:Flamigo: :Arcanine: :Rotom-mow: :Alomomola: :Primeape: :Frosmoth:
https://pokepast.es/7e9a534d02cd5bd1
VoltTurn offense here, you know the deal. Flamigo and Rotom represent the offensive pivoting vortex that we all know and love (read: Despise). Arcanine comes in when it doesn't quite make sense to bring in either Flamigo or Rotom and demolishes something with its great stab and excellent coverage. Primeape gets up rocks and then pivots into the offensive threats while Frosmoth does the inverse of removing hazards then pivoting into the offensive threats. Moth also has a very big offensive presence since it hits psychics with STAB Super Effective bug buzz and it has enough special attack to just generally chip stuff into range for a Flamigo or E-speed. Alomomola is soooo effing good. It deals so much chip every game with helmet, it keeps ape and moth healthy to continuously setup and remove hazards, and if you ever even think about volt switching on it without a dark type to bring in, its getting a kill vs everything not named blissey. Trick NP Rotom is nice so that you can cripple a big threat while still representing some wall-breaking potential. I find that this team doesn't actually clean that often with Flamigo but I also think the threat of it really affects how people play vs me. Mostly you finish the game off with Arcanine using e-speed if everything is sufficiently chipped or Flare blitz if everything fast is sufficiently dead. That or the last remaining offensive threats on the opposing team just thud into alo/moth.
https://pokepast.es/7e9a534d02cd5bd1
VoltTurn offense here, you know the deal. Flamigo and Rotom represent the offensive pivoting vortex that we all know and love (read: Despise). Arcanine comes in when it doesn't quite make sense to bring in either Flamigo or Rotom and demolishes something with its great stab and excellent coverage. Primeape gets up rocks and then pivots into the offensive threats while Frosmoth does the inverse of removing hazards then pivoting into the offensive threats. Moth also has a very big offensive presence since it hits psychics with STAB Super Effective bug buzz and it has enough special attack to just generally chip stuff into range for a Flamigo or E-speed. Alomomola is soooo effing good. It deals so much chip every game with helmet, it keeps ape and moth healthy to continuously setup and remove hazards, and if you ever even think about volt switching on it without a dark type to bring in, its getting a kill vs everything not named blissey. Trick NP Rotom is nice so that you can cripple a big threat while still representing some wall-breaking potential. I find that this team doesn't actually clean that often with Flamigo but I also think the threat of it really affects how people play vs me. Mostly you finish the game off with Arcanine using e-speed if everything is sufficiently chipped or Flare blitz if everything fast is sufficiently dead. That or the last remaining offensive threats on the opposing team just thud into alo/moth.



















