Old Strategy, New Core (Volt-Turn)

I was abducted into UU for a few days and I thought about Volt-Turn. IT was mainly Flygon and Rotom as far as offensive mons went, I'm sure this was due to my lack of looking lol, but I realized how well Bronzong and Flygon synergized. They resisted every type besides water. I then decided to try how this core worked in OU, but instead of Bronzong I wanted another U-Turner, Jirachi. That left water being unanswered, but that was easily answered in the form of Rotom-W and that core is what the team is based off of. This has been on of my favorite teams to use and has proven to be that Flygon can really dish out damage in out too. Onto the process


I personally hate team building, almost as much as taking teams off RMT's to use, so this part is generally hard for me. However, I had a core in set already and it had decent synergy, so off the team went.

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Flygon was the basis of the team. He can hit hard with EQ and Outrage and can even scout with U-Turn. This team was based off of him and the Volt-Turn strategy, so naturally we needed someone who could play off of his strengths and resisted what he was weak to.


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Jirachi was next to be added to the team. He synergises really well with Flygon. He resists the Ice and Dragon weakness, while Flygon resists Jirachi's Fire weakness, while being immune to Ground. Along with that, they resist every type in the game besides water. I wanted to address this water neutrality by adding the infamous Volt-Turner Rotom-W

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Rotom gives me another ground immunity and another Volt-Turner. Adding Volt-Switch allows to beat Skarmory and with Trick, I can beat walls, such as Ferrothorn and still be able to punish a Gliscor switch-in. Rotom gives the team the Special Attacking boost needed to muscle past Physical walls.

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I wanted Spikes and Ferrothorn does what a Ferrothorn does. With access to Spikes and Leech Seed, Ferrothorn supports my team and put more of a defensive backbone to the team instead of just pure bulk. It also gave me an answer to Starmie by using Power Whip and is a great asset to almost any team.

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This team just started to look like a rain team to me and that is truly the only reason why Politoed was added. I chose SDepToed because, even though I don't rely on him too much, the lack of SS damage from winning weather wars was really helpful. He powers up Rotom's Hydro Pump and allows Ferrothorn's Fire weakness to be halved. Politoed is also all about support and just helps a little with defense.

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I also happened to be reading Pure's Rain RMT while making this team and decided to try WallBreakNite. It hasn't been that bad, but I'm wondering if DD would be better and just use his as a late game sweeper more than a wall breaker seeing as Volt-Turn is pretty good at wearing down walls.



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Jellicent was used because I needed a better bulky water. Politoed was starting not to work that well and a Spinblocker was nice to keep hazards on the field. He also synergized with Ferrothorn real well and helped with a defensive backbone of the team. Landarus was also added to help combat Sand Teams and also hit Flying types, especially Zapdos, who seemed to enjoy going against my team with Stone Edge.
Now that the boring part is over, on to the team shall we?

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Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge

CBFlygon is a pretty underated threat. With 252 Ev's in Speed and Jolly nature, he outruns a lot of the metagame. He hits hard against stall teams once their steel is gone and can fire off strong Earthquakes to hit the many steels that plague the OU metagame. Being Locked into Earthquake or firing off Outrage too early is risky, so he mainly hits with CB U-Turn. Don't underestimate this dragon as it does have advantages over Scizor. STAB Earthquake and Outrage really dent most of the metagame, even resisted hits, and he is not trapped by Magnazone. Flygon is also a little bit bulkier with 100/80/80 defenses, albeit not as many resistance. He also has two great immunities in Ground and Electric. He also resists Stealth Rock and is immune to Spikes. He synergieses well with the rest of the team and is a solid offensive pivot.

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Jirachi @ Leftovers
Trait: Serene Grace
EVs: 188 HP / 144 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave

Jirachi is here for some bulk and offense rolled into one. I originally had a spread of 192Hp/252Atk/64Spd, which allowed me to outspeed Rotom (I probably had a better reason upon making the team but I really can't remember right now why these Ev's), but after realized I could squeeze more Speed out of it by going with the above spread and nature, I can now outspeed neutral base 90 with Max speed by one point. With all the Hp Ev's, Jirachi is very bulky and with Thunder Wave+Iron Head he trolls most of the metagame. I do miss being able to paralyze Landaros and Donphan, but the 100% factor of Thunder Wave is the main reason why I picked it over Body Slam. Jirachi is also my Wish Passer user as well as a U-Turner.

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Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Rotom is the final part of my Volt-Turn core. He also completes the synergy by resisting water. Ev's are there to outspeed Starmie and below and Dragonite by one point. I can also get a slower Volt Switch vs other scarfed Rotoms which allows me to either gain the switch advantage or hit their ground immunity with Hydro Pump thinking I'd use Volt Switch. Hidden Power [Ice] is a reliable way to nail Gliscor and also hits the dragons in the tier hard. Trick is there to cripple walls, especially Eviolite walls. Modest Nature helps him hit hard and the extra bulky comes in handy, while also being an odd number of HP to lower the amount of SR damage.

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Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rocks
- Power Whip
- Leech Seed
- Protect

A spread I took from Pure's rain team. It has been working pretty well and the extra defense is nice. Protect+Leech Seed not only helps recover Hp, but Protect is a handy scouting tool. Spikes helps increase the passive damage taken when switching in and the core definitely causes switches. Ferrothorn is a handy defensive backbone and helps in taking outrages and that gives him opportunities to set up Stealth Rocks. Leech Seed support is the main reason he is used over Skarmory and Forretress. Being able to use protect is another pro that was taken account for.

