Mega-Manectric VolTurn

This is my first OU RMT, not just this gen but ever. For the last few years RU was my home, so forgive my lack of knowledge on all threats OU. That being said, I've played around a bit since the beginning of this Gen; on Wi-Fi and Showdown, and was delighted in hearing that an old RU favourite of mine was getting a Mega-Evo! Of course, that would be Manectric, and in this team I hoped to build around a fantastic combo he's been given: Volt-Switch + Intimidate.

Scizor @ Metal Coat
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Defog​

The bane of all VolTurn teams in any tier is hazards, so Defog Scizor was always sitting at the forefront of my mind when this team was taking shape. Of course, not being a one trick pony, Scizor is capable of running a multitude of other sets; which in turn adds to the appeal of this one. Running the Metal Coat allows me to bluff a CB set with a Bullet Punch here and a U-Turn there; while the now unlocked Superpower can provide a surprise for anything switching in on a "locked" Bullet punch. As a momentum builder, Scizor also benefits some of the more frailer members of the team and allows them to switch in relatively safely.

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Flamethrower
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]​

The star of the show. Running a similar, if not identical, set to what it did in its RU days as a late-game cleaner; Manectric can now use it's predictable movepool to even better effect. With Lightningrod, a stray T-Wave can set this guy up for either some early wallbreaking or late game sweeping if the Mega-Evo is timed correctly. However, it's with his new, higher speed and SpAtk that Manectric really makes his mark; outspeeding previously faster threats and taking down "checks" such as Chomp and Gliscor with HP Ice.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Volt Switch
- Rest
- Will-O-Wisp
- Hydro Pump​

A staple on many a team, Specially Defensive, Chesto-Rest Rotom-W again gives my team some momentum and also a burn spreader to help with the frailty of its teammates. To be fair, with Rotom-W's popularity, this set is pretty common and therefore self-explanatory: it sponges special hits while avoiding the ground type moves which would've damaged Manectric, before throwing out burns to whatever switches in afterwards.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Volt Switch
- Stealth Rock
- Rapid Spin
- Gyro Ball​

Aha, the defensive wall that can Volt-Switch! Again, hazards really cause this team issues, so where a secondary hazard remover seems over-cautious, I feel it to be somewhat necessary. On the flip side, Stealth rock damage on opponents is also nice! In addition to Volt Switch I like to run a minimum speed Gyro Ball, to catch out anything that thinks it can set up on him without penalty.

*Infernape (M) @ Life Orb
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 SpAtk
Hasty Nature
- U-turn
- Flare Blitz
- Grass Knot
- Close Combat​

*The prominence of Heatran in this Gen has forced my hand into bring in a suitable counter. Infernape, in my opinion, fits the bill. Keeping in tune with the rest of the gang, U-Turn is the crux of the set, allowing momentum on forced switches. Coverage in Grass Knot is solely to cover those pesky Bulky Waters (Looking at you Gastrodon). Flare Blitz and Close Combat rock, checking not only Heatran but also anything frail that might accompany it.

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- U-turn
- Brave Bird
- Flare Blitz
- Tailwind​

Choice-Banded Priority Brave Bird is nice. The EV's could do with some refining, it's true, yet I wasn't entirely sure; counting in the Adamant nature and all. Never the less, U-Turn still makes it's appearance, doing a considerable amount of damage and retaining momentum on the switch into things such as Trevenant and Volcarona, who switch out avoiding Brave Birds and receive U-Turns in their stead.
 
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First off, nice team :) Similar to something I play.

Now to the recommendations. For one, Overheat is superbly better than Flamethrower on VoltTurn Megaman. OHKO a bunch of stuff, including Ferrothorn, Venusaur (puts a dent into Mega Venusaur). Amoongus, ect. Just going to VoltTurn the SpAttk decrease anyways.

