Poor, poor, Coalossal. Despite possessing an excellent defensive stat spread of 110, 120, 90, it is cursed to having absolutely terrible defensive typing that leaves it with two 4x weaknesses. Honestly, Coalossal is best compared to Old King Coal from Banjo Tooie both in terms of physical appearance and role. Looks strong, sturdy, and intimidating, but is actually quite easy to take down if you know what you are doing.
Had it been a pure Rock or FIre type it likely would have seen more use, but that's not to say this mobile volcano is entirely useless as it does possess a few nifty tools that many competitive Pokemon wished they had such as access to such as Rapid Spin and two of the four entry hazards, and the ability to run both its Dynamax and Gigantamax forms in competitive formats with the former being able to set up Sandstorm thus boosting its special defense, or the latter that chips away 1/6 of your opponent's health per turn. While not exactly a top tier threat by any means, Coalossal still makes due with it was given and can be viable when played correctly. Just stay away from grenade and ice eggs, or rather Ground and Water types.
Spins and Stones may break my Bones, by Coalossal will never hurt Me
Ability: Flame Body
Item: Leftovers
Nature: Impish (+Def -Sp.Att)
EVs: (HP 252) (Def 252) (Sp.Def 4)
Moves:
Stealth Rock
Rapid Spin
Heat Crash
Body Press/Stone Edge/Spikes
Set Details:
A lead entry hazard setter that can remove your opponent's hazards in the process. Lay down Stealth Rocks so the rest of your team can reap the benefits of your opponent's constant swapping, and Rapid Spin boosts speed while helping to clear the field of your entry hazards your opponent may be trying to set up on their end. Heat Crash is your most reliable STAB option thanks to how freaking heavy this fire mountain is. Body Press takes advantage of your high defense stats and has good coverage alongside your Fire STAB, but Stone Edge is also a fairly reliable secondary STAB option that gives coverage to targets resistant to to Heat Crash. But if you really want to go all out with your entry hazards then you can opt to put on Spikes instead and really screw with your opponent's bad habit of switching. Invest in your defensive stats as much as you can so you stay in the fight long enough to lay down your entry hazards, and Leftovers helps improve your survivability. As for your ability, Flame Body is your best option since it can deter direct attackers and reward you with a burn when you are lucky, thus whittling away your opponent's health and nerfing their physical attack.
Volcanic Train
Ability: Flame Body/Steam Engine
Item: Life Orb/Weakness Policy
Nature: Jolly (+Speed -Sp.Att)
EVs: (HP 4) (Attack 252) (Speed 252)
Moves:
Rock Polish
Heat Crash
Stone Edge
Earthquake/Body Press
Set Details:
A surprise physical sweeper for those not expecting Coalossal to go fast. Rock Polish shores up your speed to a more reliable tier, Heat Crash and Stone Edge form the crux of your offensive STAB combo, and Earthquake or Body Press helps fills the gaps in coverage with the former having a wider type coverage and the latter being able to take advantage of your high defense stat for better damage. Life Orb is your offensive tool to help give Coalossal that extra attack buff it needs, but Weakness Policy is also an option since the poor typing may present a unique opportunity to set up provided you survive the attack. Invest everything into speed and attack, then hope for the best. And you may also want to consider Steam Engine as your ability since if you come in on a Fire or Water attack (Preferably the former over the latter) you can instantly boost to +6 speed and proceed to flatten your opponent with the surprise agility.
Olympus (Poke)
Mons
Ability: Flame Body/Steam Engine
Item: Power Herb
Nature: Timid (+Speed -Att)
EVs: (HP 4) (Sp.Att 252) (Speed 252)
Moves:
Rock Polish
Meteor Beam
Fire Blast
Scald/Earth Power
Set Details:
A special attack variant of the physical sweeper set. Boost your speed with Rock Polish again, but this time you'll be using Meteor Beam as your follow-up move. With the Power Herb as its held item, Meteor Beam will boost your special attack and then immediately fire off a powerful special attack with no time to waste. Keep in mind however that Meteor Beam cannot be used repeatedly without the one turn charge, so either plan accordingly, or use your Dyna/Gigantamax form to reliably fire off your Rock STAB (Which one is up to you since the special defense boost from setting up Sand or the 1/6 residual damage are both hard to pass up). Fire Blast now becomes your secondary STAB and carries more consistent power than the physical Heat Crash, and your new coverage options go to either Scald which can surprise Ground types and offer a chance at burn or you can go with Earth Power for wider all around coverage. Once again, put everything into speed and offense, and it is up to you whether you want to run Flame Body to deter physical attackers or gamble with Steam Engine if you anticipate a Fire or Water attack on the switch. Also, side note. Why in Arceus's name does Coalossal not learn Lava Plume!? It's a freaking volcano!
So overall, be sure to give Coalossal a fighting chance despite the poor typing. Failing that, it is still useful to have around for competitive players since its ability is Flame Body which helps cut your egg hatching time while breeding: