Welcome to The Most Braindead Team in Existence™
Tired of predicting? Predict no more!
If you just want to click buttons, then you've come to the right place.
The modus operandi of this team is to click the momentum gaining move over and over. Ideally, your frail VoltTurn abusers will outspeed and get some chip, pivot into one of the walls, then have the walls safely bring in the VoltTurn spammers again. THE CYCLE BEGINS ANEW.
This will continue until you inevitably decide to call in one of the wallbreakers, after which you still shouldn't bother to predict. Just continue clicking buttons.
THE TEAM
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- U-turn
- Dazzling Gleam
Part One of the VoltTurn core, this is the hardest hitting Volt Switch user I could think of. Tbolt and Gleam for strong STABs, and U-turn is in case they have a ground-type on their team but you still want that guaranteed momentum. U-turn and Gleam are regularly replaced with HP Ice, HP Fire, Defog, or even Toxic depending on how I feel like playing.
Naturally high speed tier is good and the typing gives the team some protection against things like Hawlucha.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Toxic
- Toxic Spikes
Part Two of the VoltTurn core, this is the hardest hitting U-turn user I could think ofpls come back banded Genesect. Jab for STAB and slaying fairies, Toxic for taking advantage of ground-type switchins, T-Spikes to set hazards when forcing things out. Similarly to Koko, feel free to replace Toxic and T-Spikes for moves that actually make sense, like Drill Run, Substitute, or Knock Off.
Serendipitously, Koko and Beedrill make a very aesthetically pleasing duo.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 212 SpD / 44 Spe
Bold Nature
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Teleport
This explains everything
Chansey's job is to be a pivot, eating hits then teleporting out into the appropriate teammate. Teleport having -6 priority is actually super heat because it lets you retain momentum. Teleporting out after absorbing status is nice. Teleporting out after an opposing Volt Switch is hilarious. Trappers that don't have taunt will never kill you, like those Whirlpool Toxic Perish Song sets I see sometimes. Also, rocks.
You could even dump rocks for the nastiest wish-passing tech in Wish + Protect + Teleport, but rocks are generally preferred.
Corviknight @ Shed Shell
Ability: Pressure
EVs: 208 HP / 172 Def / 48 SpD / 80 Spe
Impish Nature
- U-turn
- Roost
- Defog
- Brave Bird
With all this switching around, reliable hazard removal is necessary. That's why this thing is here. Speed EVs are for outspeeding and launching a Brave Bird on a fully invested neutral nature Conkeldurr. U-turn for momentum. Classic SkarmBliss type jank with physdef Corv + Chansey.
I've never actually seen any Magnezone users while laddering, so sometimes I remember to replace the item with Rocky Helmet or Leftovers.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 212 HP / 252 Atk / 20 Def / 4 SpD / 20 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Facade
- Knock Off
Big Conk kills everything, and anything that survives is probably within Mach Punch range anyways. Strong priority is useful for killing things faster than the two VoltTurn spammers, like scarf G-Darm, Excadrill in sand, or Shell Smashed Blastoise. Flame Orb synergizes well because it activates at the end of a pivot turn. Close Combat if you a real man, Drain Punch if you a slightly more reasonable man, but drop Facade and run both if you the realest. Close Combat notably OHKOs Melmetal with Guts active though, and Facade is for when they still have fighting resists on their side. Knock Off is the best move in the game.
Mamoswine @ Choice Band
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Ice Shard
- Icicle Spear
- Earthquake
- Knock Off
Both Beedrill and Koko get supremely bodied by fat ground-types, like Lando-T, Gliscor, or Zygarde, so Mamoswine is here to ensure that none of them will have a good time. I used the ground-type to destroy the ground-types. Oblivious instead of Thick Fat ignores Intimidate, which lets Banded Mamo OHKO even mildly defensive variants of Lando-T with Ice Shard. Icicle Crash and EQ for STAB. I use Icicle Spear instead of Crash because it doesn't miss and I'm an optimist when it comes to multi-hit RNG. Conk and Mamo have a lot of the same targets so I think Knock Off on both is fine, but you can opt to run some saucy shit like Stealth Rock or Iron Head instead if you want.
HONOURABLE MENTIONS (but I didn't know where to fit them/who to replace)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Provides heals and safe pivots.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Transform
Lots of potential with this team and makes the team slightly less weak to setup sweepers.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Dark Pulse
- Spikes
Good wallbreaking power, Spikes are also very good with this team. Can even learn U-turn.
THREATS
- Scarf Lele dumpsters everyone except Chansey (and maybe Corviknight) and removes priority from the two wallbreakers
- Physical attackers that can beat Corviknight, like Zard X, Cinderace, Zeraora, or Medicham give the team some trouble
- Reuniclus will make you lose if you choke
- Hazard stacking teams that can prevent Corv from Defogging would win a battle of attrition, wearing down the two VoltTurn spammers
- Metagross-M carrying Meteor Mash, Thunder Punch, Zen Headbutt, and Bullet Punch singlehandedly breaks the entire team
- No water resist lmao
Tired of predicting? Predict no more!
