(Changes are made in bold)
Hey Smogon, I'm finally on my second RMT, and my first one in 5th generation. With all the weather teams floating about, I decided to go against the norm, and do something that isn't quite used as much. Baton Pass was the first thing that came to mind, but specifically, I wanted to pass probably one of the best stat boosts....Shell Smash. This move, for those who don't know, gives a +2 boost to Attack, Special Attack, and Speed, while lowering both defenses by 1 stage. Basically, it's the perfect stat boost for any kind of sweeper. Without further adieu, here is my SmashPass team.
Hey Smogon, I'm finally on my second RMT, and my first one in 5th generation. With all the weather teams floating about, I decided to go against the norm, and do something that isn't quite used as much. Baton Pass was the first thing that came to mind, but specifically, I wanted to pass probably one of the best stat boosts....Shell Smash. This move, for those who don't know, gives a +2 boost to Attack, Special Attack, and Speed, while lowering both defenses by 1 stage. Basically, it's the perfect stat boost for any kind of sweeper. Without further adieu, here is my SmashPass team.
Team At a Glance
Team Building Process






Team Building Process
First, I needed someone to receive the pass. I've always liked Nidoking, though it was never the best poke. Black and White changed that by giving him Sheer Force. Combine that with Life Orb and a vast movepool to abuse Sheer Force, and he was perfect.
Now I needed a poke that could Baton Pass a Shell Smash, so my options were Gorebyss, Huntail, and Smeargle. I went with Gorebyss because it can also utilize the boost to attack, if the situation arises.
Gorebyss is great and all, but she is just a little too frail. In order to take full advantage of Shell Smash, I needed a dual screener that could help protect her as she boosts. Several came to mind, but I went with Uxie, because she has great bulk, and access to Memento, which is just extra helpful.
Seeing how Nidoking was going to be my Special Attackers, I needed a hard hitting physical poke to help take out was Nido couldn't, either before or after Nido comes in. I wanted to try out a 5th gen toy, so I opted for Conkeldurr. He has a massive base attack, and access to Mach Punch, useful priority.
I needed something that could be defensive. Wish support is always good, and having the ability to pass status would simply be a bonus. Vaporeon caught my eye, as her high HP stat allows for big wish passes.
Now I just needed something to clean up the mess. By this time the opposing team should be pretty worn out, which gives me the chance to close the game. I figured a mixed attacker would be the best one to fit this role, just so they can attack from both sides of the spectrum. So Thundurus was next, because not only could he attack, he also has access to Taunt, which has +1 priority thanks to his ability.
After testing, I found that Uxie was great at getting her job done, but if she was forced to attack, then I was in trouble. While I know it's for support, I wanted my screener to be able to deal out a decent amount of damage. Latios answered my prayers, and he also has access to Memento.
Conkeldurr just didn't do the job. Not that he's a bad poke, but he just didn't really have good enough coverage to make up for his horrible speed. I also needed someone to set up rocks, since I no longer had Uxie. So in came Tyranitar.
Thanks to some of your guys' help, I realized that something like Exadrill, could come in and potentially sweep my entire team. Vaporeon can take a hit, but not for long, so I needed something else. I was caught between a couple of pokes, but Gliscor seemed to fit the bill the best, with great defense and Poison Heal. Not only could it wall, but with access to Swords Dance, he can become a pretty dangerous physical threat as well.
Tyranitar, as good as he is, was still struggling. The biggest part of this struggle was his 4x weakness to fighting, meaning that even after some Dragon Dances, a Mach Punch was painful. I needed something that could pose an offensive threat, and could also take a Shell Smash boost if the situation was more in his favor. Haxorus was that poke, with a massive attack stat and a good enough move pool.

Now I needed a poke that could Baton Pass a Shell Smash, so my options were Gorebyss, Huntail, and Smeargle. I went with Gorebyss because it can also utilize the boost to attack, if the situation arises.


Gorebyss is great and all, but she is just a little too frail. In order to take full advantage of Shell Smash, I needed a dual screener that could help protect her as she boosts. Several came to mind, but I went with Uxie, because she has great bulk, and access to Memento, which is just extra helpful.



Seeing how Nidoking was going to be my Special Attackers, I needed a hard hitting physical poke to help take out was Nido couldn't, either before or after Nido comes in. I wanted to try out a 5th gen toy, so I opted for Conkeldurr. He has a massive base attack, and access to Mach Punch, useful priority.




I needed something that could be defensive. Wish support is always good, and having the ability to pass status would simply be a bonus. Vaporeon caught my eye, as her high HP stat allows for big wish passes.





Now I just needed something to clean up the mess. By this time the opposing team should be pretty worn out, which gives me the chance to close the game. I figured a mixed attacker would be the best one to fit this role, just so they can attack from both sides of the spectrum. So Thundurus was next, because not only could he attack, he also has access to Taunt, which has +1 priority thanks to his ability.






After testing, I found that Uxie was great at getting her job done, but if she was forced to attack, then I was in trouble. While I know it's for support, I wanted my screener to be able to deal out a decent amount of damage. Latios answered my prayers, and he also has access to Memento.






Conkeldurr just didn't do the job. Not that he's a bad poke, but he just didn't really have good enough coverage to make up for his horrible speed. I also needed someone to set up rocks, since I no longer had Uxie. So in came Tyranitar.






Thanks to some of your guys' help, I realized that something like Exadrill, could come in and potentially sweep my entire team. Vaporeon can take a hit, but not for long, so I needed something else. I was caught between a couple of pokes, but Gliscor seemed to fit the bill the best, with great defense and Poison Heal. Not only could it wall, but with access to Swords Dance, he can become a pretty dangerous physical threat as well.






Tyranitar, as good as he is, was still struggling. The biggest part of this struggle was his 4x weakness to fighting, meaning that even after some Dragon Dances, a Mach Punch was painful. I needed something that could pose an offensive threat, and could also take a Shell Smash boost if the situation was more in his favor. Haxorus was that poke, with a massive attack stat and a good enough move pool.






