Oh well title could probably be better but whatever. In the event someone really thinks I'm crazy for trying a Mamosweep without Magnezone, let me just say that I've been doing this for a very long time, Magnezone is most certainly not needed, nor are his weaknesses to Fire and Fighting which I have plenty of already. As for helping out Mamo, I have hail. MixMamo is a real beast, only Bronzong and Cresselia can switch in safely. The hail also serves the purpose of negated Leftovers recovery of nearly every wall in the game, and allowing my SubSeed tactics to wear down walls much quicker. Apart from hail for Mamo's Blizzard and for negating Lefties, Hail does nothing else for me, and so I don't actually consider this a Hail team, despite Abomasnow's presence. None of that stuff was really important but I figured I'd put it there in case someone wanted to read it. Anyways. here's the Team
Gliscor@Choice Scarf
Ability: Hyper Cutter
EVs: 200 Hp, 96 Att, 212 Spe
Nature: Adamant
- Earthquake
- Stealth Rock
- Stone Edge
- U-Turn
While thinking of SR's who didn't lose to Heracross, obviously Gliscor game along. I didn't think the idea of a wall that just...walls stuff really fit the team though. Then, I decided to see how it did with a Choice Scarf slapped on it. I've only played a few games with him, so his spot is hardly set in stone, however I've been very impressed thus far. Obviously with no Lefties and the Hail, he isn't a permanent answer, but repeated switch ins on SR + Hail wear down Heracross too. EdgeQuake for coverage. Stone Edge takes out both Salamence and Gyarados after SR, and I outspeed them if they have 1 DD. U-turn is of course a lovely way to keep the momentum on my side. Hyper Cutter because the chance of him switching in while it Hails is obviously pretty high, not to mention it means I can take out Mence/Dos if I predict correctly. EVs outspeed Timid Scarftran by 1 point.
Heatran@Choice Scarf
Ability: Flash Fire
EVs: 252 Spe, 252 Sp. Attack, 4 Att
Nature: Hasty
- Fire Blast
- Earth Power
- HP: Ice
- Explosion
Man, all these Naive ScarfTrans running around lately are a real downer. I used to outspeed all the others back when everyone went Modest, but now I pretty much never even risk the coin flip :/ Apart from that, he's here to serve as the Revenge Killer. Absorbs the Fire Attacks that can be dangerous to this team, not to mention his bulkiness/resists allow him continuously switch in, something that can't be said of many Scarfers. Provides insurance against quite a few big threats in today's metagame, Scizor, Lucario, and Skymin to name a few. Not much else to be said really, it's Heatran and it does what it does best.
Abomasnow@Leftovers
Ability: Snow Warning
EVs: 252 Hp, 20 Sp. Attack, 160 Sp. Def, 76 Spe
Nature: Sassy
- Blizzard
- Focus Punch
- Leech Seed
- Substitute
Very bulky set to allow easy switch ins to Water types, and other stuff that can't really hurt him. Provides the Hail for Mamo, and is also a wonderful SubSeeder, hitting Grass types that are immune with STAB Blizzard. When well played, this guy can really screw over a team. Hail/SR/Leech Seed adds up quick, not to mention he always carries the threat of STAB Blizzard/Focus Punch. SubSeeding's other wonderful advantage is how often I can see several members of the opponents team early game, easing prediction for me with my other pokes. Not to mention Hail can give away Choice Items. Overall does very good in this team, supports Mamo with Hail, and softens up the other team.
Breloom@Toxic Orb
Ability: Poison Heal
EVs: 252 Att, 252 Spe, 4 Def
Nature: Jolly
- Focus Punch
- Spore
- Leech Seed
- Substitute
The second part of my double SubSeeding team, Breloom also brings along is 100% accurate Spore. With Hypnosis' lowered accuracy scaring away many, retaining my ability to Sleep a foe is a wonderful advantage. Breloom serves a similar purpose to Abomasnow, softening up the opposition, disrupting with Sleep, and again causing many switches that rack up SR damage. I really love this thing, it's not even funny what Breloom can do to an unprepared team. Jolly nature cause I'm a speed freak.
Starmie@Leftovers
Ability: Natural Cure
EVs: 252 Spd, 252 Sp. Att, 4 Hp
Nature: Timid
- Surf
- Ice Beam
- Thunderbolt
- Recover
Starmies ability to switch in an immediately outspeed and threaten many threats is simply amazing. Also has those resists to Fire and Fighting, making it even more valuable to this team. Max Speed/Sp. Attack cause I prefer my Starmie to be offensive, taking hits harder is sometimes a drawback, but usually I can just Recover on the switch if need be, otherwise the extra firepower is very helpful.
Mamoswine@Life Orb
Ability: Snow Cloak
EVs: 236 Att, 252 Spe, 20 Sp. Att
Nature: Naive
- Earthquake
- Blizzard
- Ice Shard
- Stone Edge
Wouldn't be a Mamosweep without Mamoswine now would it? Took 16 EVs out of Attack rather than Speed cause I prefer max in order to tie other Jolly Mamos. Set is pretty standard, Blizzard ravages physical walls, EQ/Ice Shard hit hard, SE covers the few types left over. I'm convinced this is one of the best finishers in the game, though with the current metagame, there are actually a few other endgame pokes that I lose to, namely LOCune and Scizor, but CMJirachi can also be a problem for Mamo. Really this is why it's important I be in control of the game from the start, if I can get my opponent to have to use their endgame poke before me, I can usually pick it off so that Mamo doesn't lose to it. It's a slight problem, but I've been able to control the game like I need to so it has not become a big problem yet.
Overall: Basically Uxie does its thing early game, and then Abomasnow/Breloom toy around with the opposition from there. Starmie/Heatran are able to switch in on things that threaten my two Subseeders, and both are fast enough to be immediate threats. However, this team does have its problems. The Fire/Fighting weak can be played around, but only if I keep the number of weaks where they are now. That means possible replacements for Uxie can't be weak to Fire/Fighting. Also, I'm sometimes worried by the fact that the team is fast, but not as fast as my usual teams are. I like to rely on outspeeding, and sometimes I just don't feel fast enough, even though admittedly this is already a fairly fast team.

