The VoltTurn Core:
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
I absolutely love the synergy between scarfed Lando and Mega Manectric. Both fast, hard hitting, and pack intimidate to really wear down physical sweepers. With the all around great coverage between the two of them, this core works out great and has come in clutch in many games. The defensive synergy is pretty good too with Lando being immune to Manectric's only weakness. Both function as very good revenge killers and late game cleaners. Obviously I need to watch out for the likes of Bisharp since he can actually benefit from having two intimidaters on the opposing team, but I think the reward outweighs the risk greatly.
The defensive core:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Whirlwind
- Defog
- Brave Bird
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Recover
- Giga Drain
- Hidden Power [Fire]
Originally the infamous Chansey/Skarmory core, I decided to switch Chansey for Celebi as this team could NOT handle Keldeo what-so-ever. With Celebi I at least have an answer to it aside from HP Bug variants. I opted for defog over rocks for Skarm because I figured this team relies on switching a lot with the VoltTurn offensive core that I could not afford to have hazards on the field. I did have rocks on Celebi, but it was just Scizor bait and I was put in a bad spot whenever I faced that match up. So I opted for HP Fire to try to catch some Scizors off guard and do some good damage. Giga Drain is of course the STAB of choice to also give some recovery.
The plugs to the holes:
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Jolly Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch
Nothing crazy here. Standard Bisharp set. I needed a good wall breaker and Bisharp has come in handy in many situations. One swords dance and it is an absolutely devastating late game sweeper who doesn't worry about intimidates. I switched to black glasses over life orb in order to give him a little more longevity, and since I mostly spam knock off and sucker punch while reserving iron head mostly for fairies, there is not too much of a difference. Bisharp has single handily won me many games.
Heatran @ Air Balloon
Ability: Flash Fire
EVs:252 HP / 252 SpA / 4 Spe 52 HP / 4 Def/ 252 SpA / 200 Spe
Modest Timid Nature
- Ancient Power
-Flamethrower Lava Plume
- Stealth Rock
- Earth Power
The final member of the team. Not really the standard defensive set, but with enough bulk to last a while in the match. Heatran serves as a good check to a lot of mons that my team can be weak to such as Talonflame, Both Charizards, and M-Altaria so long as the balloon is in tact. Flamethrower and Flash Cannon are the hard-hitting stabs, Ancient Power is strictly for Talonflame and the occasional Zard Y, and Earth Power is simply good coverage. The 4 Speed evs are to outspeed uninvested Heatrans and OHKO with EP.
So there you have it. This team has worked very well for me peaking at a little over 1600, but I am always open to suggestions on how to make it better. Thanks always :)
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
I absolutely love the synergy between scarfed Lando and Mega Manectric. Both fast, hard hitting, and pack intimidate to really wear down physical sweepers. With the all around great coverage between the two of them, this core works out great and has come in clutch in many games. The defensive synergy is pretty good too with Lando being immune to Manectric's only weakness. Both function as very good revenge killers and late game cleaners. Obviously I need to watch out for the likes of Bisharp since he can actually benefit from having two intimidaters on the opposing team, but I think the reward outweighs the risk greatly.
The defensive core:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Roost
- Whirlwind
- Defog
- Brave Bird
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Recover
- Giga Drain
- Hidden Power [Fire]
Originally the infamous Chansey/Skarmory core, I decided to switch Chansey for Celebi as this team could NOT handle Keldeo what-so-ever. With Celebi I at least have an answer to it aside from HP Bug variants. I opted for defog over rocks for Skarm because I figured this team relies on switching a lot with the VoltTurn offensive core that I could not afford to have hazards on the field. I did have rocks on Celebi, but it was just Scizor bait and I was put in a bad spot whenever I faced that match up. So I opted for HP Fire to try to catch some Scizors off guard and do some good damage. Giga Drain is of course the STAB of choice to also give some recovery.
The plugs to the holes:
Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch
Nothing crazy here. Standard Bisharp set. I needed a good wall breaker and Bisharp has come in handy in many situations. One swords dance and it is an absolutely devastating late game sweeper who doesn't worry about intimidates. I switched to black glasses over life orb in order to give him a little more longevity, and since I mostly spam knock off and sucker punch while reserving iron head mostly for fairies, there is not too much of a difference. Bisharp has single handily won me many games.
Heatran @ Air Balloon
Ability: Flash Fire
EVs:
- Ancient Power
-
- Stealth Rock
- Earth Power
The final member of the team. Not really the standard defensive set, but with enough bulk to last a while in the match. Heatran serves as a good check to a lot of mons that my team can be weak to such as Talonflame, Both Charizards, and M-Altaria so long as the balloon is in tact. Flamethrower and Flash Cannon are the hard-hitting stabs, Ancient Power is strictly for Talonflame and the occasional Zard Y, and Earth Power is simply good coverage. The 4 Speed evs are to outspeed uninvested Heatrans and OHKO with EP.
So there you have it. This team has worked very well for me peaking at a little over 1600, but I am always open to suggestions on how to make it better. Thanks always :)
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