With Torn-T and Manectric, I decided that my team was going to be offensive volt-turn. I use the physical acrobatics set over AV because I don't like missing hurricanes and it allowed me to use taunt, which is really good on a base 121 speed mon, especially for shutting down opposing stealth rock leads. Also, superpower can kill T-tar more reliably. The Manectric set is standard. I added banded Scizor to supplement the volt-turn core because a slow switch is usually better than a fast switch, and banded Scizor can check many of the mons that boost their speed (Landorus, Diancie, Megagross, Altaria, being the key threats). Since volt-turn teams usually lack in wallbreaking power, I decided to use both pursuit and knock off because of their utility against bulkier teams. Because Lopunny is a cancerous mon (design wise and competitively), I added a lure Terrakion which sets up rocks and lives the combination of a fake out and high jump kick thanks to its chople berry. Toxic is there to wear down bulky ground types like Hippowdon that like to switch in to Scizor and Manectric. Since volt-turn mons need a way to remove hazards, I added defog Latias with healing wish, which is a standard set. Healing wish allows me to revive Terrakion in case Bisharp switches in. Latias also switches into Keldeo, Manaphy, and a few other offensive threats so they will be hard pressed to get kills. Finally, my team looked weak to stall and Mega Sableye in general so I added one of the best nonmega wallbreaking fairy types, Azumarill. Additional priority is always nice for fast offensive threats like sand rush Excadrill, and Azumarill is more effective thanks to Terrakion's toxic and Torn-T's taunt to prevent recovery.