Jab Jab POW (Volt-Turn Balance) (peak 1821)
Introduction
Here's a fun balance team I made for the ladder. "Jab Jab" refers to pretty much everything that chips away at the other team (Volt-Volt-Turn with Ferro and Heatran to tank hits), and "POW" refers to Mega Medicham's HJK/etc and sometimes Tapu Koko to clean late game. I've noticed that this team is notably weak to stall w/Mega Sableye (once Koko dies), scarf Victini, and Hawlucha (esp. Electric Seed). Zygarde is also scary if not played carefully around.
Teambuilding Process
The Team
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Scarf Lando-T provides some speed control. Earthquake is obviously necessary, U-turn is for momentum, Stone Edge is for Volcarona and occasionally catching Zapdos on the switch, and I added Knock Off mostly for Trick Room teams, so that my team stands some chance against those.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
I've tried Zap Plate, Wise Glasses, etc. (should I try Life Orb?), but I like Specs just because it hits so hard. Volt Switch guaranteed OHKO's Kartana after rocks, and without specs I pretty much stand no chance against Mega Sableye stall. HP Ice over HP Fire because I already have Rotom-W for Scizor and Mega Medi for Ferrothorn, and its nice to catch Landorus every once in a while.
Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Mega Medicham is on this team to come in and KICK KICK KICK. HJK + Ice Punch kills offensive Landos and Defensive Landos have limited switch ins. Zapdos also dies after some chip damage + rocks. Ferrothorn, Chansey, Heatran, Tyranitar and just a bunch of mons give Medicham free HJK's that are guaranteed to do good damage even if resisted. Importantly, it also kills Bulu after some Volt-Turn chip. This is the team's main answer to Zygarde (it usually lives a +1 Thousand Arrows from full).
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Pain Split
Rotom-W is my immediate switch-in to Lando-T, Toxapex, Mamoswine, and Mega Swampert. Waterium Z is mostly here to OHKO Lando-T and Mega Swampert (after some chip), and beat Scizor 1v1 (Hydro + Hydro-Z kills). It usually gets free defogs due to how common some of the mons it beats are. Pain Split is for longevity (especially since people love switching in Chansey on Rotom-W). I have considered switching Rotom-W out with Zapdos for an answer to Hawlucha, but I'm not sure about it just yet. (Putting Defog on Zapdos means I can't run both Heat Wave and HP Ice, both of which I need)
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
Ferrothorn is here to get up rocks, beat rain, and eat hits. It's a good pivot to dodge Leech Seed/Toxic so I can get free switches to Mega Medicham or Heatran. People on the ladder don't seem to expect two attacks, so sometimes it gets free kills on Bulu or Greninja. It's also the team's main answer for Mimikyu.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Protect
- Earth Power
Spdef Heatran is good for Zapdos and especially Thundurus-T, both of which wall the majority of my team. It's good for walling certain mons (Ninetails-A, Ferrothorn) and spreading Toxic/Lava Plume burns on the switch. It's also one of my only ways to beat Hawlucha (LOL), by Toxicing on the SD and protecting on the HJK. Protect also is good for scouting for moves and choice items, notably on Greninja-Ash and Tapu Lele.
Conclusion
Despite its weaknesses to common stuff like seed Lucha, M-Sableye stall, and trick room, this team still fares pretty well on the ladder. Its strong presence against rain, most HO (bar scarf Victini, that thing is scary), and stall w/o M-Sableye, among many other team archetypes, as well as its ability to beat the teams that match up well against it (through some aggressive play to prevent free switches and getting hard hits of my own in). The team is focused around being able to hit hard without having to set up and whittling teams down until Medi or Koko can pick them off, and keeping up momentum with the Volt-Turn core.
Sorry if this analysis isn't that great--there are probably a lot of things I'm missing because this team is mostly the result of experimentation and trying what works. Thanks for reading--suggestions would be highly appreciated! c:
Introduction
Here's a fun balance team I made for the ladder. "Jab Jab" refers to pretty much everything that chips away at the other team (Volt-Volt-Turn with Ferro and Heatran to tank hits), and "POW" refers to Mega Medicham's HJK/etc and sometimes Tapu Koko to clean late game. I've noticed that this team is notably weak to stall w/Mega Sableye (once Koko dies), scarf Victini, and Hawlucha (esp. Electric Seed). Zygarde is also scary if not played carefully around.
Teambuilding Process
This team has changed many times as I spent more time laddering, but I'll explain why I put various mons on it here.
My favorite ORAS team ran Mega-Mane + Lando-T Volt-Turn, so I tried again this time w/Tapu Koko because I love Volt-Turn. Then I added Mega-Medicham because I simply LOVE the thrill of kicking Hi Jump Kick.
