While the core sounds very strange it works fairly well in my experience (which is unfortunately limited). I've put a decent amount of time into playing with this team which I think can do much better if I wasn't the one playing it. I'm open to suggestions for move-set changes and different mon suggestions but I'd prefer to keep the idea of the team the same.
slipNslide (Shuckle) (F) @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Toxic
Shuckle is the dedicated lead mon on this team. Stealth rock is a good hazard and webs are great speed control. Webs are very helpful for Volcarona to setup safely along with grassy terrain but I'll go into that when I get to Rillaboom. Red card cripples pokemon that tried to set up on Shuckle or pokemon trying to get rid of him before he can finish his job. Encore serves the same purpose after red card has been exhausted. Toxic serves to give that last annoyance to setup sweepers.
DragoSpite (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Extreme Speed
- Earthquake
- Defog
- Roost
Dragonite is serving multiple roles on this team, he's mostly here for utility and as coverage for two mons I would otherwise have difficulty with. Heavy-Duty Boots makes it so that Dragonite can switch in on entry hazards while still keeping multiscale up. With multiscale up, it can take hits and dish out serious damage against Heatran and Cinderace. EQ is Heatran coverage who would otherwise cause this team some trouble since I have no other significant counters. E-speed does enough damage to threaten Cinderace into not coming in again and force it to switch out or U-Turn. Roost is to abuse multiscale when possible. He has defog because not having defog is a bad time, heavy duty boots allow him to not get chip from the entry hazards he's trying to clear (in addition to previous reasons) this team doesn't do well with entry hazards so he's necesssary for that purpose as well.
I have considered switching Dragonite out for Hydreigon to deal with Spectrier and he could still serve the purpose of defogging but he won't be able to be switched in as reliably to take a hit and certainly won't check Heatran and Cinderace as well
CoronaV (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Psychic
Volcarona is the offensive setup sweeper, specifically my win con. The bulky EV investment makes setting up more reliable along with grassy terrain. Webs allow Volcarona to not need as much speed for a sweep. Fiery dance is my choice over flamethrower because it has snowball potential and allows me to take better advantage of webs by needing less QD uses, the more Volcarona attacks the higher her stats will be. Big buzz is solid stab and a good for pokemon that resist the other two moves like Tyranitaur or Hydreigon which might be put in against volcarona, if any move were to change in this set than it would be bug buzz. Psychic is here to cover for a Toxapex switch which would otherwise be problomatic.
NidoBEAN (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Fire Blast
- Ice Beam
Nidoking is the wall breaker of this team and for obvious reasons, sheer force and LO are for him to fulfill that role more succesfully. Fire blast is a gauranteed 2HKO against Magearna while being coverage for other walls like Ferrothorn. Ice beam can 2HKO most of the dragon type setup sweeper but may need 3 for bulkier sets and does well against Hippowdon if he comes in. Earth power is chosen over earthquake so he isn't hindered by grassy terrain that Rillaboom sets up. Finally sludge wave was chosen for STAB and coverage against fairy types. He serves his purpose as a wall breaker quite well and can also quickly get rid of pokemon that could rapidly become big threats like Magearna or Dragapult.
Load Lad (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Hydro Pump
- Will-O-Wisp
The thing that's a little out of place. I personally like rotom wash because of his bulk and the annoyance he provides. Rotom is functioning well as a pivot on this team along with aleviating the difficulty it has dealing with some stalls and rain teams. Volt switch was chosen so he could quickly pivot out as well as having a SE move against rain teams and flyers. Pain split allows him to get more time out of his bulk and outlast other Mons, LO furthers the same purpose. Hydro pump is good STAB and some coverage he enjoys so he can hit without switching out. WillOWisp helps him stall as well as make physical attackers struggle even more against his high physical defense and recovery with pain split and leftovers.
