Alrighty then, when I initially entered UU, all my teams seemed to get ripped apart by offensive volt-turn teams. I could not reliably deal with them at all. So after getting frustrated with not being able to beat them I decided to join them and came up with this group of pokes who've been serving me admirably in the XY UU Beta Research threads since I've basically recycled this team for all three weeks thus far with minor adjustments each time.
The team has had great success with the latest version and I have gotten to do some legitimate laddering and right now am sitting at about #50 on the ladder with a ranking of 1605 so thank you to EatthePear and BrawlFest who made suggestions for the team to counteract my horrible ability to knit pick teams! :D
Team Building Process:
Tornadus-T @ Assault Vest
Ability: Regenerator
Nature: Jolly (+Spe, -SpA)
EV's: 252 Atk / 252 Spe / 4 SpD
Moves:
-Knock Off
-Superpower
-U-Turn
-Air Slash
This guy is the MVP of most matches and is honestly too good for UU in my opinion. How something can go from Uber to UU with the change of one gen baffles me. Regardless, this gen Tornadus-T got a new toy to play with in Assault Vest. This item allows him to switch in on nearly any special attacker so long as the move isn't STAB and due to his blazing speed, Tornadus-T can force a switch and due to the nature of this team, U-Turn out.
Knock Off is probably the best move in the game right now aside from maybe Stealth Rock and provides invaluable Dark-Type coverage on the team. Superpower is a great move to smack Houndoom with since for some reason people don't see it coming. U-Turn is obligatory due to the fact that this is a Volt-Turn team. Air Slash provides a solid way to hit Chesnaught. Aerial Ace or Acrobatics could work here but Air Slash is situational and OHKO's Chesnaught and Heracross regardless. EV's are simple to provide max power and speed. Hasty could work but I would rather not sacrifice bulk since Air Slash does its job even with a minus attack nature
Magnezone @ Choice Specs
Ability: Analytic
Nature: Modest (+SpA, -Atk)
EV's: 248 HP / 252 Atk / 8 Spe
Moves:
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power Grass
Magnezone is an animal, well, I suppose not really since he's a magnet...thing. Regardless, he hits like a truck. With Magnezone, the enemy has to switch out, but if they do then they are met with the equivalent of a +1 Life Orb Modest STAB 70 Base Power move off of a base 130 Special Attack stat. In addition to that, it gives me switch initiative as well. So the key is to switch in on things like Milotic, Vaporeon, and anything else that can't touch you and basically kill something.
Some calcs to put it into perspective
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 252+ SpD Umbreon: 148-175 (37.5 - 44.4%)
+1 252+ SpA Life Orb Magnezone Flash Cannon vs. 252 HP / 252+ SpD Florges: 296-351 (82.2 - 97.5%)
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 4 SpD Heracross: 255-302 (70 - 82.9%)
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 4 SpD Blastoise: 468-554 (129.2 - 153%)
+1 252+ SpA Life Orb Magnezone Flash Cannon vs. 252 HP / 0 SpD Krookodile: 374-442 (94.9 - 112.1%)
This is honestly overwhelming power which can 2HKO alot of the most common walls. Now, when your opponent has a Ground-Type or if say Manectric has yet to Mega-Evolve, then Flash Cannon is a good alternative which provides good damage and withers down any switch in not allowing it to come back in a second time without wish support. However, the great thing about enemy wish support is that any wish user is a prime switch-in for Magnezone
Nothing really to say about the EV's other than they let me outpace any sneaky Swampert so that I don't have to rely on a speed tie to hit it with Hidden Power Grass. Everything else is just to switch in on Scalds and Moonblasts and just hit as hard as possible
Celebi @ Leftovers
Ability: Natural Cure
Nature: Calm (+SpD, -Atk)
EV's: 252 HP / 252 SpD / 4 Spe
Moves:
-Giga Drain
-Thunder Wave
