ORAS UU M-Amphy balanced VoltTurn

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ampharos-mega.gif
crobat.gif
empoleon.gif
florges.gif
darmanitan.gif
krookodile.gif


Introduction

Hello, I built this team the last year before stop playing Pokemon, so it's a XY team, not an ORAS one, that's why I post it here for obtain some tips and upgrade it for fit it on ORAS metagame.

So, the main member of this team is one of my favourite Pokemon : Ampharos. So, I started to build around him since the goal is sweep with him when evrything is prepared.

Now I wanted to add a Pokemon for fit really good with Ampharos defensively and offensively. After some researches, I found the ideal partner who is Crobat.

After this, I needed a Pokemon for heal M-Ampharos since it didn't have leftovers and I choosed Florges because it walls nearly evry special attackers of the tier.

Stealth rock is really usefull for long games and for break stuffs like focus sash, so I choosed Empoleon for this role for two reasons : it learns SR (obv lol) and it completes my Dragon/Fairy/Steel core.

I saw my team hasn't got so much offensive and/or fast mons, so choice scarf Darmanitan was the perfect choice since it also completes the VoltTurn core with Ampharos and Crobat and offers me a good offensive presence.

Finally, I added scarfed Krookodile as last member for make my offensive presece more important since it is really important on a VoltTurn team.

The team

ampharos-mega.gif

Ampharos (M) @ Ampharosite
Ability: Static
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Dragon Pulse
- Focus Blast

M-Ampharos is really amazing for late game sweep thanks to it great bulk and huge Special Attack. Volt Switch is for the VoltTurn core and for help Ampharos keep momentum. Thunderbolt and Dragon Pulse are two great STAB moves. And finally, Focus Blast is good for OHKO mons like Krookodile on a perdicted switch.


crobat.gif

Crobat (M) @ Black Sludge
Ability: Infiltrator
EVs: 128 HP / 200 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

This guy controles EH thanks to Defog and he could ruin some subbed mons thanks to it's ability. U-turn is here for keep momentum and complete my VoltTurn core. Roost is a great option for heal it. Finally, Brave Bird was choosen for keep an offensive presence and not let set up mons do their work.

empoleon.gif

Empo (Empoleon) (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Scald
- Roar

Empoleon was choosen for lay SR. Scald is really usefull for burn and cripple psychical sweepers or SD mons. Toxic is good for stallbreak and finally, Roar works well with Stealth Rocks and let me also ruin setted up mons. EV's are full Sdef, because like I told before, Scald could burn psychical mons and halve their damages.

florges.gif

Bulky flower (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy

This thing's goal is simple : Heal evryone by spamming Wish. Protect is good with Wish and Aromatherapy let me heal it from Toxic mons and other team members. Moonblast is here for the offensive presence since the SpA of Florges is amazing for let it do some damages without any Ev's on SpA. With this EV speard, Florges could survive a +1 Atk Poison Jab from Haxorus and finishes it with Moonblast.

darmanitan.gif

Mad guy (Darmanitan) (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Superpower
- Rock Slide

Choice Scarf Darmanitan is really good, I usually use it as lead. Flare Blitz is a powerfull STAB who gets an good boost from Sheer Force. U-Turn is here for control the game offensively. Superpower is for mons like Snorlax or Empoleon. Finally, Rock Slide was choosen because of it's high accuracy then Stone Edge.

krookodile.gif
U dead now (Krookodile) (M) @ Choice Scarf
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge

Krookodile is the second scarf if the team. Knock off is a viable STAB move who took out items like Eviolite and does great damages. Earthquake is the second powerfull STAB who is great for late game sweep with Moxie. Stone Edge is here for flying type mons. And finally, Pursuit was choosen for finish some frail/weakened mons who wants to safely get out of game like Chandelure or Espeon.​


Here is an Import of this team if anyone wants to test it :

Amphy (Ampharos) (M) @ Ampharosite
Ability: Static
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Dragon Pulse
- Focus Blast

Brave bat (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 128 HP / 200 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

Empo (Empoleon) (F) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Toxic
- Scald
- Roar

Bulky flower (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy

Mad guy (Darmanitan) (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Superpower
- Rock Slide

U dead now (Krookodile) (M) @ Choice Scarf
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge

It ends here guys ! I really hope obtain some tips for update this team for the ORAS metagame c:.
 
