ORAS OU Jumpman - Volt Turn Offense

Scotti

we back.


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Now that OST started I didn't want to reveal any of my newer teams, so I just decided to RMT one of my older teams that I really enjoyed using. I was also planning on making an rmt for awhile now, but I never got around to it. However, today is the last day of January, so now is a better time then never. I don't have much else to say except that this is a pretty fun and good ass team (except against rain) and I hope for some decent feedback.


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I started off with a pretty standard and solid core of Mega Man, Lando-T, and Jirachi. These 3 cover a ride variety of threats in the metagame and provide a very solid volt turn core, the best in the tier in my honest opinion.

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The next mon I added was latios, because I need a decent switch in to bulky waters, keldeo, zard y, and electric types. Latios also hits pretty fucking hard and is just a solid mon all around.


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The next mon I added was keldeo, because keldeo is just a solid wallbreaker and mon that patched many holes in the team. My weakness to bisharp and weavile were pretty big, so keldeo helped with that greatly. Overall just a solid mon to cover weaknesses and wallbreak.

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The final mon I added was breloom, because I felt like the team still struggled against bulkier builds and because of my hate for mega slowbro. Seriously that fat shit fuck never dies, so breloom helps with that. Breloom also add another way to win against mega sab, besides keldeo.

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

Main Role:
The main reason for Mega man was, because the metagame right now is very offensive heavy. With the banishment of goth stall, and the decline of teams utilizing mega sableye, Hyper Offense, Bulky Offense, Weather Offense, or any type of offensive team really is starting to shine. Mega Man is great because, Mega Man puts tons of pressure on all type of offensive teams. Its shiny example of a speed, movepool, and ability allow this monster to be a massive threat to offense. So why not use it I said.

Specific Trait:
Mega Manectric takes one a variety of threats such as, Tornadus-t, Thundurus-I, Mega Pinsir, Talonflame, and there are probably more but that would take too long. Mega Man is essential to this team as it is supposed to pressure my opponent the entire game. Early, Middle, Late, you name it. Intimidate is also a joy to have, as it makes having to switch in to threats a lot easier, making it easier to play with this team overall.

Moves and EVs:
The EVs and Moves are pretty standard. Max Spe and SpAtk to get the full benefit of Mega Manectric, and standard move set. I prefer Flamethrower over Overheat "heh double over" because, I find Flamethrower to be more safe and secure compared to Overheat. As I might need to nab a kill, but can't thanks to half SpAtk.

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KING (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 12 SpD / 4 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

Main Role:
The main role of Landorus-T on this team is to take on the powerful physical attacker of the tier, add another component of the volt-turn core, and pretty much get up rocks. I really like defensive Landorus-T in the metagame right now, because it handles soo many powerful threats. Landorus-T really helps my match up against sand offense. Sand Offense is a very popular and powerful playstyle right now, as it is just extremely solid against a lot of styles. However, the biggest threat on Sand Offense is Excadrill. Excadrill pretty much destroyed offensive teams, so having Landorus-T is a great boon.

Specific Trait:
Landorus-T allows this team to not be swept by Talonflame, Mega Medicham, Mega Lopunny, Mega Metagross, Jirachi, Garchomp, and the 2 most important ones Mega Charizard X and Excadrill. Both of those are some of the biggest threats to offensive teams and is why Landorus-t is starting to become more popular than Tank Chomp. Landorus-T also forms a pretty solid Intimidate core with Mega Manectric allowing them to make physical attackers less of a threat to this team.

Moves and EVs:
I decided to go with Rocky Helmet over Leftovers, because I found the extra damage to help a lot, mostly when I needed a bit of damage to nab a KO with either Jirachi and Mega Manectric. The EVs are mostly standard except I prefer to be slower than opposing Landorus-Ts, so I can U-Turn later then them, allowing me to keep up momentum and pressure onto my opponent.

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GENOS (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Heart Stamp
- Healing Wish

Main Role:
Jirachi is such a really great pokemon right now. Back in XY this thing was like UU, but now in ORAS this thing came back full force. Jirachi is such a great mon in this metagame, because it takes on so many of the biggest threats in the ORAS metagame, thanks to its typing and movepool. Jirachi is also the last component of the Volt-Ture core, and maybe the most essential. Also you didn't already know all the pokemon on this team is named after a One Punch Man character.

Specific Trait:
Jirachi gives me a check to Weavile, Tornadus-T, Mega Venusaur, Mega Gardevoir, Mega Diancie, Clefable, Togekiss, Latios, and any other fairy out there. Serene Grace is also a BITCH, as it allows me to flinch everyone to death. Jirachi is also really helpful Late game, as some games I can Iron Head to victory, while in other I can Healing Wish another to finish the job.

