http://pastebin.com/m8FmxUip
This is a quick balanced sun team, and is able to function for both the Missy era and post-Missy era.
The offensive core consists of a sun setter and a sun abuser. Vulpix sets up the sun with Drought, allowing it to hit very hard with its STAB Fire-type attacks; Fire Blast is used when raw power is necessary, whereas Flamethrower provides a more reliable alternative. Energy Ball is for coverage, hitting certain Rock- and Water-types, while Will-O-Wisp cripples most other switch-ins, such as Archen and Porygon. Heat Rock is used to extend the duration of the sun, boosting both Vulpix and Bellsprout's offensive prowess. Drought also turns Bellsprout into a potent offensive threat for a few turns, doubling its speed thanks to Chlorophyll and allowing it to hit hard with STAB Solarbeam and effectively utilizes Weather Ball, which is a 100, or rather 150 base power Fire-type move under the sun. Sludge Bomb provides coverage to hit Fire-types neutrally, and carries a handy poison chance which gives Bellsprout the opportunity to break through Pokemon it otherwise could not, such as Ponyta and Vullaby, while Sleep Powder is able to cripple at least one of a handful of Pokemon that could otherwise switch into and defeat Bellsprout. Eviolite allows Bellsprout to take weaker neutral attacks, giving it more opportunities to enter play.
The defensive core is Poryspritz. Spritzee covers Porygon's only weakness, Fighting; both are extremely statistically bulky, allowing them to absorb most neutral attacks with ease, while possessing decent, although not particular noteworthy, offensive presence, due to their fairly powerful STAB moves. The two, when paired together, are able to shut down an enormous portion of the metagame due to how difficult it is to break through either. Porygon is able to further cripple the opposing team through Thunder Wave, while Spritzee supports its own team through fairly large Wishes. Wish + Protect functions as pseudo-reliable self-recovery for Spritzee, while Porygon keeps itself healthy through Recover. Porygon runs Shadow Ball to hit Ghost-types, such as Misdreavus and Gastly, which would otherwise completely wall it. Spritzee is able to take advantage of its good physical bulk to act as a good win condition to back up Bellsprout against certain teams through Calm Mind, although if a Spritzee sweep is to be attempted, Eviolite should usually be maintained, or else Spritzee will become much easier to break through physically.
Timburr patches up a few holes in the team by providing a check to Pawniard, Omanyte, and Tirtouga, and absorbing status. Drain Punch is used as a reliable STAB move that also provides a bit of recovery, while Knock Off has decent coverage alongside Drain Punch and can cripple switch-ins. Mach Punch is the team's only form of priority, which is useful for picking off severely weakened threats. Bulk Up turns Timburr into yet another win condition for the team, meaning there is some leeway in deciding which Pokemon's sweep should be played toward for each match. With Timburr's addition, though, the team is left vulnerable to Flying-types, such as Fletchling, and hazard stackers, such as Dwebble. Archen is able to handle both of these, hitting Flying-types hard with its Rock-type STAB, and clearing away any hazards that have accumulated with Defog. Rock Tomb is the Rock-type STAB move of choice in this case because it renders certain possible switch-ins to Archen, such as Chinchou and Drilbur, significantly easier to handle, thus easing prediction, while still OHKOing standard Fletchling. Thanks to Archen's sky-high Attack stat, Acrobatics is able to deal heavy damage to most Pokemon that don't resist the move after Berry Juice has been used up, whereas Earthquake provides excellent coverage with Archen's STABs.
~Corporal Levi
http://pastebin.com/2931Qd8n
This is a HO team that relies on hazards to help Carvanha work as a great late game cleaner and the other Pokémon help it out by taking Pokémon that may stop it from sweeping. The basis behind the team is to put entry hazards using Dwebble to help out Carvanha. Abra is there to revenge kill some potential threats thanks to its Focus Sash, Timburr is to deal with some annoying bulky Normal-types and support the team with Knock Off (You can run Mienfoo if you want with Taunt to stop some Pokémon from defogging), Archen is to threaten Grass- and Flying-types as well as Chinchou, it's the offensive set which is really underrated and hits really hard with its wide coverage moves and it also supports with Knock Off (You can run Fletchling instead if you want), Carvanha is the MVP that works as a late game cleaner thanks to its teammates support and Gastly is to spin block (not the best out there tho) and deals with annoying Fairy-types which may be a pain to deal with otherwise.
