What's up, Smogon? I saw that a lot of people use VoltTurn teams that, I must say, tend to be pretty annoying, but I decided to tag it with lots of entry hazards, that will do massive damage to a switching Pokemon, due to my VoltTurning. So let's get started. TEAM AT A GLANCE: More detailed look: So, basically, this team (and the match) is divided into 2 parts: stalling and VoltTurning. First three Pokemon accomplish this pretty nicely, as they have good type synergy and can set up every type of hazards. Swampert Politoed (Swampert) (M) @ Leftovers Trait: Torrent EVs: 240 HP / 216 Def / 52 SDef Relaxed Nature (+Def, -Spd) - Stealth Rock - Ice Beam - Earthquake - Roar I find Swampert a very good lead as it is able to tank almost every hit thrown at it and set up Stealth Rocks first turn, very vital for the following stalling part. EQ is obviosly a powerful STAB move and Ice Beam is for Dragons trying to set up, as Swampy 2HKOes 'Nite with it and takes +1 Outrage. Roar to force away other set-uppers, as well as get some nice damage with SR. Skarmory IronMan (Skarmory) (M) @ Leftovers Trait: Sturdy EVs: 252 HP / 232 Def / 24 SDef Impish Nature (+Def, -SAtk) - Spikes - Whirlwind - Roost - Brave Bird The best defensive wall in the game? I assume I can say that. The IronMan adds the complementary things for SR to the field, Spikes. I know it gets trapped by Magnezone, but that's why Whirlwind is there. (I tried Shed Shell, but the Zone was too rare to make it more useful than lefties.) Roost is obviosly for healing and Brave Bird for finishing or getting rid of annoying Fighting-types (which I have a bit of problem with). Not to mention it has perfect type synergy with Pert as long as we talk about super-effective. Tentacruel RAPE TIME (Tentacruel) (M) @ Black Sludge Trait: Liquid Ooze EVs: 252 HP / 240 Def / 16 Spd Bold Nature (+Def, -Atk) - Scald - Rapid Spin - Toxic Spikes - Protect Second Best Hentai Tentacles Rape Monster Just Behind Cradily comes into the field to remove any hazards, so poisonous for the stall team and set up Toxic Spikes of it's own. However, Scald is to get some burns on Levitators that are able to avoid the poisoning. And Protect obviously to scout Choice-users. * * * When the field is messed with lots of stuff, it's time to get offensive and force lots of switches. I find Rotom-W, Scizor and Infernape to have really good move coverage and each of them can fulfill another function (special, physical and mixed sweeper). Rotom-W Housewife (Rotom-W) @ Choice Scarf Trait: Levitate EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Volt Switch - Hydro Pump - Thunderbolt - Hidden Power [Ice] It's ready! The chicken is in the... washer, I guess. The fastest member of this team gets the momentum going with STAB Volt Switch. If I manage to predict right (which is often, as I like to predict a lot) let's score some KO's with STAB Hydro Pumps. HP Ice knocks out Dragons and Thunderbolt provides the opportunity to stay in and grab some vital damage. Scizor Sniper (Scizor) (M) @ Choice Band Trait: Technician EVs: 248 HP / 252 Atk / 8 Spd Adamant Nature (+Atk, -SAtk) - Bullet Punch - U-turn - Superpower - Pursuit Say hello to the strongest U-Turn in the metagame. Scizor is slow, but has a bunch of resistances, useful resistances that will often force a switch. Then this pivot wrecks an incoming Pokemon (that doesn't resist it) and adds the grist to the mill. Bullet Punch is there for revenge killing and abusing the Technician, while Pursuit gets rid of Latii. Superpower can smack a predicted Steel switch-in, hopefully a Magnezone. Infernape Ninja (Infernape) (M) @ Life Orb Trait: Blaze EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Close Combat - Overheat - U-turn - Grass Knot I didn't want to Choice-lock every offender, so I chose Life Orb Infernape, that is naturally very fast and has even Attacks, perfect split for a Mixed Sweeper. After my stats getting absolutely demolished with Close Combat and Overheat, 2 powerful STABs, U-Turn quickly and nicely washes them away and provides an appropriate switch-in with some damage. Grass Knot is the move to whip away Swampert and heavy waters, preferably previosly damaged (what am I talking about, I take at least 37.5% HP a switch-in, hopefully). So this is probably all. Feel free to comment and apply any necessary changes.