Introduction
Hello, this is my first RMT. If you would like, please leave helpful suggestions on how to improve my team. Thanks :D
Team Building Process
I was reading online about Haxorus, and I saw its whopping base 147 attack. I decided I would use a standard DD set and use it as a late game sweeper. Haxorus can plow through weakened teams after just one Dragon Dance.
Next I chose the defensive combination of Ferrothorn and Jellicent. They cover each other's weakness's amazingly, and they are great at stalling with Leech Seed and Toxic. Ferrothorn can also set down layers of spikes.
I decided I might as well have a FWG core, so I needed a fire type. Preferrably one who attacked from the special side and could also set up Stealth Rocks. Heatran instantly came to mind.
Next up is a choice scarfer.
Landorus is fast, has a high attack stat, and can score a surprise KO on Gliscor.
All that's left is a lead.
Lum Berry Machamp has worked wonders in 4th Gen, so I decided to bring it back.
An In Depth Look
Machamp (Spiderman) @ Life Orb
Ability: No Guard
Nature: Adamant (+Atk, -SpAtk)
EVS: 240 HP/248 Atk/16SpD/4Spe
DynamicPunch
Payback
Bullet Punch
Ice Punch
Standard 4th Gen Lead Machamp. I love this pokemon. It can confuse nearly everything it attacks, and has large coverage. DynamicPunch is the 100 Base Power STAB move that never misses. It has scored me some nice KOs when the opponent gets hit by confusion. Payback is for ghosts such as gengar and psychics such as azelf. Machamp is usually slower, the base power rises to 100. Bullet Punch is for Focus Sash leads. On Turn 1 you knock them down to their sash, and on Turn 2 you finish them off with Bullet Punch. And finally, Ice Punch is for dragons, Zapdos, Breloom, and other pokes. LeadChamp is very effective against status leads as Lum Berry allows you to eliminate status. As for EVs, 240 HP allows you to take one hit. 248 Atk gives you almost maximum attack with an Adamant nature. 16 SpD lets you take one Psychic from max Special Attack Naive Focus Sash Azelf and 2HitKO it with Payback and Bullet Punch. 4 speed EVs allows you to outspeed minimum speed Blissey and KO with DPunch. And finally, Machamp can deal a buttload of damage to Ferrothorn, the #1 most used pokemon. In my opinion, Machamp is an outstanding lead.
Ferrothorn (Tentacles) @ Leftovers
Ability: Iron Barbs
Nature: Careful (+ SpD, - Sp.Atk)
EVS: 252 HP/124 Def/ 132 SpD
Leech Seed
Spikes
Thunder Wave
Power Whip
It's no wonder that Ferrothorn is the current #1 pokemon used. It has wonderful defences, a plethora of resistances, and many support moves. For EVs I have given maximum HP and split the defences. Careful nature increases bulk for a loss of Sp. Attack that doesn't matter. Leech Seed gains back HP each turn, and forces a lot of switching. Spikes are very easy to set up with Ferrothorn's bulk. If the oppenent switches a lot, Spikes will wreak their pokemon. Thunder Wave cripples Scarfed pokes and fast pokes, which makes it easier for Haxorus to sweep. Power Whip gives it an actual attacking move, and it takes care of Swamper, Quagsire, and Politoed. Ferrothorn can also switch into Outrage and destroy the opponent with Iron Barbs. It is easily one of my favorite 5th Gen pokemon.
Jellicent (Pringles) @ Leftovers
Ability: Water Absorb
Nature: Bold (+ Def, - Atk)
EVS: 248 HP/216 Def/44 Spe
Scald
Taunt
Toxic
Recover
Jellicent is the 2nd part of my FWG core. He has excellent synergy with Ferrothorn and Heatran, and loves to switch into Fighting and Water attacks. He could even gain back his health in the process! Scald is the obligatory STAB move, with decent base power backed by a 30% chance to burn the opponent. Taunt shuts down walls and baton-pass chains and anything without an attacking move. Toxic allows Jellicent to stall and take down bulky walls. Recover instantly gives back 50% health, which is amazing when combined with Toxic. EVs allow it to take hits from both sides of the spectrum. Jellicent is very good at stalling, shutting down walls, crippling with statuses, and forcing switches. What more could you ask for?
Heatran (Dr. Tran) @ Air Balloon
Ability: Flash Fire
Nature: Timid (+ Spe, - Atk)
EVS: 252 SpA/252 Spe/4 HP
Fire Blast
Earth Power
Stealth Rock
Hidden Power (Electric)
Heatran is the third and final member of the FWG core. He partners well with Ferrothorn because he can switch into a Fire attack and get a boost. Fire Blast is the preferred STAB Fire move; it can roast all other Ferrothorns. Stealth Rock is for damaging switch ins that the other team members force. Earth Power hits other Heatran for 4x damage. Hidden Power Electric is for Gyrados, which Heatran can outspeed and KO. Air Balloon is an amazing item. It forces all Ground users to have to waste a turn using another move, which Heatran can set up rocks and use one of its attacks. Also, should I swap HP Electric for HP Grass to KO Swampert? Please leave suggestions.
Haxorus (Bowser) @ Life Orb
Ability: Mold Breaker
Nature: Jolly (+ Spe, - Sp.Atk)
EVS: 252 Atk/252 Spe/4 HP
Dragon Dance
Earthquake
Dragon Claw
Taunt
This is it. The pride and joy of my team. Dragon Dance Haxorus. This thing is a MONSTER. Let me explain. Haxorus is only brought out at just the right moment. He sets up a Dragon Dance, which raises Attack and Speed by one stage. Then he proceeds to destroy any pokemon that gets in its way. Dragon Claw is the STAB of choice, because I don't like Steel types switching into an Outrage. Earthquake is for perfect coverage alongside Dragon Claw. Taunt is for walls that Haxorus can set up on like Blissey. Max Attack and Speed give Haxorus its full sweeping ability. Life Orb further increases its power. Mold Breaker lets it hit Rotom-A with Earthquake. Haxorus is amazing.
Landorus (Genie) @ Choice Scarf
Ability: Sand Force
Nature: Naive (+ Spe, - SpD)
EVS: 252 Atk/252 Spe/4 SpAtk
Earthquake
Stone Edge
U-Turn
Hidden Power (Ice)
Landorus is the glue to my team. It has immunity to Electric and Ground. I needed a scarfer, and I saw Landorus, so I slapped a Choice Scarf on it and here we are. Earthquake is a standard Ground STAB move. Stone Edge smacks Flying and Ice Types. U-Turn is for scouting. And then we have Hidden Power Ice. Unsuspecting Gliscor think they can switch in on me? O think not. HP Ice flat out destroys it. Poor Gliscor. Maximum Sttack and Speed are given and 4 EVs go to Sp. Attack. That's what's up.
Conclusion
Thanks for reading my 1st RMT, please give helpful suggestions on how to make this team better in the comments below. ;D
Hello, this is my first RMT. If you would like, please leave helpful suggestions on how to improve my team. Thanks :D
Team Building Process
I was reading online about Haxorus, and I saw its whopping base 147 attack. I decided I would use a standard DD set and use it as a late game sweeper. Haxorus can plow through weakened teams after just one Dragon Dance.

