Hello everyone,
This RMT isn't so much looking for rating as much as it is to both showcase my team and help newer players looking for feasible options in the UnderUsed meta-game; I felt it was time to share the team that has made me #1 on numerous occasions, and has held me a top 10 position for over two months.
To start off, this team, affectionately named 1.0, is the first team I made once UU finished beta. It has been refined for months. I have played over 650 battles with this team alone, sporting, roughly, a 480-170 W:L record. I say confidently: this team is the very definition of Balanced VoltTurn in the UnderUsed meta-game.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Affectionately dubbed "boomer", Victini's role is dual: (1) destroy the team with v-create; (2) regain/relocate momentum. Now, that second role is absolutely essential: Victini's pairing with the other pokes on my team allow it to gain momentum on absolutely any check. This turns Victini into both a wall breaker and an offensive pivot, for it allows me to continue my grip over my opponent using the volt-turn loop. Lose this Pokemon, and you've lessened your chance for victory by about 20%. However, do not fret; bar protect, no Pokemon can prepare for a momentum shift, assuming you have another Pokemon that can take on the opponent's Suicune, Slowbro, Rhyperior, etc. DO NOT fear any hippowdon or Donphan switching in, they will 2KO to V-Create. Now, this takes quite a bit of prediction on the part of the player, so it is vital to not be intimidated by Pokemon like Chandelure that threaten to take away your momentum. Make the safe choice, stay alive. Volt-turn requires offensive presence, especially later on in the game.
The coverage moves are obvious and standard. The reason for running Zen Headbutt over moves like Grass Knot is due to that little hax advantage of flinch, and the added neutral+super effective coverage on 4 more types (fighting, poison, rock, ground). Further, there are ways this team deals with Pokemon like Suicune or Swampert. Let me introduce Mega-Ampharos.
Ampharos @ Ampharosite
Ability: Static
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch
The King of forcing switches, Ampharosite is truly underestimated by even the best players of UU, for this offensive powerhouse is even able to take an EQ from adamant Mega-Aero and OHKO with Voltswitch*. This amph doesn't necessarily need the bonus speed to deal with Swampert/Donphan/hippo, cause that's where Forry+umby+predicted V-creates come in; change the evs from 212hp to 252 hp if you find the extra speed is unnecessary. The beautiful thing about Ampharos is its offensive compatibility with Victini. When it comes to offensive pairings versus any defensive check/counter, Tini+Amph can take out ANYTHING. However, there are moments when even the combined offensive pressure seems to fail when Pokes like Slowbro are paired with Blissey, Mew, and Florges/Aroma, which is why volt switch is the crux of this set. The momentum gained allows the volt-turn trap to continue. Support from Umbreon makes status or even 50% damage a joke. And although this solution may seem slow paced impatient losses are what destroy this team. Luckily, there are ways to prevent this from happenng; let me introduce the stall-breaker, spinner, hazard-master, and momentum saver, Forretress.
*stats bro
252+ SpA Mold Breaker Mega Ampharos Volt Switch vs. 4 HP / 0 SpD Mega Aerodactyl: 314-372 (103.9 - 123.1%) -- guaranteed OHKO
252+ Atk Mega Aerodactyl Earthquake vs. 252 HP / 0 Def Mega Ampharos: 238-280 (61.9 - 72.9%) -- guaranteed 2HKO
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Toxic
- Rapid Spin
- Volt Switch
This Forry sacrifices any offensive capability for pure utility. Perfectly checking Pokemon like Slowbro, Mew, Honchkrow, and others, Forry puts an end to any attempt to ravage the team by dishing out ongoing nuisances. I cannot even mention the amount of mews that try to take on Forry one on one, and lose despite having both will-o-wisp and knock off. This is due to how Forry has both toxic + spikes + voltswitch. The strategy is simple: (1) look at the Pokemon you're facing. Is it stall? If yes, carry on with the spikes + toxic until obvious time to volt switch; (2) is opponent obviously going to switch into forry counter like scarfed Hydreigon? Proceed to predict, volt-switch into Crobat and then u-turn again for free unsuspecting damage. The reason we don't put 0 IVs for foul play is because, believe it or not, rapid spin wins games.