Gliscor@Choice Scarf
Ability: Hyper Cutter
EVs: 200 Hp, 96 Att, 212 Spe
Nature: Adamant
- Earthquake
- Stealth Rock
- Stone Edge
- U-Turn
While thinking of SR's who didn't lose to Heracross, obviously Gliscor game along. I didn't think the idea of a wall that just...walls stuff really fit the team though. Then, I decided to see how it did with a Choice Scarf slapped on it. I've only played a few games with him, so his spot is hardly set in stone, however I've been very impressed thus far. Obviously with no Lefties and the Hail, he isn't a permanent answer, but repeated switch ins on SR + Hail wear down Heracross too. EdgeQuake for coverage. Stone Edge takes out both Salamence and Gyarados after SR, and I outspeed them if they have 1 DD. U-turn is of course a lovely way to keep the momentum on my side. Hyper Cutter because the chance of him switching in while it Hails is obviously pretty high, not to mention it means I can take out Mence/Dos if I predict correctly. EVs outspeed Timid Scarftran by 1 point.

Heatran@Choice Scarf
Ability: Flash Fire
EVs: 252 Spe, 252 Sp. Attack, 4 Att
Nature: Hasty
- Fire Blast
- Earth Power
- HP: Ice
- Explosion
Man, all these Naive ScarfTrans running around lately are a real downer. I used to outspeed all the others back when everyone went Modest, but now I pretty much never even risk the coin flip :/ Apart from that, he's here to serve as the Revenge Killer. Absorbs the Fire Attacks that can be dangerous to this team, not to mention his bulkiness/resists allow him continuously switch in, something that can't be said of many Scarfers. Provides insurance against quite a few big threats in today's metagame, Scizor, Lucario, and Skymin to name a few. Not much else to be said really, it's Heatran and it does what it does best.

