So this is a volt turn team Ive been using for a while now quite successfully. The bulk of the team has stayed the same, with a core based on using volt turn and breloom to put the opponent under constant pressure, the last two pokemon on the team have seen quite a few changes. I'm having some problems with the team which could probably be easily remedied.
So here is the team:
Breloom is the pokemon this team is built around. Sub punch is kind of a dead thing but its been working wonders. This set is mainly based on pressure and maximum damage output. When breloom comes into play it already puts a substantial amount of pressure on the board, especially if the opponent has no switch in for spore, which outside of ferrothorn and other brelooms isn't very common. If you predict a grass type you can sub, and otherwise spore, both of which are things your opponent wont appreciate. After spore the way to go is set up a sub and then focus punch. Focus punch is usually the attack of choice, it will ko anything neutral that isnt a defensive wall and chunk on not very effective hits. Focus punch can ko max defense ferro, and there arent a huge amount of pokes that can switch in to this. I run poison heal for the subs, and seed bomb to kill pokes i outspeed after a focus punch. If I can bring in this breloom at the right time, I can usually score a ko at least, whilst keeping breloom healthy.
Rotom-Wash @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 92 Def / 4 SpA / 160 SpD / 4 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
The other main part of my volt turn core, washtom has great synergy with scizor, absorbing the fire hits easily and hitting some of the fire types scizor cant handle. The moveset is pretty bog standard, pain split is nice when you predict a switch and i never feel comfortable without a will o wisp on my team. Rocky helmet is something ive been enjoying recently, switching into weak hits like fake out from mega lopunny or bullet punch from opposing scizor often results in me dealing more damage than them with the helmet. The spread is my own, giving 300 def and 290 sp def, which are nice numbers to me.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Earthquake
- Defog
- Psychic
Latios is an offensive defogger that has two roles on this team. 1. defog, and 2. kill baited heatrans. When people see latios and charizard they know im a defog set and assume this is my priority. After heatran switches in on my zard y i switch in latios and draco meteor when they expect a defog. This leads heatran to believe he can stay in after the special attack drop, and then he gets ko'd by earthquake. Psychic is mainly to hit mega venusaur, and dropping a draco always does pretty huge damage when pink blobs, fairys and heatran are down.
I'd appreciate suggestions for this team, but I'd like to keep the first 3 pokemon as they are, Ive not really found any problems with that core and this is pretty much what I built the team around. I feel like landorus could be more refined, and maybe a more reliable way to switch in on physical hitters, but im not sure whether a physically defensive set would work for the team, an id like to maybe move defog from latios, but it works fine. Suggestions for another last two pokemon are welcome too.
Thanks for reading.
So here is the team:
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Substitute
- Focus Punch
- Seed Bomb
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Substitute
- Focus Punch
- Seed Bomb
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
To compliment breloom i decided to add a volt turn core, scizor and washtom being my favorite. This volt turn core fits with breloom due to the slow pivots enabling me to switch in breloom safely and set up poison heal. Scizor can also absorb psychic and fairy hits that ko breloom. Choice band is usually the scizor set i go with and dosent need much explanation as most people have seen it before. It can clean up late game with bullet punch, and give switch initiative with stab u turn. Pursuit can trap the lati twins, and other psychic types breloom is weak too whilst scizor can take any hit that isnt hp fire, and super power is for heatran and ferrothorn.Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Rotom-Wash @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 92 Def / 4 SpA / 160 SpD / 4 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
I wanted a scarfer, a talonflame check outside of rotom, rocks and earthquake for heatran, so i added lando t. Intimidate is an excellent ability that helps lando switch into a lot of physical mons, which helps me keep momentum when I am in a sticky situation, then I can u turn or earthquake. I usually save stealth rocks for when I know I have pretty much guaranteed setup and i see birds on the opposing team, and some people still fall for " he has SR so he cant be scarfed ". Stone edge is for birds pretty much exclusively.Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Flamethrower
- Solar Beam
- Ancient Power
- Roost
These last two pokemon have been subject to a lot of change, and i'm still not the happiest with them, but these two pokes have been doing work. This is a wallbreaker megazard y which can live a surprising amount of hits with the hp in the sun. I run hp and modest as I wanted the extra power from modest and I couldn't really see the benefit of the resulting mediocre speed. I run ancient power for talonflame and other zards, solar beam hitting washtom in the sun, and roost because flamethrower usually just hits harder than non stab super effective coverage in the sun.Ability: Drought
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Flamethrower
- Solar Beam
- Ancient Power
- Roost
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Earthquake
- Defog
- Psychic
I'd appreciate suggestions for this team, but I'd like to keep the first 3 pokemon as they are, Ive not really found any problems with that core and this is pretty much what I built the team around. I feel like landorus could be more refined, and maybe a more reliable way to switch in on physical hitters, but im not sure whether a physically defensive set would work for the team, an id like to maybe move defog from latios, but it works fine. Suggestions for another last two pokemon are welcome too.
Thanks for reading.
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