Chimchar 2 (Rillaboom) (M) @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
Rillaboom is a crutch for me to semi-easily set up with Volcarona, grassy terrain makes EQ do half as well as slight heals. It's a standard Rillaboom set so I don't have as much to say as I did for the others. Knock off is incredibly useful, wood hammer hits like a semi, grassy glide is useful for priority, and u-turn pivots into Volcarona for setup or other mons if something threatening wants to come in.
slipNslide (Shuckle) (F) @ Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Toxic
Shuckle is the dedicated lead mon on this team. Stealth rock is a good hazard and webs are great speed control. Webs are very helpful for Volcarona to setup safely along with grassy terrain but I'll go into that when I get to Rillaboom. Red card cripples pokemon that tried to set up on Shuckle or pokemon trying to get rid of him before he can finish his job. Encore serves the same purpose after red card has been exhausted. Toxic serves to give that last annoyance to setup sweepers.
DragoSpite (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Extreme Speed
- Earthquake
- Defog
- Roost
Dragonite is serving multiple roles on this team, he's mostly here for utility and as coverage for two mons I would otherwise have difficulty with. Heavy-Duty Boots makes it so that Dragonite can switch in on entry hazards while still keeping multiscale up. With multiscale up, it can take hits and dish out serious damage against Heatran and Cinderace. EQ is Heatran coverage who would otherwise cause this team some trouble since I have no other significant counters. E-speed does enough damage to threaten Cinderace into not coming in again and force it to switch out or U-Turn. Roost is to abuse multiscale when possible. He has defog because not having defog is a bad time, heavy duty boots allow him to not get chip from the entry hazards he's trying to clear (in addition to previous reasons) this team doesn't do well with entry hazards so he's necesssary for that purpose as well.
I have considered switching Dragonite out for Hydreigon to deal with Spectrier and he could still serve the purpose of defogging but he won't be able to be switched in as reliably to take a hit and certainly won't check Heatran and Cinderace as well
CoronaV (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Psychic
Volcarona is the offensive setup sweeper, specifically my win con. The bulky EV investment makes setting up more reliable along with grassy terrain. Webs allow Volcarona to not need as much speed for a sweep. Fiery dance is my choice over flamethrower because it has snowball potential and allows me to take better advantage of webs by needing less QD uses, the more Volcarona attacks the higher her stats will be. Big buzz is solid stab and a good for pokemon that resist the other two moves like Tyranitaur or Hydreigon which might be put in against volcarona, if any move were to change in this set than it would be bug buzz. Psychic is here to cover for a Toxapex switch which would otherwise be problomatic.
NidoBEAN (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Fire Blast
- Ice Beam
Nidoking is the wall breaker of this team and for obvious reasons, sheer force and LO are for him to fulfill that role more succesfully. Fire blast is a gauranteed 2HKO against Magearna while being coverage for other walls like Ferrothorn. Ice beam can 2HKO most of the dragon type setup sweeper but may need 3 for bulkier sets and does well against Hippowdon if he comes in. Earth power is chosen over earthquake so he isn't hindered by grassy terrain that Rillaboom sets up. Finally sludge wave was chosen for STAB and coverage against fairy types. He serves his purpose as a wall breaker quite well and can also quickly get rid of pokemon that could rapidly become big threats like Magearna or Dragapult.
Load Lad (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Hydro Pump
- Will-O-Wisp
The thing that's a little out of place. I personally like rotom wash because of his bulk and the annoyance he provides. Rotom is functioning well as a pivot on this team along with aleviating the difficulty it has dealing with some stalls and rain teams. Volt switch was chosen so he could quickly pivot out as well as having a SE move against rain teams and flyers. Pain split allows him to get more time out of his bulk and outlast other Mons, LO furthers the same purpose. Hydro pump is good STAB and some coverage he enjoys so he can hit without switching out. WillOWisp helps him stall as well as make physical attackers struggle even more against his high physical defense and recovery with pain split and leftovers.
Chimchar 2 (Rillaboom) (M) @ Choice Band
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
Rillaboom is a crutch for me to semi-easily set up with Volcarona, grassy terrain makes EQ do half as well as slight heals. It's a standard Rillaboom set so I don't have as much to say as I did for the others. Knock off is incredibly useful, wood hammer hits like a semi, grassy glide is useful for priority, and u-turn pivots into Volcarona for setup or other mons if something threatening wants to come in.