Introduction: Hi I am Gmo or OmgGmo you might see either name, and this is my first RMT and I am selecting one of my more successful teams up for suggestions as to how it can be improved. The goal for this team is to allow the player to get the switch initiative, and each pokemon covers a certain situation and can be easily switched to. Thus swinging the momentum in your favor. Remember to analyze your opposing team as you may have to start off differently depending what pokemon your up against. Also analyzing your opponent may tell you who your better of to start the match with. Though this team rely's on the switch initiative which is why it contains two pokemon who can set up hazards. Anything in green is what has changed in the team.
Jirachi (-)
@ Expert Belt
Ability: Serene Grace
Nature: Rash
EVs: 152 Atk/ 204 SpA/ 152 Spe
Fire Punch / Iron Head / Thunderbolt / Hidden Power Ice
Description: Jirachi’s role in this team is to allow the player to have good coverage and play mental games with your opponet. By being the starter in most matches it allows you to get predictions off as it is a mixed attacker though if it is to dangerous for Jirachi you can always switch out. With this move set you are able to deal some damage right off the bat and can lead your opponent to believe you are choiced which can set you in a position to take out some threats. Since Jirachi has many builds your opponent is more likely going to try and scout out what build you are carrying. Use this fact to try and fake out your opponent and make good predictions to take out some threats.
Landorus Therian (M)
@ Leftovers
Ability: Intimidate
Nature: Impish
EVs: 200 Hp/ 64 Atk/ 244 Def
Stealth Rock / Earthquake / U-Turn / Stone Edge
Description: Landorus-T role is to be the offensive pivot. Allowing for safe switch ins. As this set allows you to face Terrakion head on, and to switch in on many physical attackers. This can allow you to set up either a stealth rock for chip damage over time or use u-turn to keep the momentum when there is an obvious switch out from the opponent or you can play it safe and do some solid damage. It is preferred to set up stealth rock because this team revolves around having the switch initiative.
Rotom-Wash (R)
@ Leftovers
Ability: Levitate
Nature: Calm
EVs: 248 Hp/ 28 SpA/ 232 SpD
Volt-Switch / Hydro Pump / Rain Dance / Hidden Power Fire
Description: Rotom-W role in this team is to compliment Landorus-T the teams offensive pivot, to do so Rotom-W was made to be specially defensive. This enable some good typing and takes care of the Volcarona threat. Volt Switch is used to keep your opponent on their toes as you can get a safe switch and keep the momentum in your favor, Though if the opposing team has a ground type and you can predict the switch in you have hydro pump to do solid damage as it is stabbed. Rain dance is used mainly against sun teams which do pose a threat to the team but with Rotom-W that threat can be handled with the right call making. One other reason is that rain dance will boost Rotom-W's stab hydro pump. Last you have Hidden Power Fire which is used to enhance Rotom-W coverage.
Ferrothorn (R)
@ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 Hp/ 88 Def/ 168 Spd
Leech Seed / Bulldoze /Protect / Gyro Ball
Description: This is your standard mixed wall here, but with a twist. Ferrothorn is mainly to scout out what move your opponent may have when unsure. If you know an obvious switch in is coming you may leech seed and stall. Also the combination of iron barbs and rocky helmet are used to chink damage into users who like to use u-turn or use attacks that make contact. The twist to the standard build comes that Ferrothorn is used best when you can predict correctly. Since you can not set up much without stealth rock or spikes you are allowed to use bulldoze or gyro ball when you predict things like Heatran, Jirachi, or Magnezone (those are for bulldoze) and for gyro ball you can use when you know a fast pokemon will be brought into the mix. No attack evs are use due to the fact you want to use rocky helmet and iron barbs to its fullest.
Celebi (-)
@ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 Hp/ 220 Spd/ 36 Spe
Psychic / Recover / Giga Drain / Thunder Wave
Description: Celebi is given many roles on this team, it can play the special wall and take on many status such as burn, sleep, etc. due to natural cure. Also it is the trouble maker on the team as it can cripple several speedy/scarfed pokemon with thunder wave and minimizing their potential damage. On top of those roles Celebi may stall to allow sandstorm to do its work. You also have the option to do nip damages to the opponent because of the stab on psychic and giga drain.
Alakazam (R)
@ Life Orb
Ability: Magic Guard
Nature: Timid
EVs: 4 Hp/ 252 SpA/ 252 Spe
Psyshock / Shadow Ball / Focus Blast / Hidden Power Ice
Description: Alakazam is used as the main special attacker of the team and possibly can be a sweeper when its threats are gone. With his great move pool Alakazam is able to cover many types, and do damage thanks to the combination of its high base Spa, life orb and its amazing speed. Alakazam may start the match if you notice you can bait your opponent to switch into Alakazams "threats" only to be struck hard or led to a trap because you switch as well.
Team’s Weaknesses: One major threat is Volcarona as once a quiver dance is used and no stealth rock damage has been done it is free to wreck havoc among this team. I am not too sure as to what other major threats are but please point them out and how to deal with such threats. I am looking for a replacement to Celebi particularly one who is either good to be scarfed.

