As with most of my strange and/or successful ideas, I developed this idea while slightly high (and when I say 'slightly high', I mean that I was actually half-asleep and preparing to go to bed when the idea just appeared in my head). I wanted to develop this team for the Autumn 2011 VGC, but I noticed there was one major snag in the team - the move I wanted to use was event-exclusive. Thus I fell back on an odd Regigigas team idea. (It worked, for the most part; there were just too many Scrafty running around.) I had this idea for a long time in regards to the leads, but I didn't finalize this team idea until this morning.
Fortunately, I now have enough time to build this, given how the next VGC is April 14th, which I may or may not be going to. (Meaty wants me to go, but will I go just for him? I have no idea.)
Okay, let's get down to business.
~~~~~
The whole point of this team is Gengar's Sludge Wave. Sludge Wave is a tricky move for Gengar, as you can only get it straight from the Dream World (thus, you get locked out of egg moves) - and given how it's a little-known move, people don't think about it. Yet Gengar is the one who can use this move to its greatest potential.

Sludge Wave has one big drawback, of course - it has the same range as Surf in that it hits everyone, even your own partner. This can be blocked either by Protect or with a Steel-type. Excadrill fits the bill nicely here, not only because he's rather speedy, but he can use a very strong STAB Earthquake that can chain into Gengar's Levitate. Optimally, I should be able to rattle off a T1 Sludge Wave AND Earthquake, leaving me completely unscathed and crippling my opponent severely.


As you're probably aware, Excadrill works best in sand. And who's the best Sand starter? Tyranitar. (I could use Hippowdon, but since the team revolves a lot around Speed, as you'll soon see, TTar is a better choice.)



Of course, I don't want those guys to be one-trick ponies. They need backup, of course, and I want to keep my options open. Another guy who works beautifully in Sandstorm is Landorus; he serves a similar function to Excadrill in that he can use STAB EQ at no cost to Gengar, but he focuses more on power than Speed. (He's still pretty fast, though.)




At this point, I noticed I have a very glaring weakness to Water-type attacks. Well, that sucks. The first thing that comes to my mind at this point is Gastrodon, since not only is he at home in sand, but he has access to a truly devastating move: Muddy Water. It's like Surf, except you don't hit your partner and you have a pretty good chance of blinding your opponent.





I'm up to 5. Now what? To be honest, the last slot could be pretty much whatever I wanted, but I wanted something that would mix with the team well. And I called back an old idea a friend gave me on what to use in a sandstorm that would be an absolute powerhouse. That idea was to use the Houdini of Pokemon...literally. Enter Alakazam, stage right.






After this comes the tricky part - what can I tweak to make the team run better? Well, I notice a pretty big weakness to Sucker Punch, and I was later informed (in this topic) that I have an almost overbearing weakness to Hitmontop, who is relatively common in VGC. Thus, I decide to have a back-up Steel lead in case Excadrill can't handle it, and also sturdy enough to take a lot of hits while dishing out heavy damage. I call upon a very old friend to aid me...Metagross.






So I'm going to stop yapping now, right? Unfortunately, I have to do a team breakdown, so you'll have to hear me rant for a little bit longer...sorry.
[animate]gengar[/animate]
Gengar @ Poison Gem
Timid Nature (+Spe -Atk); ability Levitate (Immune to damage from Ground-type attacks)
EV Spread: 248 Spe 248 SpA 14 HP
Hypnosis // Sludge Wave // Shadow Ball // Hidden Power Fire
Gengar @ Poison Gem
Timid Nature (+Spe -Atk); ability Levitate (Immune to damage from Ground-type attacks)
EV Spread: 248 Spe 248 SpA 14 HP
Hypnosis // Sludge Wave // Shadow Ball // Hidden Power Fire
When people see a Gengar in doubles, they're going to think Hypnosis or maybe Shadow Ball. Good, because that's what I want them to think. In reality, what I'm going to do is to hit them hard and fast with a well-aimed Sludge Wave. As I mentioned earlier, Gengar can only get Sludge Wave through the Dream World (he is incompatible with the TM), and thus building this guy is going to be a bit quirky. The idea behind this is pretty obvious: Use Sludge Wave w/Poison Gem T1 to make sure they're dead. Since he's usually going to be paired with Excadrill as a partner, a Sludge Wave AND an Earthquake is pretty hard to survive unless your name is Skarmory (that, and Gengar is the ONLY person on this team not immune to sand damage). But I don't think people use Skarmory in Doubles. However, it could still be a nice boon against annoying rain-based threats.

