Introduction:
Hello, Smogon! So, this is my first time ever posting on the RMT fourm or any other one for that matter. I've played competitive since Black and White came out, a time where only weather teams seemed to be viable. But, back to the team. This is a fun offense that I created and has worked for me so far, but like many teams it certainly has flaws that I have trouble trying to figure out how to correctly tweak my team. Without further ado, here's the team
The Team-building:
So, when I first wanted to make a new team I had to know what type of team this was, so I chose to make an offensive VoltTurn team. The two pokemon to fill this role out were Mega Manectric and Earth Plate Landorus-T. I then wanted to find a pokemon that could really benefit from these two and so I chose Hoopa-U. Next I wanted to add some glue to this team, so I chose Klefki because of its ability to set up hazards, cripple, and trap for a revenge kill. I added a Assault Vest Scizor to be a strong pivot. Lastly I need some form of hazard control so I chose Latias as it filled the most holes, as well as provided a strong defogger. Thats the General outline, now a closer look...
A Closer Look:
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
This is the part 1 of the VoltTurn core. This thing can really rip through teams that come unprepared and is just generally A fun mon to use. It's a great mon to create pressure and is able to get the VoltTurn chains moving, as well as it can serve as a strong late game sweeper under the proper circumstances. It's access to intimidate is also really nice, as it can contribute into a intimidate core. This is pretty much your standard set with max Sp Atk and Spe. The moves are also standard, Volt Switch for momentum, Thunderbolt as a strong STAB move, Overheat to hit bulky steel types that would otherwise wall this thing, and HP Ice allowing it to hit ground types.
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
This is the part 2 of the VoltTurn Core. This thing can really put in work. This also has intimidate as well, helping me cripple threats. It can also put dents into the other team and force switches which is exactly what I want. I run Earth plate to try and maximized that damage that Earthquake deals. The EV spread is fairly simple, I run max Atk to maximize this things power, and run 236 Spe which allows me to out speed all plus natured 88 base Spe mons, while leaving me with 20 extra EVs which I threw into defense. I run stab Earthquake, as well as Stone Edge that allows me to hit birds such as Talonflame. U-Turn is to create momentum, while lastly I have Stealth Rocks. This thing creates switches, making getting rocks up a little easier. Also, none of the other pokemon on this team can learn Stealth Rocks, making this the default user.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Fire Punch
- Gunk Shot
Because of Hoopa-U's abysmal defense it can make switching this thing into play very difficult, which is the reason that I paired it with this VoltTurn core. This thing also deals with stuff such as Mega-Venusaur (Two hit KO's both Offensive and Defensive with Zen Headbutt) and also tears through Balance teams. I chose to run a life orb on this set to maximize damage on all of my attacks, rather that say, an expert belt. The EV's I'm runing are max Atk as well as max Spe with a Jolly nature to try to speed tie other plus natured base 80 Spe mons. I run Hyperspace Fury for a strong STAB as well as always hits and can go through substitutes. Zen Headbutt is another strong STAB that can hit poison types. Fire punch is for Ferrothorn and Scizor and just good coverage. Gunk Shot is used to annihilate fairys.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Spikes
- Thunder Wave
- Fairy Lock
- Dazzling Gleam
Klefki is a great glue. It allow me to cripple many threats, set up spikes which are extremely beneficial, as well has access to Fairly lock which allows me to trap threats just before this thing goes down. I'm running max Def and Hp, allowing me to check things like Mega Lop and other major threats. The moves are standard, so I don't think I need to explain them.
Scizor @ Assault Vest
Ability: Technician
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Bullet Punch
- Knock Off
- U-turn
- Pursuit
I chose Scizor to be my pivot. It can trap, create momentum, and also has access to priority Bullet Punch which is very useful. The Ev spead I'm running is meant to maximize scizors all around bulk, allowing it to survive multiple hits. I'm using knock off on this because, well, nothing likes getting it's item knocked off, and it provides good utility. I have pursuit on here to trap fast psychic and ghost types. Gengar can be a problem, but this is able to deal with it fairly well.
Latias @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog
For the last mon on this team I needed to address a few things. I needed a way to control hazards and a check for Keldeo. Latias does just that and more, by patching other weaknesses. I'm running a defensive set. The 72 Hp EV's allow it to avoid a 2 HKO from life orb Thundurus' HP Ice. I'm using HP Fire because my team can struggle with dealing with certain steel types because if Manectric hasn't Mega Evolved yet it struggles to combat steels.
Conclusion:
Overall, this is a really fun team that I put together. I've always been a fan of VoltTurn offense but could never really build that well before. It for sure has flaws that I hope you can help me work out. Thank you for reading my first RMT! Any kind of critical feedback is welcome, as I hope to do another one in the future!
Threats:
Bisharp- is a huge problem to this team, intimidate just helps. I can wear it down with klefki but other than that I really struggle with it.
Belly Drum Azumarill- Set's up and sweeps. I can live an aqua jet with Klefki and T-wave it, as well as I live one with Scizor and Latias, but still puts a dent in my team.
Scarf Lanorus- can be extremely scary, as it can revenge kill most of my team. Proper predictions can be used to deal with it.
Rotom-W- Can be a real pain in the ass. That's just what it is.
Bird Spam- Extremely threatening, but can be widdled through intimidates and switches.
There are more threats but these are the most glaring in my eye, feel free to mention any more.
Thanks for reading!
