We're gettin' the band back together!!

Recently, I decided to toy with the VoltTurn interaction between Scizor and Rotom-W. As I progressed through building the team, it began to look very familiar. It turned out to contain almost the exact six Pokemon that made up my most successful OU team from Gen IV. Sure the sets were all quite different, and one member changed in appearance slightly, but the names and faces remained the same. Needless to say, there's a lot of nostalgia surrounding this team, and I'm happy to see it perform as well as it does. Still, I think there's some room for improvement, and I'd love to hear what you think.

Team Building Process:
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These two were the obvious starting point in this situation.
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Recognizing that Breloom makes a fool of VoltTurn, a standard Gliscor set was added to cover the weakness.
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With Breloom on my mind, I realized that it had fairly good synergy with the others, and penciled it in.
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This is the point where I saw my old team almost fully represented, and it became clear that at least one more member would fit quite well in this fifth slot: Tyranitar was added, and Gliscor's set was adjusted to take advantage of the sand.
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After trying and failing to fit Empoleon onto this team, I settled for 5/6. Gengar seemed to be a suitable choice for the final slot.
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After testing some suggestions from the community, Jellicent proved to be a more useful teammate than Gengar, patching many of the team's weaknesses while only taking up one slot.

The Team In-Depth:
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Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Hydro Pump
- Trick
-Hidden Power [Ice]


Much like Rotom-H did for me in Generation IV, Rotom-W handles several important tasks for this team. I lead with it more often than not, especially against teams with few or no ground types. It helps establish momentum early in the match, keeping the opponent on their back foot. I like the scarf set in particular for its ability to use Trick, and for its revenge killing prowess. Being able to take out a Landorus or a +1 Dragonite is always helpful.

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Gliscor @ Flying Gem
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Acrobatics
- Earthquake
- Substitute
-Swords Dance


This set is unusual, but looked like fun, so I gave it a shot. I have to say I'm impressed. This thing is a game changer. That first Acrobatics is tremendously powerful, and will often KO their best Gliscor switch-in (notably Politoed). With counters removed, Gliscor can do a respectable job of sweeping after one or two boosts. Surprise kills aren't the only benefit of this set, however. Sand Veil is a great asset for Gliscor. Buying an extra turn to set up or attack has turned games around. Also, seeing an opponent's reaction to multiple misses is wonderfully satisfying.

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Tyranitar @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Pursuit
- Rock Slide
-Fire Blast


This is just a simple specially bulky set. T-Tar's duties generally include setting up rocks, removing sun or rain, and sponging a few hits. Activating Gliscor's Sand Veil is a great perk as well. While I don't believe this team has enough synergy with the weather to call it a Sandstorm team, it is very important to keep the sand active. I'm considering swapping out Leftovers for a Shed Shell, as Dugtrio seems to be becoming more and more popular.

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Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Superpower
- Bullet Punch
-Pursuit


The classic scourge of OU, and Rotom's partner in the infamous VoltTurn maneuver. I'm sure we all know the benefits of this guy by now: scouting, revenge killing, whittling down defenses, and sheer power. It does a great job of weakening the opposing team and often comes back late game (if it hasn't been battered by entry hazards) to clean up. Scizor definitely earns its keep on this team, and I often find myself relying on it more than I'd like to.

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Breloom @ Toxic Orb
Trait: Poison Heal
EVs: 236 HP / 212 SDef / 60 Spd
Careful Nature (+SDef, -SAtk)
- Bulk Up
- Spore
- Seed Bomb
-Drain Punch


Breloom patches up some weaknesses on this team. It's a crucial asset against rain teams, which would otherwise be very difficult to beat. Against stall teams (especially rain stall) this little dude has a field day. Once it sets up, Breloom is a real pain for most teams to deal with. Even in the worst case scenario, it can still neutralize one Pokemon with Spore.

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Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 176 Def / 84 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Taunt
-Recover


Jellicent is the only member of this team that wasn't present in my G4 squad. Sadly, Empoleon just doesn't cut it in today's metagame, but this set has proven to be a good use of that open slot. Jellicent helps to relieve this team of its troubles with rain teams, fire types, and Skarmory. If these threats don't need to be addressed, it serves as an all-purpose sponge, and a good user of Taunt to slow down enemy sweepers. The one issue I have with Jellicent is its speed, which is just barely lower than Skarmory. If it was just the slightest bit faster, I could Taunt and wall Skarmory all day. Putting any further investment in speed (and taking away from Jellicent's bulk) seems like a bad idea. I'm hoping to find a better alternative.