Good looking team! VoltTurn seems to always be an effective strategy, putting yourself in a good position to put the mon you want out front and face the way you want to. Your team looks really balanced as well.
However, I'd suggest Krookodile to hold Choice Band over Choice Scarf. Maybe it's just me, but I can't find why Choice Scarf would be the reason you'd use Krook. With a VoltTurn core, Krook should come in on a mon that it can take advantage of Pursuit, and the extra power Choice Band gives is far superior than Speed on a mon switching out. The extra power in Knock Off and EQ also picks up some serious damage that Crobat and Darmanitan can capitalize on. Even in your description, it doesn't seem that Krook really should be a Scarf mon, because it doesn't seem to be a cleaner, but instead more of a wallbreaker to take on opponents like Pory2, CurseLax and other Cro mons that rely on their items.

I'd love to also know how you tend to handle Mamoswine? Has that been a problem you've faced? What do you do if it seems to so easily switch in and take advantage of most, if not all of your mons? If this seems to be a problem, I'd consider changing Empoleon to Toxicroak-- as the extra speed and physical power threatens Mamo, and Dry Skin keeps a check on bulky water types. But I'd love to know your take before fully committing to the suggestion.
 
I will test CB Krookodile. For Mamoswine, the only way to cripple it was perdict an switch behind Amphy and Focus Blast it, so I will take Toxicroak. So now, the problem is that I only have one Special Attacker and I havn't got EH who are usefull, so I will take any suggestions. If I could, I will also try to find some replays c:.
 
Hi. Good team :)
Here are a few changes:

Roar Suicune over Empoleon because you are extremely weak to Mamoswine and Suicune forms a great core with Crobat which makes one deal with another's checks (barring Heliolisk). Suicune also has a great partner in Florges which acts as a cleric when Suicune's Resting. I'd run Dread Plate Krookodile instead of Choice Scarf with Intimidate, as Krookodile is a great Stealth Rocker, Knock Off-er and Pursuit trapper. Also, with Intimidate you can check the likes of Swords Dance Lucario at +2 which is very dangerous for your team.

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 12 Spe
Bold Nature
- Calm Mind
- Scald
- Rest
- Roar
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Pursuit
 
What's up man, cool looking team you have here. It's always really cool to see Mega Amphy being used, since it's an extremely underrated Pokemon nowadays due to its speed. But anyway, I'd like to recommend a couple of things to help out.

  • So first off I'd like to play with Crobat's EV spread a bit. The EV spread you have no doesn't have the necessary speed to outrun a lot of common threats in the tier. Just playing with the spread you have now I'd like to change it to 112 HP / 156 Atk / 4 SpD / 236 Spe with a Jolly Nature. This helps you outspeed the likes off an Adamant Mega Beedrill or Timid Sceptile, which is essential nowadays since these mons are relatively common. Another suggestion I could have on this Crobat is using Acrobatics over Brave Bird with no item. Crobat could be used as a really nice Knock Off absorber with just a little bit of power loss. I prefer to use Acro over Brave Bird since I don't like chip damage on my defogger but its really personal preference. Here's the set with the changes.
    crobat.gif

    Crobat
    Ability: Infiltrator
    EVs: 112 HP / 156 Atk / 4 SpD / 236 Spe
    Jolly Nature
    - Acrobatics
    - U-turn
    - Defog
    - Roost

  • Next, I'd like to recommend Suicune over Empoleon. Suicune gives you an extremely good physical check (especially Mamoswine as mentioned above) as well as a potential set-up sweeper with its access to Calm Mind. I'll recommend a Roar Set to help deal with other set-up sweepers such as Feraligatr or stuff like Reuniclus. My set is a little different than the one above, as I prefer to creep a little bit more on Suicune, I love the speed.
    suicune.gif

    Suicune @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 200 Def / 56 Spe
    Bold Nature
    - Scald
    - Calm Mind
    - Rest
    - Roar
  • Since you lost your Stealth Rocker, I'd like to second the suggestion Caliber made above and use Dread Plate or Earth Plate > Choice Scarf, Intimidate > Moxie, and Stealth Rock > Stone Edge on Krookodile. Rocks Krookodile and Crobat have extremely great synergy and are used on a ton of teams lately. But anyway, here's the set for the Krookodile.
    krookodile.gif

    Krookodile @ Dread Plate/Earth Plate
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Knock Off
    - Pursuit
    - Earthquake
    - Stealth Rock
  • And Lastly, I'd like to recommend using Bold > Calm on Florges. Since this is your main Fighting Check and Mence check, I feel Florges could have an easier time with these threats by giving it that extra 10% on the physical defense side. Florges will still have insanely high Special Defense even if you change to Bold as well, making it a great mixed wall.
    252 Atk Choice Band Heracross Close Combat vs. 252 HP / 232 Def Florges: 147-173 (40.8 - 48%) -- 7.4% chance to 2HKO after Stealth Rock and Leftovers recovery

    252 Atk Choice Band Heracross Close Combat vs. 252 HP / 232+ Def Florges: 133-157 (36.9 - 43.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

    252+ Atk Choice Band Heracross Close Combat vs. 252 HP / 232 Def Florges: 161-189 (44.7 - 52.5%) -- 84% chance to 2HKO after Stealth Rock and Leftovers recovery

    252+ Atk Choice Band Heracross Close Combat vs. 252 HP / 232+ Def Florges: 146-172 (40.5 - 47.7%) -- 5.5% chance to 2HKO after Stealth Rock and Leftovers recovery
But anyway, I hope you consider my recommendations! Good luck with your team!
 
Hey Lopoman,

I like the team. I'm a big fan of VoltTurn cores, it's probably one of my favorite ways to play, if only because it's so incredibly difficult to deal with. My typical preference, though, is to have a mon that can REALLY take advantage of a "free turn" on a VoltTurn team. In my estimation, that's one of the main draws of a VoltTurn team, because you're often forcing the opponent to either sacrifice a mon or risk letting in something that can setup and sweep with the click of a button.

If you read that last sentence, you probably know that I'm talking about one force of nature in UU in particular. I'll get to that, though.

First, Empoleon -> Suicune as suggested above is a great idea. CM Suicune can sort of function as this setup mon that takes advantage of VoltTurn, but it's a little less common due to the slow way in which it sets up.

Second, I recommend switching Krookodile to an Earth Plate model for those powerful EQs. In this team, you're going to want to take out Aggron and Doublade as soon as possible, as they are huge walls for a potential setup sweeper.

So my real big change (which overall will change, fundamentally, the way that this team plays) is to add Slurpuff over Florges. The way I see it, Florges is essentially a momentum sink on your team. You may be able to hit a slow Volt Switch with Ampharos, but you're almost always going to find it unlikely that you want to bring in Florges, because you can't really provide immediate offensive pressure on the team with just Moonblast. On the contrary, by having a Slurpuff in that same slot, you will find many more opportunities to win. A good example of this is a mon like Hydreigon - if Hydreigon is up against your MAmph, for example, it struggles with what to do if potential Slurpuff counters are taken out (so again, Doublade, MAggron, etc.) If it Dracos and kills Amph you are essentially free to BD up and sweep. If it switches out to take away momentum, you get a free Volt Switch or Dragon Pulse.

The set that I would recommend is as such:

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Return / Heal Bell
- Drain Punch

With this set, after a Belly Drum you will activate Sitrus and Unburden. It's a pretty standard set, the only notable thing being Heal Bell. HB has utility on Slurpuff, allowing it to BD even on mons that have Thunder Wave, as if they are unable to do 75% to you the turn after you can easily get rid of the status in order to sweep thereafter. The unfortunate part though is that you give up neutral and accurate coverage with Return.

Overall, I do understand that this makes your team more offensive, but by changing the two sets above (Cune and Krook) and adding Puff I think you are a lot more dangerous and have a much more clear path toward victory than "volt switch around a bunch and chip away at the opponent" which is sort of an issue that I can see in your current incarnation.
 
Thanks for these tips guys, so my team looks like this now : http://pastebin.com/6SdNRJpK ! I played it a little today morning and it works really well, bute the only problem that I encountered is the lack of priority moves. So if a set up mon like Cloyster gets a boost when Suicune is gone, it's really hard to handle them. For exemple, the only way to handle +2 Cloyster when Suicune is gone is to sac Krookodile (Intimidate will let Cloyster at +1 instead of +2) and Tb with non mega evolved M-Amphy and this strategy won't work if there are rocks :c. So some priority moves won't be too bad for this team I think, but I don't know what to put :c.

+1 252 Atk Cloyster Icicle Spear (5 hits) vs. 132 HP / 0 Def Ampharos: 290-345 (81.9 - 97.4%) -- guaranteed 2HKO
+1 252 Atk Cloyster Icicle Spear (5 hits) vs. 132 HP / 0 Def Ampharos: 290-345 (81.9 - 97.4%) -- approx. 68.8% chance to OHKO after Stealth Rock
 
Lopoman, I'd run Dread Plate over Earth Plate on Krookodile because you're gonna be clicking on Knock Off more than Earthquake, and thus, it is wise to increase its power
 
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