ORAS OU Dedicated Volt-Turn

I've been having a lot of fun with this team and I haven't lost very many battles with it. Gimmick it may seem to be, but I can easily manage most opponents with the sheer fact that i keep momentum up with it so I can always weigh my best options while putting my opponent at a disadvantage.


Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower

Mega-Manectric is the star on this team obviously because it is amazing at cleaning up, and volt switching. It works wonders late game and is a nice switch in on incoming electric attacks pre-mega and weakening offensive pokemon with intimidate post-mega. I usually keep him in back until he is needed because of his ability to finish off weakened pokemon late game. He is running the standard set, however i chose flamethrower over overheat simply because I dont want to overheat on a switch in and be reduced to impotency on the following volt switch. The only thing flamethrower is generally used on is ferrothorn, magnezone, and scizor anyway.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Will-O-Wisp

Talonflame is my second late game cleaner, I typically keep him in back with manectric. Mega Lopunny and keldeo can get the jump on me if I'm not careful so talonflame does a good job of covering them, as well as being a good recipient of will-o-wisps on the switch in. I chose a banded set over a SD set because I wanted the immediate power so as not to lose momentum. Will-o-wisp could be traded out for tailwind but seeing as i usually have manectric and talonflame as late pokemon, the suprise burn on threats is a better pick.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 244 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock

I chose defensive landorus because it is an amazing pivot to physical pokemon, and has the potential to ohko rival manectric's from full HP as it can live an HP Ice. He is also my rocks setter to prevent the common flying threats of the tier, especially talonflame. I gave it 8 Speed EV's so that it will outspeed the standard rotom set and u-turn into something safer. Earthquake is it's main stab simply for a reliable heavy hitting move. Stone edge is to catch rock weaknesses, although i may trade it for smack down to catch the Rotom-W on the switch.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
- Volt Switch
- Pain Split
- Will-O-Wisp
- Hydro Pump

Rotom is another slow pivot, he can burn any offensive pokemon, pain split to keep it healthy, and then get out of there. Hydro Pump is its Power Option, Will-o-wisp is its utility option, and Volt Switch is its momentum option. Rotom is one of my favorite pokemon simply do to this set's versatility. It's also a great transition into choice ground moves (barring excadrill and kyurem).



Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Zen Headbutt
- U-turn
- Bolt Strike

Victini is my #1 go to guy for wall breaking, it laughs in the face of mega sableye's, eats up will-o-wisps, and threatens much of people's teams. Due to my ability to keep momentum with the rest of the team, i can u-turn or volt switch against walls and go into Victini and basically force them to choose something to die. It also helps that Victini is pretty bulky. I chose Banded victini over scarf Victini because most things that i would be using V-Create on are slow anyway and I want max power. I could have used Darmanitan over Victini but I would miss the bulk. It also has U-turn to maintain momentum for when people have a counter to V-Create ( Such as heatran or chandelure ). Zen headbutt is for a secondary stab when I'd like to keep my speed and defenses or v-create would be resisted. Bolt Strike can catch heatran or slowbro on the switch for nice damage as well.

Scizor @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Bullet Punch
- Defog

Scizor is the most unorthodox part of my team. You very rarely see scarfed Scizor in this meta and i use the lack of expectation to the fullest. I also like to bait the scarf magnezone and u-turn out into a fire resist such as Victini to force something to take massive damage. Stab U-Turn even when jolly also takes nice chunks out of pokemon. Knock off is a great way to finish off the unsuspecting Mega Metagross or gengars as long as they dont have a sash. Bullet punch is a standard way to get off fast STAB damage and trick people into thinking i have a Band. It is also good to finish off Kyurem-B ( which is a huge threat to this team ). Defog is there to clear the way for talonflame late game, although I can count on 1 hand how many times i've had to use it. I keep it though because hod forbid someone actually manages to set up layers of spikes and Rocks, I wouldnt want that regardless.


This team has done pretty well for me, the only pokemon that tend to give me trouble are Gliscor and Kyurem-B. I can generally work my way around them but it always takes a bit of manuevering. ANy advice would be great. I understand it is sort of a gimmick so please dont tell me what I already know, I would appreciate any constructive criticism though.
 
Why Will-O-Wisp on a CB set?

You could try this set
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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
 
I could try out SD Talonflame, Will-o-wisp is more-so just a filler. I have the banded Talon as opposed to set up Talon so that I can keep momentum with a u-turn if need be.
 
Not a rate exactly, but your team has too many Volt Switch / U-Turn users. Limiting yourself to using it on every single mon just doesn't leave you with too many options. The general idea with VoltTurn is to build a core (such as Mega Manectric and Scarf Lando-T, or Rotom-W and Defensive Lando-T). From there, you may want to add another momentum gainer, but it's not required. After that, you want to think about what comes in on your core mons and develop answers from there. So Chansey is a common switch in to Manectric, so you may want to add a Fighting type. Lati@s are also common switch-ins to Manectric, so you may also want to add a Pursuit trapper. A strong wallbreaker or stallbreaker may also help, because VoltTurn teams can struggle with bulkier stall teams.
 
alright cool first off put overheat on dog to beat max spdef ferros and incase sometimes venu can still be alive. and nigga are you serious scarf defog scizor lol you lose to bisharp asap. You need hazard control and scizor set is dumb since scarf scizor has died. Why do you have rotom wash when you have defensive lando t. You have no set sweepers and you seem to disagree with the dude up their which made a good point since flames set on tran which victini and manec get walled by it. Aight moving on to my earlier point since you dont want to change the sets i suggest putting klefki over scizor and starmie over rotom this way you have a switchin to keldeo and with spikes and rocks tal+dog beats stall also your team gets utterly destroyed by bulky offense and hyper offense. uh what does victini do that talonflame cant lol just run sub dd keldeo to beat sableye and set up on gyarados since now no more rotom. incase you say some shit like "theirs not alot of volturn going on" change to cobalion since simply having a volt switch will help you out much better im being rude here but honestly you dont need 6 mons that have volturn it makes you weaker to bisharp and also gives you a harder time dealing with most of team out there. use the smogdex for the sets im on mobile and its hard to leave sets here for you hope it helps and take it into consideration when 3 people counting me say that your team has alot of weak points 2 intimidate mons, scarf defog and no fighting type.. its a 50/50 with bird and thats how you beat bisharp.
 
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