In the time I've spent laddering with this team so far, it has been relatively successful, floating between 1350-1400. There are still a couple of Pokemon that give me a ton of trouble, and certain strategies that this team has a difficult time overcoming. Skarmory can still basically have its way with this group. Rotom is the only one with a really effective attack, but it doesn't OHKO, and Volt Switch doesn't exactly give you a chance for a second attack. Gliscor could do a decent job as well, but tends to get phased out too quickly. Jellicent is helpful, but less than ideal.

Another major obstacle is Jirachi. Versions with high special defense or scarves pose a real problem. If Gliscor is eliminated, they become nearly impossible to beat. Sun teams in general give this team headaches as well. Heatran seems to be the obvious answer to all of these problems, but it seems like Tyranitar would have to be replaced in order to make it work. I would greatly appreciate any and all suggestions to improve this team, and hopefully take it to the next level.
 
Volcarona seems like a pretty difficult threat to get past. It sets up for free on multiple members of your team and can sweep easily with just bug buzz / fiery dance alone. Spikes is also a huge problem for this team. Entry hazards in general will hurt volturn teams pretty badly, so you really should try to give skarmory / forret almost no opportunities to set up entry hazards as otherwise you will be forced to play very cautiously. If a rapid spinner is unable to be implemented on this team, running something like taunt jellicent over gengar is a pretty good alternative option. Jellicent makes a decent way to check volcarona while giving you the ability to taunt skarm and forret rendering them useless. Jellicent also switches into specially defensive jirachi with ease and burn it so that it will no longer annoy your team. If you decide to test it, a spread of 248 hp / 176 def / 84 spe will outrun skarmory who invest bare minimum in speed. A set of will-o-wisp / taunt / scald / recover, leftovers, and a bold nature will pretty much make the best jellicent set for this team.

Although jellicent is a decent check to volcarona at best, I think that you could probably take some extra precautions against it. Running quick attack over pursuit on scizor is probably a pretty good option. Since jellicent is one of the most solid spin blockers in the tier, keeping stealth rock on the field is easier than it is with gengar. Picking off volcarona becomes much easier this way than if you were simply relying on gengar to keep your hazards in tact. I think it is best that you change your set on tyranitar as well. A set with pursuit / rock slide / fire blast / stealth rock, maximum hp and special defense with a sassy nature can ensure that you achieve 2hkos on threats such as skarmory and ferrothorn with fire blast and pick off huge threats such as volcarona. If hazards really bother you, I'd recommend that you run the standard taunt gliscor set over your acrobatics variant. Taunt gliscor will give you another place to stop skarmory and forret from spiking all over your team. Switching up your ev spread to 252 hp / 176 def / 80 spe and taunt / swords dance / ice fang / earthquake, and an impish nature can benefit your team tremendously.
 
I had totally forgotten about Jellicent, but it's a very elegant solution here. Thanks for pointing it out, I'm going to give it a try asap.
 
I'd switch crunch with Pursuit on tyranitar. It allows you to trap and kill psychic/ghost types that cause you problems. Sure, scizor can pursuit too, buy do you really want to send in scizor to face a lati@s possibly with HP fire? Even Alakazam's focus blast will not kill you in sandstorm, so there's no need to fear (though i'd suggest sending in scizor to alakazam, because focus blast does 2HKO tyranitar.)
Optional suggestion, Life orb and Swords dance over superpower and band on scizor. It allows you to hit harder after one swords dance. In fact, +2 Uturn 1HKO's slowbro, whereas +1 Uturn doesn't.
Good luck! Hope this helped!
 
Edited the OP to show changes in Tyranitar's set. The change has been mostly beneficial, but it now has trouble against Heatran.

I'm not entirely sold on Jellicent yet. After trying it out briefly, I found it to be more harmful than helpful. However, when it was in a position to be useful (against Heatran, Jirachi, etc) it did a great job. I'm thinking further testing is needed.

As bitchin' as SD Scizor is in the current metagame, keeping constant pressure is the name of the game here, and the CB version is better at this specific task. Still, keep the good ideas coming! This is improving little by little.
 
Edited the OP to add Jellicent, which after more testing turned out to be the best option for the final slot (so far). I tried CM Espeon in its place for a brief period to help reduce the issue with entry hazards. It turned out to be too frail to be effective, but I would like to find a way to make hazards less of a problem for this team. Any suggestions?
 
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