VOLCARONA'S POWER SQUAD
Introduction





Hey I'm back, this time with a team based around a fantastic mon Volcarona! The idea for this team actually came while I was playing random battles and my team had a Venomoth on it. Assuming it was another useless Bug-Flying I left it till last. Surprisingly enough it just happened to sweep 4 mons from their team and win me the match. I did some more research into using Venomoth and found it wasn't the best mon to use in OU unless it was Baton Passing which I'm not a fan of. After some more research into Quiver Dance I decided to base a team around Volcarona, the widely accepted best user of it. After two to three days of vigorous testing this is what I came up with. Thanks for reading and please don't hesitate to suggest new mons, sets or strategies.
Team Building Process

Obviously the first mon I was going to use was Volcarona the to be sweeper of my team.


Starmie is a great counter to the fire types that threaten to wall Volcarona and also works as a great offensive spinner to cover Volcarona's x4 weakness to SR.



Mega Scizor is an excellent partner to Starmie as Starmie covers his only weakness (x4 Fire) fairly well.




I added Bisharp because he covered the rest of my weaknesses bar Electric, which aside from Rotom-W and M-Manectric are uncommon.





Lando-T covered my weakness to ground and provided a strong and fast pivot. Thankfully his x4 Ice weakness was covered by the other 4 resisting it.






I wasn't really sure what to put in for the sixth and final spot so I added Char-Y for Sun to help Volcarona.






After some testing it was clear that Charizard wasn't fitting in very well with the rest of the team so I replaced it with a defogger, Latios. That provided a second SR remover to aid Volcarona and also allowed me to make Scizor my Mega.






Keldeo was suggested by TheInsanity and Amaura. He brings a stronger Water Type to the team as, the only set back being the loss of a Rapid Spinner which is less important with Latios as a Defogger.
Pokemon Sets






Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
Volcarona is my main sweeper, my win condition, whatever you want to call it. Although it's extremely standard I love this Volcarona set. 184 Speed + Timid gives Volcarona a fantastic speed stat of 310 which means it will outspeed scarfed Lando-T by 1 point after a single speed boost and then OHKO with Fire Blast. 72 HP EVs allow me to switch into SR twice. All in all Volcarona is a great sweeper although fragile.
Quiver Dance is an obvious move on Volcarona boosting it's SpA, SpD and Spe by 1 which is enough to hit hard or KO most of the metagame that don't resist. Two or more is a luxury and doesn't happen often but when it does Volcarona becomes near unstoppable.
Fire Blast is Volcarona's main STAB move, I know Fiery Dance is also an excellent option and I will try it out in the future but for now this serves me well hitting most mons hard and OHKOing most that are weak to it.
Giga Drain is good coverage for Water types and helps to gain back some of the HP that is lost while Quiver Dancing. I don't use it as much as the other moves for obvious reasons but it is still very effective in the right situations.
Bug Buzz is my secondary STAB which is incredibly useful against Psychic and Dark mons, which are fairly common in the current metagame.






Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 SpA
- Secret Sword
- Scald
- Icy Wind
- Hidden Power [Electric]
Keldeo, Starmie's replacement serves as my fast mid game sweeper. He works as a counter to the Rock, Fire and Water types that threaten Volcarona. Spread is just max Spe and SpA with Timid to compliment the choice scarf.
Secret Sword is his main STAB move. It KOs Ferrothorn in two hits which is fantastic because he was previously a problem to my team.
Scald is his secondary STAB. I chose it over Hydro Pump or even running both for it's consistency and high burn chance.
Icy Wind is fantastic for mons like Garchomp who try to set up SDs as I can switch into them and either OHKO or 2HKO thhem.
Hidden Power Electric is coverage for Water and Flying types. Nuff said.






Scizor @ Scizorite
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 28 HP
- Bullet Punch
- Superpower
- Bug Bite
- Swords Dance
Scizor is a really fun Mega to use, especially because of his bulk. He serves as a bulky breaker to beat to Rock types that challenge Volcarona. Having only one weakness is a great asset to my team as he can switch into a lot of attacks. Technician is generally overpowered and in combination with STAB it can take out a lot of mons especially after a Swords Dance or two. I actually quite like the speed for what it is though, most of the time he will outspeed Heatran, which needs 126 EVs just to speed tie, and be able to deal massive damage with Superpower OHKOing most variants after Stealth Rock.
Bullet Punch is the first of Scizor's two STAB moves. It is actually very threatening after a Technician boost. It also gives him much needed priority due to his mediocre speed. This thing is also very handy for revenge killing or at least threatening it and getting a Swords Dance off.
Superpower is a great coverage move that takes Steel types that my other moves can't handle. The only downside to it is the Atk and Def drop so I use it very sparingly, trying to avoid it if possible. So far this has worked so I'm happy with it.
Bug Bite is my second STAB move hitting Dark, Psychic and Grass types. I don't see any real problems with it after the Technician boost. The berry thing is just an added bonus. :P
Swords Dance is obviously for boosting Mega Scizor's attack to insane levels. Just one or two forces my opponent into a sticky situation because of Scizor's typing. It is so common yet so powerful.






Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit
Completely standard AV Pursuit Bisharp, no gimmicks involved. Not much to say about this really, it serves as a Pursuit Trapper for Psychic types, mainly the Lati twins. Iron Head is useful again for Rock types and Fairies.
Sucker Punch is just more priority for more slow mons (:P). It is very useful for revenge killing and taking out weak sweepers like Gengar.
Knock Off is actually insanely useful when predicting switches as I can predict a wall switching in and Knock Off their Leftovers/Black Sludge. Other than that it serves as my reliable STAB doing more damage than Pursuit even after knocking off.
Iron Head is my Steel STAB. On the rare time I outspeed my opponent it can be very fun to see them get angry over the flinch, especially when they were going to do major damage.
Pursuit is mainly for the Lati twins but it also works for most other Psychic/Ghost types attempting to switch out. Other than trapping it's generally useless tbh. xC






Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Ahh Landorus-T, my scarfed revenge killing offensive pivot. I love this guy, so simple, so good. I usually use him to come in on Electric types, soak up their attack and catch an incoming Flying type with Stone Edge.
Stealth Rock is mostly for chip damage and to break Focus Saches. It also brings many mons within OHKO range of my sweepers. The reason I have it here and not on a dedicated lead is because I prefer to start the game offensive while other players are attempting to set up their own Stealth Rocks.
Earthquake is Lando-T's most reliable and strong STAB. It OHKOs most mons that are weak to it, SR obviously helping.
Stone Edge is to catch Flying types and take out the occasional Weavile. It is also handy so that I don't lock myself into Earthquake lategame when my opponent still has a Flying type or a Levitate mon.
U-Turn is great for the momentum that is central to any pivot. It also helps my hit unsuspecting Psychic and Dark Types.






Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Calm Mind
- Roost
- Defog
And finally, Latios my offensive Defogger. He serves me well as a Defogger and a late game sweeper. This set is pretty much standard. I chose it over it's twin for the more offensive presence.
Calm Mind is a counter to setup mons mainly CM Suicune who I have no real counters for.
Psyshock is my secondary and preferred STAB works fantastically against most Fighting types who don't invest in Def. It is also very helpful for revenge killing as I don't have to get debuffed just to do 10-20%.
Roost is my recovery move. I usually use it while against a mon that I know will either switch or do small amounts of damage.
Defog is the essential move for a defogger (obviously xD). I use Latias as a second defogger because I tended to use Starmie up quite quickly in the first few turns of the game. It just allows me to be a bit more free with what I do with Starmie.
Final Words
If you made it this far, thank you. I spent an entire day making this thread (worth) and I tried to make it as aesthetically pleasing as possible. I will consider any suggestions you guys give although I would like to stick to the same idea of a team. Again, thanks and have a nice evening.
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