Volt-Turn Shenanigans

Here is a team I made as ajoke at first but it is actually raking up a couple of wins, so I want opinions on how to make this better but keep with the theme.

Of course volt turn is the name of the game, and with this team 5 out of the 6 pokemon have either volt switch or u-turn. I split mine up equally 3 U-turn users and 3 Volt switch users. Now I know 3+3=6 not 5 but take a look and see what I mean.


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Mew @ Choice Scarf
Trait: Synchronize
EVs: 80 Atk / 176 SAtk / 252 Spd
Lonely Nature
- U-turn
- Volt Switch
- Aura Sphere
- Fire Punch


Here is the guy that makes the math work, it has both Volt Switch and U-Turn. I almost always use this as my opener due to the fact it has both moves and can damage whatever is on the field. The other two moves are based on coverage. Steels tend to be a problem with this team as they resist both Volt Switch and U-Turn. Aura Sphere has the added benefit of being a never miss move, and Fire Punch can burn (though it never seems to happen.)


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Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- U-turn
- Pursuit
- Bullet Punch
- Superpower


This is your everyday standard Scizor. Stab U-Turn that is further boosted by the Choice Band. Pursuit to catch pesky psychics and Ghosts. Bullet Punch is almost godly on TechniBanc Scizor
. Superpower rounds out the coverage hitting steels so hard they crumble.

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Rotom-Wash @ Choice Specs
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Volt Switch
- Trick
- Hydro Pump
- Hidden Power [Grass]


A little less standard Rotom-W but how can you Volt Turn without him? Stab Volt Switch with the boos from specs. Massive damage against anything not a ground type. Trick is just in case I am in a sticky situation and need to free up my Rotom to its other attacks. Hydro Pump is there to hit anything with out Storm Drain or Water Absorb hard. Now the last move you would think is a water type Stab well you are wrong. How many times has a gasrodon come in trying to wall you? Well no more thanks to Hidden

Power Grass.

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Archeops @ Choice Band
Trait: Defeatist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- U-turn
- Earthquake
- Aerial Ace
- Rock Slide


Ok, I always just ruled this guy out due to its ability. Yes once I ht 50% of the max HP its attack is halved from 140 to 70. Thanks to choice band 70 can still hit pretty hard. U-Turn so it fits the theme, Earthquake is ever powerful and team greatly with the STAB Rock Slide. Aerial Ace rounds out this set with its secondary stab. I went Jolly because this guy has massive power and great speed. So I decided the speed boost will be well appreciated here. (Many have been pushing for Landorous here but in my testing this prehistoric bird has been doing much better.)


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Magnezone @ Choice Specs
Trait: Sturdy
EVs: 252 SAtk / 148 HP / 108 Spd
Modest Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Thunder Bolt


Magnezone o magnezone. My second Volt Switcher Stab is great Specs makes it better. Flash cannon is secondary stab and hits Kyurem and others hard. Hidden Power Fire is for all those Steel types I "trap". So many people think that I am running Magnet Pull and do not try and switch for that reason. So the Sturdy does come in handy. I had Signal Beam but I never found a use for it where Thunder Bolt has been very much needed from time to time.


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Forretress @ Leftovers
Trait: Sturdy
EVs: 252HP/ 220Def/ 36SpA
Bold Nature
- Rapid Spin
- Stealth Rocks
- Hidden Power [Ice]
- Volt Switch


Forretress has replaced Snorlax as my 6th. I was using Xatu here instead but this little tank has just slightly edged in a few more wins than Xatu had. The biggest reason is Rapid Spin. This is a move I needed so much and really helps. I can also guarantee getting Rocks up when there is the opportunity. Hidden Power Ice turns this guy into a dragon killer, especially any that are locked into Outrage. Volt Switch fits with the theme of the team and keeps me with the upper hand.


Like I said this was meant to just be a lolzy crap team but turns out it has decent potential so I want that potential realized.

(All changes made are in BOLD.)
 
Hello there and nice team! Your team is very weak to Entry Hazard (mainly Stealth Rock) because with the volturn chain it must do several switch. I'd use Xatu in place of your Snorlax to prevent the setup of the Entry Hazards. (it can switch-in easily against many defensive 'mons like Skarmory, Ferrothorn, Forretress, etc and it's helpful in general against stall teams)

Set:

Xatu:
th_xatu.gif


Xatu (M) @ Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spd
Bold Nature (+Def, -Atk)
- U-turn
- Toxic
- Roost
- Heat Wave

Hope it helps, good luck and have fun.