Excadrill @ Focus Sash
Jolly Nature (+Spe -SpA); ability Sand Rush (Doubles Speed in a sandstorm)
EV Spread: 252 Spe 252 Atk 6 HP
Earthquake // Rock Slide // X-Scissor // Swords Dance
Before you ask why I'm using a 252/252/6 in a VGC team, it's because I already have an Excadrill at level 100, and most of the guys in my boxes I like to have double as lv100 fighters. (Gengar is probably going to be the only exception.) Moving on...
Excadrill is pretty self-explanatory. No hidden surprises, nothing out of the ordinary...wait. Nothing out of the ordinary? Ah well, not much else I can do. In any case, Excadrill needs the Focus Sash in this case - not only because that's standard fare for him in VGC, but because most of the time for him, Sandstorm will NOT be active, unless I choose to have him lead with TTar (below) instead of Gengar (above). It's a bit of a tricky choice, but he meshes well with either, which is nice. And just in case someone decides to drop TTar on me, I can counter it.
[animate]tyranitar[/animate]
Tyranitar @ Air Balloon
Adamant Nature (+Atk -SpA); ability Sand Stream (Summons a sandstorm upon entry)
EV Spread: 252 HP 252 Atk 6 SpD
Earthquake // Rock Slide // Crunch // Protect
Tyranitar @ Air Balloon
Adamant Nature (+Atk -SpA); ability Sand Stream (Summons a sandstorm upon entry)
EV Spread: 252 HP 252 Atk 6 SpD
Earthquake // Rock Slide // Crunch // Protect
Tyranitar, you highly-attractive beast. You're Excadrill's best friend and you can even hold onto your Balloon so your pals can use Earthquake and not kill you in the process. That very nice Rock/Dark double STAB should give you a few nice options, and you can use Earthquake when Gengar or Landorus is around yourself, making for some nice hits. And just in case you get stuck with Gengar and he needs to spew noxious chemicals everywhere, you're covered - you can use Protect to cover your backside. Indeed, with that Adamant nature and bulky HP investment, you can guarantee that, even if you get outsped, you can stick around for a hit or two and show them what you're made of. Booyah.
[animate]landorus[/animate]
Landorus @ Yache Berry
Jolly Nature (+Spe -SpA); ability Sand Force (Sand-typed moves hit for 1.3x the power in a sandstorm)
EV Spread: 252 Spe 252 Atk 6 HP
Earthquake // Rock Slide // Imprison // Protect
Landorus @ Yache Berry
Jolly Nature (+Spe -SpA); ability Sand Force (Sand-typed moves hit for 1.3x the power in a sandstorm)
EV Spread: 252 Spe 252 Atk 6 HP
Earthquake // Rock Slide // Imprison // Protect
I know, I know. Three sets in a row like this must look REALLY boring. However, there is no denying the offensive capabilities and type coverage of Ground+Rock offense, especially when you have Sand Force to back yourself up. Landorus has a very nice Speed stat, putting him a few steps ahead of most things, however in terms of my team's overall speed, he's average. Ah well, I guess it doesn't matter too much.
As for why I'm using Imprison...a friend of mine gave me this idea, actually. Notice that Landorus' other 3 moves are Earthquake, Rock Slide, and Protect...and in VGC, all of those are VERY common. With a well-timed Imprison, you can hamper your opponent's offense significantly, especially if they rely on those moves a lot. Landorus is dangerous enough outside of a sandstorm, but within it, he turns into a merciless monster.
[animate]gastrodon[/animate]
Gastrodon @ Sitrus Berry
Bold Nature (+Def -Atk); ability Storm Drain (Draws and negates all Water-type damage against it, and raises SpAtk by 1 stage when this happens)
EV Spread: 252 SpA 140 HP 118 SpD
Muddy Water // Earth Power // Icy Wind // Recover
Gastrodon @ Sitrus Berry
Bold Nature (+Def -Atk); ability Storm Drain (Draws and negates all Water-type damage against it, and raises SpAtk by 1 stage when this happens)
EV Spread: 252 SpA 140 HP 118 SpD
Muddy Water // Earth Power // Icy Wind // Recover
Ah, East Sea Gastrodon. Cute little fellow, isn't he? Yet his appearance belies his power. If I find out I am going against a rain team, half of my members will be ill-suited for the encounter - and that's where the sea slug comes in. He can not only switch in safely, but also tag out a partner of mine if I HAVE to use sand. (I usually will, just to negate their weather.)
