Hey there, RMT forums. It is I, Gennosuke Fujiki the Lazy Rater, ready to have my very own team rated by someone who does not hold the prefix "Lazy Rater". Hopefully, that is. Anyways, as the title suggests, this is a VoltTurn team which I've used slightly less than a month now. The team itself is very simple and fairly effective, and I'm quite satisfied with it. Still, there are some mons that this team struggle against, but I'll get to that later. In any case, let's start with the teambuilding process. But before that, the team looks like this.
Okay, so I started off with making a very simple RotomZor core for what I first intended to be a balanced team. But after a lot of testing with the balanced team I made, as well as the discovery of Genesect being back in OU, I scratched the first team and went all out VoltTurn. Rotom-W is a physically bulky set, as that's what all Rotom-Ws should run, and Scizor is a specially defensive build.
So, as I mentioned, the mon Genesect had made a return to OU, and this is something I TM28 a lot. I figured I'd use one, so I added him to my to-be VoltTurn and he worked wonderfully. I am still a zealous lover of the Physical biased mix set, so that's what I went with.
I needed rocks. So I went with Gliscor. In all honesty, I could've just as well gone with Lando-T, but I also wanted Taunt for shit like Klefki and Ferrothorns.
Okay, I gotta admit it. I love this thing. It has more SWAG than Makoto Itou, and it has more fire power than Makoto Itou's dick. So, I added him to my team. His set has been in constant change, however, from a sub3attack set to an agility set to an Earth plate pivot to what is now a CB set, and I'm still not sure what I should run out of them. They all have had their own parts of success, but what benefits my team the most I am uncertain of.
Finally, the mon with a Hidden Ability we are not sure if it's relevant or not, I'll use it aslong as it is relevant. Contrary Serperior is an amazing mon... with a not-so-amazing movepool and offenses. In fact, only it's speed is amazing... but nevermind that, it has Contrary Leaf Storms to dish out very, very strong Nasty Plots.
Alright, let's get to the team itself.
I hate socks (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 124 Def / 100 SAtk / 36 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Say hello to Mr. OU himself, Rotom-Wash. This Rotom-W is the physically build with a very simple RestoChesto twist. The moves are fairly standard for any Rotom in Hydro Pump, Volt Switch and Will-o-Wisp, but it does also have the Rest in case it runs low and also means this mon is a safe switch into status-dishers. His role on the team is simply to be that one Volt Switcher which, as we know from 5th Gen, forms a splendid VoltTurn combo with Scizor. Now, being a defensive set, it obviously has a Defensive role but I'll get more into that with the OU threatlist at the end.
Chopper (Scizor) @ Scizorite
Ability: Technician
EVs: 216 SDef / 252 HP / 40 Atk
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Scizor, the second mon in a RotomZor VoltTurn core, is also my second pick. As you can see on the EVs, his primary spread is specially defensive based. This also means he's one of my bulky mons, because my favorite playstyle involves bulk. Now, with the given EV spread will his special defense be higher than his defense, thus making it so that Genesect gets an attack boost instead of a special attack, which means I can safely switch out to a teammate in fear of Flamethrower. Simple, yet effective. Also, his defensive stats are quite amazing, so there's that. Bullet Punch for the priority Technician STAB which is what makes Scizor so good, U-turn for pivoting, SD for a final sweep or boosted U-turns and Roost for recovery.
Inferior (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 Spd / 200 SAtk / 56 HP
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Leaf Storm
- Substitute
- Hidden Power [Fire]
And then there's Serperior, the french-dragon-snake-thing-that-for-some-reason-isn't-dragon-type-whilst-I-believe-it-should've-been. This mon is quite amazing. It has enough firepower to break through what it needs to break through unboosted, and after a boost is this thing a grand threat. With the given EVs and IVs will no Foul Play from any mon ever break Serperior's subs, giving him a free Leaf Storm off or the potential to dodge Klefki's Twaves better. A tiny thing, sure, but still is there. As for the Hidden Power of choice... well, it's a hard decision between Fire and Ground, as I choose between being walled by Heatran or being unable to truly damage Gene/Zor/Ferro. I went with Fire though, as Heatran isn't used all that much as well I personally I have the ground moves covered with my team. Dragon Pulse is chosen as it honestly is the only other special attack option I can run. It does hit Dragons for SE damage though, so it's fine.
Swaggersby (Diggersby) @ Choice Band
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Return
The newest Huge Power Rabbit, the swagbbit. Now, this thing is scary as shitfuckton with his STAB Huge Power EQs. He has his advantages over Azumarill in good STABs and access to U-turn, but aside from that he isn't as bulky as I want him to be nor is he fast enough to outspeed anything worthwhile. Well, maybe aside from Heatran which is very nice. He is generally my mainswitch-in to a stray flamethrower if Rotom-W is dead or weakened. Earthquake is an obvious choice, and it's a very powerful move. Return is for flying types or EQ resists, and the moves compliments eachother fairly well. Stone Edge is there to form an EdgeQuake core with EQ, and it hits Flying types harder than Return. U-turn is for pivoting, and this U-turn is actually stronger than Genesect's unless Genesect gets an Attack boost from Download.
Click U-turn (Genesect) @ Choice Scarf
Ability: Download
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Flamethrower
This genetic robot insect, cyborg insect as it is, is so powerful. This is basically one of the two variants of the Physical scarf set from 5th Gen Ubers, and I personally prefer this by a large margin to the special variant which ravaged OU before it's ban a year ago. U-Turn is a given choice, as it is basically the move Genesect goes for 90% of the time on any set that isn't Rock Polish sets. Ice Beam is there for any dragon that would try and threaten this team, aside from ScarfChomps and ScarfMences with a fire move. Iron Head is the second physical STAB which works fairly well in OU, as it hits hard and has a chance at flinching. Flamethrower is there for opposing Genesect, Forretress, Ferrothorn, Scizor etc etc etc. A solid mon overall.
Battening intesifies (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Taunt
- U-turn
Finally there's the bat from 4th gen which has an infamous reputation of being annoying. This thing does face severe competition from Landorus-T, however it has better recovery as well as Taunt, so I prefer this one. He does more often than not see little use and when he does see use, he dies mid-game. His role is simply to get off Rocks, and after that he really isn't that important for anything. He can dodge EQs, which is nice, but so can Rotom (and he can threaten them back with Hydro), so his roles are limited. EQ is there for obligatory STAB, Rocks is the best move in the game even today, Taunt is there to stop certain mons from doing any shenanigans and U-turn is there for pivoting.
And that's my team. As for threats and what not, you gotta wait a little on the list. I will cover it all from the featured list on this forum, so I'll get to it soon enough. In any case, rate it as it is before the list is also fine.








