Hazardous Highway - An OU RMT
I tried my hand at making an OU team the other day. This team focuses heavily on entry hazards as well as the VoltTurn strategy.
Team Building Process
I really liked the offensive core of Rotom-W and Scizor because they cover each others weaknesses fairly well and can pull off the VoltTurn startegy effectively.
I needed a fast lead that can lay entry hazards since Rotom and Scizor both appreciate that damage. Deoxys-D fit the bill perfectly. It can lay down Spikes an Stealth Rock as well as Taunt the opposing lead preventing their entry hazards.
Now I needed a wall or tank that could take hits. Slowking seemed to work well in that area because it is a strong mixed tank and can phaze out the opponent the get entry hazard damage.
Since my team involves the VoltTurn strategy, I needed to have a Rapid Spinner to remove opposing entry hazards. Forretress was my choice as it can rapid spin as well as lay down Spikes and Toxic Spikes.
Because my strategy involves entry hazards, I needed a Spinblocker. After looking over my tema I decides that I needed a physically oriented Spinblocker because most of my Pokemon were specially based. I came up with Golurk. Golurk attacks physically and can set-up Stealth Rock and block Rapid Spin.


I really liked the offensive core of Rotom-W and Scizor because they cover each others weaknesses fairly well and can pull off the VoltTurn startegy effectively.



I needed a fast lead that can lay entry hazards since Rotom and Scizor both appreciate that damage. Deoxys-D fit the bill perfectly. It can lay down Spikes an Stealth Rock as well as Taunt the opposing lead preventing their entry hazards.




Now I needed a wall or tank that could take hits. Slowking seemed to work well in that area because it is a strong mixed tank and can phaze out the opponent the get entry hazard damage.





Since my team involves the VoltTurn strategy, I needed to have a Rapid Spinner to remove opposing entry hazards. Forretress was my choice as it can rapid spin as well as lay down Spikes and Toxic Spikes.






Because my strategy involves entry hazards, I needed a Spinblocker. After looking over my tema I decides that I needed a physically oriented Spinblocker because most of my Pokemon were specially based. I came up with Golurk. Golurk attacks physically and can set-up Stealth Rock and block Rapid Spin.
The Team at a Glance






A Closer Look

Deoxys-D @ Mental Herb
Ability: Pressure
EVs: 252 Hp / 4 SpD / 252 Spe
Timid nature (+Spe, -Atk)
- Stealth Rock
- Spikes
- Taunt
- Night Shade
Deoxys-D is the premier fast spiker. It is bulky and can lay down two of the three entry hazards. Access to Taunt allows it to prevent opposing leads from using status moves, setting up, using Light Screen and Reflect, and most importantly, preventing them from laying their on entry hazards. Night Shade was chosen as the attacking move so that Deoxys can hit for a consistent amount of damage. Mental Herb is the item of choice so that Deoxys-D can recover from being Taunted and use Taunt on the oppoent or lay a layer of Spikes.

Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 4 Hp / 252 SpA / 252 Spe
Timid nature (+Spe, -Atk)
- Hydro Pump
- Volt Switch
- Hidden Power Ice
- Trick
Rotom-W is the first part of this teams offensive core. With Choice Specs, Rotom hits like a truck. Hydro Pump is the primary STAB move. Volt Switch is a hit and run and allows Rotom-W to scout. With Volt Switch and Scizors U-turn, I can effectively pull off the VoltTurn strategy. Hidden Power Ice hits the grass types Rotom-W is weak to and also hits dragons like Salamence. Trick cripples physical attackers by giving them Rotoms Choice Scarf.

Scizor @ Life Orb
Ability: Technician
EVs: 4 Hp / 252 Atk / 252 Spe
Adamant nature (+Atk, -SpA)
- Swords Dance
- Bullet Punch
- U-turn
- Superpower
Swords Dance Scizor is part two of my offensive core. Bullet Punch is boosted by Technician and also gets STAB and priority making it an effective move for revenge killing as well as just attacking. U-turn in combination with Rotom-Ws Volt Switch allows Scizor and Rotom to scout the opponents team and eliminate major threats. Roost supplies reliable recovery.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 Hp / 200 Def / 56 SpD
Calm nature (+SpD, -Atk)
- Scald
- Psyshock
- Dragon Tail
- Slack Off
Slowking fills the role of a mixed tank. Scald is the primary STAB attack of the set. It also grants a chance to burn which can potentially cripple a physical sweeper. Psyshock hits the opponents physical defense allowing it to break through special walls. Dragon Tail phazes out opposing Pokemon racking up entry hazards damage as well as removes stat boosts from sweepers. Slack Off supplies reliable recovery, greatly increasing Slowkings life span. Regenerator also recovers one-third of Slowkings health upon switching out.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Hp / 252 Def / 4 SpD
IVs: 0 Spe
Relaxed nature (+Def, -Spe)
- Gyro Ball
- Spikes
- Rapid Spin
- Volt Switch
Forretress is my teams Rapid Spinner. Keeping enemy entry hazards out of the picture is essential. Forretress can also lay extra layers of Spikes on top of what Deoxys laid. Gyro Ball is a strong STAB move on Forretress since it only has 76 Speed at the max, much the basically the entire metagame. Volt Switch works with Rotom and Scizor to scout the opposing team.

Golurk @ Leftovers
Ability: Iron Fist
EVs: 252 Hp / 80 Atk / 176 Def
Impish nature (+Def, -SpA)
- Shadow Punch
- Ice Punch
- Fire Punch
- Earthquake
Keeping entry hazards on the oponents team is an essential part of my strategy. Golurk is the teams Spinblocker. Shadow Punch is a STAB is the primary STAB. Ice Punch and Fire Punch are coverage moves while Earthquake is the secondary STAB move of the set. You might be wondering how Golurk managed to find a spot on the team. Most of my Pokemon were special attackers so I went with Golurk to get some physical attacks into the mix.
Hope you guys like the team and please leaves suggestions.
(Changes in bold)
- FlapJack