Forry is able to regain the perceived "lost momentum" in an instant. Just press volt switch, and watch your opponent struggle to deal with the offensive core of this team. However, every Pokemon has a weakness, and every Pokemon needs support. Without further hesitation, let me introduce Swampert, our resident check and borderline saviour.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar
Swampert's role is beyond simple: Stop other Victinis, Darmanitans, Mienshaos, Flygons, the clusterfuck of "weaker" attackers like Donphan, Hippowdown, etc. and scarfed special attackers that aren't scary. Oh, and it can also self-sacrifice against opposing Swamperts or at least scare it off. Scald provides the team with an extra hax backbone. Roar is the obvious set-up bait destroyer. The nature of this Swampert protects the rest of the team from an almagamation of threats. With support from Umbreon, Swampert is able to slowly chip away at the other team, or - at the very least - create a standoff situation where you will surely gain the upper hand, because balance beats both HO and Stall as long as the predicts are right. Lastly, predicting when the opponent will get frustrated with Swampert and switch allows you to regain your volt-turn momentum; the speed of Victini and Crobat + the survivability of Ampharos makes this an incredibly viable strategy.
A word of caution. Swampert is Grass Knot bait. At time, teams stack Grass Knot strictly to deal with Swampert. It is imperative you notice the obvious signs of this... example: You use Stealth Rocks and opponent switches into Infernape. You know that ape has either grass knot or nasty plot or both. Do not be fooled, and prepare to use Scarfed Crobat to deal with all post-bulky threats.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Wish
- Protect
This standard Umbreon is a gem. With the right predictions, Umbreon will force win conditions 4/10 battles you face. Foul play is an incredibly effective move on ANY team that does not have wish support or recovery support, even against mega-Absol*. Use Wish sparingly and conservatively, in the sense that it doesn't hurt to psyche out your opponent and not heal right away. Play mind games: you're an Umbreon that can survive a choice band V-Create at 100% health.
*stats bro
+2 0- Atk Umbreon Foul Play vs. 0 HP / 0 Def Mega Absol: 261-307 (96.3 - 113.2%) -- 75% chance to OHKO
Crobat @ Choice Scarf
Ability: Infiltrator
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- U-turn
- Defog
- Cross Poison
This Crobat, put it simply, irks people. I mean, why wouldn't it. You don't expect one of the fast Pokes in the meta to carry scarf. However, you'd be surprised by how effective it is. Firstly, scarf automatically allows Adamant, cause no scarfer needs 394 speed. 176 evs hit 340, enough to outspeed scarfshao. Don't bother with scarfape, it's not scary enough. Secondly, those leftover 80 hp evs are a godsend for cleanup sweep situations where Brave bird kills anything under 25% (accounting for hazard damage), or when anything under 50% decides to switch in. Thirdly, and most importantly, choicescarf u-turn is fundamentally anti-meta. Play a scarf-hydreigon. Watch it fail. With support from Umbreon, scarfbat is able to pull of incredibly diverse feats. Even Empoleon can't switch in, for the mega-tinipharos combo wears almost anything down. To put it mildly, scarfbat cleans up.
So, why defog? Cause hazards, particularly toxic spikes+stealthies, are no good. Luckily, there are 3 pokes on this team that can work around that particular hazard, but why risk it? A sure thing is a sure thing, and frankly, scarfbat doesn't need the extra moveslot. Running rapid spin on forry + defog on bat ensures no bad end-game situations where I may have misplayed and be facing a poor hazard situation.
Final Words:
Play well, keep your team alive, and have fun winning.
Special thanks to DatLatias for helping me with the original idea for this team
Some Replays:
http://replay.pokemonshowdown.com/uu-144346290
http://replay.pokemonshowdown.com/uu-144698134
http://replay.pokemonshowdown.com/uu-144788162
http://replay.pokemonshowdown.com/uu-163000878
Up to-date replays:
http://replay.pokemonshowdown.com/uu-162994890
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Toxic
- Rapid Spin
- Volt Switch
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Wish
- Protect
Crobat @ Choice Scarf
Ability: Infiltrator
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- U-turn
- Defog
- Cross Poison
This RMT isn't so much looking for rating as much as it is to both showcase my team and help newer players looking for feasible options in the UnderUsed meta-game; I felt it was time to share the team that has made me #1 on numerous occasions, and has held me a top 10 position for over two months.
