XY OU Volt-turn Cham Wreckage

Hello, fellas! This is my second RMT up here. The only difference is that this one's been doing really good, laddering to 14xx in less than a week from 1000. And, blame me if ya must, I wanted to show the building of this team! Ah, getting some help wouldn't hurt either hehe.

Da Team:
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landorus-therian.gif
rotom-w.gif
scizor.gif
espeon.gif
thundurus-therian.gif


Intro:

It all started when I was checking Megacham on Smogon website. The description said it functions well in a volt-turn team. So what the hell, lemme try this. The process of choosing the right mates was pretty fast, just put the usual switchers suspects together. With the team ready, I tested it a LOT with troll nicks, always laddering pretty fast to 14xx. So I decided to stick with these guys.

In-depth:

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Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch

It's a standard set for Megacham, but deadly as well. The combo Fake Out+HJP breaks sashes with ease, and basically wrecks anything that doesn't resist it. Zen Headbutt is a realiable STAB, dealing with Megasaurs mercilessly as well. Ice Punch is for coverage, leaving this set basically walled only by 252 HP/252 DEF Slowbro as far as I'm concerned.

landorus-therian.gif


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Stone Edge
- Superpower

Hits a lot and lots of pkmns. Amazing skill, switches in with little danger to 0+ physical sweepers and dishes good damage. Superpower instead of Knock Off 'cuz it hits better than EQ in some cases. But I ain't lying, I miss Koff on the team. Adamant over Jolly for beatin' hellalot better, while still outrunning pretty much anything that matters. Otherwise, standard set.

rotom-w.gif


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: NaN Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Even offensive teams need someone to count on when things gets bad. Rotom-W is the guy. While still a switcher with somewhat decent speed even barely uninvested, it serves as a physical defensive pkmn with deeds. Few can OHKO it, while it can cripple foes with WoW, laugh at Talon's face as the Brave Bird fails to dish at least 50% of its health, while countering it with Pump and can safely switch in a lot of pkmns, pain spliting to continue in the game a while longer. His good natural special bulk and blessed typing allows him to tank well special moves even with no investment on sp. def.

espeon.gif


Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Trick
- Hidden Power [Fire]
- Dazzling Gleam

The trickster itself. The nightmare of unaware hazard setters. It prevents hazards on my field while dealing with the major threats on this area, bar Heatran. Greedy slow setuper? Trick it. A defensive core pkmn that is troubling the match? Trick as well. HP fire deals with the ever so present Ferrothorn, while hurting bad Skamory. Psychic is the STAB to deal with other threats. Dazzling Gleam appeared as the well suited choice for the last slot.

scizor.gif


Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

The best U-turn damage dealer. Period. Standard Band set until it comes to Pursuit. Some prefer Koff on it, it's really good actually, but trapping some little modaf*%$% like Mew, Celebi, other annoying frail pkmn and the twins is just too good for me to get rid of Pursuit.

thundurus-therian.gif


Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Volt Switch
- Hidden Power [Ice]
- Focus Blast
- Grass Knot

My trustworthy special sweeper. Again I choose damage over speed, that's already high enough without proper nature. Volt Switch hits hard anything that doens't resist it. HP Ice is almost perfect coverage. Focus Blast is a powerful and useful move, but unreliable. Grass Knot laughs at Water/Ground pkmns, while hitting harder Hippowdon. Although frail, Thundy T hangs on some uneffective hits due great typing, dealing good damage afterwards.

Major Threats:

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This guy is a pain on the ass. Hits S.Eff my team as a whole. I have no safe switch in. All I can do is check it. But many people use it as lead and don't see a scarfed Land-T coming (don't know why), so I often finish it in the first turn.

charizard-mega-y.gif


NO. SAFE. SWITCH. IN. Fire Blast hits HARD even Rotom-W. And then Charlie KO's it with Solarbeam. I have to sacrifice a pkmn everytime the opponent manages to mega evolve it. Luckly, I have enough checks. Char X isn't a nice guest either, but Land-T and Rotom-W can deal with it easier.


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Even a single +1 Sucker Punch can end my fun if my team's weakened enough. And if the opp predicts my Rotom-W coming in, I'm barely able to WoW it. Period.



Well, folks, that's all I could think of. Hope you enjoy and criticize it!
 
