Volc to a Flame
Hey everyone! After having some spare time since what feels like forever and using some really cool OU sample teams I decided to undust the good ol' Showdown Teambuilder (which actually has new features like a Box now!) and go at it. Some iterations later, I think I'm finally satisfied with how this team has turned out, and how fun it is to play, so I wanted to share it.
Teambuilding Process
The Team

Volo (Volcarona) (M) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz
Volcarona is the main sweeper of the team, just one Quiver Dance in order to ensure havoc. To do so, though, it needs to rely on its teammates to chip away some of its checks and counters (Dragapult, Heatran, Tapu Fini). Even though its mainly used as a late-game sweeper, sometimes if Lando is gone it can sort of switch in against some bulky bug, grass or steel pokes like Rillaboom, Melmetal or Buzzwole, threatening them with a burn from Flame Body and Psychic/Flamethrower. I decided to go with this set instead of the Roost one to maximize its coverage, so it can hit Latias/Latios, Mew, Necrozma, TTar and Victini with Bug Buzz. Also, it heavily depends on its TimberlandTM boots, so it is highly recommended to avoid Knock Off at all costs, unless you want a little wee 50% dmg from rocks. Finally, it appreciates Psychic Terrain so that it doesn't get priority checked, and Misty Terrain so it doesn't get crippled.

Top Lel (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Focus Blast
After the sweeper comes the cleaner, and what a cleaner. Not having to worry about priority because of Psychic Terrain, scarf lets it outspeed most of the non-scarfed meta. It has a highly spammable boosted-by-terrain Psychic, and if that's not enough it also can take care of those pesky dragons out there with Moonblast. Thunderbolt and Focus Blast are mostly for clever switch-in reads (Heatran, Celesteela, Tapu Fini), or truly desperate moments (Jirachi, Victini, trying to clean up against Dark and Steel). Timid allows it to outspeed +1 Kommo-o, +1 Excadrill, and +2 Celesteela, as well as neutral Sand Rush variants of Dracozolt and Tapu Koko, which otherwise would be really hampering to the team. As good as Lele may be, it can be walled easily by SpD tanks such as Blissey and it lacks firepower to OHKO tanky threats like Volcanion or Landorus with Psychic, so its important to play towards its strengths and let others do chip damage and pivot to it, and that's where Lando comes in.

Rambo Landissian (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Stone Edge / Toxic
- Stealth Rock
Need a good pivot? A solid defensive wall? Rocks? Ground and Electric immunity? Earthquake? Lando's got it covered! I even considered Defog instead of SE, but went against it because having to take chip damage to Defog didn't fit the defensive wall role I wanted this guy in. So, whenever someone looks like using U-turn (Corviknight, Rillaboom) or if there is a strong physical presence (an opposing Kartana, Garchomp, Melmetal) here comes papa Lando to Intimidate and hurt them with its Rocky Helmet. It is true that without Leftovers it lacks longevity, but it's usually good enough with its HP and Def, and its mate Tornadus helps taking out rocks if they are chipping a lot of its life. Its speed also ensures that any opposing Landorus is faster, so that mine can win the pivoting wars with U-turn and gain momentum. EQ serves as a great STAB that can hit a big chunk of the metagame at least neutrally, and may also take by surprise some innocent Zapdos using Roost. Stone Edge lets it hit opposing flying or levitating pokemon, but maybe Toxic can be better suited to some needs. It has good synergy with Tapu Fini, covering it from Electric attacks and in turn being saved from turning into an ice block.

Top Fin (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 216 Def / 40 SpD
Calm Nature
- Whirlpool
- Moonblast
- Nature's Madness
- Taunt
The toppest of the fins is the latest addition to the team and came with two huge tasks: giving them shelter from when days are rainy as well as neutralizing stallers. And it fulfills both roles in an expertly fashion. For its stats (and item), I shamelessly copied Smogon's Whirlpool set and may tailor it to the team's needs later on. Taunt is my best move against stall, as it blocks recovery and even some Blissey's Teleport. If, by any chance, Fini catches a pokemon with Whirlpool, there are two approaches to consider. If the pokemon posses no threat to Fini, (Slowbro, Blissey, Toxapex) then proceed to promptly take it down with a combination of Nature's Madness, Whirlpool's chip damage and Moonblast. Else, knowing that a pokemon can't be changed and may be forced to attack helps a lot to decide who to switch out to (Landorus, Tornadus, or maybe even Volcarona against a Power Whip Ferrothorn). Its Fairy typing also works when wanting to negate a Scale Shot from everyone's favorite Land Shark, even if Fini may capitulate from an +2 EQ later, it opens up the opportunity to revenge kill Garchomp with Tapu Lele.

mf starboy (Kartana) @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off
(mf stands for my friend (?)) Kartana is a huge powerhouse, a beast that can even solo games if left unchecked. The investment maximizes Atk and Speed, and I opted for the banded variant so as to maximize immediately its power output and because I already had a setup sweeper and a cleaner in Volcarona and Tapu Lele. Leaf Blade is a good STABs that can pressure Water/Ground Pokemon (Swampert, Quagsire, Toxapex, Tapu Lele) to switch, and Smart Strike can hit neutrally most pokemon. Sacred Sword works against Heatran and Ferrothorn, and even Celesteela to an extent. But the most used move always ends up being Knock Off because of its great utility that, in tandem with its Choice Band, can break the necessary holes to the opposite team for it to be swiftly sweeped and cleaned. More often than not, I find myself leading with Kartana, a free 691 Atk Knock Off may take by surprise even some common switch ins like Zapdos and Corviknight and Smart Strike can take an Alolan Ninetales threatening with Aurora Veil. Still, if it gets crippled by Static or Flame Body it is mostly game over for this starboy.

Han Torno (Tornadus-Therian) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
I was initially reluctant to adding Tornadus-T but after using it, I can hardly go back. Regenerator is a top-tier ability that lets Torno be carefree against some chip damage and Defog back. It is the fast pivot of the duo with Lando both who are in charge of finding safe switch-ins for Volcarona, Kartana or Tapu Lele. Apart from the usual Leftovers and such, Knock Off can also help against Choice Items removing them before they attack him or tanking a neutral hit (if not at full health) and removing a Scarf. Hurricane is hugely unreliable, but it is needed to OHKO Kartana, Rillaboom and such, plus it is a guaranteed 110 STAB while rain is active, so it works against them too. It does rely on its boots to avoid entry hazards so watch out for a Knock Off, and also watch out for Defiant Zapdos-G or Bisharp when using Defog.
Threatlist





Rain is by far the worst matchup I can get. Even with Tapu Fini and Tornadus, it is still very threatening to play against it. My defensive wall (Lando) doesn't get along well with water, and the attackers Kartana, Volcarona and Tapu Lele are slower than Swift Swim users. I try to remove Pelipper's Damp Rock ASAP and then predict moves to cut losses, if by any chance the momentum is on my team's side spamming Hurricane with Tornadus can cripple the opposing team. When there's no rain Barraskewda is the one to look for as it can still outspeed most of the team, but other Swift Swim users can be handled with caution.




Hatterene is the one to look for since it's immune to Taunt and will definitely set Trick Room if not dealt with. Then Malolawak's Poltergeist can hit Tapu Fini and Landorus neutrally but like a truck. Stakataka is also difficult to deal with if Landorus is gone because of steel and rock coverage checking most of the team. Offensive pressure into Hatterene with Kartana and using Taunt proactively on the other setters usually does the trick. In the case Trick Room is activated, then pivoting with Torno, Lando and Fini (maybe even Volcarona if reading a Steel move) to let the turns pass is what works best.

Physical DD Dragapult with Phantom Force and Dragon Darts has the potential to outrun scarfed Lele and may even 2HKO Tapu Fini so avoid it setting up at all costs. Specs Shadow Ball is at least neutral damage to all the team except Kartana, who is as frail as paper, Tapu Fini can only switch in once against it then it gets 2HKO'd; both Landorus and Tornadus gets 2HKO'd by it too so it presents a dilemma whenever its present.


Both of them resist Volcarona and Tapu Lele, and can hit them back. V-Create Victini has the potential to 2HKO Landorus and also threatens Tornadus and Tapu Fini with Bolt Beak so it is really a game of chances against it. Jirachi on the other hand doesn't match up well against Landorus but Iron Head wrecks the Tapus and can best Tornadus if its a defensive variant. It's key to keep Landorus and Kartana healthy to deal with them.

