





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.
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.
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.
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.
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.
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.
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
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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