ORAS OU Fear The Thunder!

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Hello everybody, TheHoodedGamer here again to showcase one of my newest teams! I love this team and it has fares decently well but I know there is things to improve. Any and all feedback is helpful!

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Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
I chose Mega Manectric because it has amazing potential on the ladder. His role is to be a hit-and-run attacker and to create a VoltTurn core with other team members. Overheat has a significant amount of power, enough to OHKO common Steel-types such as Excadrill and Ferrothorn. Thunderbolt is the main Electric-type STAB move of choice for attacking, and Volt Switch is also mandatory in order to gain momentum. Hidden Power Ice has excellent coverage alongside Thunderbolt, and is Manectric's only option to keep it from being bait for Ground- and Dragon-types such as Landorus, Garchomp, and Dragonite. A Timid nature maximizes Mega Manectric's Speed, letting it hit 405 Speed after Mega Evolution and outpace neutral-natured base 85 Speed Pokemon and below at +1 Speed, such as Adamant Dragonite and Gyarados. 252 Special Attack allows Manectric to reach 369 Special Attack.

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge
Landoge is on the team as it is able to take (be immune to) Mega Manectic's weaknesses. His role is to be a solid part of the VoltTurn core. Stealth Rock is essential on every team, and Landorus-T finds many opportunities to set it up thanks to Intimidate and its good offensive presence. Explosion dents anything that doesn't resist it, including pokemon like Rotom-W, Mega Venusaur, and Azumarill. Earthquake is Landorus-T's most powerful physical STAB move and hits fairly hard even uninvested. U-turn is important to keep up offensive momentum, capitalizes on the switches that Landorus-T forces, and is also a very helpful advantage over other bulky Ground-types such as Gliscor and Hippowdon. Stone Edge provides great coverage with Earthquake, hitting common threats such as Mega Pinsir, Talonflame, and Thundurus, and while its unreliable accuracy can be problematic, its power is important to OHKO Mega Pinsir. Full HP investment and 240 EVs in Defense are crucial for Landorus-T to handle the likes of Talonflame, Excadrill, and Mega Pinsir. 8 Speed EVs are enough to outspeed Modest Magnezone while still having a slow U-turn to take a hit and pivot out to another teammate. 8 Special Defense EVs are run to prevent Mega Manectric from OHKOing with Hidden Power Ice. The Attack EVs maximize Landorus-T's offensive potential. A Jolly nature and 232 Speed EVs allow Choice Scarf Landorus-T to outspeed Adamant Mega Charizard X after a Dragon Dance. The last 24 EVs are put into Defense; while not entirely important, Landorus-T will generally be taking physical hits and not special ones.

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Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
I chose Starmie because it is a very good spinner in OU. His role is to have offensive pressure while being able to spin. Analytic is the ability of choice for its incredible power boost on the switch. Hydro Pump is STAB and hits stupidly hard on the switch, thanks to the boost Analytic provides and its awesome Base Power. Ice Beam provides nice coverage for Grass- and Dragon-types. Thunderbolt offers more coverage than Psyshock, which allows Starmie to hit Water-types, and creates the awesome BoltBeam coverage. Finally, Rapid Spin is used as it supports the team by removing hazards. The EVs are used for maximum power and Speed.

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Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost
I chose Smogon Bird because it is a very good Physical Attacker. It's role is to wear down the opposing team so Mega Manectric can sweep or vise versa. Brave Bird gets priority and is Talonflame's most useful asset, OHKOing many offensive Pokemon and also allowing Talonflame to clean up weakened teams. Flare Blitz takes care of the Steel-types that resist Brave Bird, as well as some Electric-types, such as Thundurus and Zapdos. U-turn does respectable damage to some of Talonflame's best switch-ins, such as Tyranitar and Rotom-W, and gives switch initiative. Roost is a good option, as it allows Talonflame to take advantage of its typing to find more switch-in opportunities and stick around for longer by healing damage taken from resisted attacks, such as Scizor's U-turn or Clefable's Moonblast. Maximum Speed is used to Speed tie opposing Talonflame and OHKO Mega Pinsir before it manages to hit Talonflame with +2 Quick Attack, and also lets Talonflame outspeed positive-natured base 110s, such as Latios and Latias, so that you can safely hit them with U-turn. Sky Plate allows Talonflame to switch moves and use Roost while increasing Brave Bird's power.

