Hello everybody.
I would like to show you a team I've been using a lot during the last weeks. I find it very interesting to use because mind game is really important, and it's not too bad in term of efficiency (over 1800 on PS when I'm not too tired). But I think i still need to improve it, so I would be interested in any well-explained advice to make it better.
Team Building process
Team at a Glance
Team in detail
Mienshao @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- U-turn
- Hi Jump Kick
- Fake Out
- Hidden Power [Ice]
So here comes my first sweeper, stall breaker and revenge killer. I run one of the two typical sets (the other being the choice, that didn't interest me). I don't think I need to explain U-turn, and I won't either for the other users, it's here to gain momentum while attacking, that allow me to send a counter on a predicted switch, and that works wonder. I would just add that damage from this attack are not negligible, thanks to his high attack and life orb, and Mienshao often attracts psychic types that won't like u-turn (2 KO on Latios for example).
For the rest of the movepool, Hi Jump Kick is the obvious stab. It really hurts, and in such an offensive metagame, there are few things except ghosts and Tentacruel that can repetitivly switch in. The "crash" when it misses is a pain, i really need to take care of unpredicted Protect. But regenerator helps to deal with that.
Hidden power Ice is really useful, OKO Gliscor, Landorus and many Dragons that resist fighting. Stone edge could take this spot, but it's just really better on Volcarona, who is not a real threat to my team. And I like having 100% accuracy sometimes. And Mienshao is so frail that the spe-def drop from naïve nature is not annoying.
Fake out is a really good move. When a threatening sweeper is boosted, I often use fake out, sacrifice something and Fake Out again until the opponent die. And Normal is unresisted by what I need to check, except Terrakion, who is not a problem.
So Mienshao is really doing is job well, even if it's a pity he doesn't have a slightly higher speed. I have thought of Ampiboon (stab Fake Out + Technician, and a better speed) or Infernape (two useful stab and a slightly higher speed) for this spot, but Regenerator is a really amazing ability, that make Mienshao better in my opinion.
Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
This one is a real behemoth. The highest attack stat of OU behind Kyurem-B and Haxorus is something you have to consider before switching in, and his u-turns are quite strong.
Thanks to Intimidate, he can comes in many physical threat, and set Stealth Rock without problem, or punish them if they wish to stay. Rocks are absolutely necessary, as i will force many switches thanks to the volt-turn, and Landorus is able to set them many time if needed.
Earthquake is the obvious stab, and demolishes what doesn't resist it. Stone Edge is a good choice for the coverage, and punishes flying types who think they can come on a "predicted" Earthquake.
Landorus has a really good bulk, and at full health, he can stay alive against +1 Outrage or Hurricane from Tornadus-T. But I'm not sure of the Ev spread, I might try something different. Outspeeding standard Tentacruel for example, or standard Jirachi would be really useful.
Gliscor have been considered, because of his immunity to the biggest threat for this team : statuses. But I would really miss the offensive pressure and Intimidate.
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom is my only real special attacker, so I need him to hit hard. But I also appreciate a lot his set of resistances, so I choose a bulky offensive set. This pokemon is really amazing, he destroy annoying walls or cripple them with WOW (hi, Ferothorn !), and he can comes in against a huge amount of common monsters, such as Politoed (hope he won't use toxik), Heathran (same problem), Gliscor (again), Landorus or Mamoswine... He is also usefull to kill unusual threat such as Bulk-up Conkeldur, who can be really hard to deal with otherwise.
Nothing really new to say about the two stabs, they are just nice and strong. Wow is a really good tool, makes switch-in even harder. I might try Thunder Wave, because paralysing is nice to deal with the low speed of many of my pokemons, but for the moment I find passive damage more useful here.
I really don't know what to put on the last slot. Pain Split is mainly a filler, I have tried HP grass for Gastrodon, but I don't often see him. Maybe HP ice, or HP fire for Ferothorn and Forestress ? Or another status ? or Rain Dance because Sun Teams often sacrifice Ninetailes ?
It's hard to explain it, but Rotom might be the most important member of the team, the one I need to keep alive, especially against rain. No possible change for this one.
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball
Salamence @ Lum Berry
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Typical Dragon Dance Salamence, don't think I have to explain the obvious coverage moves. Just notice that balloon from Heathran is easy to remove thanks to Volt-turn from Foretress and Jirachi, that helps Salamence to sweep . Lum Berry is a really amazing item, helps against the numerous statuses that are sent against Salamence (Thunder wave from Ferothorn, random Scald burns, Spore...). I don't think I will change the ability, because Salamence is often used as a pivot to tank resisted hit, and need Intimidate to start dancing without fear.
I choose Hasty nature rather than naïve because I use Salamence to take many special hits, for example coming from Venausaur, who could otherwise hurt too much with Sludge Bomb, and sweep the rest of the team easily.
I have thought of the moxie + Choice scarf set, but in this team, a stall breaker is more important than a revenge killer.
Dragonite could take this spot, because of Multiscale and Extremspeed. But he's a bit too slow, and the slightly lower special attack make it more difficult to deal with Ferothorn and Skarmory.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- U-turn
- Wish
- Iron Head
- Body Slam
This adorable pixie is the last member I needed to have an optimal balance. I chose the specially defensive set because I already have many things to deal with physical attacker (Wow, Intimidate, Forestress). Body slam is really cool to spread paralysis, and hit more useful things than Thunder Wave. Not perfectly reliable, but it also deals damage (don't laugh, that can count). Iron Head is the obvious rage-inducing stab. I don't like using flinching, because I find it too annoying for the opponent, but sometimes it's the only way to survive...
And Wish is the icing on the cake. Often uses it for himself, when he has to check a special attacker, but Rotom and Salamence are also easy to heal, thanks to their good typing synergies with Jirachi.
Considering the changes, I have thought of ScarfRachi as a surprising revenge killer, but I would miss my special tank...
Just a few things to add about the strengths and weaknesses of this team.
I really lack speed. Mienshao is the quickest mon, and he's slower than musketeers and Lati@s. But it's surprisingly not such a problem. I have found no room for a scarfer, but if you have an interesting one who wouldn't spoil the balance of the team, I'm interested.
The defensive balance is really good. No attack can hit more than two pokemons for super effective damage, and every type (except ghost, which is not an issue) is resisted by at least two pokemons.
I'd really like to add a cleric (Heal Beal or Aromatherapy user) because statuses are really annoying. Burns are especially disturbing, because of my high number of physical attackers. Mew, Celebi, Meloeta and Lanturn are the only usable Clerics that learn U-Turn or Volt-switch, but I haven't found any room for them.
Concerning the Threat List, I'll just point out the most annoying things. Notice that nothing is a real trouble maker alone, most of them are just hard to face when their counter is weakened.
- Sub Toxik Tentacruel. I just hate it. He can set up a sub against half of my team, outspeed Landorus and Rotom, and don't stop healing himself. Salamence can take care if I'm able to break the sub and if the Lum Berry is still here.
- Keldeo : Scarf can revenge +1 Salamence and sweep late game, spec has no reliable switch-in, calm mind can clean everything if Jirachi and Rotom are weakened. I really need to take care of Rotom to deal with him, or to paralyse him if I can.
- Jelicent : not awful, but he made it really hard for Mienshao and Foretress to do their job. Happily, Landorus can 2 Ko with Earthquake if he's not burnt, and can tank one scald. tenexfix is another annoying ghost, but doesn't like Hydro Pump.
- Some sun sweepers, such as Volcarona or Venausaur if Salamence is too weakened, and Darmanitan (he dies quickly thanks to recoil, but often kill two pokemons.
- Gastrodon : can' Oko him, often have to sacrifice something (Mienshao or Landorus) to weaken him. Not often seen.
Thanks for reading this presentation, I'm waiting for your advice and comment. Feel free to test the team.
Importable :
PS : I've seen that another interesting team based on volt-turn is being rated, and I read the comment carefully, but our play styles are a bit different, so feel free to give me other ideas (or the same if you think they fit both teams, obviously).
I would like to show you a team I've been using a lot during the last weeks. I find it very interesting to use because mind game is really important, and it's not too bad in term of efficiency (over 1800 on PS when I'm not too tired). But I think i still need to improve it, so I would be interested in any well-explained advice to make it better.
Team Building process
First of all, i wanted to build something fun and as competitive as possible around volt-turn. The first pokemon I wanted to include was life orb Mienshao. Even if he's currently under used, he has an interesting niche as the most offensive user of regenerator behind Tornadus, and an underrated priority.
Another monster i wanted to use was Landorus-T, because I think Intimidate is a really good ability in a volt-turn team. And he's a reliable and really offensive user of SR, which are crucial for this team.
Then I needed a specially oriented sweeper, and the best when it comes to volt-turn is obviously Rotom-W. His wonderful typing and ability allow him to counter many offensive threat, and he can put a nice pressure.
Then I needed something to deal with hazards, as I would often switch, and to tank physical hits. Foretress has been easy to chose, because of it's good typing and his access to Volt-switch.
Then I needed a good stall breaker, who would be able to benefit the good momentum of the team. I also need some resistances, especially to the usual Fire/grass in sun teams. So a dragon definitely had a spot to take, and I chose Salamence, because he has a correct bulk, a good raw power and another intimidate for an easy set-up.
So my team seemed to be balanced rather than offensive, so I needed another good backbone against some annoying threats, such as Lati@s, Tornadus or Gengar. I balanced a lot, and decided to give specially defensive Jirachi a chance to shine, and he's really been a reliable team-mate.
Another monster i wanted to use was Landorus-T, because I think Intimidate is a really good ability in a volt-turn team. And he's a reliable and really offensive user of SR, which are crucial for this team.
Then I needed a specially oriented sweeper, and the best when it comes to volt-turn is obviously Rotom-W. His wonderful typing and ability allow him to counter many offensive threat, and he can put a nice pressure.
Then I needed something to deal with hazards, as I would often switch, and to tank physical hits. Foretress has been easy to chose, because of it's good typing and his access to Volt-switch.
Then I needed a good stall breaker, who would be able to benefit the good momentum of the team. I also need some resistances, especially to the usual Fire/grass in sun teams. So a dragon definitely had a spot to take, and I chose Salamence, because he has a correct bulk, a good raw power and another intimidate for an easy set-up.
So my team seemed to be balanced rather than offensive, so I needed another good backbone against some annoying threats, such as Lati@s, Tornadus or Gengar. I balanced a lot, and decided to give specially defensive Jirachi a chance to shine, and he's really been a reliable team-mate.
Team at a Glance
Team in detail
Mienshao @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- U-turn
- Hi Jump Kick
- Fake Out
- Hidden Power [Ice]
So here comes my first sweeper, stall breaker and revenge killer. I run one of the two typical sets (the other being the choice, that didn't interest me). I don't think I need to explain U-turn, and I won't either for the other users, it's here to gain momentum while attacking, that allow me to send a counter on a predicted switch, and that works wonder. I would just add that damage from this attack are not negligible, thanks to his high attack and life orb, and Mienshao often attracts psychic types that won't like u-turn (2 KO on Latios for example).
For the rest of the movepool, Hi Jump Kick is the obvious stab. It really hurts, and in such an offensive metagame, there are few things except ghosts and Tentacruel that can repetitivly switch in. The "crash" when it misses is a pain, i really need to take care of unpredicted Protect. But regenerator helps to deal with that.
Hidden power Ice is really useful, OKO Gliscor, Landorus and many Dragons that resist fighting. Stone edge could take this spot, but it's just really better on Volcarona, who is not a real threat to my team. And I like having 100% accuracy sometimes. And Mienshao is so frail that the spe-def drop from naïve nature is not annoying.
Fake out is a really good move. When a threatening sweeper is boosted, I often use fake out, sacrifice something and Fake Out again until the opponent die. And Normal is unresisted by what I need to check, except Terrakion, who is not a problem.
Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
This one is a real behemoth. The highest attack stat of OU behind Kyurem-B and Haxorus is something you have to consider before switching in, and his u-turns are quite strong.
Thanks to Intimidate, he can comes in many physical threat, and set Stealth Rock without problem, or punish them if they wish to stay. Rocks are absolutely necessary, as i will force many switches thanks to the volt-turn, and Landorus is able to set them many time if needed.
Earthquake is the obvious stab, and demolishes what doesn't resist it. Stone Edge is a good choice for the coverage, and punishes flying types who think they can come on a "predicted" Earthquake.
Landorus has a really good bulk, and at full health, he can stay alive against +1 Outrage or Hurricane from Tornadus-T. But I'm not sure of the Ev spread, I might try something different. Outspeeding standard Tentacruel for example, or standard Jirachi would be really useful.
Gliscor have been considered, because of his immunity to the biggest threat for this team : statuses. But I would really miss the offensive pressure and Intimidate.
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom is my only real special attacker, so I need him to hit hard. But I also appreciate a lot his set of resistances, so I choose a bulky offensive set. This pokemon is really amazing, he destroy annoying walls or cripple them with WOW (hi, Ferothorn !), and he can comes in against a huge amount of common monsters, such as Politoed (hope he won't use toxik), Heathran (same problem), Gliscor (again), Landorus or Mamoswine... He is also usefull to kill unusual threat such as Bulk-up Conkeldur, who can be really hard to deal with otherwise.
Nothing really new to say about the two stabs, they are just nice and strong. Wow is a really good tool, makes switch-in even harder. I might try Thunder Wave, because paralysing is nice to deal with the low speed of many of my pokemons, but for the moment I find passive damage more useful here.
I really don't know what to put on the last slot. Pain Split is mainly a filler, I have tried HP grass for Gastrodon, but I don't often see him. Maybe HP ice, or HP fire for Ferothorn and Forestress ? Or another status ? or Rain Dance because Sun Teams often sacrifice Ninetailes ?
It's hard to explain it, but Rotom might be the most important member of the team, the one I need to keep alive, especially against rain. No possible change for this one.
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball
Foretress is a really good spinner, and I appreciate a lot a really slow Volt Switch. Even with only one offensive move and no investment in attack, he's really often used to attack. He reliably checks Terrakion (who often stay against him, hard to understand why), attract Gengar for a 2KO (sometimes OKO with rocks) if he thinks I'll try to spin, seriously damage fast sweepers such as Tornadus or Latios. Sturdy is a really good joker for "revenge killing".
The Ev spread is not really subtle, I just wanted a physical steel tank, but it might be improved.
Surprisingly, I don't often use Spikes. I have no spinblocker, so they are quite useless when there is a spinner. And against offensive teams, I prefer gaining momentum or attacking, no time for spiking. So I'm open to any idea (maybe Toxik ? Or the unexpected Earthquake to punish Heatran and Magnezone on the switch ? Or the even more surprising Payback to hit Xatu and Jellicent ?).
No change really considered, maybe Xatu, but I don't like the SR weakness if I'm not able to predict them.
The Ev spread is not really subtle, I just wanted a physical steel tank, but it might be improved.
Surprisingly, I don't often use Spikes. I have no spinblocker, so they are quite useless when there is a spinner. And against offensive teams, I prefer gaining momentum or attacking, no time for spiking. So I'm open to any idea (maybe Toxik ? Or the unexpected Earthquake to punish Heatran and Magnezone on the switch ? Or the even more surprising Payback to hit Xatu and Jellicent ?).
No change really considered, maybe Xatu, but I don't like the SR weakness if I'm not able to predict them.
Salamence @ Lum Berry
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Typical Dragon Dance Salamence, don't think I have to explain the obvious coverage moves. Just notice that balloon from Heathran is easy to remove thanks to Volt-turn from Foretress and Jirachi, that helps Salamence to sweep . Lum Berry is a really amazing item, helps against the numerous statuses that are sent against Salamence (Thunder wave from Ferothorn, random Scald burns, Spore...). I don't think I will change the ability, because Salamence is often used as a pivot to tank resisted hit, and need Intimidate to start dancing without fear.
