Introduction
This team had some surprising origins and it's been through a lot of revisions, but I think it's reached the point where I would like to post the team and ask for you guys to rate it. In its current shape, it's starting to resemble a Volt-turn offensive team, and I feel that this suits my playing style of begin able to heavily influence the momentum of the game.
The Team at a Glace
In depth
Scizor @ Choice Band
EV's: 252 HP / 252 Atk / 4 Spd
Nature: Adamant
Ability: Technician
- U-turn
- Bullet Punch
- Pursuit
- Superpower
This guy is the most used pokemon and for a reason. His typing is nice to absorb random attacks that I don't want other pokemont taking (my team is quite frail, so he takes Outrages and random Earthquakes). His immunity to Toxic Spikes is pretty useful and also the fact that he's neutral to SR.
Bullet Punch and U-turn are the 2 most used moves with the former being used as his primary attack and to revenge kill. The latter is used pretty often when I want to damage the opponent but also think they might switch. It lets me switch to a counter right after I hit the switch-in for some damage. Pursuit is only there to catch Starmie (who's being used quite a bit lately as an offensive spinner). Superpower is there because I can't think of anything else to put in its place, (as I can simply u-turn to Darmanitan against steels) but hits Ferrothorn moderately hard.
Darmanitan @ Choice Scarf
EV's: 252 Atk / 252 Spd / 4 SpDef
Nature: Adamant
Ability: Sheer Force
- Flare Blitz
- U-turn
- Rock Slide
- Superpower
Darmanitan is the second part of my Volt-turn core. With an Adamant nature and Sheer Force, Flare Blitz hits for ridiculous damage. Once a dedicated physical wall is taken out, most teams don't have an answer for Flare Blitz and simply have to sac a pokemon. U-turn is used a lot in order to ease prediction on switches and I'd rather use it over Flare Blitz when given the option since it is without recoil. Rock Slide hits flyings and Superpower is there for Rock types, though I rarely use these two moves.
His typing leaves him vulnerable to all hazards and he's weak to Stealth Rock, which makes switching him in a pain if I don't have an opportunity to clear the rocks with Starmie. Also, he takes a lot from Flare Biltz, so if I have to conserve him (Ferrothorn is a huge pain without him), all he can really do is U-turn a lot (but isn't that the point of the team?). While really strong against Sun teams, against rain teams he's kind of lack-luster.
Jolteon @ Choice Specs
EV's: 252 SpAtk / 252 Speed / 4 HP
IVs: 0 Atk / 30 Def (0 Atk means less confusion damage)
Nature: Timid
Ability: Volt Absorb
- Volt Absorb
- Hidden Power [Ice]
- Thunderbolt
- Shadow Ball
Both Scizor and Darmanitan are physical attackers, so I had to include a special attacker. Jolteon is a fast attacker, even with only the Choice Specs. Volt Absorb allows me to switch Jolteon out and is used a lot early game. However, evil ground types exist that are immune to Volt Absorb. Luckily, a lot of teams use Landorus (both Therian and normal) or Gliscor as their first switch into Jolteon. Hidden Power [Ice] obliterates them and I'm pretty good at predicting a switch into them. Jolteon also outspeeds Thunderus-T and OHKOs with Hidden Power Ice. Once they're gone, Thunderbolt can be spammed for heavy damage. Shadow Ball is a decent move for coverage and is primarily used when other Jolteons are at low HP in order to KO them (it's also proved useful against the recent Shedinja craze).
Jolteon is very frail, however. Scizor's Bullet Punch deals 40~ish% to Jolteon and I try not to leave it in on any attack. Against most teams, Jolteon proves invaluable late-game, so if I plan to save it, I have to avoid damage. Of course this means someone else has to take attacks and Scizor is often left with the short end of the stick. I'm considering Rotom-W either at a replacement of Jolteon or (more likely) as a replacement for another pokemon in order to take hits. It would also enable me to hit Donphan with STAB Hydro Pump, as Donphan is pretty annoying against this team.
Salamence @ Choice Scarf
EV's: 252 Atk / 252 Spd / 4 SpDef
Nature: Jolly
Ability: Moxie
- Dragon Claw
- Rock Slide
- Outrage
- Earthquake
Salamence is my revenge killer. He was added to this team mainly because I really hate Volcarona. He outspeeds +1 Volcarona and OHKOs with Rock Slide. Dragon Claw is used to revenge kill (Outrage locks me in), but is pretty weak. Outrage is used lategame once Steel types have been knocked out. Earthquake deals decent damage to Metagross and Jirachi but can't touch Ferrothorn, who just sits around and poops on this team if Darmanitan is dead.
Of all the members on my team, I find Salamence the least useful as he's only used when 1) Volcarona rears her ugly head, 2) Toxic Spikes or Spikes are on the field and I can't risk Starmie or 3) Someone dies and I want vengeance. Moxie helps for the snowball effect lategame, but so far it hasn't made too much of an impact. I don't know if Intimidate would work better though.
Deoxys-D @ Red Card
EV's: 252 HP / 4 Def / 252 Speed
IV's: 0 Atk (Less confusion damage)
Nature: Timid
Ability: Pressure
- Magic Coat
- Taunt
- Stealth Rocks
- Spikes
An offensive teams finds hazards helpful to punish switches and mine is no exception. Spike-Stacking (laying down both Stealth Rock and Spikes) is pretty useful and Deoxys can usually get Rocks up with 1-2 layers of spikes. Magic Coat and Taunt are used to win lead wars and to ease Starmie's burden.
Since a lot of teams now carry spinners, I tend to not send Deoxys out until the opponents spinner dies. Unfortunately, this sometimes means that Deoxys ends up being a dead weight since U-turning to it completely kills momentum. When the opponent doesn't have a spinner, I send Deoxys out as my lead. The Red Card is an interesting item that enables me to Spike-Stack while sweepers are setting up as long as they can't OHKO me. It's also proved a useful stop against rampaging sweepers (but Deoxys becomes too weak to lay hazards). Either way, Deoxys usually dies doing its job.
Starmie @ Expert Belt
EV's: 252 Spd / 252 SAtk / 4 SDef
IV's: 0 Atk
Nature: Timid
Ability: Natural Cure
- Rapid Spin
- Ice Beam
- Surf
- Thunderbolt
Starmie is the most recent addition to the team, but also one of the most needed. This team simply required Rapid Spin support, which Starmie provides with the added benefit of maintaining an offensive presence. Ice Beam outspeeds and OHKOs Swords Dance Garchomp and Surf is a nifty STAB move. Thunderbolt completes the combo, but of all the moves, I'd be most willing to replace it with Recover to preserve Starmie's longevity. Starmie has the Expert Belt because I found that the recoil of the Life Orb off-putting.
Starmie can't Volt-turn, but because of Rapid Spin, can spin quickly and then switch back. Since Starmie isn't Chansey, I use it when the opponent can't set hazards back up (i.e. their setter is dead). As mentioned before, I'm considering Recover in order to maximize Starmie's life, but right now it isn't too much of an issue.
Comments
- I feel that Salamence should be switched to another Volt-turn pokemon to better preserve momentum. I was thinking Choice Scarf Landorus, who can Stone Edge Volcarona. However, this makes my team too physically oriented.
- As mentioned before, Superpower on Scizor and Darmanitan aren't used too much and I'm considering Recover on Starmie.
This team had some surprising origins and it's been through a lot of revisions, but I think it's reached the point where I would like to post the team and ask for you guys to rate it. In its current shape, it's starting to resemble a Volt-turn offensive team, and I feel that this suits my playing style of begin able to heavily influence the momentum of the game.
The Team at a Glace
In depth
Scizor @ Choice Band
EV's: 252 HP / 252 Atk / 4 Spd
Nature: Adamant
Ability: Technician
- U-turn
- Bullet Punch
- Pursuit
- Superpower
This guy is the most used pokemon and for a reason. His typing is nice to absorb random attacks that I don't want other pokemont taking (my team is quite frail, so he takes Outrages and random Earthquakes). His immunity to Toxic Spikes is pretty useful and also the fact that he's neutral to SR.
Bullet Punch and U-turn are the 2 most used moves with the former being used as his primary attack and to revenge kill. The latter is used pretty often when I want to damage the opponent but also think they might switch. It lets me switch to a counter right after I hit the switch-in for some damage. Pursuit is only there to catch Starmie (who's being used quite a bit lately as an offensive spinner). Superpower is there because I can't think of anything else to put in its place, (as I can simply u-turn to Darmanitan against steels) but hits Ferrothorn moderately hard.
Darmanitan @ Choice Scarf
EV's: 252 Atk / 252 Spd / 4 SpDef
Nature: Adamant
Ability: Sheer Force
- Flare Blitz
- U-turn
- Rock Slide
- Superpower
Darmanitan is the second part of my Volt-turn core. With an Adamant nature and Sheer Force, Flare Blitz hits for ridiculous damage. Once a dedicated physical wall is taken out, most teams don't have an answer for Flare Blitz and simply have to sac a pokemon. U-turn is used a lot in order to ease prediction on switches and I'd rather use it over Flare Blitz when given the option since it is without recoil. Rock Slide hits flyings and Superpower is there for Rock types, though I rarely use these two moves.