-U-Turn
-Recover
Celebi provides some needed bulk to the team and functions as a pivot for other threats to come back in on. With a useful set of resistances and a great ability in Natural Cure, Celebi can come in on nearly any Ground-Type and threaten to fire off powerful Giga Drains, but really just go for U-Turn. Celebi is very bulky and can take on most special attackers with ease so long as I predict correctly.
Giga Drain provides reliable STAB and is usually the best way to deal with Swampert and Co. Thunder Wave as so excellently suggested is amazing for Celebi. While Earth Power hit stuff like Magnezone, Thunder Wave cripples many common switch ins to Celebi. Namely things like Mienshao, Tornadus T, and Darmanitan. All of these can be extremely obnoxious if Swampert gets killed early on in the match. U-Turn serves to conserve momentum and Recover allows Celebi to heal on predicted switches especially if hazards are up on my side of the field.
New EV's take out the Speed seeing as that outruns Jolly Tyranitar which is not a benchmark I need to hit right now. I could run 20 Speed to outrun Timid Magnezone but nobody runs that and I'd rather be slower to tank a hit for the rest of my team and then U-Turn out.
Swampert @ Leftovers
Ability: Torrent
Nature: Relaxed (+Def, -Spe)
EV's: 252 HP / 252 Def / 4 SpD
Moves:
-Scald
-Earthquake
-Stealth Rock
-Toxic
What Volt-Turn team doesn't have hazards? That's mostly what Swampert is here for. He lays down rocks like no other and can also spread disease throughout the other team and hit rather hard as well. Swampert serves as my primary switch in to Darmanitan seeing as that is a massive threat to everything ever.
Scald is used to spread burn throughout the other team and serves as reliable STAB. With Scald, Pert becomes much more threatening to the other team. Normally, Pert would be withered down with repeated physical hits and eventually taken down with little to no effect. However, Physical attackers run in fear at the chance that they'll be burned allowing Pert to do its job for far longer. Earthquake hits Electric-Types like Ampharos who are a real pain to this team and often requires Swampert to be a sacrificial lamb of sorts.
EV's are standard, don't lower my attack so that Earthquake can still hit Electric-Types hard while still providing excellent bulk. Speed is irrelevant on Swampert so Relaxed fits the bill nicely.
Hydreigon @ Choice Scarf
Ability: Levitate
Nature: Hasty (+Spe, -Def)
EV's: 4 Atk / 252 SpA / 252 Spe
Moves:
-Draco Meteor
-Dark Pulse
-Fire Blast
-U-Turn
My little love affair with Salamence is over and luckily my baby back home, Hydreigon is here to comfort and accept me through my poor decisions. When I still had Cobalion on the team, I was having an issue with a fighting-type weakness and as such Salamence seemed a good option and it was. However, the lack of U-Turn on Salamence really put a stop to this teams momentum and I was having to make aggressive double switches that don't really work out all the time. With Doublade now providing a dark, ghost, fire, and ground type weakness; Hydreigon now fits on the team better than ever.
I generally use Hydreigon as a revenge killer and momentum grabber. If I'm able to bring in Hydreigon on either a resisted hit or with a U-Turn he generally threatens something out. Given Florges' omnipresence in the tier, I simply U-Turn out and threaten to kill something with Magnezone. EV's are simple to provide max power and not weaken U-Turn. I should probably use the minus SpD nature to weaken Ice Shards and Mach Punches but that's for another day.
Doublade @ Eviolite
Ability: No Guard
Nature: Brave (+Atk, -Spe)
EV's: 252 HP / 252 Atk / 4 Def
IV's: 0 Spe
Moves:
-Swords Dance
-Gyro Ball
-Shadow Sneak
-Sacred Sword
Doublade is amazing. That's really all there is to describe him. Doublade handles many of the tiers top threats right now. Just to name a few of these, Mienshao, Heracross, Salamence, Cloyster, and Hawlucha. All of these are at least checked by Doublade. Not only are they checked but they're all pretty damn fast so Gyro Ball does a hefty, hefty chunk to each of them. Prior to this I had Cobalion here and although he sets up on every single Umbreon in existence, he doesn't provide the same amount of utility that I get out of Doublade. I mean this thing is incredibly bulky on the physical side, has respectable attack, amazing typing, and priority?! I can work with having a tough time with Umbreon to neutralize nearly every top tier sweeper.
Set is really simple, Swords Dance is for late game cleaning and to boost up on stuff that I can boost up on. Gyro Ball does a hell of a lot of damage especially to things that are fast. Sneak for priority and Sacred Sword for coverage. Now despite the weakness to Umbreon that this presents I can still kind of deal with it with Doublade if it switches into me. What I have to do is boost on the switch and I can normally knock it into KO range for my other 'mons.
+2 0 Atk Umbreon Foul Play vs. 252 HP / 0 Def Eviolite Doublade: 284-336 (88.1 - 104.3%) -- 25% chance to OHKO
+2 252+ Atk Doublade Sacred Sword vs. 252 HP / 0 Def Umbreon: 352-416 (89.3 - 105.5%) -- 37.5% chance to OHKO
While it's not the best solution, so long as I don't need Doublade later in the match, it's actually a decent one since the removal of Cobalion makes a bit of a weakness to Umbreon.
So that's the team. It's gotten me several successful alts although I haven't really tried to ladder too much. Despite that the team gets me to 1400 fairly easily and 1300 without a problem. Whenever I make a new alt I usually score 10 wins before even a slight hiccup.
Any help is welcome but feel free to try out the team since I need to try something new anyways. But suggestions are definitely welcome so give those if you do decide to try it out :)
The Fallen:
I'll update the post with logs later probably tomorrow but I'm too tired to ladder some more right now.
Proof that the team works:
Importable:
The team has had great success with the latest version and I have gotten to do some legitimate laddering and right now am sitting at about #50 on the ladder with a ranking of 1605 so thank you to EatthePear and BrawlFest who made suggestions for the team to counteract my horrible ability to knit pick teams! :D
Team Building Process:
Since I thought that Tornadus-T was getting the boot I really wanted to try it out since I was new to the tier at the time the first iteration of the team was created. As such, Tornadus was a natural first pick.
Normal Volt-Turn teams include Mega-Manectric so I figured I'd try it out here
Afterwards, I needed a bit of bulk and a more reliable electric resist for tornadus, Celebi seemed a logical choice.
With a rock weakness without a check and a need for some stealth rocks Swampert makes an appearance.
Speed is a necessity and I need a bit more power. Tornadus-T while a great utility mon wasn't provided enough power so Draco Meteor seemed a good fit. At the time Hydreigon was the most relevant and provided a dark and ghost resist so seemed a good fit.
In order to put the pressure on late game and have some sort of answer for stall, Cobalion seemed a logical choice.
And thus, the first iteration of the team was born. It possessed solid type synergy but seemed to be lacking something. There was no way to break through powerful walls and they would just switch around my 'mons and heal up. I needed something to bust through those. Magnezone provided a perfect answer since it helped with type-synergy even more.
Finally, since Salamence was dropped into UU today, I figured I would just sub him over Hydreigon for fun and to test him out.
Alright, now I've finally come to my senses and taken some suggestions from here and made some changes to one improve synergy and two make the team better. Subbing Doublade over Cobalion gives me something to check Hawlucha, and Mence just simply doesn't fit that well and with the fighting immunity from Doublade just works better with Hydreigon.