I choose Hasty nature rather than naïve because I use Salamence to take many special hits, for example coming from Venausaur, who could otherwise hurt too much with Sludge Bomb, and sweep the rest of the team easily.
I have thought of the moxie + Choice scarf set, but in this team, a stall breaker is more important than a revenge killer.
Dragonite could take this spot, because of Multiscale and Extremspeed. But he's a bit too slow, and the slightly lower special attack make it more difficult to deal with Ferothorn and Skarmory.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- U-turn
- Wish
- Iron Head
- Body Slam
This adorable pixie is the last member I needed to have an optimal balance. I chose the specially defensive set because I already have many things to deal with physical attacker (Wow, Intimidate, Forestress). Body slam is really cool to spread paralysis, and hit more useful things than Thunder Wave. Not perfectly reliable, but it also deals damage (don't laugh, that can count). Iron Head is the obvious rage-inducing stab. I don't like using flinching, because I find it too annoying for the opponent, but sometimes it's the only way to survive...
And Wish is the icing on the cake. Often uses it for himself, when he has to check a special attacker, but Rotom and Salamence are also easy to heal, thanks to their good typing synergies with Jirachi.
Considering the changes, I have thought of ScarfRachi as a surprising revenge killer, but I would miss my special tank...
Just a few things to add about the strengths and weaknesses of this team.
I really lack speed. Mienshao is the quickest mon, and he's slower than musketeers and Lati@s. But it's surprisingly not such a problem. I have found no room for a scarfer, but if you have an interesting one who wouldn't spoil the balance of the team, I'm interested.
The defensive balance is really good. No attack can hit more than two pokemons for super effective damage, and every type (except ghost, which is not an issue) is resisted by at least two pokemons.
I'd really like to add a cleric (Heal Beal or Aromatherapy user) because statuses are really annoying. Burns are especially disturbing, because of my high number of physical attackers. Mew, Celebi, Meloeta and Lanturn are the only usable Clerics that learn U-Turn or Volt-switch, but I haven't found any room for them.
Concerning the Threat List, I'll just point out the most annoying things. Notice that nothing is a real trouble maker alone, most of them are just hard to face when their counter is weakened.
- Sub Toxik Tentacruel. I just hate it. He can set up a sub against half of my team, outspeed Landorus and Rotom, and don't stop healing himself. Salamence can take care if I'm able to break the sub and if the Lum Berry is still here.
- Keldeo : Scarf can revenge +1 Salamence and sweep late game, spec has no reliable switch-in, calm mind can clean everything if Jirachi and Rotom are weakened. I really need to take care of Rotom to deal with him, or to paralyse him if I can.
- Jelicent : not awful, but he made it really hard for Mienshao and Foretress to do their job. Happily, Landorus can 2 Ko with Earthquake if he's not burnt, and can tank one scald. tenexfix is another annoying ghost, but doesn't like Hydro Pump.
- Some sun sweepers, such as Volcarona or Venausaur if Salamence is too weakened, and Darmanitan (he dies quickly thanks to recoil, but often kill two pokemons.
- Gastrodon : can' Oko him, often have to sacrifice something (Mienshao or Landorus) to weaken him. Not often seen.
Thanks for reading this presentation, I'm waiting for your advice and comment. Feel free to test the team.
Importable :
Salamence @ Lum Berry
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball
Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
Mienshao @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- U-turn
- Hi Jump Kick
- Fake Out
- Hidden Power [Ice]
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- U-turn
- Wish
- Iron Head
- Body Slam
Trait: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Volt Switch
- Rapid Spin
- Spikes
- Gyro Ball
Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
Mienshao @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- U-turn
- Hi Jump Kick
- Fake Out
- Hidden Power [Ice]
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk / 30 SAtk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- U-turn
- Wish
- Iron Head
- Body Slam
PS : I've seen that another interesting team based on volt-turn is being rated, and I read the comment carefully, but our play styles are a bit different, so feel free to give me other ideas (or the same if you think they fit both teams, obviously).