XY OU Speedfreak VoltTurn: An Exercise in Fun

Speedfreak VoltTurn: An Exercise in Fun
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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!

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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).

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Life Orb instead of Scarf (Rafael)

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.

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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.

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Leftovers instead of Life Orb
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).

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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

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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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I cant help to notice that half of your team is weak to grass. But you also have coverage to hit the grass types. What about counters to things that might run a grass move like greninja. Also fairies and fire types will do damage as well. Mega heracross/heracross, medicham/mega, megazard x, azumaril, clefable, and mega gardevoir are the big ones in ou. So what can you do to counter these because other than your gengar fairies run free, the same goes for fighting types, the zard x gets covered a lot but if it gets a d-dance up your're done.
 
Thanks Ruyen! Rotom-W is viable against Greninja. It's also worth noting that no set of Greninja can KO my Tyranitar with Grass Knot or Hydro Pump (making it the ideal situation for the set-up I described earier).

Heracross- The physical Scizor seems to handle it alright. It's pretty slow too. Gengar can handle it if I can manage any prior damage.

252+ Atk Mega Heracross Close Combat vs. 252 HP / 252+ Def Mega Scizor: 160-189 (46.5 - 54.9%) -- 62.1% chance to 2HKO

252 SpA Gengar Shadow Ball vs. 40 HP / 0 SpD Mega Heracross: 127-150 (40.8 - 48.2%) -- guaranteed 3HKO

Medicham- It seems like I don't have much to take a hit, but Gengar and Landorus both do a number to it.

252 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 302-356 (115.7 - 136.3%) -- guaranteed OHKO

156+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Medicham: 208-246 (79.6 - 94.2%) -- guaranteed 2HKO

Zard X- I've been playing around with the team, and Landorus-T and Rotom-W seem to deal with it well.

Azumarill, Clef, Gardevoir- Like you said, Gengar is tremendous here but Scizor is very capable of taking all of Azumarill's moves. Rotom-W can help out with Gardevoir and Clefable as well.

Did you have any suggestions for switching out a guy for someone else?
 
Thanks Ruyen! Rotom-W is viable against Greninja. It's also worth noting that no set of Greninja can KO my Tyranitar with Grass Knot or Hydro Pump (making it the ideal situation for the set-up I described earier).

Heracross- The physical Scizor seems to handle it alright. It's pretty slow too. Gengar can handle it if I can manage any prior damage.

252+ Atk Mega Heracross Close Combat vs. 252 HP / 252+ Def Mega Scizor: 160-189 (46.5 - 54.9%) -- 62.1% chance to 2HKO

252 SpA Gengar Shadow Ball vs. 40 HP / 0 SpD Mega Heracross: 127-150 (40.8 - 48.2%) -- guaranteed 3HKO

Medicham- It seems like I don't have much to take a hit, but Gengar and Landorus both do a number to it.

252 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 302-356 (115.7 - 136.3%) -- guaranteed OHKO

156+ Atk Landorus-T Earthquake vs. 0 HP / 4 Def Mega Medicham: 208-246 (79.6 - 94.2%) -- guaranteed 2HKO

Did you have any suggestions for switching out a guy for someone else?

The actual battle situation would dictate that if Gengar was still around and its Heracross v. Scizor... Heracross SHOULD NOT be using Close Combat as you can conceivably give away a free switch and take unnecessary damage from Gengar.

If anything, Heracross should use Sub / SD to prevent either status OR boost its Atk to Stupid "F*ck Wallbreaking" Wall-SHATTERING proportions.

If anything, my suggestion would be to use Life Orb on Gengar over Choice Scarf.

Without LO, your only dealing 61-72% to Heracross.

With LO it rises to 79%-93% with a 43.8% chance to OHKO Heracross if Stealth Rock is out.

I get you want to outrun everything... but trading flexibility for speed with a mon who already outruns a good portion of the meta seems kinda of pointless... especially on a team with Landorus and Scizor... Two mons who can check mons like Choice Scarf Garchomp & Terrakion and +1 MegaDos pretty well... which is the main reason to run Choice Scarf on Gengar.

Also, change HP Ghost < HP Flying to better hit Mega Venusaur which after a CM Boost, can 2HKO Mega Venusaur after Stealth Rock damage AND OHKO MegaCham. (Avoiding possible Hax from Hydro Pump)

Notice how I mentioned Stealth Rock... well you might want to change TTar from WP to the following:

Tyranitar @ Leftovers
EV: 248 HP / 252 Def / 8 SpD
Ability: Sand Stream
Relaxed Nature
- Stealth Rock
- Ice Beam
- Crunch
- Stone Edge / Rock Slide

Checks birdspam pretty well while also being able to set up rocks efficiently thanks to its massive bulk from both sides. Ice Beam to hit Gliscor and Lando while Crunch over Pursuit as Crunch is extremely spammable STAB move.

Let me know what you think... ^_^
 
Thanks Rafael! I switched immediately to HP Flying (like Ruyen said, my teams weak to grass) and it did some work against a Mega-Venusaur in game 3. Currently testing out the life orb on Gengar, so far it's working out most the time. I've certainly been trying to fit hazards onto the team, and that Tyranitar set's pretty good. Is this viable?

Tyranitar (M) @ Weakness Policy
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Polish
- Stealth Rock
- Stone Edge

The set-up has won sooo many games
 
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In my post i wasn't saying that these things can OHKO or 2HKO anything i was just showing you your weaknesses then naming things that are of that said weakness. That list was only showing that there are a hand full of things that could cause you trouble. I never said they will. It is still good to look out for those things. Also why use rock polish when d-dance gives you a plus 1 in attack and speed. D-dance is an egg move but its better and worth it
 
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