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This team is mainly based around volt switch and u-turn, which is sorta gimmicky but it fits my style. I really wanted to make a team that just switched and attacked all the time. I tried fitting Pangoro in here but figured it was too slow and just didn't work after tests.

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Jolteon (Occasional Lead)
Modest Nature / 252 SpAtk 252 Spe 4 Hp
Volt Absorb
Choice Specs

Volt Switch
Signal Beam
Shadow Ball
HP Fire

Jolteon's main purpose is a quick revenge kill with VS and then a switch out right away. I also bring him him for non scarf Genesect and Scizor using HP fire which most people don't expect on a jolt. Shadow Ball gets rid of Psychic and other Ghost types, and Signal beam is for Psychics and Grass types that resist Shadow Ball and HP fire.

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Forretress (Other occasional lead)
Relaxed Nature / 252 Def 252 Hp 4 SpD
Sturdy
Leftovers

Stealth Rock
Toxic Spikes
Volt Switch
Rapid Spin

Forretress is Forretress, really... spinner, wall, and hazardator. I only use VS as a filler and an occasional surprise attack. Stealth Rock scares threats like Mega Char (both X and Y), Talonflame and Volcarona (all which threaten Forretress and Scizor) and Toxic Spikes is just a good hazard. I don't always use TS in case Rotom-W wants to burn a physical threat.

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no animated sprite i could find :{
Scizor
Jolly Nature / 252 Atk 252 Spe 4 Hp
Technician
Choice Band

Bullet Punch
U-Turn
Brick Break
Pursuit

Scizor serves to knock out most ghost types (except Chandelure) with pursuit and for priority knock outs with bullet punch. U-Turn is a must (with band) and Brick break is for screens. He needs to watch out for Volcarona and Genesect though. Pursuit also serves as a great revenge killing method, especially for a Timid Draco Latios.

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Salamence
Adamant Nature / 252 Atk 252 Spe 4 Hp
Moxie
Life Orb

Outrage
Dragon Dance
Roost
Earthquake

Quickly sweep away unprepared teams. Earthquake is one of my Mega-Lucario counters and I use Roost as one, to heal health and two in case of rock or (somewhat) ice attacks. Getting rid of the flying helps. Dragon Dance I use only if the other person is forced to switch.

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(Mega) Venusaur
Modest Nature / 252 SpA 252 Def 4 Hp
Overgrow / Thick Fat
Venusaurite

Sludge Bomb
Giga Drain
Synthesis
HP Ice

Venusaur is a surprisingly bulky Special Attacker with good 83 Def and 100 SpD stats. It surprises a lot of players when most attacks that would one hit most other grass types don't. Synthesis & Giga Drain is a little repetitive, but I like it. I tried Amnesia in place of Synthesis and it didn't work out for me. HP Ice deals with stuff like Noivern that may come in on the switch. (Otherwise it outspeeds Venu)

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Rotom-W
Calm Nature / 232 SpD 248 Hp 28 SpA
Levitate
Lum Berry

Hydro Pump
Volt Switch
Will-o-Wisp
Pain Split

Rotom-W is my main special wall on the team. Hydro Pump is a must and VS keeps my team rotating, which is this team's main goal. Will-o-Wisp + Lum Berry serves as a great Trevenant counter, and pain split is a healing move that helps at low health.

Issues:
-Scizor and Forretress are both 4x weak to fire, along with Venusaur 2x.
-Jolteon, Scizor and Salamence, the main attackers, are very frail and die easily.

Threats:
-Mega Lucario (If it sets up)
-Any fire type, really (especially if I don't get rocks up)
-Scarf Genesect
 
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Hello.
Your descriptions are too short to fit the RMT rules requirements.
I encourage you to PM me an updated version of this team with beefed up descriptions, and since you're new, to join the Mentor Program. I'll be unlocking this thread after that.

Have a nice day.
 
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