This team hasn't been in use a ton simply due to time, but has seen fairly good success. As always, there is probably room for much improvement and I appreciate everyone's feedback!
Ferrothorn @ Leftovers
Impish Nature
252HP/88Def/168SpD
- Stealth Rock
- Protect
- Leech Seed
- Power Whip
I figured hazards were always fun and useful. I feel Ferrothorn is one of the best hazard setters, and it gives me something to deal with water types in the form of power whip. Protect + Leech Seed + Leftovers offer me fairly reliable recovery. I have been considering switching from leftovers to Rocky Helmet and switch to a more physically defensive inclined set, though the lack of leftovers recovery is a pain and using Protect means one less turn of Rocky Helmet damage.
Multiscale Dragonite @ Lum Berry
Jolly Nature
252Atk/252Spe/4SpD
- Dragon Dance
- Outrage
- Extremespeed
- Fire Punch
Dragonite has always been one of my favourite Pokemon and dragon dance has always been one of my favourite moves. I chose a Lum berry for Dragonite to either stop paralysis/burn from ruining a sweep, or, if I'm lucky enough to not have any status infliction cast upon me, to let me continue another outrage run without fearing striking myself with confusion. Extremespeed lets me pick off anything weak or to get in a strong quick hit against those hoping to stop my sweep with priority. Fire punch is to deal with Ferrothorn/Skarmory/Scizor etc.
Thick Fat Mamoswine @ Life Orb
Adamant Nature
252Atk/252Spe/4Def
- Ice Shard
- Icicle Crash
- Earthquake
- Superpower
Dragons scared the living heck out of me, and ice shard has proven to alleviate my fear considerably. This is the main use of my Mamoswine, though superpower has helped against those switching in with scarfed Heatran. Earthquake and icicle crash is for obvious stab coming off of a nice 394 attack. I may considering switching icicle crash to icicle spear to break substitutes, though the unreliable damage has been throwing me off.
Magic Guard Alakazam @ Focus Sash
Timid Nature
252SpA/252Spe/4HP
- Psyshock
- Shadow Ball
- Focus Blast
- HP Electric
I figured it would benefit me to have a fast revenge killer. Psychic/Psyshock is still a tough choice for me. Psychic allows me to have strong special stab and something to hit Rotom-W hard, but Psyshock is useful against special walls and Terrakion in sand. Shadow Ball and Focus Blast are for obvious coverage. HP Electric was chosen over fire/ice. I have Mamoswine and Heatran (coming up!), so electric was my next choice, as it deals with Gyarados fairly well, which I felt was threatening my team. Focus sash allows me to stay in to either complete a 2HKO if necessary, or so I can revenge kill and then switch out and save for another one.
Flash Fire Heatran @ Air Balloon
Timid Nature
252SpA/252Spe/4Hp
- Fire Blast
- Earth Power
- HP Grass
- Roar
I wanted another special attacker. Heatran offers many resistances, as well as an immunity to fire, which works well since I can switch out Ferrothorn. Air Balloon allows me to switch into Earthquakes...and not get picked off by them right off the bat. Fire Blast/Earth Power are for STAB. HP Grass offers good damage against water types that will try to switch in, especially rotom-w. Roar is mostly filler, though it has seen uses against those setting up or to use right after a Pokemon has knocked out my air balloon.
Natural Cure Patrick the Star(mie) @ Life Orb
- Rapid Spin
- Thunderbolt
- Ice Beam
- Hydro Pump
I needed a spinner for Dragonite, as that first set up with Multiscale in tact is key. Life Orb Starmie also packs a nice, fast punch. I figured leftovers and recover weren't needed, as Starmie has very low HP anyways and isn't meant to take many hits. Starmie's speed also works well with getting hazards out before taking a hit. If spinning isn't needed anymore, starmie can also hit hard with the coverage provided by Hydro Pump/Thunderbolt/Ice Beam, backed up by life orb. Starmie can also function as a revenge killer if Alakazam has been taken out or if these particular attacks would be more effective.
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Of course, feedback is always appreciated. I have considered many changes as well. The first being from Starmie to Jellicent and Ferrothorn to Forretress. Jellicent provides me with two immunities, a special wall, and an all around annoying pokemon to face. Forretress provides me with a physical wall, but more importantly, a spinner AND a hazard setter.
Sturdy Forretress @ Custap Berry
Relaxed Nature
0 Spe IV
252HP/252Def/4SpD
- Stealth Rock
- Rapid Spin
- Gyro Ball
- HP Ice/Spikes/Toxic Spikes
I saw a set similar to this and it intrigued me at how it can lay down multiple layers of hazards. I like Forretress as it can spin and lay hazards, occupying two niches. However, I wasn't sure on which hazards to focus on, and if HP Ice would be good to tank outrages and strike back with it. Toxic Spikes are nice and would free up a slot on Jellicent for Ice Beam, though it may be quite difficult to get Stealth Rock and two layers of Toxic Spikes.
Water Absorb Jellicent @ Leftovers
Calm Nature
252HP/36Def/220SpD
- Scald
- Toxic/Will-o-Wisp/Ice beam (only if toxic spikes are used)
- Recover
- Shadow Ball
I like the combination of Toxic + Recover, especially against special attackers, as this set is a special wall set, though I am considering will-o-wisp. Scald will be used against physical attackers, hoping for a burn. I feel that shadow ball is a bit unexpected as opposed to ice beam. I do not fear grass types as i have Heatran and Dragonite. Shadow Ball would be used to hit alakazam coming in on the switch who would hopefully expect ice beam in place of it. Alakazam would not fear the scald burn/toxic due to magic guard. Jellicent's ability to absorb water moves and take fighting hits all day was really intriguing as well.
I guess that's all! Thanks everyone

Ferrothorn @ Leftovers
Impish Nature
252HP/88Def/168SpD
- Stealth Rock
- Protect
- Leech Seed
- Power Whip
I figured hazards were always fun and useful. I feel Ferrothorn is one of the best hazard setters, and it gives me something to deal with water types in the form of power whip. Protect + Leech Seed + Leftovers offer me fairly reliable recovery. I have been considering switching from leftovers to Rocky Helmet and switch to a more physically defensive inclined set, though the lack of leftovers recovery is a pain and using Protect means one less turn of Rocky Helmet damage.

