Introduction
Pokemon's been a permanent fixture of my life since it reached the US way back in '98. Admittedly, I wasn't the biggest fan of the competitive aspect for a long time, but I became more interested the older I got. While I understood the basics of movepools, EVs, and the like, there were some aspects that eluded me. After some consideration, I signed up for the Battling 101 tutorship program (for anyone lurking, it's a fantastic way to get a better understanding on competitive battling, so look into it if you're interested).The team that follows is a modified version of an in-cart team I started with, and while I've been toying with other teams, this is the one I've used the most (out of the pool of battles I've done), so I figured it's a good place to start. I'll attempt to provide as much information as I can try to make your jobs as effortless as possible. This is a somewhat balanced VoltTurn team, an archetype that's intrigued me due to its ability to deal damage and switch out to the appropriate teammate depending on the situation.
Updates:
- 6/6/16: Replaced Skarmory with Bisharp and Talonflame for Magma Storm Heatran.
- 6/6/16: Replaced Skarmory with Bisharp and Talonflame for Magma Storm Heatran.
At A Glance
-----
In-Depth
"23.Qxb4+."
Deep Blue (Bisharp) @ Lum Berry
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance






-----
In-Depth

"23.Qxb4+."
Deep Blue (Bisharp) @ Lum Berry

Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off

- Iron Head

- Sucker Punch

- Swords Dance

I've always said competitive Pokemon is similar to chess, so it's kinda funny that I'm using Bisharp. Suggested by Hector Hard Mode to replace Skarmory, Bisharp offers a way to check Pokemon like Tyranitar and Weavile that have been Choice-locked. It can eat one Will-O-Wisp from Rotom-W or Talonflame thanks to its Lum Berry, crippling the former with Knock Off. Defiant is a wonderful Ability that serves as a way to block Defog and Intimidate, increasing Bisharp's Attack enough that it can either help weaken and/or sweep the opponent. Adamant with 252 EVs turn Bisharp into a powerful threat, while 252 Speed helps break priority ties with Sucker Punch.
Knock Off serves as its main STAB move, removing Leftovers from bulky Pokemon and Choice items from more offensive foes. Iron Head lets Bisharp hurt Fairies lacking Fire and Fighting-type moves, as well as flinch. Sucker Punch makes up for its low Speed, denting (if not outright KOing) frailer, faster threats. Swords Dance lets me boost Bisharp's Attack when I find the right moment (usually when the opponent switches) so I don't have to always hope for a Defog or Intimidate.
Knock Off serves as its main STAB move, removing Leftovers from bulky Pokemon and Choice items from more offensive foes. Iron Head lets Bisharp hurt Fairies lacking Fire and Fighting-type moves, as well as flinch. Sucker Punch makes up for its low Speed, denting (if not outright KOing) frailer, faster threats. Swords Dance lets me boost Bisharp's Attack when I find the right moment (usually when the opponent switches) so I don't have to always hope for a Defog or Intimidate.

"Whatcha gonna do, brother, when Hulkmania runs wild on you?!"
Hulkmania (Azumarill) (M) @ Choice Band

Ability: Huge Power
EVs: 170 HP / 252 Atk / 84 Spd
Adamant Nature
- Waterfall

- Aqua Jet

- Play Rough

- Superpower

Azumarill was ridiculously rare in Gen II, and turned out to be a rather severe disappointment. Huge Power in Gen III followed by the physical/special split in Gen IV helped, but embracing its inner Fairy in Gen VI put Azumarill in the limelight. 100/80/80 defenses make the water rabbit somewhat tanky, too.
Adamant, Huge Power, 252 EVs, and a Choice Band max out Attack so it can smack things as hard as possible. The 84 Spd means I can outspeed Clefable and other uninvested base 60s. The rest goes into HP to cushion opposing attacks. You can also run 168 Spd to outspeed standard BD Azumarill. With 88 HP EVs, if the opponent's at +6 Aqua Jet does ~62% max (Play Rough OHKOs) while you have a ~31% chance to OHKO with your own Play Rough.
Waterfall is the most balanced physical Water attack Azumarill learns, while Aqua Jet's priority can help clean up weakened opponents. Play Rough, Azumarill's new STAB, hits Dragons and other Water Pokemon that resist Waterfall/Aqua Jet, while Superpower smashes Ferrothorn (though not without taking some nasty damage) and other Steel-types. Sadly, because Azumarill is somewhat predictable, I have to be careful with what move I choose so I don't let my opponent soak up a resisted hit with their switch-in.
Adamant, Huge Power, 252 EVs, and a Choice Band max out Attack so it can smack things as hard as possible. The 84 Spd means I can outspeed Clefable and other uninvested base 60s. The rest goes into HP to cushion opposing attacks. You can also run 168 Spd to outspeed standard BD Azumarill. With 88 HP EVs, if the opponent's at +6 Aqua Jet does ~62% max (Play Rough OHKOs) while you have a ~31% chance to OHKO with your own Play Rough.
Waterfall is the most balanced physical Water attack Azumarill learns, while Aqua Jet's priority can help clean up weakened opponents. Play Rough, Azumarill's new STAB, hits Dragons and other Water Pokemon that resist Waterfall/Aqua Jet, while Superpower smashes Ferrothorn (though not without taking some nasty damage) and other Steel-types. Sadly, because Azumarill is somewhat predictable, I have to be careful with what move I choose so I don't let my opponent soak up a resisted hit with their switch-in.

