BW OU Guide to VoltTurn Offense

dcae

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Another excellent U-turner is definitely Staraptor. Underrated, but Intimidate forces switches, U-turn provides the momentum. Also, the Scarf set can take out +1 Volca and Dnite. (Dnite only if you run Reckless for the ability.) It should be considered imo.
 
I'm surprised no one has recommend Magenzone yet. Magenzone is the equivalent of Scizor for Volt Switch. His effectiveness is heightened on Volt Turn teams since with your switch initiative, you will have the ability to know if a Steel-type has been switched in. And of course he gets rid of those pesky Skarmory's that hinder Scizor.
 
Magnezone was recommended, but I didn't add it because of its weaknesses for offensive teams. In most cases, one is better off running a SubCharge set, because it allows you to set up and sweep. Of course, if Magnezone gets enough support, I'll add it, but I have my doubts. Thanks!
 

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All we ever look for
Volt-Turn is one of my most successful strategies, and it should always be considered while teambuilding.
Seeing how Voltturn is an already overused strategy that hinders diversity and is an overall pain that's plaguing the tier, can you just take this sentence out? I don't think it should "always be considered", since it's already being utilized WAY WAY WAY too much as is.

The fact that we are encouraging people to mindlessly spam two moves just seems wrong to me.
 
Agreed, I don't see why we would have to be reminded of it's presence. The top 6 pokemon peaking above 30% usage and the endless spamming of it on ladder should enough of a hint. Everyone who's played this tier knows exactly how all forms of Voltturn work and it should not be encouraged, that's a crime to this attempt at a competitive metagame.
 

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Volt-turn is something that takes strategy out of the game. It's stupid to play against. Why predict a switch when you can just U-turn to a counter? I just really don't see the point of this guide. When you want to abuse Volt-turn, you're really only using Scizor, Rotom-W, and possibly Landorus.

My personal guide to Volt-turn:
1. Use U-turn.
2. Use Volt Switch.
3. Repeat.
 
Love it or hate it, it's part of the game; but don't rail on the guide because you don't like Volt-Turn. And I'm trying to demonstrate that you can do this with more than just Scizor, Landorus, and Rotom-W. I'm pretty sure the point of articles is to inform newer players. Anyhow, I'll take out that sentence if you want me to.
 

complete legitimacy

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While that was kind of a rant, my main point is that Volt-turn is so ridiculously simple. All the work is done for you. While other Pokemon are cool, they're simply not as effective due to Scizor and Rotom's amazing offensive and defensive synergy. Other Pokemon that get U-turn it is extremely useful on, like CB Ape are used not because they get U-turn, but because U-turn compliments their other amazing traits.

Why would we need an article for a ridiculously simple strategy that overcomplicates what it actually is? Why wouldn't you use anything other than the Scrotom core? The only remote uniqueness that comes out of this is ToF's team. Volt-turn is extremely generic and anyone with a basic understanding if the game can use it effectively.
 
But by that argument, why do we need a guide on entry hazards when anyone can use them? I'm saying that you can use other Pokemon to fill the same roles that Landorus, Scizor, and Rotom-W fill! Infernape can be a good Volt-Turner to preserve momentum because it can U-turn out! You're not necessarily spamming Volt Switch and U-turn; you're using the correct move to beat the opponent and reacting to the situation be using one of the switching moves.
 
At least the article shows ways of beating Volt Turn. So it's not entirely pointless.

And it's not like Bug+Electric make perfect coverage, so mindlessly spamming two moves won't get you anywhere as you will run into certain foes that Volt Turn can't beat through like Gliscor and Chansey. Not to mention many Volt Turners are choiced, meaning it takes a bit of prediction whether to go for the kill or predict a switch.
 
^ Yep, that's exactly it. Obviously more experienced players will not have trouble using Volt-Turn, but newer players that want to use it would need to do more than spam two moves that don't do incredible damage and do not have amazing coverage.
 
I'm with with complete legit on this 1, there's no need for this guide. The only skill that comes into using Volt-Turn is the team building aspect. Other than that, you're just switching and turning until your opponent's team has been ravaged by enough residual damage so that u can sweep. Things like the entry hazard guide are useful because there's a lot of variety when it comes to using a mon for hazards. There's Forre, Ferro, Pink Blobs, etc etc. Volt-Turn is almost always Scizor/Rotom-W/Landorus/Tyranitar/Filler/Filler. Basically, Volt-Turn is simply too simple of a concept to warrant an article, similar to the Dual Screens article.
 
Obviously you don't seem to understand that I'm trying to diversify Volt-Turn by using underrated Pokemon, and I'm explaining that you DON'T HAVE TO only use Rotom-W, Scizor, and Landorus. Hell, Xatu is even mentioned. And this was already approved. If you really want my article deleted so badly, go talk to Nexus.
 
You can try to diversify Volt-Turn all you want but the fact of the matter is that if you're not using Scizor and Rotom-W, you're probably doing it way wrong.
And I'll talk to Nexus
 
Bloo just confirmed that the guide was fine. Also, just a question, but why do you want this gone so badly? :&
I've had lots of success with underrated Pokemon like Rotom-C, and ToF's team was an exemplar of Volt-Turn.
 
Hey harsha, in your Volt-Turners to consider section, you may want to consider adding Gliscor. U-turn works extremely well on Gliscor allowing it to tank hits and keep momentum at the same time (differentiating it from Landorus).
 
Hmm. That's a good suggestion, and I was actually considering making a Volt-Turn team with Gliscor actually. The only thing that kept me from doing so is the inability to use SR with a Toxic Orb, but I'll look into it. Thanks!

That reminds me, I may as well do this:
To Do List:
  • Add Wario's commentary when he sends it
  • Add Gliscor, Magnezone (?), Staraptor (?), and Crobat to Volt-Turners
  • Finish team section with Wario
  • MAYBE add a team building section (not sure about this)
  • Volt-Turn checklist in the sample team section
 
I think you should add "OU Volt Turners" and "UU Volt Turners" so you maybe if someone wants to make a UU Volt-Turn team, they can.
 
Nitpick.
Rock Slide is only 9 BP weaker then Stone Edge (factoring in Sheer Force), so the difference is almost nonexistent.
 
Actually, Stone Edge only has 2.5 more BP. As for the UU and OU separate sections, this guide is meant for OU, so I won't be splitting it up. And I may add Tangrowth, though it is RU and Celebi can potentially do a better job.
 

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Reserve post for updates on my end; sorry this came out a bit late.

For all of Scizor’s strengths, its typing, only modest defenses, and quadruple weakness to Fire-type moves leave it with multiple methods of being checked. Magnezone, because of its prized ability Magnet Pull, and Heatran, with its insanely powerful Fire-type attacks, do well in keeping Scizor down, but can’t switch into a Superpower. Chandelure, despite its status as a UU Pokemon, is another great option for keeping Scizor down. Lures with Fire-type attacks are also good in keeping Scizor down. Even with the power of its Choice Banded attacks, Scizor still cannot hope to get past some of the more ordained physical walls, such as Skarmory and Gliscor.

With the overwhelming emphasis on Fire-type attacks for keeping Scizor in place, Rotom-W emerges as Scizor’s best partner. They share amazing defensive synergy, resisting every type with the exception of Electric, Rock, and Fighting. Scizor loathes entry hazards, as they cut down on the time it can spend in battle. Rapid Spinners, especially Starmie, can help extend its durability. Politoed gets a special mention for its ability Drizzle, which weakens Fire-type attacks aimed at Scizor, boosting its durability. Pokemon that can beat Skarmory and Gliscor, such as Latios, the aforementioned Rotom-W, and Starmie make great partners.


While Rotom-W’s typing grants it excellent STAB, several common Pokemon resist the combined coverage. Most notable amongst those that are resistant to Electric-Water coverage is Gastrodon, who is immune to Electric-type attacks and gains +1 in its Special Attack from Water-type attacks because of Storm Drain. Grass-types, such as Ferrothorn, Celebi, and especially Breloom, do well in being able to take its attacks while threatening Rotom-W with their powerful Grass-type STAB. Latios and Dragonite can come in on its attacks, threaten with their own STAB, and use the pressure caused to either set up on or KO Rotom-W. Besides Trick, Rotom-W can’t do much to the pink blobs, while they can in turn threaten with poison, paralysis, and Seismic Toss.

Scizor emerges as Rotom-W’s best partner, because of the massive defensive and offensive synergy they offer each other. Scizor can come in on many of the Grass- and Dragon-type Pokemon in OU and threaten them with its U-turn or Bullet Punch. With Rotom-W’s main STABs being improved by rain, Politoed again makes an appearance as an ideal partner. Drizzle enables Rotom-W to use both Thunder and a boosted Hydro Pump. Powerful Fighting-type Pokemon, especially Virizion and Breloom, make good partners because they can threaten Gastrodon and the pink blobs with their powerful STAB attacks.



While Landorus is an amazing Pokemon in itself, it’s also crippled by weaknesses to the common Water- and Ice-type moves that plague OU. Its decent defensive stats also leave it vulnerable to priority moves such as Ice Shard, Aqua Jet, and Bullet Punch. Also, just like Scizor, it cannot hope to get past Skarmory, Bronzong, Hippowdon, and Donphan. Due to the lack of a Choice Band boost, a few additional counters arise. Pokemon such as Slowbro, Jellicent, and Forretress become good switch-ins because of that lack of power. Despite its dual STABs granting excellent coverage and access to Hidden Power Ice, it cannot get past Virizion and some variants of Breloom.

