ORAS OU MediSharp VoltTurn

Made this MediSharp VoltTurn team recently and did pretty well with it, so I wanted to improve on it further, so lets go right ahead.


medicham-mega.gif

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out

The start to this team. Medicham is a very powerful wallbreaker in ORAS and is able to kill many bulky threats easily with 656 Attack and very powerful moves. HJK can threaten the steel types in the tier, Zen Headbutt provides STAB and can hit Clefable for about 70%, Ice Punch threatens Garchomp and Lando-T and even OHKOs Tank Garchomp and have a chance to OHKO Tank Lando-T after rocks. Adamant nature is able to kill many bulky threats with more ease than Jolly. I don't run Jolly because I find most base 100 speed pokemon are not threatened by Medicham and anything under base 100 will likely be outsped even with Adamant. I also find that you are able to bluff Jolly and force a switch if needed.

bisharp.gif

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

The next part of the team. Bisharp is clearly a fantasic pokemon in OU and its typing and
moves allow it to check ghost types that keep Medicham from using HJK. Iron Head has a 25% chance to OHKO CM Clefable, Knock Off can do massive damage and cripple other pokemon, Sucker Punch allows for priority other than Fake Out on this team. SD is used as, I found, many teams on the ladder do not carry a ghost type SD allows Bisharp to perform a late game sweep providing another use to Bisharp other than checking ghost types.

clefable.gif


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Standard CM Magic Guard Clef is a constant threat in ORAS. This was put on this team in order to check
Mega Sableye, a threat that Medicham is countered by and can cripple Bisharp. This can also perform a late game sweep if needed. Max HP, + Max Def works surprisingly well and after a few Calm Minds, the lack of SpDef doesn't matter much. NOTE This is one thing that is most likely to change in this team as having extra Def doesn't do too much.

rotom-wash.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Standard Rotom-W is able to check Talonflame, cripple threats with Hydro Pump and Will-O-Wisp, and keep momentum with Volt Switch. All while being able to take hits and in general be a menace to the opponent.

landorus-therian.gif


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 is very powerful, and many do not expect it. Standard EdgeQuake hits many threats and provides my second pseudo-check to Talonflame. U-Turn keeps up momentum, forming the VoltTurn core with Rotom, and Knock Off can cripple pokemon like Chansey, and OHKO offensive Lati@s while taking half off of defensive Latias.

magnezone.gif

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

The 6th slot is the most changed member on this team. This was Thunder Wave + 3 Attacks Thundurus but my weakness to Ferrothorn(with protect, to keep me from using HJK) and Klefki who could Spike stack on my entire team and T-Wave my Medicham before killing it with HJK caused me to used Magnezone who can trap and kill both of those while providing a 3rd addition to the VoltTurn with Volt Switch. I am also considering any Defogger/Spinner, mostly Latios as it is able to run HP Fire to check Ferrothorn and clear any hazards off the field.

Any Suggestions are appreciated




Import
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Fake Out

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
 
Hey man! Nice team with two very powerful mons in Medicham and Bisharp. Let's see what we can clean up and such.

The first thing that I noticed was the lack of rocks. SR helps out volturn teams immensely, as your opponent will be forced to switch out a lot of mons when a big threat comes in through volturn/scouting, forcing mons to eventually take a fair amount of damage from rocks. I suggest changing scarf lando to a defensive lando set in order to gain access to rocks while also providing u-turn support. The slow u-turn that lando provides helps to really bring in threats safely without having them get damaged. Lefties or rocky helmet can be run for this set.

Landorus-Therian (M) @ Leftovers/Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- U-turn
- Knock Off/Stone Edge

Knock off can be used over stone edge, as you already have a bird check through rotom-w, but edge can still be used if you're paranoid about birds, since bisharp already has knock.

The next thing I suggest is to replace Clef. Yeah, clef deals with mega sab and can serve as a "glue" and win-con to your team, but it just loses you a lot of momentum. Diancie is also somewhat of a weakness, since mag is your only check to it. I suggest putting serperior over clef, as it beats m-sab through its fast boosts, checks m-diancie, and can clean up the damage that medi and sharp has dealt. It also serves as an offensive win-con of the sort.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain

Weavile with low kick is also an issue, so I would change ice punch to bullet punch on medi, but it's your preference on what you want to beat, as medi and rotom can both take one hit from weavile.

Some minor things are:
1. To make bisharp have 29 hp ivs in order to reduce the life orb recoil
2. Give 0 atk ivs to Rotom in order to reduce foul play damage and confusion recoil. You can also run 44 speed on rotom to outspeed mons such as Jolly azu. It can also be used to catch an unsuspecting diancie that doesn't protect on the first turn.
3. 0 atk ivs on mag for the same reasons as above.

Hope I helped! If I think of anything else, I'll make sure to post it. :]
 
Hey bro, this is a pretty solid you got here, but there are a few things I wanna point out.

Nitpicks: Change all your special attackers to 0 ivs im attack for foul play and change bisharp to 29 hp ivs to minimize life orb recoil and allow you to live 10 attacks. Also, consider running 128 speed evs on rotom to jump max speed modest volcanion since you now have defensive landot, but this is just if you find yourself having trouble with volcanion after my changes. Also, lum berry>lo on bisharp is nice so that you can break sableye a bit easier by clicking sd vs it.

