Fire/Electric

Tough Claws Flare Blitz CHUNKS and is our bread and butter. I think denying blitz would do a disservice to the concept. Volt Tackle and Double Shock are both contact moves, but they're signatures that are not at all needed here so I'd put them off limits.Another close one here but the big winner is Tough Claws!
Now we move onto defining moves for AT Smokomodo!
This should be fairly fast as this step usually is, but with having Fire and Electric as our STABs, I wanna pose the questions...
Is there anything that should be off limits whether it be for coverage or STABs? If so, why?
I am planning to move us onto stats this weekend but for now feel free to discuss!
I opted for an optional move of Trick/Switcheroo as it can aid us in being annoying and dabbing some mon's Boots for itself lol.Required: Fire STAB (Flare Blitz), Electric STAB (Supercell Slam, Wild Charge)
Optional: Trick, Switcheroo, one of Ground- or Fairy-type coverage
Penalties:
Volt Tackle (-15 BSR)
Double Shock (-10 BSR)
Ground-type coverage (-5 BSR)
Fairy-type coverage (-5 BSR)
Physical Sweepiness: Limit is 180
Physical Tankiness: Limit is 125
Special Sweepiness: Limit is 150
Special Tankiness: Limit is 140
BSR: Limit is 290