in practice as Stone Edge is. Her item is currently an Expert Belt, but I'd like to try and change this. The problem is that I play with Item Clause, which means I can't give her the more standard Life Orb without taking it away from Mamoswine. Any suggestions on the item would be really appreciated.

Blitzkrieg (Heatran) (F) @ Air Balloon
Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Dragon Pulse
- Earth Power
- Stealth Rock

The last Pokemon on my team is my Heatran. Heatran more or less functions as a defensive pivot. With her typing and EVs, she can tank a lot of hits that don't hit her for SE damage. Those that do can be tanked by Rotom, Gliscor or Latios, generally speaking. Her Flash Fire is also useful against predicted Fire-type attacks, which I seem to get a lot of for some reason. The set is fairly standard and hasn't changed for me in a long time. Fire Blast is the obligatory powerful STAB attack; I tried Flamethrower once a while back, but she really appreciates the increase in power. Dragon Pulse hits the Dragon-types that her Steel-typing allows her to wall for very good damage, and actually surprises me by how hard it hits sometimes. It is also good for reliably hitting stuff that resists Fire Blast and Earth Power for neutral damage as well. Earth Power hits opposing Heatran etc, and Stealth Rock because it's Stealth Rock. Having SR however makes her very important whenever I face a team with a Volcarona on it. As I said before, Volcarona is a major threat and I pretty much have to structure my whole attacking strategy around stopping it when I see one. I tend to lead with Heatran to get SR up as quickly as possible if I'm facing one, and Infernape has to come out as soon as the Volcarona shows up to Stone Edge it before it can get too many Quiver Dances. Heatran is kind of just a reliable tank and good special hitter; I haven't ever really changed anything about her because I haven't found a need to.