XY OU My take on the VoltTurn Combo (1550+)

Since the last mega I had yet to train was Manectric, I wanted to build a team with him on it. Looking at options, I decided to go with a semi-common strategy of VoltTurn paired with intimidate. With the base of my team set up with Manectric and Landorus-T, I slowly began filling in the support options as well as other viable sweepers. This is what I pulled together!

Manectric (Mega) Manectite
(timid) 252 sp.atk 252 speed 4 HP
w/Intimidate
Volt Switch
Overheat
HP Ice
Thunder Wave

Except for Thunder Wave, this is a pretty standard set. Volt switch with intimidate provides plenty of momentum as well as good damage and solid coverage against threats like garchomp, gliscor, azumarill, scizor, talonflame, greninja, crawdaunt, ferrothorn etc. I chose overheat over flamethrower as my team is usually reliant on speed and momentum, Manectric is going to be switching out quite often and this mitigates the loss of special attack from Overheat as well as provides a strong fire type hit when needed.

Landorus-T @Choice Scarf
(Jolly) 252 attack 252 speed 4 Hp
w/intimidate
Earthquake
U-Turn
Stone Edge
Stealth Rock

Not surprisingly, Landorus and Manectric make pretty great teammates. If Manectric encounters a ground type it can't easily beat, it can easily switch out to Landorus who has a useful immunity to ground types as well as the occasional electric type. Also, anything that easily checks Landorus such as ice or water types have a hard time dealing with the coverage moves from Manectric. As always, U-Turn is built in for easy momentum as well as a small bit of damage. EdgeQuake is a solid combo that does good work for Landorus and are his main attacking options useful for quick surprise kills due to the choice scarf. Stealth Rock is just something extra that rarely sees use but can on occasion come in handy.

Galvantula Focus sash
(timid) 252 sp.atk 252 speed 4 hp
w/compoundeyes
Thunder
Sticky Web
Energy Ball
Bug Buzz

If this isn't the definition of a suicide bomber, Idk what is. The whole point of Galvantula is to wait for the right moment to get in there, lay down sticky web while getting blasted by an attack, then surprise the enemy with one of its blisteringly quick, boosted-accuracy thunders, bug buzzes, or energy balls. I'm considering using HP Ice over energy ball as garchomp seems to be a popular switch in for Galvantula and although it probably won't kill garchomp, garchomp won't appreciate a stray HP ice from Galvantula.

Chansey @Eviolite
(bold) 252 HP 252 Def 4 sp.def
w/ natural cure
flamethrower
soft-boiled
toxic
aromatherapy

Aromatherapy is there just to make sure all my teammates are kept in good condition. Soft-boiled is for the obvious healing needs Chansey will have since it can't hold both Eviolite AND lefties. Toxic is there for the stall. This is where I start to deviate from the norm a little bit though. When you think of a chansey/blissey counter, one of the most common problems I seem to come up with is ferrothorn. Seriously, that thing can come in on seismic tosses and cause large recoil damage from iron barbs/rocky helmet. It can leech seed it's way back to health easily and usually forces out the blobs. Not Today. With a little bit of prediction, you can hit it on the switch with a flamethrower followed by a flamethrower next turn and definitely threaten ferrothorn or force it out. Also, it gives a good backup option to whenever Chansey gets taunted.

Crawdaunt Choice Band
(adamant) 252 HP 252 Attack 4 Speed
w/ adaptability
Knock off
Crabhammer
Aqua Jet
Superpower

The premier wallbreaker. This is another "right-place, right-time" Pokemon. Between Galvantulas sticky web and manectric's stray thunder waves, Crawdaunt can end up outrunning quite a few slower end pokemon and easily cripple or destroy them with an extremely strong adaptability, choice band, adamant Knock off. Seriously, this thing 1 or 2HKO's everything. Crabhammer is there for the other STAB boost and also does ludicrous amounts of damage. Aqua Jet is here just as a precautionary for dealing with faster, weakened threats and still does good damage. Superpower is just thrown in for coverage and can help deal with enemy crawdaunts.

Sigilyph Flame orb
(bold) 252 Hp 252 sp.def
w/ magic guard
cosmic power
roost
psycho shift
stored power

This is the standard Sigilyph set that is run and it takes the last spot on my team. After any enemy dark types are brought down, with a little patience waiting for the right moment, sigilyph can come in and set up shop while spreading burns around. With decent timing, it can easily become a win condition. I'm debating swapping Sigilyph out for Sableye as it is typically better at setting burns as well as utilizing prankster support for the team. But I'm not sure yet. Thoughts?





Well that's my team. What do you think?
 
Hey there bud, nice team ^^
first thing, why did you chose thunder wave on manectrik? i would recommend using tbolt instead, as you probally wont live to take a hit aftet twave anyways.

on lando, i would use either knock off or superpower over sr, knock off to hit the latis, and other psychic and ghost types. and superpower for dark types, as well as relyably kill mgyara and mttar.

I would either use seismiss toss > flamethrower on chansey, or swap it out for a blissey, as its spa honestly sucks.

Blissey Leftovers
(bold) 252 HP 252 Def 4 sp.def
w/ natural cure
flamethrower
soft-boiled
toxic
aromatherapy

I would honestly invest Crawdaunt in speed, max speed with an adamant nature will let you outspeed a lot of semi-slow mons, especially after sticky web.

Siglyphs role seem very similar to cm clefable, with better typing, also with better sweeping potential I could really see it as a good addition to the team ^^
Clefable @ leftovers
(bold) 252 Hp 252 def
w/ magic guard
Calm mind
Softboiled
Moonblast
Flamethrower
 
Thanks WideTomato! I appreciate the feedback. My team is based out of my in-game team and I wish I honestly had access to knock off instead of stealth rocks honestly. I'm not a huge proponent of superpower as the power isn't sustainable. As for the speed investment, I tried running a jolly set with speed investment instead of HP. Personally I didn't see a huge number of pokemon that would change whether I could outspeed it or not and the extra bulk is surprisingly useful. I'll definitely try out the CM clefable set though. It might be interesting.
 
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