~Alexander
 
Hey there, and very very nice usage of the VoltTurn strategy you've got going on! VoltTurn is very hard to pull off in today's metagame, with some of the biggest threats running around, such as Tornadus-T, just to name one. Anyways, this team seems to be very well built, but as always, I have suggestions to help this team improve. Okay, let's get on to my rate shall we? Alright, when I take a look at your team, I can't really find any glaring weaknesses, so that means your synergy is solid. Alright, I'm going to suggest some EV spread and moveset changes, and my changes might include replacing a Pokemon or two. First off, change Scizors EV spread to the standard EV spread of 248 HP / 252 Atk / 8 Spd. The reasons here are self-explainitory. Moving forward, on Rotom-W, you should be running Hydro Pump over Discharge. Again, the reasons are simple. A Specs STAB Hydro Pump can do a whole lot of damage to some of the top threats in the OU metagame and it gives Rotom that great dual STAB that it really needs. Also, for the EV spread on Rotom, use a 4 HP / 252 SpA / 252 Spe and a Modest nature over Timid. Next, I think that Archeops is the weak link on this team, so I suggest replacing it with a Choice Scarf Landorus. Choice Scarf Landorus can be used as a great late-game sweeper after the opposing team has been worn down by switching out time and time again. Well, that's all I can say for now. I hope my advice helped. Have fun and good luck with your team!

thumb_landorus.jpg

Landorus @ Choice Scarf Lv. 100 -- Sand Force

Nature: Naive - EVs: 252 Atk / 4 SAtk / 252 Spd

- Earthquake
- Hidden Power [Ice]
- U-turn
- Stone Edge

~Dr Ciel~ (The doctor is OUT)
 
Thanks guys those are both grat additions to the team.

I am unsure about the Xatu but I will try it for sure and if it works well I will update this to swap them out.

Dr C, I will try Lando over Archeops and if it works better I will switch it. Your other suggestions are good and are being changed now.
 
Hi

Cool team. First off, the lack of Stealth Rock is very alarming, as without it your team is cleaned up by lots of levitating pokemon, the best example being Dragonite but others such as Volcarona and Salamence can also prove problematic as they can all find gaps to set up and from there can run through your team at the drop of a hat. To fix this problem, I have 2 solutions. First A l e x a n d e r's Xatu solves the issue of not having Stealth Rock and the fact that you don't have rapid spin, which is desired a lot on Volt-Turn teams so I would definitely give that a go. I would however test Hidden Power [ICE] Forretress in this slot as well. Forretress doesn't have the high risk / high reward element that Xatu does, and it also brings a very nice Dragon Resist to the table and a way to stop them using Hidden Power [ICE] which even with Forretress's horrible Special Attack stat, will still take off around 50% damage from targets such as Dragonite, Salamence and Landorus-I who are all threatening to your team. Forretress can stop locked in dragons with his resist, and Scarf Variants of Landorus will find it very difficult to get past Forretress.

Seconding Landorus-I > Archeops. Archeops can't take any much hits and live to be above 50% health, and even if it does SR will probably get it below that margin anyway, which is not a very good thing at all for a volt-turn chain. Landorus-I instead synergized well with the team, and can benefit really well from Magnezones trapping abilities as skarmory and Ferrothorn which both trouble Lando are trapped and eliminated by Magnezone, letting it spam its Earthquake more often, not to mention the revenge killing properties of Landorus are amazing, being able to beat +1 volcarona and Salamence as well as outspeeding and KO'ing jirachi leaves it a great choice for your team.

Hidden Power [FIRE] > Hidden Power [FIGHTING] on Magnezone. Fire is the best choice as out of rain it is destroying Ferrothorn, Scizor and Forretress who are the steels you should be trapping and in rain they are still 2HKO'd except for ferrothorn who has a chance of surviving depending on its spread. HP [FIGHTING] only hits Heatran harder really, who is hit for slightly less differance from thunderbolt and is beating you anyway regardless of set. I would also recommend the standard EV spread of 148HP/ 252SpA/108Spe. This lets you outspeed Skarmory which is a really nice speed tier to sit at, considering a few other pokemon often invest in speed to reach that benchmark, such as Tyranitar.

GL with the team
Forretress @ Leftovers
Nature: Bold (+Def -Atk)
Trait: Sturdy
EV's: 252HP/ 220Def/ 36SpA
Stealth Rock/ Rapid Spin/ Hidden Power [ICE]/ Volt Switch
 
Try running EQ/Fire or Ice punch/Curse/Rest Hp252 SDef 252 on snorlax. after a Curse or two, it's defence skyrockets and lets it sweep through.

I'd recommend a few intimidaters or type/status absorbers, such as Gliscor. but it doesn't seem to fit in.

In Archeops, use either Flying Gem>Choice band or Aerial ace>Acrobatics. what's the point in using Cband+Acrobatics?
 
Asek, thanks for the suggestion an Forretress, that thing has saved my hind end a couple times thanks to Spin.

Thanks to you too BK, I just apparently overlooked Aerial Ace.
 
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