EDIT: I'm using itemclause, sorry I assumed this was standard.
Thanks to everyone who gave feedback on the previous threads. I've been testing and trying my team alot since the last thread and this is what I've finally settled with. I'm not going to claim it's unflawed, but no team is without it's share of problems. So this is it, my core team; the Unrelenting Offense.
Aerodactyl
Nickname: Dracuzard
Lead
Pressure
Jolly
Life Orb
HP/Att/Spe
112/252/144
Stealth Rock
Taunt
Earthquake
Crunch
Intended to set up Stealth Rock (essential) and then either weaken the opponent before dying to make an easier finish for the switch-in, or switch out and bite back later. Taunt is a wonderful move of such a fast pokemon to prevent the opponent setting up. Earthquake may not have STAB but it still has decent power and a good coverage aswell as making up for it's absence on the rest of the team. Crunch may seem an odd choice, but it make for a great team-play attack in conjunction with Machamp, OHKO's opposing Gengar (and severly troubles Starmie and Rotom), while the occasional defense drop can help to force switches into SR or get an extra KO.
Weavile
Nickname: Lucifer
Revenge Killer/Attacker
Pressure
Jolly
Expert Belt
HP/Att/Spe
76/252/180 (to outspeed Timid 252 Starmie)
Ice shard
Night Slash
Low Kick
Pursuit
This SE attacker fits in perfectly with the team, dealing with key threats such as Ghosts and Scarfed Flygon, as well as providing an importance back-up Fighting attack should Machamp fall. It deals with basically whatever is weak to its attacks (no shortage of potential victims there), which makes Expert Belt ideal for a good boost without recoil damage or getting stuck on one move.
Starmie
Nickname: Shuriking
Special Attaker/RS Support
Natural Cure
Timid
Wise Specs
HP/SpA/Spe
4/252/252
Surf
Ice Beam
Thunderbolt
Rapid Spin
Yep... I think this one's self-explanatory really. Gives some fast offensive coverage (inculing a back-up Ice attack) and deals with entry hazards. Wise Specs over Life Orb and Choice Specs because I need to be able to switch attacks (especially with that pursuit weakness!) and I can't afford to lose my Rapid Spinner to recoil damage.
Scizor
Nickname: Mars
Problem Puncher
Technician
Adamant
Leftovers
HP/Att/SpD
252/252/4
Bullet Punch
Pursuit
Bug Bite
Counter
Counter is there to turn the tables on physical sweepers, so long as they don't use fire (it will survive +2 maxed-attack Gyarados Waterfall). Bullet Punch because that's what puts Scizor in the tier! Bug Bite delivers a crippling blow to any Dark/Grass/Psychic types, a number of which are bulk enough to need it (such as Umbreon, Cresselia, Tyranitar, Celebi etc). Pursuit to get a few checkmates and general Rotom hating.
Dragonite
Nickname: Jupiter
Dragon Dance Attacker
Inner Focus
Adamant
Yache Berry
HP/Att/Spe
16/252/240 (after one dragon dance will outspeed even Jolly 252 Weavile, and have enough power to 3/4 times OHKO the typical 4HP/0Def Starmie without SR damage)
Dragon Claw
Fire Punch
Extremespeed
Dragon Dance
Intended to come in on a resisted attack and set about either standard attacking, Dragon Dance for some faster and heavier hits, or Extremespeed for a revenge kill/finisher (or just give a quick whack to something sinister). Yache Berry allows it to survive an otherwise leathal Ice attack and get in that all-important Dragon Dance or extra attack needed to come out on top. It was a close call between Fire Punch and Earthquake, but due to all the Levitaing Steels I went with Fire Punch.
Machamp
Nickname: ChuckNoris
Scarfed Attacker
No Guard
Jolly
Choice Scarf
HP/Att/Spe
42/252/216 (to outspeed +Speed natured 252 base 100 speed group)
Dynamicpunch
Stone Edge
Payback
Bullet Punch
This may be surprising, who would waste their precious Choice Scarf on a Machamp? By outspeeding a ship-full of stuff that would never consider the possibility of this happening it can dish out some serious pain and leave unsuspecting opponents lying in a pool of their own confusion and disbelief. Dynamicpunch is obviously the key move, dishing out pain and confusion to anything not ghost type, Stone Edge hits anything else for significant damage with a nice crit chance, Payback is good to hit a predicted ghost switch-in but is only useful once and it helps to be familiar with your opponent. The last slot has alot of options, each having limited and situational use. I chose Bullet Punch for the occasional moments when a really quick smack is needed. Most of the time this will be spaming Dynamicpunch and just spreading pain and confusion around, this is sometimes all it takes.
Thanks to everyone who gave feedback on the previous threads. I've been testing and trying my team alot since the last thread and this is what I've finally settled with. I'm not going to claim it's unflawed, but no team is without it's share of problems. So this is it, my core team; the Unrelenting Offense.
Aerodactyl
Nickname: Dracuzard
Lead
Pressure
Jolly
Life Orb
HP/Att/Spe
112/252/144
Stealth Rock
Taunt
Earthquake
Crunch
Intended to set up Stealth Rock (essential) and then either weaken the opponent before dying to make an easier finish for the switch-in, or switch out and bite back later. Taunt is a wonderful move of such a fast pokemon to prevent the opponent setting up. Earthquake may not have STAB but it still has decent power and a good coverage aswell as making up for it's absence on the rest of the team. Crunch may seem an odd choice, but it make for a great team-play attack in conjunction with Machamp, OHKO's opposing Gengar (and severly troubles Starmie and Rotom), while the occasional defense drop can help to force switches into SR or get an extra KO.
Weavile
Nickname: Lucifer
Revenge Killer/Attacker
Pressure
Jolly
Expert Belt
HP/Att/Spe
76/252/180 (to outspeed Timid 252 Starmie)
Ice shard
Night Slash
Low Kick
Pursuit
This SE attacker fits in perfectly with the team, dealing with key threats such as Ghosts and Scarfed Flygon, as well as providing an importance back-up Fighting attack should Machamp fall. It deals with basically whatever is weak to its attacks (no shortage of potential victims there), which makes Expert Belt ideal for a good boost without recoil damage or getting stuck on one move.
Starmie
Nickname: Shuriking
Special Attaker/RS Support
Natural Cure
Timid
Wise Specs
HP/SpA/Spe
4/252/252
Surf
Ice Beam
Thunderbolt
Rapid Spin
Yep... I think this one's self-explanatory really. Gives some fast offensive coverage (inculing a back-up Ice attack) and deals with entry hazards. Wise Specs over Life Orb and Choice Specs because I need to be able to switch attacks (especially with that pursuit weakness!) and I can't afford to lose my Rapid Spinner to recoil damage.
Scizor
Nickname: Mars
Problem Puncher
Technician
Adamant
Leftovers
HP/Att/SpD
252/252/4
Bullet Punch
Pursuit
Bug Bite
Counter
Counter is there to turn the tables on physical sweepers, so long as they don't use fire (it will survive +2 maxed-attack Gyarados Waterfall). Bullet Punch because that's what puts Scizor in the tier! Bug Bite delivers a crippling blow to any Dark/Grass/Psychic types, a number of which are bulk enough to need it (such as Umbreon, Cresselia, Tyranitar, Celebi etc). Pursuit to get a few checkmates and general Rotom hating.
Dragonite
Nickname: Jupiter
Dragon Dance Attacker
Inner Focus
Adamant
Yache Berry
HP/Att/Spe
16/252/240 (after one dragon dance will outspeed even Jolly 252 Weavile, and have enough power to 3/4 times OHKO the typical 4HP/0Def Starmie without SR damage)
Dragon Claw
Fire Punch
Extremespeed
Dragon Dance
Intended to come in on a resisted attack and set about either standard attacking, Dragon Dance for some faster and heavier hits, or Extremespeed for a revenge kill/finisher (or just give a quick whack to something sinister). Yache Berry allows it to survive an otherwise leathal Ice attack and get in that all-important Dragon Dance or extra attack needed to come out on top. It was a close call between Fire Punch and Earthquake, but due to all the Levitaing Steels I went with Fire Punch.
Machamp
Nickname: ChuckNoris
Scarfed Attacker
No Guard
Jolly
Choice Scarf
HP/Att/Spe
42/252/216 (to outspeed +Speed natured 252 base 100 speed group)
Dynamicpunch
Stone Edge
Payback
Bullet Punch
This may be surprising, who would waste their precious Choice Scarf on a Machamp? By outspeeding a ship-full of stuff that would never consider the possibility of this happening it can dish out some serious pain and leave unsuspecting opponents lying in a pool of their own confusion and disbelief. Dynamicpunch is obviously the key move, dishing out pain and confusion to anything not ghost type, Stone Edge hits anything else for significant damage with a nice crit chance, Payback is good to hit a predicted ghost switch-in but is only useful once and it helps to be familiar with your opponent. The last slot has alot of options, each having limited and situational use. I chose Bullet Punch for the occasional moments when a really quick smack is needed. Most of the time this will be spaming Dynamicpunch and just spreading pain and confusion around, this is sometimes all it takes.