Okay, so I started off with making a very simple RotomZor core for what I first intended to be a balanced team. But after a lot of testing with the balanced team I made, as well as the discovery of Genesect being back in OU, I scratched the first team and went all out VoltTurn. Rotom-W is a physically bulky set, as that's what all Rotom-Ws should run, and Scizor is a specially defensive build.

So, as I mentioned, the mon Genesect had made a return to OU, and this is something I TM28 a lot. I figured I'd use one, so I added him to my to-be VoltTurn and he worked wonderfully. I am still a zealous lover of the Physical biased mix set, so that's what I went with.

I needed rocks. So I went with Gliscor. In all honesty, I could've just as well gone with Lando-T, but I also wanted Taunt for shit like Klefki and Ferrothorns.

Okay, I gotta admit it. I love this thing. It has more SWAG than Makoto Itou, and it has more fire power than Makoto Itou's dick. So, I added him to my team. His set has been in constant change, however, from a sub3attack set to an agility set to an Earth plate pivot to what is now a CB set, and I'm still not sure what I should run out of them. They all have had their own parts of success, but what benefits my team the most I am uncertain of.

Finally, the mon with a Hidden Ability we are not sure if it's relevant or not, I'll use it aslong as it is relevant. Contrary Serperior is an amazing mon... with a not-so-amazing movepool and offenses. In fact, only it's speed is amazing... but nevermind that, it has Contrary Leaf Storms to dish out very, very strong Nasty Plots.
Alright, let's get to the team itself.

I hate socks (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 124 Def / 100 SAtk / 36 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Say hello to Mr. OU himself, Rotom-Wash. This Rotom-W is the physically build with a very simple RestoChesto twist. The moves are fairly standard for any Rotom in Hydro Pump, Volt Switch and Will-o-Wisp, but it does also have the Rest in case it runs low and also means this mon is a safe switch into status-dishers. His role on the team is simply to be that one Volt Switcher which, as we know from 5th Gen, forms a splendid VoltTurn combo with Scizor. Now, being a defensive set, it obviously has a Defensive role but I'll get more into that with the OU threatlist at the end.

Chopper (Scizor) @ Scizorite
Ability: Technician
EVs: 216 SDef / 252 HP / 40 Atk
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Scizor, the second mon in a RotomZor VoltTurn core, is also my second pick. As you can see on the EVs, his primary spread is specially defensive based. This also means he's one of my bulky mons, because my favorite playstyle involves bulk. Now, with the given EV spread will his special defense be higher than his defense, thus making it so that Genesect gets an attack boost instead of a special attack, which means I can safely switch out to a teammate in fear of Flamethrower. Simple, yet effective. Also, his defensive stats are quite amazing, so there's that. Bullet Punch for the priority Technician STAB which is what makes Scizor so good, U-turn for pivoting, SD for a final sweep or boosted U-turns and Roost for recovery.

Inferior (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 Spd / 200 SAtk / 56 HP
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Leaf Storm
- Substitute
- Hidden Power [Fire]
And then there's Serperior, the french-dragon-snake-thing-that-for-some-reason-isn't-dragon-type-whilst-I-believe-it-should've-been. This mon is quite amazing. It has enough firepower to break through what it needs to break through unboosted, and after a boost is this thing a grand threat. With the given EVs and IVs will no Foul Play from any mon ever break Serperior's subs, giving him a free Leaf Storm off or the potential to dodge Klefki's Twaves better. A tiny thing, sure, but still is there. As for the Hidden Power of choice... well, it's a hard decision between Fire and Ground, as I choose between being walled by Heatran or being unable to truly damage Gene/Zor/Ferro. I went with Fire though, as Heatran isn't used all that much as well I personally I have the ground moves covered with my team. Dragon Pulse is chosen as it honestly is the only other special attack option I can run. It does hit Dragons for SE damage though, so it's fine.

Swaggersby (Diggersby) @ Choice Band
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Return
The newest Huge Power Rabbit, the swagbbit. Now, this thing is scary as shitfuckton with his STAB Huge Power EQs. He has his advantages over Azumarill in good STABs and access to U-turn, but aside from that he isn't as bulky as I want him to be nor is he fast enough to outspeed anything worthwhile. Well, maybe aside from Heatran which is very nice. He is generally my mainswitch-in to a stray flamethrower if Rotom-W is dead or weakened. Earthquake is an obvious choice, and it's a very powerful move. Return is for flying types or EQ resists, and the moves compliments eachother fairly well. Stone Edge is there to form an EdgeQuake core with EQ, and it hits Flying types harder than Return. U-turn is for pivoting, and this U-turn is actually stronger than Genesect's unless Genesect gets an Attack boost from Download.
Click U-turn (Genesect) @ Choice Scarf
Ability: Download
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Flamethrower
This genetic robot insect, cyborg insect as it is, is so powerful. This is basically one of the two variants of the Physical scarf set from 5th Gen Ubers, and I personally prefer this by a large margin to the special variant which ravaged OU before it's ban a year ago. U-Turn is a given choice, as it is basically the move Genesect goes for 90% of the time on any set that isn't Rock Polish sets. Ice Beam is there for any dragon that would try and threaten this team, aside from ScarfChomps and ScarfMences with a fire move. Iron Head is the second physical STAB which works fairly well in OU, as it hits hard and has a chance at flinching. Flamethrower is there for opposing Genesect, Forretress, Ferrothorn, Scizor etc etc etc. A solid mon overall.

Battening intesifies (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Taunt
- U-turn
Finally there's the bat from 4th gen which has an infamous reputation of being annoying. This thing does face severe competition from Landorus-T, however it has better recovery as well as Taunt, so I prefer this one. He does more often than not see little use and when he does see use, he dies mid-game. His role is simply to get off Rocks, and after that he really isn't that important for anything. He can dodge EQs, which is nice, but so can Rotom (and he can threaten them back with Hydro), so his roles are limited. EQ is there for obligatory STAB, Rocks is the best move in the game even today, Taunt is there to stop certain mons from doing any shenanigans and U-turn is there for pivoting.
And that's my team. As for threats and what not, you gotta wait a little on the list. I will cover it all from the featured list on this forum, so I'll get to it soon enough. In any case, rate it as it is before the list is also fine.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 124 Def / 100 SAtk / 36 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Scizor @ Scizorite
Ability: Technician
EVs: 216 SDef / 252 HP / 40 Atk
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Serperior @ Leftovers
Ability: Contrary
EVs: 252 Spd / 200 SAtk / 56 HP
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Leaf Storm
- Substitute
- Hidden Power [Fire]
Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Return
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Flamethrower
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Taunt
- U-turn
Ability: Levitate
EVs: 248 HP / 124 Def / 100 SAtk / 36 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Scizor @ Scizorite
Ability: Technician
EVs: 216 SDef / 252 HP / 40 Atk
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Serperior @ Leftovers
Ability: Contrary
EVs: 252 Spd / 200 SAtk / 56 HP
Timid Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Dragon Pulse
- Leaf Storm
- Substitute
- Hidden Power [Fire]
Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Return
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Flamethrower
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Stealth Rock
- Taunt
- U-turn
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