Next I chose the defensive combination of Ferrothorn and Jellicent. They cover each other's weakness's amazingly, and they are great at stalling with Leech Seed and Toxic. Ferrothorn can also set down layers of spikes.



I decided I might as well have a FWG core, so I needed a fire type. Preferrably one who attacked from the special side and could also set up Stealth Rocks. Heatran instantly came to mind.




Next up is a choice scarfer.
Landorus is fast, has a high attack stat, and can score a surprise KO on Gliscor.





All that's left is a lead.
Lum Berry Machamp has worked wonders in 4th Gen, so I decided to bring it back.






An In Depth Look

Machamp (Spiderman) @ Life Orb
Ability: No Guard
Nature: Adamant (+Atk, -SpAtk)
EVS: 240 HP/248 Atk/16SpD/4Spe
DynamicPunch
Payback
Bullet Punch
Ice Punch
Standard 4th Gen Lead Machamp. I love this pokemon. It can confuse nearly everything it attacks, and has large coverage. DynamicPunch is the 100 Base Power STAB move that never misses. It has scored me some nice KOs when the opponent gets hit by confusion. Payback is for ghosts such as gengar and psychics such as azelf. Machamp is usually slower, the base power rises to 100. Bullet Punch is for Focus Sash leads. On Turn 1 you knock them down to their sash, and on Turn 2 you finish them off with Bullet Punch. And finally, Ice Punch is for dragons, Zapdos, Breloom, and other pokes. LeadChamp is very effective against status leads as Lum Berry allows you to eliminate status. As for EVs, 240 HP allows you to take one hit. 248 Atk gives you almost maximum attack with an Adamant nature. 16 SpD lets you take one Psychic from max Special Attack Naive Focus Sash Azelf and 2HitKO it with Payback and Bullet Punch. 4 speed EVs allows you to outspeed minimum speed Blissey and KO with DPunch. And finally, Machamp can deal a buttload of damage to Ferrothorn, the #1 most used pokemon. In my opinion, Machamp is an outstanding lead.

