Volt-Turn's still a thing, Right?
Introduction





With the advent of the Sixth Generation, came an influx of new Pokemon, new Abilities, new Moves and a plethora of new toys to play with. But seriously, screw that jazz. Living in the past is where it's at. I've made a team that shuns the sixth generation (alright, fine, except for ONE thing) because who the f*** wants to deal with change? A Volt-turn team at heart, if you're looking for a standard team that thrives on living on the edge, prediction and having next to no way to deal with some extremely common threats, look no further - I've got the team for you.
In-Depth

Who the fuck let me into OU?
Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Flamethrower
- Thunderbolt
- Ice Beam
- U-turn
Seriously, who was it? Genesect's back in OU and Volt-Turn's stronger than ever for it. This stupid bug is so easy to fit on a team that a monkey could do it. Which is convenient for me because I'm terrible at this game. This thing forces so many switches, checks so many threats and grabs so much momentum that it's actually ridiculous. As one half of the 'Turn' in my Volt-Turn core, Genesect is immensely useful for checking fast, non-priority, non-scarfing threats and U-turning out of unfavourable situations (read: Heatran) into a better match-up. It's always first mon displayed in my line up to fake the obvious lead against teams carrying Heatran. Hint: I don't have to lead with him
F*** you, Talonflame.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Jolly Nature
- Earthquake
- Stealth Rock Knock Off
- Stone Edge
- U-turn
Standard Offensive Pivot Landorus-T forms the second half of the 'Turn' in Volt-Turn. In addition to this role, 
Double F*** you, Talonflame.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Rotom-W is on my volt-turn team, heck Rotom-W is on an OU team. What a fucking surprise. The obvious choice to providing Volt Switch to complete a Volt-turn core; Rotom-W is just so God damn good at the moment, it was impossible to make a team without him included. With such a physically oriented meta-game, being able to switch in and out with momentum on your side and spread burn is a blessing. I prefer Pain Split to the ChestoRest set because spending a turn to Rest absolutely kills your momentum and honestly, I don't see it providing all that much more longevity. Honestly, just don't get Toxic'd. Rotom-W also provides a much needed water resist and another reliable EQ switch-in.
Seriously, Talonflame. Go Away.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect Stealth Rock
- Roar
- Toxic
Heatran, Rotom-W and Lando-T form an unholy trio that sends Talonflame down into the fiery depths of hell where it belongs. In actuality, I don't even think Talonflame is that big of a threat, and it's actually just a coincidence that this team happens to be so anti-Galewings. SpDef Heatran has always has a soft spot in my heart and this generation is no different. While the metagame is skewed heavily towards powerful physical attackers, there are definitely noteable threats on the special side as well, and Heatran provides a solid defence against them. In fact, pretty much my only defence against them. Those common threats that I was talking about? Rotom-W is one of them, and I'm so desperate for a way to get rid of it, that I actually use Heatran as my anti-Rotom-W mon. BUT THAT'S CRAZY you may say, and you'd be right, but you'd also be surprised at how often it works out. With the given EV spread Protect and Lefties, Heatran is 3HKO'd by Hydro Pump at full health, and Rotom-W loves WoWing switch-ins on mons it forces out so a free switch-in and flash fire boost is quite on the table. Once in, tanking a hydro pump to get a toxic off sets a permanent timer on Rotom-W's life span at best, and guarantees a turn of momentum for me at the worst as they Rest to get rid of the status. Heatran also has the obvious role of walling opposing Genesect, taking status and not caring and phazing silly set-up mons. With Lando-T prefering to use his time Knocking off items, it falls to Heatran to set up SR, being a defensive pivot without U-turn or Volt-Switch, SR gives Heatran a valuable job to perform when it forces switches from the likes of Genesect. It will miss being able to scout Choice'd moves with Protect but that was a fairly niche use anyway.![]()
Why am I so unloved? :'(
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 216 Atk / 236 Spd
Lonely (:[) Nature
- Fusion Bolt
- Ice Beam
- Dragon Claw
- Substitute
Kyurem-B, the wallbreaker from hell. This thing is so damn good, I don't even. Finding a mon to set up on is so easy, with the likes of non-Gyro Ball Ferrothorn, Rotom-W and the Pink Blobs floating around and once Sub is up, something is going to die. Personally, I'm a fan of Leftovers over Life Orb because I don't run a Spinner or a Defogger (#yolo) and SR weakness + Substitute runs poor Kyu-B's health down extremely quickly without leftovers, let alone with Life Orb recoil. Kyu-B packs plenty of oomph without it anyway, it's actually a monster. Why is this thing not used more often again?

I WILL CUT YOU.
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 30 Spd
- King's Shield
- Shadow Ball
- Sacred Sword
- Shadow Sneak
TCR's suggestion of Mixed Aegislash as a Wall Breaker has prompted some thinking on my part. Initially suggested as a replacement for Heatran; however despite appearances on paper, Heatran has performed admirably in testing, being a surefire answer to Genesect and many other prominent threats in OU and has proven irreplaceable on this team. As such, unfortunately, I've decided that Kyurem-B's role as wallbreaker is to be usurped by the ol' shield 'n sword and boy has it proven to be an asset - luring in Rotom-W and Landorus-T and breaking them down beautifully. It also alleviates some of the issues this team has with Kangaskhan, being a reliable boost-stopping switch in that can threaten back with Sacred Sword. And finally, trading a SR weakness for a resistance is a welcome change in a lineup that doesn't carry RS or Defog.
CC CC CC CC CC.
Lucario @ Lucarionite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Ice Punch
Honestly speaking, Mega-Lucario is here so I don't auto-lose to Mega-Kangaskhan, because that thing is borked. Even then, I have to play a pretty scary game, finding a time to safely M-evolve so that Jolly Kanga doesn't just steamroll over me with +2 Earthquake or Return or forcing enough damage down its throat that Bullet punch will KO. Please run Adamant, guys, it makes my life so much easier. That said, M-Luc brings more to the table than just being a Kanga-check. Ice punch is by far the most effective coverage move on Lucario, in my experience, since Lando-Ts and Gliscors love coming in and sponging CCs. Usually, a well placed fist of ice into the gullet shuts them up pretty hard though. Since I don't really play Luc as a sweeper and instead use him quite conservatively, more often than not, he actually cleans up late game really well, even without a SD boost.In Conclusion:
Honestly, in addition Mega-Kang and Rotom-W being problems as described above, this team also has issues with Azumarill (Rotom-W being my only solid line of defence and even then, does not take Play roughs on the switch well at all) and Conkeldurr (Guts variants carrying Ice punch are very difficult for me to deal with, and often require me to sac at least one mon), but despite these weaknesses (which are difficult, but definitely manageable with smart play and risk assessment), it's honestly been a very solid team in my experience. You might think lack of Hazard Removal would be an issue, but, honestly the team, with the exception of Kyurem-B and possibly Genesect, isn't all that Hazard weak. Sticky Web is occasionally a problem but it doesn't seem to be gaining any traction in popularity.
THE END
Oh, except the importable, fuck.
Genesect @ Choice Scarf
Ability: Download
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Flamethrower
- Thunderbolt
- Ice Beam
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Hydro Pump
- Volt Switch
- Will-O-Wisp
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect
- Roar
- Toxic
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spd
Jolly Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Lucario @ Lucarionite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Ice Punch
Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 30 Spd
- King's Shield
- Shadow Ball
- Sacred Sword
- Shadow Sneak
Here's some shameless bragging and a little bit of a showcase of how this team plays and what it can accomplish: http://replay.pokemonshowdown.com/pokebankoubeta-68029344
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