If you just want to click buttons, then you've come to the right place.
The modus operandi of this team is to click the momentum gaining move over and over. Ideally, your frail VoltTurn abusers will outspeed and get some chip, pivot into one of the walls, then have the walls safely bring in the VoltTurn spammers again. THE CYCLE BEGINS ANEW.
This will continue until you inevitably decide to call in one of the wallbreakers, after which you still shouldn't bother to predict. Just continue clicking buttons.
THE TEAM
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- U-turn
- Dazzling Gleam
Part One of the VoltTurn core, this is the hardest hitting Volt Switch user I could think of. Tbolt and Gleam for strong STABs, and U-turn is in case they have a ground-type on their team but you still want that guaranteed momentum. U-turn and Gleam are regularly replaced with HP Ice, HP Fire, Defog, or even Toxic depending on how I feel like playing.
Naturally high speed tier is good and the typing gives the team some protection against things like Hawlucha.
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Toxic
- Toxic Spikes
Part Two of the VoltTurn core, this is the hardest hitting U-turn user I could think of
Serendipitously, Koko and Beedrill make a very aesthetically pleasing duo.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 212 SpD / 44 Spe
Bold Nature
- Seismic Toss
- Stealth Rock
- Soft-Boiled
- Teleport
This explains everything
Chansey's job is to be a pivot, eating hits then teleporting out into the appropriate teammate. Teleport having -6 priority is actually super heat because it lets you retain momentum. Teleporting out after absorbing status is nice. Teleporting out after an opposing Volt Switch is hilarious. Trappers that don't have taunt will never kill you, like those Whirlpool Toxic Perish Song sets I see sometimes. Also, rocks.
You could even dump rocks for the nastiest wish-passing tech in Wish + Protect + Teleport, but rocks are generally preferred.
Corviknight @ Shed Shell
Ability: Pressure
EVs: 208 HP / 172 Def / 48 SpD / 80 Spe
Impish Nature
- U-turn
- Roost
- Defog
- Brave Bird
With all this switching around, reliable hazard removal is necessary. That's why this thing is here. Speed EVs are for outspeeding and launching a Brave Bird on a fully invested neutral nature Conkeldurr. U-turn for momentum. Classic SkarmBliss type jank with physdef Corv + Chansey.
I've never actually seen any Magnezone users while laddering, so sometimes I remember to replace the item with Rocky Helmet or Leftovers.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 212 HP / 252 Atk / 20 Def / 4 SpD / 20 Spe
Adamant Nature
- Close Combat
- Mach Punch
- Facade
- Knock Off
Big Conk kills everything, and anything that survives is probably within Mach Punch range anyways. Strong priority is useful for killing things faster than the two VoltTurn spammers, like scarf G-Darm, Excadrill in sand, or Shell Smashed Blastoise. Flame Orb synergizes well because it activates at the end of a pivot turn. Close Combat if you a real man, Drain Punch if you a slightly more reasonable man, but drop Facade and run both if you the realest. Close Combat notably OHKOs Melmetal with Guts active though, and Facade is for when they still have fighting resists on their side. Knock Off is the best move in the game.
Mamoswine @ Choice Band
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Ice Shard
- Icicle Spear
- Earthquake
- Knock Off
Both Beedrill and Koko get supremely bodied by fat ground-types, like Lando-T, Gliscor, or Zygarde, so Mamoswine is here to ensure that none of them will have a good time. I used the ground-type to destroy the ground-types. Oblivious instead of Thick Fat ignores Intimidate, which lets Banded Mamo OHKO even mildly defensive variants of Lando-T with Ice Shard. Icicle Crash and EQ for STAB. I use Icicle Spear instead of Crash because it doesn't miss and I'm an optimist when it comes to multi-hit RNG. Conk and Mamo have a lot of the same targets so I think Knock Off on both is fine, but you can opt to run some saucy shit like Stealth Rock or Iron Head instead if you want.
HONOURABLE MENTIONS (but I didn't know where to fit them/who to replace)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Teleport
- Moonblast
Provides heals and safe pivots.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Transform
Lots of potential with this team and makes the team slightly less weak to setup sweepers.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Dark Pulse
- Spikes
Good wallbreaking power, Spikes are also very good with this team. Can even learn U-turn.
THREATS
- Scarf Lele dumpsters everyone except Chansey (and maybe Corviknight) and removes priority from the two wallbreakers
- Physical attackers that can beat Corviknight, like Zard X, Cinderace, Zeraora, or Medicham give the team some trouble
- Reuniclus will make you lose if you choke
- Hazard stacking teams that can prevent Corv from Defogging would win a battle of attrition, wearing down the two VoltTurn spammers
- Metagross-M carrying Meteor Mash, Thunder Punch, Zen Headbutt, and Bullet Punch singlehandedly breaks the entire team
- No water resist lmao