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Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Recover
- Surf
- Taunt

Jellicent was added as a spinblocker and for the core he made with Ferrothorn. The EV Spread is a little odd, but it ensures I wont be Ko'd be Starmie's TBolt and there is a chance to OHKO with Shadow Ball (With Hazards on the field it is trying to spin, I should be fine). Shadow Ball is also handy for Celebi switch-ins taking about 36%. 44 speed outspeed CB Scizor and then Jelli can try to WoW him. Protect is what truly allows him to defeat Starmie and it is a great scouting move.Will-O-Wisp helps with Physical attackers and can burn Scizor.

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Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]

Landorus was added because I was having issues with Flying types, such as Zapdos whose coverage+Substitute or Roost totally demolished this team, and the use of another U-turner. Stone Edge and Earthquake give great coverage and help combat Sand Teams (Along with his ability). U-turn is for scouting and Hidden Power[Ice] nails a weakened DNite, Gliscor, and other Landorus. His troll speed of base 101 allows him to revenge the many pokemon of OU including Jirachi, Hydreigon, and Dragonite.

I wanted to add this part later as to not influence you as you read the RMT, but I wanted to include it somewhere. Things I am thinking about changing:

Flygon: Fire Punch/Blast>Stone Edge: Stone Edge is mainly filler, It really on hits Volcarona, but Volcarona is usually already at +1 or I am locked into another move.

Jirachi: A better Ev spread I guess... Not much to really change here. I kinda just threw together the Ev spread, but I really do enjoy bulky attackers and Paralysis support. Don't suggest Stealth Rock, as I had it on him, but it was just never used...

Rotom-W: As of now, none.

Ferrothorn: None. Maybe fit Thunder Wave in there, but Protect+Leech Seed has been more helpful than losing Protect. I really don't know if the current Ev spread is working. It doesn't seem to be failing at all, but I don't know if the standard spread would be better.

Jellicent: I'd like to try out a different Ev spread, as the current one is a little old for the team...

Landorus: None at the moment.


Overall: Overall, the team is pretty cool. Mamoswine hurts this team, but with careful prediction and the conservation of Ferrothorn and Jirachi, it is handled well.



Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 192 HP / 252 Atk / 64 Spd
Jolly Nature (+Spd, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave

Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick

Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Power Whip
- Leech Seed
- Protect

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Protect
- Scald
- Shadow Ball

Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]

Well that's my RMT (: Hope you enjoyed reading.
 
Funny team, a very good balance, both offensively and defensively.

I think you could have problems with strong stall teams.
Two suggestions to fix it :
- Recover>Protect for Jelicent, it's a really good move, and allow you to let a burning opponent dying. Maybe taunt>shadow ball or scald, that makes him a real stallbreaker.
- Dragonite with dragon dance instead of Flygon. You lack pure power, and you will see that set-up is really easy with volt-turn to give you momentum. Moreover, Flygon is quite redundant with Landorus in your team. Dragonite provides similar resistances, and can tank more hits thanks to multiscale.

Good luck with this team.
 
Funny team, a very good balance, both offensively and defensively.

I think you could have problems with strong stall teams.
Two suggestions to fix it :
- Recover>Protect for Jelicent, it's a really good move, and allow you to let a burning opponent dying. Maybe taunt>shadow ball or scald, that makes him a real stallbreaker.
- Dragonite with dragon dance instead of Flygon. You lack pure power, and you will see that set-up is really easy with volt-turn to give you momentum. Moreover, Flygon is quite redundant with Landorus in your team. Dragonite provides similar resistances, and can tank more hits thanks to multiscale.

Good luck with this team.
I'd rather not replace Flygon as he is the main pokemon in the Offensive core. I will try Recover on Jellicent though. Also, while Dragonite may be able to set-up, it is also weak to Stealth Rock, and thus ruining Multi-Scale, and doesn't have access to U-Turn. I really don't think Flygon+Landarus is redundant, but if one of them left, it would be Landarus....
 
Try running taunt on Jellicent. Running taunt on Jellicent would really help its walling potential as it outspeeds a lot of walls. By running taunt, it can really shut down some pokemons, especially ones that would try and setup hazards or status Jellicent such as Forretress, Blissey, Skarmory. Recovery would also be very helpful when trying to stall enemy teams like sandstorm.
 
Hey man solid VoltTurn team! Bulk Up Breloom is a big threat as it can set up on all three of your scouts locked into the wrong move, while your defensive core can't stop it. To fix this you could try using Xatu over Jirachi. Xatu is a great check to Breloom, bouncing back Spore while resisting its dual STABs and KOing back with Psychic. With Xatu over Jirachi you keep Wish support, but you also gain a secondar source of hazards (such as Spikes from Ferrothorn) with is obviously awsome for voltturn. Xatu has room for a screen so I would go with Light Screen since you have Jellicent spreading burn. Your Jellicent set is kind of weird; Taunt is esential for breaking stall which your team is currently weak to with all the choice users. Taunt also assists Xatu with keeping away hazards. I would use Taunt over Shadow Ball as Xatu is a great check to Celebi. Finally, Scald over Surf is always the better option on Jellicent as Surf nets no significant KOs while the extra chance to burn something is preferred.

Xatu (M) @ Leftovers
Trait: Magic Bounce
EVs: 248 HP / 188 Def / 72 SDef
Bold Nature (+Def, -Atk)
- Psychic
- Light Screen
- Wish
- U-turn


Hope this helped and gl with the team!
 
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