I had Kartana, Greninja-Ash, and Toxapex as the last 3 at first but I slowly realized that HO + Toxapex killing my momentum every other turn would not cut it. I didn't mean to converge to Fire-Water-Grass, but it happened. I added Ferro/Rotom-W for rain teams (plus Rotom-W checks Lando-T hard), and Heatran because it's just good.
Honestly, I don't have that much to say here because the team just kind of formed as I experimented with it on the ladder.
My favorite ORAS team ran Mega-Mane + Lando-T Volt-Turn, so I tried again this time w/Tapu Koko because I love Volt-Turn. Then I added Mega-Medicham because I simply LOVE the thrill of kicking Hi Jump Kick.
I had Kartana, Greninja-Ash, and Toxapex as the last 3 at first but I slowly realized that HO + Toxapex killing my momentum every other turn would not cut it. I didn't mean to converge to Fire-Water-Grass, but it happened. I added Ferro/Rotom-W for rain teams (plus Rotom-W checks Lando-T hard), and Heatran because it's just good.
Honestly, I don't have that much to say here because the team just kind of formed as I experimented with it on the ladder.
The Team
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Scarf Lando-T provides some speed control. Earthquake is obviously necessary, U-turn is for momentum, Stone Edge is for Volcarona and occasionally catching Zapdos on the switch, and I added Knock Off mostly for Trick Room teams, so that my team stands some chance against those.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
I've tried Zap Plate, Wise Glasses, etc. (should I try Life Orb?), but I like Specs just because it hits so hard. Volt Switch guaranteed OHKO's Kartana after rocks, and without specs I pretty much stand no chance against Mega Sableye stall. HP Ice over HP Fire because I already have Rotom-W for Scizor and Mega Medi for Ferrothorn, and its nice to catch Landorus every once in a while.
Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Mega Medicham is on this team to come in and KICK KICK KICK. HJK + Ice Punch kills offensive Landos and Defensive Landos have limited switch ins. Zapdos also dies after some chip damage + rocks. Ferrothorn, Chansey, Heatran, Tyranitar and just a bunch of mons give Medicham free HJK's that are guaranteed to do good damage even if resisted. Importantly, it also kills Bulu after some Volt-Turn chip. This is the team's main answer to Zygarde (it usually lives a +1 Thousand Arrows from full).
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Pain Split
Rotom-W is my immediate switch-in to Lando-T, Toxapex, Mamoswine, and Mega Swampert. Waterium Z is mostly here to OHKO Lando-T and Mega Swampert (after some chip), and beat Scizor 1v1 (Hydro + Hydro-Z kills). It usually gets free defogs due to how common some of the mons it beats are. Pain Split is for longevity (especially since people love switching in Chansey on Rotom-W). I have considered switching Rotom-W out with Zapdos for an answer to Hawlucha, but I'm not sure about it just yet. (Putting Defog on Zapdos means I can't run both Heat Wave and HP Ice, both of which I need)
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
Ferrothorn is here to get up rocks, beat rain, and eat hits. It's a good pivot to dodge Leech Seed/Toxic so I can get free switches to Mega Medicham or Heatran. People on the ladder don't seem to expect two attacks, so sometimes it gets free kills on Bulu or Greninja. It's also the team's main answer for Mimikyu.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Protect
- Earth Power
Spdef Heatran is good for Zapdos and especially Thundurus-T, both of which wall the majority of my team. It's good for walling certain mons (Ninetails-A, Ferrothorn) and spreading Toxic/Lava Plume burns on the switch. It's also one of my only ways to beat Hawlucha (LOL), by Toxicing on the SD and protecting on the HJK. Protect also is good for scouting for moves and choice items, notably on Greninja-Ash and Tapu Lele.
Conclusion
Despite its weaknesses to common stuff like seed Lucha, M-Sableye stall, and trick room, this team still fares pretty well on the ladder. Its strong presence against rain, most HO (bar scarf Victini, that thing is scary), and stall w/o M-Sableye, among many other team archetypes, as well as its ability to beat the teams that match up well against it (through some aggressive play to prevent free switches and getting hard hits of my own in). The team is focused around being able to hit hard without having to set up and whittling teams down until Medi or Koko can pick them off, and keeping up momentum with the Volt-Turn core.
Sorry if this analysis isn't that great--there are probably a lot of things I'm missing because this team is mostly the result of experimentation and trying what works. Thanks for reading--suggestions would be highly appreciated! c:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Pain Split
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Protect
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Pain Split
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Protect
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
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