I'm having a lot of fun using this team, but sometimes I feel like it's lacking in certain areas. Hopefully you guys can help me improve it.
The Team:
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- U-turn
- Roost
- Bullet Punch
- Pursuit
Since I was building this team around Volcanion, I figured a pokemon that could take on Volcanion's checks and pivot around would be the best starting point. Pursuit is for removing pokemon like Lati@s, and U-turn can help keep up the momentum. This spdef spread is for living Draco + hp fire (standard bulky spread), but I felt I didn't need the physical bulk as much so I invested more in attack. It's also very good against Weavile, which sorta poops on the rest of my team.
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power
Great against scald spam and generally mows over defensive mons. Pretty self explanatory. Earth power is for Dragalge/opposing Volcanion and hp grass hurts bulky water types, which my team struggles with.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 224 HP / 128 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
This was originally defensive, but that seemed redundant with Scizor + Hippo. I still needed a flying check, something for bulky waters, and a stallbreaker (kinda), so I figured trick Rotom was a good choice. It's also good against ground moves that Volcanion has a hard time with. Also tricking annoying pokemon (ferrothorn, chansey, etc.) is great. Not sure if I should run Tbolt over Will-o though.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Latios seems to almost always be a great hazard control choice. It's also decent against Volcanion and Keldeo, but pursuit trappers can be an issue. Having a hard hitting dragon type to soften up walls (especially bulky waters) is also useful.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
This has great synergy with Volcanion because of its ground/electric immunity and ability to U-turn to get back momentum. Landorus also very strong and can clean up late game once ground immunities are gone. Having speed control is also very helpful.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
I needed a rocker and something to block volt switch (as it is very easy to do off of Volcanion). It also beats a lot of strong physical attackers that give my team trouble. Hippowdon becomes setup fodder for bulky mons very easily so I find Whirlwind very useful. Also shuffling around mid-late game is great for racking up stealth rock damage.
Importable:
I'm open for advice, so feel free to change up any sets/mons you deem necessary and post them here. I'm looking forward to seeing what everyone comes up with.
The Team:

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- U-turn
- Roost
- Bullet Punch
- Pursuit
Since I was building this team around Volcanion, I figured a pokemon that could take on Volcanion's checks and pivot around would be the best starting point. Pursuit is for removing pokemon like Lati@s, and U-turn can help keep up the momentum. This spdef spread is for living Draco + hp fire (standard bulky spread), but I felt I didn't need the physical bulk as much so I invested more in attack. It's also very good against Weavile, which sorta poops on the rest of my team.

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power
Great against scald spam and generally mows over defensive mons. Pretty self explanatory. Earth power is for Dragalge/opposing Volcanion and hp grass hurts bulky water types, which my team struggles with.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 224 HP / 128 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
This was originally defensive, but that seemed redundant with Scizor + Hippo. I still needed a flying check, something for bulky waters, and a stallbreaker (kinda), so I figured trick Rotom was a good choice. It's also good against ground moves that Volcanion has a hard time with. Also tricking annoying pokemon (ferrothorn, chansey, etc.) is great. Not sure if I should run Tbolt over Will-o though.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Latios seems to almost always be a great hazard control choice. It's also decent against Volcanion and Keldeo, but pursuit trappers can be an issue. Having a hard hitting dragon type to soften up walls (especially bulky waters) is also useful.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
This has great synergy with Volcanion because of its ground/electric immunity and ability to U-turn to get back momentum. Landorus also very strong and can clean up late game once ground immunities are gone. Having speed control is also very helpful.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
I needed a rocker and something to block volt switch (as it is very easy to do off of Volcanion). It also beats a lot of strong physical attackers that give my team trouble. Hippowdon becomes setup fodder for bulky mons very easily so I find Whirlwind very useful. Also shuffling around mid-late game is great for racking up stealth rock damage.
Importable:
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- U-turn
- Roost
- Bullet Punch
- Pursuit
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 224 HP / 128 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Ability: Light Metal
EVs: 248 HP / 60 Atk / 200 SpD
Adamant Nature
- U-turn
- Roost
- Bullet Punch
- Pursuit
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 224 HP / 128 SpA / 156 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
I'm open for advice, so feel free to change up any sets/mons you deem necessary and post them here. I'm looking forward to seeing what everyone comes up with.
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