To start off, this team, affectionately named 1.0, is the first team I made once UU finished beta. It has been refined for months. I have played over 650 battles with this team alone, sporting, roughly, a 480-170 W:L record. I say confidently: this team is the very definition of Balanced VoltTurn in the UnderUsed meta-game.
![victini.gif](http://play.pokemonshowdown.com/sprites/xyani/victini.gif)
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Affectionately dubbed "boomer", Victini's role is dual: (1) destroy the team with v-create; (2) regain/relocate momentum. Now, that second role is absolutely essential: Victini's pairing with the other pokes on my team allow it to gain momentum on absolutely any check. This turns Victini into both a wall breaker and an offensive pivot, for it allows me to continue my grip over my opponent using the volt-turn loop. Lose this Pokemon, and you've lessened your chance for victory by about 20%. However, do not fret; bar protect, no Pokemon can prepare for a momentum shift, assuming you have another Pokemon that can take on the opponent's Suicune, Slowbro, Rhyperior, etc. DO NOT fear any hippowdon or Donphan switching in, they will 2KO to V-Create. Now, this takes quite a bit of prediction on the part of the player, so it is vital to not be intimidated by Pokemon like Chandelure that threaten to take away your momentum. Make the safe choice, stay alive. Volt-turn requires offensive presence, especially later on in the game.
The coverage moves are obvious and standard. The reason for running Zen Headbutt over moves like Grass Knot is due to that little hax advantage of flinch, and the added neutral+super effective coverage on 4 more types (fighting, poison, rock, ground). Further, there are ways this team deals with Pokemon like Suicune or Swampert. Let me introduce Mega-Ampharos.
![ampharos-mega.gif](http://play.pokemonshowdown.com/sprites/xyani/ampharos-mega.gif)
Ampharos @ Ampharosite
Ability: Static
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch
The King of forcing switches, Ampharosite is truly underestimated by even the best players of UU, for this offensive powerhouse is even able to take an EQ from adamant Mega-Aero and OHKO with Voltswitch*. This amph doesn't necessarily need the bonus speed to deal with Swampert/Donphan/hippo, cause that's where Forry+umby+predicted V-creates come in; change the evs from 212hp to 252 hp if you find the extra speed is unnecessary. The beautiful thing about Ampharos is its offensive compatibility with Victini. When it comes to offensive pairings versus any defensive check/counter, Tini+Amph can take out ANYTHING. However, there are moments when even the combined offensive pressure seems to fail when Pokes like Slowbro are paired with Blissey, Mew, and Florges/Aroma, which is why volt switch is the crux of this set. The momentum gained allows the volt-turn trap to continue. Support from Umbreon makes status or even 50% damage a joke. And although this solution may seem slow paced impatient losses are what destroy this team. Luckily, there are ways to prevent this from happenng; let me introduce the stall-breaker, spinner, hazard-master, and momentum saver, Forretress.
*stats bro
252+ SpA Mold Breaker Mega Ampharos Volt Switch vs. 4 HP / 0 SpD Mega Aerodactyl: 314-372 (103.9 - 123.1%) -- guaranteed OHKO
252+ Atk Mega Aerodactyl Earthquake vs. 252 HP / 0 Def Mega Ampharos: 238-280 (61.9 - 72.9%) -- guaranteed 2HKO
![forretress.gif](http://play.pokemonshowdown.com/sprites/xyani/forretress.gif)
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Toxic
- Rapid Spin
- Volt Switch
This Forry sacrifices any offensive capability for pure utility. Perfectly checking Pokemon like Slowbro, Mew, Honchkrow, and others, Forry puts an end to any attempt to ravage the team by dishing out ongoing nuisances. I cannot even mention the amount of mews that try to take on Forry one on one, and lose despite having both will-o-wisp and knock off. This is due to how Forry has both toxic + spikes + voltswitch. The strategy is simple: (1) look at the Pokemon you're facing. Is it stall? If yes, carry on with the spikes + toxic until obvious time to volt switch; (2) is opponent obviously going to switch into forry counter like scarfed Hydreigon? Proceed to predict, volt-switch into Crobat and then u-turn again for free unsuspecting damage. The reason we don't put 0 IVs for foul play is because, believe it or not, rapid spin wins games.
Forry is able to regain the perceived "lost momentum" in an instant. Just press volt switch, and watch your opponent struggle to deal with the offensive core of this team. However, every Pokemon has a weakness, and every Pokemon needs support. Without further hesitation, let me introduce Swampert, our resident check and borderline saviour.
![swampert.gif](http://play.pokemonshowdown.com/sprites/xyani/swampert.gif)
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar
Swampert's role is beyond simple: Stop other Victinis, Darmanitans, Mienshaos, Flygons, the clusterfuck of "weaker" attackers like Donphan, Hippowdown, etc. and scarfed special attackers that aren't scary. Oh, and it can also self-sacrifice against opposing Swamperts or at least scare it off. Scald provides the team with an extra hax backbone. Roar is the obvious set-up bait destroyer. The nature of this Swampert protects the rest of the team from an almagamation of threats. With support from Umbreon, Swampert is able to slowly chip away at the other team, or - at the very least - create a standoff situation where you will surely gain the upper hand, because balance beats both HO and Stall as long as the predicts are right. Lastly, predicting when the opponent will get frustrated with Swampert and switch allows you to regain your volt-turn momentum; the speed of Victini and Crobat + the survivability of Ampharos makes this an incredibly viable strategy.
A word of caution. Swampert is Grass Knot bait. At time, teams stack Grass Knot strictly to deal with Swampert. It is imperative you notice the obvious signs of this... example: You use Stealth Rocks and opponent switches into Infernape. You know that ape has either grass knot or nasty plot or both. Do not be fooled, and prepare to use Scarfed Crobat to deal with all post-bulky threats.
![umbreon.gif](http://play.pokemonshowdown.com/sprites/xyani/umbreon.gif)
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Wish
- Protect
This standard Umbreon is a gem. With the right predictions, Umbreon will force win conditions 4/10 battles you face. Foul play is an incredibly effective move on ANY team that does not have wish support or recovery support, even against mega-Absol*. Use Wish sparingly and conservatively, in the sense that it doesn't hurt to psyche out your opponent and not heal right away. Play mind games: you're an Umbreon that can survive a choice band V-Create at 100% health.
*stats bro
+2 0- Atk Umbreon Foul Play vs. 0 HP / 0 Def Mega Absol: 261-307 (96.3 - 113.2%) -- 75% chance to OHKO
![crobat.gif](http://play.pokemonshowdown.com/sprites/xyani/crobat.gif)
Crobat @ Choice Scarf
Ability: Infiltrator
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- U-turn
- Defog
- Cross Poison
This Crobat, put it simply, irks people. I mean, why wouldn't it. You don't expect one of the fast Pokes in the meta to carry scarf. However, you'd be surprised by how effective it is. Firstly, scarf automatically allows Adamant, cause no scarfer needs 394 speed. 176 evs hit 340, enough to outspeed scarfshao. Don't bother with scarfape, it's not scary enough. Secondly, those leftover 80 hp evs are a godsend for cleanup sweep situations where Brave bird kills anything under 25% (accounting for hazard damage), or when anything under 50% decides to switch in. Thirdly, and most importantly, choicescarf u-turn is fundamentally anti-meta. Play a scarf-hydreigon. Watch it fail. With support from Umbreon, scarfbat is able to pull of incredibly diverse feats. Even Empoleon can't switch in, for the mega-tinipharos combo wears almost anything down. To put it mildly, scarfbat cleans up.
So, why defog? Cause hazards, particularly toxic spikes+stealthies, are no good. Luckily, there are 3 pokes on this team that can work around that particular hazard, but why risk it? A sure thing is a sure thing, and frankly, scarfbat doesn't need the extra moveslot. Running rapid spin on forry + defog on bat ensures no bad end-game situations where I may have misplayed and be facing a poor hazard situation.
Final Words:
Play well, keep your team alive, and have fun winning.
Special thanks to DatLatias for helping me with the original idea for this team
Some Replays:
http://replay.pokemonshowdown.com/uu-144346290
http://replay.pokemonshowdown.com/uu-144698134
http://replay.pokemonshowdown.com/uu-144788162
http://replay.pokemonshowdown.com/uu-163000878
Up to-date replays:
http://replay.pokemonshowdown.com/uu-162994890
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Spikes
- Toxic
- Rapid Spin
- Volt Switch
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play
- Heal Bell
- Wish
- Protect
Crobat @ Choice Scarf
Ability: Infiltrator
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- U-turn
- Defog
- Cross Poison
Last edited: