Speedfreak VoltTurn: An Exercise in Fun
As far as my team building process goes, this was pretty standard. I started with the defensive volt turn core of Rotom-W and Scizor, which by themselves had pretty clean all-around coverage. This left me with a little wiggle room in deciding where I wanted the team to go. I went with Gengar: he has great coverage, hits hard, and with a scarf he easily outpaces Scarfchomp. In a parallel role to Gengar, Landorus-T carries intimidate and knock off (for a bit of utility) and hits like a truck. Again, I had pretty decent coverage- and didn't see any particular flaw in the squad. Calm mind Keldeo and Set-up Ttar rounded out the team, while maintaining good central synergy. More details below!The pair of Rotom-W and Scizor is the crux of the team. A faster Volt switch and slower U-turn give other team members momentum on opportunities to switch in. It was essential that both of the core had a reliable means of recovery. Rest and Roost make sure I maintain defensive integrity throughout the match, as well as being able to Defog away hazards more than once. Hydro Pump from Rotom serves primarily to counter threats such as Landorus and Talonflame. Will-O-Wisp can crippled any physical attacker I can't hit for big damage. Mega-Scizor's Bullet Punch, even without investment, will 2 hit KO any Sylveon (excluding full HP and Defense Bold).
Gengar finds itself coming in a lot of a slow U-turn from Scizor. Focus Blast is one of the team's counters to bulky Ferrothorn and Psychic patched a slight weakness to Conkledurr. I run Sludge Wave instead of Sludge Bomb because Bomb will not always 2HKO fully special Sylveon. With a timid nature and a scarf, Gengar outspeeds most threats in the tier.
212 Speed goes first on max timid Mega-Manectric. I run U-turn instead of Superpower because I usually lead with Landorus and sometimes get into unfavorable matchups. The split HP and Attack EV's give it more longevity, but the nature makes up for any attack lost. I really like the double scarf special and physical pair of Landorus-T and Gengar as it works well with the bulkier, momentum-creating core.
HP Flying replaces Ghost (Ruyen and Rafael)
Calm mind makes Keldeo an excellent late game cleaner. Primary attacks Secret Sword and Scald hit most thing pretty hard. I run HP Ghost to hit some psychic types that give me team trouble if Tyranitar gets knocked out early. Keldeo also is my preferred switch in for Knock Off users- even though the Attack boost doesn't accomplish anything (the Life Orb is more useless than other items on the team).
This full HP and Weakness Policy set is something a friend and I thought up. The idea would be to get a slow U-turn or other safe switch in, go for stone edge as Ttar forces out a counter, then Rock Polish the same turn as it takes the super-effective hit. Then the sweep is just a matter of hitting Stone Edge.
Pastebin link (if you want to try it out):http://pastebin.com/ishvQ0r8
To finish, I sacrificed hazards to stick the the defensive two and hyper offensive four. I'm pretty happy with the team's coverage- and have has success using it thus far (IT"S SO MUCH FUN TO PLAY!!). I've never done one of these- but RMT!! I'll appreciate the help! :)
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