Hello there, my friend recommended that I should make a RMT because I was having a few issues with my current set-up.
Without further delay.
Nature: Jolly // Ability: Sandveil // Item: Leftovers
EV: 252 HP // 4 DEF // 252 SPD
Moveset: Earthquake // U-Turn // Stealth Rock // Taunt
Reasoning: I chose this as my lead because it's capable of getting up SR and it's able to Taunt the more slower leads so they won't be able to get the initial hazards up. With U-Turn I can deal initial damage and switch into something which is capable of KOing said Pokemon so I can gain the early advantage. With Earthquake it's able to comfortably handle things weak against Ground.
Nature: Timid // Ability: Levitate // Item: Choice Scarf
EVs: 252 SpA // 252 SPD // 4 HP SpD
Moveset: Thunderbolt // Overheat // Trick // Shadowball
Reasoning: I chose Rotom-h for this position because I needed something that is capable of handling Gyarados and to take some damage from steel types which can harm the majority of my team. With the heightened speed it's capable of inflicting large amounts of damage to switch ins, and with Trick I'm able to handle those pesky walls which try to set up on my team. (Thanks Buddy)
Nature: Adamant // Ability: Sandstorm // Item: Choice Scarf
EV: 252 ATK // 6 HP // 252 SPD
Moveset: Crunch // Pursuit // Super Power // Stone Edge
Reasoning: With the loss of Scizor I needed something that was capable of dealing Super Effective damage to Blissey or anything weak against fighting moves. With the Scarf equipped it's capable of outrunning a lot of Pokemon which don't have their own scarf. Pursuit / Crunch are for those pesky types that switch in anticipation of something which can harm TTar. (Thanks Gabo)
Nature: Naive // Ability: Flash Fire // Item: Choice Scarf
EV: 4 ATK // 252 SPD // 252 SpA
Moveset: Fire Blast // Earth Power // Dragon Pulse // Explosion
Reasoning: The reasoning behind this one is because I've been on the end of the brutal assault Heatran is capable of dishing out. I chose the moves I did because I wanted something which could outspeed most of the Dragons, and is able to dish out a ton of damage to them before they have a chance to set anything up. With the build up of Spikes and SR, it could probably take them out in one fluid motion. I also chose Earth Power because it's good to be able to handle the things weak to Ground.
Nature: Bold // Ability: Water Absorb // Item: Leftovers
EVs: 188 HP // 252 DEF // 68 SPD
Moveset: Wish // Protect // Ice Beam // Surf
Reasoning: I needed something that's capable of keeping the synergy going between Heatran and Sala so they have an easier time to sweep as the game nears it's end. With a standard wish support set I feel like this is the best option because with Ice Beam I'm able to switch in on Dragon's and scare them away. (Thanks Ana)
Nature: Jolly // Ability: Intimidate // Item: Leftovers
EVs: 252 HP // 180 DEF // 76 SPD
Moveset: Dragon Dance //Dragon Claw // Earthquake // Roost
Reasoning: After being recommended to use a Bulky DD Sala to handle Lucario I listened to my friends advice and did just that. Now being able to take a hit or two DD will be able to go up almost effortlessly, and with the STAB of Dragon Claw it's still capable of inflicting damage to opposing Poke. (Thanks Ana)
Final Word: With the advice given I feel that this team is more complete, for that I am grateful for the tips which have been a great help.
I've tested it out in a battles and the most noticeable threats are things which set up before I can Taunt / have a chance to Whirlwind, it's basically a gamble to be able to absorb some of the damage so Skarm is capable of WWing it. With no real block for electric attacks, I will have to take that damage regardless, and risk being Paralyzed as well.
I appreciate the work you guys do with the rates and so I am hoping that I'll be able to fix the kinks out of it, because something really feels out of place. Sorry for the lengthy descriptions, I just wanted to be as thorough as I possibly could. Thanks for reading.