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