Ferrothorn (Tentacles) @ Leftovers
Ability: Iron Barbs
Nature: Careful (+ SpD, - Sp.Atk)
EVS: 252 HP/124 Def/ 132 SpD
Leech Seed
Spikes
Thunder Wave
Power Whip
It's no wonder that Ferrothorn is the current #1 pokemon used. It has wonderful defences, a plethora of resistances, and many support moves. For EVs I have given maximum HP and split the defences. Careful nature increases bulk for a loss of Sp. Attack that doesn't matter. Leech Seed gains back HP each turn, and forces a lot of switching. Spikes are very easy to set up with Ferrothorn's bulk. If the oppenent switches a lot, Spikes will wreak their pokemon. Thunder Wave cripples Scarfed pokes and fast pokes, which makes it easier for Haxorus to sweep. Power Whip gives it an actual attacking move, and it takes care of Swamper, Quagsire, and Politoed. Ferrothorn can also switch into Outrage and destroy the opponent with Iron Barbs. It is easily one of my favorite 5th Gen pokemon.

Jellicent (Pringles) @ Leftovers
Ability: Water Absorb
Nature: Bold (+ Def, - Atk)
EVS: 248 HP/216 Def/44 Spe
Scald
Taunt
Toxic
Recover
Jellicent is the 2nd part of my FWG core. He has excellent synergy with Ferrothorn and Heatran, and loves to switch into Fighting and Water attacks. He could even gain back his health in the process! Scald is the obligatory STAB move, with decent base power backed by a 30% chance to burn the opponent. Taunt shuts down walls and baton-pass chains and anything without an attacking move. Toxic allows Jellicent to stall and take down bulky walls. Recover instantly gives back 50% health, which is amazing when combined with Toxic. EVs allow it to take hits from both sides of the spectrum. Jellicent is very good at stalling, shutting down walls, crippling with statuses, and forcing switches. What more could you ask for?

Heatran (Dr. Tran) @ Air Balloon
Ability: Flash Fire
Nature: Timid (+ Spe, - Atk)
EVS: 252 SpA/252 Spe/4 HP
Fire Blast
Earth Power
Stealth Rock
Hidden Power (Electric)
Heatran is the third and final member of the FWG core. He partners well with Ferrothorn because he can switch into a Fire attack and get a boost. Fire Blast is the preferred STAB Fire move; it can roast all other Ferrothorns. Stealth Rock is for damaging switch ins that the other team members force. Earth Power hits other Heatran for 4x damage. Hidden Power Electric is for Gyrados, which Heatran can outspeed and KO. Air Balloon is an amazing item. It forces all Ground users to have to waste a turn using another move, which Heatran can set up rocks and use one of its attacks. Also, should I swap HP Electric for HP Grass to KO Swampert? Please leave suggestions.

Haxorus (Bowser) @ Life Orb
Ability: Mold Breaker
Nature: Jolly (+ Spe, - Sp.Atk)
EVS: 252 Atk/252 Spe/4 HP
Dragon Dance
Earthquake
Dragon Claw
Taunt
This is it. The pride and joy of my team. Dragon Dance Haxorus. This thing is a MONSTER. Let me explain. Haxorus is only brought out at just the right moment. He sets up a Dragon Dance, which raises Attack and Speed by one stage. Then he proceeds to destroy any pokemon that gets in its way. Dragon Claw is the STAB of choice, because I don't like Steel types switching into an Outrage. Earthquake is for perfect coverage alongside Dragon Claw. Taunt is for walls that Haxorus can set up on like Blissey. Max Attack and Speed give Haxorus its full sweeping ability. Life Orb further increases its power. Mold Breaker lets it hit Rotom-A with Earthquake. Haxorus is amazing.

Landorus (Genie) @ Choice Scarf
Ability: Sand Force
Nature: Naive (+ Spe, - SpD)
EVS: 252 Atk/252 Spe/4 SpAtk
Earthquake
Stone Edge
U-Turn
Hidden Power (Ice)
Landorus is the glue to my team. It has immunity to Electric and Ground. I needed a scarfer, and I saw Landorus, so I slapped a Choice Scarf on it and here we are. Earthquake is a standard Ground STAB move. Stone Edge smacks Flying and Ice Types. U-Turn is for scouting. And then we have Hidden Power Ice. Unsuspecting Gliscor think they can switch in on me? O think not. HP Ice flat out destroys it. Poor Gliscor. Maximum Sttack and Speed are given and 4 EVs go to Sp. Attack. That's what's up.
Conclusion
Thanks for reading my 1st RMT, please give helpful suggestions on how to make this team better in the comments below. ;D