~Yagura
http://pastebin.com/hhwjqzNi
This is a balanced team in which Tirtouga basically sets Rocks, burns something and works pretty well in a defensive core with Spritzee (Wish Passer). Diglett can trap annoying things like magnemite, Chinchou (if well predicted), Trubbish and many more. Croagunk and Fletchling are the main sweepers. The second is very good in the Late Game after set-upping with Swords Dance thanks to Diglett's Memento. Staryu is the spinner to allow the entrance of Fletching without losing HP and of Diglett in order not to waste its Focus Sash.
~Tricking
http://pastebin.com/nbR3EjnL
The basic idea here is to force a lot of switches with Mienfoo/Magnemite/Archen to take advantage of the hazards set by Ferroseed to wear the opposing team down, while Gastly breaks through walls that the rest of the team cannot.
Mienfoo is a very effective Pokemon in the current metagame; on this team, I use it as a defensive pivot to absorb a variety of weaker hits for the rest of the team and easily heal them off with Regenerator. While Mienfoo is in, it can utilize Knock Off to cripple a variety of switch-ins; however, its most spammable move is probably U-Turn because of the momentum it provides, in addition to synergizing well with Regenerator. Drain Punch is just as a STAB move that provides Mienfoo with even more sustainability. Fake Out isn't a very good move on Mienfoo because it just lets opposing Pokemon switch in for free, but it does provide a bit of chip damage; however, a coverage move like Stone Edge or Acrobatics would probably be a much better option.
Magnemite acts as the team's safety net in addition to being great for gaining momentum with Volt Switch; a combination of Sturdy and Berry Juice means that Magnemite is able to survive two moves that would normally OHKO or 2HKO if its Berry Juice is intact and it is at full health, unless it is hit by Knock Off or Thief. With Endure, it can take advantage of Sturdy even with hazards on the field, and Recycle allows it to do so repeatedly, although Knock Off will hamper Magnemite greatly. Flash Cannon is another STAB move for when Magnemite doesn't want to switch out.
Even with Endure, Magnemite still appreciates hazard removal support, in part because Endure predictions can be risky; Archen is able to provide Defog support while still having good offensive presence. Acrobatics heavily damages opposing Pokemon once Berry Juice has been popped, while Rock Tomb temporarily cripples a variety of offensive switch-ins; Earthquake provides excellent neutral coverage with both moves, and most notably hits Pawniard hard, who would otherwise be tempted to switch into Defog to nab a Defiant boost.
Ferroseed acts as a useful check to a number of offensive threats thanks to its great typing and statistical bulk; it also sets up hazards for the rest of the team to abuse. Although this may seem to contradict with Defog Archen, Ferroseed usually has the bulk to set up hazards repeatedly throughout the match; with that being said, it can be difficult to maintain more than one layer of hazards with Defog, so Spikes could probably be replaced by another move like Thunder Wave or Protect. Leech Seed provides Ferroseed with a small amount of recovery, and Bullet Seed ensures that Ferroseed isn't complete set-up fodder. Due to the damage rolls in LC, Bullet Seed actually outdamages Seed Bomb on average.
Life Orb Gastly is one of the most potent wallbreakers available, easily 2HKOing all but the bulkiest of special walls. Sludge Bomb is Gastly's most powerful attack (Sludge Wave is illegal on level 5 Gastly), while Shadow Ball has excellent neutral coverage. Hidden Power Fighting is almost entirely for Pawniard, and works well in conjunction with Substitute to bypass Sucker Punch; Substitute additionally blocks predicted status moves so Gastly can get another attack off for free.
Snubbull is here to check Fighting-types in addition to providing some team support. Play Rough is its obligatory STAB move, and has great neutral coverage with Earthquake. Thunder Wave cripples faster Pokemon so it's easier for the rest of the team, especially Gastly, to muscle through them later on. Heal Bell is self-explanatory; Gastly and Archen are severely hampered by paralysis, and Magnemite, Archen and Mienfoo will not appreciate being burnt at all.
This team has a fair amount of trouble against Ponyta, Chinchou, Croagunk and Drilbur among other Pokemon; it could also probably afford to run a dedicated cleaner to better take advantage of the hazards set by Ferroseed and the overall offensive nature of the team.
~Corporal Levi