This has been all up-to-date but nobody has posted anything in awhile, so I'll take the time to add a very important core that's missing from this thread. I've had success with this quite a bit and it's very effective at blowing away opponents that aren't totally familiar with the format.
Sand Rush Excadrill is an incredibly dangerous threat and it's easy to find yourself unprepared for this. With doubled Speed it can outspeed even Scarf Garchomp so Adamant nature and a Life Orb is preferred to boost power as much as possible. Earthquake, Iron Head and Rock Slide cover most threats, and if you can find a chance to set up with Swords Dance that can often seal the game right then and there.
Smooth Rock Tyranitar makes this possible, since it's very difficult to stall out the sandstorm for 8 turns in 3v3. Tyranitar is also bulky enough to get another chance to set the sandstorm going a second time if it does happen. This spread is taken from a Japanese blog and hits some very important benchmarks. Maximum Speed investment allows Tyranitar to outspeed Garchomp after a Rock Tomb and KO it with Ice Punch on the next turn, effectively circumventing the Focus Sash mindgames. The bulk also allows it to take a hit from Adamant Choice Scarf Garchomp and Earthquake from Adamant Mega Kangaskhan, while a combination of Rock Tomb and Superpower allows Tyranitar to win against Mega Kangaskhan. Stealth Rock is mainly to allow Excadrill to win against Sashed threats since you can't really afford to wait for Sand damage to KO them at the end of the turn, and the residual damage helps in general if you can't find an opportunity to use Swords Dance. There's a ton of options for Tyranitar here though, Foul Play, Thunder Wave, Ice Beam and other coverage moves are all viable options and it mainly depends on your preferences.
Mega Salamence rounds things off by covering this core's aversion to Landorus-T and pressures it from using Earthquake or Superpower, while threatening a setup of its own. Substitute is mainly a preference and prevents status, while Return is used to avoid destroying yourself with Double-Edge recoil, sandstorm and Substitute. Double-Edge and Earthquake are options over Substitute and Roost but again that's mainly a preference. Mega Salamence also beats bulky Grasses (Mega Venusaur) as well as non-Life Orb variants of Blaziken which can otherwise tear through these two. Life Orb Blaziken on the other hand can solo this core easily, and bulky Waters can be tough as well so always watch out for those.
Sand Rush Excadrill is an incredibly dangerous threat and it's easy to find yourself unprepared for this. With doubled Speed it can outspeed even Scarf Garchomp so Adamant nature and a Life Orb is preferred to boost power as much as possible. Earthquake, Iron Head and Rock Slide cover most threats, and if you can find a chance to set up with Swords Dance that can often seal the game right then and there.
Smooth Rock Tyranitar makes this possible, since it's very difficult to stall out the sandstorm for 8 turns in 3v3. Tyranitar is also bulky enough to get another chance to set the sandstorm going a second time if it does happen. This spread is taken from a Japanese blog and hits some very important benchmarks. Maximum Speed investment allows Tyranitar to outspeed Garchomp after a Rock Tomb and KO it with Ice Punch on the next turn, effectively circumventing the Focus Sash mindgames. The bulk also allows it to take a hit from Adamant Choice Scarf Garchomp and Earthquake from Adamant Mega Kangaskhan, while a combination of Rock Tomb and Superpower allows Tyranitar to win against Mega Kangaskhan. Stealth Rock is mainly to allow Excadrill to win against Sashed threats since you can't really afford to wait for Sand damage to KO them at the end of the turn, and the residual damage helps in general if you can't find an opportunity to use Swords Dance. There's a ton of options for Tyranitar here though, Foul Play, Thunder Wave, Ice Beam and other coverage moves are all viable options and it mainly depends on your preferences.
Mega Salamence rounds things off by covering this core's aversion to Landorus-T and pressures it from using Earthquake or Superpower, while threatening a setup of its own. Substitute is mainly a preference and prevents status, while Return is used to avoid destroying yourself with Double-Edge recoil, sandstorm and Substitute. Double-Edge and Earthquake are options over Substitute and Roost but again that's mainly a preference. Mega Salamence also beats bulky Grasses (Mega Venusaur) as well as non-Life Orb variants of Blaziken which can otherwise tear through these two. Life Orb Blaziken on the other hand can solo this core easily, and bulky Waters can be tough as well so always watch out for those.
Salamence-Mega @ Salamencite
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Dragon Dance
- Substitute
- Roost
Tyranitar @ Smooth Rock
Ability: Sand Stream
Level: 50
EVs: 60 HP / 60 Atk / 132 Def / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Rock Tomb
- Superpower
- Ice Punch
Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Dragon Dance
- Substitute
- Roost
Tyranitar @ Smooth Rock
Ability: Sand Stream
Level: 50
EVs: 60 HP / 60 Atk / 132 Def / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Rock Tomb
- Superpower
- Ice Punch
Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance