I've been using this item to some interesting success on a Forretress recently.
Forretress @ Red Card 
Trait: Sturdy 
EVs: 252 HP / 112 Atk / 144 Def 
Relaxed Nature (+Def, -Spd) 
- Toxic Spikes/Spikes/Stealth Rock 
- Volt Change 
- Gyro Ball 
- Explosion  
Rapid Spin could go on there too instead of Gyro Ball or Explosion, but I don't really need it on my team.  Pain Split is also an interesting option I guess.   The EVs are copied from the 5th gen analysis.  Anyway, the interesting thing about Red Card + Volt Change is that when the opponent hits, unless they get lucky and switch to a ground type you get to switch whatever you want in.  This can easily let you get in a sweeper to set up if what they get is easily forced out.  Explosion has the same result, except it does a lot more damage unless the opponent gets a ghost (and obviously always works on ground types unlike Volt Change).  Gyro Ball is reliable damage, and entry hazards because, I mean, that's the whole point of using Forry isn't it?    
PS: It's funny switching this into U-Turns, because then they end up switching twice (U-Turn first, Red Card second).  Mostly just saying this because I'm not sure if it is actually supposed to work like that, and was curious if anyone else knew.