Rotom-W again is an excellent partner for Landorus, being able to switch in on its weaknesses and threaten most of its conventional counters with its own Volt Switch or Trick. Tyranitar and Hippowdon receive attention here for activating Landorus’s Sand Force with their ability Sand Stream, boosting the power of its Stone Edge and STAB Earthquake. Celebi is a good partner because of its ability to beat down both Virizion and Breloom with its STAB-boosted Psychic, bulky waters with Giga Drain, and access to U-turn, furthering the complexity of the chain. While Heatran shares with Landorus a weakness to Water, its Fire STAB makes it a fine answer to the Bronzong, Skarmory, and Forretress that wall Landorus. With an Air Balloon attached, it can even serve as a makeshift check for Donphan.


Rotom-H isn’t in OU for a reason. Its crippling weakness to Rock- and Water-type moves that are rampant in OU are more than enough to keep it down. In fact, Tyranitar can switch in on any of the moves listed and threaten with Pursuit or Stone Edge. While not as safe a switch-in as Tyranitar is, Politoed can switch into an Overheat and threaten with boosted Water-type attacks. Much like its washing machine counterpart, it cannot get past Chansey and Blissey with sheer force, and instead must rely on Trick to deal with them. Gastrodon and Quagsire are problematic, but both have to watch for Trick as well. Its watery counterpart Rotom-W also serves as a good check, being able to switch in on Overheat and Thunderbolt.

Keeping its weakness to Stealth Rock in mind, Starmie pops up as one of the best partners Rotom-H can have. They have good defensive synergy, and Starmie can let loose with its STAB Water-type attacks and BoltBeam coverage after Rotom-H eliminates its counters. Conkeldurr, Mienshao, and Virizion make excellent partners for their ability to eliminate Tyranitar, and in the case of Virizion, Politoed. Unlike the other Volt-turners listed out earlier, Ninetales gets the noted weather inducer spot for boosting the power of Rotom-H’s Overheat and reducing its Water weakness. If Ninetales is used, then Chlorophyllers such as Venusaur and Lilligant make excellent teammates.


A weakness to Stealth Rock and dependence on rain are the main reason Tornadus isn’t higher-up in the OU usage statistics. Opposing weather inducers, especially Tyranitar, can create problems for Tornadus to deal with by removing the rain it dearly cherishes and threatening it with powerful Rock-type STAB moves and passive damage. While Tornadus definitely is faster than most of OU, Scarfed Pokemon and those faster than it can still cause problems. Starmie can threaten Tornadus with its powerful Hydro Pump and BoltBeam coverage. Jolteon can threaten with Thunderbolt and Volt Switch. Notable Scarfed Pokemon, such as Rotom-W, Tyranitar, and Terrakion, can outspeed and threaten Tornadus with their STAB moves. While it isn’t too frail, strong priority not named Mach Punch, such as Scizor’s Bullet Punch, Dragonite’s and Lucario’s ExtremeSpeed, and Azumarill’s and Feraligatr’s Aqua Jet can keep Tornadus in its place.

Politoed is the first partner one will want to consider for Politoed, if only for its access to Drizzle, which boosts the accuracy of its deadly STAB Hurricane. Rapid Spinners, to keep Stealth Rock down, should also be considered as potential teammates. Starmie is the best choice for the job because of its ability to keep the offensive pressure up. However, Hitmontop should also be granted some consideration for resisting Tornadus’s weakness to Rock and its access to Close Combat. Forretress is another good Spinner to consider, due to its access to all three hazards, Rapid Spin, Volt Switch, and an excellent defensive typing. Since Steel-types are the main resists to its Hurricane, Magnezone makes a good teammate because of Magnet Pull. Jolteon gives great offensive synergy while helping continue the chain with Volt Switch. OBLIGATORY ROTOM-W MENTION


While Jolteon is fast, it can hardly leave a dent in the pink blobs and Tyranitar. The blobs can switch in, heal off the pittance that it will deal with its attacks, and threaten with Toxic or Seismic Toss. Tyranitar can switch in, change the weather from rain to sand, and threaten Jolteon with Stone Edge, Crunch, or Pursuit. Both can also set up Stealth Rock when they force Jolteon out. Bulky Ground-type Pokemon, such as Gastrodon, Quagsire, and Swampert, make excellent switch-ins unless Hidden Power Grass is being used. While a less reliable means of keeping Jolteon down, some Scarfed Pokemon can leave Jolteon reeling in terror or KOed. Notable amongst these are Terrakion and Landorus, who can switch in after Jolteon has KOed a teammate, and threaten it with their powerful STAB moves. Jolteon’s frail physical side leaves it vulnerable to powerful physical priority moves from Pokemon such as Dragonite, Lucario, and Conkeldurr. In the rain, Azumarill becomes a situational check to Jolteon.

Having a teammate that can beat both the pink blobs and Tyranitar is a necessity if Jolteon is to be used. Toxicroak is an excellent teammate for that purpose, but is dependent on the rain and shares a Ground weakness with Jolteon. On the topic of rain, Politoed is an excellent teammate because of its access to Drizzle, which makes Thunder’s accuracy perfect and protects it from residual damage from harmful weather such as sandstorm or hail. A strong Grass-type, such as Ferrothorn or Celebi, is helpful in dealing with the Ground-type Pokemon that are immune to its STAB. Gyarados is a great partner because it is immune to Jolteon’s one weakness while Jolteon benefits from its *4 Electric weakness. Azumarill works well with Jolteon in blazing through the opponent’s team in the rain. Tornadus, despite having horrible defensive synergy with Jolteon, helps keep the chain together with its STAB Hurricane and access to U-turn.


Despite the sheer offensive prowess of Darmanitan, it won’t like dealing with opposing weather conditions, entry hazards, and Pokemon faster than it. Stealth Rock is the main damper on Darmanitan’s lifetime on the battlefield, and it alongside the recoil suffered from Flare Blitz, Darmanitan’s main STAB, will help to prematurely end its life on the field. Rain is also another damper that Darmanitan must deal with, because it reduces the power of its main STAB and amplifies its Water weakness. While Scarfed Darmanitan might be fast, its base 95 Speed can only carry it so far. Faster Scarfed Pokemon, such as Landorus, Latios, Salamence, and Terrakion, can easily come in after Darmanitan has KOed a teammate and threaten to KO with their high power STAB moves.

Ninetales is Darmanitan’s best friend, due to its access to Drought, which powers up Darmanitan’s Flare Blitz to unbelievable levels. Rapid Spinners are the next order of business, seeing that they can eliminate Darmanitan’s worries about entry hazards. Forretress, Hitmontop, and Starmie all make great choices. If Darmanitan is used in the sun, then Chlorophyllers, especially Venusaur and Lilligant, make great partners for their ability to beat Water-type Pokemon. Due to all the recoil induced by Flare Blitz, Wish users, such as Jirachi, the pink blobs, and Vaporeon form excellent partners for it.


Infernape’s fast, but not fast enough to outpace some of its counters. While Starmie and the Lati twins won’t like switching into a U-turn, they can come in once Infernape has KOed a teammate and threaten it with their super-effective Psychic, and in the special case of Starmie, Water, STAB. Infernape is frail, so priority from the likes of Dragonite and Conkeldurr can deal a number to it. Alternatively, Pokemon that don’t mind Infernape’s attacks, such as Slowbro and Jellicent, can come in and threaten with their own STAB moves and defenses. Assuming that Mach Punch is used, then Dragonite, Gyarados, and Salamence can switch in with impunity, only fearing a burn from Overheat. Scarfed Pokemon that resist Mach Punch and carry moves that can threaten Infernape, such as Landorus, Latios, and Celebi, are excellent checks to it.

While Infernape doesn’t need weather as much as Darmanitan does, Ninetales still is a good partner for it. Sun boosts the power of Overheat and lowers the power of Water-type moves, and opens up a new range of teammates for Infernape to pair up with. Under the sun, Venusaur, Lilligant, and Sawsbuck form great partners for their ability to beat Water-types that can handle Infernape’s STAB. Cresselia, while normally not seen in OU, is a great partner for Infernape because of its ability to benefit from the sun and deal with the physically offensive Pokemon that give Infernape problems. Late-game sweepers, such as Volcarona, Salamence, and Dragonite, appreciate Infernape’s abilities to break down walls and obtain momentum.


Mienshao may be powerful, but it still has problems dealing with Ghost-type Pokemon such as Gengar, Sableye, and Jellicent, who can switch into Hi Jump Kick and force it out with the threat of powerful moves from the former and burns from the latter two. Faster Psychic-type Pokemon, such as the Lati twins and Espeon, outspeed it and threaten with their STAB attacks. Physically defensive Pokemon, such as Reuniclus, Hippowdon, Skarmory, and Gyarados, make great answers to Mienshao. Should Mienshao somehow find itself without Hidden Power Ice, it will be powerless against Gliscor and Landorus.

Dark-type Pokemon, such as Tyranitar, Zoroark, and Hydreigon, make great partners for Mienshao for their ability to beat its main counters, Ghost-type Pokemon. Hazard setters, namely Deoxys-D and Ferrothorn, can help Mienshao turn 3HKOs into 2HKOs, and so forth. Strong late-game sweepers, such as Dragonite, Terrakion, and Landorus, appreciate the removal of walls facilitated by Mienshao, and easily form powerful cores with great offensive synergy. Special attackers, e.g. Rotom-W, Latios, and Starmie, work well with Mienshao by covering the bulkier physical walls with their powerful special attacks.


Hydreigon, despite its powerful Dragon STAB, still has no means of beating the pink blobs and Jellicent, who take a pittance from all of its attacks, even Focus Blast. While they can’t do much to it directly, they can threaten with status. Hydreigon won’t like taking Seismic Tosses either. Provided it avoids Fire Blast, Jirachi and Metagross form excellent options for dealing with Hydreigon, threatening it with paralysis from the former and a powerful Ice Punch, Hammer Arm, or Meteor Mash from the latter. While Heatran won’t like Focus Blast all that much, it can switch in and either lay hazards or pHaze out Hydreigon with Roar.

