raaaawr
arcanine @ leftovers
intimidate, jolly
248 hp/44 atk/216 spe
- flare blitz
- wild charge
- extremespeed
- morning sun
arcanine is a great mon to volt turn into, capable of outspeeding and OHKO'ing all of team 1 with flare blitz or wild charge, as well as providing the team with a strong priority move to help check any future speedy mons that may be added to the opposing team. it can also be a last ditch effort against a boosted omastar, especially after more than one boost, effectively negating its -normal resistance.
i opted for a bulkier spread, as it allows arcanine to come in on heracross with a lot more breathing room without the aid of a volt turn thanks to intimidate. arcanine is also a super threat in general, and forces the other team to find an answer to it.
in addition to its synergy with the volt turn strategy, arcanine's worst enemies (rhyperior, donphan, milotic) are easily checked by rotom-C, while some more defensive threats (chansey, snorlax) are easy pickings for crobat.
leftovers over life orb was tricky here, because i believe that arcanine should be able to switch around more freely without being forced to recover every time it comes in but i do enjoy like power. however, considering that a) it has to run two attacks that deal recoil damage, 2) the lack of attack investment, and c) the role that it plays for the team, i am more favorable towards leftovers.