RMT: Deo-D Intimidate Volturn Core Offense (Peaked 1700+)

The Team At A Glance
deoxys-defense.gif
manectric-mega.gif
landorus-therian.gif
conkeldurr.gif
aegislash.gif
azumarill.gif



Introduction:

Ahh the good ol' volturn, now back with a new twist - Intimdate. It has always annoyed me by how my opponents would phaze me around with their volturning core; and thats when it suddenly hit me. Volturn is a good strategy to phase your opponents around, and with hazards support, its gonna severely wear down your opponent's mons. To add on to the annoyance, Gen VI introduced a new volt-switcher in the form of intimidate Mega Manectric. This, in conjunction with Lando-T, forms an excellent intimidate volturn combo that would force many switches; having your opponents take hefty hazards damage. And that is what I've based this team around, the LandoTric Intimidate Core, in conjunction with Deo-D's hazards support.


Team-Building Process:

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manectric-mega.gif
landorus-therian.gif


Deoxys-D + the Intimidate Core is what I initially have. I need a hazards-setter that is reliable and has the ability to set up layers with ease. Since Custab Suicide lead isn't a thing in Gen VI, I'm left with the 2 Deoxys forms. Deoxy-D is my preferred option over Deoxys-S, as it deals with TTar (Crunch + Sand beats sash Deo-S), and its a great user of Red Card to force out ShadowBall + Sneak Aegislashes, guaranteeing me to set up at least 2 forms of entry hazards 90% of the time.

As for Lando-T, I've decided to throw a Choice Scarf onto it. The intimidate core is pretty much enough to put a halt to physical attackers, so a physically defensive Lando is kinda redundant (this is an offensive team after all). Landorus is also a little too slow for me, so a choice scarf fits perfectly. Scarf also deals with some defoggers, which I'll explain later.


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manectric-mega.gif
landorus-therian.gif
conkeldurr.gif


The intimidate core is nice and all, but Defiant Bisharp can easily take advantage of the situation. Assault Vest Conkeldurr is my next member on the squad. Not only does it deal with Bisharp with its Mach Punch, it also takes on special hits relatively well with AV. This couples perfectly with the intimidate core; LandoTric takes physical hits, AV Conk takes special hits.


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manectric-mega.gif
landorus-therian.gif
conkeldurr.gif
aegislash.gif


This team does not have any defiant mons to punish defoggers, so at the very least, I need a spin blocker. Specially based weakness policy Aegislash fits the role perfectly. Not only does it spin blocks, it also acts as a semi wall, while at the same time still hitting hard with its STAB shadow balls. This is exactly what I need; a mon that could efficiently spin block, and at the same time, a weakness policy abuser to take advantage of the hazards and potentially clean up late game.


deoxys-defense.gif
manectric-mega.gif
landorus-therian.gif
conkeldurr.gif
aegislash.gif
azumarill.gif


Finally, I needed a sweeper on the team. Initially I had Dragon Dance Dragonite on the team, but the lack of a spinner really hinders DNite. Not to mention aside Conk, I really had nothing for Mamoswine, and DNite gets completely destroyed by Mamo. After experimenting for ages, I finally came across the perfect candidate for the final slot - BellyJet Azumarill! Its bulky enough to be the crucial member to resist Water and Fire hits, checks Mamoswine relatively well, and has a great potential to pull off a sweep late game (especially with hazards support). And there you have it, the team is born!



The Members

173px-Deoxys-Defense.png

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat

Deoxys-D is really self explanatory. It functions as the hazard-setter of the team, and again, its preferred over Deoxys-Speed for its ability to better deal with Tyranitar (Sand + Crunch beats Sash Deo-S) and Aegislash (I'll explain this shortly). Taunt / SR / Spikes are pretty much your basic moves to run on Deoxys, whereas Magic Coat helps to deter other faster Taunt users, like those from Sableye or opposing Deoxys-Speed. I chose Red Card + Magic Coat over Mental Herb + TWave for one reason - Aegislash. The Shadow Ball + Shadow Sneak combination on Aegi will only allow the latter to set up a single hazard, whereas Red Card phazes Aegi away after you're hit with Shadow Ball, and allows you to potentially set up another hazard. This is also another reason why Deo-D is used over Deo-S.


