Perpetual Motion
Hey everyone! Balloon Rotom here. This is an RMT of my most successful team to date having peaked at 1816 which was 70th on the OU ladder. Although this is my first post officially, I used to use another account (Huifao) so I am not a new user. This team focuses around one thing momentum, and only momentum. Anyway, enough introducing, let's get down to the sets!
Team Overview






Spotlight

Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
Bullet Punch
U-turn
Superpower
Knock Off
First Up, CB Scizor. Definitely one of my favourite sets, as are lots of them on this team. The main reason Scizor works well on the team is his banded U-turn and Bullet Punch. The amount of power that he creates right off the bat is incredible and well worth the slight disadvantage of using one move at a time. The set is standard, Bullet Punch and U-turn are the moves I'll be using 95% of the time. Pursuit traps mainly the Lati twins, and Superpower hits Pokemon such as Magnezone and Heatran on the switch, as well as others like Excadrill. Scizor acts as a good pivot as well, so EVs and nature maximise bulk and attack. 4 speed EVs let Scizor speed creep other Scizor who are using the standard set can in certain situations be helpful.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
Next is Scarf (not Balloon as my username may suggest!) Rotom-Wash, who forms a great core with Scizor. He lets me outspeed many threats and often surprises Pokemon who would usually outspeed him. Hydro Pump and Volt Switch are the main moves. HP fire hits Pokemon such as Scizor and Ferrothorn for super effective damage and finally Will-O-Wisp. Although Will-O-Wisp may seem counter intuitive on a scarf set it firstly allows me to often bluff a non scarfed set, as well as incapacitate physical attackers and then switch out. Or, If alternatively my opponent thinks/ knows I'm scarfed then Will-O-Wisp can come as a nasty surprise. Although Trick is the usual move, I find that Rotom needs the Scarf to function well on the team and that Will-O-Wisp is more useful, despite its unconventiality. The EVs maximise speed and the rest go, of course, into Special Attack.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
Another Choice Scarf user, what is this madness?! I know again it may seem counter intuitive and I also know that you are probably wondering where rocks come in to the team. Well I'll get to that later! Choice Scarf Landorus-T does a great job at halting physical attackers with intimidate and gaining momentum, as well as adding to the VoltTurners (3 so far) in the team. The set itself is pretty standard. U-Turn is the main move as being Choice locked into Earthquake can often be undesirable, especially when a Pokemon such as Dragonite can come in and Dragon Dance for free. Stone Edge and HP ice provide useful coverage. The fact that I have two Scarfed Pokemon on the team is a good surprise weapon, as people only expect one usually, and this can often net me some crucial KOs. EVs and nature are standard again. Naive nature is used not to take away any of HP ice's power, despite the slight drop in bulkiness.

Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
In my opinion, this is the best Azumarill set by far, although I suppose Belly Drummers and Banded users would slam me for saying it! Leftovers provides much needed to recovery to this bulky Pokemon who acts as a great pivot and forces so many switches. This aqua rabbit is an integral part of the team and pairs up nicely with Tyranitar, getting rid of many of the fighting types, especially Keldeo that Tyranitar cannot take on. Waterfall and Play Rough are the two STAB moves of choice for obvious reasons. Aqua Jet provides very useful priority, especially considering Azumarill's speed and is great for picking off weakened foes. Finally Superpower is kind of a filler as Azumarill relies on Waterfall and Play Rough for all the damage, but it does hit Pokemon like Ferrothorn for good damage as well. EVs and nature maximise bulk and attack, two words that sum up this Pokemon.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Dance
- Earthquake
- Ice Punch
- Stone Edge
The strength of Mega-Tyranitar is gigantic, and couple that with great defences and you have a fantastic all round Pokemon. Despite it's weaknesses, Tyranitar can often tank super effective hits without too much worry and set up or take out the opponents Pokemon. The great thing is that the team removes Tyranitar's counters well, especially Azumarill and Zapdos. Also Zapdos and and Scizor using VoltTurn can often grant Tyranitar a free switch in to set up or just heavily damage the opposing Pokemon. Tyranitar suffers a little from four move slot syndrome, well three move slot syndrome if Dragon Dance is counted as a staple. Earthquake is probably most important as it can hit Pokemon like Hetran or Magnezone for a clean KO every time. Ice punch lets him get past Gliscor and Landorus who would otherwise counter Tyranitar and Crunch is a solid STAB move to deal good damage to most Pokemon. The lack of Stone Edge is not a huge problem as most flying types are hit by Ice Punch and other types weak to Rock dare not switch in most of the time. Pursuit is also covered by Scizor, so not really a problem. Also to note is the fact that I have both Scizor and Tyranitar on the team so the opponent may be uncertain as to which will Mega evolve and this can obviously play to my advantage. EVs maximise attack and speed as this Tyranitar is a sweeper.