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Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock
i chose Cobalion because he was a better Stealth Rock setter than Defensive Landorus-Therian. His role is to set rocks and continue the VoltTurn core. Close Combat is Cobalion's most powerful STAB attack and hits Pokemon such as Bisharp, Kyurem-B, and Tyranitar for super effective damage. Iron Head is a Steel-type STAB move that hits Fairy-types such as Clefable and Mega Gardevoir for super effective damage. Volt Switch allows Cobalion to gain momentum against several of its checks and counters by using it on the turn that they switch in. Stealth Rock is useful for damaging Pokemon as they switch in and can be used in the last slot if no other Pokemon on Cobalion's team has room to run it. The 140 HP EVs allow Cobalion to survive an Earthquake from Excadrill and take it out with Close Combat while the Attack EVs ensure an OHKO on Mega Gardevoir with Iron Head and 2HKOs on Ferrothorn and specially defensive Heatran with Close Combat after Stealth Rock damage. Leftovers is chosen to keep Cobalion healthy as it switches into foes throughout the match.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
My last Pokémon is Azumarill because it is a great bulky physical attacker. It's role is to kill some of Manectric and Talonflame's threats so they can finish off the opposing team. Play Rough and Waterfall are Azumarill's main STAB moves, and hit incredibly hard thanks to Choice Band. Aqua Jet allows Azumarill to revenge kill weakened threats and sweep late-game should the opportunity arise. Knock Off is for coverage against bulky Psychic-types such as Slowbro and Mew while also having utility in removing items. The given EV spread hits a Speed stat of 157, which allows Azumarill to outpace uninvested base 60 Speed Pokemon, such as Clefable and Sylveon. The Attack EVs ensure that Azumarill will hit as hard as possible. Choice Band is the item of choice to further boost its power.

Old Team Members:
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Mamoswine (M) @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Icicle Spear
- Earthquake
- Freeze-Dry
I chose Mamoswine because it was another Electric Immunity and it can abuse Ice Shard. It's role is to revenge kill threats such as Mega Sceptile, Garchomp, and Altaria (if weakened), so it's nice to keep around for late-game. Ice Shard is mandatory on Mamoswine to allow it to revenge kill Dragon- and Flying-types such as Mega Altaria,Landorus, and Thundurus. Earthquake is a powerful STAB move. Icicle Spear is used in place of Icicle Crash for the same coverage and the ability to anti-lead Breloom and hit through Dragonite's Multiscale. Freeze-Dry is important despite Mamoswine's low Special Attack because it hits bulky Water-types such as Rotom-W. Life Orb gives Mamoswine great amount of both physical and special power and allows it to OHKO offensive Garchomp with Ice Shard. 244 Attack EVs take advantage of its base 130 Attack stat. The Special Attack investment allows Mamoswine to 2HKO bulky Water-types such as Rotom-W and Slowbro with Freeze-Dry. Maximum Speed and a Naive nature lets Mamoswine Speed tie with Gallade before it Mega Evolves and outspeed Breloom and Dragonite. 29 HP IVs reduce Life Orb recoil by 1 point. Thick Fat is helpful to tank occasional Fire- or Ice-type moves thrown at Mamoswine.

Well that's my team! This team is fairly new so it probably has somethings that could be changed.
Manectric (M) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge

Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost

Cobalion @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock

Azumarill @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 172 HP / 252 Atk / 84 Spe
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
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Hi TheHoodedGamer, nice VoltTurn squad.

Quick change would be to shift Landorus-T from a defensive set to a Scarf set. As far as generating momentum goes, I feel that faster VoltTurners should be paired with other faster VoltTurners, and slow with slow. Overall they just flow much better together that way. Double Intimidate cores as make you quite Bisharp weak, so I would go from Mamoswine to Cobalion. You lose a lot of power, but you gain hazards back and also gain a very solid Bisharp switch in. You could also go from Azu > Cobalion, but Azu fits better with your core imo.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge

Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock
 
Hi TheHoodedGamer, nice VoltTurn squad.

Quick change would be to shift Landorus-T from a defensive set to a Scarf set. As far as generating momentum goes, I feel that faster VoltTurners should be paired with other faster VoltTurners, and slow with slow. Overall they just flow much better together that way. Double Intimidate cores as make you quite Bisharp weak, so I would go from Mamoswine to Cobalion. You lose a lot of power, but you gain hazards back and also gain a very solid Bisharp switch in. You could also go from Azu > Cobalion, but Azu fits better with your core imo.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge

Cobalion @ Leftovers
Ability: Justified
EVs: 140 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Iron Head
- Stealth Rock

Thx Celticpride i'll try it out
 
Hmm Interesting Volt-Turn Team there looks pretty solid to me. I think you should make Talonflame Sp Def to take hits and Will-o-wisp Bisharp which is a threat to your team with out Cobalion. Hope I helped. :]

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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp/Taunt
- Roost
- Bulk Up/Taunt

Talonflame is Special defense to Will-O Bisharp. Brave Bird is its attacking move and is STAB with its great ability Gale wings making it always go first. Taunt is to stop Pokemon from setting up such as Bisharp. Roost is Talon's recovering move and goes first due to gale wings. Bulk Up Raises Atk and Def by +1 and if you set up alot it can sweep teams with its bulk.
 
Hmm Interesting Volt-Turn Team there looks pretty solid to me. I think you should make Talonflame Sp Def to take hits and Will-o-wisp Bisharp which is a threat to your team with out Cobalion. Hope I helped. :]

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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp/Taunt
- Roost
- Bulk Up/Taunt

Talonflame is Special defense to Will-O Bisharp. Brave Bird is its attacking move and is STAB with its great ability Gale wings making it always go first. Taunt is to stop Pokemon from setting up such as Bisharp. Roost is Talon's recovering move and goes first due to gale wings. Bulk Up Raises Atk and Def by +1 and if you set up alot it can sweep teams with its bulk.
My team has Cobalion :P
 
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