XY OU Taunt-Turn

Welcome to Rageland! If you've never been here before I'll just lay down some ground rules: no setting up, no hazards, no recovery, and no defog. How can I enforce these crazy rules you may ask? Taunt. On half my team. It's so crazy it just might work. As always critiques are appreciated.
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Terrakion

Focus Sash, Justified, Jolly

252 Atk, 252 Spe, 4 SpDef

Close Combat

Stone Edge

Stealth Rock

Taunt

While Terrakion might seem like a very obvious lead there are some matchups where it doesn't fair very well (oblivious Mamoswine for example). In situations like these it's best to use something else. It any other situation Terrakion's great speed and access to Taunt allow it is set Rocks and keep them off the field. If he survives (and he just might) he can come back as a powerful win condition using his very high power STABs, attack, and speed. His typing doesn't add much synergy to the team but he's a lead, he doesn't have to.
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Mew

Leftovers, Synchronize, Calm

248 Hp, 104 SpDef, 156 Spe

U-Turn

Will-O-Wisp

Soft-Boiled

Taunt

This little asshole. The floating pink rat can switch into many things and cripple them with Taunt or Will-O-Wisp while recovering damage. It's got a great speed stat for a saboteur and not much can even 2hko it. The non-mandatory move slot can be anything and although it is usually Knock Off I feel like U-Turn gives this team a huge boost in momentum. Usually when a foe is crippled its first instinct is to switch out. I can capitalize on this by U-Turning to a counter. There certainly nothing wrong with spamming U-Turn as well as Mew forms a nice U-Turn core with Scizor and Lando.
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Keldeo

Life Orb, Justified, Timid

252 SpAtk, 252 Spe, 4 SpDef

Scald

Secret Sword

Icy Wind

Hydro Pump/Taunt

A powerful win condition with an interesting STAB and type combo Keldeo is great mid or late game. Scald and Secret Sword are the main moves while Icy Wind punishes switch-ins like Lati@s. Hydro Pump is there for a little extra power but I'm I crazy enough to add Taunt instead? Hmm... Life Orb gives me the freedom to choose attacks while maintaining decent damage.
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Landorus-T

Choice Scarf, Intimidate, Naive

252 Atk, 152 Spe, 4 SpAtk

Earthquake

Rock Slide

Hidden Power- Ice

U-Turn

Landorus is the most used mon and for good reason. This set is awesome for any team and fits pretty much any Volt/Turn core. This guy along with Mew and Scizor work together to give me more offensive options while messing with physical attackers. Hidden Power-Ice may seem like a strange choice but it has caught more than its fair share of other Landos and Garchomps off guard. While this doesn't OHKO it does more damage than every other move choice against those targets. Rock Slide is also more dependable than Stone Edge.
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Scizor

Scizorite, Technician, Adamant

252 Hp, 44 Atk, 212 SpDef

Bullet Punch

U-Turn

Superpower

Roost

Is this the standard Roost 3 attacks Scizor spread? I don't know but this Scizor can take a surprising amount of punishment. It survives Hidden Power-Fire from both Latios and Magnezone and OHKOs the former back with U-Turn and either escapes the latter or hits it hard with Superpower. When it isn't trolling would-be checks and counters it completes the U-Turn core with Mew and Lando. The slow U-Turn helps get my other team mates safely on the field as well. It may be ugly but Scizor does its job well and provides a nice set of resistances.
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Thundurus

Leftovers, Prankster, Timid

252 SpAtk, 252 Spe, 4 SpDef

Thunderbolt/Volt Switch

Hidden Power- Ice

Thunder Wave

Taunt

The mon that completes the Taunt theme. Taunt is cool but Prankster Taunt is cooler! This set forgoes the usual Life Orb for Leftovers to provide more of a support role that is able to come it more than once. Thunder Wave it very important in order to slow down fast threats like Greninja and Lati@s. I chose Taunt because of the utility it provides and because of my hatred for Focus Blast and Psychic on Thundurus. Volt switch is an option over Thunderbolt to keep the crazy Volt/Turn stuff going but I usually prefer the power of Thunderbolt. The other two moves are standard. To be honest, this was the last mon I added to the team but it has put in as much work as a Thundurus should so I'm happy with it.

As cool as this team looks it's a little prediction heavy and skill intensive. Sometimes you just lose to over thinking things. Is my opponent going to set up knowing that I might just Taunt him? Is he going to attack while I Taunt? These are the tough decisions that any Taunt user must make only this time it's spread to half the team. When this team goes it really runs smooth with flawless momentum and my opponents unable to set up in any way. However, the offensive nature of this team means that a mispredicton can be very costly. Anyway, I enjoy this team and I want to hear what you think of it.
 
