VoltTurning in RU!
Team:






Hey everyone! I'm really new to this, as well as competitive pokemon in general, so bear with me :)
My goal in making this team was to use Volt-Turn momentum to rack up entry hazard damage, weakening counters that prevent Scyther from sweeping, until he is able to. The other end possibility is just to outlast the completely, which happens when it's just too hard to make way for a Scyther sweep, or if I bring him and somehow they predict it.
Do do this, my goal was basically to have a offensive Volt-Turn core (Scyther, Rotom-C), a defensive core to take hits for Scyther and Rotom-C (Lanturn, Steelix), and a support core in Uxie and Hitmonlee.
Scyther's offenses are so great, so naturally I had to have him for my first poke in this VoltTurn team.
Scyther has one fatal weakness: rock. Which means stealth rocks cannot exist if Scyther wants to survive. Of all the pokemon, I picked Natu to fit the bill
I need some electric resist with two flying types. Rotom-Cut was a good candidate, plus makes a similar combo to Scizor - Rotom-W which is kinda cool.
I'm in need of a wall right now, and a fire resist. Lanturn is a great poke to fit both these needs.
I wanted another wall, and electric immunity, and Nidoqueen had a cool type that could rid of toxic spikes without Natu's help.
Then I thought, why not have one more strong attacker. Plus I've wanted to try Archeops.
Nidoqueen wasn't working out as a wall so well, I like her as a sweeper more. Steelix has better defenses though. Plus he can set my rocks without Natu.
Finally, Archeops just wasn't as good as I thought he was, and I wanted a spinner when Natu fails. So Hitmonlee came.
Then...little Natu got redundant. So a better supporter in Uxie took his place.
Hitmonlee isn't the greatest spinner, so a better one replaced him in Kabutops.

Scyther has one fatal weakness: rock. Which means stealth rocks cannot exist if Scyther wants to survive. Of all the pokemon, I picked Natu to fit the bill



I need some electric resist with two flying types. Rotom-Cut was a good candidate, plus makes a similar combo to Scizor - Rotom-W which is kinda cool.



I'm in need of a wall right now, and a fire resist. Lanturn is a great poke to fit both these needs.




I wanted another wall, and electric immunity, and Nidoqueen had a cool type that could rid of toxic spikes without Natu's help.





Then I thought, why not have one more strong attacker. Plus I've wanted to try Archeops.






Nidoqueen wasn't working out as a wall so well, I like her as a sweeper more. Steelix has better defenses though. Plus he can set my rocks without Natu.






Finally, Archeops just wasn't as good as I thought he was, and I wanted a spinner when Natu fails. So Hitmonlee came.






Then...little Natu got redundant. So a better supporter in Uxie took his place.






Hitmonlee isn't the greatest spinner, so a better one replaced him in Kabutops.







Scyther @ Choice Band
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Quick Attack
This thing tears through just about anything that doesn't resist it. I didn't really intend for it to sweep, but now he has sort of adopted that role. Aerial Ace and Bug Bite are the main moves to fit that point, because of the choice and technician boosts compounding with Scyther's already sky high attack. The move that I pick just depends on the team; if they have, say a ghost type and a flying type, aerial ace provides best coverage.
Often, I like to think out whether I want to use Bug Bite/U-turn when I have the option (say, on a bulky psychic type like Uxie). I'll do a quick calc to see if U-turn will KO with the health left, and if not go for the bug bite. For some reason, people like to stay in on Scyther, thinking that they can take a U-turn I guess.
However, I generally save bug bite and aerial ace for the end game, when cleaning up. So for the rest of times, U-turn is my choice move. U-turn is probably the attack I use the most regardless, because most the time, the opponent will not want to stay in on an unresisted stab attack from Scyther. So I U-turn it up to get the edge on the next pokemon that comes in.
Quick Attack is the final attack I've chosen. It's more useful than the added coverage by brick break, which isn't strong enough without stab, or technician boosts. Quick attack often makes up for the fact that I'm not running a Choice Scarf, which can be a double edged sword when it a) nets an extra ko or b) screws me over by having a enemy scarfer outspeed me. It always surprises how much it does, despite the lack of stab when compared to say, Scizor's bullet punch.

Uxie @ Light Clay
Trait: Levitate
Evs: 192hp / 64Spa / 252spe
Nature: Timid
- Reflect
- Light Screen
- Thunder Wave
- Psychic
Uxie has taken over Natu's spot as the supporter of the team. Little Natu's ability because redundant after Hitmonlee and Steelix. Uxie does the same thing, utilizing light clay to set up long lasting dual screens, which can be a lifesaver for my frail pokes and makes my bulkier ones veryyy tough to stop.
What I also added to Uxie was 64 Special Attack EVs. This is necessary to guarentee a 2HKO on a 0/0 neutral defense nature Nidoqueen. This was important enough for me to give up U-turn and some HP EVs, because Nidoqueen would otherwise tear through my pokemon.
Thunder Wave is a great attack, the most reliable paralyze bar ground types, and lucky RU ground types are generally slow enough. Thunder Wave can stop sweeps, stop setups, and just nullify a threat that would outspeed my whole team in general.
The one thing I don't like about Uxie is the lack of recovery. No leftovers, no recover. And rest would be a set back even with SleepTalk.

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Hidden Power [Fire]
- Trick
He may not have the impeccable typing of his brother in OU, but he does share the same stats. (So does Scyther, and I know this is all obvious but I like the consistency between this pair and their OU pair). I generally don't trick very often, because I'll usually end up needing the speed to revenge kill, or just to outspeed a threat in general. But sometimes trick can be useful when some special wall like munchlax, etc, tries to come in an wall my Rotom-C. Rotom-C is usually my lead, because Choice Scarf is going to make sure he outspeeds, unlike Scyther. But if that speed is irrelevant I'll probably start with Scyther.
Volt Switch is the most reliable move, which can often take out/almost take out frailer pokes like Archeops, who like to stay in, probably trying to beat me with their own Volt Switch/U-turn. It also is good because my opponent knows that I can let off a Leaf Storm at any time on their Lanturn, etc. So these two moves work in tandem to force switches, and then Volt Switch gives me the upper hand.
Leaf Storm, like I said before, works with Volt Switch. Eventually they figure out that I like to VoltTurn a lot, and will just stay in. (especially Lanturn, looking for more HP). That's when I use Leaf Storm, and Leaf Storm brings the pain. I almost always use it just once and get out of there, unless it's really close and they are almost KO'ed.
HP fire...this thing is useful...sometimes. Rotom-C v Rotom-C, it's my trump, as well as beats grass types like Tangrowth. But really it's often not powerful enough, especially with the lack of 4x weak pokemon like Scizor and Ferrothorn. Obviously there's still Ferroseed, but I never bump in to one.

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 216 SDef / 252 Def
Calm Nature
- Scald
- Hidden Power [Ground]
- Volt Switch
- Heal Bell
This is a modification of the tank set on smogon. Really I just changed Ice Beam to HP Ground, which is weird, especially losing BoltBeam coverage, but Ice Beam was only hitting grass types that were gonna kill me anyway, and HP Ground is my trump card for stall wars in Lanturn vs Lanturn, which kept happening to me for so reason.
Besides that, I think Lanturn is the poke that is in the most for me. He takes status well because of heal bell, and takes almost all hits really well. Lanturn pretty much bails me out of a lot of sticky situations...
Scald is the stab move of choice, because unlike my other pokemon, Lanturn is not as threatening and doesn't force as many switches to constantly utilize Volt Switch. Scald is also a bit stronger, especially with that handy chance of burn for hindering a physical attacker or just netting some residual damage.
When the realized that they're walled, or have a big water weakness, Volt Switch is the move of choice, because they're often going to switch into a water resist, like Tangrowth or Rotom-C, that Scyther or my Rotom-C can take down. Plus it keeps the momentum I like to have in my favor, and adds an electric stab move.
Heal Bell is one of my favorite moves. It bails me out in so many situations. Steelix got freeze haxed? Rotom is asleep? Or Lanturn got burnt? Heal Bell solves that, and lets my pokemon function again, which is really necessary considering how much switching and how much use everyone is getting.

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 96 Def / 156 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Dragon Tail
- Earthquake
- Gyro Ball
Steelix is a wonderful complement to Lanturn, taking physical hits that Lanturn doesn't want to take. If I feel the need for rocks right away, Steelix is my lead, even over the immediate pressure that using Scyther and Rotom-C bring.
While my team hates stealth rocks because it hinders their own ability to switch, they love having stealth rocks on the other side of the of the field. Obviously they wear down an opponent in any situation, but even fast when I'm forcing them to switch.
Speaking of forcing to switch, that's where dragon tail comes in. Sure it has imperfect accuracy, and won't hit through subs, and the benefit of hitting magic bouncers isn't such a big deal in RU, the added damage is much appreciated. I would consider changing it to roar if pokes like SubSeed Sceptile or SubSplit Rotom-C become problems, but so far they have not been.
Earthquake and Gyro Ball are mandatory STAB moves, so that people can't set up on me. Gallade still likes to set up on Steelix, and with Drain Punch stays alive for longer, but there's really not much that Steelix can do about it with its attack stat. Sheer Force would be nice to try, but I really don't think that Steelix has the offensive stats or moves to pull it off.

Kabutops @ Leftovers
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Waterfall
- Stone Edge
- Rapid Spin
Kabutops is the best fit for a spinner on this team - he keeps the momentum with his offensive capabilities, isn't walled by ghosts, and can even sweep on his on. He also provides a welcome 4x resist to fire and 2x resist to ice.
Swords Dance...this is the move that gives Kabutops the edge over ghosts. You can't just expect to come in and wall him with Duscnoir, with the threat of either waterfall and stone edge, at +2.
Waterfall and Stone Edge take advantage of Kabutops' cool typing, and are what sets him far apart from a spinner like Crygonal. Rock and water were also two types I didn't have strong attackers in, as scald off of an uninvested Lanturn isn't so scary. And rock just isn't present on any of my others, which is useful for hitting greedy Moltres that want to hit me with HP grass, and the like (although there is one problem: Moltres will generally outspeed me.)
Finally, rapid spin. This is so important to the team, and its all because of Scyther. Without it, and with rocks up, Scyther is basically removed from the battle unless I really think the 50% damage is worth it.
Rotom-Mow @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Hidden Power [Fire]
- Trick
Kabutops (M) @ Life Orb
Trait: Weak Armor
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Swords Dance
- Waterfall
- Stone Edge
- Rapid Spin
Uxie @ Light Clay
Trait: Levitate
EVs: 252 Spd / 192 HP / 64 SAtk
Timid Nature
- Light Screen
- Reflect
- Psychic
- U-turn
Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 216 SDef / 252 Def
Calm Nature
- Scald
- Hidden Power [Ground]
- Volt Switch
- Heal Bell
Scyther @ Choice Band
Trait: Technician
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Quick Attack
Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 156 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Dragon Tail
- Earthquake
- Gyro Ball
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Hidden Power [Fire]
- Trick
Kabutops (M) @ Life Orb
Trait: Weak Armor
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Swords Dance
- Waterfall
- Stone Edge
- Rapid Spin
Uxie @ Light Clay
Trait: Levitate
EVs: 252 Spd / 192 HP / 64 SAtk
Timid Nature
- Light Screen
- Reflect
- Psychic
- U-turn
Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 216 SDef / 252 Def
Calm Nature
- Scald
- Hidden Power [Ground]
- Volt Switch
- Heal Bell
Scyther @ Choice Band
Trait: Technician
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Aerial Ace
- U-turn
- Bug Bite
- Quick Attack
Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 156 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Dragon Tail
- Earthquake
- Gyro Ball
Threat List (just some):
- I've found that the biggest threat to my team is Nidoqueen, Sheer Force + Life Orb variant. Her great coverage hits all my pokemon unresisted, and I usually have to first whittle her down a bit, then fodder, then attack with Scyther. So...yeah, less than ideal.
- Cofagrigus is annoying; my best pokemon to take him down is Scyther, and mummy really hurts Scyther's damage output. I'd rather give up Reckless from Hitmonlee, but once they see I predicted their switched and foresighted, they generally get out of there before I can take them down.
- Choice Scarf Primeape can be a bad surprise for me team. I often get too comfortable with Scyther outspeeding things and assuming no scarves, while he gets outsped and dies by stone edge.
- Sigilyph, if he can set up (like on Natu or something), is a pain to bring down. Scyther and Hitmonlee usually get KOed before they can revenge, and Rotom-Cut doesn't even have a chance with the SpD boosts.
- Trick room is annoying. My pokemon are fast, with the except of Steelix (Lanturn is fast compared to say, Cofagrigus).
- Despite HP Ground, Magneton is tough to bring down, especially if Steelix is out of commision, can't EQ for some reason, etc.
So there you have it! It's one of my first teams, first I've posted. Two Volt Switchers, two U-Turners, and pokemon to support. Any tips would be much appreciated. Thanks!