Hello, Smogon! So, this is my first time ever posting on the RMT fourm or any other one for that matter. I've played competitive since Black and White came out, a time where only weather teams seemed to be viable. But, back to the team. This is a fun offense that I created and has worked for me so far, but like many teams it certainly has flaws that I have trouble trying to figure out how to correctly tweak my team. Without further ado, here's the team
The Team-building:
So, when I first wanted to make a new team I had to know what type of team this was, so I chose to make an offensive VoltTurn team. The two pokemon to fill this role out were Mega Manectric and Earth Plate Landorus-T. I then wanted to find a pokemon that could really benefit from these two and so I chose Hoopa-U. Next I wanted to add some glue to this team, so I chose Klefki because of its ability to set up hazards, cripple, and trap for a revenge kill. I added a Assault Vest Scizor to be a strong pivot. Lastly I need some form of hazard control so I chose Latias as it filled the most holes, as well as provided a strong defogger. Thats the General outline, now a closer look...
A Closer Look:
Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
This is the part 1 of the VoltTurn core. This thing can really rip through teams that come unprepared and is just generally A fun mon to use. It's a great mon to create pressure and is able to get the VoltTurn chains moving, as well as it can serve as a strong late game sweeper under the proper circumstances. It's access to intimidate is also really nice, as it can contribute into a intimidate core. This is pretty much your standard set with max Sp Atk and Spe. The moves are also standard, Volt Switch for momentum, Thunderbolt as a strong STAB move, Overheat to hit bulky steel types that would otherwise wall this thing, and HP Ice allowing it to hit ground types.
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
This is the part 2 of the VoltTurn Core. This thing can really put in work. This also has intimidate as well, helping me cripple threats. It can also put dents into the other team and force switches which is exactly what I want. I run Earth plate to try and maximized that damage that Earthquake deals. The EV spread is fairly simple, I run max Atk to maximize this things power, and run 236 Spe which allows me to out speed all plus natured 88 base Spe mons, while leaving me with 20 extra EVs which I threw into defense. I run stab Earthquake, as well as Stone Edge that allows me to hit birds such as Talonflame. U-Turn is to create momentum, while lastly I have Stealth Rocks. This thing creates switches, making getting rocks up a little easier. Also, none of the other pokemon on this team can learn Stealth Rocks, making this the default user.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Fire Punch
- Gunk Shot
Because of Hoopa-U's abysmal defense it can make switching this thing into play very difficult, which is the reason that I paired it with this VoltTurn core. This thing also deals with stuff such as Mega-Venusaur (Two hit KO's both Offensive and Defensive with Zen Headbutt) and also tears through Balance teams. I chose to run a life orb on this set to maximize damage on all of my attacks, rather that say, an expert belt. The EV's I'm runing are max Atk as well as max Spe with a Jolly nature to try to speed tie other plus natured base 80 Spe mons. I run Hyperspace Fury for a strong STAB as well as always hits and can go through substitutes. Zen Headbutt is another strong STAB that can hit poison types. Fire punch is for Ferrothorn and Scizor and just good coverage. Gunk Shot is used to annihilate fairys.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Spikes
- Thunder Wave
- Fairy Lock
- Dazzling Gleam
Klefki is a great glue. It allow me to cripple many threats, set up spikes which are extremely beneficial, as well has access to Fairly lock which allows me to trap threats just before this thing goes down. I'm running max Def and Hp, allowing me to check things like Mega Lop and other major threats. The moves are standard, so I don't think I need to explain them.
Scizor @ Assault Vest
Ability: Technician
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Bullet Punch
- Knock Off
- U-turn
- Pursuit
I chose Scizor to be my pivot. It can trap, create momentum, and also has access to priority Bullet Punch which is very useful. The Ev spead I'm running is meant to maximize scizors all around bulk, allowing it to survive multiple hits. I'm using knock off on this because, well, nothing likes getting it's item knocked off, and it provides good utility. I have pursuit on here to trap fast psychic and ghost types. Gengar can be a problem, but this is able to deal with it fairly well.
Latias @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog
For the last mon on this team I needed to address a few things. I needed a way to control hazards and a check for Keldeo. Latias does just that and more, by patching other weaknesses. I'm running a defensive set. The 72 Hp EV's allow it to avoid a 2 HKO from life orb Thundurus' HP Ice. I'm using HP Fire because my team can struggle with dealing with certain steel types because if Manectric hasn't Mega Evolved yet it struggles to combat steels.
Conclusion:
Overall, this is a really fun team that I put together. I've always been a fan of VoltTurn offense but could never really build that well before. It for sure has flaws that I hope you can help me work out. Thank you for reading my first RMT! Any kind of critical feedback is welcome, as I hope to do another one in the future!
Threats:
Bisharp- is a huge problem to this team, intimidate just helps. I can wear it down with klefki but other than that I really struggle with it.
Belly Drum Azumarill- Set's up and sweeps. I can live an aqua jet with Klefki and T-wave it, as well as I live one with Scizor and Latias, but still puts a dent in my team.
Scarf Lanorus- can be extremely scary, as it can revenge kill most of my team. Proper predictions can be used to deal with it.
Rotom-W- Can be a real pain in the ass. That's just what it is.
Bird Spam- Extremely threatening, but can be widdled through intimidates and switches.
There are more threats but these are the most glaring in my eye, feel free to mention any more.
Thanks for reading!
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