XY OU Volt-Turn Team (~1800)

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Most of the teams I create kinda suck, but this one is not that bad. I even showed it to a few other people who have been using it themselves. Unfortunately there is not very much about this team which is non-standard, but it was still fun to use.

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Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 236 SpA / 216 Spe
Mild Nature
- Substitute
- Ice Beam
- Earth Power
- Fusion Bolt

This is a set I ripped off the Kyurem-B thread in the OU forum. I originally wanted to build a team around this, since it was around #50 on usage stats, but I usually use the other mons more, since this needs set up. The speed EVs are to outspeed the neutral nature fully invested base 90 speed tier. The HP EVs are enough to make 101 HP subs (405 HP). The way I use this is to set up on something which can not break my subs (Rotom-W, Chansey, Quagsire, Gastrodon, Forretress, etc.) or on a predicted status move. However, this set is countered by Sylveon, Mega Gardevoir, and Mega Heracross, which can break through subs, and Mega Scizor, which can take any hit reasonably well. Teravolt is good for hitting Mega Venusaur with Ice Beam, Rotom Wash with Earth Power, and means that I generally do not have to predict as much since the moves have greater coverage.

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Scizor @ Scizorite
Ability: Technician
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
IVs: 0 SpA
- Defog
- Roost
- U-turn
- Bullet Punch

This is a support set, with enough speed EVs to outspeed uninvested base 80s (and Heatran, which likes to speed creep on Mega Venusaur). Some Heatrans run more speed, and since I can not tell unless the Heatran has taken damage from a prior attack (in which case I can calc its spread), I need to hard switch. However, U-turning on Mega Venusaur is usually safe since they usually do not run speed, even if they carry HP Fire. The stab combination does not hit a lot of threats super effectively, but it is enough to do the job (Bullet Punch is reliable priority which 2HKO's Mega TTar and U-Turn usually hurts anything which does not resist it and is not a physical wall). Scizor is also a great physical tank with only 1 weakness, so it is extremely reliable.

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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 4 SpD / 12 Spe
Adamant Nature
IVs: 0 SpA
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Since Scizor is my physical tank, I needed a special tank which could also deal out damage. Scizor covers all of Azumarill's weaknesses except electric, which is resisted by Kyurem and Landorus, and Azumarill covers Scizor's fire weakness. This is also a good check to Lati@s (check, not counter, since Life Orb Latias Psyshock does ~50%) and other powerful special attackers like Keldeo, Greninja, and Volcarona. I chose Superpower over Knock Off since it is able to hit Ferrothorns on the switch (dealing ~50%) and because I do not have a reliable powerful fighting move (the only other fighting move is Vacuum Wave on Infernape). Knock Off might be better for Aegislash, but King's Shield is problematic, so I usually Superpower on a predicted King's Shield.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Landorus-T is a really good scarfer because it has a decent base speed, good moves (U-Turn and Knock Off), and the EdgeQuake combo. It is good at checking physical threats like Zard-X and DD Mega TTar, but has trouble against more powerful threats (Mega Mawile does ~70% at -1 with Play Rough), so I sometimes need to sack this to get an Intimidate. It is also immune to T-Wave and Volt Switch, so I can potentially stop momentum (Thundurus and Mega Manectric switches), but sometimes that is risky since they might predict Landorus-T and go for HP Ice. The coverage on this is better than the coverage on Rotom-W and it has an unblockable U-Turn, so it is probably my more useful scarfer.

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Infernape @ Flame Plate
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Vacuum Wave
- Fire Blast
- U-turn

I have Infernape because I need Fire type coverage. A lot of times, people do not expect a special Infernape so they switch into Gliscor. I like special Infernape better because of its team synergy (I already have good physical threats), and because there is no recoil from Flare Blitz (since I am using a Volt-Turn team, I would like to keep as many pivots around for as long as possible). Vacuum Wave is also good special priority and OHKO's Bisharp. If I predict a switch, I can also use Stealth Rocks. However, Fire Blast has slightly low accuracy which means it can miss at crucial times, which is disappointing. The power of Fire Blast along with the Flame Plate more than makes up for that when it hits.

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Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hydro Pump
- Trick

I was originally using a scarf Magnezone, but I replaced it with a scarf Magneton after I found out that scarf Magnezone could not outspeed jolly Talonflame and Greninja. However, Magneton was too frail, so I replaced it with Rotom-W. The rest my team is somewhat weak to Talonflame, so it is important for me to keep this around. Trick shuts down a lot of walls, like Chansey on the switch in, and Rotom can do fine without its scarf (it is still bulky with no investment, and has a speed stat of 298, which means it can outspeed 40 speed scarfed Heatran (in case I trick Heatran the scarf). Also, any wall which gets tricked can be setup fodder for Kyurem-B. I was thinking of using Rotom-Mow instead for grass coverage, but the Talonflame resist is too important.

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 236 SpA / 216 Spe
Mild Nature
- Substitute
- Ice Beam
- Earth Power
- Fusion Bolt

Scizor @ Scizorite
Ability: Technician
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
IVs: 0 SpA
- Defog
- Roost
- U-turn
- Bullet Punch

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 4 SpD / 12 Spe
Adamant Nature
IVs: 0 SpA
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Infernape @ Flame Plate
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Vacuum Wave
- Fire Blast
- U-turn

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hydro Pump
- Trick
 
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hey i tested around with this team a bit and decided to hopefully help you out with some suggestions. first things first i realized that you were using a scarf rotom-w which has been pretty mediocre for a pretty long time now. this being said i decided it would be better to replace it with specs raikou which also brings a reliable thundurus check to your team. i felt the same mediocrity from infernape which after to me seems just doesn't hid hard enough to be worth keeping so instead i decided to replace it with a banded tflame which also helps a bit w/ mega venu/loomer + gives you a more reliable check to a lot of set up sweepers. after that change the team lacked stealth rocks so i changed the scarf lando-t to the classic offensive pivot set. this change also helps you with strong physical attackers that scare your team (mostly terrakion and sand rush exca.) now that i mentioned the biggest changes i made im going to nitpick a little haha. the first being on azumarill i would use knock off>superpower i guess i can see the benefit of superpower with ferrothorn and shit being annoying but i assure you knock off is more helpful at least 75% of the time haha. the other tiny nitpick i wanna mention is changing kyurem-b's nature to rash instead of mild. i say this because the attacks it is likely to take most is physical prio ie dnite espeed, mamo shard, and mach from loomer. okay thats about it i hope this helped you gl with ladderin or w.e :].​

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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

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Raikou @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory

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Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 236 SpA / 216 Spe
Mild Rash Nature
- Substitute
- Ice Beam
- Earth Power
- Fusion Bolt

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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 4 SpD / 12 Spe
Adamant Nature
IVs: 0 SpA
- Aqua Jet
- Waterfall
- Play Rough
- Superpower Knock Off
 
on a momentum based team like this you really cannot risk locking yourself into the wrong move with landorus or rotom-w. they're redundant scarfers and have immunities to their main stab attacks. that's really risky when you have very few switch ins to mons like garchomp or landorus-I who can deal big damage to your team. I understand they're 50/50s but you shouldnt be risking them anyway. I would suggest you make rotom a bulkier mon to handle talonflame and sitrus azumarill, and change landorus into a sturdy stealth rock user.


EVs for rotom W: 252 HP / 212 Def / 44 Spe


Landorus-Therian (M)
Ability: Intimidate
EVs: 252 HP / 16 Atk / 152 Def / 88 Spe
Adamant Nature
- Stealth rock
- U-turn
- Earthquake
- Knock off / Stone Edge / hp ice

with rocks on lando, you are free to change the infernape spread. vacuum wave / u-turn / overheat / hp ice seems like a pretty solid moveset. or you could just scrap it altogether for something like keldeo as its not vulnerable to priority and hits much harder than infernape. Keldeo hits on both sides with secret sword, but it unfortunately doesnt have access to u-turn.
 
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