Yo guys I decided to make a team centred around Volcanion. I initially tested vocanion alongside Keldeo and found that the two made a strong offensive core as they could handle easily overpower each others checks. I soon discovered choice lando was a Godsend to the core as it functioned as an excellent pivot plus its speed allowed it to clean easily. Nevertheless after numerous changes I finally constructed a team that done very well peaking at 1760, nevertheless while the team is good it is not without its flaws. The biggest threats to the team are Slowbro, amoongus and mega venusaur, so if any body has any suggestions on how to combat these mons that would be greatly appreciated.
Team at a glance
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Overheat
- Sludge Wave
- Hidden Power [Grass]
Volcanion is the teams main wallbreaker and it does that perfectly. Steam eruption is the main spammable stab and with a specs it wears down resits really quickly. I went with overheat over flamethrower and fire blast because it completely destroys most things, even resits such as mega Venasuar -a major threat to the team- is comfortably koed with stealth rock and prior damage, plus I find that a most I would only keep volcanion in for a turn or two at most so the special attack drop isn't that big of an issue. Sludge wave is for fairies and hidden power grass is for the rare albeit annoying gastrodons and swamperts, however due to how rare it is to see these mons I'm considering switching to earth power to handle opposing volcanion better.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Specs Keldeo is another wallbreaker and coupled with volcanion the core have proved to be incredibly difficult to take down. Typically I would use volcanion first -especially against balanced teams- to wear down the opponents and then keldeo cleans up the leftovers. Scald is a decent move to spam as it does reasonable damage and the chance to burn really helps to pressure the opponent. Secret sword helps against special walls specifically chansey. Hydro pump is used to apply immediate pressure and coupled with volcanion's steam eruption proves difficult to play around. Icy wind is for the predicted latias and latios switchins and also proves to be an effective way at handling gengar. Keldeo and volcanion work really well together as they complement each others weakness's, while their coverage isn't the greatest the shear power they exert in battle proves to overcome their coverage shortcomings.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Latias was a strange addition to the team, while its power is at times lacklustre its relatively decent bulk and the support it provides for the team is second to none. Defog is used for removing hazards making it easier for volcanion and the rest of the team to switch in. Draco meteor is just an emergency power attack that does significant damage to rotom and slowbro, while psyshock is another way to handle mega venasaur a real nuisance to the team. However, the main draw of latias and arguably the only reason why I use it over latios, is healing wish. Healing wish has saved me from a loss more times than I can remember and it allows me to play more aggressively as I know I have a backup to restore a mon.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Mega scizor has proved to be a great addition to the team, as priority bullet punch allows it to clean up and sweep late game. Since this set provides scizor with significant bulk roost is useful for staying healthy throughout the game. Swords dance is swords dance, giving scizor a chance to sweep. U-turn is an odd choice but I find that due to how the team functions it maintains pressure throughout the match and makes it easier to switch Volcanion into battle.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Landorus is the teams main pivot and handles faster threats like weavile. U-turn allows lando to act as a pivot and is really useful for racking up prior damage that pushes mons into a ko range for keldeo and volcanion. Earthquake is stab, while stone edge handles the notorious weavile. Finally knock off like u-turn provides prior damage and is just useful to cripple pokemon that really on leftovers for recovery.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
Finally, clefable is the teams glue providing support in the form of thunder wave and stealth rock. Clefable really just supports the team by pivoting into attacks and healing off the damage with soft-boiled. Clefable also causes a lot of switches which is useful for ensuring entry hazard damage.
So there you have it guys the team in all its glory. I know the team is not perfect so any suggestions would be great.
Team at a glance
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Overheat
- Sludge Wave
- Hidden Power [Grass]
Volcanion is the teams main wallbreaker and it does that perfectly. Steam eruption is the main spammable stab and with a specs it wears down resits really quickly. I went with overheat over flamethrower and fire blast because it completely destroys most things, even resits such as mega Venasuar -a major threat to the team- is comfortably koed with stealth rock and prior damage, plus I find that a most I would only keep volcanion in for a turn or two at most so the special attack drop isn't that big of an issue. Sludge wave is for fairies and hidden power grass is for the rare albeit annoying gastrodons and swamperts, however due to how rare it is to see these mons I'm considering switching to earth power to handle opposing volcanion better.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Specs Keldeo is another wallbreaker and coupled with volcanion the core have proved to be incredibly difficult to take down. Typically I would use volcanion first -especially against balanced teams- to wear down the opponents and then keldeo cleans up the leftovers. Scald is a decent move to spam as it does reasonable damage and the chance to burn really helps to pressure the opponent. Secret sword helps against special walls specifically chansey. Hydro pump is used to apply immediate pressure and coupled with volcanion's steam eruption proves difficult to play around. Icy wind is for the predicted latias and latios switchins and also proves to be an effective way at handling gengar. Keldeo and volcanion work really well together as they complement each others weakness's, while their coverage isn't the greatest the shear power they exert in battle proves to overcome their coverage shortcomings.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Latias was a strange addition to the team, while its power is at times lacklustre its relatively decent bulk and the support it provides for the team is second to none. Defog is used for removing hazards making it easier for volcanion and the rest of the team to switch in. Draco meteor is just an emergency power attack that does significant damage to rotom and slowbro, while psyshock is another way to handle mega venasaur a real nuisance to the team. However, the main draw of latias and arguably the only reason why I use it over latios, is healing wish. Healing wish has saved me from a loss more times than I can remember and it allows me to play more aggressively as I know I have a backup to restore a mon.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Mega scizor has proved to be a great addition to the team, as priority bullet punch allows it to clean up and sweep late game. Since this set provides scizor with significant bulk roost is useful for staying healthy throughout the game. Swords dance is swords dance, giving scizor a chance to sweep. U-turn is an odd choice but I find that due to how the team functions it maintains pressure throughout the match and makes it easier to switch Volcanion into battle.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Landorus is the teams main pivot and handles faster threats like weavile. U-turn allows lando to act as a pivot and is really useful for racking up prior damage that pushes mons into a ko range for keldeo and volcanion. Earthquake is stab, while stone edge handles the notorious weavile. Finally knock off like u-turn provides prior damage and is just useful to cripple pokemon that really on leftovers for recovery.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
Finally, clefable is the teams glue providing support in the form of thunder wave and stealth rock. Clefable really just supports the team by pivoting into attacks and healing off the damage with soft-boiled. Clefable also causes a lot of switches which is useful for ensuring entry hazard damage.
So there you have it guys the team in all its glory. I know the team is not perfect so any suggestions would be great.