megamanectric.jpg


Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Flamethrower
Mega Manectric is arguably the most crucial member to this team, and for good reasons. Rapid Spinners can be easily stopped by Aegislash, so Defog is the real problem here (especially due to the fact that this team doesn't have a Defiant mon to punish defoggers). With Deoxys still around and stacking hazards, it can easily stop any defoggers with Taunt. However when Deoxys dies, things get a little tricky. One possible way to stop defoggers is to put pressure on your opponent - forcing any potential defoggers to switch out. Mega Manectric does this job superbly well. Common Defoggers include Scizor, Mandibuzz, Crobat, Togekiss and even Skarms carry Defog occasionally. Mega Manectric does an excellent job forcing these Defoggers out, preventing them from removing your hazards. Thats not the only job that Mega Manectric has to offer. With an insane base 135 on both its speed and SpAtk stat, in conjunction with the amazing Ice/Electric/Fire coverage, it can potentially even clean up late game all on its own. It also deals with Ferrothorn and Tentacruel with those coverage moves, potentially weakening them to the point where it clears a path for Azumarill to pull off a late-game sweep.



Landorus.png


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Knock Off
Say hello to the second half of the volturn core. Like I mentioned before, the intimidate core is enough to put a halt to physical attackers, and Aegislash takes on Fighting hits anyway, so a physically defensive Lando is kinda redundant. On top of that, Landorus is a little too slow for me, so a Choice Scarf fits him perfectly. With a Scarf equipped, we have ourselves an extremely fast volturn combo; a 135 base speed Mega Manectric + Scarf Lando with its nifty 463.5 speed stat. Scarf Landorus fulfills a few purposes on this team; namely dealing with the Lati twins. Latios and Latias are two very common Defoggers in the current meta, which Mega Manectric cannot handle. Landorus patches up this hole with a new Gen VI toy it gets - Knock Off. This will secure KO's on Lati@s, and occasionally Mew when its weakened beforehand. If your opponent doesn't see the Choice Scarf coming, they'd normally stay in with their Lati@s, and have them die off to a Knock Off. Congratulations, your hazards are now here to stay! EQ is the primary STAB move, and U-Turn for Momentum. Rock Slide is there to knock out Mega Pinsirs and Talonflames, and also +1 Volcarona provided they're not Timid. Stone Edge is not preferred, since Rock Slide secures OHKO's on the said mons anyway, and has higher accuracy.


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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
There is one small problem to the intimidate core - Defiant users like Bisharp can easily take advantage of that. AV Conk is there to readily take on Bisharp with Mach Punch, and also to take special hits (like random Scalds or Lava Plumes). With Guts, it also fulfills the role of a status absorber on the team, pretty much the only member who appreciates taking a Will-O-Wisp aside Manectric. AV Conk + the Intimidate core also works well together; the former deals with special attackers and the latter deals with physical attackers with their Intimidates. Most importantly, it is there to deal with one particular pokemon - Kyurem Black. Kyurem-B can singlehandedly deal with Manectric and Lando with EarthPower and IceBeam respectively, so AV Conk is also there to counter Kyurem. Lastly, Conk is the go-to mon to deal with the pink blobs (Chansey and Blissey), basically the only member on the team that could actually deal decent damage to them.


Aegislash_Shield_Form.png


Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 56 Atk / 200 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword
Since this team functions heavily around hazards, Aegislash plays the role of a spin blocker. I've been messing around with a few ghost types for a bit, but Aegi still proves to be the optimal candidate. Not only does Aegi spin blocks, it could also readily abuse the hazards with Weakness Policy and put a dent on teams to aid Azumarill in sweeping later on. Don't underestimate the potential of WeaknessPolicySlash. If your opponent's team is weakened beforehand, it might even sweep on its own with all the hazards support. Aegislash is also on the team for a really good reason - Offensive Life Orb Deoxys Speed. All it does is click Psycho Boost and it could OHKO the entirety of my team (Scarf Lando still doesn't outspeed max speed Deo-S, and Conk gets killed through Assault Vest). Obviously it needs to switch out and back in again to remove the SpAtk drops (which hazards would benefit greatly in this scenario), but Aegislash is there to answer the big Deo-S weakness that my team once had. Good ol' reliable Aegislash :]



