Introduction
Hey guys, so I've been playing pokemon showdown for awhile but I am kind of new to team building. I've only built around 3-4 teams successful competitive teams on the upper ladder since I'm pretty lazy. I made this team a day after the Volcanion release honestly not expecting many wins. I also never used Mega Slowbro previous to this team I was really experimenting both Mega Slowbro and Volcanion.
The Team

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Wave
- Earth Power
I decided to go with the specs so I can come in or lead and apply heavy pressure to any swicth-ins. The massive damage allows my sweepers to clean up late game. Steam Eruption for it's main go-to stab move and the chance to burn is a great bonus. Went with flamethrower over blast because I don't like missing and with specs + it's special attack stat it still does a ton of damage. Sludge Wave to hit bulky fairy types like Clefable, Azumarill and Togekiss. Earth Power to hit other Volcanions because it can cause some trouble for my team especially if Slowbro gets weakened or burned.

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Next up is Mega Slowbro, I wanted a physical wall to deal with Volcanion checks like Mega Lopunny, fast Landorus-T, Keldeo and other hard hitting threats. Calm Mind enables Slowbro to deal with special attackers late game and with it's boosted 130 special attack + bulk gives me a win-con. Scald the best move in the game allowing me to burn pre-mega and get some chip damage. Psyshock for coverage letting me damage both special tanks such as Clefable, Suicune and to hit Water/Grass types like Venusaur, Azumarill. Slack Off is necessary just to keep Slowbro healthy throughout and easing the sweep barring status.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Obviously with Mega Slowbro I really need a status absorber which is why I chose Clefable. It's also my main special wall that helps me with mons that threaten both Volcanion and Slowbro such as Mega Manectric and Rotom-W. First off I went with Calm Mind over T-wave to better support the team with electric types and it also gives me another win-con. Moonblast is pretty much it's obligatory stab move. Soft-Boiled is crucial, it's really important to keep Clefable healthy as it walls a lot of the threats to this team. Stealth Rock is just a great anti-lead option for things like lead defensive chomp and Mega Sableye but can set up mid-game as well.

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Needed a spinner for Volcanion + having an electric immunity for this team is much appreciated. Rapid Spin for hazard control. Earthquake cleans up with sand after weakening the team and is it's strongest attacking move. Iron head to hit Fairy-types and mons immune to ground usually the Lati twins and Landorus-T. Swords Dance over Rock Slide to break walls and help sweep.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower
Chose Tyranitar for sand support but also gives me a really nice revenge killer/trapper. Gengar, Bisharp, Talonflame, Charizard-Y and Starmie are big threats to my team which is why I went with the choice scarf set. Stone Edge for it's main Stab move and to hit flying-types that threaten my team as mentioned above. Pursuit to trap the other threats and prevents my opponent from getting a free switch out. Crunch is a reliable secondary stab move that helps me with mons that resist stone edge and bulky psychic types that predict the Pursuit. Superpower for Bisharp and Magnezone which is probably the most glaring problem for my team.

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
I was really struggling on deciding what the last slot should be when I made this team. Decided to go Life Orb Thundurus to take out bulky water types and also giving me speed control with T-wave. So T-wave with Prankster which I can use as an emergency on fast threatening mons enabling the rest of my team to sweep. Thunderbolt is it's main attacking move and hits really hard paired with Life Orb. HP Ice provides fantastic coverage that can 1HKO Garchomp after chip damage, Landorus-T and Gliscor. I went Grass Knot over Focus Blast to 1HKO Hippowdon, Quagsire and Mega Swampert which sweeps my team in the rain if I lose the weather war. Also thought of maybe going with psychic for Mega Venusaur since I only have Excadrill and Volcanion to deal with it.
Conclusion
That's pretty much it, I'm really looking for any advice and open to any solid changes. I want this team to be as optimal as possible but don't really know where to go from here. Someone suggested I change Mega Slowbro to Zard X but that made me really weak to hazards, offensive grounds and physical attackers in general. Anyway, feel free to share your thoughts.
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Wave
- Earth Power
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 4 Def / 248 SpA / 184 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Wave
- Earth Power
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Attachments
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