reserving utility lando
Our team is looking a bit slow and needs some Speed-control. Having a check for Tapu Koko and Zeraora, both of which do really well vs our first 4 mons, would also be really nice. Having a U-turn user to form a Volt-turn core with Rotom would be neat, as well, which gives our Specs Kyurem even more opportunities to come in more safely. Lastly, an extra Ground-immunity for Heatran is always a nice addition. It's hella basic, but Choice Scarf Landorus-Therian compresses all of that into one team slot:
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off / Stealth Rock
Earthquake, U-turn, and Stone Edge are really the only required moves, while the 4th slot is quite customizable. Having more Knock Off is always nice, but if we want to have our last team member not be a Stealth Rock user, our Scarf Landorus-T can bluff a non-Scarf set and run it, giving this mon even more utility.
Bulk up Zeraora
Zeraora @ Heavy-Duty Boots / Leftovers
Ability: Volt Absorb
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Close Combat
bulk up zera is a neat win condition in the meta atm and fits well into the team we have now. speed control and electric immunity are great assets for team building, but the main reason I think bulk up zeraora fits perfectly here lies in how the team naturally handles zeraora's checks: bulky ground and grass types (and buzzwole). in a nutshell, scizor+rotom core grabs momentum on every zeraora check for heatran+kyurem to pressure them and the rest of the team. heatran also forces damage on lando-t and chomp between toxic and magma storm, which will quickly put them into zeraora range.
leftovers as a potential item because it goes very well with a potential double defog core and gives zeraora a lot of extra longevity. this would also allow scizor to run a more interesting item than hdb; the first one that comes to mind being rocky helmet, with a physically defensive spread. double defog and volturn seem counterintuitive at first since you don't punish the switches with hazards, but it also makes switching a lot easier and the main purpose would be to constantly and safely position the two breakers, heatran and kyurem.
the ev spread is to maximise leftovers recovery. this is especially useful in grassy terrain teams.