Up Close and Personal
HaCkSorus (Haxorus) @ Lum Berry
Ability: Mold Breaker
EVs: 36 HP/ 252 Atk/ 220 Spe
Nature: Adamant
-Dragon Dance
-Earthquake
-Brick Break
-Dual Chop
Haxorus was suggested to me by Harlequin, I just used a different set. I've searched awhile trying to find a strong, physical poke to help break through the opposing team, and Haxorus performs this role almost perfectly. With a massive base attack stat, access to Dragon Dance, and Earthquake with Mold Breaker, he is as physical as they come. The plan is simple: I do one of two things. He can come in behind screens on something that he can force out, set up a Dragon Dance, and just go to town. He can also be a very effective recipient of the SmashPass, making it so he wouldn't have to set up himself. He has Dragon Dance so he can still function without the Shell Smash Boost. Earthquake is for power and reliability. Brick Break is for Ferrothorn, because I really hate when this thing comes in. I opted for Dual Chop over Outrage because: 1) I don't want to be locked into a Dragon move, and 2) It hits twice, meaning it gets past Sturdy, Focus Sash, and with a boost, Substitute. It has been invaluable. Lum Berry helps relieve a Breloom Spore, and also a burn from Scald. The EVs are for pure offense.
Reptarz (Tyranitar) @ Lum Berry
Ability: Sandstream
EVs: 4 HP/ 252 Atk/ 252 Spe
Nature: Jolly
-Dragon Dance
-Stealth Rock
-Stone Edge
-Earthquake
Usually my lead. Has the ability to set up rocks, which at the very least breaks focus sash and sturdy users so that my Nidoking doesn't get stopped by a random sash. Dragon Dance catches everyone off guard, as the either set up their own hazards, try to attack, or switch. If I know he can survive, I'll dance. After that I have the nice QuakeEdge combo going, giving great coverage. Not a lot of things like a +1 Stone Edge or Earthquake. Not to mention he also gets the +1 to speed. Lum Berry is so that if my opponent tries to burn/paralyze/sleep me, I pretty much have a free Dragon Dance. EVs are to hit hard and quick (well, quick for Tyranitar). If I need to, I can also use him as a Baton Pass recipient.
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BigFoot (Latios) @ Light Clay
Ability: Levitate
EVs: 252 HP/ 4 Def/ 252 Spe
Nature: Timid
-Reflect
-Light Screen
-Memento
-Dragon Pulse
Latios, with his high special attack, can pose a serious offensive threat. And even though my Latios is support, my opponent doesn't know that until I attack, or don't attack. I throw Latios out on something that an offensive set would have no problem outspeeding and defeating, to force a switch. That gives me a free turn to set up one of my screens. If they switch to a wall, I have an easy time getting set up. Once I'm done, I have two choices. If my opponent is an offensive threat, I will use Memento to cripple them, and give me a free turn on their switch. If I don't think they can pack a punch, I'll just switch out, and leaving my Latios alive to fight another day. Dragon Pulse is so that I can still attack if need be, and is good reliable STAB. Light Clay is to lengthen the time of screens, and EVs give him speed with a little bit of survivability.
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IhaveAshell? (Gorebyss) @ White Herb
Ability: Swift Swim
EVs: 252 HP/ 24 SDef/ 232 Spe
Nature: Calm
-Shell Smash
-Baton Pass
-Substitute
-Surf
Yes, I know she's frail, but there are only three pokes that can do her job, and so far she does it best. Shell Smash could possibly be the best stat boosting move in the game. +2 attack, special attack, and speed is never a bad thing. There's just the small problem of the -1 to both her defenses. But that's where White Herb comes into play, negating that stat drop once, meaning I get all the pros of a Shell Smash with none of the cons. My plan is to bring this thing in behind screens, maybe even a Memento, so that she can do as much as she can. The next step is to set up a Substitute. Even though her stats are bad defensively, she can take quite a few hits behind screens, and a lot of the time she can Shell Smash twice. After that, I'll attack if I see fit, or just go straight for the Baton Pass. Surf is for STAB. The EVs give her a little more bulk, while giving her a chance to outspeed some threats after a speed boost.
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T-Wrecks (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 4 Def/ 252 SAtk/ 252 Spe
Nature: Modest
-Earth Power
-Thunderbolt
-Ice Beam
-Flamethrower
The star of the team. He is just an absolute monter. He has an alright base Special Attack, but when combined with Sheer Force, 4 moves to abuse, Life Orb, and a Shell Smash, not much can stand in his way. Once I get this point, I just click the most appropriate attack for the situation, and watch this thing wreck. So far the only thing that kind of walls this is Chansey/Blissey, but they can't do much in return, and still end up dieing in the end. Earth Power is for STAB, Thunderbolt and Ice Beam are for BoltBeam combo, and Flamethrower is to pick off the likes of Ferrothorn and steel types trying to use a balloon. Thanks to Sheer Force, Life Orb has no recoil, which gives even more power without draining my life. And if rocks are up, I don't need to worry about a poke with Sturdy coming in, taking the hit, then Roaring me out (talking about you Skarmory). To put the bow on this already extravagant package, Nidoking's ground type grants immunity to Electric attacks, which is the most common type that Gorebyss attracts, so Nido gets a lot of free switch in's. The EV's maximizes damage output and speed, and I opted for Modest instead of Timid because he gets enough speed from the SmashPass.
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CatzDontSwim (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 248 HP/ 252 Def/ 8 SDef
Nature: Bold
-Wish
-Protect
-Toxic
-Scald
Vaporeon is boss. She can sponge many attacks, and heal them off with leftovers or Wish. Her main purpose is to provide Wish support for the rest of the team, with a best case scenario of getting another baton pass going. With Wish now healing HP equal to 50% of the users HP, Vaporeon is passing 231 HP Wishes, enough to heal at least 2/3 of the HP for my other five pokes. Protect is for a guaranteed heal after I use Wish, and it also combines well with Toxic so that I can ToxiStall bulky Water types. Scald is her only attacking option, getting STAB, and also has the possibility to burn, which can be helpful against a physical sweeper trying to end the game.
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WannaHigh5? (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP/ 184 Def/ 72 Spe
Nature: Impish
-Swords Dance
-Earthquake
-Ice Fang
-Taunt
Gliscor is just a wall, no better way to put it. It can stop physical sweepers in their tracks with its defenses, and access to Taunt can stop them from setting up further. Usually, when he comes in, my opponent tries to switch, which is great. That gives a free turn for Toxic Orb to take effect, and I get a free move. Swords Dance is so that Gliscor can do some damage when the time is right, and Earthquake is for STAB. Ice Fang can pick off some of those Dragons that float about. The EVs give him great defensive bulk, with just a tad of speed to help him out. He has been a much needed defensive pivot if something in my strategy goes wrong.
AprilFoolz (Thundurus) @ Life Orb
Ability: Prankster
EVs: 32 Atk/ 224 SAtk/ 252 Spe
Nature: Naive
-Thunderbolt
-Hidden Power Ice
-Hammer Arm
-Taunt
Thundurus is a great poke, with good speed and great special attack. But what seems to overlooked in a lot of my battles is that he also has respectable physical attack, which makes him viable for a mixed set. He has awesome coverage with his wanna-be BoltBeam combo, and then he can change the game when someone switches in thinking that he's all special. Hammer Arm, although lowering my speed, gets some key KO's. And with good prediction, the speed loss can also score a surprise KO. People predict the switch when I lose speed and try to set up, and that's when I can swing momentum in my favor. Taunt is his fourth move, and it's perfect to round off the set. If I need to, I can bring him in early to Taunt a wall, and thanks to Prankster, it has +1 priority. After that, I save him for the end to tie up all loose ends. Life Orb is for extra power, and the EVs allow him to deal a good amount of damage from both sides. If I need to, he is my second option as a Baton Pass recipient.

HaCkSorus (Haxorus) @ Lum Berry
Ability: Mold Breaker
EVs: 36 HP/ 252 Atk/ 220 Spe
Nature: Adamant
-Dragon Dance
-Earthquake
-Brick Break
-Dual Chop
Haxorus was suggested to me by Harlequin, I just used a different set. I've searched awhile trying to find a strong, physical poke to help break through the opposing team, and Haxorus performs this role almost perfectly. With a massive base attack stat, access to Dragon Dance, and Earthquake with Mold Breaker, he is as physical as they come. The plan is simple: I do one of two things. He can come in behind screens on something that he can force out, set up a Dragon Dance, and just go to town. He can also be a very effective recipient of the SmashPass, making it so he wouldn't have to set up himself. He has Dragon Dance so he can still function without the Shell Smash Boost. Earthquake is for power and reliability. Brick Break is for Ferrothorn, because I really hate when this thing comes in. I opted for Dual Chop over Outrage because: 1) I don't want to be locked into a Dragon move, and 2) It hits twice, meaning it gets past Sturdy, Focus Sash, and with a boost, Substitute. It has been invaluable. Lum Berry helps relieve a Breloom Spore, and also a burn from Scald. The EVs are for pure offense.

Reptarz (Tyranitar) @ Lum Berry
Ability: Sandstream
EVs: 4 HP/ 252 Atk/ 252 Spe
Nature: Jolly
-Dragon Dance
-Stealth Rock
-Stone Edge
-Earthquake
Usually my lead. Has the ability to set up rocks, which at the very least breaks focus sash and sturdy users so that my Nidoking doesn't get stopped by a random sash. Dragon Dance catches everyone off guard, as the either set up their own hazards, try to attack, or switch. If I know he can survive, I'll dance. After that I have the nice QuakeEdge combo going, giving great coverage. Not a lot of things like a +1 Stone Edge or Earthquake. Not to mention he also gets the +1 to speed. Lum Berry is so that if my opponent tries to burn/paralyze/sleep me, I pretty much have a free Dragon Dance. EVs are to hit hard and quick (well, quick for Tyranitar). If I need to, I can also use him as a Baton Pass recipient.
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BigFoot (Latios) @ Light Clay
Ability: Levitate
EVs: 252 HP/ 4 Def/ 252 Spe
Nature: Timid
-Reflect
-Light Screen
-Memento
-Dragon Pulse
Latios, with his high special attack, can pose a serious offensive threat. And even though my Latios is support, my opponent doesn't know that until I attack, or don't attack. I throw Latios out on something that an offensive set would have no problem outspeeding and defeating, to force a switch. That gives me a free turn to set up one of my screens. If they switch to a wall, I have an easy time getting set up. Once I'm done, I have two choices. If my opponent is an offensive threat, I will use Memento to cripple them, and give me a free turn on their switch. If I don't think they can pack a punch, I'll just switch out, and leaving my Latios alive to fight another day. Dragon Pulse is so that I can still attack if need be, and is good reliable STAB. Light Clay is to lengthen the time of screens, and EVs give him speed with a little bit of survivability.
---

IhaveAshell? (Gorebyss) @ White Herb
Ability: Swift Swim
EVs: 252 HP/ 24 SDef/ 232 Spe
Nature: Calm
-Shell Smash
-Baton Pass
-Substitute
-Surf
Yes, I know she's frail, but there are only three pokes that can do her job, and so far she does it best. Shell Smash could possibly be the best stat boosting move in the game. +2 attack, special attack, and speed is never a bad thing. There's just the small problem of the -1 to both her defenses. But that's where White Herb comes into play, negating that stat drop once, meaning I get all the pros of a Shell Smash with none of the cons. My plan is to bring this thing in behind screens, maybe even a Memento, so that she can do as much as she can. The next step is to set up a Substitute. Even though her stats are bad defensively, she can take quite a few hits behind screens, and a lot of the time she can Shell Smash twice. After that, I'll attack if I see fit, or just go straight for the Baton Pass. Surf is for STAB. The EVs give her a little more bulk, while giving her a chance to outspeed some threats after a speed boost.
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T-Wrecks (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 4 Def/ 252 SAtk/ 252 Spe
Nature: Modest
-Earth Power
-Thunderbolt
-Ice Beam
-Flamethrower
The star of the team. He is just an absolute monter. He has an alright base Special Attack, but when combined with Sheer Force, 4 moves to abuse, Life Orb, and a Shell Smash, not much can stand in his way. Once I get this point, I just click the most appropriate attack for the situation, and watch this thing wreck. So far the only thing that kind of walls this is Chansey/Blissey, but they can't do much in return, and still end up dieing in the end. Earth Power is for STAB, Thunderbolt and Ice Beam are for BoltBeam combo, and Flamethrower is to pick off the likes of Ferrothorn and steel types trying to use a balloon. Thanks to Sheer Force, Life Orb has no recoil, which gives even more power without draining my life. And if rocks are up, I don't need to worry about a poke with Sturdy coming in, taking the hit, then Roaring me out (talking about you Skarmory). To put the bow on this already extravagant package, Nidoking's ground type grants immunity to Electric attacks, which is the most common type that Gorebyss attracts, so Nido gets a lot of free switch in's. The EV's maximizes damage output and speed, and I opted for Modest instead of Timid because he gets enough speed from the SmashPass.
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CatzDontSwim (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 248 HP/ 252 Def/ 8 SDef
Nature: Bold
-Wish
-Protect
-Toxic
-Scald
Vaporeon is boss. She can sponge many attacks, and heal them off with leftovers or Wish. Her main purpose is to provide Wish support for the rest of the team, with a best case scenario of getting another baton pass going. With Wish now healing HP equal to 50% of the users HP, Vaporeon is passing 231 HP Wishes, enough to heal at least 2/3 of the HP for my other five pokes. Protect is for a guaranteed heal after I use Wish, and it also combines well with Toxic so that I can ToxiStall bulky Water types. Scald is her only attacking option, getting STAB, and also has the possibility to burn, which can be helpful against a physical sweeper trying to end the game.
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WannaHigh5? (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP/ 184 Def/ 72 Spe
Nature: Impish
-Swords Dance
-Earthquake
-Ice Fang
-Taunt
Gliscor is just a wall, no better way to put it. It can stop physical sweepers in their tracks with its defenses, and access to Taunt can stop them from setting up further. Usually, when he comes in, my opponent tries to switch, which is great. That gives a free turn for Toxic Orb to take effect, and I get a free move. Swords Dance is so that Gliscor can do some damage when the time is right, and Earthquake is for STAB. Ice Fang can pick off some of those Dragons that float about. The EVs give him great defensive bulk, with just a tad of speed to help him out. He has been a much needed defensive pivot if something in my strategy goes wrong.

AprilFoolz (Thundurus) @ Life Orb
Ability: Prankster
EVs: 32 Atk/ 224 SAtk/ 252 Spe
Nature: Naive
-Thunderbolt
-Hidden Power Ice
-Hammer Arm
-Taunt
Thundurus is a great poke, with good speed and great special attack. But what seems to overlooked in a lot of my battles is that he also has respectable physical attack, which makes him viable for a mixed set. He has awesome coverage with his wanna-be BoltBeam combo, and then he can change the game when someone switches in thinking that he's all special. Hammer Arm, although lowering my speed, gets some key KO's. And with good prediction, the speed loss can also score a surprise KO. People predict the switch when I lose speed and try to set up, and that's when I can swing momentum in my favor. Taunt is his fourth move, and it's perfect to round off the set. If I need to, I can bring him in early to Taunt a wall, and thanks to Prankster, it has +1 priority. After that, I save him for the end to tie up all loose ends. Life Orb is for extra power, and the EVs allow him to deal a good amount of damage from both sides. If I need to, he is my second option as a Baton Pass recipient.
Conclusion
So that's the team. I know there are some holes and weaknesses, but I'm having trouble making it better from here. If I successfully pass a boost to Nidoking and/or Haxorus, that's usually the game, and I get a lot of rage quits. If one of them can't finish the job, then the other usually has no problem, not to mention that Gliscor can still go on the offensive. I still know this team can be a lot better, so I'm willing to take any and all advice or criticism. Thanks in advanced!
So that's the team. I know there are some holes and weaknesses, but I'm having trouble making it better from here. If I successfully pass a boost to Nidoking and/or Haxorus, that's usually the game, and I get a lot of rage quits. If one of them can't finish the job, then the other usually has no problem, not to mention that Gliscor can still go on the offensive. I still know this team can be a lot better, so I'm willing to take any and all advice or criticism. Thanks in advanced!