Mac3
im reminded theres no finer place to kiss
Beedrei Volt-Turn
Thought Process
I started off with this core as Beedrill beats the fairies Hydreigon loathes while Hydreigon beats the psychics that beat Beedrill. They also both have U-turn so I wanted to build a Volt-Turn team around them.
I then added Cobalion to get a ice type check and it also has access to Volt-Switch, It also works as a knock off switch-in. It also works as a secondary way to beat fairies.
So then I added Helioptile as a reliable way to take care of waters and flying types. It also gets Volt-Switch so that was gonna be my last Volt-Turn user on my team.
I then added Froslass as it easily gets up atlas 1 layer of spikes every match which is very useful as Volt-Turn teams force a lot of switches. It also works as a anti lead as it gets access to Taunt and Destiny Bond.
So I also needed hazard control as hazards beat this team because it is quite reliant on switching. Empoleon also learns Stealth Rocks which I needed, as well as a water bulky water resist.
I then changed Rotom-H for Helioptile and I changed Gardevoir for Cobalion as my team up until that point was super weak to Fighting and Ground types. while I did lose a Volt-Switcher I believe its worth it.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Protect
- Knock Off
The mega and fairy killer of this team, this is arguably the best U-turner in the tier at this moment. I ran the standard smogon set.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower/Fire Blast
- U-turn
Psychic immunity, ground immunity and scarfer I chose to run Flamethrower over Fire Blast as I didn't want to miss but if you want the extra power then you can run it.
Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Protect
- Wish
The cleric and main fighting resist of the team. I chose to use Heal Bell as a T-wave or Will-O-Wisp could pretty much render Beedrill or Hydreigon useless. I also wanted Wishtect to give my team a little bit of longevity.
Rotom-Heat @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 192 HP / 188 SpA / 128 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Trick
Second ground immunity and the way to deal with Water types. I chose Specs as it does so much damage and I can add trick to make a physical attacker much easier to control. It can also beat last mon setup sweepers.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Spikes
- Ice Beam
- Taunt
Spiker of the team. This is usually my lead as it can taunt other mons that try to Stealth Rock then proceed to Destiny bond or put up a layer of Spikes.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Stealth Rock
- Roar
Rocker and Hazard control. Volt-Turn teams almost always need hazard control as they switch a lot and Stealth Rocks is mandatory for any team accept extreme Hyper Offense.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Protect
- Knock Off
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn
Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Protect
- Wish
Rotom-Heat @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 192 HP / 188 SpA / 128 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Trick
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Spikes
- Ice Beam
- Taunt
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Stealth Rock
- Roar
Thought Process
I started off with this core as Beedrill beats the fairies Hydreigon loathes while Hydreigon beats the psychics that beat Beedrill. They also both have U-turn so I wanted to build a Volt-Turn team around them.
I then added Cobalion to get a ice type check and it also has access to Volt-Switch, It also works as a knock off switch-in. It also works as a secondary way to beat fairies.
So then I added Helioptile as a reliable way to take care of waters and flying types. It also gets Volt-Switch so that was gonna be my last Volt-Turn user on my team.
I then added Froslass as it easily gets up atlas 1 layer of spikes every match which is very useful as Volt-Turn teams force a lot of switches. It also works as a anti lead as it gets access to Taunt and Destiny Bond.
So I also needed hazard control as hazards beat this team because it is quite reliant on switching. Empoleon also learns Stealth Rocks which I needed, as well as a water bulky water resist.
I then changed Rotom-H for Helioptile and I changed Gardevoir for Cobalion as my team up until that point was super weak to Fighting and Ground types. while I did lose a Volt-Switcher I believe its worth it.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Protect
- Knock Off
The mega and fairy killer of this team, this is arguably the best U-turner in the tier at this moment. I ran the standard smogon set.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower/Fire Blast
- U-turn
Psychic immunity, ground immunity and scarfer I chose to run Flamethrower over Fire Blast as I didn't want to miss but if you want the extra power then you can run it.
Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Protect
- Wish
The cleric and main fighting resist of the team. I chose to use Heal Bell as a T-wave or Will-O-Wisp could pretty much render Beedrill or Hydreigon useless. I also wanted Wishtect to give my team a little bit of longevity.
Rotom-Heat @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 192 HP / 188 SpA / 128 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Trick
Second ground immunity and the way to deal with Water types. I chose Specs as it does so much damage and I can add trick to make a physical attacker much easier to control. It can also beat last mon setup sweepers.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Spikes
- Ice Beam
- Taunt
Spiker of the team. This is usually my lead as it can taunt other mons that try to Stealth Rock then proceed to Destiny bond or put up a layer of Spikes.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Stealth Rock
- Roar
Rocker and Hazard control. Volt-Turn teams almost always need hazard control as they switch a lot and Stealth Rocks is mandatory for any team accept extreme Hyper Offense.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- U-turn
- Protect
- Knock Off
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn
Gardevoir @ Leftovers
Ability: Trace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Moonblast
- Protect
- Wish
Rotom-Heat @ Choice Specs
Ability: Levitate
Shiny: Yes
EVs: 192 HP / 188 SpA / 128 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Trick
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Spikes
- Ice Beam
- Taunt
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Stealth Rock
- Roar