Normal Volt-Turn teams include Mega-Manectric so I figured I'd try it out here


Afterwards, I needed a bit of bulk and a more reliable electric resist for tornadus, Celebi seemed a logical choice.



With a rock weakness without a check and a need for some stealth rocks Swampert makes an appearance.




Speed is a necessity and I need a bit more power. Tornadus-T while a great utility mon wasn't provided enough power so Draco Meteor seemed a good fit. At the time Hydreigon was the most relevant and provided a dark and ghost resist so seemed a good fit.





In order to put the pressure on late game and have some sort of answer for stall, Cobalion seemed a logical choice.






And thus, the first iteration of the team was born. It possessed solid type synergy but seemed to be lacking something. There was no way to break through powerful walls and they would just switch around my 'mons and heal up. I needed something to bust through those. Magnezone provided a perfect answer since it helped with type-synergy even more.






Finally, since Salamence was dropped into UU today, I figured I would just sub him over Hydreigon for fun and to test him out.






Alright, now I've finally come to my senses and taken some suggestions from here and made some changes to one improve synergy and two make the team better. Subbing Doublade over Cobalion gives me something to check Hawlucha, and Mence just simply doesn't fit that well and with the fighting immunity from Doublade just works better with Hydreigon.





Tornadus-T @ Assault Vest

Ability: Regenerator
Nature: Jolly (+Spe, -SpA)
EV's: 252 Atk / 252 Spe / 4 SpD
Moves:
-Knock Off
-Superpower
-U-Turn
-Air Slash
This guy is the MVP of most matches and is honestly too good for UU in my opinion. How something can go from Uber to UU with the change of one gen baffles me. Regardless, this gen Tornadus-T got a new toy to play with in Assault Vest. This item allows him to switch in on nearly any special attacker so long as the move isn't STAB and due to his blazing speed, Tornadus-T can force a switch and due to the nature of this team, U-Turn out.
Knock Off is probably the best move in the game right now aside from maybe Stealth Rock and provides invaluable Dark-Type coverage on the team. Superpower is a great move to smack Houndoom with since for some reason people don't see it coming. U-Turn is obligatory due to the fact that this is a Volt-Turn team. Air Slash provides a solid way to hit Chesnaught. Aerial Ace or Acrobatics could work here but Air Slash is situational and OHKO's Chesnaught and Heracross regardless. EV's are simple to provide max power and speed. Hasty could work but I would rather not sacrifice bulk since Air Slash does its job even with a minus attack nature
Magnezone @ Choice Specs

Ability: Analytic
Nature: Modest (+SpA, -Atk)
EV's: 248 HP / 252 Atk / 8 Spe
Moves:
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power Grass
Magnezone is an animal, well, I suppose not really since he's a magnet...thing. Regardless, he hits like a truck. With Magnezone, the enemy has to switch out, but if they do then they are met with the equivalent of a +1 Life Orb Modest STAB 70 Base Power move off of a base 130 Special Attack stat. In addition to that, it gives me switch initiative as well. So the key is to switch in on things like Milotic, Vaporeon, and anything else that can't touch you and basically kill something.
Some calcs to put it into perspective
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 252+ SpD Umbreon: 148-175 (37.5 - 44.4%)
+1 252+ SpA Life Orb Magnezone Flash Cannon vs. 252 HP / 252+ SpD Florges: 296-351 (82.2 - 97.5%)
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 4 SpD Heracross: 255-302 (70 - 82.9%)
+1 252+ SpA Life Orb Magnezone Volt Switch vs. 252 HP / 4 SpD Blastoise: 468-554 (129.2 - 153%)
+1 252+ SpA Life Orb Magnezone Flash Cannon vs. 252 HP / 0 SpD Krookodile: 374-442 (94.9 - 112.1%)
This is honestly overwhelming power which can 2HKO alot of the most common walls. Now, when your opponent has a Ground-Type or if say Manectric has yet to Mega-Evolve, then Flash Cannon is a good alternative which provides good damage and withers down any switch in not allowing it to come back in a second time without wish support. However, the great thing about enemy wish support is that any wish user is a prime switch-in for Magnezone
Nothing really to say about the EV's other than they let me outpace any sneaky Swampert so that I don't have to rely on a speed tie to hit it with Hidden Power Grass. Everything else is just to switch in on Scalds and Moonblasts and just hit as hard as possible
Celebi @ Leftovers