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Volt Switch
- Defog
- Roost
- Heat Wave
Finally we get to Zapdos who is really the glue of the team in some respects and really the unsung hero of the team. Zapdos walls a huge amount of the metagame as physical attackers are often stopped dead by him, and special attackers without a super effective hit can often be beaten through a combination of Roost and Volt Switch. Although it is a momentum losing move Defog is pretty key to the team with all of the switching that goes on and Zapdos is one of the most reliable Defoggers out there. Volt Switch further adds to the momentum of the team and Heat Wave can be useful to hit Ferrothorn or Scizor for super effective damage. Finally Roost is very important to increase Zapdos' life span as otherwise he would be worn down pretty quickly, especially when he is switching in to get rid of rocks from time to time. I chose a physically defensive spread as it complements the team, and Tyranitar in particular very well.
Stealth Rock
A short bit about Stealth Rock... Pretty much every good team on the OU ladder seems to have Stealth Rock somewhere, but not this team. Why not? Well there are quite a few reasons.
Firstly, Stealth Rock loses momentum. To get rocks up I would have to send in the Pokemon who knows Stealth Rock, use it and then probably switch back out again, that is 3 moves to get up rocks that will probably be removed a turn later. The whole focus of this team is to gain momentum (not lose it) and always be on the front foot, this prevents that.
Secondly, I would get rid of them myself. When my opponent sees I am playing a VoltTurn team, they will probably figure out getting rocks up is a good idea. I will then have little choice but to use Defog to remove the rocks due to all the switching. So if I use Stealth Rock myself I will simply be getting rid of rocks on my opponent's field a few moves later. This to me seems like a rather pointless endeavour and one which would not help the team.
Thirdly, I have no room. Unfortunately I don't think that I can include Stealth Rock even if I wanted to without some major changes to the team. If I were not to change Pokemon, they could go on Landorus-T or Tyranitar. This however would spoil their sets as although I could potentially put Stealth Rock over HP ice on Landorus-T and stick with a scarf set, this would lose a lot of time and would not be worth it.
Finally, I can deal with these Pokemon anyway. I've found that the Pokemon that are weak to Stelath Rock generally pose little threat to my team anyway so even if I were to get rocks up, it wouldn't be of huge benefit. Flying types are dealt with well and other SR weak Pokemon such as Volcarona or Charizard are not too difficult to handle.
So if you suggest I put Stealth Rock on the team make sure to give a few good reasons!
Firstly, Stealth Rock loses momentum. To get rocks up I would have to send in the Pokemon who knows Stealth Rock, use it and then probably switch back out again, that is 3 moves to get up rocks that will probably be removed a turn later. The whole focus of this team is to gain momentum (not lose it) and always be on the front foot, this prevents that.
Secondly, I would get rid of them myself. When my opponent sees I am playing a VoltTurn team, they will probably figure out getting rocks up is a good idea. I will then have little choice but to use Defog to remove the rocks due to all the switching. So if I use Stealth Rock myself I will simply be getting rid of rocks on my opponent's field a few moves later. This to me seems like a rather pointless endeavour and one which would not help the team.
Thirdly, I have no room. Unfortunately I don't think that I can include Stealth Rock even if I wanted to without some major changes to the team. If I were not to change Pokemon, they could go on Landorus-T or Tyranitar. This however would spoil their sets as although I could potentially put Stealth Rock over HP ice on Landorus-T and stick with a scarf set, this would lose a lot of time and would not be worth it.
Finally, I can deal with these Pokemon anyway. I've found that the Pokemon that are weak to Stelath Rock generally pose little threat to my team anyway so even if I were to get rocks up, it wouldn't be of huge benefit. Flying types are dealt with well and other SR weak Pokemon such as Volcarona or Charizard are not too difficult to handle.
So if you suggest I put Stealth Rock on the team make sure to give a few good reasons!
Final Comments
If you have been reading all this, Kudos to you! To close up I'll talk just a little about the team in general. As stated before, the team relies on one thing, momentum and this makes the team effective as well as being truly fun to play with, although it does require good prediction! This has been my most successful team so far and I am pleased with the fact that I have used some perhaps unconventional ideas in creating the team. Any advice is welcome and I would love to hear how I could improve the team further as I am sure there is plenty I could still do! Here is a nice replay of the team in action, a really close game that showcases the team well. http://replay.pokemonshowdown.com/ou-116926967 . Below is an importable if you want to have a go with the team (it's good fun) and remember.... Momentum!!
Importable
Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Hidden Power [Fire]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Earthquake
- Ice Punch
- Crunch
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Volt Switch
- Defog
- Roost
- Heat Wave
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Hidden Power [Fire]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Stone Edge
- U-turn
- Hidden Power [Ice]
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Earthquake
- Ice Punch
- Crunch
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Volt Switch
- Defog
- Roost
- Heat Wave
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