Firs off, you have 4 choice user, and literally no hazard control. having 4 choice items on a team is overkill, and with stealth rocks being so prevalent a stealth rock user and defogger are pretty much essential. Since zard-y is giving you issues, I would recommend this latias set over espeon, as it can survive 2 fire blasts in the sun after rocks from zard y, and stall out the sun with roost, or defog away hazards.

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Latias (F) @ Leftovers
Ability: Levitate
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

252 SpA Mega Charizard Y Fire Blast vs. 64 HP / 0 SpD Latias in Sun: 126-148 (39.7 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

I would also change your landorus-t to a defensive set with stealth rocks, since your team currently lacks hazards.
 
Hi, PandaDuckHybrid !

I was just trying how it goes with Latias on the team. Still laddered pretty fast from 1000 (random nickname), but close to 14xx with the spamming of ferrothorns and skarmories, I had REAL trouble with those two. Despite being more reliable than Espeon overall and dealing with Charlie Y, this current set lacks the ability to finish off both quickly, while having to face a nasty (for me) hazard x defog war that hurted hells my team in the process. I even tried HP Fire on it, but without Choice Specs it's not a guaranteed OHKO against Thorny. I believe that with different partners Latias would certainly serve better to this purpose, but the way my team works, Espeon is more suited in this case.

*Laddered 15xx with the current team.

Replay:

http://play.pokemonshowdown.com/battle-ou-168574779
 
Hey there Noxyed, This is a pretty cool team, but let me just give some input. First I would agree with PandaDuckHybrid when he says to have something to get rocks off the field, as rocks are not helping your Thundurus. Granted you can Magic Bounce back with Espeon but you are not always going to be able to do that. If you are set in stone with your team, then consider putting Defog on Scizor. I would also, as Panda recommended, change your Lando to a defensive stealth rock pivot, as you have four choice items on this team. Defensive Lando-t still works great as a U-turn user, and you will be able to get up your own hazards to cripple a major threat to your team, Charizard-Y. Also, From seeing your threat list, I would change your rotom-wash from a defensive set to a specially defensive set. This way rotom-wash can come in on greninja, and also take on Charizard-Y better, although solar beam is still gonna do a good amount. I hope you take some of these alterations into consideration.
 
nice team, i do see hazard setters like lando-t and even rocks bisharp being a problem tho... espeon cant switch in on either, fearing u-turn/knock off, so latias with hp fire is probably the best choice over it, also probably take out some choice items, that kinda hinders your team from being better...
 
RunRoin7 KingAegisYT

First things first, I really aprecciate the help, guys. I do have to admit that if I fail to play in perfect terms, probably someone gonna blow up Espeon quite easily and SR will be there to severely hinder my team. I've been trying Latias in off and yeah, it's a lot more reliable in keeping itself alive while blowing away hazards. About Landy and Rotom, I'm gonna try these out. Thanks!
 
Hey Noxyed, I agree with the post from PandaDuckHybrid in adding Latias, which I presume you already have tested it. I know that your team is based of Volt-Turn, but like you said, Bisharp sweeps your team. Landorus-T can only switch in if its healthy and predicts right, while nothing else can really take a hit after an SD. This is why I'm suggesting Keldeo > Thundurus-T. This way, you can tank a hit from Bisharp at around 70% and can OHKO it back. Keldeo also doesn't take 25% from Stealth Rocks. It only takes 6% when it switches in, so you can run HP [Fire] on Latias with Dual STAB + Roost.
 
ZCorps

Thanks for the advices. I've been trying all the suggestions I was given and to be honest, they have drastically altered the former offensive orientation of the team. I'm still getting used to it before stating something definitive, but I'm facing a whole new set of threats this way. First, my team is totally vulnerable to ill statuses, while Espeon used to bounce an unwanted WoW back while finishing mons off. Non-scarfed Landy no more can check the ones like Greninja, Charlie Y and list goes on. But yeah, setting SR is nice 'til I have to defog it myself when someone set it as well. I've been trying HP Fire Latias with LO as deffoger and it's been really paying off, bar the statuses problem. But with Latias I was facing a nasty overall weakness from the team to Ice moves. Ultimately I'm gonna try Keldeo now. It really deals with some theats my team's been facing, but like you've noticed, it's probably a goodbye to a volt-turn team.
 
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