Hello all. This is one of the few teams I've created since November that was met with moderate success. It started out as an experiment, apparently, volt turn was a dead as an archtype, but I didn't see why, since it looked good enough on paper. So without further ado, the team.
Doge 1
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
I knew creating the team, I'd either be using mega manectric Or Mega scizor, I chose manectric Because its extremely fast after it evos and the ability intimidate, forcing switches on physical atkers. It's frailty is mitigated when it's brought out via rotom. Moves are extremely straight forward. The only real debate on moves was hp ice vs hp grass. Quagsire. Was the only legitimate reason to run grass, tbolt hits rotom harder Anyway, and hp ice hits much bigger threats, lando, and garchomp.
Doge 2
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Knock Off
Jolly scarf doge is a sort of check to zard x, as Well as a capable revenge killer. Earthquake and u turn are obvious, but super power is there to guarantee the ohko on ttar and air balloon excadrill. Knock off is more a utility move to hurt switches as sometimes it's better than simply u turning out. The intimidate core it forms with manectric is a sort of pseudo physical wall.
The cleaner
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
One does not simply make a volt turn with out the rotom. It's like the law. Rotom is one of the special walls and provides a key slower volt switch to let manetric and excadrill to come in unharmed. The EVs are kinda basic, Except that they aim to out speed those that aim to outspeed 44 speed rotom, painsplit over chesto resto Because sometimes you need a little more life several times, rather than all the hp once.
The king
Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- King's Shield
- Substitute
- Toxic
- Shadow Ball
Sub toxic aegislash is the second special wall. Of course gliscor might due the sub toxic thing a lot better, aegislash has much better typing and stance change is too great. Complements rotom and lando extremely Well. Toxic and shadowball are able to break stall while amazing bulk tanks HO.
The destroyer
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Stone Edge
- Ice Beam
The defensive wall of the team. Amazing bulk all around due to sand stream. It carries stone edge to stop bird spam cold. Crunch for reliable stab. Rocks, originally on landorus, found their way onto ttar. The last move was a bit of a toss up. I considered fire blast, but manetric has over heat, however ice beam will hit a lot harder than hp ice.
The Drill
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
I figure I would join the fad and abuse sand rush. Rapid spin is necessary Because I need to keep my hazards on the field. Pseudo edge quake for coverage, and iron head as a secondary stab and a fairy check.
Importable
Doge 1
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
I knew creating the team, I'd either be using mega manectric Or Mega scizor, I chose manectric Because its extremely fast after it evos and the ability intimidate, forcing switches on physical atkers. It's frailty is mitigated when it's brought out via rotom. Moves are extremely straight forward. The only real debate on moves was hp ice vs hp grass. Quagsire. Was the only legitimate reason to run grass, tbolt hits rotom harder Anyway, and hp ice hits much bigger threats, lando, and garchomp.
Doge 2

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Knock Off
Jolly scarf doge is a sort of check to zard x, as Well as a capable revenge killer. Earthquake and u turn are obvious, but super power is there to guarantee the ohko on ttar and air balloon excadrill. Knock off is more a utility move to hurt switches as sometimes it's better than simply u turning out. The intimidate core it forms with manectric is a sort of pseudo physical wall.
The cleaner
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
One does not simply make a volt turn with out the rotom. It's like the law. Rotom is one of the special walls and provides a key slower volt switch to let manetric and excadrill to come in unharmed. The EVs are kinda basic, Except that they aim to out speed those that aim to outspeed 44 speed rotom, painsplit over chesto resto Because sometimes you need a little more life several times, rather than all the hp once.
The king

Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- King's Shield
- Substitute
- Toxic
- Shadow Ball
Sub toxic aegislash is the second special wall. Of course gliscor might due the sub toxic thing a lot better, aegislash has much better typing and stance change is too great. Complements rotom and lando extremely Well. Toxic and shadowball are able to break stall while amazing bulk tanks HO.
The destroyer
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Stone Edge
- Ice Beam
The defensive wall of the team. Amazing bulk all around due to sand stream. It carries stone edge to stop bird spam cold. Crunch for reliable stab. Rocks, originally on landorus, found their way onto ttar. The last move was a bit of a toss up. I considered fire blast, but manetric has over heat, however ice beam will hit a lot harder than hp ice.
The Drill
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
I figure I would join the fad and abuse sand rush. Rapid spin is necessary Because I need to keep my hazards on the field. Pseudo edge quake for coverage, and iron head as a secondary stab and a fairy check.
Importable
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Knock Off
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 SpD / 52 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Crunch
- Stone Edge
- Ice Beam
Aegislash @ Leftovers
Ability: Stance Change
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- King's Shield
- Substitute
- Toxic
- Shadow Ball
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide