Perpetual Motion (Peaked 1816)

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

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Spotlight




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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.


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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.


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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.


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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.


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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.


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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!

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
 
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Hi dude, nice team!
I have some suggestion to you.
There is a very nice volturn core, between the 2 scarfers, the bander and zapdos.
I think 2 scarfers is more, Lando-T is a nice scarfer, soo you can change rotom in calm tom.
Well twave is a nice status move, to sto big threat same mega charizard-Y.
If you prefer scarf rotom, you can change tyranitar in a sdefensive with assault vest, can take big moves from charizard Y.
I think your best option is make calm tom-w with twave; twave on char-Y, voltswitch and put ttar with the sand, you destroy his solarbeam.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SDef
Calm Nature
- Volt Switch
- Hydro Pump
- Pain Split
- thunder wave
Scizor is ok.
If you prefer you can use the Sdance option.
Landorus-T, is better with knock off on hidden power ice, because it's power is less than BW. 60 bp is really little, could OHKO nothing
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
IVs: 30 Spd
- Stone Edge
- Earthquake
- U-turn
- Knock Off
Azumarill, it is a bad version of the water rabbit;
I suggest you the standard bellydrummer ;D
Azumarill @ sitrus berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- bellydrum
Mega-Tyranitar well, it is ok, but I prefer Stone Edge > crunch, you can hit with more power and you can kill ez char-Y; Jolly pls.
Finally, Zapdos, it is ok, a nice defogger, heatwave to the steels, if you prefer you can user HP ice.
The team now will be solid.
Your biggest threat is Charizard Y, but you have scarf lando, ddance ttar and calm tom (with twave).
Another threat is the stall, but you can beat it with your solid volturn core.
Mega-Venusaur is a big problem for you, but with the sand, to destroy his recovery move, and with band scizor, you can beat him.
Talonflame isn't a big problem, you have a nice resistors, ttar, zapdos, rotom.
Beware from conkeldurr and excadrill, if azumarill is gone, they are a problem for you
That's all, and good luck with the team, a couple of replays for us ;D
 
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Hey Enki, thanks a lot for the rate!

So as for the suggestions, I like the idea of Thunder Wave on Rotom and a bulkier set as at the moment he cannot afford to take a hit at all, so it would let him act as more of a pivot. I haven't really found Mega Charizard Y to be much of a problem actually, volt switching in to Tyranitar who brings up sand really hampers Charizard, but I can see your point at the same time. Also Assault vest on Tyranitar may be a nice option with a possible change to Mega Scizor.

I'll try out Swords Dance on Scizor, I guess that I might miss the power of banded Scizor as setting up allows my opponent to switch in a counter, but then again it may give me another win condition.

Knock off on Landorus seems like a good option as well so I'll test it. HP ice is there to predict Gliscor and Landorus-T switch ins, but I haven't been using it much! So Knock off is probably better, I agree.

I think the Azumarill set is the best for the team, but I'll try out Belly Drum. The only problem is that I would need Sitrus Berry and the lack of leftovers would hurt Azumarill.

Stone Edge might be better, I suppose it is quite situational, as I said Charizard will rarely stay in on a Tyranitar and the shaky accuracy doesn't help but I'll give it a try. I also think that HP ice might be worth a shot on Zapdos but Heat Wave probably hits more things.

So I think that covers everything, thanks a lot again for the rate! I'll test out everything you suggested as they all seem like they are good potential options for the team.
 
Hey Balloon Rotom :] This is a nice team, utilizing VoltTurn in order to gain position for a M-Tar sweep. The usage of pivot moves helps you in this goal by maintaining the momentum. I have a few suggestions for this team, as I feel that there are still some loose ends in this team that if tied would help better the team. I hope these manage to help you in the future, so here I go... :]

First and foremost, I shall recommend that you use this set for your Landorus-T. Yes, it involves SR :\ but it's really key to a team's consistency. Explanations will follow suit.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spd
Adamant Nature
- Stone Edge
- Earthquake
- U-turn
- Stealth Rock
This set allows you to do the same things that the Scarf set you had: Intimidate then get U-turn away. The only difference is the Speed in which you can do this as you lose the option to revenge-kill. However this is a small price to pay for flexibility and the ability to set rocks (more on that later). The creeping that you see there in the set I gave you outspeeds Adamant Gyarados and anything below that range such as Scizor, Heatran, and friends; this speed also lets you U-turn even against Rotom-W most of the time. There are quite a number of threats that you force out with that speed, allowing you to safely U-turn or set up rocks. Basically the same moveset as before with your Scarf set only with the loss of HP Ice, but it's redundancy with Stone Edge means you won't really miss it for the most part.

Here, I talk about Stealth Rock. As you say, setting SR loses you your momentum, correct? This maybe true, but only when you're mindlessly setting it up at any threats face. There proper way of setting up rocks is laying them against something that can't beat you no matter what or are scared of one of your attacks, thus making them switch out. In that situation, the momentum is more or less in free form and you can always just U-turn out if you're faster or switch out if otherwise. You have some fallback switches in the case that your Lando is threatened by say a Keldeo or Latias; you can always go to something such as Azu in that case. Either way, it ends up with you with the momentum AND rocks on the opponents field, which is obviously favorable.

You may say that you are quite hard pressed to lay the rocks because you'll just Defog them later, but it's not that. It's the pressure that you manage to apply on the opponent that manages to make a difference. With rocks up, they become more hard-pressed to fight back for momentum as that involves switching, and switching incurs hazard damage. This becomes absolutely vital, as against Stall teams they dislike passive damage of any kind and thus provides you a solid way of pressuring them.

Regardless of whether you apply my Lando-T suggestion or not is up to you, but I have more suggestions to throw around, independent of the above.

One of them is using Knock Off > Pursuit on BandZor. Pursuit trapping isn't really needed in this team, as Lati@s aren't really that threatening. I can say that you'd want them alive as it's set-up bait of MTar. Also mind that Pursuit isn't really great to get locked into. Knock Off allows you to cripple an opponent, taking away their recovery or boosting item, and in general is just great to throw around.

Jolly > Adamant on MegaTar. This speed allows you to outspeed Greninja at +1, which is key in cleaning up weakened teams. The power loss isn't really obvious as TTar is still very powerful and not mention has outstanding SE coverage.

Last, get rid of HP Fire on Rotom. Against most of it's targets, you'd rather Volt-Switch out into Zapdos in order to maintain momentum, as HP Fire is poor to get locked into. There are few mons that can be revenged that are weak to HP Fire, so it doesn't take part in revenge-killing either. Better options are available to you such as Trick for crippling a defensive pokemon and allows you flexibility against stall.

That's all, good luck with your team :]
 
Hey Memoric, thanks a lot for rating the team!

So I've tested out some of the changes and this is the outcome:

Knock Off on Scizor is definitely better and really helps against Stall who like their leftovers so I think I will change that.

Jolly on TTar is the better option and this has been repeated so I'll change that too.

Trick on Rotom over HP fire works well and let's me incapacitate one of the opponents Pokemon if I can play it well.

I've been testing out Landorus-T as well and I see what you mean about Stealth Rock, but I'm not 100% sure that it is actually working better (although this may be just down to my bad play!) so I'm going to carry on testing a bit and see what happens..

Otherwise your advice was really helpful and has made the team a bit better I think! So thanks a lot again:)
 
So, I've been testing the team quite a bit and trying out all of the possible changes, and I found that what works best for me is the team above. Although I can see why Stealth Rocks on Landorus-T is effective, it just doesn't seem to flow with the team as it stands, but that is possibly because it doesn't suit my style of play with the team. However I still feel like there is a small thing missing from the team but I'm not sure what, so any help would e much appreciated!
 
Consider replacing wash with heat, sure. You become considerably weaker to rocks, you Gain two advantages: immunity to burn, which atm your team dreads, and stab fire, much more reliable than heat wave, ohko wise
 
This is the best voltturn team I've seen in a long while, especially on the ladder. I think I may have faced you, or your team, and it is hard to beat. Only a few things I would change:

1. HP Ice < Knock Off on Lando. It may not look as well on paper, but you have other ways of dealing w/ Chomp. This also gives you insurance against HP Fire Latios, who can OHKO Scizor if you try to hit it w/ Knock Off. Knock Off on Lando OHKO's/does significant damage to Lati@s.

2. I would run Leftovers > Assault Vest on Azumarill, as it lets it take a Solarbeam from Zard Y.

252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 4 SpD Assault Vest Azumarill: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO


Other than that one hell of a team. Great work!
 
Jordansucksatpkmn Yeah, Burns do kind of wreck my team.. That's a pretty sweet idea, I'll be giving it a go, would you recommend sticking to a scarf set? Otherwise I think that he'll be taken out relatively easily by faster threats.

Hey Policy Debater, thanks for the rate! Yeah I've been testing Knock Off a little, and have to say that it does seem to be working better than HP ice, as Pokemon like Garchomp and Gliscor can take a hit and hit/toxic back anyway, I'll probably edit that.

I'll have to try out Assault Vest, it never really crossed my mind. I think Azumarill may miss the lack of recovery but maybe not so much. And thanks a lot!:)
 
Jordansucksatpkmn Yeah, Burns do kind of wreck my team.. That's a pretty sweet idea, I'll be giving it a go, would you recommend sticking to a scarf set? Otherwise I think that he'll be taken out relatively easily by faster threats.