Pokemon that can eliminate Steel-types from Hydreigon’s picture are great partners for its cause. Infernape and Magnezone are excellent partners due to their ability to meet that criterion. Pokemon that can beat down the blobs and Heatran, such as Terrakion, Lucario, and Landorus, work well with Hydreigon. While it’s not as dependent on weather as some other VoltTurners, Ninetales still forms great bonds with it for its access to infinite sun, which powers up Hydreigon’s Fire Blast. Working with Ninetales also lets Hydreigon work with the Chlorophyllers. Chlorophyllers that work especially well with Hydreigon are Sawsbuck and Venusaur.


Xatu’s bane ultimately lies in its frailty. Any modestly powerful physical attack from titans such as Scizor, Terrakion, and Tyranitar will deal crippling damage to it. Dark-types, notably Tyranitar and Scrafty, can make short work of Xatu by aiming for its weaker Defense stat. Blissey and Chansey, despite their only method of retaliation being Seismic Toss, can take anything Xatu throws and recover the damage taken. Powerful, super effective special moves, such as Thunderbolt from the likes of Magnezone, Raikou, and Jolteon can clip Xatu’s wings. Trick ultimately ruins Xatu’s main purpose, supporting, by leaving it with no recovery and ability to switch moves.

Given that Xatu will primarily be playing the role of supporter, Pokemon that appreciate such support ultimately form excellent partners with it. Conkeldurr, Reuniclus, and Scizor appreciate paralysis to make up for their low Speed stats. Since Xatu is a massive lure for Dark-type moves, Terrakion, Lucario, and other Pokemon that can exploit Dark-type moves form great partnerships with it.


Forretress is slow and shares the same weaknesses as Scizor. As of such, many of Scizor’s counters also apply, and if anything, work better against Forretress. However, due to its higher Defense stat, certain physical moves, such as Close Combat, that normally would overwhelm Scizor don’t faze Forretress. Also, since Forretress is slower, some potential counters will need to watch for a boosted Gyro Ball, should Spikes not be used. Fire-type attacks deal a large number to Forretress, and the relative lack of power behind Forretress’s moves makes it incredible set-up fodder for many sweepers.

To deal with Fire-type Pokemon, a partner with Flash Fire, such as Heatran or Chandelure, is an ideal solution. Alternatively, one could employ Politoed, whose Drizzle reduces the intensity of Forretress’s weakness to Fire. Since Forretress’s hazards are vulnerable to spinning attempts from Pokemon like Starmie, Hitmontop, and other Forretress, spinblockers along the lines of Jellicent and Gengar, who can exploit the hazards Forretress has laid, are amazing teammates. Sweepers that can exploit hazards, such as Tornadus, Terrakion, and Gyarados, are fine working with Forretress too.


Jirachi is just what it’s described as: annoying. While Jirachi may pluck Lady Luck’s harp’s strings more often than not, its attacks won’t faze bulky Steel-types such as Skarmory, Forretress, and Heatran. Should it be locked into Iron Head, Magnezone and Jellicent, in addition to the previously stated Pokemon, become excellent choices for dealing with it. If Jirachi opts to lock itself into its coverage moves, then bulky waters along the lines of Slowbro, Gyarados, Jellicent, and Milotic can threaten it with burns or, in the case of Gyarados, paralysis. Alternatively, one can use faster Scarfed revenge killers such as Landorus or Terrakion to keep Jirachi down.

Fire- and Fighting-types such as Infernape, Terrakion, and Lucario can help Jirachi deal with Skarmory, Forretress, and Heatran, notable Pokemon that impede Jirachi’s progress. Bulky waters can be dealt with by Rotom-W or Jolteon. Magnezone, normally an excellent choice against Jirachi, won’t like having to deal with Dugtrio and Gastrodon. Scizor, despite sharing a weakness to Fire, can use its powerful Bullet Punch to keep Scarfed revenge killers away from Jirachi. Dragon-type Pokemon synergize well with Jirachi, resisting its weaknesses while possessing the power needed to break down the opponent enough for Jirachi to handle when they're gone.


Celebi isn’t used as much as other VoltTurners for several reasons. For one, its STAB moves are easily walled by several common OU Pokemon, and the use of Choice Scarf alongside those STAB moves always leaves it with at least one Pokemon that can switch in with ease on it. Should it opt to lock itself into Leaf Storm, Scizor, Heatran, and Volcarona can switch in with impunity and proceed to either set up or threaten with a super-effective STAB move. If Hidden Power Fire is being used, then Dragonite also can switch in without too much fear of what Celebi might throw at it. Should Celebi opt to use Hidden Power Ice, then Metagross and Jirachi can switch in without fear. If Earth Power is used, then Gyarados, Salamence, Tornadus, and other offensive Flying-type or Levitating Pokemon can find themselves with one free turn of set-up, all without any drawbacks to themselves. Blissey and Chansey, being the fat pink blobs they are, can switch into everything that Celebi can throw at them and heal up or threaten with status, forcing it out.

Having teammates that can deal with those that can exploit that one free switch-in is critical if Celebi is to be used. Water-type Pokemon, such as Politoed and Gyarados, are great partners for Celebi to possess, seeing that they can take care of many of the Pokemon that give it problems. Dragons can be punished by Steel-types, the aforementioned Politoed, and Mamoswine. Magnezone gets a mention if only for its access to Magnet Pull, giving it the consistent ability to beat down the steels that plague Celebi. Heatran completes the CeleTran core, covering all of Celebi’s weaknesses, all while Celebi reciprocates that same service for Heatran.


Rotom-C, despite having the ability to dispose of Gastrodon, has its share of weaknesses that can be exploited. Faster Fire-type Pokemon, Chansey, and Blissey can switch into a Leaf Storm and threaten to KO Rotom-C with their STAB moves. Heatran in particular can switch into a Leaf Storm and set up Stealth Rock, not caring about a -2 Volt Switch or Thunder Wave. Dragon-types are also problematic for Rotom-C to deal with, seeing that they resist all of the moves it carries and can threaten with their own STAB moves. However, none of them will like switching into a stray Thunder Wave, unless a Lum Berry is in possession.

Infernape can deal with Heatran and the pink blobs easily with its STAB Close Combat, all while retaining momentum with U-turn. Terrakion can also do the same, sans U-turn. Since this Rotom-C has Thunder Wave, slower, bulkier sweepers along the lines of Conkeldurr, Reuniclus, and Scrafty have an easier time on the field. Even though Scizor shares a weakness with Rotom-C, it makes for an excellent partner for its ability to take many of the stray Ice- and Bug-type attacks lanced at Rotom-C without a hitch.


Magnezone may be the special analogue for Scizor, but it’s nowhere near as good as its praying mantis counterpart, simply because Ground-type Pokemon are immune to its Electric STAB. If Magnezone is locked into Thunderbolt, then Ground-types can easily find a way in and ruin its day with their STAB Earthquakes or set up as Magnezone switches out. Flash Cannon is open bait for Heatran and other Fire-type Pokemon to come in and start lancing Fire-type attacks around. Hidden Power Fire gives Dragonite, Haxorus, and Salamence a free turn to set up a Dragon Dance. Bulky Fighting-type Pokemon such as Conkeldurr and Scrafty can switch into any move that Magnezone lances out, and threaten with their own Fighting STAB.

Scizor, despite sharing a weakness with Magnezone, is ultimately the best answer to the Dragon-types that will set up on it. Politoed’s Drizzle reduces Magnezone’s weakness to Fire and gives it a new option for its main STAB in the form of a perfectly accurate Thunder. Psychic types, such as Espeon, Latios, and Alakazam, can help deal with the Fighting-type Pokemon that plague Magnezone. In the rain, Gyarados and Tornadus form excellent partners for Magnezone, being able to deal with many of Magnezone’s woes. Without weather, Dragonite and Salamence create perfect synergy with Magnezone, resisting all of its weaknesses and attacking from the opposite end of the spectrum.


VoltTurn teams are focused around building and maintaining momentum through the use of the moves U-turn and Volt Switch. Keeping in accord with that motto, ToF's team possesses no hazard setter. Seeing that this team was made for the "No Hazards" #dreamworld challenge, hazard setters couldn't be used, but none was needed for his team due to his use of Magic Bounce Xatu. While the stalwarts of VoltTurn offense, Scizor and Rotom-W, were present, ToF also branched out and used some of the lesser-used Volt-turners, such as Celebi, Mienshao, and the aforementioned Xatu. His use of unconventional sets such as 4 Attacks Landorus and defensive Rotom-W help to further break his team from the mold of standard VoltTurn teams. Overall, while this team may be a relic of the past, it is still an great example that demonstrates how easily VoltTurning teams can gain and maintain momentum.

Guide to VoltTurn Offense, by Harsha, was a team made to exploit the momentum that VoltTurning provides for its users. While the use of Skarmory might initially be decried with claims of it being too slow for such a fast-paced team, the hazards it provides helps to establish this team's offensive presence, which is especially important considering that each of the team members individually don't hit too hard. His VoltTurning core of Rotom-C, a RU Pokemon at the time, and Scizor, which were supplemented by Skarmory and his own 3 Attacks Politoed, helped break the opponent's team down enough to enable either his SubSD Terrakion or Sub Hydreigon to start beating down the opponent's team. While the use of Rotom-C might be questioned when Rotom-W is available, Rotom-C lets his team get past Gastrodon, which walls his Hydreigon and Politoed, two of the most important members of his team.

It's Over 9000!, while not made initially to abuse VoltTurn, has grown to appreciate its ability to break down walls that give problems to the sweepers of the team. The team also was one of the earlier users of Bulk Up Breloom, one of the best checks to the standard VoltTurning core of Scizor and Rotom-W. While the core of Scizor and Rotom-W may be vulnerable to Dragon-type Pokemon, the use of Heatran helped mitigate that problem. After the VoltTurning core was done with its duties, the opponent would be weakened enough that the offensive core of Latios and Lucario would be able to sweep the opponent's team. Overall, It's Over 9000! easily demonstrates the effectiveness of a VoltTurn core when supported properly.


