SS OU Offensive volt-turn

I have always wanted to do competitive Pokemon but was never good at it. Then I learned of the volt-turn strategy but after learning it the article said it is now obsolete so I am making it my goal to work and grow my team to make it great no matter how hard it is.

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

There was a problem for this team at the begging. My team could not take a lot of damage and none had any form of healing. This cause the team to lose momentum quickly. Then I add Jirachi, which asks as the support-mon i needed. with wish they can heal a ally on switch in. Trick can cause a free switch out for wish or can be used to cripple a opposing Pokemon and give me a favorable Item like leftovers. With Jirachi's typing it can switch in on a good amount of Pokemon, plus with Iron Head and Serene Grace it can cause flinches.

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 92 SpD / 168 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Toxic
- Pain Split

Rotom-Heat has been here since the beginning because with Toxic, Volt Switch, and a Overheat with most Pokemon don't want to take a hit from it was the perfect hit. Rotom-Heat one of my two leads for this team. Then with Paint Split it can heal off of Pokemon like Chansey or other walls then immediately switch out with volt-switch.

Primarina @ Choice Specs
Ability: Torrent
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Moonblast
- Psychic
- Scald

Primarina first is my favorite Pokemon so I wanted to use it. Next with Choice Specs and Hydro pump she is a literal nuke. Even Pokemon that resist water will still take some damage. Primarina is mostly hear to deal with ground and dragon types. And with heal support from Jirachi and decent bulk in can stay alive for awhile. Plus with Psychic read Pokemon like Toxapex and Amoongus to deal decent damage.

Urshifu @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wicked Blow
- Close Combat
- Iron Head
- U-turn

Urshifu is a strong physical attacker who can deal with a good chunk of the teams weakness. Those being Ghost, Dark, and Excadrill. It can also be very useful as a a late game sweeper of revenge killer. With Iron Head it can still hit some fairy types and U-turn can get it out of a unfavorable situation whiles keeping momentum.

Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Shiny: Yes
EVs: 68 Atk / 188 SpA / 252 Spe
Mild Nature
- Hex
- U-turn
- Dragon Darts
- Thunder Wave

Dragapult can cripple Pokemon and deal massive damage with hex. Thunder wave was chosen over will-o-wisp because have the speed lower and the chances of them losing a turn is much easy to pull of and with some of my low speed it can very helpful even if they switch out. Then with slight Atk investment dragon darts and U-turn can still pack a decent punch.

Rillaboom @ Choice Band
Ability: Grassy Surge
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off

Lastly Rillaboom can deal with some Pokemon Primarina can not. Also with Grassy Surge it can provide passive healing to some Pokemon on my team without relying on wish from Jirachi. With choice band Grassy Glide can be used to get a final hit on the foe or use U-turn to leave. Next Knock Off can remove many items to help benefit me.

That is all I put a lot of work in this but I still know there are problems with it so if anyone can give me any recommendations I love it to help build out this team an strategy

Rellcking the Volt-Turn master :)
 
Hey, I'm here to rate your team and offer you so advice

So by the looks of, the team is based around VoltTurn, which is by no means a bad strategy to utilize. The first glaring problem I see with the team is a lack of Stealth Rock. VoltTurn teams are (were) so effective BECAUSE of the chip damage provided by entry hazards, and yours should have them too. Speaking of entry hazards, they're also a big weakness for VoltTurn strategies, as constant switching will wear down your team. Because of this the first change I'd recommend is replacing Jirachi with Excadrill. Excadrill fills a similar role to Jirachi, as it can still check Fairy-types and provide Stealth Rock / Rapid Spin support.

I think your team lacks a way to close out the game, and I think you may have somewhat redundant roles. Just as an example, you have 3 wall breakers, but no sweepers. I think an easy solution to this would be to change Primarina to a SubCM set. This would give you a way to finish out the game, and the holes created from Rillaboom and Urshifu can be capitalized on. You could also use Azumarill over Primarina, as this gives you an easier time against Volcarona, which can be troublesome for your team.

Hope these comments help, feel free to message me if you have any questions :heart:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Toxic
- Stealth Rock

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 44 SpD / 216 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss
 
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Hey, I'm here to rate your team and offer you so advice

So by the looks of, the team is based around VoltTurn, which is by no means a bad strategy to utilize. The first glaring problem I see with the team is a lack of Stealth Rock. VoltTurn teams are (were) so effective BECAUSE of the chip damage provided by entry hazards, and yours should have them too. Speaking of entry hazards, they're also a big weakness for VoltTurn strategies, as constant switching will wear down your team. Because of this the first change I'd recommend is replacing Jirachi with Excadrill. Excadrill fills a similar role to Jirachi, as it can still check Fairy-types and provide Stealth Rock / Rapid Spin support.

I think your team lacks a way to close out the game, and I think you may have somewhat redundant roles. Just as an example, you have 3 wall breakers, but no sweepers. I think an easy solution to this would be to change Primarina to a SubCM set. This would give you a way to finish out the game, and the holes created from Rillaboom and Urshifu can be capitalized on. You could also use Azumarill over Primarina, as this gives you an easier time against Volcarona, which can be troublesome for your team.

Hope these comments help, feel free to message me if you have any questions :heart:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Toxic
- Stealth Rock

Primarina @ Leftovers
Ability: Torrent
EVs: 248 HP / 44 SpD / 216 Spe
Calm Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Draining Kiss
Thanks for this I agree closing games was always a problem, and I will no do some test runs with it and see what happens thanks again though
 
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