RMT: Rabbit Punch!

This is my UU team focused around a VoltTurn core.
Peaked @ 1595 rating Rank 32
rotom-heat.png

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 Spd /4 SpD
Timid Nature
- Trick
- Volt Switch
- Overheat
- Hidden Power [Grass]

I needed some ground immunity, so what better than Rotom-H? Overheat hits like a truck, volt switch is great for some switch priority in combination with my two u-turn pokemon and HP Grass is great for those pesky Quagsires & Swamperts you see quite a lot of in UU. Trick is great for walls that can sometime cause a problem for my team (Such as Cresselia.) Other than that, absorbs thunder-wave & will-o-wisp for my team.

mew.png


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4SpD
Bold Nature
- Stealth Rock
- Thunder Wave
- Roost
- Psyshock

Generally used as a lead. Thunder waves anything that has damage against it, uses rocks if not. Psyshock does decent damage with the not too shabby 100 base SpA. Really tanky on the physical side and stalls out a lot of pokemon.



florges.png


Florges (F) @ Leftovers
Ability: Symbiosis
EVs: 252 HP / 40 Def / 216 SDef
Calm Nature
- Aromatherapy
- Wish
- Moonblast
- Protect

The queen of tanks. Takes just about any special move and stalls it with wish and protect, or hits pretty hard with Moonblast. Aromatherapy is there because Medicham, Diggersby & Jirachi have bad problems with status (especially when Rotom is down.) Wish passing is great too!

medicham.png


Medicham @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Psycho Cut

This guy is probably too strong for UU. Fake out is there for the obvious reason of avoiding medicham's pitiful original speed, ice punch and thunder punch for coverage, and HJK for insane damage. I'm sure everyone knows about how hard this wrecks, I don't think i have much more to say about it.

diggersby.png


Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Return
- U-turn
- Quick Attack

Great switch in against slower pokemon and walls. Return generally hits anything for major damage, bar Steelix, Mega Aggron & Metagross, but Earthquake 2HK0s the first two and 0HKOs the last. U-Turn is there for obvious switch ins (mainly ghost types)Quick attack finishes off most pokemon around 35-40% HP, and Earthquake for the reason previous and the dual-stab.

jirachi.png


Metagross @ Choice Scarf
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 252 Spd
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Fire Punch

Having totally forgot about Jirachi, this is a much better steel type to use. Jirachi works great as a VoltTurner with Rotom-H, especially as Jirachi's main problem Rotom is immune to.

Okay, thanks for reading. Would like some criticism and opinion how I could make it better, this is the first team i've had any success with.

Thank you!
 
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I would say overall pretty good. The only thing I can see is that you have no way to get rid of hazards at all. Since with that volturn core you will be switching out a lot and if your opponent can get done some rocks it will slowly start to wear down you pokemon even with wish support from florges. Mew could be a good deffoger if you can fit it on it's movelsot, but it comes at the cost of removing some of the utility Mew has since you do not want to become taunt bait if you get rid of uturn.
 
Hi there, this is a pretty neat team you have here ^.^ There are a few suggestions I can give you for improvement, however.

First off, you're Mew set is really strange. Here is my suggestion on a new set and why it's better than the one you have atm:

mew.gif

Mew @ Leftovers | Synchronize
252 HP / 252 Def / 4 Spe | Bold
Stealth Rock | Roost | Psyshock | Will-O-Wisp OR Thunder Wave OR Defog

Roost provides reliable recovery for Mew, which is extremely important as it increases its survivability and is always useful on a defensive Pokemon. Psyshock is a mandatory STAB that helps Mew hit Fighting-types super effectively. The last slot should be dedicated to a status move or Defog; all of WoW, Defog, and Thunder Wave are very useful for your team. WoW provides a way to cripple physical attackers while also putting residual damage on walls and other special attackers. Thunder Wave, on the other hand, is especially useful for your team since you use both CB Diggersby and Mega Medicham. Finally, Defog gets rid of hazards, which makes it easier for you to abuse VoltTurn and also prevents Toxic Spikes from destroying your defensive core. Which one to use is completely up to you though, since I can't choose which one would be better (although I'm leaning towards TWave ?_?). Now, I removed U-turn because it honestly doesn't offer as much utility to Mew as the other moves do, and Diggersby and Rotom-H already make a VoltTurn core (and Jirachi if you follow my other suggestions).

An alternative EV spread for Florges is 252 HP / 40 Def / 216 SpD. This spread makes sure Florges is never 2HKOed by 252 Latias's Psyshock, effectively letting Florges beat it.

Medicham's set is also really weird; I understand that Thunder Punch lets you get past Slowbro, but Psycho Shift is much more important as it provides you a way to beat Cofagrigus and is overall an amazing secondary STAB to have. Ice Punch should stay because otherwise, you would be walled by Latias, which is more common than Slowbro.

Metagross is a wierd choice for a Scarfer, since base 70 Speed is very disappointing and doesn't let you revenge weakened +1 Haxorus and Zygarde among others. For this reason, I recommend using Jirachi instead. Jirachi has the same typing, but sits at a MUCH better Speed tier at the cost of power. Furthermore, Jirachi also gets U-turn, which is useful for momentum and fills that gap that Mew left behind. Jirachi also makes much better use of Iron Head's flinch chance + the extra Speed with Serene Grace. Here is the set:

jirachi.gif

Jirachi @ Choice Scarf
252 Atk / 4 SpD / 252 Spe | Jolly
Iron Head | U-turn | Ice Punch | Trick OR Fire Punch

Trick can be replaced with Fire Punch if you desire more coverage, and you already have a Tricker in Rotom-H anyway.

I hope I helped and gl with your team Jakegt1 :)
 
I have totally no idea why i didn't consider Jirachi.

I've seen more Slowbros than Latias but that could be because my rating isn't necessarily that high? Florges generally deals quite well with Slowbro anyway, and megastoise.

Thanks very much, I agree with your opinions and changes. Jirachi does make so much more sense with the volt-turning..
 
yeah, this team really struggles with crawdaunt. any time it comes in, something gets bopped hard. not much likes to take a banded knock off however
 
Considering you don't have a way to remove entry hazards, why don't you give Defog to Mew and use Thunder Wave (or Body Slam) on Jirachi instead?

Jirachi can actually take advantage of paralysis to start paraflinching or U-turn out of a threat. While paralysis doesn't seem to benefit Mew much, if you want to use a status on "anything that has damage against it" Will-O-Wisp seems a better choice to me.
Besides, Jirachi could use Ice Punch so it can actually punish a predicted Ground-type / Zapdos switch-in.
 
it's tempting, but as it's a scarfed chi it's problematic to run thunder wave and I don't feel like trusting the 60% chance. the only real problem I have with rocks is Rotom, and he still gets 5 switch ins. phazing is a problem in that respect, but generally the two most common phazers happen to be Megastoise & Milotic, both of which cannot phaze out florges and are walled by it (unless stoise carries roar, which happens sometimes.)
 
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