This set idea is fairly simple: Muddy Water and Icy Wind for a nice offensive combo that will hit both opponents and lower a stat (Accuracy or Speed respectively), Earth Power for secondary STAB, and then there's Recover. Interestingly enough, he is the only person on this whole team that cannot block Gengar's Sludge Wave (everyone else is Steel or knows Protect), and even then he resists it. But usually this guy will be a bait-and-switch for any Water-type attackers that might come my way and ruin my sand warriors.
[animate]metagross[/animate]
Metagross @ Occa Berry
Adamant Nature (+Atk -SpA); ability Clear Body (Prevents opponents from lowering stats)
EV Spread: 252 Atk 252 Spe 6 HP
Meteor Mash // Earthquake // Agility OR Protect // Natural Gift OR Zen Headbutt
Metagross @ Occa Berry
Adamant Nature (+Atk -SpA); ability Clear Body (Prevents opponents from lowering stats)
EV Spread: 252 Atk 252 Spe 6 HP
Meteor Mash // Earthquake // Agility OR Protect // Natural Gift OR Zen Headbutt
And thus, the team is rounded out. Metagross is enough of a defensive wall to sustain damage from all manner of physical attacks - even ones that are super-effective, plus his typing makes both Fighting and Dark moves neutral against him. (And most of those are physical, so for the most part he's fine.) After Agility, no one save Swift Swim or Sand Rush dares to outspeed him, and Meteor Mash and Earthquake are there for dealing serious damage. (Earthquake tags perfectly with Gengar, thus Metagross serves as a backup co-lead in place of Excadrill, as he too is Steel-type and thus blocks Sludge Wave.) And Natural Gift pairs well with the Berry that he needs to survive; against other Steel-type threats - especially the likes of Ferrothorn and Scizor - Metagross can send them home crying. With fists as amazing as these, no one is safe!
Cycled-out members:
[animate]alakazam[/animate]
Alakazam @ Life Orb
Timid Nature (+Spe -Atk); ability Magic Guard (Prevents secondary damage)
EV Spread: 252 SpA 252 Spe 6 HP
Psychic // Shadow Ball OR Energy Ball // Focus Blast OR Energy Ball // Hidden Power Ice
Alakazam @ Life Orb
Timid Nature (+Spe -Atk); ability Magic Guard (Prevents secondary damage)
EV Spread: 252 SpA 252 Spe 6 HP
Psychic // Shadow Ball OR Energy Ball // Focus Blast OR Energy Ball // Hidden Power Ice
And finally, the last piece of the puzzle. Alakazam is just a good all-around sweeper, and although he doesn't have any multi-target moves to cripple the opposition (and I may switch him out for someone who does have some), he's built to ensure that anything he hits will be dead on contact. Magic Guard allows him not only immunity to Sandstorm, but also a Life Orb combo; he gets the extra 1.3x damage with NO drawback whatsoever. And since some people do pack Garchomp to counter Sandstorm teams, Hidden Power Ice is to make sure that nothing goes unchecked against the sandstorm!
~~~
So what happens after this? Well, I can point out a gigantic weakness in my team right now, and that is Sucker Punch. Although several team members can shrug off Sucker Punch like it's no one's business, Gengar and Alakazam cannot - they will die, guaranteed, if Sucker Punch gets them. There aren't many things with this move, but I must be wary of those who are.
I've been considering Metagross instead of Alakazam for the last slot, to allow Excadrill to sit in the back row; Metagross doesn't lose too much with sand not being in play anymore, and he gets Agility as well, allowing his own speed to stand toe-to-toe with Excadrill's (or any other irritating threat). His purpose will be identical to Excadrill's - he'll just be sturdier, plus it lets me put Focus Sash on somebody else.
~~~
Credits and stuff.
So, as you guys have noticed, Luxray