Multiscale Dragonite @ Lum Berry
Jolly Nature
252Atk/252Spe/4SpD
- Dragon Dance
- Outrage
- Extremespeed
- Fire Punch
Dragonite has always been one of my favourite Pokemon and dragon dance has always been one of my favourite moves. I chose a Lum berry for Dragonite to either stop paralysis/burn from ruining a sweep, or, if I'm lucky enough to not have any status infliction cast upon me, to let me continue another outrage run without fearing striking myself with confusion. Extremespeed lets me pick off anything weak or to get in a strong quick hit against those hoping to stop my sweep with priority. Fire punch is to deal with Ferrothorn/Skarmory/Scizor etc.

Thick Fat Mamoswine @ Life Orb
Adamant Nature
252Atk/252Spe/4Def
- Ice Shard
- Icicle Crash
- Earthquake
- Superpower
Dragons scared the living heck out of me, and ice shard has proven to alleviate my fear considerably. This is the main use of my Mamoswine, though superpower has helped against those switching in with scarfed Heatran. Earthquake and icicle crash is for obvious stab coming off of a nice 394 attack. I may considering switching icicle crash to icicle spear to break substitutes, though the unreliable damage has been throwing me off.

Magic Guard Alakazam @ Focus Sash
Timid Nature
252SpA/252Spe/4HP
- Psyshock
- Shadow Ball
- Focus Blast
- HP Electric
I figured it would benefit me to have a fast revenge killer. Psychic/Psyshock is still a tough choice for me. Psychic allows me to have strong special stab and something to hit Rotom-W hard, but Psyshock is useful against special walls and Terrakion in sand. Shadow Ball and Focus Blast are for obvious coverage. HP Electric was chosen over fire/ice. I have Mamoswine and Heatran (coming up!), so electric was my next choice, as it deals with Gyarados fairly well, which I felt was threatening my team. Focus sash allows me to stay in to either complete a 2HKO if necessary, or so I can revenge kill and then switch out and save for another one.

Flash Fire Heatran @ Air Balloon
Timid Nature
252SpA/252Spe/4Hp
- Fire Blast
- Earth Power
- HP Grass
- Roar
I wanted another special attacker. Heatran offers many resistances, as well as an immunity to fire, which works well since I can switch out Ferrothorn. Air Balloon allows me to switch into Earthquakes...and not get picked off by them right off the bat. Fire Blast/Earth Power are for STAB. HP Grass offers good damage against water types that will try to switch in, especially rotom-w. Roar is mostly filler, though it has seen uses against those setting up or to use right after a Pokemon has knocked out my air balloon.

Natural Cure Patrick the Star(mie) @ Life Orb
- Rapid Spin
- Thunderbolt
- Ice Beam
- Hydro Pump
I needed a spinner for Dragonite, as that first set up with Multiscale in tact is key. Life Orb Starmie also packs a nice, fast punch. I figured leftovers and recover weren't needed, as Starmie has very low HP anyways and isn't meant to take many hits. Starmie's speed also works well with getting hazards out before taking a hit. If spinning isn't needed anymore, starmie can also hit hard with the coverage provided by Hydro Pump/Thunderbolt/Ice Beam, backed up by life orb. Starmie can also function as a revenge killer if Alakazam has been taken out or if these particular attacks would be more effective.
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Of course, feedback is always appreciated. I have considered many changes as well. The first being from Starmie to Jellicent and Ferrothorn to Forretress. Jellicent provides me with two immunities, a special wall, and an all around annoying pokemon to face. Forretress provides me with a physical wall, but more importantly, a spinner AND a hazard setter.

Sturdy Forretress @ Custap Berry
Relaxed Nature
0 Spe IV
252HP/252Def/4SpD
- Stealth Rock
- Rapid Spin
- Gyro Ball
- HP Ice/Spikes/Toxic Spikes
I saw a set similar to this and it intrigued me at how it can lay down multiple layers of hazards. I like Forretress as it can spin and lay hazards, occupying two niches. However, I wasn't sure on which hazards to focus on, and if HP Ice would be good to tank outrages and strike back with it. Toxic Spikes are nice and would free up a slot on Jellicent for Ice Beam, though it may be quite difficult to get Stealth Rock and two layers of Toxic Spikes.

Water Absorb Jellicent @ Leftovers
Calm Nature
252HP/36Def/220SpD
- Scald
- Toxic/Will-o-Wisp/Ice beam (only if toxic spikes are used)
- Recover
- Shadow Ball
I like the combination of Toxic + Recover, especially against special attackers, as this set is a special wall set, though I am considering will-o-wisp. Scald will be used against physical attackers, hoping for a burn. I feel that shadow ball is a bit unexpected as opposed to ice beam. I do not fear grass types as i have Heatran and Dragonite. Shadow Ball would be used to hit alakazam coming in on the switch who would hopefully expect ice beam in place of it. Alakazam would not fear the scald burn/toxic due to magic guard. Jellicent's ability to absorb water moves and take fighting hits all day was really intriguing as well.
I guess that's all! Thanks everyone