Hey! I know I already gave you a rate for the first iteration of this team, but I think I found a way to make it better than the previous team.
So, I_Support_Ads hit a lot of the problems with the team in his/her rate. The lack of a ground immunity is a big problem on any team and this version of the team forces predictions in the case of offensive Landorus-Therian or Excadrill coming in, the former being able to switch in for free on your Excadrill and Tyranitar. Physical threats, such as the ones I_Support_Ads mentioned, threatening the team is another big problem that this version has. Previously, you had Landorus-Therian to take on all of these with the exception of Mega Gyarados, and taking it out of the team left a lot of openings for these pokemon to threaten the team. Offensive waters such as Keldeo and Starmie can be big problems as well because they can carry moves that deal a lot of damage to Volcanion and Serperior. I suggested Starmie on the last rate I gave you because Keldeo was such a nuisance to the team. I did notice with my last rate that it left you pretty wide open to fairy types, which I assume is why you swapped Starmie for Excadrill as your spinner. Fortunately, in this rate, I'll fix up the fairy problem as well as the other ones that ended up being created with this team. Keep in mind, 5 out of the 6 pokemon are going to be the same as my last rate so I hope that when you tested that team, it wasn't too bad for you. Some of the sets are going to be different though, so I hope that regardless of how that team fared, it'll make laddering easier for you.
As I mentioned earlier, the team really needs a reliable Keldeo switch-in so mainly for that reason, I suggest replacing Keldeo with Starmie. Both of them are powerful water types (although Scarf Keldeo is pretty weak), but using Starmie will provide you with better defense coverage for the team than Keldeo.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Also mentioned earlier, the team really needs a ground immunity and an answer to powerful physical attackers. I suggested Scarf Landorus-Therian in my last rate, but this time I think Excadrill should be replaced with defensive Landorus-Therian because Landorus-Therian would be your only switch-in to a lot of these physical attackers, especially Mega Lopunny and Mega Medicham, so having a defensive set would greatly increase its longevity.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
I realize that with this set of pokemon, fairy types were a big issue and I don't think the team needs as much offensive pressure as it has now, so I think that replacing Serperior with Ferrothorn is the best option to add some bulk to the team and add a fairy check to the team, while still leaving the team as a pretty offensive one since Mega Medicham, Volcanion, and Starmie pack enough offensive pressure together to ensure that many defensive cores can be broken through. Adding Ferrothorn does change the team goal a little bit, but I think it's beneficial for the team because it makes the team a hazard stacking team that weakens defensive pokemon for your offensive pokemon to clean up. Plus, with Tyranitar on the team, you're able to pressure common hazard removers such as the Lati twins.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Onto the set changes, I completely missed the fact that your Mega Medicham didn't have Fake Out the first time I rated it. Fake Out is essential on Mega Medicham because it ensures that you get the mega evolution off, so I'd replace Zen Headbutt with Fake Out. Also, Adamant Medicham is more favorable in the current metagame compared to Jolly because it takes on defensive pokemon such as Skarmory a lot more easily and the extra speed isn't that necessary since the only notable thing it outspeeds as far as I remember is Kyurem-Black, which with Ferrothorn and Tyranitar is not that much of a problem. Because of this, I'd use Adamant Medicham over Jolly. For similar reasons, I suggest using Modest Volcanion over Timid. I'm also leaning towards using Specs Volcanion over Mystic Water because I've never felt the need to switch moves during testing. If you really feel like being locked into a move is a problem for you in most games, you can opt to run Mystic Water or I_Support_Ads' suggestion of Expert Belt. Finally, since the team lost its scarfer and since you don't need a hazard setter anymore, I suggest running Scarf Tyranitar over defensive.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
I hope this helps you climb past the 1400s, and sorry that these changes are a little similar to the last ones that I made.
Summary of Changes:
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Fake Out>Zen Headbutt, Adamant>Jolly
Modest>Timid
Importable
Medicham (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Bullet Punch
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Earth Power
- Sludge Bomb
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch