Hello there! Welcome to my volt turn team! I just kind of threw it together, but it still works amazingly well. I hope you guys enjoy it, and please no one liners. :]
CHANGES WILL BE MADE IN BOLD
I've seen people use mega manectric very effectively, especially on volt-turn teams. So, I decided i should try it out.
While i'm not running scarf landorus-t (I've got defensive), it still makes a great partner for manectric, providing stealth rock support, and still giving me some more u-turn
Scizor is a very underrated non-mega poke, and hits very hard with a choice banded u-turn. It also helps deal with fairies, and its only weak to fire at that.
Although the team is hyper offense, being able to burn threats is always nice. Rotom provides a megagross check, and still does a decent bit with its volt switch.
I've been using hydreigon a lot lately, and the scarf set is really fun to use. it helps to deal with weakened mega diancies, and usually can clean up once the opponent's team is weakened. It's usually my lead, as it can outspeed just about everything besides scarf lando-t (I'm modest, after all.)
At this point, all i really needed was defog, so i just kind of slapped latias on, as it also gets healing wish. I don't really know whether to use latios instead, though.
THE TEAM
Manectric @ manectricite
Ability: Lightning Rod ---> Intimidate
Nature: Timid
EVs: 252 SpA, 252 Spe, 4 def
IVs: 0 Atk, 30 Def
Volt switch
Thunderbolt
Flamethrower
Hidden Power Ice
I'll admit, I have been utterly destroyed by volt turn teams before. So, why not try it out for myself? Obviously, since I'm running a volt turn team, I have to run volt switch. Once the opponent's team is sufficiently weakened, I can just spam thunderbolt (Once the ground types are gone, that is). I run flamethrower over overheat, as the only reason to use overheat, killing ferrothorn, still works if I use flamethrower instead, but I do n t have to switch out. Hidden power ice deals with all the garchomps and landorus-ts after rocks.
Landorus @ Leftovers
Ability: Intimidate
Nature: Impish
EVs: 252 HP, 240 def, 8 SpD, 8 Spe
Earthquake
Stone edge
U-turn
Stealth rock
Landorus provides Stealth rocks, which really help manectric get more KOs, forms a dual intimidate core around it, and can help make more voltturn with u-turn. It also helps provide a ground type immunity, Manectric's biggest weakness. Earthquake is a nice STAB move that does a decent amount of damage, even without any attack investment. Stone edge prevents talonflame from setting up, and also helps deal with volcaronas that also try to set up. As said, U-turn makes a core with manectric, and a pretty good one at that. Stealth rock is on every team really, to get more damage on the switch. The EVs allow me to take as many physical attacks as possible, but the speed and special defense allow me to outspeed modest magnezone, and live an HP ice from manectric without it being a roll.
Scizor @ Choice band
Ability: Technician
Nature: Adamant
EVs: 248 HP, 252 Atk, 8 SpD
Bullet punch
U-turn
Superpower
Knock off
I needed a chansey and fairy check, and choice banded scizor seemed like the best choice, and it even still provided MORE VOLTTURN! Bullet punch is one of my few priority moves on this team, and helps take down faster fairies (mega diancie). U-turn keeps up the core, while also doing massive damage to just about everything. Superpower helps deal with my chansey weakness, and hits like a truck. Knock off provides utility in removing items, as well as again, helping with chansey.
Rotom @ Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP, 252 Def, 4 SpD
Volt switch
Hydro pump
Will-o-wisp
Pain split
Although the team is mostly offensive, having at least SOMETHINg to take hits is always nice, and rotom can take hits, burn physical sweepers, and still provides EVEN MORE VOLTTURN!!! Volt switch, as said, keeps on providing more and more momentum. Hydro pump allows me to deal with things such as heatran, and just generally is a good STAB move. Will-o-wisp burns threats such as kyerum-b and bisharp, which would otherwise be fairly annoying. Pain split is really just there to get more HP, and actually can steal a lot of HP for free from things such as chansey or alomomola (or just about anything with loads of HP)
Hydreigon @ choice scarf
Ability: Levitate
Nature: Modest
EVs: 252 SpA, 252 Spe, 4 Def
Draco Meteor
Dark pulse
Earth power
U-turn
I was actually lacking a scarfed pokemon on this team, and i figured hydreigon would be a very good fit. I used it on my last team for a bit of momentum, so why not use it on a team built completely around momentum? Draco can hit things hard later on, once all of the fairies are taken out. Dark pulse can clean up once everything is weakened, and can provide some necessary flinches that can change games. Earth power deals with mega diancie, and can lower special defense, which is always nice. U-turn of course provides even more momentum!
Latias @ Life Orb
Ability: Levitate
Nature: Timid
EVs: 72 HP, 184 SpA, 252 Spe
Draco Meteor
Psyshock
Defog
Roost Healing wish
Really, my team was weak to hazards, so i just slapped on latias to get rid of them. I'm kind of skeptical about this latias though, as i think either a normal spinner or a latios could possibly be better instead. Draco can hit things fairly hard with life orb, and provides a powerful STAB move. Psysock can hit chansey for more damage, as it hits physically. Defog gets rid of hazards, as said. I'm running healing wish over roost again now, as the few battles i had roost in, i felt healing wish would have been better to bring back an almost dead team member.
Threatlist:
I don't really have any threats as i just made this team about two hours ago, so i don't have much experience using it. If you end up seeing any threats off the bat, please say.
Thats about it! I'm trying out a bit nof a different layout in this rate my team, so tell me if you like it or not. The main changes i'm wondering about is Latios>latias, and somewhat Flamethrower>Overheat as well. Hope you enjoy trying this team out! I've gotten people to forfeit after just a few turns, due to the massive amount of momentum I gain.
