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Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Rock Slide
- Superpower
Darmanitan is the first component of my volt-turn core. I didn't want to be unoriginal and go for scarf, but it really is the best set it can run. The power Darm has without any nature or item support is shocking. I felt no need to run anything besides scarf. The move options are pretty standard. I have Rock Slide over earthquake because it hits Salamence. Rock Slide also seems to clean up a lot of teams late game. Super power is there for Snorlax and P2. Snorlax is a pretty big problem to this team even with this move but anything helps. The goal with Darm is to get the opposing team into a position where they are weak and then Darm cleans up. Widdling down the opposite team becomes easy as Helio and Crobat both work great as partners for switch damage.
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Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunder
- Grass Knot
- Hyper Voice
Heliolisk is a powerful electric type that absorbs water... hello! This is a great partner for Darmanitan. What switches into Darmanitan? Bulky Waters! Once again I have pretty standard options. Grass knot is there over Surf or Focus Blast because of bulky ground types that want to switch into Darmanitan like Swampert and Quagsire. I have Thunder because I already have two stabs and running thunderbolt seems kind of situational. Thunder is Heliolisk's most powerful move and it has a 30% chance to paralyze. I don't see any good reason to pass it up. If you want stab damage then use Hyper voice. If you want electric damage, use volt switch. If you want to kill Toxicroak, Infernape, and Beedrill in one hit, use Thunder.
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Ability: Pressure
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Scald
- Roar
- Rest
- Sleep Talk
Suicune is my resist to a lot of things. When you get a prediction wrong with your volt turn, you need a safety net. Suicune is that net. I made it fast so I wont be taunted and so I can avoid some stupidly unnecessary damage from Nidoqueen and Machamp. So, in a sense, making my Suicune faster actually makes me bulkier. This needs to stay healthy as it is very important to stop some counter sweeps. Most of my team is frail so Suicune saves you the win a lot if you play it right.
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Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- Stealth Rock
Krookodile is my offensive stealth rocker that triples as an electric immunity and defog lure. Flying types that like to switch in on the SR will be punished by a Life Orbed Stone Edge. Knock off will bring Reuni down to kill range of any next attack with my team barring Scald with low roll. The Intimidate really helps the team with offensive flying types since my resistance is a Suicune. Krookodile is one of my dew ways of beating Honchkrow surprisingly enough.
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Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost
Crobat is my offensive deffoger. Sky Plate is the only set I like now a days. It tears through teams (like this one :P) and provides some nice U-turn action. The speed catches modest Sceptile and Adamant Beedrill. Crobat provides a nice fighting and mega Beedrill resist. I have to have defog to avoid a sticky web massacre. I don't run bulk because I don't really have to. This is made to tear through cores and defog if needed.
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Ability: Flower Veil
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Psychic
-> Aromatheropy
Florges is because I ran out of room. I needed a draco resist and another fighting resist didn't sound too bad. I would have put Whimmi but I need a win condition. I am bold because I have yet to regret being bold. Now everything is pretty standard except for Psychic. It is there to punish the hard Poison type switches. This includes Mega Bee, Nidoqueen, Toxicroak, and Tentacruel. Setting up and killing those things in one hit can save you some Synthesis PP. Aromatheropy to be honest is sometimes missed, but Psychic helps this team out a lot more than Aroma could.
{Changes} I switched Psychic to Aromatheropy because i kept losing to stall. Giving aromatheropy to florges means i can 1v1 Blissey.
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I hope you like the team! It is pretty hard to lose if you play the volt-turn core right. Make changes if you want, but I believe this is the best version of this team. If I find anything more to say then I will post it here. I have one downloaded replay below. I didn't know how to convert it so I just recorded it. Check it out and have a nice day :)
More YT Battles with SNW
Import
Queen of Hearts (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Rock Slide
- Superpower
Yzma (Heliolisk) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunder
- Grass Knot
- Hyper Voice
Ursula (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Scald
- Roar
- Rest
- Sleep Talk
Other Mother (Krookodile) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- Stealth Rock
Maleficent (Crobat) @ Sky Plate
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost
Mother Gothel (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Aromatheropy