Ability: Natural Cure
Nature: Calm (+SpD, -Atk)
EV's: 252 HP / 252 SpD / 4 Spe
Moves:
-Giga Drain
-Thunder Wave
-U-Turn
-Recover
Celebi provides some needed bulk to the team and functions as a pivot for other threats to come back in on. With a useful set of resistances and a great ability in Natural Cure, Celebi can come in on nearly any Ground-Type and threaten to fire off powerful Giga Drains, but really just go for U-Turn. Celebi is very bulky and can take on most special attackers with ease so long as I predict correctly.
Giga Drain provides reliable STAB and is usually the best way to deal with Swampert and Co. Thunder Wave as so excellently suggested is amazing for Celebi. While Earth Power hit stuff like Magnezone, Thunder Wave cripples many common switch ins to Celebi. Namely things like Mienshao, Tornadus T, and Darmanitan. All of these can be extremely obnoxious if Swampert gets killed early on in the match. U-Turn serves to conserve momentum and Recover allows Celebi to heal on predicted switches especially if hazards are up on my side of the field.
New EV's take out the Speed seeing as that outruns Jolly Tyranitar which is not a benchmark I need to hit right now. I could run 20 Speed to outrun Timid Magnezone but nobody runs that and I'd rather be slower to tank a hit for the rest of my team and then U-Turn out.
Swampert @ Leftovers

Ability: Torrent
Nature: Relaxed (+Def, -Spe)
EV's: 252 HP / 252 Def / 4 SpD
Moves:
-Scald
-Earthquake
-Stealth Rock
-Toxic
What Volt-Turn team doesn't have hazards? That's mostly what Swampert is here for. He lays down rocks like no other and can also spread disease throughout the other team and hit rather hard as well. Swampert serves as my primary switch in to Darmanitan seeing as that is a massive threat to everything ever.
Scald is used to spread burn throughout the other team and serves as reliable STAB. With Scald, Pert becomes much more threatening to the other team. Normally, Pert would be withered down with repeated physical hits and eventually taken down with little to no effect. However, Physical attackers run in fear at the chance that they'll be burned allowing Pert to do its job for far longer. Earthquake hits Electric-Types like Ampharos who are a real pain to this team and often requires Swampert to be a sacrificial lamb of sorts.
EV's are standard, don't lower my attack so that Earthquake can still hit Electric-Types hard while still providing excellent bulk. Speed is irrelevant on Swampert so Relaxed fits the bill nicely.
Hydreigon @ Choice Scarf

Ability: Levitate
Nature: Hasty (+Spe, -Def)
EV's: 4 Atk / 252 SpA / 252 Spe
Moves:
-Draco Meteor
-Dark Pulse
-Fire Blast
-U-Turn
My little love affair with Salamence is over and luckily my baby back home, Hydreigon is here to comfort and accept me through my poor decisions. When I still had Cobalion on the team, I was having an issue with a fighting-type weakness and as such Salamence seemed a good option and it was. However, the lack of U-Turn on Salamence really put a stop to this teams momentum and I was having to make aggressive double switches that don't really work out all the time. With Doublade now providing a dark, ghost, fire, and ground type weakness; Hydreigon now fits on the team better than ever.
I generally use Hydreigon as a revenge killer and momentum grabber. If I'm able to bring in Hydreigon on either a resisted hit or with a U-Turn he generally threatens something out. Given Florges' omnipresence in the tier, I simply U-Turn out and threaten to kill something with Magnezone. EV's are simple to provide max power and not weaken U-Turn. I should probably use the minus SpD nature to weaken Ice Shards and Mach Punches but that's for another day.
Doublade @ Eviolite
Ability: No Guard
Nature: Brave (+Atk, -Spe)
EV's: 252 HP / 252 Atk / 4 Def
IV's: 0 Spe
Moves:
-Swords Dance
-Gyro Ball
-Shadow Sneak
-Sacred Sword
Doublade is amazing. That's really all there is to describe him. Doublade handles many of the tiers top threats right now. Just to name a few of these, Mienshao, Heracross, Salamence, Cloyster, and Hawlucha. All of these are at least checked by Doublade. Not only are they checked but they're all pretty damn fast so Gyro Ball does a hefty, hefty chunk to each of them. Prior to this I had Cobalion here and although he sets up on every single Umbreon in existence, he doesn't provide the same amount of utility that I get out of Doublade. I mean this thing is incredibly bulky on the physical side, has respectable attack, amazing typing, and priority?! I can work with having a tough time with Umbreon to neutralize nearly every top tier sweeper.
Set is really simple, Swords Dance is for late game cleaning and to boost up on stuff that I can boost up on. Gyro Ball does a hell of a lot of damage especially to things that are fast. Sneak for priority and Sacred Sword for coverage. Now despite the weakness to Umbreon that this presents I can still kind of deal with it with Doublade if it switches into me. What I have to do is boost on the switch and I can normally knock it into KO range for my other 'mons.
+2 0 Atk Umbreon Foul Play vs. 252 HP / 0 Def Eviolite Doublade: 284-336 (88.1 - 104.3%) -- 25% chance to OHKO
+2 252+ Atk Doublade Sacred Sword vs. 252 HP / 0 Def Umbreon: 352-416 (89.3 - 105.5%) -- 37.5% chance to OHKO
While it's not the best solution, so long as I don't need Doublade later in the match, it's actually a decent one since the removal of Cobalion makes a bit of a weakness to Umbreon.
So that's the team. It's gotten me several successful alts although I haven't really tried to ladder too much. Despite that the team gets me to 1400 fairly easily and 1300 without a problem. Whenever I make a new alt I usually score 10 wins before even a slight hiccup.
Any help is welcome but feel free to try out the team since I need to try something new anyways. But suggestions are definitely welcome so give those if you do decide to try it out :)
The Fallen:
Manectric @ Manectric stone thingy
Ability: Lightingrod / Intimidate
Nature: Timid
EV's 252 Spe / 252 SpA
Moves:
-Thunderbolt
-Volt Switch
-Overheat
-HP Grass
Lacked power and left my team without a way to deal with Florges also was not a reliable switch-in to bulky waters since he would get worn down very quickly.
Salamence @ Choice Scarf
Ability: Intimidate
Nature: Hasty (+Spe / -Def)
EV's: 252 SpA / 252 Spe / 4 Atk
Moves:
-Draco Meteor
-Fire Blast
-Hydro Pump
-Outrage
Enter Salamence, the beast just released from OU for all of us to play with in the short time it will be allowed most likely. This guy is such a massive threat to the entire tier. On this team it is no different. Salamence serves as a revenge killer and late game cleaner. With a great base speed of 100, Salamence outpaces every other relevant dragon in the tier. With a scarf, he is able to outspeed the likes of +1 Hydreigon, and Haxorus. This is why scarf is such a potent revenge killer in the tier.
Moves allow for maximum power and coverage. Coming off a base 110 Special Attack stat, Draco Meteor will hit most things hard. Fire Blast covers any pesky Steel-Types such as Mega-Aggron. Hydro Pump provides a good situational move and good neutral coverage. Outrage is used to hit stuff since even with no investment in Attack, its still going to hurt.
EV's are for maximum power and so that I don't sacrifice any damage on Outrage. Don't put 4 HP EV's since that will not allow for 4 Stealth Rock switch-ins.
Cobalion @ Leftovers
Ability: Justified
Nature: Jolly (+Spe, -SpA)
EV's: 4 HP / 252 Atk / 252 Spe
Moves:
-Swords Dance
-Close Combat
-Iron Head
-Stone Edge
Cobalion is here to really put the pressure on late game. Despite having a mediocre attack stat. When boosted to +2, it's more than enough power to clean up a weakened team. Also, Cobalion has very relevant typing both offensively and defensively for the tier. He is resistant to the omni-present knock off and even benefits from being hit by it due to his Justified ability. With a blazing 108 base speed Cobalion outspeed most things in the tier.
Close Combat is obligatory fighting STAB and is great. Hits most things neutrally and smacks Umbreon right on the nose. Iron Head punishes Florges and provides a solid attack that won't lower defenses. Stone Edge was to hit Zapdos but now it mostly hits Salamence most likely. Swords Dance is the basis of the set and allows Cobalion to be threatening since his Attack stat is lackluster. EV's are basic once again and just allow for max speed and power.
Ability: Lightingrod / Intimidate
Nature: Timid
EV's 252 Spe / 252 SpA
Moves:
-Thunderbolt
-Volt Switch
-Overheat
-HP Grass
Lacked power and left my team without a way to deal with Florges also was not a reliable switch-in to bulky waters since he would get worn down very quickly.
Salamence @ Choice Scarf

