
DANGER! HIGH VOLTAGE!
A Sun & Moon Balanced Volt-Turn Team
For this team, I was looking to combine a number of different things. First and foremost, I wanted it to be balanced - utilising a strong offensive presence alongside a tough-to-beat defensive core. At the same time, I wanted to ensure that I could keep momentum on my side throughout the battle. This would require some speedy team members as well as a strong Volt-Turn combination...
THE TEAM:







Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
- Volt Switch
Thunderbolt is a STAB move that hits harder than Volt Switch and doesn't force Manectric to switch out, should the situation call for it to remain on the field. Hidden Power Ice 2HKO's common Zygarde, Garchomp and Landorus-T on a predicted switch, and outside of Choice Scarf, Manectric can remove them with relative ease.
The last slot goes to Flamethrower. Whilst Overheat provides more power, it can be trickier to use and even a hinderance thanks to the special attack drop on use. Flamethrower is more consistent, and isn't as heavily punishing if a Pokemon that resists fire type moves switches in to take it.

Staraptor (M) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-Turn
U-Turn is obligatory, to compliment Manectric's Volt Switch, and helps keep momentum on my side during the battle.
The other moves are designed to give Staraptor as much coverage as possible to help break walls and revenge kill as many threats as possible, such as Specs Greninja, Specs Keldeo and opposing Mega Manectric. Reckless-boosted Brave Bird and Double Edge make for powerful STAB options, and though the recoil might seem like a horrible drawback, Staraptor tends to clean up late game, where opponents are already weakened and thus less recoil damage is taken. Close Combat rounds out the set, so that Staraptor can hit Steel and Rock types for decent damage, as well as the ever-irritating Chansey.

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- U-Turn
A) The team would be blessed with a third Volt-Turner
B) In combination with Mega Manectric, the team also has two Intimidate users, which can cripple physically-offensive threats throughout the game.
C) It gives a reliable check to a number of Ground-type moves; for example, Scarf Garchomp and opposing Landorus-T (without HP Ice) struggle against it.
There are other reasons, of course, but those are the major ones!
In terms of moves, I went with U-Turn to retain momentum, alongside Earthquake and Stone Edge to maximise coverage. The last slot goes to Knock-Off, so that Landorus-T can potentially remove Choice Items on the predicted switch.
Assault Vest is chosen as the held item to allow Landorus-T to take special hits from faster opponents with a bit more ease, and allow it to hit back hard with Adamant, max-attack moves. I'm unsure of the spread to use, so I just maxed out speed, too!

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rocks
- Spikes
Ferrothorn has saved my bacon on more occasions than I care to remember against things like Dragon Dance Zygarde, which can run through this team. With max investment in HP and Defense, with an Impish nature, Zygarde can only hope for a 5HKO after Leftovers recovery if unlisted with Thousand Arrows - its strongest attack against Ferrothorn. In return, there is a 75% chance for Ferrothorn to 3HKO Zygarde if Stealth Rocks are on the field - not factoring any additional hazards or damage it may have already taken. So Power Whip was an obvious choice.
The other three slots aim to improve Ferrothorn's use as a support Pokemon: utilising BOTH Stealth Rocks and Spikes to punish switch-ins to my Volt-Turn shenanigans, and Leech Seed to sap away at the opponents health and provide sustain additional to Leftovers. Tangrowth and Venusaur/ Mega Venusaur give Ferrothorn problems, but the team has other ways to deal with them anyway!

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Moonblast
- Defog
- Nature's Madness
Tapu Fini is the bulky Water Pokemon on the team, and apart from being a specially-defensive beast, it serves some very important purposes and checks a few dangerous threats.
Firstly, it is the team's Defog-er: a role that is vital considering how much the team relies on a sweep from Staraptor, who already losee a lot of health from recoil damage, but also takes 25% damage on switching in with Stealth Rocks up!
Secondly, it is a fantastic counter to Battle Bond Greninja: another scary threat to the team. Once transformed, Choice Specs Greninja only has a 0.5% chance to 3HKO with Hydro Pump after Leftovers recovery, whilst Tapu Fini's Moonblast is a guaranteed OHKO after Stealth Rocks. For arguments' sake, let's say the opponent runs Choice Scarf instead. In that case, after Leftovers recovery, the opponent can only hope for a possible 5HKO after Leftovers recovery. If Greninja is Choice Specs, but not yet Transformed, Hydro Pump is a possible 5HKO after Leftovers, or a possible 8HKO after Leftovers recovery with Scarf. Obviously, this set has to keep an eye out for Protean Gunk Shot Greninja still!
The last move goes to Nature's Madness; allowing Tapu Fini to put a dent in bulkier foes for a sweeper to finish off in the late game.

Heatran (M) @ Grassium-Z
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Substitute
- Magma Storm
- Earth Power
- Solar Beam
The last slot on the team goes to Heatran, which uses a bulky spread with a Modest nature to attempt to remove key threats.
Step 1: Come in on an opponent you naturally threaten out, e.g. Ferrothorn or Scissor.
Step 2: Substitute up on the predicted switch.
Step 3: Nuke something!
Magma Storm is the obligatory STAB, dealing massive damage to anything that doesn't outright resist it, and trapping anything that does resist it - e.g. Tapu Fini so they are stuck on the field, taking residual damage.
Earth Power hits opposing Fire types hard - especially other Heatran - and hurts Toxapex hardest.
The last move slot goes to Solar Beam, used in tandem with Grassium-Z to allow Heatran to fire off a devastating Bloom Doom if needed. From behind the safety of a Substitute, you can let loose the Z-move obliterate usual counters such as Kelsey, Greninja, Tapu Fini and more.
Once behind a Substitute, there is very little that can threaten Heatran out. Just beware of Bonemerang Marowak-A and Water Shuriken from Greninja!
CONCLUSION:
And that's the team! Let me know what you guys think, and any suggestions for how it might be improved. From playtesting, this team has ascended to the mid-1,500's with relative ease, and most of the problems I've faced have been down to poor predictions or bad decisions on my part, rather than a fundamental flaw with the team!Thanks in advance for your help!