I wasn't able to make any commentary on the teammates section. I couldn't think of anything to say that hasn't already been said.

EDIT: I'm done with my end. The team commentary just needs to be integrated into the guide. Hurrah!
 

Mafeking

channels his inner Wolverine
is a Contributor Alumnus
just copy/paste here because holy large amount of text

IMPORTANT CHANGES:
*Switched around listed sets to be more representative of tiering (ie Rotom-H shouldn't precede Tornadus / Celebi etc). This affected: Rotom-H, Darmanitan, and Xatu, all of whom I moved towards the bottom. Magnezone was also moved up. I changed any comments that were related to set-priority.

EDIT: Harsha approved that ^

Introduction

Though U-turn teams interested some people during DPP, they never caught on. The fact that most U-turn users were primarily physically based created a team-wide weakness to common walls such as Skarmory. Then came Pokemon Black and White, and a new move—Volt Switch—came along with them. Volt Switch provided a special version of U-turn which finally allowed teams to abuse the switching moves. Along with Volt Switch, all of the Rotom formes gained a new typing. This furthered VoltTurn's cause by allowing the Rotom formes to strike hard with new STAB moves and let them use Volt Switch to escape from a dangerous situation.

So, before introducing common VoltTurn users and strategy, what exactly is VoltTurn? This strategy is an offensive play-style that utilizes strong Pokemon with the moves Volt Switch and U-turn to maintain offensive pressure and momentum against the opponent. With the ability to constantly force one's opponent to react to a new Pokemon, often causing a switch, it is much easier to set Pokemon up and prepare them to sweep.

Offensively, it provides pressure; however, it also has many defensive roots. Most VoltTurn users have great synergy with one another. In fact, Scizor and Rotom-W have amazing synergy, being number 1 and 3 on the December 2011 regular usage statistics, respectively. In the 1337 statistics, Scizor and Rotom-W are number 2 and 3 respectively, though they are each on 40% of the teams of those who qualify. As one can see from the stats, most people rely on the heavy offensive and defensive presence of VoltTurn. This is a strategy that has taken over the OU metagame.

VoltTurn Basics

VoltTurn is used to gain momentum and abuse it by constantly forcing your opponent to switch. Obviously, one must have two or more users of Volt Switch and U-turn for this to work. Now, let's say Rotom-W is in play and the opponent switches into Chansey to take the hit. Rotom-W is walled, right? Now Chansey is free to hit whatever switches in with Toxic or Thunder Wave! However, that is not the case.

With Volt Switch, Rotom-W switches out on the predicted Chansey switch, and then Scizor is sent out. However, this is no problem for the opponent, because he has a Skarmory waiting in the wings; all the opponent needs to do is send out Skarmory, right? Wrong. Scizor uses U-turn on the Skarmory and switches back to Rotom-W, while Skarmory is damaged by the Stealth Rock that was on the field. Also, Skarmory cannot touch Rotom-W, while Rotom-W will OHKO Skarmory with either Volt Switch or Thunderbolt.

This is just one of the many examples of the practicality of VoltTurn. Maintaining offensive pressure is often key in many matches, and VoltTurn generates that pressure. Of course, one must always watch out for Ground-type Pokemon and Pokemon with the ability to absorb Electric-type attacks when spamming Volt Switch, but that'll be addressed later. First, we'll take a look at how to approach battling with a VoltTurn team.

While playing with VoltTurn, one can usually play more liberally and focus on predicting switches. Liberal play is granted because one can simply spam Volt Switch and U-turn to weaken counters. If the opponent predicts the decision correctly, he or she can gain momentum, but this is no problem because VoltTurn teams are built around synergy. One must always be able to keep his or her VoltTurn users safe by having a switch-in for most threats. Other than that, VoltTurn is a fairly straightforward strategy that has quickly taken over OU, and it's very easy to use.

VoltTurn Users to Consider


Scizor @ Choice Band | Technician
Adamant Nature | 248 HP / 252 Atk / 8 Spe
Bullet Punch | Superpower | U-turn | Pursuit

Scizor is a fantastic VoltTurn team candidate due to its great movepool and high Attack. In fact, when the popularity of VoltTurn rose, Scizor hit number 1 in the usage statistics. U-turn allows Scizor to hit opponents hard while maintaining good offensive pressure. Bullet Punch gets a STAB boost, Technician boost, and priority, making it very important on the set. Superpower breaks down walls such as Chansey, Blissey, and even Gastrodon, while it can also hit opponents hard on the switch. Pursuit is used to catch fleeing Psychic- and Ghost-type Pokemon, especially Latios and Latias. Quick Attack can be used over Pursuit, though Pursuit is generally the better option. One can use a specially defensive spread to take special attacks better. With a specially defensive spread, Scizor tanks Hidden Power Fire from Celebi and OHKOes it with U-turn. However, Scizor fails to KO Tornadus after Stealth Rock damage with a specially defensive spread.

For all of Scizor's strengths, its typing, only modest defenses, and quadruple weakness to Fire-type moves leave it with multiple methods of being checked. Magnezone, because of its prized ability Magnet Pull, and Heatran, with its insanely powerful Fire-type attacks, do well in keeping Scizor down, but can't switch into a Superpower. Even with a Choice Band, Scizor still cannot hope to get past some of the premier physical walls, such as Skarmory and Gliscor.

With the overwhelming emphasis on Fire-type attacks to keep Scizor in place, Rotom-W emerges as Scizor's best partner. They share amazing defensive synergy, resisting every type except Electric, Rock, and Fighting. Scizor loathes entry hazards, as they cut down on the time it can spend in battle. Rapid Spin users, especially Starmie, can help extend its durability. Pokemon that can beat Skarmory and Gliscor, such as Latios, the aforementioned Rotom-W, and Starmie make great partners.



Rotom-W @ Choice Scarf | Levitate
Modest Nature | 252 SpA / 4 SpD / 252 Spe
Hydro Pump | Volt Switch | Hidden Power Ice | Trick / Thunderbolt


Rotom-W's great typing makes it one of the most common users of VoltTurn. Hydro Pump is a vital part of this set because it deals incredible amounts of damage. Volt Switch gives Rotom-W a method of escaping specially based walls. Hidden Power Ice is always a good move to have, as it gives Rotom-W BoltBeam coverage and takes down Dragonite, Salamence, and Landorus. The last move is tailored to fit different teams; if one is weak to stall, Trick can cripple it. Thunderbolt should always be considered, though, because it allows Rotom-W to beat Substitute + Dragon Dance Gyarados. If one wants recovery instead of a hit-and-run set, Leftovers and Will-O-Wisp can be run. This set allows Rotom-W to burn physical attackers and still retain momentum with Volt Switch. One can also run a specially defensive spread and run Will-O-Wisp to supply a cushion on the physical side. Rotom-W's unpredictability makes it a great VoltTurn user.

While Rotom-W's typing grants it excellent STAB, several common Pokemon resist the combined coverage. Most notable amongst those that are resistant is Gastrodon, who is immune to Electric-type attacks and gains +1 in its Special Attack from Water-type attacks thanks to Storm Drain. Grass-types, such as Ferrothorn, Celebi, and especially Breloom, take its attacks very well while threatening Rotom-W with their powerful Grass-type STAB. Latios and Dragonite can come in on its attacks, threaten with their own STAB and use the pressure to either set up on or KO Rotom-W. Besides Trick, Rotom-W can't do much to Chansey or Blissey, while they can in turn threaten with poison, paralysis, and Seismic Toss.

Scizor emerges as Rotom-W's best partner because of the massive defensive and offensive synergy they offer each other. Scizor can come in on many of the Grass- and Dragon-type Pokemon in OU and threaten them with its U-turn or Bullet Punch. With Rotom-W's main STABs being improved by rain, Politoed is an ideal partner. Drizzle enables Rotom-W to use both Thunder and a boosted Hydro Pump. Powerful Fighting-type Pokemon, especially Virizion and Breloom, make good partners because they can threaten Gastrodon and the pink blobs with their powerful STAB attacks.



Landorus @ Choice Scarf | Sand Force
Jolly Nature | 252 Atk / 4 SpD / 252 Spe
U-turn | Earthquake | Stone Edge | Hammer Arm / Hidden Power Ice


Landorus has quickly become a common VoltTurn user due to its great Attack stat and its access to many powerful moves. U-turn is obviously a staple on this set because it allows Landorus to preserve important offensive pressure on the opponent. Earthquake receives STAB and hits very hard; however, Landorus should not spam it until the opponent lacks Flying-types or Pokemon with Levitate. Stone Edge is for Pokemon like Volcarona, which Jolly Landorus will still outspeed even at +1. Hammer Arm is useful for taking down Chansey and Blissey, though Hidden Power Ice allows Landorus to break down Gliscor. Sand Force is incredible with the right support, allowing Landorus to hit like a truck.

While Landorus is an amazing Pokemon in itself, it's also crippled by weaknesses to the common Water- and Ice-type moves that plague OU. Its subpar defensive stats also leave it vulnerable to priority moves such as Ice Shard, Aqua Jet, and Bullet Punch. Also, as with Scizor, it cannot hope to get past Skarmory, Bronzong, Hippowdon, nor Donphan. Due to the lack of a Choice Band, a few additional counters arise. Pokemon such as Slowbro, Jellicent, and Forretress become good switch-ins because of this lack of power. Unfortunately, as Landorus does not commonly run Flying-type moves, it cannot get past Virizion nor some variants of Breloom.

Rotom-W again is an excellent partner for Landorus, as it is able to switch in on its weaknesses and threaten most of its conventional counters with its own Volt Switch or Trick. Tyranitar and Hippowdon work very well as partners because they can enhance Landorus's great Attack. Celebi is a good partner because of its ability to beat down both Virizion and Breloom with Psychic, bulky Water-types with Giga Drain, and access to U-turn, furthering the complexity of the VoltTurn chain. While Heatran shares a weakness to Water, its Fire STAB makes it a fine answer to the Bronzong, Skarmory, and Forretress that wall Landorus. With an Air Balloon attached, it can even serve as a makeshift check for Donphan.


Tornadus @ Choice Specs | Prankster
Timid Nature | 252 SpA / 4 SpD / 252 Spe
U-turn | Hurricane | Focus Blast | Hidden Power Ice / Rain Dance

Though Tornadus may seem like an odd suggestion at first, he's a behemoth to deal with. With proper rain and Rapid Spin support, Tornadus's Hurricane can 2HKO even dedicated walls. In fact, it cleanly 2HKOs Skarmory. U-turn is to maintain momentum, but Tornadus will be spamming Hurricane nearly all the time. Focus Blast and Hidden Power Ice are both coverage moves, but one can choose to forgo either and replace them with Tailwind or Rain Dance. Prankster ensures that Tornadus can set them up first, so both are usable. Tornadus is predominantly a sweeper though, so one should keep that in mind if planning on using this genie.

A weakness to Stealth Rock and dependence on rain are the main reasons Tornadus isn’t higher in the OU usage statistics. Opposing weather inducers, especially Tyranitar, can create problems for Tornadus by removing the rain it dearly cherishes and threatening it with powerful Rock-type STAB moves and passive damage. While Tornadus is definitely faster than most of OU, Pokemon with Choice Scarf and those faster than it can still cause problems. Starmie can threaten Tornadus with its powerful Hydro Pump and BoltBeam coverage. Jolteon can deal massive damage with Thunderbolt or Volt Switch. Notable Choice Scarf users, such as Rotom-W, Tyranitar, and Terrakion, can outspeed and threaten Tornadus with their STAB moves. While it isn’t too frail, priority moves that aren't Mach Punch, such as Scizor’s Bullet Punch, Dragonite and Lucario’s ExtremeSpeed, and Azumarill and Feraligatr’s Aqua Jet can keep Tornadus in its place.

Politoed is the first partner one will want to consider for Tornadus, if only for its access to Drizzle, which boosts the accuracy of its deadly STAB Hurricane. Rapid Spinners, to keep Stealth Rock off the field, should also be considered as potential teammates. Starmie is the best choice for the job because of its ability to keep the offensive pressure up. However, Hitmontop should also be granted some consideration as it resists Tornadus’s weakness to Rock and has access to Close Combat for Rock-types. Forretress is another good spinner to consider, thanks to access to all three hazards, Rapid Spin, Volt Switch, and an excellent defensive typing. As Steel-types resist Hurricane, Magnet Pull Magnezone makes a good teammate. Jolteon gives great offensive synergy while helping continue the chain with Volt Switch.

Jolteon @ Choice Specs | Volt Absorb
Timid Nature | 252 SpA / 4 SpD / 252 Spe
Volt Switch | Shadow Ball | Hidden Power Ice | Thunderbolt / Thunder

Jolteon is extremely fast and has an above-average Special Attack stat. This all equates to a great Choice Specs user, and that is exactly the set that VoltTurn looks for. Volt Switch is the primary reason to use Jolteon on a VoltTurn team. Electric-type STAB means that the move will not only provide momentum, but will also deal heavy damage to opponents. Shadow Ball is used for coverage and does decent damage, though one must make sure that all opposing Normal-types are KOed before locking Jolteon into it. Hidden Power Ice offers pseudo BoltBeam coverage, and it works to defeat Dragonite at +1. Thunderbolt is used if you aren't using a rain team, while Thunder lets Jolteon hit harder with rain. Either move should be used when the opponent is significantly weakened and Volt Switch's momentum isn't necessary. An Expert Belt can be used to bluff a Choice item, and Signal Beam is another option to hit Celebi, Hydreigon, and Tyranitar hard.

While Jolteon is fast, it can hardly leave a dent in Chansey, Blissey, or Tyranitar. The former two can switch in, heal off the pittance that Jolteon will deal with its attacks, and threaten with Toxic or Seismic Toss. Tyranitar can switch in, change the weather from rain to sand, and threaten Jolteon with Stone Edge, Crunch, or Pursuit. All three can also set up Stealth Rock when they force Jolteon out. Bulky Ground-type Pokemon, such as Gastrodon, Quagsire, and Swampert, make excellent switch-ins unless Hidden Power Grass is being used. While a less reliable means of keeping Jolteon down, some Pokemon with a Choice Scarf can leave Jolteon reeling in terror or KOed. Notable amongst these are Terrakion and Landorus, who can switch in after Jolteon has KOed a teammate and threaten it with their powerful STAB moves. Jolteon’s low Defense and HP leaves it vulnerable to powerful physical priority moves from Pokemon such as Dragonite, Lucario, and Conkeldurr. In the rain, Azumarill becomes a situational check to Jolteon.

Having a teammate that can beat both the pink blobs and Tyranitar is a necessity if Jolteon is to be used. Toxicroak is an excellent teammate for that purpose, but is largely dependent on rain and shares a Ground weakness with Jolteon. On the topic of rain, Politoed is an excellent teammate thanks to Drizzle, which makes Thunder’s accuracy perfect and protects Jolteon from sandstorm or hail damage. A strong Grass-type, such as Ferrothorn or Celebi, is helpful in dealing with the Ground-type Pokemon that are immune to Jolteon's STAB. Gyarados is a great partner because it is immune to Jolteon’s one weakness while Jolteon benefits from its 4x Electric weakness. Azumarill works well with Jolteon, blazing through the opponent’s team in the rain. Tornadus, despite having horrible defensive synergy with Jolteon, helps keep the chain together with its STAB Hurricane and access to U-turn.


Infernape @ Life Orb | Blaze
Naive Nature | 252 Atk / 4 SpA / 252 Spe
Overheat | Close Combat | U-turn | Stone Edge / Mach Punch

Arguably one of the most underrated VoltTurn users, Infernape makes its way onto this list because of its usefulness. Overheat is a great move that will leave a dent in the usual counters. Even after the drop in Special Attack, Infernape is still usable because of the ability to attack with physical moves as well. Close Combat will deal huge damage to most opposing Pokemon, and if an opponent sends out Chansey, Blissey, or Tyranitar after seeing Overheat, he or she will pay a costly price. U-turn allows Infernape to switch out on counters such as Swampert, Jellicent, and Gastrodon and maintain momentum. Mach Punch gives Infernape useful priority, whereas Stone Edge is for coverage against Dragonite and similarly typed opponents. The choice between the moves depends on how many priority users you have. One must be careful when using this set, though, as the Life Orb will take its toll, and hazards will hurt as well.

Infernape is fast, but not fast enough to outpace some of its counters. While Starmie, Latios, and Latias won’t like switching into a U-turn, they can come in once Infernape has KOed a teammate and threaten it with their super effective STAB Psychic, while Starmie also gets Water STAB to douse Infernape's flame. Infernape is frail, so priority from the likes of Dragonite and Conkeldurr can deal a number to it. Alternatively, Pokemon that don’t mind Infernape’s attacks, such as Slowbro and Jellicent, can come in and threaten with their own STAB moves and defenses. Assuming that Mach Punch is used, Dragonite, Gyarados, and Salamence can switch in with impunity. Choice Scarf Pokemon that resist Mach Punch and carry moves that can threaten Infernape, such as Landorus, Latios, and Celebi, are excellent checks to it.

Though Infernape does not require sun support to be effectively, Ninetales is still a fantastic teammate. Sun boosts the power of Overheat, lowers the power of Water-type moves, and opens up a new range of teammates for Infernape to pair up with. Under the sun, Venusaur, Lilligant, and Sawsbuck are great partners thanks to their ability to beat Water-types that are barely harmed by Infernape’s STAB. Cresselia, while not normally seen in OU, is a great partner for Infernape because of its ability to benefit from the sun and deal with the physically offensive Pokemon that give Infernape problems. Late-game sweepers, such as Volcarona, Salamence, and Dragonite, appreciate Infernape’s abilities to break down walls and obtain momentum.


Mienshao @ Life Orb | Regenerator
Naive Nature | 252 Atk / 4 SpA / 252 Spe
Hi Jump Kick | U-turn | Hidden Power Ice | Stone Edge / Fake Out

Mienshao is a great VoltTurner due to its amazing ability, Regenerator. Regenerator allows it to gain back 33% of its HP upon switching, so the Life Orb recoil that Mienshao takes is usually negated. Hi Jump Kick provides an extremely strong STAB move, and it can be spammed against many teams. U-turn obviously preserves momentum, and it activates Regenerator. Hidden Power Ice is to take down Gliscor, who would otherwise wall this set. Stone Edge hits Flying-types hard, though you can opt for Fake Out to flinch the opponent and then U-turn out and preserve momentum. Either choice works well, and it's basically down to taste. Mienshao cannot take many hits, so it's important that it is played as a hit-and-run attacker. A Scarf set can be run, though this is not recommended, as Mienshao will be unable to switch moves.

Mienshao may be powerful, but it still has problems dealing with Ghost-type Pokemon such as Gengar, Sableye, and Jellicent, who can switch into Hi Jump Kick and force it out with the threat of powerful moves or burn. Faster Psychic-type Pokemon, such as the Latios, Latias, and Espeon, outspeed Mienshao and threaten to KO with their STAB attacks. Physically defensive Pokemon, such as Reuniclus, Hippowdon, Skarmory, and Gyarados, make great answers to Mienshao. Should Mienshao somehow find itself without Hidden Power Ice, it will be powerless against Gliscor and Landorus.