Ability: Intimidate
Nature: Hasty (+Spe / -Def)
EV's: 252 SpA / 252 Spe / 4 Atk
Moves:
-Draco Meteor
-Fire Blast
-Hydro Pump
-Outrage
Enter Salamence, the beast just released from OU for all of us to play with in the short time it will be allowed most likely. This guy is such a massive threat to the entire tier. On this team it is no different. Salamence serves as a revenge killer and late game cleaner. With a great base speed of 100, Salamence outpaces every other relevant dragon in the tier. With a scarf, he is able to outspeed the likes of +1 Hydreigon, and Haxorus. This is why scarf is such a potent revenge killer in the tier.
Moves allow for maximum power and coverage. Coming off a base 110 Special Attack stat, Draco Meteor will hit most things hard. Fire Blast covers any pesky Steel-Types such as Mega-Aggron. Hydro Pump provides a good situational move and good neutral coverage. Outrage is used to hit stuff since even with no investment in Attack, its still going to hurt.
EV's are for maximum power and so that I don't sacrifice any damage on Outrage. Don't put 4 HP EV's since that will not allow for 4 Stealth Rock switch-ins.
Cobalion @ Leftovers

Ability: Justified
Nature: Jolly (+Spe, -SpA)
EV's: 4 HP / 252 Atk / 252 Spe
Moves:
-Swords Dance
-Close Combat
-Iron Head
-Stone Edge
Cobalion is here to really put the pressure on late game. Despite having a mediocre attack stat. When boosted to +2, it's more than enough power to clean up a weakened team. Also, Cobalion has very relevant typing both offensively and defensively for the tier. He is resistant to the omni-present knock off and even benefits from being hit by it due to his Justified ability. With a blazing 108 base speed Cobalion outspeed most things in the tier.
Close Combat is obligatory fighting STAB and is great. Hits most things neutrally and smacks Umbreon right on the nose. Iron Head punishes Florges and provides a solid attack that won't lower defenses. Stone Edge was to hit Zapdos but now it mostly hits Salamence most likely. Swords Dance is the basis of the set and allows Cobalion to be threatening since his Attack stat is lackluster. EV's are basic once again and just allow for max speed and power.
Proof that the team works:
Importable:
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Knock Off
- Superpower
- U-turn
- Air Slash
Magnezone @ Choice Specs
Ability: Analytic
EVs: 252 SAtk / 248 HP / 8 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Toxic
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 236 SDef / 20 Spd
Calm Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- U-turn
- Recover
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 4 Atk / 252 SAtk
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Doublade @ Eviolite
Ability: No Guard
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Gyro Ball
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Knock Off
- Superpower
- U-turn
- Air Slash
Magnezone @ Choice Specs
Ability: Analytic
EVs: 252 SAtk / 248 HP / 8 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Toxic
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 236 SDef / 20 Spd
Calm Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- U-turn
- Recover
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 4 Atk / 252 SAtk
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Doublade @ Eviolite
Ability: No Guard
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Gyro Ball
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