azumarill.jpg



Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Belly Drum
- Waterfall
- Play Rough
- Aqua Jet
Have you ever been swept by BellyJet Azumarill? Well he's back again, but now with hazards backing him up! Azumarill is the setup sweeper of the team. I've experimenting with a ton of other potential setup sweepers, but at the end of the day, this cute little bunny is still the best man for the job. Its incredible Fairy/Water typing and good bulk enables it to be the crucial Water and Fire resist for the team. This typing also walls the living daylight out of Conkeldurrs and Keldeos, perfect opportunities to set up a free Belly Drum. I also realise a good thing about Azumarill + Deoxys-D; many people tend to lead with Conk to deal with Deo-D. Knock off prevents Red Card from activating, and Deoxys will usually be taken out while the opposing Conk is still on the field. Azu can then easily get a free switch-in, set up a free belly drum, and start doing work. Even though it is unwise to set up this early, Azu can usually put dents on teams to the point where either Mega Manectric or Weakness Policy Aegi cleans up afterwards. The 164 speed EVs is for Azumarill to outspeed Skarmory, allowing Azu to knock it out with a +6 waterfall before it could potentially set up any form of hazards or even Defog your own away.


Final Notes:
So this is my team, a very detailed run through indeed. This team also has a nifty triple priority in MachPunch, ShadowSneak and AquaJet, so don't be worried about Sash Smashes. Overall, the goal of this team is to set up hazards, keep them on the field, and wreck havoc. I also wanted an offensive team, but not too offensive to the point where none of my mons can take a single hit. Hence I've my fellow intimidate users and the other bulky-offensive teammates.


Threats to look out for:

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Yeap, Mega Venusaur. This thing is so bulky, it just can't die. I wanted to throw in a Flying or Psychic type to deal with this thing, but all slots are filled. The only way to deal a decent chunk of damage onto this guy is by having him take massive hazard damage, and then try to take him out afterwards. Either that or stall him outta synthesis with Aegi. Its not impossible to beat, but just incredibly hard to take down.

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Mega Charizard Y. Unless you've either Blissey or Chansey on the team, this thing basically storms through teams. Even Heatran isn't safe from a potential Focus Blast or EQ. You've good checks to Char Y in Scarf Lando (with Rock Slide) and Mega Manectric. But note, those are checks, NOT counters. Just try to keep rocks on the field, and you'll have a much easier time dealing with this thing.



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Cosmic Power Clefable. Let this thing set up too many cosmic powers and there goes the battle. Especially if this has Magic Guard, your hazards won't be doing damage to it. For Magic Guard variants, you could try to BellyDrum with Azu to OHKO this thing. But if its Unaware, you'll be in big trouble. You can deal with this thing by either Taunting it early with Deoxys, or just prevent it from setting up by putting offensive pressure on your opponent. Either ways, its a threat to watch out for.



Export of the Team:

---------- Team Starts Below This Line ----------

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Magic Coat

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Flamethrower

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- U-turn
- Earthquake
- Rock Slide
- Knock Off

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 56 Atk / 200 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Belly Drum
- Waterfall
- Play Rough
- Aqua Jet

---------- End ----------


Conclusion:
Thats it guys, this is my first ever RMT team! Yes I did not mention this at the start to prevent any "Its his first RMT team so it's gonna suck" mentality, but hopefully you guys like the team. Again, its my first post, so feedback will be cherished! :]
 
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I don't know what to say. For your fist RMT, this is pretty boss. There's literally nothing wrong with it. Your team deals with Ferrothorn, Talonflame / Charizard Y, Gliscor, Tyranitar, Rain Teams, Pinsir, Metagross, and Heatran well... What else can I say.
 
I agree with Stardust Dragon, given that this is your first RMT, you've done an excellent job in creating a solid team. What I think is the team's best quality is that it has a clear strategy and win condition, and you have made necessary steps to ensure that your win condition succeeds. Many RMTs lack this kind of clear strategy. I do have a few suggestions and ideas for you, but as I see this team can be very effective on its own, you're free to take whatever you find useful on this analysis.

First of all, I suggest trying Overheat on M-Manectric. 2 consecutive Overheats actually do more damage than 2 consecutive Flamethrowers. The downside is that your Volt Switch does less damage, but seeing as Volt Switch is more for momentum than anything else, I don't think it's that big of a deal. Furthermore, your hazards do most of the damage either way, so a tad weaker Volt Switch might not be such a big issue. 20 Speed EVs on Conkeldurr ensure that you will be faster than Hippowdon, so he can't stall with Slack Off. If you feel comfortable with less bulk, 252 Speed EVs with Jolly nature on Azumarill let you outspeed min. speed Rotom-W before it can burn you.

I think the biggest issue I have with the team is the use of Aegislash. See, as that Aegislash is now, he isn't truly a spinblocker, although he has a Ghost-typing. As long as Excadrill is the most popular Rapid spinner in the tier, Aegislash can't call himself an effective spinblocker unless he has Air Balloon. There's no reason to try and Rapid Spin with Excadrill if you see an Aegislash on opposing team. WP on Aegislash helps to take advantage of the possible EQ, but he really can't stomach 2 consecutine EQs (once when switching in, and the second one before you have a chance to attack). I'm going to put below one possible spinblocker set, if you feel it could be of use to your team. An all-out attacking set complements your team very well, and can check Excadrill quite effectively. Even though you wouldn't want to use Air Balloon on Aegislash, I still find WP to be a mediocre item on Aegislash. WP doesn't really help Aegislash in any way, since even with +2, he's very easy to play around and his checks remain the same as when he doesn't have any boosts. If you really want a boosting Aegislash, I suggest going for Swords Dance, and maximizing Attack and Speed. Swords Dance is nowhere near the most effective Aegislash set, but if you want to boost, go for Swords Dance. One of the groundrules I have is that every time I use King's shield on Aegislash, I run Leftovers. Aegislash has such agreat ability that lets you hit hard when you need to, and be a bulky pivot with King's Shield. Leftovers ensures that Aegislash can keep on giving pressure to the opposing team throughout the match. Another option is to leave King's shield and use an all-out attacker set to maximize the offensive pressure you give with Aegislash, and using items such as Air Balloon, Life Orb or Spooky Plate. In your case, I would suggest turning Aegislash into a spinblocker, or utilizing the traditional Tank set, by switching Weakness Policy to Leftovers. I see that Swords Dance Aegislash could also be an option, but as it takes one turn to set up, it may end up costing you your momentum.

move 1: Shadow Ball
move 2: Sacred Sword
move 3: Shadow Sneak
move 4: Flash Cannon / Pursuit
ability: Stance Change
item: Air Balloon
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

As I said before, I think your team is overall solid, and has a good offensive and defensive synergy. The main problem is, as you mentioned before, that you can't reliably punish Defog. However, you explained how you put pressure on the common Defog users, and I do believe that with smart plays you can avoid Defog altogether. More disturbing problem is that your Aegislash doesn't really check the most common rapid spinner, Excadrill, and that is something that should be improved on. I think the threats you named are the most relevant ones, but it's ultimately hard to determine fixed threats, as your team relies on momentum very much. For example, opposing Aegislash might give your team problems, but it depends on the set it's running, and how well you play against it. Your team might also have some trouble switching in against Azumarill. I can also see that rain teams can cause trouble for your team, since your fast offensive checks pale in comparison to Swift swimmers, and Conkeldurr isn't really fit to take those boosted Hydro pumps. That's what I came up with, great job overall, and I hope my thoughts have been of help!
 
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Really cool team dude, theres just one part i dislike: By using Voltturn you are worn down by hazards very Easy why dont you try an Scarfed Excadrill>Azumarill? It would do more Pressure on opposing Venusaur with Earthquake, Damage Clefable with Iron Head and Revenge Charizard with Rock Slide. Besides you have an Awesome Rapid spinner.
 
I don't know what to say. For your fist RMT, this is pretty boss. There's literally nothing wrong with it. Your team deals with Ferrothorn, Talonflame / Charizard Y, Gliscor, Tyranitar, Rain Teams, Pinsir, Metagross, and Heatran well... What else can I say.

I am extremely happy to hear that Stardust! Thank you so much for the feedback, I really appreciate it :]


I agree with Stardust Dragon, given that this is your first RMT, you've done an excellent job in creating a solid team. What I think is the team's best quality is that it has a clear strategy and win condition, and you have made necessary steps to ensure that your win condition succeeds. Many RMTs lack this kind of clear strategy. I do have a few suggestions and ideas for you, but as I see this team can be very effective on its own, you're free to take whatever you find useful on this analysis.