Dark-type Pokemon, such as Tyranitar, Zoroark, and Hydreigon, make great partners for Mienshao because they are able to beat its main counters: Ghost-type Pokemon. Hazard setters, namely Deoxys-D and Ferrothorn, can help Mienshao turn 3HKOs into 2HKOs, and so on. Strong late-game sweepers, such as Dragonite, Terrakion, and Landorus, appreciate Mienshao's ability to remove walls and easily form powerful cores with great offensive synergy. Special attackers, such as Rotom-W, Latios, and Starmie, work well alongside Mienshao by dealing with bulky physical walls that Mienshao cannot defeat.


Hydreigon @ Choice Scarf | Levitate
Timid Nature | 252 SpA / 4 SpD / 252 Spe
Draco Meteor | Fire Blast | Focus Blast | U-turn

Hydreigon should never be overlooked when building a team; it has great offensive stats and above-average bulk. When these assets are coupled with a Choice Scarf, Hydreigon becomes a great VoltTurner. Draco Meteor goes along nicely with the theme of VoltTurn, which is essentially to hit hard and switch out. Fire Blast and Focus Blast nab good coverage against foes such as Skarmory and Heatran, so they are obvious choices on this set. U-turn is another asset to Hydreigon, allowing him to switch out on predicted switches or impending Ice- or Fighting-type moves. Levitate provides ample switch-in opportunities, which is another reason Hydreigon should always be considered; it's immune to both variants of Spikes. Specs can be run on this set, though Choice Scarf is often the best option because it allows Hydreigon to outspeed many +1 threats.

Hydreigon, despite its powerful Dragon STAB, still has no means of beating Chansey, Blissey, or Jellicent, who take a pittance from all of its attacks, even Focus Blast. While they can’t do much to it directly, they can threaten with status. Hydreigon won’t like taking Seismic Tosses either. Provided they avoid Fire Blast, Jirachi and Metagross form excellent options for dealing with Hydreigon, threatening it with paralysis from the former or a powerful Ice Punch, Hammer Arm, or Meteor Mash from the latter. While Heatran won’t like Focus Blast all that much, it can switch in and either lay hazards or phaze Hydreigon out with Roar.

Pokemon that can eliminate Steel-types from the match are great partners for Hydreigon's cause. Infernape and Magnezone are excellent partners due to their ability to handle common Steel-type threats. Pokemon that can beat down the pink blobs and Heatran, such as Terrakion, Lucario, and Landorus, work well with Hydreigon. While Hydreigon isn't as dependent on weather as some other VoltTurners, Ninetales still forms great bonds with it for its access to infinite sun, which powers up Hydreigon’s Fire Blast. Working with Ninetales also lets Hydreigon work with those Pokemon with Chlorophyll. Sawsbuck and Venusaur are decent partners to Hydreigon when on a sun team.


Magnezone @ Choice Scarf | Magnet Pull
Timid Nature | 252 SpA / 4 SpD / 252 Spe
Thunderbolt | Flash Cannon | Hidden Power Fire / Hidden Power Ice | Volt Switch

While Magnezone has a lackluster typing defensively, it can hit like a truck due to its high Special Attack. When coupled with the Speed granted by a Choice Scarf, Magnezone can be fearsome. Thunderbolt allows Magnezone to pick off weakened sweepers or walls. It is also a good way to defeat the Skarmory that can be troublesome for VoltTurn teams. Hidden Power Fire gives Magnezone a way to defeat Ferrothorn, who will often cause trouble for all VoltTurn users other than Infernape, Rotom-H, and Darmanitan, while Hidden Power Ice allows Magnezone to defeat Dragons before they set up. Flash Cannon gives Magnezone another reliable STAB move, as well as an option to use against Tyranitar and Terrakion. Volt Switch allows Magnezone to preserve momentum against predicted switches, and it's essential to Choice Scarf Magnezone's success because it deters opponents from sending out counters.

Magnezone may be the special counterpart to Scizor, but it’s nowhere near as good as the praying mantis, simply because Ground-type Pokemon are immune to its Electric STAB. If Magnezone is locked into Thunderbolt, then Ground-types can find a way in and ruin Magnezone's day with their STAB Earthquakes or set up as it switches out. A Magnezone locked into Flash Cannon is an open invitation for Heatran and other Fire-type Pokemon to start spreading Fire-type attacks around. Hidden Power Fire gives Dragonite, Haxorus, and Salamence a free turn to set up a Dragon Dance. Bulky Fighting-type Pokemon, such as Conkeldurr and Scrafty, can switch into any move that Magnezone sends out and threaten with their own Fighting STAB.

Scizor, despite sharing a weakness with Magnezone, is ultimately the best answer to the Dragon-types that will set up on it. Politoed’s Drizzle reduces Magnezone’s weakness to Fire and gives it a new option for its main STAB in the form of a perfectly accurate Thunder. Psychic types, such as Espeon, Latios, and Alakazam, can help deal with the Fighting-type Pokemon that plague Magnezone. In the rain, Gyarados and Tornadus form excellent partners for Magnezone, being able to deal with many of Magnezone’s woes. Without weather, Dragonite and Salamence create perfect synergy with Magnezone, resisting all of its weaknesses and supplying strong physical attacks to the fray.

Forretress @ Leftovers | Sturdy
Relaxed Nature | 252 HP / 176 Def / 80 SpD
Stealth Rock | Spikes | Rapid Spin | Volt Switch

Forretress is obviously not the embodiment of VoltTurn offense. However, Forretress is able to effectively preserve momentum while laying hazards that will assist the team later on. Stealth Rock and Spikes do just that, going a long way to help VoltTurn's cause by making the opponent suffer for switching. Rapid Spin is to ensure that your VoltTurn users will last as long as possible by eliminating entry hazard damage. Volt Switch preserves momentum for the match, and it adds to the offensive pressure you put on the opponent. Leftovers is just a recovery option, and if played correctly, Forretress can come back for more later in the match. He's also helpful for removing a Gyarados's Substitute if you're facing one that is trying to set up.

Forretress is slow and shares the same weakness as Scizor. As of such, many of Scizor’s counters also apply, and if anything, work better against Forretress. However, due to its higher Defense stat, certain physical moves, such as Close Combat, that would normally overwhelm Scizor don’t faze Forretress. Also, as Forretress is slower, some potential counters will need to watch for a boosted Gyro Ball if it's being run over Spikes. Fire-type attacks deal heavy damage to Forretress, and the lack of power behind Forretress’s moves makes it setup fodder for many sweepers.

To deal with Fire-type Pokemon, a partner with Flash Fire, such as Heatran or Chandelure, is an ideal solution. Alternatively, one could employ Politoed, whose Drizzle reduces the intensity of Forretress’s weakness. Because Forretress’s hazards are vulnerable to spinning attempts from Pokemon such as Starmie, Hitmontop, and other Forretress, spinblockers are vital teammates. Gengar and Jellicent make excellent use of the hazards that Forretress lays and can act as spinblockers. Sweepers that can exploit hazards, such as Tornadus, Terrakion, and Gyarados, work well with Forretress too.


Jirachi @ Choice Scarf | Serene Grace
Jolly Nature | 252 Atk / 4 SpD / 252 Spe
Iron Head | Ice Punch | Fire Punch | U-turn

Jirachi is often used as a revenge killer and not often considered a part of a VoltTurn core, though it can still be used to great effect and gain offensive momentum. Iron Head will annoy everything due to flinch chances. Ice Punch lets Jirachi revenge kill Ground- or Dragon-types, and it's especially helpful against a +1 Dragonite. Fire Punch adds to the coverage, though a 20% burn rate is very handy to have around. U-turn preserves momentum, but it also allows Jirachi to escape from Dugtrio and Magnezone. All-in-all, Jirachi works as an excellent annoyer on a VoltTurn team.

Jirachi is just what it’s described as: annoying. While Jirachi may pluck Lady Luck’s harp strings more often than not, its attacks won’t faze bulky Steel-types such as Skarmory, Forretress, and Heatran. If Jirachi becomes locked into Iron Head, Magnezone and Jellicent become excellent checks. If Jirachi opts to lock itself into its coverage moves, then bulky Waters such as Slowbro, Gyarados, Jellicent, and Milotic can threaten it with a burn or paralysis. Alternatively, one can use faster revenge killers, such as Landorus or Terrakion, to keep Jirachi down.

Fire- and Fighting-types such as Infernape, Terrakion, and Lucario can help Jirachi deal with Skarmory, Forretress, and Heatran, all of whom notably impede Jirachi’s progress. Bulky Water-types can be dealt with by Rotom-W or Jolteon. Magnezone, normally an excellent choice against Jirachi, won’t like having to deal with Dugtrio and Gastrodon, making them great partners. Scizor, despite sharing a weakness to Fire, can use its powerful Bullet Punch to keep revenge killers away from Jirachi. Dragon-type Pokemon synergize well with Jirachi, resisting Fire-type moves and breaking the opponent down for Jirachi to handle when they're gone.


Celebi @ Leftovers | Natural Cure
Modest Nature | 4 Atk / 252 SpA / 252 Spe
Leaf Storm | Hidden Power Fire / Hidden Power Ice | Earth Power | U-turn

Celebi is a great VoltTurner due to its ability to completely ignore status. It also beats some of VoltTurn's best counters, such as Breloom and Virizion. Both Hidden Power Ice and Fire are usable, so it's best to go with whatever type coverage the team needs more. Leaf Storm is an extremely powerful attack that can devastate the opponent when used properly. Earth Power destroys any Heatran that tries to wall Celebi. U-turn is the glue for this set and is key when trying to maintain momentum. This Celebi can be used with Recover on defensive teams, but the set gets optimum coverage without Recover.

Celebi isn’t used as often as other VoltTurners for several reasons. For one, its STAB moves are easily walled by several common OU Pokemon because this set doesn't have the power or Speed of many other Pokemon considered for VoltTurn teams. The use of a Choice Scarf or Choice Specs alongside its STAB moves always leaves it with at least one Pokemon that can switch in with ease on it, making these poor options. Should it opt to lock itself into Leaf Storm, then Scizor, Heatran, and Volcarona can switch in with impunity and proceed to either set up or threaten Celebi with a super effective STAB move. If Hidden Power Fire is being used, then Dragonite can also switch in without too much fear of what Celebi might throw at it. Should Celebi opt to use Hidden Power Ice, then Metagross and Jirachi can switch in without fear. If Earth Power is used, then Gyarados, Salamence, Tornadus, and other offensive Flying-types or Levitating Pokemon can find themselves with one free turn of setup, all without any drawbacks. Blissey and Chansey, being the fat pink blobs they are, can switch into everything that Celebi can throw at them and heal or threaten it with status, forcing it out.

Having teammates that can deal with those that can exploit that one free switch-in is critical if Celebi is to be used. Water-type Pokemon, such as Politoed and Gyarados, are great partners for Celebi, taking care of many of the Pokemon that give it problems. Dragons can be punished by Steel-types, the aforementioned Politoed, and Mamoswine. Magnezone gets a mention if only for its access to Magnet Pull, giving it the consistent ability to beat down Steel-types that plague Celebi. Heatran completes an effective core known as CeleTran, as they have excellent defensive synergy and resist each other's weaknesses.


Darmanitan @ Choice Scarf | Sheer Force
Adamant Nature | 252 Atk / 4 SpD / 252 Spe
Flare Blitz | U-turn | Rock Slide | Superpower / Earthquake

Though Darmanitan is UU, it is by no means bad. However, a mono-Fire typing leaves it weak to Stealth Rock, so one should always pair it with a reliable spinner. Flare Blitz deals ridiculous amounts of damage to most Pokemon. In fact, a sun boosted Flare Blitz can OHKO many Pokemon that resist it, not to mention nearly every Pokemon that is hit neutrally. U-turn allows for scouting, and is useful for preserving momentum. Rock Slide is to hit Flying-types hard, though it is one of the weakest moves at Darmanitan's disposal. Superpower is for the few Pokemon that are immune to Flare Blitz, such as Heatran, who would be a menace to this set otherwise. Earthquake can be used, though, as it hits similar targets. As Darmanitan can hit even those resistant to Fire for 2HKOs, one question comes to mind: why is it not OU? Darmanitan does a lot of switching with U-turn, and a devastating weakness to Stealth Rock effectively ruins it without constant Rapid Spin support. Nevertheless, Darmanitan is one of the most powerful VoltTurners in the game.

Despite Darmanitan's sheer offensive prowess, it won’t enjoy dealing with opposing weather conditions, entry hazards, nor Pokemon faster than it. Stealth Rock is the main obstacle in Darmanitan's path to glory on the battlefield, and the recoil suffered via Flare Blitz, Darmanitan’s main STAB, will help to prematurely end its life on the field. Rain is another impeding presence that Darmanitan must deal with, because it reduces the power of Flare Blitz and amplifies Darmanitan's Water weakness. While Choice Scarf Darmanitan might be fast, a base 95 Speed can only carry it so far. Faster Pokemon, such as Landorus, Latios, Salamence, and Terrakion, can easily come in after Darmanitan has KOed a teammate and threaten to KO with their high power STAB moves.

Ninetales is Darmanitan’s best friend thanks to Drought, which powers up Flare Blitz to unbelievable levels. Supporting Darmanitan with Rapid Spin is the next order of business, seeing as Stealth Rock and other hazards will severely cripple it. Forretress, Hitmontop, and Starmie all make great choices. If Darmanitan is used in the sun then Pokemon with Chlorophyll, especially Venusaur and Lilligant, make great partners to dispose of Water-type Pokemon. Due to the heavy recoil induced by Flare Blitz, Wish users, such as Jirachi, Chansey, Blissey, and Vaporeon form excellent partners for it.


Xatu @ Leftovers | Magic Bounce
Calm Nature | 252 HP / 252 SpD / 4 Spe
Thunder Wave | Roost | U-turn | Night Shade / Psychic

This is a similar Xatu set to the one seen on ToF's team, which will be discussed later. One of this set's most important features is Thunder Wave, which can paralyze the opponent and make it easier for teammates to achieve a sweep later on. Roost is a great option for recovery, and it temporarily rids Xatu of its Rock- and Ice-type weaknesses. Night Shade and Psychic can both be used, but neither is really preferred as they both have their uses. U-turn is key to this set because it preserves offensive momentum. However, the crux of this set is actually Xatu's ability, Magic Bounce. Magic Bounce not only keeps hazards off the field, it forces them onto your opponent's side. When using a support Pokemon against Magic Bounce Xatu, many will find it proper to switch out, letting your team gain offensive momentum with U-turn. U-turn also stops people from attempting to hit a predicted switch-in with a status move because they might accidentally status themselves.

Xatu’s bane ultimately lies in its frailty. Any modestly powerful physical attack from titans such as Scizor, Terrakion, or Tyranitar will deal devastating damage to it. Dark-types, notably Tyranitar and Scrafty, can make short work of Xatu with a super effective Crunch. Blissey and Chansey, despite their only method of retaliation being Seismic Toss, can take anything Xatu throws at them and use Wish or Softboiled to heal off the damage taken. Powerful, super effective special moves, such as Thunderbolt from the likes of Magnezone, Raikou, and Jolteon can clip Xatu’s wings. Trick ultimately ruins Xatu’s main purpose, supporting, by leaving it stranded without Leftovers and possibly holding a Choice item.

Given that Xatu will primarily be playing the role of a supporter, Pokemon that appreciate such support ultimately form excellent partners with it. Conkeldurr, Reuniclus, and Scizor all appreciate paralysis to make up for their low Speed stats. As Xatu is a massive lure for Dark-type moves, Terrakion, Lucario, and other Pokemon that can exploit Dark-type moves form great partnerships with it.


Rotom-H @ Choice Scarf | Levitate
Modest Nature | 252 SpA / 4 SpD / 252 Spe
Overheat | Volt Switch | Hidden Power Grass | Thunderbolt / Trick

While Rotom-H's selling points are fewer than Rotom-W's, it has other things to offer. For instance, Overheat is a 210 Base Power move that will leave a dent in nearly everything that does not resist it. Volt Switch preserves momentum for teams and also ensures that Tyranitar does not switch in on Rotom-H and ruin its fun. Hidden Power Grass may seem odd, but it hits Gastrodon, Swampert, and Quagisire especially hard. Trick goes a long way towards crippling the opponent, especially when used against a stall team. Rotom-H needs serious Rapid Spin support to be viable, but that shouldn't stop one from considering it; power alone is a great reason to use it.

Rotom-H isn’t in OU for a reason. Its crippling weakness to Rock- and Water-type moves that are rampant in OU are more than enough to keep it down. In fact, Tyranitar can switch in on any of the moves listed and threaten to KO with Pursuit or Stone Edge. While not as safe a switch-in as Tyranitar is, Politoed can switch into an Overheat and threaten with boosted Water-type attacks. Much like its washing machine counterpart, Rotom-H cannot get past Chansey and Blissey with sheer force, and instead must rely on Trick to deal with them. Gastrodon and Quagsire are problematic, but both have to watch for Trick as well. Ironically, Rotom-W also serves as a good check, being able to switch in on both Overheat and Thunderbolt.

Keeping its weakness to Stealth Rock in mind, Starmie pops up as one of the best partners Rotom-H can have. The two have good defensive synergy, and Starmie can let loose STAB Water-type attacks and BoltBeam coverage after Rotom-H eliminates its counters. Conkeldurr, Mienshao, and Virizion make excellent partners for their ability to eliminate Tyranitar, and in the case of Virizion, Politoed. Unlike other VoltTurn members listed earlier, Ninetales gets the noted weather inducer spot for boosting the power of Rotom-H’s Overheat and reducing its Water weakness. If Ninetales is used, then Pokemon with Chlorophyll, such as Venusaur and Lilligant, make excellent teammates.


Rotom-C @ Leftovers | Levitate
Timid Nature | 28 HP / 252 SpA / 228 Spe
Leaf Storm | Volt Switch | Thunder Wave | Hidden Power Fire

While Rotom-C is relegated to RU, it actually received a few boons from BW. Access to Grass-type STAB allows Rotom-C to blow through several common counters to VoltTurn, especially Gastrodon and other Ground-type Pokemon, and it can Volt Switch away from the rest of the threats thanks to a very viable non-Choice set. With Thunder Wave, Rotom-C can control the tempo of the match and cripple threats that assume the lawn mower holds a Choice item. When a legitimate threat comes in, Rotom-C can always use Volt Switch to save itself. Leaf Storm works well as a secondary STAB move because it allows Rotom-C to defeat the Ground-type Pokemon that are immune to both Thunder Wave and Volt Switch, while Hidden Power Fire ruins opposing Scizor and Ferrothorn. While Rotom-C can use a Choice Scarf or Choice Specs set, the offensive scouter set does a fine job of VoltTurning.

Rotom-C, despite having the ability to dispose of Gastrodon, has its share of exploitable weaknesses. Faster Fire-type Pokemon can threaten to KO Rotom-C with their STAB moves, while Chansey and Blissey will tank Leaf Storm with no problems. Heatran in particular can switch into a Leaf Storm and set up Stealth Rock, caring very little about a -2 Volt Switch or Thunder Wave. Dragon-types are also problematic for Rotom-C, seeing as they resist all of the moves it carries and can quickly retaliate with their own STAB moves. However, none of them will enjoy switching into a stray Thunder Wave unless running a Lum Berry.