Moves and EVs:
The moves and EVs are pretty standard, however, I am thinking about trying other moves over Heart Stamp to see if there are any to better the team.

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SONIC (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Calm Mind / Defog /Sandstorm

Main Role:
The main role of Latios is to wallbreak, defog, or ...set up sandstorm. Before I get flamed down below here me out. Well I will explain at my moveset choices. Anyway, Latios is a very solid pokemon right now despite, being in a metagame filled with dark types and Pursuit users. Latios is pretty important to this team as its the glue that helps me against a lot of specific threats.

Specific Trait:
Latios helps a ton against some of the strongest wallbreakers in the metagame. Keldeo, Mega Charizard Y, Manaphy, and some thundurus sets. Latios is also helps against fast electrics that sadly plague this metagame. Finally, depending on the set I run latios gives an important advantage that can seriously help my team.

Moves and EVs:
Okay, so 3 of latios moves are obviously standard, so let me move past that. Calm Mind is nice on latios, as it integrates a third wallbreaker into the team. This makes it easier for both Mega Manectric and Jirachi to clean up against weakened teams. Defog allows me to obviously gets rid of hazards, which I don't know if it is better than Calm Mind. Getting rid of hazard is nice and all for Volt-Turn teams, but it wastes soo much momentum. That is is why I'm not really sure if it sure be first slashed, but I will see after the opinions of others. Finally, Sandstorm. Sandstorm is something I haven't really tested enough, because I thought of it today when I was going through the threat list of this team. This team gets 6-0d by Kingdra in rain, and rain in general is just really threatening. While, I was creating this RMT, I was like someone is already going to say rain is a huge threat. However, I couldn't find a good way to defeat it without being weaker in another area. Until I stumbled upon the saving grace of sandstorm latios. I used this set last gen back in BW, but it hasn't seen much usage since perma weather was disbanded. So I thought maybe it could be of use in this generation, however, I won't know until after I test some more, but I wouldn't mind hearing the thoughts of others.

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MUMEN RIDER (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind / Hidden Power [Flying]
- Scald

Main Role:
Keldeo is one of my main wallbreaker on this team. Keldeo is extremely good in the metagame right now. Keldeo typing is one of the best in the tier, as it offers me resistance to Dark Types, Water Types, Rock Types, and Fire Types. Not only that, but Keldeo also has a nice speed tier, which allows me to outspeed the large number of base 100 Wallbreakers. Finally, burning stuff is really fun.

Specific Trait:
The biggest reason for adding Keldeo was for its resistance to a few specific types, but Keldeo is most for a few key pokemon such as Bisharp, Weavile, Tyranitar, Heatran, Chomp Leads, and its a secondary counter to Mega Scizor just in case I lose Mega Manectric. Keldeo is also my main way checking rain teams, outside of the great Sandstorm Latios.

Moves and EVs:
The Moves and EVs are standard, but I have a conflict on which move I should choose. Icy Wind is really helpful against dragon types such as Latios, Latias, Dragonite, and it does decent damage to Amoonguss. However, Hp Flying allows me to lure in and defeat both Amoonguss and Mega Venusaur. 2 pokemon that keep Breloom from wall breaking at its fullest potential. I see the benefit of both, but I feel like not having Icy Wind makes me weaker to the Lati twins.

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SAITAMA (Breloom) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Focus Punch

Main Role:
Finally, one of my favorite pokemon in the metagame right now. Breloom is such a great pokemon in the current metagame thanks to priority, typing, and overwhelming power. Breloom offers me a check to a lot of offensive threats in the metagame right now, and it allows me to wall break against fatter builds. I also hate facing Mega Slowbro, so having something that annihilates it, is a blessing from god. Also I named it Saitama because, it hits so hard O:

Specific Trait:
Breloom gives me a secondary check to Excadrill, Weavile, Bisharp, Tyranitar, and allows me to win against bulky waters such as Azumarill, Suicune, Slowbro, Mega Slowbro, and any other fat bulky water they throw at me. Breloom also pressures rain team heavily, thanks to its move pool that hits most of the mons on rain teams for a large amount. Priority in general is really nice for any time, and putting important threats to sleep is also a nice thing.

Moves and EVs:
The moves and EVs are pretty standard outside of Focus Punch, which is gaining popularity pretty quickly, thanks to how good it is. Focus Punch allows me to wall break against bulkier teams, which in returns allows Jirachi and Mega Manectric to clean up against weakened teams. Even though Swords Dance helps me break down teams also, it lacks the immediate power of Focus Punch, and SD sets can't break through some of the threats that Focus Punch can such as Skarmory, Latias, Tangrowth and do a hell of a lot to Mega Venusaur and Amoonguss.


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I don't have much to say except for I hope you enjoy and wish me luck in ost :]​

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Threats
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Kingdra-
Rain in general, but Kingdra just destroyes everything.
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Volcorona-
I get rekt'd by this thing, but I think Lando-t can live a hit.

Shoutouts

Anyway who has talked to me consider yourself in here.

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

KING (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

GENOS (Jirachi) @ Choice Scarf
Ability: Serene Grace
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Heart Stamp
- Healing Wish

SONIC (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Calm Mind

MUMEN RIDER (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald

SAITAMA (Breloom) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Focus Punch

 
Nice team overall. My biggest issue is that some fat grass/psychic types can prove to be a issue. Im referring to Celebi. While celebi's not exactly the most common thing its not exactly good when your entire team can possibly struggle to beat it. Mega Latias also could be a potential issue so it might be a good idea to have answer to fat psychic's would be really nice on this team. For this reason i commend using SD Bisharp over Breloom. Sd bisharp poses a huge threat to said psychic types which is pretty nice. While you do lose out on breloom's Utility spore and to a extent slightly worsen your match up vs water types specs keldeo + Mane + CM latios should be able to overpower them just fine. Other then that great team!

Bisharp @ Black Glasses/Life Orb/Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
 
This is a very nice team you have. I think I am going to have to agree with BlazeLatias and say Bisharp over Breloom would help your team out immensely. Not just for Celebi but also to help your match up against Mega Altaria lacking earthquake. I think missing out on the utility of Breloom for better coverage is worth it.
 
Hey Scotti, cool squad. Funnily enough, I have a team almost exactly the same as yours but Azu>Keld. And funnily enough, this is what imma suggest. Azu>Keld can help you patch up the weakness to Rain and Volcarona. It also gives you another answer to ZardX at +1, which can be rather threatening to your team. There are several sets that you can use here but I found Band or Lum to be the most consistent.

You do, however lose a lot of resists with Azu which is why you could go Scarf Keldeo>Specs Keldeo to deal with Volcarona at +1 and then revenge with Breloom's Mach Punch. It also outspeeds Adamant Mega Swampert and Kabutops under rain which is nice. Hope I helped and have fun battling :D

PS. Jumpman Jumpman Jumpman

Calcs: 252 SpA Keldeo Hydro Pump vs. +1 72 HP / 0 SpD Volcarona: 230-272 (69.9 - 82.6%) -- guaranteed 2HKO
252+ Atk Life Orb Technician Breloom Mach Punch vs. 72 HP / 0 Def Volcarona: 99-117 (30 - 35.5%) -- 33% chance to 3HKO
In short:
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off/Superpower

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off
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Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
 
Yo Scotti, nice team ^^ I think there's one change that can be made to help improve your team.

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I'd suggest Volcarona over Breloom. Right now, your team struggles against the likes of grass-types, and having two fighting-types in Breloom and Keldeo only aggreviates this weakness. Volcarona complements the team really well and vice versa, I chose Breloom as the expendable memeber because Keldeo checks the likes of Bisharp and Weavile much better than Breloom, while also being able to muscle through some defensive cores that Breloom can't. Volcarona is also capable of taking a hit from the likes of Serperior and M-Alakazam, pokemon that are very threatening to this team.

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz/HP Ground

Hope I helped
 
SELF RATE / IDEA FROM PREVIOUS RATES

Aye thanks for all the rates. After some thinking, I believe I came up with a decent solution to the problems in this team. The biggest thing is my difficulty breaking grass types. Most of these rates give me a way to defeat them, without weakening my team overall which I like. However, I was still weak to kingdra and volc. I also enjoyed skarms rate as azumarill is extremely helpful against my biggest weaknesses(kingdra and volc). That is why I wanted to try Banded Azu over Breloom. This fixes my biggest weakness without opening any bigger threats. It gives me a away to take on those threats, better match up vs sand offense, better match up vs rain offense, and another weavile, keldeo, and zard x check. However, the reason I am not replacing breloom for a pokemon that does well against grass types, because I think I have some smaller changes that can help. Hp Flying on keldeo and Overheat on Mega manectirc. This allows me to get more damage on defensive grass types. The only ones that are truly threatening are amoonguss and really only amoonguss. As tangrowth gets smacked by secret sword and play rough, Venu lacks regen, and celebi loses to volt turn concept of this team. Amoonguss is threatening, but hazards, scald burns, knock off azu, hp flying keld, and overheat mane makes winning a reality. I feel the overall concept of this team really gives me a fighting chance against defensive grass types without changing too much. However, I am not going to 100% make the changes as I would like to get more in put from others. Thanks for the rates.
 
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