First of all, I suggest trying Overheat on M-Manectric. 2 consecutive Overheats actually do more damage than 2 consecutive Flamethrowers. The downside is that your Volt Switch does less damage, but seeing as Volt Switch is more for momentum than anything else, I don't think it's that big of a deal. Furthermore, your hazards do most of the damage either way, so a tad weaker Volt Switch might not be such a big issue. 20 Speed EVs on Conkeldurr ensure that you will be faster than Hippowdon, so he can't stall with Slack Off. If you feel comfortable with less bulk, 252 Speed EVs with Jolly nature on Azumarill let you outspeed min. speed Rotom-W before it can burn you.

I think the biggest issue I have with the team is the use of Aegislash. See, as that Aegislash is now, he isn't truly a spinblocker, although he has a Ghost-typing. As long as Excadrill is the most popular Rapid spinner in the tier, Aegislash can't call himself an effective spinblocker unless he has Air Balloon. There's no reason to try and Rapid Spin with Excadrill if you see an Aegislash on opposing team. WP on Aegislash helps to take advantage of the possible EQ, but he really can't stomach 2 consecutine EQs (once when switching in, and the second one before you have a chance to attack). I'm going to put below one possible spinblocker set, if you feel it could be of use to your team. An all-out attacking set complements your team very well, and can check Excadrill quite effectively. Even though you wouldn't want to use Air Balloon on Aegislash, I still find WP to be a mediocre item on Aegislash. WP doesn't really help Aegislash in any way, since even with +2, he's very easy to play around and his checks remain the same as when he doesn't have any boosts. If you really want a boosting Aegislash, I suggest going for Swords Dance, and maximizing Attack and Speed. Swords Dance is nowhere near the most effective Aegislash set, but if you want to boost, go for Swords Dance. One of the groundrules I have is that every time I use King's shield on Aegislash, I run Leftovers. Aegislash has such agreat ability that lets you hit hard when you need to, and be a bulky pivot with King's Shield. Leftovers ensures that Aegislash can keep on giving pressure to the opposing team throughout the match. Another option is to leave King's shield and use an all-out attacker set to maximize the offensive pressure you give with Aegislash, and using items such as Air Balloon, Life Orb or Spooky Plate. In your case, I would suggest turning Aegislash into a spinblocker, or utilizing the traditional Tank set, by switching Weakness Policy to Leftovers. I see that Swords Dance Aegislash could also be an option, but as it takes one turn to set up, it may end up costing you your momentum.

move 1: Shadow Ball
move 2: Sacred Sword
move 3: Shadow Sneak
move 4: Flash Cannon / Pursuit
ability: Stance Change
item: Air Balloon
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

As I said before, I think your team is overall solid, and has a good offensive and defensive synergy. The main problem is, as you mentioned before, that you can't reliably punish Defog. However, you explained how you put pressure on the common Defog users, and I do believe that with smart plays you can avoid Defog altogether. More disturbing problem is that your Aegislash doesn't really check the most common rapid spinner, Excadrill, and that is something that should be improved on. I think the threats you named are the most relevant ones, but it's ultimately hard to determine fixed threats, as your team relies on momentum very much. For example, opposing Aegislash might give your team problems, but it depends on the set it's running, and how well you play against it. Your team might also have some trouble switching in against Azumarill. I can also see that rain teams can cause trouble for your team, since your fast offensive checks pale in comparison to Swift swimmers, and Conkeldurr isn't really fit to take those boosted Hydro pumps. That's what I came up with, great job overall, and I hope my thoughts have been of help!

I couldn't thank you enough Timpsu for that detailed analysis! That is exactly what I need, I now know more weaknesses to this team. I've taken your advice and further experimented with the team. Yes! Air Balloon deals really well with Excadrills, and Flash Cannon takes care of Clefables (Yet eliminating another weakness). The thing now is my Mega Venu weakness, and the rain weakness that you pointed out. I tried this really cool overlooked set - AV Kyurem Black. This is the set:

Kyurem-Black @ Assault Vest
Lonely Nature
EVs: 252 SpAtk, 252 Speed, 4 Attack
- Fusion Bolt
- Outrage
- Ice Beam
- Earth Power

