SS OU Bulky BlazBoom Volt-Turn

corviknight.png
landorus-therian.png
zeraora.png
rillaboom.png
tapu fini.png
blaziken.png


Introduction

This is a team I've built in an attempt to facilitate a Blaziken sweep utilizing an offensive Volt-Turn core and several sweepers to offensively check threats to Blaziken. This team isn't all-in on a +2 ATK Blaziken sweep, but the primary goal of the team is to set up rocks and force out threats until Blaziken can hit the field on a target that is effectively forced to switch out and give it the space to click Swords Dance.

The Team

corviknight.png

Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Body Press
- U-turn
- Defog
- Roost
Corviknight carries this team's defensive core on it's very bulky back. As a slow, bulky U-turn pivot, Corviknight is an excellent way for Blaziken (or another threat as needed) to hit the field as it can take a hit from a faster Mon before getting off the U-turn. As the team's Defog user and the backbone of the team, Corviknight is a very crucial team member. It is also the team's only Fairy resist as of the moment which leads to problems with Moonblast.

landorus-therian.png

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Toxic
Landorus-T helps check the Electric types that would otherwise ruin this team. I usually lead Landorus to get up quick Rocks before pivoting into Corviknight to scout my opponent's intentions. Without Lando, Zeraora runs roughshod over me. I'd like another attacking move for raised mons, but Lando's main check, Corviknight, takes no meaningful damage from anything else anyway. It's usually better to predict the switch and U-turn a threat in as Corviknight comes in.

zeraora.png

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Volt Switch
- Close Combat
Zeraora is here to force out Flying and Waters, which are two of Blaziken's biggest problems. It's also particularly good at baiting in things like Ferrathorn which can get Volt Switched into Blaziken. Knock Off is particularly helpful from here and the next mon as Leftovers, Rocky Helmet, and Boots all are particularly bad for this team. I have done some experimentation with Leftovers instead of boots since most of the time Corviknight keeps Rocks off the field and the games where it can't are usually games I would lose because my Corviknight fainted early.

rillaboom.png

Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower
Rillaboom is here to force out Ground and Waters, eats EQ like it's DQ, and sweeps teams that are trying too hard to play around Blaziken. Rillaboom on this team really suffers from 4MSS as fitting U-Turn on this would be excellent, but Swords Dance is far too important.

tapu fini.png

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Calm Mind
- Taunt
- Draining Kiss
- Scald
Fini is here almost for the typing alone, but does put in a ton of work here. I've been strongly considering dropping the Def investment for more speed and SpD, but I think that the situations I want this are better suited for Corviknight anyway. I originally had this slot as Slowking, but I found that to be far too passive and it made the Dragapult matchup far worse than it currently is.

blaziken.png

Blaziken @ Leftovers
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Thunder Punch
Blaziken's access to Swords Dance, Speed Boost, and excellent coverage are the entire reason I wanted to make this team. Leftovers over Life Orb is a very purposeful choice. Blaziken at +2 Atk/+1 Speed sweeps a large majority of the metagame with reasonable chip and Rocks up. Leftovers allows for a bit more flexibility in finding chances to set up and makes Flare Blitz's recoil much more manageable. I've swept teams from very low HP because Leftovers let me click a second Flare Blitz on a mon whereas Life Orb would have meant I fainted one or two mons in.

Conclusion

I've been considering trying to fit a Dark Type on the team, but I can't find one that doesn't open a bigger hole elsewhere, such as making me far too weak to special Fire coverage. I'm probably also going to experiment with Brave Bird over Body Press on Corviknight as the Fire/Fighting coverage on the rest of team should make that less relevant while being able to hit Rillaboom SE seems beneficial. I've also been considering swapping Toxic for Knock Off or a coverage move on Lando as it currently feels completely cold to Corviknight.

Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Body Press
- U-turn
- Defog
- Roost

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Toxic

Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Volt Switch
- Close Combat

Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Grassy Glide
- Knock Off
- Superpower

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
- Calm Mind
- Taunt
- Draining Kiss
- Scald

Blaziken @ Leftovers
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Thunder Punch
 
If you’re using swords dance rillaboom I would suggest drain punch over superpower so you don’t lower your stats, plus you get to recover. Grassy seed is also pretty decent on rillaboom but it’s a one time thing
 
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