"And I'll form the head!"
Voltron (Manectric) (M) @ Manectite

Ability: Lightning Rod → Intimidate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt

- Volt Switch

- Flamethrower

- Hidden Power [Ice]

I'll admit, when Mega Manectric was first revealed, it was a little-silly looking. Granted, it still kind of is, but at least people know not to underestimate it much. But hey, it's a fun Pokemon, and has a pretty cool coloration as a shiny. Manectite is needed to Mega Evolve, and Intimidate softens blows from Scizor and Azumarill. Lightning Rod is fun to soak up Thunderbolts and Volt Switches from opposing Electric-types like Rotom-A, though.
252 EVs with Timid lets Manectric reach a blazing 405 Speed, while 252 in SpAtk lets it hit relatively hard. The extra point is put into Defense to make up for the HP Ice IVs while making sure Intimidate does what it's supposed to.
Sadly, Manectric is a bit of a one-trickpony lightning dog, so you're not seeing anything new in terms of moves. Thunderbolt is a safe, reliable STAB, with Volt Switch as an alternative. Volt Switch also allows me to scout and pivot into something else, as well as form the VoltTurn core with Landorus-T. While Overheat's raw power is tempting, Flamethrower hits the same targets without reducing attack power. HP Ice discourages Garchomp, Gliscor, and Landorus-T from thinking they can safety switch in, though it doesn't quite KO them sometimes.
252 EVs with Timid lets Manectric reach a blazing 405 Speed, while 252 in SpAtk lets it hit relatively hard. The extra point is put into Defense to make up for the HP Ice IVs while making sure Intimidate does what it's supposed to.
Sadly, Manectric is a bit of a one-trick

"Transformation! Jet Garuda!"
Jet Garuda (Latios) @ Life Orb


Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor

- Psyshock

- Roost


- Defog

One of the rare (if not the only) Pokemon that outclasses its own Mega Evolution, Latios was added as a Keldeo check and hazard remover. As a Dragon-type, it brushes off attacks aimed at my other Pokemon (Grass and Electric moves for Azumarill, Water attacks for Heatran and Landorus-T, etc.). Levitate lets it dodge Earthquakes meant for M-Manectric, which is always useful.
Like M-Manectric, Timid and 252 EVs allow Latios to use its fantastic Speed tier. 252 in SpAtk with a Life Orb lets Latios open up holes for M-Manectric to sweep. 29 HP IVs hits a Life Orb number to reduce the amount of recoil. 0 Atk IVs reduces confusion and Foul Play damage, though if running Earthquake you can use 31 IVs with 4 EVs to hit 252 HP non-Air Balloon Heatran for ~76% minimum. A Colbur Berry can be used to let Latios tank one Dark-type move, especially Pursuit.
Draco Meteor is a wonderful attack that dents any non-Fairy-type, especially when boosted by Life Orb. Recoil on both ends means that Latios can't stay in long, but that's part of the point, I suppose. Psyshock is the secondary STAB that sneaks around special walls. Roost helps mitigate damage taken from Life Orb and switching into resisted attacks, but Latios seems to have a bad habit of becoming burned or Toxic'd. Defog gets rid of entry hazards, preventing VoltTurn from backfiring on me (though I have a bad habit of letting Latios faint before I can do so). Earthquake is slashed on Roost to hit Heatran for a good amount, since it tends to switch in against Latios more often than not.
Like M-Manectric, Timid and 252 EVs allow Latios to use its fantastic Speed tier. 252 in SpAtk with a Life Orb lets Latios open up holes for M-Manectric to sweep. 29 HP IVs hits a Life Orb number to reduce the amount of recoil. 0 Atk IVs reduces confusion and Foul Play damage, though if running Earthquake you can use 31 IVs with 4 EVs to hit 252 HP non-Air Balloon Heatran for ~76% minimum. A Colbur Berry can be used to let Latios tank one Dark-type move, especially Pursuit.
Draco Meteor is a wonderful attack that dents any non-Fairy-type, especially when boosted by Life Orb. Recoil on both ends means that Latios can't stay in long, but that's part of the point, I suppose. Psyshock is the secondary STAB that sneaks around special walls. Roost helps mitigate damage taken from Life Orb and switching into resisted attacks, but Latios seems to have a bad habit of becoming burned or Toxic'd. Defog gets rid of entry hazards, preventing VoltTurn from backfiring on me (though I have a bad habit of letting Latios faint before I can do so). Earthquake is slashed on Roost to hit Heatran for a good amount, since it tends to switch in against Latios more often than not.