Hi,
Very cool team, nice use of mew! Your lando is missing EVs, btw.
Another option for Kelsey is clam mind, so if you force a switch you can set up to more than the power of specs. You team lacks a defogger, who could be bad for a team wit so much u-turn. You could put it on mew or scissor. another option is healing wish+defog Latias, to allow you to reuse sash terrakion.
Hope this helps! :)
 
Oops lol ya the Lando should have max speed. Good catch! I'm not sure about Defog on this team. When he's used as a lead Terrakion usually doesn't last that long which means I might not get a chance to set the Rocks up again. Taunt is also amazing at keeping Rocks off the field in general. If I did use Defog I'd probably put it on Scizor though. Thanks for the words :)
 
Oops lol ya the Lando should have max speed. Good catch! I'm not sure about Defog on this team. When he's used as a lead Terrakion usually doesn't last that long which means I might not get a chance to set the Rocks up again. Taunt is also amazing at keeping Rocks off the field in general. If I did use Defog I'd probably put it on Scizor though. Thanks for the words :)
No problem! Defog on scissor is good, if you can fit it in
 
Heya :)

Nice team, but honestly Mega Venusaur eats this team alive. There's not much you could do once it switches into Keldeo... The team also lacks a way to truly dismantle stall, since Taunt + Keldeo seems to be your only way of dealing with it. Defog users like the Lati twins can come in on Mew and Defog that way. Other Defog users like Zapdos find it relatively easy to come in on Scizor and Defog + threaten it with Heat Wave. Garchomp and Landorus-T also have an easy time setting up rocks against you, which proves a problem against your team's VoltTurn nature. In a nutshell, Taunt doesn't give you complete hazard control. So first off, I'd suggest Choice Specs over Life Orb on Keldeo, as well as Hidden Power Flying over Icy Wind, as it can help with dealing with Mega Venusaur and overall has a hard time switching in on Keldeo. Next, let's go with Trick + Defog Scarf Latios over Terrakion and pass over the role as a Stealth Rocker to Landorus-T and have Knock Off > Hidden Power Ice and Stealth Rock > U-Turn. Allow me to explain; Latios gives you a solid Revenge Killer and reliable Defogger. Tricking a Scarf can also help in crippling mons like Sp. Defensive Heatran. Knock Off on Landorus equips you with another weapon against Stall, and Stealth Rock is there because your team needs one since Terrakion is gone. In a nutshell, this allows you to have a reliable Defogger and Rocker at once. :) The VoltTurn theme also doesn't seem to work with this team in my opinion, so just heavy hitters will suffice. Speaking of, I'd run Swords Dance over U-Turn on Scizor to have a neat win condition and in general to just hit mons hard. Let's also tweak the spread to 252 HP / 24 Atk / 212 SpD / 20 Spe to outspeed Sp. Defensive Heatran and smack it with Superpower.

Here are the sets:
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Trick

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 64 Atk / 192 Def
Impish Nature
- Rock Slide
- Earthquake
- Knock Off
- Stealth Rock

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 24 Atk / 212 SpD / 20 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Superpower
- Roost

Hope I helped :)
 
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Hello there, really interesting concept.
The only problem I noticed here is Latios, he can surpass all members of your team (safe for thundurus who can't do that much and landorus who is choice locked) and you don't really have any safe switchs ins to it, since Mew will not take two draco meteors, as such, I would suggest you to simply give latios less chances to set up by replacing Keldeo with Spikes Greninja

Greninja is faster than Latios and can easily kill him, while he can also help your team's momentum by setting up Spikes, which, combined with the "volturn motif" of your team they can easily generate pressure against your opponents (it should also be noted that Greninja easily scares of the commons defog users, so that's a win-win)

Greninja (M) @ Life Orb
Trait: Protean
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Hydro Pump
- Dark Pulse
- Extrasensory/ Taunt
 
Last edited:
Hello there, really interesting concept.
The only problem I noticed here is Latios, he can surpass all members of your team (safe for thundurus who can't do that much and landorus who is choice locked) and you don't really have any safe switchs ins to it, since Mew will not take two draco meteors, as such, I would suggest you to simply give latios less chances to set up by replacing Keldeo with Spikes Greninja

Greninja is faster than Latios and can easily kill him, while he can also help your team's momentum by setting up Spikes, which, combined with the "volturn motif" of your team they can easily generate pressure against your opponents (it should also be noted that Greninja easily scares of the commons defog users, so that's a win-win)

Greninja (M) @ Life Orb
Trait: Protean
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Hydro Pump
- Dark Pulse
- Extrasensory/ Taunt
I never thought about Greninja but he does solve a lot of my team's problems. It crushes Venu with Extrasensory as well. I'm not sold on the Spikes set though as it seems too frail to use it but it has many coverage moves to use instead.
 
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