Heatran @ Air Baloon
Timid - Flash Fire
252 Sp. Atk, 252 Speed, 4 HP
My old friend here makes a return as my primary answer to Sun teams, especially those dumb enough to run Kingdra over Dugtrio. Fire Blast is a devastating STAB, made even more devastating if Sun is present. Earth Power hits Tentacruel for some decent damage on the switch-in, and hits opposing Heatrans and non-Sp. Def Tyranitars pretty hard. Dragon Pulse is for Dragons, but primarily for Kingdra. If I can predict the switch, I can 2HKO and outspeed it. Taunt stops opposing leads and such from setting up on me. I went for Speed over bulk on him, considering everything on my team is bulky. He doesn't need any extra bulk.
Scizor @ Life Orb
Adamant - Technician
252 HP, 40 Attack, 216 Sp. Def
Bulky SD TechniScizor, with Life Orb > Leftovers for that bit of extra power. He can take quite a few non-STAB fire attacks in the rain, and retaliate with a boosted Bullet Punch or a Superpower. Bullet Punch gets priority and takes chunks out of everything that doesn't resist it. Swords Dance is for boosting to devastating levels. Roost is for grabbing some extra HP when possible, and Superpower is for opposing Steel types, and murdering Heatran on the switch-in. EVs give him a lot of Special bulk.
Skarmory @ Leftovers
Impish - Sturdy
252 HP, 252 Def, 4 Attack
Another major component of my standard team makes an appearance on this team as the best ****ing physical wall in the game. Seeing as Jirachi and Ferrothorn already carry spikes, I decided to forgo them on Skarmory for Sandstorm, for the sole purpose of ending Rain and Sun if necessary. Whirlwind is for phasing if entry hazards are on the field. Roost makes him last forever. Brave Bird is for hitting Lucario and Infernape and the like for some serious damage. EVs give him massive bulk.
Jirachi @ Leftovers
Careful - Serene Grace
224 Sp. Def, 32 Speed, 252 HP
My Special Wall, together with Skarmory, forms my defensive core. Jirachi can take boosted special Fire hits with ease, and Body Slam/Iron Head my opponents to death. Wish Support is practically necessary for this team, and Stealth Rocks was given to Jirachi to free up slots on my other 'Mons. Body Slam is for Parahax, and Iron Head is for trolling/damage. EVs give him plenty of Special bulk.
Ferrothorn @ Leftovers
Impish - Iron Barbs
252 HP, 88 Defence, 168 Sp. Def
Ferrothorn gives me some more hazards, and lures out Donphan and Tentacruel spinners, who then promptly die to Power Whip/Leech Seed+Protect. Spikes is Spikes, some entry hazards. Power Whip gives him some attacking power, but not much. It helps him beat SubPuncher Breloom, Tentacruel, and Donphan, all of which he seems to attract. Leech Seed gives him some healing alongside Protect. EVs give him some decent bulk, both Specially and physically.
Metagross @ Leftovers
Jolly - Clear Body
252 Attack, 52 HP, 200 Speed
AgiliGross is a monster. I've literally swept entire teams with this set before. Agility is for boosting his speed to insane levels. After two boosts he outspeeds pretty much everything that isn't Scarfed. Meteor Mash is a devastating STAB, Earthquake gives some coverage, Ice Punch takes a chunk out of Garchomp, Salamence, Dragonite, and the Latis. EVs give him bulk enough to survive a lot, some great Speed, and enough power to hit like a freight train.
I figured, since Stealth Rocks does very little to the entire team, Toxic Spikes doesn't do anything at all to the team, and I can normally kill a Spikes setter before he lays 3 layers, that I don't really need a spinner.
Sandstorm on Skarmory is NOT changing. I like the ability to cancel out Sun and Rain, which can otherwise screw me over if Heatran/Ferrothorn die.