Basically the purpose of this team is to set up hazards, prevent the other team from removing them or make them think twice on trying to, then cause destruction with the win conditions.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Brave Bird
- Whirlwind
Skarmory provides the main form of damage for my team, stealth rock and spike stacking. Brave bird is there for a form of attacking and whirlwind is to phaze out mons so the next one can take damage. Stealth Rock should be the priority as it weakens Volcarona which is a threat to most my team and Pokemon that are immune to spikes.
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Recover
- Taunt
Sableye is very useful because it bounces back hazards which greatly supports the goal for the team. Sableye also works as a spin blocker to prevent the other team from spinning away our hazards. Foul play does heavy damage to physical set up sweepers and hits lead garchomp fairly hard. Will-o-wisp is here to cripple physical mons or do residual damage to bulky pokemon or special attackers. Taunt is used on predicted defogger switch ins.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Bisharp is here if a defogger manages to get in un-taunted. Bisharp's ability defiant doubles it's attack stat after the evasion drop from defog. After this, Bisharp can take out the most common defoggers, the latis, with ease along with a handful of other pokemon. Knock off is mainly used on predicted switches or on slower opponents. Sucker punch is to hit all out attacker like mega manectric or weakened mons. Iron head for fairy coverage, and pursuit to catch those latis when they're trying to run away.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Ice Beam
- Recover
Starmie serves as the rapid spinner for this team. Rapid spin is used over defog obviously to keep our hazards on the field, and not theirs. (The goal is to do as much damage as possible with hazards.) Starmie takes care of the landos, garchomp and gliscor for the team. The evs are made to give starmie a bit of bulk but keep the nice speed stat. 0 ivs in attack to take the least amount of damage from foul play as possible.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Earth Power
- Hidden Power [Ice]
- Sludge Wave
Landorus cleans up late game after the other team is worn down by hazards. Earth power hits heatran nicely as my team didn't have much to touch it with. HP ice is for opposing landos and grass types (which my team also cant hit that hard.) And sludge wave for additional fairy type coverage.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick
Rotom heat was an iffy choice for this team but i found that it fits fairly well. Rotom heat can take on talonflame and provides another win condition for the team. Rotom heat can also trick a choice scarf onto a latis twin if you predict an attacking move, preventing the defog. Rotom Heat can hit skarmory which my team has a bit of a problem with and hits grass types with even more power than landorus.
Feedback is appreciated!

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Brave Bird
- Whirlwind
Skarmory provides the main form of damage for my team, stealth rock and spike stacking. Brave bird is there for a form of attacking and whirlwind is to phaze out mons so the next one can take damage. Stealth Rock should be the priority as it weakens Volcarona which is a threat to most my team and Pokemon that are immune to spikes.

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Recover
- Taunt
Sableye is very useful because it bounces back hazards which greatly supports the goal for the team. Sableye also works as a spin blocker to prevent the other team from spinning away our hazards. Foul play does heavy damage to physical set up sweepers and hits lead garchomp fairly hard. Will-o-wisp is here to cripple physical mons or do residual damage to bulky pokemon or special attackers. Taunt is used on predicted defogger switch ins.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Bisharp is here if a defogger manages to get in un-taunted. Bisharp's ability defiant doubles it's attack stat after the evasion drop from defog. After this, Bisharp can take out the most common defoggers, the latis, with ease along with a handful of other pokemon. Knock off is mainly used on predicted switches or on slower opponents. Sucker punch is to hit all out attacker like mega manectric or weakened mons. Iron head for fairy coverage, and pursuit to catch those latis when they're trying to run away.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Ice Beam
- Recover
Starmie serves as the rapid spinner for this team. Rapid spin is used over defog obviously to keep our hazards on the field, and not theirs. (The goal is to do as much damage as possible with hazards.) Starmie takes care of the landos, garchomp and gliscor for the team. The evs are made to give starmie a bit of bulk but keep the nice speed stat. 0 ivs in attack to take the least amount of damage from foul play as possible.

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Earth Power
- Hidden Power [Ice]
- Sludge Wave
Landorus cleans up late game after the other team is worn down by hazards. Earth power hits heatran nicely as my team didn't have much to touch it with. HP ice is for opposing landos and grass types (which my team also cant hit that hard.) And sludge wave for additional fairy type coverage.

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick
Rotom heat was an iffy choice for this team but i found that it fits fairly well. Rotom heat can take on talonflame and provides another win condition for the team. Rotom heat can also trick a choice scarf onto a latis twin if you predict an attacking move, preventing the defog. Rotom Heat can hit skarmory which my team has a bit of a problem with and hits grass types with even more power than landorus.
Feedback is appreciated!