This guy is insufferable, especially in late game after Landorus is potentially out taking with him the electric immunity and leaving the team susceptible to a clean thunderbolt sweep. Only Volcarona and Tapu Lele may survive its Thunderbolt, and it will definitely OHKO them if there is chip damage. The strategy here is keeping Lando away from chip damage in order for it to survive until late game, making Tornadus and Tapu Fini the ones who take them. If the opportunity arises, knocking off its boots and setting up rocks also limit its usage and coming out.
Conclusion
The gameplan is based on keeping momentum while chipping away at the opposition and maybe taking out their items, all for a big sweep and clean with Volcarona, Tapu Lele or even Kartana. Making some risky predictions with moves or switchs can pay off well in the long run, especially against stall. Sadly, it didn't occur to me to save any replays so I am empty handed in that aisle, but anyways if you have any comment on this I would love to read it, feedback is always appreciated!
This is my first RMT in a long time and even though it has some lingering weaknesses, its still pretty fun to play with and I had fun writing this, too. I hope you enjoy it as much as I do if you ever give it a try. Thanks for reading!
Here is the team's importable:
https://pokepast.es/cf8083412e805a92






Hey everyone! After having some spare time since what feels like forever and using some really cool OU sample teams I decided to undust the good ol' Showdown Teambuilder (which actually has new features like a Box now!) and go at it. Some iterations later, I think I'm finally satisfied with how this team has turned out, and how fun it is to play, so I wanted to share it.
Teambuilding Process
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I decided to start with a proven setup sweeper, a powerful late-game cleaner and an all-time OU staple.
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Afterwards, I kinda threw some good looking pokemon, Prankster Thundurus, the shiny new unbanned Blaziken, and another setup sweeper in DD Gyarados. Alas, that wannabe HO team really wasn't clicking.
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So I tried a more balanced approach, with Landorus and Heatran as Def and SpD tanks, Tornadus as utility and Kartana as physical wallbreaker. I liked Taunt Heatran a lot to break stall but if I matched against a rain team all I could do was pray and Urshifu was the bane of my existence, so after a long time I decided to do one last change.
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Tapu Fini was the glue the team needed and the answer to a long list of threats it couldn't handle before like Scale Shot Garchomp or Surging Strikes Urshifu. Plus, it can also trap with Whirlpool. All in all, this felt like the missing piece the team had long been searching for.
The Team


Volo (Volcarona) (M) @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz
Volcarona is the main sweeper of the team, just one Quiver Dance in order to ensure havoc. To do so, though, it needs to rely on its teammates to chip away some of its checks and counters (Dragapult, Heatran, Tapu Fini). Even though its mainly used as a late-game sweeper, sometimes if Lando is gone it can sort of switch in against some bulky bug, grass or steel pokes like Rillaboom, Melmetal or Buzzwole, threatening them with a burn from Flame Body and Psychic/Flamethrower. I decided to go with this set instead of the Roost one to maximize its coverage, so it can hit Latias/Latios, Mew, Necrozma, TTar and Victini with Bug Buzz. Also, it heavily depends on its TimberlandTM boots, so it is highly recommended to avoid Knock Off at all costs, unless you want a little wee 50% dmg from rocks. Finally, it appreciates Psychic Terrain so that it doesn't get priority checked, and Misty Terrain so it doesn't get crippled.


Top Lel (Tapu Lele) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Thunderbolt
- Focus Blast
After the sweeper comes the cleaner, and what a cleaner. Not having to worry about priority because of Psychic Terrain, scarf lets it outspeed most of the non-scarfed meta. It has a highly spammable boosted-by-terrain Psychic, and if that's not enough it also can take care of those pesky dragons out there with Moonblast. Thunderbolt and Focus Blast are mostly for clever switch-in reads (Heatran, Celesteela, Tapu Fini), or truly desperate moments (Jirachi, Victini, trying to clean up against Dark and Steel). Timid allows it to outspeed +1 Kommo-o, +1 Excadrill, and +2 Celesteela, as well as neutral Sand Rush variants of Dracozolt and Tapu Koko, which otherwise would be really hampering to the team. As good as Lele may be, it can be walled easily by SpD tanks such as Blissey and it lacks firepower to OHKO tanky threats like Volcanion or Landorus with Psychic, so its important to play towards its strengths and let others do chip damage and pivot to it, and that's where Lando comes in.


Rambo Landissian (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Stone Edge / Toxic
- Stealth Rock
Need a good pivot? A solid defensive wall? Rocks? Ground and Electric immunity? Earthquake? Lando's got it covered! I even considered Defog instead of SE, but went against it because having to take chip damage to Defog didn't fit the defensive wall role I wanted this guy in. So, whenever someone looks like using U-turn (Corviknight, Rillaboom) or if there is a strong physical presence (an opposing Kartana, Garchomp, Melmetal) here comes papa Lando to Intimidate and hurt them with its Rocky Helmet. It is true that without Leftovers it lacks longevity, but it's usually good enough with its HP and Def, and its mate Tornadus helps taking out rocks if they are chipping a lot of its life. Its speed also ensures that any opposing Landorus is faster, so that mine can win the pivoting wars with U-turn and gain momentum. EQ serves as a great STAB that can hit a big chunk of the metagame at least neutrally, and may also take by surprise some innocent Zapdos using Roost. Stone Edge lets it hit opposing flying or levitating pokemon, but maybe Toxic can be better suited to some needs. It has good synergy with Tapu Fini, covering it from Electric attacks and in turn being saved from turning into an ice block.


Top Fin (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 216 Def / 40 SpD
Calm Nature
- Whirlpool
- Moonblast
- Nature's Madness
- Taunt
The toppest of the fins is the latest addition to the team and came with two huge tasks: giving them shelter from when days are rainy as well as neutralizing stallers. And it fulfills both roles in an expertly fashion. For its stats (and item), I shamelessly copied Smogon's Whirlpool set and may tailor it to the team's needs later on. Taunt is my best move against stall, as it blocks recovery and even some Blissey's Teleport. If, by any chance, Fini catches a pokemon with Whirlpool, there are two approaches to consider. If the pokemon posses no threat to Fini, (Slowbro, Blissey, Toxapex) then proceed to promptly take it down with a combination of Nature's Madness, Whirlpool's chip damage and Moonblast. Else, knowing that a pokemon can't be changed and may be forced to attack helps a lot to decide who to switch out to (Landorus, Tornadus, or maybe even Volcarona against a Power Whip Ferrothorn). Its Fairy typing also works when wanting to negate a Scale Shot from everyone's favorite Land Shark, even if Fini may capitulate from an +2 EQ later, it opens up the opportunity to revenge kill Garchomp with Tapu Lele.
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 216 Def Tapu Fini: 81-96 (23.5 - 27.9%) -- possible 5HKO after Leftovers recovery
252+ SpA Choice Specs Kingdra Hydro Pump vs. 252 HP / 40+ SpD Tapu Fini: 84-99 (24.4 - 28.7%) -- possible 5HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 216 Def Tapu Fini: 108-128 (31.3 - 37.2%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Life Orb Seismitoad Earthquake vs. 252 HP / 216 Def Tapu Fini: 140-165 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery (this last one isn't looking that good, actually)
252+ SpA Choice Specs Kingdra Hydro Pump vs. 252 HP / 40+ SpD Tapu Fini: 84-99 (24.4 - 28.7%) -- possible 5HKO after Leftovers recovery
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 216 Def Tapu Fini: 108-128 (31.3 - 37.2%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Life Orb Seismitoad Earthquake vs. 252 HP / 216 Def Tapu Fini: 140-165 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery (this last one isn't looking that good, actually)


mf starboy (Kartana) @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off
(mf stands for my friend (?)) Kartana is a huge powerhouse, a beast that can even solo games if left unchecked. The investment maximizes Atk and Speed, and I opted for the banded variant so as to maximize immediately its power output and because I already had a setup sweeper and a cleaner in Volcarona and Tapu Lele. Leaf Blade is a good STABs that can pressure Water/Ground Pokemon (Swampert, Quagsire, Toxapex, Tapu Lele) to switch, and Smart Strike can hit neutrally most pokemon. Sacred Sword works against Heatran and Ferrothorn, and even Celesteela to an extent. But the most used move always ends up being Knock Off because of its great utility that, in tandem with its Choice Band, can break the necessary holes to the opposite team for it to be swiftly sweeped and cleaned. More often than not, I find myself leading with Kartana, a free 691 Atk Knock Off may take by surprise even some common switch ins like Zapdos and Corviknight and Smart Strike can take an Alolan Ninetales threatening with Aurora Veil. Still, if it gets crippled by Static or Flame Body it is mostly game over for this starboy.


Han Torno (Tornadus-Therian) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
I was initially reluctant to adding Tornadus-T but after using it, I can hardly go back. Regenerator is a top-tier ability that lets Torno be carefree against some chip damage and Defog back. It is the fast pivot of the duo with Lando both who are in charge of finding safe switch-ins for Volcarona, Kartana or Tapu Lele. Apart from the usual Leftovers and such, Knock Off can also help against Choice Items removing them before they attack him or tanking a neutral hit (if not at full health) and removing a Scarf. Hurricane is hugely unreliable, but it is needed to OHKO Kartana, Rillaboom and such, plus it is a guaranteed 110 STAB while rain is active, so it works against them too. It does rely on its boots to avoid entry hazards so watch out for a Knock Off, and also watch out for Defiant Zapdos-G or Bisharp when using Defog.
Threatlist





Rain is by far the worst matchup I can get. Even with Tapu Fini and Tornadus, it is still very threatening to play against it. My defensive wall (Lando) doesn't get along well with water, and the attackers Kartana, Volcarona and Tapu Lele are slower than Swift Swim users. I try to remove Pelipper's Damp Rock ASAP and then predict moves to cut losses, if by any chance the momentum is on my team's side spamming Hurricane with Tornadus can cripple the opposing team. When there's no rain Barraskewda is the one to look for as it can still outspeed most of the team, but other Swift Swim users can be handled with caution.




Hatterene is the one to look for since it's immune to Taunt and will definitely set Trick Room if not dealt with. Then Malolawak's Poltergeist can hit Tapu Fini and Landorus neutrally but like a truck. Stakataka is also difficult to deal with if Landorus is gone because of steel and rock coverage checking most of the team. Offensive pressure into Hatterene with Kartana and using Taunt proactively on the other setters usually does the trick. In the case Trick Room is activated, then pivoting with Torno, Lando and Fini (maybe even Volcarona if reading a Steel move) to let the turns pass is what works best.

Physical DD Dragapult with Phantom Force and Dragon Darts has the potential to outrun scarfed Lele and may even 2HKO Tapu Fini so avoid it setting up at all costs. Specs Shadow Ball is at least neutral damage to all the team except Kartana, who is as frail as paper, Tapu Fini can only switch in once against it then it gets 2HKO'd; both Landorus and Tornadus gets 2HKO'd by it too so it presents a dilemma whenever its present.


Both of them resist Volcarona and Tapu Lele, and can hit them back. V-Create Victini has the potential to 2HKO Landorus and also threatens Tornadus and Tapu Fini with Bolt Beak so it is really a game of chances against it. Jirachi on the other hand doesn't match up well against Landorus but Iron Head wrecks the Tapus and can best Tornadus if its a defensive variant. It's key to keep Landorus and Kartana healthy to deal with them.

This guy is insufferable, especially in late game after Landorus is potentially out taking with him the electric immunity and leaving the team susceptible to a clean thunderbolt sweep. Only Volcarona and Tapu Lele may survive its Thunderbolt, and it will definitely OHKO them if there is chip damage. The strategy here is keeping Lando away from chip damage in order for it to survive until late game, making Tornadus and Tapu Fini the ones who take them. If the opportunity arises, knocking off its boots and setting up rocks also limit its usage and coming out.
Conclusion
The gameplan is based on keeping momentum while chipping away at the opposition and maybe taking out their items, all for a big sweep and clean with Volcarona, Tapu Lele or even Kartana. Making some risky predictions with moves or switchs can pay off well in the long run, especially against stall. Sadly, it didn't occur to me to save any replays so I am empty handed in that aisle, but anyways if you have any comment on this I would love to read it, feedback is always appreciated!
This is my first RMT in a long time and even though it has some lingering weaknesses, its still pretty fun to play with and I had fun writing this, too. I hope you enjoy it as much as I do if you ever give it a try. Thanks for reading!
Here is the team's importable:
https://pokepast.es/cf8083412e805a92