Change 1:
645-s.png
+
choicescarf.png
--->
645-s.png
+
leftovers.png
or
rockyhelmet.png

Currently, your team lacks a mon to use stealth rock, which is a pretty big issue for any OU team. You should change landorus from a choice scarf variant to a stealth rocking variant with either rocky helmet or leftovers. Changing lando to a more defensive variant takes some pressure off of rotom to pivot into physical attackers for your team and overall helps you deal with said physical attackers significantly better than you would otherwise. Also, Mega Beedrill can be an issue since it can pivot around the team with u-turn whenever it wants to most of the time and can outspeed zone and drill run it quite easily. Granted you do currently have priority to deal with it, but sacking a mon to it every time it comes in just to force it out with priority ends up losing you quite a few games. Not only that, but +1 Dragon Dance Zardx can run through your team, only having to worry about priority moves from bisharp and mmedicham, so you really appreciate having a bulkier landot to take it on a lot better. Additionally, Mega Charizard Y, who you cannot pivot into at all the moment, takes 50% from rocks, so having a rocks setter can help you wear it down into range where you can revenge kill it with priority and stuff like that and the same applies to other offensive fire types that can threaten your team like Volcarona. Lastly, defensive landot offers a slow pivot that can get your wallbreakers in safely and allows them to go off on the opposing team.

Change 2:
308-m.png
(Ice Punch) --->
308-m.png
(Bullet Punch)
Currently, ice punch on medicham is somewhat useful for luring mons like garchomp and landot, but your team really relies on priority to check certain threats as mentioned above, so you really need to have as much priority as possible. Also, bullet punch helps to check Mega Diancie, who you can't switch into at all and double priority in fake out+bullet punch can actually end up taking out threats that are faster than you and really should be checking you like mega lop and latios after ~35% chip damage, which is really nice for an offensive team. Serperior is one mon in particular that this is especially useful vs because your team currently drops to serp at +2 and sacking mag for flash cannon damage then clicking double priority with medi is actually a much better way of dealing with it than playing sucker punch mindgames with bisharp and risk losing to substitute variants, which are gaining popularity on ladder as opposed to a while ago. Also, your team will become a bit more fairy weak with my next change, so this will help keep fairies in check.

Change 3:
462.png
--->
380.png
or
121.png

Your team lacks hazard control, and that is really not to great for volturn bulky offenses like this one since you are switching out and pivoting around so much. Latias is probably the best option here because of its ability to check a few prominent OU threats that can potentially run through your team. Currently you rely on Clefable to check Specs Keldeo, but specs hydro pump can actually break through clefable and can put you in a tight spot. This means that latias is an excellent choice since it resists both of Keldeo's STABs and can threaten it a ton with LO psyshock or just the threat of dropping a draco meteor on the opposing team. Additionally, latias offers a reliabe switch in to Mega Zard Y, who was mentioned earlier as a huge threat, because it resists the common fire/grass/fighting coverage combo that zardy tends to carry and proceed to threaten to do a metric fuckton with either of its STABs or just roost off the damage with ease. Additionally, the entire team is currently walled by Mega Venusaur bar mega medicham, so adding both a reliable switch in to mega venu as well as a check for it is a blessing for this team. This variant of latias is going to be carrying roost so that you don't get overwhelmed by these threats and you can actually use the bulk of latias effectively. You can also run LO starmie, if you want to check these threats but think you can get around them by double switching so that you can have a mon that fits better with the following change.

Change 4:
036.png
--->
385.png
or
707.png

Before making this change, keep in mind that Jirachi and Klefki should be used with Latias and Starmie respectively. Currently, your team seems to have become weaker to Mega Altaria and Mega Gardevoir with Magnezone leaving the team, so a fast fairy check is needed for the team and these two are much better fairy checks than magnezone ever was. Mega Gardevoir can carry fighting coverage, so these mons can take it on much better than magnezone and they can pummel said mons with steel STAB. Klefki can set up spikes stacking for the team, paralyze threats that may annoy the team, have a slot open for utility options, check megazam a bit better due to its neutrality to shadow ball, and smack around fairies with flash cannon. Jirachi can function as a solid revenge killer when equipped with a choice scarf, be a semi-consistent late game win condition with scarf flinch moves if need be, pivot around with u turn, hit a bit harder than klefki, and heal up important mons late game for the team. Additionally, as mentioned earlier, both of these mons help check Mega Alakazam for the team since that mon straight up wins if it has sub rn. Additionally these mons glue together the team and check a couple miscellaneous threats in Serperior and Kyurem-Black.

I hope that my changes work out for you and that you have a wonderful day. I hope I helped! :]
Landorus-Therian @ Rocky Helmet/Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- High Jump Kick
- Bullet Punch
- Zen Headbutt
- Fake Out


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

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
If you want to make the starmie/klefki change, just ask me and I can provide those sets. I just think that the latias jirachi one is better for your team.
 
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