CHANGES WILL BE MADE IN BOLD
I've seen people use mega manectric very effectively, especially on volt-turn teams. So, I decided i should try it out.
While i'm not running scarf landorus-t (I've got defensive), it still makes a great partner for manectric, providing stealth rock support, and still giving me some more u-turn
Scizor is a very underrated non-mega poke, and hits very hard with a choice banded u-turn. It also helps deal with fairies, and its only weak to fire at that.
Although the team is hyper offense, being able to burn threats is always nice. Rotom provides a megagross check, and still does a decent bit with its volt switch.
I've been using hydreigon a lot lately, and the scarf set is really fun to use. it helps to deal with weakened mega diancies, and usually can clean up once the opponent's team is weakened. It's usually my lead, as it can outspeed just about everything besides scarf lando-t (I'm modest, after all.)
At this point, all i really needed was defog, so i just kind of slapped latias on, as it also gets healing wish. I don't really know whether to use latios instead, though.
THE TEAM
Manectric @ manectricite
Ability: Lightning Rod ---> Intimidate
Nature: Timid
EVs: 252 SpA, 252 Spe, 4 def
IVs: 0 Atk, 30 Def
Volt switch
Thunderbolt
Flamethrower
Hidden Power Ice
I'll admit, I have been utterly destroyed by volt turn teams before. So, why not try it out for myself? Obviously, since I'm running a volt turn team, I have to run volt switch. Once the opponent's team is sufficiently weakened, I can just spam thunderbolt (Once the ground types are gone, that is). I run flamethrower over overheat, as the only reason to use overheat, killing ferrothorn, still works if I use flamethrower instead, but I do n t have to switch out. Hidden power ice deals with all the garchomps and landorus-ts after rocks.
Landorus @ Leftovers
Ability: Intimidate
Nature: Impish
EVs: 252 HP, 240 def, 8 SpD, 8 Spe
Earthquake
Stone edge
U-turn
Stealth rock
Landorus provides Stealth rocks, which really help manectric get more KOs, forms a dual intimidate core around it, and can help make more voltturn with u-turn. It also helps provide a ground type immunity, Manectric's biggest weakness. Earthquake is a nice STAB move that does a decent amount of damage, even without any attack investment. Stone edge prevents talonflame from setting up, and also helps deal with volcaronas that also try to set up. As said, U-turn makes a core with manectric, and a pretty good one at that. Stealth rock is on every team really, to get more damage on the switch. The EVs allow me to take as many physical attacks as possible, but the speed and special defense allow me to outspeed modest magnezone, and live an HP ice from manectric without it being a roll.
Scizor @ Choice band
Ability: Technician
Nature: Adamant
EVs: 248 HP, 252 Atk, 8 SpD
Bullet punch
U-turn
Superpower
Knock off
I needed a chansey and fairy check, and choice banded scizor seemed like the best choice, and it even still provided MORE VOLTTURN! Bullet punch is one of my few priority moves on this team, and helps take down faster fairies (mega diancie). U-turn keeps up the core, while also doing massive damage to just about everything. Superpower helps deal with my chansey weakness, and hits like a truck. Knock off provides utility in removing items, as well as again, helping with chansey.
Rotom @ Leftovers
Ability: Levitate
Nature: Bold
EVs: 252 HP, 252 Def, 4 SpD
Volt switch
Hydro pump
Will-o-wisp
Pain split
Although the team is mostly offensive, having at least SOMETHINg to take hits is always nice, and rotom can take hits, burn physical sweepers, and still provides EVEN MORE VOLTTURN!!! Volt switch, as said, keeps on providing more and more momentum. Hydro pump allows me to deal with things such as heatran, and just generally is a good STAB move. Will-o-wisp burns threats such as kyerum-b and bisharp, which would otherwise be fairly annoying. Pain split is really just there to get more HP, and actually can steal a lot of HP for free from things such as chansey or alomomola (or just about anything with loads of HP)
Hydreigon @ choice scarf
Ability: Levitate
Nature: Modest
EVs: 252 SpA, 252 Spe, 4 Def
Draco Meteor
Dark pulse
Earth power
U-turn
I was actually lacking a scarfed pokemon on this team, and i figured hydreigon would be a very good fit. I used it on my last team for a bit of momentum, so why not use it on a team built completely around momentum? Draco can hit things hard later on, once all of the fairies are taken out. Dark pulse can clean up once everything is weakened, and can provide some necessary flinches that can change games. Earth power deals with mega diancie, and can lower special defense, which is always nice. U-turn of course provides even more momentum!
Latias @ Life Orb
Ability: Levitate
Nature: Timid
EVs: 72 HP, 184 SpA, 252 Spe
Draco Meteor
Psyshock
Defog
Really, my team was weak to hazards, so i just slapped on latias to get rid of them. I'm kind of skeptical about this latias though, as i think either a normal spinner or a latios could possibly be better instead. Draco can hit things fairly hard with life orb, and provides a powerful STAB move. Psysock can hit chansey for more damage, as it hits physically. Defog gets rid of hazards, as said. I'm running healing wish over roost again now, as the few battles i had roost in, i felt healing wish would have been better to bring back an almost dead team member.
Threatlist:
I don't really have any threats as i just made this team about two hours ago, so i don't have much experience using it. If you end up seeing any threats off the bat, please say.
Thats about it! I'm trying out a bit nof a different layout in this rate my team, so tell me if you like it or not. The main changes i'm wondering about is Latios>latias, and somewhat Flamethrower>Overheat as well. Hope you enjoy trying this team out! I've gotten people to forfeit after just a few turns, due to the massive amount of momentum I gain.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
- Bullet Punch
- U-turn
- Superpower
- Knock Off
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
- Bullet Punch
- U-turn
- Superpower
- Knock Off
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-turn
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
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