Volt-Turn by GrumpyGulpin
Historically one of my favourite playstyles is Volt-Turn HO and I haven't played PU Volt-Turn since Scyther was still there so I figured with all the PU hype and it becoming an official tier I'd make a Volt-Turn team in the current meta. So I looked at the mons that PU has to offer and immediately realized that Jumpluff-Zebstrika core can do a ton of switching around as they outspeed the majority of the tier. With this in mind I started building, and you can see the product below :)
The team:
Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn
This fluffy little thing got a lot of attention with Memento into BD Linoone before the latter got banned. It is also one of the fastest pokes in the tier making for a pretty good part of a Hyper Offensive Volt Turn core. Sleep Powder to put threats to sleep is also very useful, the other moves are quite self-explanitory strong STAB moves and U-turn for momentum. No item for Acrobatics boost.
Zebstrika
@ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
One of the fastest Pokémon in the tier, boasting an incredible 116 Speed and its access to Volt Switch makes it a fantastic addition to any Volt-Turn team. It can deal with a bunch of things that the team otherwise suffers against (most notably Gourgeist) and it's just all around very quick, very solid with decent coverage in HP Ice and Overheat. I chose Lightningrod over Sap Sipper as I already have a Sleep Powder immunity in Jumpluff and the later added Bouffalant runs Sap Sipper for other grass moves.
Pelipper
@ Leftovers
Ability: Keen Eye
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
- Defog
- Scald
- Roost
- U-turn
The pelican is the single best Defogger in the tier, at least in my opinion. Also not exactly the fastest mon and its access to U-turn can give you a lot of momentum as the team appreciates slow momentum because the more offensive part doesn't want to switch into strong hits. The EV spread makes it live Specs Giga Drain from Exeggutor (or any attack if it's at -2 after Leaf Storm) and it also lives Ice Beam from +2 Gorebyss even from 80% (can only deal about 20% with Scald so it's not your first choice of Gorebyss counters) ,while still possibly surving Thunderpunch from Monferno (not after rocks sadly), 248 HP / 252Def / 8 SpD is definetly an option worth considering.
Probopass
@ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 168 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Volt Switch
- Thunder Wave
- Earth Power
At this point I realized that I don't really have anything that wants to see ice type moves nor rock type moves as well as a solid switch in to special hits, so I included Probopass as a mon that keeps up the theme of volt-turning as well as it's able to set up rocks. Thunder Wave is there to cripple the speed of the opponent's team (not really scared of anything in particular, but t-wave is always nice) and Earth Power is there so I can cripple/kill electric types this team has trouble with, most notably Zebstrika (winning a speed tie is just not reliable enough)
Bouffalant
@ Choice Band
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Head Charge
- Earthquake
- Wild Charge
I still felt like the physically offensive part of the team is lacking in power as Jumpluff doesn't exactly have the greatest Attack stat, so I decided that I will include a mon that has recently dropped from NU, Bouffalant. I went with the CB set for extra power (though I'm considering changing it to Sub SD) and from there on the set is quite self explanitory, max speed to outspeed everything I possibly can while the moves grant a decent amount of coverage, and if the opponent has no ghost types then nothing wants to switch into a Choice Banded Head Charge.
Kadabra
@ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Encore
- Hidden Power [Fighting]
Kadabra was my last addition as I wanted a strong special attacker, capable of possibly dealing with ghosts as well as giving a great way of Pawniard counter in Sash HP fighting. Encore is there to counter stall and stop any possible set-up while Psychic and Shadow Ball give me the amount of coverage needed. I'm quite shaky on his spot, so any replacement idea is appreciated.
Notable Threats:Historically one of my favourite playstyles is Volt-Turn HO and I haven't played PU Volt-Turn since Scyther was still there so I figured with all the PU hype and it becoming an official tier I'd make a Volt-Turn team in the current meta. So I looked at the mons that PU has to offer and immediately realized that Jumpluff-Zebstrika core can do a ton of switching around as they outspeed the majority of the tier. With this in mind I started building, and you can see the product below :)
The team:

Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn
This fluffy little thing got a lot of attention with Memento into BD Linoone before the latter got banned. It is also one of the fastest pokes in the tier making for a pretty good part of a Hyper Offensive Volt Turn core. Sleep Powder to put threats to sleep is also very useful, the other moves are quite self-explanitory strong STAB moves and U-turn for momentum. No item for Acrobatics boost.

Zebstrika
@ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
One of the fastest Pokémon in the tier, boasting an incredible 116 Speed and its access to Volt Switch makes it a fantastic addition to any Volt-Turn team. It can deal with a bunch of things that the team otherwise suffers against (most notably Gourgeist) and it's just all around very quick, very solid with decent coverage in HP Ice and Overheat. I chose Lightningrod over Sap Sipper as I already have a Sleep Powder immunity in Jumpluff and the later added Bouffalant runs Sap Sipper for other grass moves.

Pelipper
@ Leftovers
Ability: Keen Eye
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
- Defog
- Scald
- Roost
- U-turn
The pelican is the single best Defogger in the tier, at least in my opinion. Also not exactly the fastest mon and its access to U-turn can give you a lot of momentum as the team appreciates slow momentum because the more offensive part doesn't want to switch into strong hits. The EV spread makes it live Specs Giga Drain from Exeggutor (or any attack if it's at -2 after Leaf Storm) and it also lives Ice Beam from +2 Gorebyss even from 80% (can only deal about 20% with Scald so it's not your first choice of Gorebyss counters) ,while still possibly surving Thunderpunch from Monferno (not after rocks sadly), 248 HP / 252Def / 8 SpD is definetly an option worth considering.

Probopass
@ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 168 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Volt Switch
- Thunder Wave
- Earth Power
At this point I realized that I don't really have anything that wants to see ice type moves nor rock type moves as well as a solid switch in to special hits, so I included Probopass as a mon that keeps up the theme of volt-turning as well as it's able to set up rocks. Thunder Wave is there to cripple the speed of the opponent's team (not really scared of anything in particular, but t-wave is always nice) and Earth Power is there so I can cripple/kill electric types this team has trouble with, most notably Zebstrika (winning a speed tie is just not reliable enough)

Bouffalant
@ Choice Band
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Head Charge
- Earthquake
- Wild Charge
I still felt like the physically offensive part of the team is lacking in power as Jumpluff doesn't exactly have the greatest Attack stat, so I decided that I will include a mon that has recently dropped from NU, Bouffalant. I went with the CB set for extra power (though I'm considering changing it to Sub SD) and from there on the set is quite self explanitory, max speed to outspeed everything I possibly can while the moves grant a decent amount of coverage, and if the opponent has no ghost types then nothing wants to switch into a Choice Banded Head Charge.

Kadabra
@ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Encore
- Hidden Power [Fighting]
Kadabra was my last addition as I wanted a strong special attacker, capable of possibly dealing with ghosts as well as giving a great way of Pawniard counter in Sash HP fighting. Encore is there to counter stall and stop any possible set-up while Psychic and Shadow Ball give me the amount of coverage needed. I'm quite shaky on his spot, so any replacement idea is appreciated.
- Stunfisk: Honestly I don't have much to hit Stunfisk with so getting through it can cause some problems. Your best bet is to hit it with a CB Earthquake or put it to sleep then spam Seed Bomb.
- Zebstrika: Deals a huge amount of damage to the team as I only have one immunity to electric and it outspeeds the team.
- Monferno: Nothing really wants to switch into it as they carry Thunderpunch quite a lot of the times, which Pelipper doesn't really like swicthing into.
The team made it onto the ladder yesterday (Proof:https://imgur.com/NHn0AtV), sadly I haven't saved any of my battles so I can't show any examples of how this team works.
Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Defog
- Scald
- Roost
- U-turn
Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 168 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Volt Switch
- Thunder Wave
- Earth Power
Bouffalant @ Choice Band
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Head Charge
- Earthquake
- Wild Charge
Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Encore
- Hidden Power [Fighting]
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Sleep Powder
- Seed Bomb
- U-turn
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Defog
- Scald
- Roost
- U-turn
Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 168 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Volt Switch
- Thunder Wave
- Earth Power
Bouffalant @ Choice Band
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Head Charge
- Earthquake
- Wild Charge
Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Encore
- Hidden Power [Fighting]
PS.: This is my first RMT I read through the rules, but if I missed out on something that should be included let me know and I'll try to add the required info.
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