Hey all,
This is an early, but promising mixed mediums team created post Isle of Armor DLC release. The main function is to maintain electric terrain and rain to keep Mega Venu a reliable dump threat for anything it may need to chip in order for Rillaboom and Raichu-A to clean up later in the late game stages.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- U-turn
- Hammer Arm
- Knock Off
Rilla is the focus for countering Ash Gren, G Darm and any mon without a priority that can't withstand a Banded GSlide hit, and trust me. Almost everyone hates a hit from this guy. U-turn is present for momentum when your opponent looks fear in the eyes and decides to switch to something like Corv, Skar, or Mage. Hammer Arm is there for Ferror, Tran, TTar and anything you want to put a dent in in the interim. Knock off for all purpose setbacks to the opponent.
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Weather Ball
- Nature Power
- Sludge Bomb
- Giga Drain
Venu is your friend. It surprises opponents and helps you predict switch-in's, especially when you drop it in on a Fini or Clef. Those that have an idea of what's coming have to dance like someone is shooting at their feet. And that's a lot of dancing with Damp Rock and Terrain Extender keeping the party going for much longer than what opponents are comfortable with. Synthesis is silly in the rain, therefore your means of recovery is by way of Giga Drain and Grassy Terrain.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Scald
I still debate over Peli or Poli, but I decided Poli for a few points. Whirlpool + Perish Song can take out pesky Finis and Pexi your opponent may feel comfortable checking Poli with if say you threaten a Tran or Hippo or some other vulnerable to water mon. Taking advantage and using Whirlpool during those times can net you and advantage. Also, during building and testing, with Pelipper I had issues with stat-up mons, especially DD Pult. With it's manageable bulk, popping a perish gets you back to a level playing field. At least, as much as possible.
Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Spark
- Brave Bird
Physical Koko, like it's base stats have always told us to consider helps to balance out the team and take on things we don't like. Clef and Venu come to mind with Iron Head and BB. Spark instead of Wild to manage HP better and the keep consistency with the chance to Para like Discharge does. And Para is very, very helpful. U-Turn for momentum. Beware of Scarf (anything really, looking at you Cinder and Serp) Lando, it's gonna rise in usage with this DLC.
Raichu-Alola @ Fightinium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rising Voltage
- Surf
- Psyshock
- Focus Blast
If you thought Terrain Rain Thunder Raichu was something, wait til you get a load of this. Rising Voltage takes huge amounts of damage. Psyshock is there for cleaning up Venus and mons with low def, Fight Z with Focus blast takes care or makes your opponent whimper when they keep Ferro in and bye-bye to TTar. Surf is there with rain support for when Tran or Lando thinks it's partytime.
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Flamethrower
- Steam Eruption
- Sludge Wave
I started experimenting with Volcanion shortly before the DLC release. I was tired of running Bro, Pex or Alo for G Darm and Vish. If you look at Volcs base stats, you'll see that this is great with the Def and HP up. Rilla assists with Terrain when G Darm and Lando consider EQ. HDB + Defog is clutch for rocks and makes it incredibly difficult to maintain Toxic Spikes with Venu on your side.
This is an early, but promising mixed mediums team created post Isle of Armor DLC release. The main function is to maintain electric terrain and rain to keep Mega Venu a reliable dump threat for anything it may need to chip in order for Rillaboom and Raichu-A to clean up later in the late game stages.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- U-turn
- Hammer Arm
- Knock Off
Rilla is the focus for countering Ash Gren, G Darm and any mon without a priority that can't withstand a Banded GSlide hit, and trust me. Almost everyone hates a hit from this guy. U-turn is present for momentum when your opponent looks fear in the eyes and decides to switch to something like Corv, Skar, or Mage. Hammer Arm is there for Ferror, Tran, TTar and anything you want to put a dent in in the interim. Knock off for all purpose setbacks to the opponent.


Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Weather Ball
- Nature Power
- Sludge Bomb
- Giga Drain
Venu is your friend. It surprises opponents and helps you predict switch-in's, especially when you drop it in on a Fini or Clef. Those that have an idea of what's coming have to dance like someone is shooting at their feet. And that's a lot of dancing with Damp Rock and Terrain Extender keeping the party going for much longer than what opponents are comfortable with. Synthesis is silly in the rain, therefore your means of recovery is by way of Giga Drain and Grassy Terrain.


Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Scald
I still debate over Peli or Poli, but I decided Poli for a few points. Whirlpool + Perish Song can take out pesky Finis and Pexi your opponent may feel comfortable checking Poli with if say you threaten a Tran or Hippo or some other vulnerable to water mon. Taking advantage and using Whirlpool during those times can net you and advantage. Also, during building and testing, with Pelipper I had issues with stat-up mons, especially DD Pult. With it's manageable bulk, popping a perish gets you back to a level playing field. At least, as much as possible.


Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Spark
- Brave Bird
Physical Koko, like it's base stats have always told us to consider helps to balance out the team and take on things we don't like. Clef and Venu come to mind with Iron Head and BB. Spark instead of Wild to manage HP better and the keep consistency with the chance to Para like Discharge does. And Para is very, very helpful. U-Turn for momentum. Beware of Scarf (anything really, looking at you Cinder and Serp) Lando, it's gonna rise in usage with this DLC.


Raichu-Alola @ Fightinium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rising Voltage
- Surf
- Psyshock
- Focus Blast
If you thought Terrain Rain Thunder Raichu was something, wait til you get a load of this. Rising Voltage takes huge amounts of damage. Psyshock is there for cleaning up Venus and mons with low def, Fight Z with Focus blast takes care or makes your opponent whimper when they keep Ferro in and bye-bye to TTar. Surf is there with rain support for when Tran or Lando thinks it's partytime.

Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Flamethrower
- Steam Eruption
- Sludge Wave
I started experimenting with Volcanion shortly before the DLC release. I was tired of running Bro, Pex or Alo for G Darm and Vish. If you look at Volcs base stats, you'll see that this is great with the Def and HP up. Rilla assists with Terrain when G Darm and Lando consider EQ. HDB + Defog is clutch for rocks and makes it incredibly difficult to maintain Toxic Spikes with Venu on your side.
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