Alright guys, I have a pretty solid Volt/Turn team for y'all, with a twist!
I've found Drifblim very effective in this meta, but it's main issue is that teams normally carry reliable checks to most of its sets. It also has a very similar pool of checks and counters to one of the main components of Volt/Turn, Ninjask. So why not slap them both on the same team and just pressure the living day lights out of those checks?!?!?!?
My Drifblim set is a bit of a departure from the standard sub/liechi set, which typically carries such moves as Will-O-Wisp, Destiny Bond, or Explosion, but I have been playing around with Baton Pass as a fourth slot and it is incredibly effective, when paired with the right recipient.
Most of Drif's ususal switch-ins, such as Stunfisk, Vullaby, Probopass, and Relicanth, are beaten by Machoke 1 v 1, so its very advantageous to Substitute as one of these comes in and then pass that Sub to Machoke, or even Sub down to Liechi and pass that +1 in attack to Machoke. Essentialy you create scenarios where Machoke is in for free (all of those listed, bar Relicanth, fail to break this Machoke's Substitue with a move that would have been SE on Drifblim) and your opponent is forced to sacrifice the health of their Drifblim/Ninjask check or let something else take a neutral or +1 CC, opening the way for your team. Baton Pass also adds even more momentum to the overall theme of the team.
This Machoke is a bit abnormal in its EV spread. I opted to invest a little less in attack, while hitting the highest jump point, in favor of more bulk. This allows aforementioned subs passed to it to remain intact on the pass, while still being a potent offensive force to be reckoned with.
Ninjask, the embodiment of U-Turn in the PU tier, is a notable threat in the current meta. Its speed and remarkable power, when fitted with a Choice Band, really tears most offensive teams apart, all the while gaining valuable momentum for your team. Standard slots aside, Toxic is something myself and others have come to use as a fourth on Ninjask, over the usual Night Slash. Toxicing switchins such Stunfisk, rather then U-Turn-ing on it, saves yourself from Static's chance of paralysis, while hindering its longevity over the remainder of the match. Oh, and lets not forget about crippling a Vigoroth after it's safely behind its Substitute, which could mean the diffrence between certain loss and a victory for yourself.
The second component of this teams main Volt/Turn core is none other then Bolt/Beam the pokemon: Rotom-F. When paired with Ninjask's U-Turn, Choice Scarf Rotom's Volt Switch becomes an amazing means of wearing down teams for later clean by either itself, Drifblim, or Ninjask. Revel in the feeling of trapping your opponent in the vortex that is Volt/Turn!!! It's powerful, yet unreliable, secondary STAB, Blizzard, is also incredibly potent in this metagame. Trick on the fourth is standard, but I'd like to make a point that it has become a very nice slot, as of late, due to Audino's presence in the tier. This also creates further setup oppurtunities for Drifblim, once walls like Audino are locked.
Enter the Hebrew Hero, the Leviathan from the Levant, the Nose that Knows, Probopass!!! Providing a much needed Normal/Flying Resist and reliable Stealth Rocks setter, Probopass find itself a place on the team. Probo also aids the team in its ability to trap troublesome Steel types that otherwise cause this team some issues. Pawniard, Metang, Klang, and of-course opposing Probopass are things that Drifblim, Rotom-F, and Ninjask greatly appreciate removed, and our Jewish Gentlemen gets the job done, as advertised. I opted for a bit more speed on this Probo to have a better chance at outspeeding opposing Probopass and Metangs. Volt Switch also gives this team EVEN MORE momentum (Almost overkill at this point).
This Probopass has another trick up its nonexistent sleeves, considering its holding a Passho Berry. Acting as a pseudo Water check, the ability to lure mons such as Swanna, Floatzel, or a choice locked Basculin and remove them with Volt Switch is very nice for this team. Also, the whole Drifblim Sub-Pass to Machoke deal gets completely undone when Jumpluff is present. Probopass might not be the best check to Pluff, but it can get the job done, given the right oppurtunity.
Buzz, buzz, buzz. This team is VERY weak to Stealth Rocks and a reliable means of removing these, while not stacking any other Rock weakness, was very important. Vibrava is here to save the day! It's great typing/ability gives it a very notable matchup against most Stealth Rock setters in the meta (Golem, Probopass, Relicanth, Stunfisk), and also provides the team with a reliable Fire Switch-in, which could trouble a locked Ninjask or Rotom-F. I opted for a sassy nature with 28 IVs in speed to slow turn on base 60's, such as Tangela and Vullaby, which the team otherwise has a problem switching into. It also possesses the ability to significantly weaken Pawniard coming in on an expected Defog, making it much simpler for Probopass to trap and kill. Oh, and guess what, it gives the team EVEN F*CKING MORE MOMENTUM WITH ITS U-TURN.
Hope y'all have some fun frustrating your opponents with the perpetual storm that is Volt/Turn. And try and get a +1 Machoke behind a sub if you can, its quite broken. :]
(P.S.- Names are japanese, translate them at your leisure for a few laughs.)