I was wondering if anyone can provide advice to further improve this team. I believe it has more potential than I am able to utilize, and some help would be appreciated. The team consists of the following:
1 - Haxorus
Nature: Naive
Item: Muscle Band/Lum Berry
Ability: Mold Breaker
Dragon Dance
Earthquake
Dual Chop/Outrage
Brick Break
Haxorus is essentially meant to hit hard, and successfully gets the job done due to neutralizing Sturdy pokes. One setup of Dragon Dance is crucial in order to turn Haxorus into the horrifying monster it is best known for. However, he is extremely prone to status moves (namely Thunder Wave) and so a Lum Berry could be placed to remove it. I was initially considering an Adamant nature Haxorus in order to promote his already monstrous Attack stat. The problem with that, however, is that Haxorus would then require two Dragon Dances at most just to outspeed Garchomp (which could be even more menacing when Scarfed). Dual Chop helps deal with Focus Sashers, despite not packing the punch Outrage has for Sturdy pokes.
2 - Charizard
nature: Timid
Item: Life Orb
ability: Sheer Force
Substitute
Fire Blast
Air Slash
Solarbeam
This Charizard is meant to stay behind a Sub and spam special attacks until it reaches Blaze range, at which point Fire Blast's power will have reached at least 300 excluding Super Effective damage. The problem is this charizard set is on a timer with every attack, and while a Wide Lens helps boost accuracy, it greatly reduces the move power Charizard would have if it had a Modest Nature. Solarbeam, behind a sub, is a good maneuver against Water-type pokes, but it is easily predictable and forces switches.
3 - Nidoking
Item: Choice Scarf
Ability: Sheer Force
Ice Beam
Flamethrower/Fire Blast
Thunderbolt
Earth Power
Standard Sheer Force nidoking. Choice Scarf helps promote speed, however restrictions to one move leads to many switches. Switching nidoking out to many pokes leaves my other pokemon vulnerable to other status affects, setting up, or even scouting.
4 - Scrafty
Nature: Careful
Item: Zoom Lens
Ability: Shed Skin
Rest
Bulk Up
Hi Jump Kick
Payback
Scrafty is the ideal status wall and special defense wall in my opinion, with bulk that even rivals suicune's. My issue here revolves around the item, is Zoom Lens more suitable just for Hi jump Kick's accuracy, or leftovers for more hp recovery in the event that an opponent pokemon protects. Not to mention, Scrafty pretty much walls Nidoking's weaknesses very easily, although unable to remove Confusion with Shed Skin.
5 - Eelektross
Item: Leftovers
Ability: Levitate
Nature: Quiet
Coil
Thunder
Dragon Claw
Flamethrower
Coil guarantees Eelektross more survivability in battle, although it has no special defense EVs. This Eelektross is intended to be mixed, with Dragon Claw providing better coverage on Garchomp, Flygon, and even Latios. Flamethrower is for Grass types which easily resist Thunder, but I'm not sure if Acrobatics in conjunction with a Flying Gem also delivers the same goal. Thunder is preferred over Zap Cannon due to it requiring less Coils to set up to fully utilizing.
6 - Metagross
Nature: Naive
Item: Air Baloon
Ability: Clear Body
Hone Claws
Bullet Punch
Zen Headbutt
Earthquake
Hone Claws is meant to boost Zen Headbutt and, if I were running it, Meteor Mash. The reason I prefer Bullet Punch in this particular set is due to its low speed, and first priority guarantee (particularly on annoying sashed Weavile and Froslass). It doesnt quite seal the deal with Infernapes though, so I don't know what to do there. Being only to weak to fire in the first turn, a predicted fire type move would allow me to switch into Charizard and take it. But since Metagross has a Naive nature, I should plan on experimenting a Rock Polish set for Metagross whenever I get the chance.
1 - Haxorus
Nature: Naive
Item: Muscle Band/Lum Berry
Ability: Mold Breaker
Dragon Dance
Earthquake
Dual Chop/Outrage
Brick Break
Haxorus is essentially meant to hit hard, and successfully gets the job done due to neutralizing Sturdy pokes. One setup of Dragon Dance is crucial in order to turn Haxorus into the horrifying monster it is best known for. However, he is extremely prone to status moves (namely Thunder Wave) and so a Lum Berry could be placed to remove it. I was initially considering an Adamant nature Haxorus in order to promote his already monstrous Attack stat. The problem with that, however, is that Haxorus would then require two Dragon Dances at most just to outspeed Garchomp (which could be even more menacing when Scarfed). Dual Chop helps deal with Focus Sashers, despite not packing the punch Outrage has for Sturdy pokes.
2 - Charizard
nature: Timid
Item: Life Orb
ability: Sheer Force
Substitute
Fire Blast
Air Slash
Solarbeam
This Charizard is meant to stay behind a Sub and spam special attacks until it reaches Blaze range, at which point Fire Blast's power will have reached at least 300 excluding Super Effective damage. The problem is this charizard set is on a timer with every attack, and while a Wide Lens helps boost accuracy, it greatly reduces the move power Charizard would have if it had a Modest Nature. Solarbeam, behind a sub, is a good maneuver against Water-type pokes, but it is easily predictable and forces switches.
3 - Nidoking
Item: Choice Scarf
Ability: Sheer Force
Ice Beam
Flamethrower/Fire Blast
Thunderbolt
Earth Power
Standard Sheer Force nidoking. Choice Scarf helps promote speed, however restrictions to one move leads to many switches. Switching nidoking out to many pokes leaves my other pokemon vulnerable to other status affects, setting up, or even scouting.
4 - Scrafty
Nature: Careful
Item: Zoom Lens
Ability: Shed Skin
Rest
Bulk Up
Hi Jump Kick
Payback
Scrafty is the ideal status wall and special defense wall in my opinion, with bulk that even rivals suicune's. My issue here revolves around the item, is Zoom Lens more suitable just for Hi jump Kick's accuracy, or leftovers for more hp recovery in the event that an opponent pokemon protects. Not to mention, Scrafty pretty much walls Nidoking's weaknesses very easily, although unable to remove Confusion with Shed Skin.
5 - Eelektross
Item: Leftovers
Ability: Levitate
Nature: Quiet
Coil
Thunder
Dragon Claw
Flamethrower
Coil guarantees Eelektross more survivability in battle, although it has no special defense EVs. This Eelektross is intended to be mixed, with Dragon Claw providing better coverage on Garchomp, Flygon, and even Latios. Flamethrower is for Grass types which easily resist Thunder, but I'm not sure if Acrobatics in conjunction with a Flying Gem also delivers the same goal. Thunder is preferred over Zap Cannon due to it requiring less Coils to set up to fully utilizing.
6 - Metagross
Nature: Naive
Item: Air Baloon
Ability: Clear Body
Hone Claws
Bullet Punch
Zen Headbutt
Earthquake
Hone Claws is meant to boost Zen Headbutt and, if I were running it, Meteor Mash. The reason I prefer Bullet Punch in this particular set is due to its low speed, and first priority guarantee (particularly on annoying sashed Weavile and Froslass). It doesnt quite seal the deal with Infernapes though, so I don't know what to do there. Being only to weak to fire in the first turn, a predicted fire type move would allow me to switch into Charizard and take it. But since Metagross has a Naive nature, I should plan on experimenting a Rock Polish set for Metagross whenever I get the chance.