I haven't made a Gen V RMT in a long time @_@ Mainly because I've still been trying to learn the metagame well and then BW2 threw me for a loop. Anyway here I am to bring a team I've been tweaking with for a few weeks based off a silly idea of mine. The whole thing's based on me wanting to use Lanturn in OU... yeah that doesn't sound great does it... Anyway, the first partner I chose for Lanturn was Tornadus-T, which seemed pretty big in OU. While thinking about this for a few days, Genesect just so happened to show up and began its destruction by being on nearly any team you see. With these three in mind, I created a Volt-Turn team (oh great) The team name comes from Genesect's and Lanturn's names, Gahdok and Cahdok, which are named for the Bahrag, the queens of the Bohrok in the Bionicle storyline (I realize the redundancy in the name as "Bahrag" implies "queen", but Bahrag Queens sounds nicer). These two become stronger the closer they are to each other, and due to involving Bionicle, I named each of the other 4 after Rahi. Teambuilding Process: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide These were the first three I wanted to begin with. With Lanturn sticking well with both, I can use two of the biggest threats of the metagame, as well as have one general answer to opposing threats, such as Thundurus-T and Tornadus-T. The whole team is based around supporting these three. I added Politoed because Genesect, Lanturn, and Tornadus-T all appreciate rain. I use defensive Politoed so that it can at least last awhile until I remove the opposing weather. I honestly don't remember my actual thought process here, but I know I practically threw on the last two slots to try and test it quickly. Mamoswine for rocks, and Skarmory for Spikes, as well as another Ground-type immunity. With Mamoswine and Skarmory having a hard time in battle, I changed the two out for Landorus-T and Ferrothorn, who fulfill the exact roles with hazards that they replaced. Landorus-T also adds into the Volt-Turn more. After being defeated by hazards over and over, I decided to switch over to Forretress to spin and set up Spikes. Forretress adds another Volt Switch, making 5 out of 6 members Volt-Turning. Forretress ends up supporting much better than Ferrothorn did, and forms a neat core with Landorus-T. Ghekula (Politoed) (M) @ Choice Specs Trait: Drizzle EVs: 248 HP / 252 SAtk / 8 Spd Modest Nature - Hydro Pump - Ice Beam - Hidden Power [Grass] - Focus Blast After trying the defensive set, I preferred what Rockstar suggested and went with Specs Politoed. Defensive can last awhile but with weathers, I like to punch holes in opposing leads, especially on a team lacking Wish support. Instead of being threatened by Ferrothorn without burning it, I can surprise it with a Focus Blast, which 2HKOs if I remember correctly. As for opposing weathers, I'm not sure on calcs but I'm pretty damn sure that not one of them will enjoy switching into any move (Ninetales and Tyranitar should be worried already, I think; Ninetales can't take Water forever and Tyranitar wouldn't enjoy burns from Scald). Gahdok (Genesect) @ Choice Scarf Trait: Download EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature - U-turn - Thunder - Bug Buzz - Ice Beam Genesect is an absolute monster when you're not prepared for it (I had the pleasure of being swept by a +1 Genesect using Bug Buzz because it 2HKO'd just about anything I had, since Ferrothorn was in place of Forretress). Even with Timid, +1 U-turn hurts if unresisted, and if the thing has +1 Sp. Atk, it can bring the pain. Originally I had Flamethrower and switched over to HP Ground, and then went to Bug Buzz when it was pointed out that Heatran is scared of most of my team anyway. Genesect smacks down hard with +1 Thunders, so hard that I hardly go for Ice Beam sometimes even when I see Dragon-types against me. The 4 Sp. Def EVs is to throw off opposing Genesects switching in, so they get the Attack boost. Genesect is my main check to Mamoswine, which can tear apart half my team since it is mostly slow. Cahdok (Lanturn) (F) @ Leftovers Trait: Volt Absorb EVs: 144 HP / 100 Def / 76 SAtk / 188 SDef Calm Nature - Volt Switch - Scald - Toxic - Heal Bell To be honest, I had no clue at first what to do with Lanturn besides Volt Switch and Heal Bell. Heal Bell I needed because my teams are often plagued by status and need it to go away. I thought of using a unique ResTalk set with Volt Switch over Scald/Discharge, but I figured I needed Water STAB. I originally used Surf and Thunder Wave, but then Chimpakt suggested Lanturn use Scald and Toxic. Since Politoed no longer has Scald, I figured it'd be a good idea. Toxic also REALLY helps against some common switch-ins for Lanturn, like Gastrodon or Latias, two