Abomasnow@Leftovers
Ability: Snow Warning
EVs: 252 Hp, 20 Sp. Attack, 160 Sp. Def, 76 Spe
Nature: Sassy
- Blizzard
- Focus Punch
- Leech Seed
- Substitute
Very bulky set to allow easy switch ins to Water types, and other stuff that can't really hurt him. Provides the Hail for Mamo, and is also a wonderful SubSeeder, hitting Grass types that are immune with STAB Blizzard. When well played, this guy can really screw over a team. Hail/SR/Leech Seed adds up quick, not to mention he always carries the threat of STAB Blizzard/Focus Punch. SubSeeding's other wonderful advantage is how often I can see several members of the opponents team early game, easing prediction for me with my other pokes. Not to mention Hail can give away Choice Items. Overall does very good in this team, supports Mamo with Hail, and softens up the other team.

Breloom@Toxic Orb
Ability: Poison Heal
EVs: 252 Att, 252 Spe, 4 Def
Nature: Jolly
- Focus Punch
- Spore
- Leech Seed
- Substitute
The second part of my double SubSeeding team, Breloom also brings along is 100% accurate Spore. With Hypnosis' lowered accuracy scaring away many, retaining my ability to Sleep a foe is a wonderful advantage. Breloom serves a similar purpose to Abomasnow, softening up the opposition, disrupting with Sleep, and again causing many switches that rack up SR damage. I really love this thing, it's not even funny what Breloom can do to an unprepared team. Jolly nature cause I'm a speed freak.

Starmie@Leftovers
Ability: Natural Cure
EVs: 252 Spd, 252 Sp. Att, 4 Hp
Nature: Timid
- Surf
- Ice Beam
- Thunderbolt
- Recover
Starmies ability to switch in an immediately outspeed and threaten many threats is simply amazing. Also has those resists to Fire and Fighting, making it even more valuable to this team. Max Speed/Sp. Attack cause I prefer my Starmie to be offensive, taking hits harder is sometimes a drawback, but usually I can just Recover on the switch if need be, otherwise the extra firepower is very helpful.

Mamoswine@Life Orb
Ability: Snow Cloak
EVs: 236 Att, 252 Spe, 20 Sp. Att
Nature: Naive
- Earthquake
- Blizzard
- Ice Shard
- Stone Edge
Wouldn't be a Mamosweep without Mamoswine now would it? Took 16 EVs out of Attack rather than Speed cause I prefer max in order to tie other Jolly Mamos. Set is pretty standard, Blizzard ravages physical walls, EQ/Ice Shard hit hard, SE covers the few types left over. I'm convinced this is one of the best finishers in the game, though with the current metagame, there are actually a few other endgame pokes that I lose to, namely LOCune and Scizor, but CMJirachi can also be a problem for Mamo. Really this is why it's important I be in control of the game from the start, if I can get my opponent to have to use their endgame poke before me, I can usually pick it off so that Mamo doesn't lose to it. It's a slight problem, but I've been able to control the game like I need to so it has not become a big problem yet.
Overall: Basically Uxie does its thing early game, and then Abomasnow/Breloom toy around with the opposition from there. Starmie/Heatran are able to switch in on things that threaten my two Subseeders, and both are fast enough to be immediate threats. However, this team does have its problems. The Fire/Fighting weak can be played around, but only if I keep the number of weaks where they are now. That means possible replacements for Uxie can't be weak to Fire/Fighting. Also, I'm sometimes worried by the fact that the team is fast, but not as fast as my usual teams are. I like to rely on outspeeding, and sometimes I just don't feel fast enough, even though admittedly this is already a fairly fast team.