"I. AM. WHITEBEARD!!"
Whitebeard (Landorus-Therian) @ Choice Scarf

Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake

- Stone Edge


- Knock Off

- U-turn

This guy has grown on me. The second part of the VoltTurn core, it boasts amazing power with a great movepool. Being Scarf-locked into one move is kind of annoying to play around, but the extra Speed lets Lando act as a revenge killer, so that's cool. Intimidate softens physical blows, and being part Flying further reduces damage from Fighting and Bug attacks while ignoring Earthquakes.
The spread maximizes Attack and Speed, with Jolly boosting the latter even further. You can also try a spread of 80 HP / 196 Atk / 232 Spe to avoid the 2HKO from LO Excadrill's Iron Head if Rocks aren't up.
Earthquake is the ubiquitous STAB move, shaking things up more than the latest Marvel plot twist. Stone Edge smacks Flyers and Levitating 'mons with its good typing and power. While 80% accuracy isn't the best, the high crit rate almost makes up for it. Superpower can be used instead to OHKO M-Lopunny. Knock Off is just fun, especially when you catch Chansey or something with Assault Vest coming in. It's also not a terrible move to be Choice-locked into, since it can remove at least one more item. U-turn lets Lando pivot into a teammate to use another move later or Intimidate another threat as needed.
The spread maximizes Attack and Speed, with Jolly boosting the latter even further. You can also try a spread of 80 HP / 196 Atk / 232 Spe to avoid the 2HKO from LO Excadrill's Iron Head if Rocks aren't up.
Earthquake is the ubiquitous STAB move, shaking things up more than the latest Marvel plot twist. Stone Edge smacks Flyers and Levitating 'mons with its good typing and power. While 80% accuracy isn't the best, the high crit rate almost makes up for it. Superpower can be used instead to OHKO M-Lopunny. Knock Off is just fun, especially when you catch Chansey or something with Assault Vest coming in. It's also not a terrible move to be Choice-locked into, since it can remove at least one more item. U-turn lets Lando pivot into a teammate to use another move later or Intimidate another threat as needed.

"Gaburincho! Allomerus! Mera Mera!"
Allomerus (Heatran) @ Leftovers

Ability: Flash Fire
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm

- Toxic


- Taunt

- Stealth Rock

I've been wanting to try Heatran for a while, so I jumped on Hector Hard Mode's suggestion to use it in place of Talonflame. Fire/Steel means it serves as an excellent check to Clefable, M-Venusaur, and Amoonguss while absorbing burns and Toxics for the rest of my team. This variation of Heatran also puts pressure on stall teams, trapping them with Magma Storm while wearing them down with Taunt and a status move. Leftovers is Heatran's only recovery, so be wary if you see something on the other team that can use Knock Off or Trick.
252 EVs with Timid lets Heatran outspeed some of the bulkier Pokemon it goes up against. 112 HP gives it some bulk along with a chance to survive attacks like Scizor's Superpower and Focus Blast from Clefable, M-Gardevoir, and M-Charizard Y. The rest goes into SpAtk to power up Magma Storm.
252 EVs with Timid lets Heatran outspeed some of the bulkier Pokemon it goes up against. 112 HP gives it some bulk along with a chance to survive attacks like Scizor's Superpower and Focus Blast from Clefable, M-Gardevoir, and M-Charizard Y. The rest goes into SpAtk to power up Magma Storm.
Heatran's signature move Magma Storm traps Pokemon that can't hurt it while OHKOing Scizor, Magnezone, and Breloom, among others. Toxic hits Talonflame and does more damage over time, especially if the opponent's recovery has been blocked, but Will-O-Wisp cripples physical attackers like Bisharp. Taunt lets Heatran block status moves, especially recovery, Thunder Wave, and entry hazards. Stealth Rock is a widely debated move that helps score some KOs due to it chipping damage on switch-ins.
-----Threat List
- Pursuit/Entry Hazard Users
While VoltTurn is great at gaining momentum, it's very weak to Pursuit and repeated switches into hazards. Latios in particular is weak to all Pursuit users and susceptible to 50/50s if they're packing Knock Off/Crunch (though hits anything hard with Draco Meteor as they come in). Azumarill can handle Weavile and Hippowdon (in theory), Landorus-T takes on Tyranitar lacking Ice Beam, and Heatran can burn Bisharp and possibly Tyranitar while Taunting to prevent hazards. Hippowdon can't switch into Latios, though, from what I understand.
- Kyurem-B
Latios and Landorus-T outspeed and can threaten with Draco Meteor and Stone Edge (Knock Off if it's Scarfed) respectively but fear eating Ice Beam. If it's locked into a move other than Earth Power, Heatran can status it.
- Heatran
Landorus-T or Azumarill can catch it on the switch-in (though who'd put Heatran out against them?) but hate getting poisoned or burned. M-Manectric can hurt it but lacks the power or bulk to stay in on it.
- Belly Drum Azumarill
If this thing gets set up, it's game over. Azumarill can outspeed it with a chance to KO. If it's worn down enough or I get lucky with Intimidate drops, Bisharp might be able to take it out with a boosted Sucker Punch.
- Stall
Landorus-T can Knock Off anything but Sablenite when played right and has to be careful of status. Heatran functions well against this archetype but can't get worn down too much. Azumarill, however, can hit pretty much any Pokemon but Skarmory or Amoonguss for a good amount of damage.
-----
Previous Members
Billion Bird (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Head
- Roost
- Whirlwind
- Stealth Rock
Jyuoh Eagle (Talonflame) (M)
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
-----




While VoltTurn is great at gaining momentum, it's very weak to Pursuit and repeated switches into hazards. Latios in particular is weak to all Pursuit users and susceptible to 50/50s if they're packing Knock Off/Crunch (though hits anything hard with Draco Meteor as they come in). Azumarill can handle Weavile and Hippowdon (in theory), Landorus-T takes on Tyranitar lacking Ice Beam, and Heatran can burn Bisharp and possibly Tyranitar while Taunting to prevent hazards. Hippowdon can't switch into Latios, though, from what I understand.

Latios and Landorus-T outspeed and can threaten with Draco Meteor and Stone Edge (Knock Off if it's Scarfed) respectively but fear eating Ice Beam. If it's locked into a move other than Earth Power, Heatran can status it.

Landorus-T or Azumarill can catch it on the switch-in (though who'd put Heatran out against them?) but hate getting poisoned or burned. M-Manectric can hurt it but lacks the power or bulk to stay in on it.

If this thing gets set up, it's game over. Azumarill can outspeed it with a chance to KO. If it's worn down enough or I get lucky with Intimidate drops, Bisharp might be able to take it out with a boosted Sucker Punch.


Landorus-T can Knock Off anything but Sablenite when played right and has to be careful of status. Heatran functions well against this archetype but can't get worn down too much. Azumarill, however, can hit pretty much any Pokemon but Skarmory or Amoonguss for a good amount of damage.
-----
Previous Members

Billion Bird (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Head
- Roost
- Whirlwind
- Stealth Rock

Jyuoh Eagle (Talonflame) (M)
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp
-----
REPLAYS
(Fair warning: these take place at 1200-1300+ on the PS Ladder)
(Fair warning: these take place at 1200-1300+ on the PS Ladder)
- https://replay.pokemonshowdown.com/ou-381555564 - In which Landorus-T shows that being Choiced-locked into Knock Off isn't bad.
- https://replay.pokemonshowdown.com/ou-382419732 - In which Azumarill claims MVP status despite being Burned early on.
- https://replay.pokemonshowdown.com/ou-382875522 - In which both sides claim KOs with Bisharp but only one comes out on top.
- https://replay.pokemonshowdown.com/ou-382912107 - In which Heatran shows off and Amoonguss annoys me more than it should.
- https://replay.pokemonshowdown.com/ou-383916430 - In which Forretress' efforts are blocked by Latios and I keep running into Spiky Shield.
I'd like to give a HUGE shout-out and thank you to Genesis7, my Battling 101 tutor for all his help in putting this team together and helping me become more accustomed to competitive battling.
I've been eager to write up a RMT for a while now, and I hope I've done a good enough job. I look forward to your input (and points for recognizing some of my nicknames)!
Importable
Deep Blue (Bisharp) @ Lum Berry
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Hulkmania (Azumarill) (M) @ Choice Band
Ability: Huge Power
EVs: 170 HP / 252 Atk / 84 Spd
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Voltron (Manectric) (M) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Jet Garuda (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Whitebeard (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Allomerus (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Will-O-Wisp
- Taunt
- Stealth Rock
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Hulkmania (Azumarill) (M) @ Choice Band
Ability: Huge Power
EVs: 170 HP / 252 Atk / 84 Spd
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Voltron (Manectric) (M) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Jet Garuda (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Whitebeard (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Allomerus (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Will-O-Wisp
- Taunt
- Stealth Rock
Last edited: