OU Volt-turn Almost Hyper-Offensive

Well, I had been suffering some losses with some of my other teams, so I decided to create a new one. This one is actually pretty effective at what it does.


Spr_5b2_641T.png

Tornadus-T w/ Flying Gem
Nature: Jolly
EVs: 6 HP / 252 Atk / 252 Spe
Moves:
-Superpower
-U-turn
-Taunt
-Acrobatics

This is a mix of a physical attacker and a scout(Need a dispenser here). His main job is to shut down Stealth Rock Leads, and to kill weather starters. Superpower helps remove Tyranitar and Ferrothorn, while Acrobatics, thanks to the Flying Gem, can kill Politoed, as well as 2HK/OHK most enemies not resistant. U-turn is to get Tornadus out of there,so Regenerate can activate, as well as help with the VoltTurn strategy.

642T.png

Thunderus-T w/ Life Orb
Nature:Timid
EVs: 4 HP / 252/ SpA /252 Spe
Moves:
- Volt switch
- HP Ice
- Focus Blast
- Grass Knot

Thundurus is the main Special Attacker. Life Orb is used so he can switch his attacks. Volt Switch and HP Ice ensure that he can neutral hit most of the pokemon in OU, with an impressive base 140 SpA. Grass knot and Focus blast are mainly there for coverage, especially Focus blast to kill Ferrothorn.
Spr_5b_445_m.png

Garchomp w/ Choice Scarf
Nature: Jolly
EVs: 252 Atk/ 4 SpD / 252 Spe
Ability:Rough Skin
Moves:
- Outrage
- Stone Edge
- Earthquake
- Fire Fang

Nowadays, now that Garchomp is allowed, he can be very powerful. This is a scarfchomp, Made for revenge killing. Outrage and Earthquake are for a nearly unresisted STAB, Fire Fang is for Scizor, Ferrothorn, and Foretress, and Stone edge hurts flyers like Tornadus-t and Thunderus-T.
Spr_5b_205.png

Foretress w/ Leftovers
Nature: Bold
EVs:252 HP / 252 Def / 4 SpD
Ability: Sturdy
Moves:
-Stealth Rock
-Toxic Spikes
-Rapid Spin
-Volt Switch

Pretty Generic Hazard setter and Hazard Spinner. Volt switch allows switching out of trappers like Magnezone, Stealth Rock and Toxic spikes are easier to set up than spikes, and hurt badly in the long run, and Rapid spin is to remove Hazards.
Spr_5b_609.png

Chandelure w/ Lum Berry
Nature: Timid
EVs: 188 HP/ 252 SpA/ 68 Spe
Ability: Flash Fire
Moves:
- Fire Blast
- Shadow Ball
- Energy Ball
- HP Ground

This chandelure fulfills 2 roles. one as a spin blocker, and the other is to kill Things like Breloom, Ferrothorn, Foretress, Scizor, Pokemon like the 4 I just mentioned using fire blast. Energy Ball and Shadow Ball are for coverage, Energy Ball hurting Rain Teams and Shadow Ball hurting psychics, as well as being more reliable than Fire blast. HP Ground is for when Heatran shows up.
The Lum berry allows me to safely switch in to Ferrothorn, as well as go through 1 round of Breloom Spore.
Spr_4p_479W.png


Rotom-W w/ Leftovers
Nature: Calm
EVs: 248 HP / 8 SpA /252 SpD
Moves:
- Volt Switch
- Hydro Pump
- Substitute
- Will-o-wisp

Rotom is the bulky annoyance, thanks to its impressive bulk and Will-o wisp allowing me to cripple physical attackers like Mamoswine. Volt switch is part of volt-turning, while hydro pump is just a plain powerful attack. Substitute and will-o-wisp allow Rotom to tank most physical attackers, as well as for Substitute on an enemy switch-in.

Alright, Any suggestions on how do deal with threats to this team, Improvements I can make to this RMT, anything helpful etc etc. Thanks for Rating.
 
Hi,

Nice team! Hyper Offense's popularity has died down a lot- but iir's great to know that solid HO teams like this one still exist. You do have quite a few problems though- your Rock type weakness. You've got a lot of ways to answer Rock types- such as Fighting/Ground/Grass/Water moves- but your team struggles against offensive powerhouses like Terrakion- who scarfed Stone Edge can easily OHKO half your team. Garchomp and Rotom are 2HKO'd as well. Forretress is your only answer, but it can't touch Terrakion nor do much damage. A few of your spreads can also be improved- particularly, Chandelure's. By maximizing its speed, you won't have to worry about Breloom's Spore- as you've outspeed and KO it (not that they'd stay in anyway)

To help with your problem in Scarfed Terrakion, I'd suggest you add a bit more offense to your Forretress, who is currently the only member of your team that can take more than two hits. Gyro Ball should be used instead of Volt Switch, so you can hit Terrakions hard, as well as pokemon that have set up a lot, both of who are hard counters to Hyper Offensive teams like yours. Volt Switch lets you beat Magnezone, but Magnezone isn't really a problem for your team, as every other member of your team bar Rotom can OHKO it. With Gyro Ball now, I'd suggest a spread of 252 HP / 176 Def / 80 SpDef Relaxed, which maxes the damage of Gyro Ball, keeps your Defense at a high level, and gives you some Special bulk as well. The extra added physical bulk is not needed because Forretress can still live 3 CC from Terrakion as well as a few hits from other powerful physical attacks in the tier. I also think it is a good idea to give it Spikes instead of Toxic Spikes. Hyper Offensive teams like your appreciate Spikes a lot more than T-Spikes because of the amount of switches they force. Because your team is of a Volt-Turning nature, Spikes will be especially more useful because they'll take off 25% damage off your opponent every time you force a switch. TSpikes is not as useful because it requires your opponent to stay in for a longer time in order to really put forth noteable damage- and because Volt-Turn teams cause to force many many switches, doing direct damage should be preferred.

For Chandelure, I think a better spread can be used. It would definitely be best to be able to outspeed Breloom and Heatran- as the former can do a lot of damage with Stone Edge and the latter can OHKO with Earth Power. A spread of 24 HP / 252 SpA / 232 Spe Timid allows you to outspeed max speed Heatran and Breloom, while keeping your massive SpA and putting the rest into bulk. (Or, you could just opt for a simpler 4 HP / 252 SpA / 252 Spe Timid. That at least speed ties with Mamoswine.) Now that you outspeed Loom, you can ditch your Lum for Life Orb- giving you more power and the ability hit a lot harder, at the cost of some HP. If hazards bother you, because LO will add to your weakness of that, you can opt for Leftovers, or Charcoal, or even Expert Belt.

Other than that, your team looks pretty solid. You could try BU Tornadus-I instead of your Tornadus right now for some more offensive pressure and power in the form of sweeping, but then again your SR weaknesses restrict you from that idea, and tornadus-i can't opt for U-Turn either.

Awesome team! I hope I helped!
 
Aside from being pretty damn weak to the ever present terror that keeps dragons and Therians in check (Mamoswine, particularly banded and choiced variants), it's a pretty solid volt+turn team. I have nothing else to add (maybe later if I look at the team more).
 
Grass Knot on Thundurus-T isn't really covering any extra threats except:

1) Mixed Wall Hippowdon, which Rotom-W handles much better. You can Sub on its Toxic and resist its two common attacking moves. The worst it could do to you is Whirlwind you out; even without SpA investment, Rotom's Hydro Pump is a guaranteed 2HKO after lefties, so Hippo must have a death wish if it stays in to phaze.

2) Mamoswine, which you lose to anyway, pretty self-explanatory...

3) Tyranitar, which you have Tornadus-T and Chomp for.

4) Do i really need to mention Gastrodon? It's pretty much non-existent in the meta now. Not to mention it can't take physical attacks very well. Just for the sake of argument, even Chandelure can OHKO it with Energy Ball after a bit of prior damage.

Thunderbolt should be Thundurus-T's fourth move, which hits everything else harder than a SE Grass Knot. It also gives Thundurus-T a consistent and powerful STAB instead of always being forced out with Volt Switch, which is especially handy for teams that don't really have an answer to it and need to rely on stalling, passive damage, etc. You also do a ton more damage to SpD Jellicent, which gives this team trouble, and nets a damn near OHKO on Vaporeon.
 
@ Electrolyte Thanks for the Ideas. Most were helpful, but I'm going to keep Lum berry on my Chandelure because of Venusaur w/ sleep powder.

@ Episode36 That's why Foretress has gyro ball now (look at electolyte's post)

Red3mpti0n: Good point. That could be useful
 
Back
Top