common problems for Volt-Turn. The EVs were originally to get decent bulk (avoid the 2HKO from opposing SpecsToed), but the Sp. Atk was calc'd to OHKO Landorus-T on the switch with Surf, and with Scald being weaker, I'm not sure what to run. Gukko (Tornadus-Therian) (M) @ Life Orb Trait: Regenerator EVs: 4 Atk / 252 SAtk / 252 Spd Naive Nature - U-turn - Hurricane - Grass Knot - Superpower Oh my, this thing's speed. I couldn't believe it when I saw it, something so fast. Tornadus-T's blinding speed almost makes it a requirement to have neutral priority or a Choice Scarf, because it will just continue to outspeed anything without. Although it lacks the absolute devastation its normal forme has, Tornadus-T makes up for it by just outspeeding and still hitting hard, while still remaining in a fight with good health, thanks to Regenerator. Although it has Focus Blast for the special side, it is greatly inaccurate, and Superpower hits what it needs to harder. The standard T-tar is OHKO'd by Superpower, and not even Scarftar can hope to outspeed. Hurricane's STAB hits hard for only base 110 Sp. Atk, with rain making that accuracy spot-on. Grass Knot was suggested a few times since HP Ice didn't do much for me anyway, and that's a great change for me. Gastrodon can still cause problems sometimes, but Tornadus-T can take it down with Grass Knot. Jellicent is also hit hard by Grass Knot. Muaka (Landorus-Therian) (M) @ Leftovers Trait: Intimidate EVs: 140 HP / 184 Spd / 184 Atk Adamant Nature - U-turn - Stone Edge - Earthquake - Stealth Rock Landorus-T has been extremely helpful for me in this metagame, because things like Terrakion seem to thrive even more here. The EVs here are to retain the same bulk while being able to outspeed Breloom (that's what I had in mind, at least). This results in a loss in power, but this is better than what I had before (thanks imanalt). Originally I had HP Ice on this as well, and replaced that because 4 out of 5 members already had either HP Ice or Ice Beam. Plus, I figured Landorus-T may like having a little more Sp. Def (I'd run Naughty so that HP Ice wasn't weakened). I did try Dugtrio from bubbly's suggestion, but it seems my personal taste doesn't match, or it doesn't support as well with all the other changes. It ended up doing less for me than I had hoped (or I'm just playing it wrong, lol) Hoi (Forretress) (M) @ Leftovers Trait: Sturdy EVs: 252 HP / 184 SDef / 72 SAtk Calm Nature - Spikes - Hidden Power [Ice] - Rapid Spin - Volt Switch Oh dear lord I love this Forretress so much. The HP Ice Forretress set is just so amazingly unique and useful. It may have a pitifully weak BoltBeam combo, but being able to 2HKO most Dragons is beautiful. Volt Switch gave Forretress priority over other spinners, and being able to do what it does... beautiful. It helps keep this Volt-Turn chain alive with spinning, and contributes itself with its own switch. Spikes to stack up against the opposing team to wear them down quicker. While the standard HP Ice Forretress is physically defensive, due to my inclusion of Landorus-T, the team forms a decent core between Landorus-T and Forretress, due to Intimidate. Thus, I invested in Sp. Def, which allows it to take some Scalds in rain, and maybe some other special hits. Importable: Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Ghekula (Politoed) (M) @ Choice Specs Trait: Drizzle EVs: 248 HP / 252 SAtk / 8 Spd Modest Nature - Hydro Pump - Ice Beam - Hidden Power [Grass] - Focus Blast Gahdok (Genesect) @ Choice Scarf Trait: Download Shiny: Yes EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature - U-turn - Thunder - Bug Buzz - Ice Beam Cahdok (Lanturn) (F) @ Leftovers Trait: Volt Absorb EVs: 144 HP / 100 Def / 76 SAtk / 188 SDef Calm Nature - Volt Switch - Scald - Toxic - Heal Bell Gukko (Tornadus-Therian) (M) @ Life Orb Trait: Regenerator Shiny: Yes EVs: 4 Atk / 252 SAtk / 252 Spd Naive Nature - U-turn - Hurricane - Grass Knot - Superpower Muaka (Landorus-Therian) (M) @ Leftovers Trait: Intimidate EVs: 140 HP / 184 Atk / 184 Spd Adamant Nature - U-turn - Stone Edge - Earthquake - Stealth Rock Hoi (Forretress) (M) @ Leftovers Trait: Sturdy EVs: 252 HP / 72 SAtk / 184 SDef Calm Nature - Spikes - Hidden Power [Ice] - Rapid Spin - Volt Switch Thanks to imanalt for helping me out with the EVs on this team. Some things I notice when battling is that this team's got trouble with Sun teams in general. It's also been pointed that Spore/SD Breloom can be a pain in the ass unless I play around it. I've also had a few qualms with Scarf Terrakion, but that's only when Landorus-T was worn down too much. EDIT: Due to changes, I am not sure on these matchups, though I'd assume the same. I haven't been able to play the same teams I did with the older version.