For the rest of your team, I would switch Choice Band and Life Orb with Tornadus and Talonflame. Also consider replacing Rotom with a Modest EV spread of 252 HP/116 SAtk/140 SDef. It's able to stay bulky and respond with efficient hitting power on ZardY, which is seeing a TON of play right now... even in the single environment. Rocky Helmet on Iron Barb Ferrothorn completely rocks opposing Kangaskhan, the obvious flavor of the month that's seeing a ton of play.

Metal Coat and your reasoning behind it is great! Good idea there.

Overall a solid team. Good luck!
 
First off, nice team :) Similar to something I play.

Gotta love VolTurn ;)

For one, Overheat is superbly better than Flamethrower on VoltTurn Megaman. OHKO a bunch of stuff, including Ferrothorn, Venusaur (puts a dent into Mega Venusaur). Amoongus, ect. Just going to VoltTurn the SpAttk decrease anyways.

I know Overheat has it's uses, but Flamethrower does its job here. When taking on Steels late game, Flamethrower usually gets the job done, and leaves MegaMan ready to take on something else with a TBolt. MegaVenusaur remains somewhat challenging though, with only Talonflame capable of hitting it hard. Thanks anyway though :)

I would switch Choice Band and Life Orb with Tornadus and Talonflame

I've swapped out Tornadus for Infernape now anyhow, the weakness to Heatran was immense... Nevertheless, Band Talonflame is certainly pulling its weight. Any reasoning behind why you'd change his item?

Also consider replacing Rotom with a Modest EV spread of 252 HP/116 SAtk/140 SDef. It's able to stay bulky and respond with efficient hitting power

Now this looks good, definitely looking to implement it in latter battles, thank you very much :)

Rocky Helmet on Iron Barb Ferrothorn completely rocks opposing Kangaskhan, the obvious flavor of the month that's seeing a ton of play.

I'm not sure if I have to worry about MegaKang anymore, with it being banned and all... :L

Metal Coat and your reasoning behind it is great!

Thank you, I was pleasantly surprised at how effective it stays without that additional firepower. Plus, the surprise factor is always nice.

Thank you very much, that Rotom is definitely finding a place in there somewhere!
 
You have a pretty big redundancy with Scizor and Forretress basically doing the same thing with the same typing. I would suggest giving your Scizor Roost over Superpower to make sure you can keep hazards off the field using just one pokemon instead of two

You can then get rid of Forretress for another Stealth Rock user. I'd go with Landorus-t which is a lot more effective in this metagame. It can set up Stealth Rock easily and check physical threats thanks to intimidate. It brings a strong earthquake and can U-turn as well to contribute to the overall volt turn strategy.

On Talonflame you can run 208 spe evs to outspeed mega pinsir before it quick attacks you. The leftover evs can go to HP. Timid is better for Manectric since this lets you abuse its speed properly.

I'm not that keen on Infernape in this meta with Talonflame, Azumarill and Lati@s being so common. Plus it leaves water moves as a real issue to deal with since you are forced to rely on Rotom-w to take a lot of special attacks. Life orb Latios or something would be useful here and brings better type synergy with it.

Really these changes will be stuff that you should be able to see easily if you ladder a bit more by yourself. Being new to OU is obviously going to really hinder your team building until you have a firm grasp of the meta and the pokemon available to use. Good luck with the team and the new meta.

Edit - @(I meant as in directed at toosuto) there are other reasons why Infernape is a sub par choice both in this meta and for this team. Obviously you can support an individuals weaknesses with team mates but it is inherently better to have fewer common weaknesses to reduce the slack the other members have to pick up. To put it a bit harshly Infernape is not seen for good reason.

Edit 2 - Giustizia sorry forgot to put a Lando-t set in. This is the spread the ou analysis suggests. I like Knock off for the last slot on this team since you have Rotom-w to deal with the things you would mainly want Stone Edge or HP ice for (talonflame and other Lando-t/Gliscor).
move 1: Stealth Rock
move 2: Earthquake
move 3: U-Turn
move 4: Knock Off
ability: Intimidate
item: Leftovers
nature: Jolly
evs: 248 HP / 172 Def / 88 Spe
 
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You have a pretty big redundancy with Scizor and Forretress basically doing the same thing with the same typing. I would suggest giving your Scizor Roost over Superpower to make sure you can keep hazards off the field using just one pokemon instead of two

You can then get rid of Forretress for another Stealth Rock user. I'd go with Landorus-t which is a lot more effective in this metagame. It can set up Stealth Rock easily and check physical threats thanks to intimidate. It brings a strong earthquake and can U-turn as well to contribute to the overall volt turn strategy.

On Talonflame you can run 208 spe evs to outspeed mega pinsir before it quick attacks you. The leftover evs can go to HP. Timid is better for Manectric since this lets you abuse its speed properly.

I'm not that keen on Infernape in this meta with Talonflame, Azumarill and Lati@s being so common. Plus it leaves water moves as a real issue to deal with since you are forced to rely on Rotom-w to take a lot of special attacks. Life orb Latios or something would be useful here and brings better type synergy with it.

Really these changes will be stuff that you should be able to see easily if you ladder a bit more by yourself. Being new to OU is obviously going to really hinder your team building until you have a firm grasp of the meta and the pokemon available to use. Good luck with the team and the new meta.

Isn't that the point of having 5 other teammates, though? Infernape gets roughed up by Talonflame, but none will want to come in against a Megaman and Stealth Rock threat.

Reason I thought Infernape was a good choice was overall coverage and great STABS for serious threats. Latios is an excellent trade, though. I agree.
 
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You have a pretty big redundancy with Scizor and Forretress basically doing the same thing with the same typing.

Aye, 'tis true. Having two 4x to fire is not ideal with Heatrans and Talonflames running rampant either.

It can set up Stealth Rock easily and check physical threats thanks to intimidate. It brings a strong earthquake and can U-turn as well to contribute to the overall volt turn strategy.

This seems to be a somewhat ideal replacement! The intimidate U-Turn will work wonderfully with MegaMan, and a solid physical EQ is always nice to have in reserve. Of course, this does leave the team somewhat even more open to water types.

On Talonflame you can run 208 spe evs to outspeed mega pinsir before it quick attacks you.

Perfect, needed a specific calc. Thanking you.

Timid is better for Manectric since this lets you abuse its speed properly.

Aye, but I find that the power drop can be somewhat noticeable. 2HKO's becoming 3HKO's on bulkier, slower opponents can cost Manectric dearly, so thanks for the suggestion but Modest is more useful to me. In addition, the priority on my team covers anything that little bit faster.

I'm not that keen on Infernape in this meta


Neither are the Heatrans, or the Mamoswines, or anything else susceptible to a CC. Whereas I agree with Infernape being relatively sub-par in most aspects of the meta, I feel that in this role it performs swimmingly. Nevertheless, the water weakness remains, with only a piddly Grass knot doing little to remedy the matter.


Really these changes will be stuff that you should be able to see easily if you ladder a bit more by yourself.

Being new to OU is obviously going to really hinder your team building until you have a firm grasp of the meta and the pokemon available to use

Hence why I posted this thread...? I have been playing the Meta since day 1 (I got my copy of Y a day early, beat the Elite Four 3 days later and had my first EV'd team within the week!) so my knowledge of the new Meta is sparse by no means. I posted this thread to fine tune the team against threats I wasn't previously aware of, or hadn't yet encountered. Beforehand I'd only clocked in at the 1,700's which in comparison to my RU days was nauseating :$

Good luck with the team and the new meta.

Thank you! You've really helped, would you be able to suggest a specific Landorus-T spread?

Edit - @ below there are other reasons why Infernape is a sub par choice both in this meta and for this team.

There... Are? Where? :$
 
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