Hey Policy Debater, thanks for the rate! Yeah I've been testing Knock Off a little, and have to say that it does seem to be working better than HP ice, as Pokemon like Garchomp and Gliscor can take a hit and hit/toxic back anyway, I'll probably edit that.

I'll have to try out Assault Vest, it never really crossed my mind. I think Azumarill may miss the lack of recovery but maybe not so much. And thanks a lot!:)

Thanks for taking time to read my comment and what not. I hope that the further testing works well!

EDIT: Nominated for OU Team Archives. I love this damn team.
 
Jordansucksatpkmn Yeah, Burns do kind of wreck my team.. That's a pretty sweet idea, I'll be giving it a go, would you recommend sticking to a scarf set? Otherwise I think that he'll be taken out relatively easily by faster threats.

Hey Policy Debater, thanks for the rate! Yeah I've been testing Knock Off a little, and have to say that it does seem to be working better than HP ice, as Pokemon like Garchomp and Gliscor can take a hit and hit/toxic back anyway, I'll probably edit that.

I'll have to try out Assault Vest, it never really crossed my mind. I think Azumarill may miss the lack of recovery but maybe not so much. And thanks a lot!:)

Yes trick scarf rotom heat would be your Best bet. I run modest, you can keep timid if you want. oit speeding and Ohko lead greninja never felt so good.

Also I don't think this team deserves ou nomination btw

Azu can run a assault vest, but I think ttar much better switches in, as azumarill can't actually do anything to zard y
 
Policy Debate, yeah I'll be trying out everything you suggested. Wow, I'm flattered! Thank you:)

Jordansucksatpkmn, yeah I'll try out both, the extra power would be nice but not sure if it outweighs outspeeding a few threats. Well, maybe it doesn't but it doesn't really matter:)

Yeah I haven't had problems with Zard Y so much, but you never know really if an idea works or not until you try it out in a few games I guess.

Also, about running Rotom-H, do you think it could open up a weakness to opposing Rotom-W as I already find him a little difficult to handle.. Thanks a lot for your input:)
 
You won't be able to handle every threat, rotom wash can be combated, but it would requires bigger team changes. Atm, the Your biggest way to stop it is by the constant threat of two kos , for example kt won't switch into a plus one stone edge, Or CB knock off.

Oh yea, ttar needs atone edge over somethinf
 
Yeah I guess, the fact that he can't burn the whole team would be a pretty big advantage for starters!

Yeah it's been suggested a few times, I'm just worried about the accuracy I guess. But it would go over Crunch I think, because Ice Punch is really useful and Earthquake almost essential in my opinion to get the 1HKO on loads of Pokemon who could take a +1 Crunch/Stone Edge/Ice Punch.
 
Greninja with hp fire is an absolute nightmare. You almost have to sack something to get rid of it. Specs keldo can be a problem as Well, consider turning zapsos into a dedicated special life
 
Azumarill can take Greninja? It can take a grass hit KO back, but it can be kind of annoying I suppose. Also if I can predict Greninja's moves I can bring say Rotom on an HP fire. I haven't had too many problems with Greninja, though I might just be getting lucky!

Also I'm not sure about dedicated special but I have been considering making him a little less biased towards the physical side.. What do you think?
 
After a couple of games I came to the conclusion That azumaril just isn't pulling it's weight.if it didn't have such amazing typing I'd have removed it sooner. Ill get back to you on possible replacements, however atm I'm considering aegislash ATM.
 
Hey Jordansucksatpkmn. Really? I've found Azumarill to be effective and that he does a good job for the team... That's weird! Maybe the way you play the team is different or maybe it is the match ups you've had. But anyway, you may well be right, but one of the reasons I reached a high ladder rating (well high for me) was the switches it forced due to Play Rough. But if you have any suggestions over Azumarill, I'll try them out of course!:)
 
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Well what I saw is That azu's only usefulness came from defensive pivot status. He has amazing typing which but when he came, I was never actually able to do anything with him, so he was sort of a sponge so to speak.
With That i have two ideas.
Chansey @Eviolite
252 def/ 248 hp / 8 SpD
Bold
4 moves That are pretty much up to you

Chansey does what (I found) your azumarril does, but better. I haven't tried it, and it's a a pretty big momentum loser so I don't think you'd enjoy it much

Then theres this bad boy

Gen 6 gliscor (aegislash ) @sitrus berry
248 hp / 252 SpD/ 8SpA
Carefull
-king's shield
-shadow ball
- toxic
-substitute

This is what I've used in 3 Or 4 games while Looking for a azu replacement, and has worked really Well. I like it it works really Well as a defensive pivot. It's biggest fault compared time the pink blob is if still can't handle heatran Or lando I

I hope theae auggestions help
 
Thanks for coming back to me the matter.

Yeah, although I think Chansey is a great Pokemon, I'm not sure whether she would fit on the team style wise, but she might act as a really good pivot and cleric, so I'll try that out.

I'll give the SubToxic Aegislash a whirl as well, I've used him before so I know how effective it can be! Heatran can be handled without too much difficulty by slowly wearing him down and Landorus I by the scarfers. The only thing I suppose I'm a little worried about with Aegislash is for a counter to Assault Vest Conk, but shouldn't be too much of a problem. Also discussing this leads me to think that giving Zapdos some special investment and simply using Assault Vest Azu might not be a bad idea as I think my main problem is taking Special Attacks right now.

When you tried out the Aegislash were you using Rotom-W or Rotom-H out of interest? And the suggestions are really helpful! All the ideas you've suggested will definitely be going into shaping the team:)
 
Hello Balloon Rotom, got your request to rate, sorry it's a bit late but I was busy af thiswthis weekend. When building volt turn teams, yes you will need something the take away hazards simply because you switch around a ton, but you also force a ton of switches to their team and with no hazards yourself, you make it easier for them to win the game. Rotom-Wash seems redundant as you already have a better choice scarf user, a better water type, and a better electric type. Try running a defensive Mew in that slot to set up hazards, cripple physical attackers or just gain some more momentum. Mew lures in Pokemon like Aegislash or Greninja, which you U-turn out of and swap into your respective checks to force more switches. With rocks up, you can have them rack up a ton of residual damage making the ttar sweep almost guaranteed.
Attack rationale:
Aura Sphere - Bisharp, Tyranitar, Ferrothorn
Psyshock - Conkeldurr, Mega Venusaur
U-turn - Momentum

Leftovers on Azumarill always was an odd choice simply because he doesn't need the casual recovery. I would prefer a band to hit harder, a berry to restore a fourth of my health (only on Belly Drum sets), or a snazzy vest so I can have more special bulk. The latter (Assault Vest) is the one I suggest here as it allows you to take on big threats to your team (Keldeo, Greninja, Landorus, etc) much easier. Surviving more hits means that you will be around a lot longer and will be able to walk break for Mega Tyranitar more often, meaning again it will be easier for him to sweep. All in all a really cool team, good luck in the future and don't hesitate to ask for my help if you need something.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Roost
- Stealth Rock
- U-turn / Aura Sphere / Psyshock
- Will-O-Wisp

Change nature to Calm if you go with a special attack.
 
Hey Nog, firstly thanks a lot for taking a look at the team!

So I've had a bit of time to test out Mew, albeit only a few mid ladder games. I have mixed feelings about this Pokemon! In some matches I have to say it's been fantastic and has literally won me the game, in others, it has been a bit of a deadweight Pokemon but that's possibly just because I'm using him wrong. I think I'm going to try Mew out in a few more games as I get used to the new Pokemon, but it is definitely a really nice idea and one that could prove to be really effective.

As for AV Azu, I've been testing him out in a few games and it does seem to be better, though I'm not 100% sure yet. But taking hits from Pokemon like Greninja is really useful.

One question which you (or anyone) may be able to help with, is Zapdos' EV spread. I'm not sure whether it is best to go fully defensive or make Zapdos more of a mixed wall with a physical bias as I find the team can have problems switching in to stronger special attackers. Thanks a lot again for the rate though:)
 
If you're using AV Azu (which I think is by far the best set for this team), then I would go with a fully Def spread, but with the EVs 252 HP, 240 Def, 16 Spd. This allows you to outspeed Adamant Bisharp, while not compromising your bulk. It gives you a very nice Zapcune-like core that does a lot back.

I've been using the two on my team I RMT'd (you can find it below), actually, and it's quite great.
 
Thanks KlefkiHolder yeah, outspeeding Bisharp would be useful actually, I often find myself taking a Knock Off before Heat Wave, I'm not used to speed tiers so much yet. Yeah, I've seen your RMT, nice team btw! But I hadn't really noticed the Zapazu (cool right?) that was in common. Just one thing, would you recommend HP ice on Zapdos? Because most sets seem to run it for Landorus and co, but do you think it's better than Heat Wave, or is it just a matter of personal preference? Thanks for the advice as well:)
 
Thanks KlefkiHolder yeah, outspeeding Bisharp would be useful actually, I often find myself taking a Knock Off before Heat Wave, I'm not used to speed tiers so much yet. Yeah, I've seen your RMT, nice team btw! But I hadn't really noticed the Zapazu (cool right?) that was in common. Just one thing, would you recommend HP ice on Zapdos? Because most sets seem to run it for Landorus and co, but do you think it's better than Heat Wave, or is it just a matter of personal preference? Thanks for the advice as well:)
ty. :)

Really why I had HP Ice was because it fit better on my team as I found that I did not need the Heat Wave. However, for your team, I would recommend it. You can use the fire coverage, especially for Ferrothorn and Scizor.
 
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