Jirachi (-)
@ Expert Belt
Ability: Serene Grace
Nature: Rash
EVs: 152 Atk/ 204 SpA/ 152 Spe
Fire Punch / Iron Head / Thunderbolt / Hidden Power Ice
Description: Jirachi’s role in this team is to allow the player to have good coverage and play mental games with your opponet. By being the starter in most matches it allows you to get predictions off as it is a mixed attacker though if it is to dangerous for Jirachi you can always switch out. With this move set you are able to deal some damage right off the bat and can lead your opponent to believe you are choiced which can set you in a position to take out some threats. Since Jirachi has many builds your opponent is more likely going to try and scout out what build you are carrying. Use this fact to try and fake out your opponent and make good predictions to take out some threats.

Landorus Therian (M)
@ Leftovers
Ability: Intimidate
Nature: Impish
EVs: 200 Hp/ 64 Atk/ 244 Def
Stealth Rock / Earthquake / U-Turn / Stone Edge
Description: Landorus-T role is to be the offensive pivot. Allowing for safe switch ins. As this set allows you to face Terrakion head on, and to switch in on many physical attackers. This can allow you to set up either a stealth rock for chip damage over time or use u-turn to keep the momentum when there is an obvious switch out from the opponent or you can play it safe and do some solid damage. It is preferred to set up stealth rock because this team revolves around having the switch initiative.

Rotom-Wash (R)
@ Leftovers
Ability: Levitate
Nature: Calm
EVs: 248 Hp/ 28 SpA/ 232 SpD
Volt-Switch / Hydro Pump / Rain Dance / Hidden Power Fire
Description: Rotom-W role in this team is to compliment Landorus-T the teams offensive pivot, to do so Rotom-W was made to be specially defensive. This enable some good typing and takes care of the Volcarona threat. Volt Switch is used to keep your opponent on their toes as you can get a safe switch and keep the momentum in your favor, Though if the opposing team has a ground type and you can predict the switch in you have hydro pump to do solid damage as it is stabbed. Rain dance is used mainly against sun teams which do pose a threat to the team but with Rotom-W that threat can be handled with the right call making. One other reason is that rain dance will boost Rotom-W's stab hydro pump. Last you have Hidden Power Fire which is used to enhance Rotom-W coverage.

Ferrothorn (R)
@ Rocky Helmet
Ability: Iron Barbs
Nature: Relaxed
EVs: 252 Hp/ 88 Def/ 168 Spd
Leech Seed / Bulldoze /Protect / Gyro Ball
Description: This is your standard mixed wall here, but with a twist. Ferrothorn is mainly to scout out what move your opponent may have when unsure. If you know an obvious switch in is coming you may leech seed and stall. Also the combination of iron barbs and rocky helmet are used to chink damage into users who like to use u-turn or use attacks that make contact. The twist to the standard build comes that Ferrothorn is used best when you can predict correctly. Since you can not set up much without stealth rock or spikes you are allowed to use bulldoze or gyro ball when you predict things like Heatran, Jirachi, or Magnezone (those are for bulldoze) and for gyro ball you can use when you know a fast pokemon will be brought into the mix. No attack evs are use due to the fact you want to use rocky helmet and iron barbs to its fullest.

Celebi (-)
@ Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 Hp/ 220 Spd/ 36 Spe
Psychic / Recover / Giga Drain / Thunder Wave
Description: Celebi is given many roles on this team, it can play the special wall and take on many status such as burn, sleep, etc. due to natural cure. Also it is the trouble maker on the team as it can cripple several speedy/scarfed pokemon with thunder wave and minimizing their potential damage. On top of those roles Celebi may stall to allow sandstorm to do its work. You also have the option to do nip damages to the opponent because of the stab on psychic and giga drain.

Alakazam (R)
@ Life Orb
Ability: Magic Guard
Nature: Timid
EVs: 4 Hp/ 252 SpA/ 252 Spe
Psyshock / Shadow Ball / Focus Blast / Hidden Power Ice
Description: Alakazam is used as the main special attacker of the team and possibly can be a sweeper when its threats are gone. With his great move pool Alakazam is able to cover many types, and do damage thanks to the combination of its high base Spa, life orb and its amazing speed. Alakazam may start the match if you notice you can bait your opponent to switch into Alakazams "threats" only to be struck hard or led to a trap because you switch as well.
Team’s Weaknesses: One major threat is Volcarona as once a quiver dance is used and no stealth rock damage has been done it is free to wreck havoc among this team. I am not too sure as to what other major threats are but please point them out and how to deal with such threats. I am looking for a replacement to Celebi particularly one who is either good to be scarfed.