Infernape can deal with Heatran, Chansey, and Blissey easily with its STAB Close Combat, all while retaining momentum with U-turn. Terrakion can also achieve the same, sans U-turn. Since this Rotom-C has Thunder Wave, slower, bulkier sweepers along the lines of Conkeldurr, Reuniclus, and Scrafty have an easier time against the opponent. Even though Scizor shares a Fire-type weakness with Rotom-C, it makes for an excellent partner to take many of the stray Ice- and Bug-type attacks hurled at Rotom-C.

Teammates for VoltTurn


Stealth Rock - Stealth Rock is both VoltTurn's best friend and worst enemy. Explaining why Stealth Rock is incredibly dangerous will come later; the useful applications will be stated here. First off, VoltTurn causes many switches, so the ability to lay hazards is essential. The opponent now pays for his or her switch to a counter in the form of HP. Stealth Rock also keeps offensive pressure on the opponent, which is always important.


Spikes - Spikes are not always as useful as Stealth Rock as they are more time-consuming to set up, but if one manages to get all three layers down, as well as a layer of Stealth Rock, the opponent will lose major HP every time he or she switches. Eventually the opponent will not be able to counter your VoltTurn core for fear of losing all of his or her important Pokemon.


Tyranitar - Tyranitar is a viable partner for many reasons. For starters, Tyranitar's Sand Stream complements Landorus's Sand Force ability quite nicely. Tyranitar also has the ability to lay Stealth Rock on the opponent's side of the field, which is very useful for generating OHKOs that would otherwise be 2HKOs. Scizor doesn't take passive damage from sandstorm, so one can also consider him on Sand teams. Tyranitar's ability to deal with Celebi is also fantastic for a VoltTurn team.


Ninetales - Ninetales makes a great partner for a few of the VoltTurn users mentioned. Infernape, Hydreigon, Rotom-H, and Darmanitan are prime examples of sun abusers. When one takes into account how much power their moves already have, sun's boost to Fire-type moves can be devastating for the opponent. In fact, Darmanitan has the ability to OHKO even many resists under the sun with Flare Blitz, and will even 2HKO Jellicent.


Politoed - Politoed summons rain, which is a major boon to many VoltTurn teams. Rain allows abusers such as Tornadus and Jolteon to become viable. Thunder and Hurricane receive perfect accuracy during rainfall, so many sweepers can run more powerful versions of their standard moves. When using rain, one must make sure they can deal with other weather starters. Opposing weather can effectively nullify Tornadus and Jolteon's presence on VoltTurn teams. A side note, Rotom-W and its other formes can abuse Thunder under rain, so always take that into consideration.


Blissey - Blissey's best role on a VoltTurn team is that of a cleric. Opposing VoltTurn teams can cause headaches for your own team, so Flamethrower is an excellent move on Blissey to defeat Scizor, while Blissey's natural bulk takes down any Volt Switch users. Watch out for stronger U-turn users, Landorus included, though.

The main point that one should take away from this list is the effectiveness of weather and hazard support. Hazards make the opponent pay every time he or she switches out, which will happen a lot against VoltTurn. Weather powers up Water-type moves and raises the accuracy of Thunder and Hurricane, which many VoltTurn members have access to. Another essential teammate is a second VoltTurner; every VoltTurn team needs at least two Pokemon that can use the strategy, preserving the momentum that the first one attains and allowing you to keep the opponent on his or her heels.

Threats to VoltTurn


Stealth Rock - Stealth Rock, while being an excellent support move for your team, is easily the best counter to VoltTurn. Stealth Rock does nasty damage to a team that focuses on hit-and-run maneuvers. Using Volt Switch or U-turn only solidifies the amount of damage that the Pokemon will take when switching right back in. All teams need to carry this in order to sufficiently keep VoltTurn users at bay.


Spikes - Though not as common as Stealth Rock, Spikes can work well. However, Stealth Rock is more effective because it damages Flying-type and Levitating foes, especially Landorus, Tornadus, and Rotom-A. Spikes is still another one of VoltTurn's checks, at least unless all of the opponent's VoltTurn users do not touch the ground.


Gastrodon - Though Gastrodon walls any of the Volt Switch users that aren't Rotom-C entirely, Trick will ruin its day. General frailty on the physical side does not help its case either. However, one must switch into Gastrodon with caution, as Landorus is quickly dispatched by Ice Beam, and other physical attackers can be burned with Scald.


Blissey - While any of the physical attackers mentioned can take down Blissey, the special attackers will fail to threaten her. Of course, Trick from Rotom-A will neuter this threat entirely. Blissey is on this list because it can use Flamethrower to take down Scizor, which is a surprising but effective way to deal with a key member of VoltTurn teams. One must always be wary when playing against Blissey.


Breloom - While standard Breloom cannot do too much other than Spore something, Bulk Up Breloom can be a real pain to VoltTurn team. Rotom-A doesn't do much damage to Breloom thanks to the investment in bulk, and physical attackers cannot take him down after a few Bulk Ups. Tornadus will thankfully almost always defeat Breloom.


Celebi - Though Celebi carries a 4x weakness to U-turn, it will take hits from Volt Switch all day. Celebi also often carries Hidden Power Fire, so one must send in Scizor with caution. Celebi's ability to spread paralysis adds to the general annoyance that its presence causes, but a U-turn from Landorus can quickly dispose of it.


Virizion - Virizion has what is probably the best chance against VoltTurn cores that do not use a Fire type because of its great Special Defense and its workable offensive traits. Similarly to Breloom, its STAB moves deal heavy damage to many common VoltTurn members, especially Rotom-W. However, a repeated barrage of Volt Switch and U-turn will bring Virizion into KO range, so it's not that big of a hassle.


Latias - While Latias is hit super effectively by U-turn, it takes barely any damage from the common Rotom-W and has the capability to KO Scizor with a well-timed Hidden Power Fire. VoltTurn users need to be wary of Latias. While Latios is capable of doing the same, its lower defenses make it prey to Scizor, though it will win if it carries Hidden Power Fire. Rotom-W also deals more damage to Latios.

Other than the listed threats, there isn't much more that you can do to stop VoltTurn outside of high powered attacks and status. Burn is especially tough for Scizor and Landorus users to deal with, as they lose out on a ton of power. Paralysis can further harm any of the above other than Scizor, who didn't have much Speed to begin with. However, missing a turn can be fatal in a metagame where one turn can decide the entire match. Sleep is one of the worst statuses for a VoltTurner to be afflicted with, as it completely shuts down the offensive momentum that you were trying to maintain. Celebi, thankfully, can escape from a deadly sleep thanks to Natural Cure. Protect is also very hard for VoltTurn to deal with, especially if using a Choice-locked VoltTurner. Protect completely neuters momentum, and the user must rely on good prediction skills to beat a Protect user. In other words, other than the "counters" to VoltTurn that are stated above (the best method being entry hazards), you must rely on power or status to take down VoltTurn.

Sample Teams

When in Doubt, U-turn Out! by ToF.

VoltTurn teams are focused around building and maintaining momentum through the use of U-turn and Volt Switch. Keeping in accord with that motto, ToF's team possesses no hazard setter. Seeing that this team was made for the "No Hazards" #dw challenge, ToF had to find a way to work without entry hazards. In came Magic Bounce Xatu. While the stalwarts of VoltTurn offense, Scizor and Rotom-W, were present, ToF also branched out and used some of the lesser-used VoltTurn users such as Celebi, Mienshao, and the aforementioned Xatu. His use of unconventional sets such as Expert Belt Landorus and defensive Rotom-W help to further distance his team from the mold of standard VoltTurn teams. Overall, while this team may be a relic of the past, it is still a great example that demonstrates how easily VoltTurn teams can gain and maintain momentum.

Guide to VoltTurn Offense by Harsha.

Guide to VoltTurn Offense was a team made to exploit the momentum that VoltTurn provides for its users. While the use of Skarmory might initially be decried with claims of it being too slow for such a fast-paced team, the hazards it provides help to establish this team's offensive presence. This is especially important considering that each of the team members don't hit too hard on their own. The VoltTurn core of Rotom-C, an RU Pokemon, and Scizor, which were supplemented by Skarmory and Politoed, helped break the opponent's team down enough to enable either Substitute + Swords Dance Terrakion or Substitute Hydreigon to start finishing off the opponent's team. While the use of Rotom-C might be questioned when Rotom-W is available, Rotom-C lets the team get past Gastrodon, which walls Hydreigon and Politoed, two of the most important members of this team.

It's Over 9000! by Trinitrotoluene.

It's Over 9000!, while not made initially to abuse VoltTurn, grew to appreciate its ability to break down walls that gave the sweepers of the team many problems. Bulk Up Breloom's presence gave the team a great wallbreaker and sweeper that aided Lucario and Latios down the road once walls were removed. While the core of Scizor and Rotom-W might be vulnerable to Dragon-type Pokemon, the use of Heatran helped mitigate that problem. After the VoltTurn core was done with its duties, the opponent would be weakened enough that the offensive core of Latios and Lucario would be able to sweep the opponent's team. Overall, It's Over 9000! easily demonstrates the effectiveness of a VoltTurn core when supported properly.

Conclusion

Great offensive pressure and excellent defensive synergy are a lot of what VoltTurn has to offer. It also allows your team to mindlessly mess with your opponent while throwing powerful attacks around. There aren't many down sides to VoltTurn other than the lack of the element of surprise; that is to say, most people know a VoltTurn team when they see one. However, this strategy is by no means bad, and it's very fun to use. However, it should be known that one does not necessarily have to use the top three VoltTurn users to make a successful team, as diversity aids VoltTurn immensely.



GP (1/2)

p.s. the code text fucked up in the edit so just copy whatever you have in the OP rofl
 

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