Archeops + Sandslash + Tyranitar
Flying Gem
Naive Nature
168 Attack, 88 Sp Attack, 252 Speed
IVs: 30 Attack, 30 Defense
Acrobatics
Stone Edge
Hidden Power Ice
Heat Wave
Archeops is one of the weirdest Pokemon ever. 140 base attack, 112 base special attack and 110 base speed are terrifying, but unfortunately its ability, Defeatist, makes it difficult to use, and being Stealth Rock weak obviously isn't helping. The set itself is unorthodox, but it works. 252 Speed is to keep Archeops in that impressive base 110 tier, which lets it outspeed many potent threats. 88 Special Attack EVs lets it pump up the damage on many targets who can prove problematic for sand teams, such as Gliscor, Jirachi, and Skarmory, with Hidden Power Ice and Heat Wave, respectively. The rest goes into Attack, with Stone Edge and Acrobatics as STABs. By the way, if you want to use this, a word of advice. Don't use Acrobatics too early. Wait for something that Archeops would have troubles taking down, or something really bulky, because Flying Gem Acrobatics hits like a goddamn nuke. The IVs seem detrimental to Archeops' Attack, but they only remove a single point of attack, and allow it to run HP Ice and outrun other base 110s who run Speed reducing Hidden Powers, as well as the occasional Durant.
Leftovers
Jolly Nature
252 Attack, 252 Speed, 4 HP
Rapid Spin
Swords Dance
Earthquake
Stone Edge
Remember how Archeops hates Stealth Rock? Sandslash can fix that. No spinblocker can attempt to block Sandslash's Rapid Spin, because if they try and Sandslash Swords Dances, they lose, with the exception of Utility Counter Jellicent, who takes 69.23 - 81.38% from Sandslash's Earthquake.
Archeops appreciates the removal of Stealth Rock greatly. In return, Archeops can break many of the bulky Pokemon that would wall Sandslash, such as the previously mentioned Gliscor and Skarmory. After such Pokemon are removed, Sandslash can easily sweep through weakened teams. Therefore, Archeops and Sandslash work very well together.
Stealth Rock
That's it. You can use whichever Tyranitar set you like, but Stealth Rock is recommended. Both Archeops and Sandslash like entry hazards on the opponents side of the field, and they love Sand for the residual damage on many targets, since it eliminates Focus Sash and Leftovers on many Pokemon, doubles Sandslash' Speed, and gives Archeops some much needed bulk on the special side. Sandslash helps Tyranitar out by removing Spikes and such from the field, which is very nice given that Tyranitar has no reliable recovery barring Leftovers on defensive sets. Archeops is very helpful in winning the weather war. Did I mention that switching opposing weather starters into Archeops is incredibly dumb? Defensive Politoed, the most bulky of opposing weather starters, is 2HK0ed by non-Flying Gemmed Acrobatics after Stealth Rock 57% of the time? Ninetales dies to Stone Edge, and Abomasnow can only switch into HP Ice or it kicks the bucket. This can go a long way to winning the weather war.
The rest of the team should provide a variety of functions. Due to typing similarities, a bulky water should prove helpful in taking Water and Ice moves. Vaporeon is a great choice, as it can also pass giant Wishes to its teammates, who lack recovery options. Grass types can also do some damage, so a Steel or Dragon type can be very useful in getting rig of them. Ferrothorn can be a good choice, as it can set up Stealth Rock if you choose to not use it on Tyranitar, or Spikes if Tyranitar has Stealth Rock covered.