It might sound weird to have a +Atk nature but with only 4 attack EVs. But KyuB has such a high base attack stat that a +Atk nature with that EV spread maximises the EV output. Anyways, AV Kyurem-B takes on special hits better with the better bulk (as compared to Conk), AND it resist water hits + it gets access to FBolt, making it my rain counter atm. Most importantly, Teravolt Ice Beam eliminates my team's Mega Venu weakness. Like I previously mentioned, Conk is my opposing Kyurem-B counter. But Air Balloon Aegi deals with Ice Beam + Earth Power, and now it has Flash Cannon to hit KyuB super effectively. It is now my new way to deal with opposing Kyurems. The only downside is that KyuB is weak to rocks, but other than that, it fits the team perfectly and eliminates a lot of weaknesses to the team. Once again I'd like to thank you for your feedback, it definitely helped me alot!

Really cool team dude, theres just one part i dislike: By using Voltturn you are worn down by hazards very Easy why dont you try an Scarfed Excadrill>Azumarill? It would do more Pressure on opposing Venusaur with Earthquake, Damage Clefable with Iron Head and Revenge Charizard with Rock Slide. Besides you have an Awesome Rapid spinner.

Thank you for the feedback! Azu is my crucial water and fire resist for the team, so I'd like him to stay. As for exca though.. Yes its a really great pokemon! But I already have a scarfer in Lando-T, and I believe it's EQ hits harder than Exca's. Furthermore, I am not really liking the idea of locking myself into Rapid Spin haha. Once again, thank you so much for the feedback Debris :]
 
The guys above pretty much said it. This is a pretty damn solid team for a first RMT. I do think DebrisC made a good point about Excadrill. Well, not really about Excadrill but what Excadrill does. The bane of any VoltTurn core is Stealth Rock. Manectric and Landoge are both neutral to SR (Manectric is hit by Spikes / TSpikes too). A good Defogger who resists both Water and Fire is Latias / Latios. If you are able to keep hazards of with just Deo-D alone, then that's pretty good! However I do suggest you give them a try, but its pretty hard finding a slot in your party as it is again pretty solid.
Latios / Latias @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost / Healing Wish
Latias can also run Roost too, allowing her to switch into Sun boosted Fire Blasts with little to fear. Anyway, this solves your Mega Venusaur and Zard Y problems.

Congrats on the solid team! Hope I helped and good luck!
 
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The guys above pretty much said it. This is a pretty damn solid team for a first RMT. I do think DebrisC made a good point about Excadrill. Well, not really about Excadrill but what Excadrill does. The bane of any VoltTurn core is Stealth Rock. Manectric and Landoge are both neutral to SR (Manectric is hit by Spikes / TSpikes too). A good Defogger who resists both Water and Fire is Latias / Latios. If you are able to keep hazards of with just Deo-D alone, then that's pretty good! However I do suggest you give them a try, but its pretty hard finding a slot in your party as it is again pretty solid.
Latios / Latias @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost / Healing Wish
Latias can also run Roost too, allowing her to switch into Sun boosted Fire Blasts with little to fear. Anyway, this solves your Mega Venusaur and Zard Y problems.
Congrats on the solid team! Hope I helped and good luck!

Thank you so much for that detailed response Bruce! I tried to play with the team more and... Yeah hazards on my side kinda hinders my volturn core a lot; thanks for pointing that out! I tried Latios, and its been working wonders for me. However, I always end up defogging my own hazards away /: Im thinking of a spinner (maybe starmie to resist water + fire) but Starmie is still too frail to take on a sun-boosted fire blast from Char. After experimenting more, I ended up running Sableye instead for my ghost, functioning as my second Taunt user to stop my opponent from setting up his own hazards, and also to stop potential defogs. That has made my team more solid! Once again, thanks for the feedback, you've helped me a lot :]
 
Just a nitpick but 0 ivs in attack on Manectric won't give you hp ice unless I am mistaken. You need to raise it to 2.

Edit: thanks for correcting me Arcticblast!
 
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Just a nitpick but 0 ivs in attack on Manectric won't give you hp ice unless I am mistaken. You need to raise it to 2.
No, it will - the 2 IV was used in past generations to hit a 70 BP Hidden Power Ice, but now that Hidden Power is always 60 BP it just needs to be an even number.
 
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