His typing leaves him vulnerable to all hazards and he's weak to Stealth Rock, which makes switching him in a pain if I don't have an opportunity to clear the rocks with Starmie. Also, he takes a lot from Flare Biltz, so if I have to conserve him (Ferrothorn is a huge pain without him), all he can really do is U-turn a lot (but isn't that the point of the team?). While really strong against Sun teams, against rain teams he's kind of lack-luster.
Jolteon @ Choice Specs
EV's: 252 SpAtk / 252 Speed / 4 HP
IVs: 0 Atk / 30 Def (0 Atk means less confusion damage)
Nature: Timid
Ability: Volt Absorb
- Volt Absorb
- Hidden Power [Ice]
- Thunderbolt
- Shadow Ball
Both Scizor and Darmanitan are physical attackers, so I had to include a special attacker. Jolteon is a fast attacker, even with only the Choice Specs. Volt Absorb allows me to switch Jolteon out and is used a lot early game. However, evil ground types exist that are immune to Volt Absorb. Luckily, a lot of teams use Landorus (both Therian and normal) or Gliscor as their first switch into Jolteon. Hidden Power [Ice] obliterates them and I'm pretty good at predicting a switch into them. Jolteon also outspeeds Thunderus-T and OHKOs with Hidden Power Ice. Once they're gone, Thunderbolt can be spammed for heavy damage. Shadow Ball is a decent move for coverage and is primarily used when other Jolteons are at low HP in order to KO them (it's also proved useful against the recent Shedinja craze).
Jolteon is very frail, however. Scizor's Bullet Punch deals 40~ish% to Jolteon and I try not to leave it in on any attack. Against most teams, Jolteon proves invaluable late-game, so if I plan to save it, I have to avoid damage. Of course this means someone else has to take attacks and Scizor is often left with the short end of the stick. I'm considering Rotom-W either at a replacement of Jolteon or (more likely) as a replacement for another pokemon in order to take hits. It would also enable me to hit Donphan with STAB Hydro Pump, as Donphan is pretty annoying against this team.
Salamence @ Choice Scarf
EV's: 252 Atk / 252 Spd / 4 SpDef
Nature: Jolly
Ability: Moxie
- Dragon Claw
- Rock Slide
- Outrage
- Earthquake
Salamence is my revenge killer. He was added to this team mainly because I really hate Volcarona. He outspeeds +1 Volcarona and OHKOs with Rock Slide. Dragon Claw is used to revenge kill (Outrage locks me in), but is pretty weak. Outrage is used lategame once Steel types have been knocked out. Earthquake deals decent damage to Metagross and Jirachi but can't touch Ferrothorn, who just sits around and poops on this team if Darmanitan is dead.
Of all the members on my team, I find Salamence the least useful as he's only used when 1) Volcarona rears her ugly head, 2) Toxic Spikes or Spikes are on the field and I can't risk Starmie or 3) Someone dies and I want vengeance. Moxie helps for the snowball effect lategame, but so far it hasn't made too much of an impact. I don't know if Intimidate would work better though.
Deoxys-D @ Red Card
EV's: 252 HP / 4 Def / 252 Speed
IV's: 0 Atk (Less confusion damage)
Nature: Timid
Ability: Pressure
- Magic Coat
- Taunt
- Stealth Rocks
- Spikes
An offensive teams finds hazards helpful to punish switches and mine is no exception. Spike-Stacking (laying down both Stealth Rock and Spikes) is pretty useful and Deoxys can usually get Rocks up with 1-2 layers of spikes. Magic Coat and Taunt are used to win lead wars and to ease Starmie's burden.
Since a lot of teams now carry spinners, I tend to not send Deoxys out until the opponents spinner dies. Unfortunately, this sometimes means that Deoxys ends up being a dead weight since U-turning to it completely kills momentum. When the opponent doesn't have a spinner, I send Deoxys out as my lead. The Red Card is an interesting item that enables me to Spike-Stack while sweepers are setting up as long as they can't OHKO me. It's also proved a useful stop against rampaging sweepers (but Deoxys becomes too weak to lay hazards). Either way, Deoxys usually dies doing its job.
Starmie @ Expert Belt
EV's: 252 Spd / 252 SAtk / 4 SDef
IV's: 0 Atk
Nature: Timid
Ability: Natural Cure
- Rapid Spin
- Ice Beam
- Surf
- Thunderbolt
Starmie is the most recent addition to the team, but also one of the most needed. This team simply required Rapid Spin support, which Starmie provides with the added benefit of maintaining an offensive presence. Ice Beam outspeeds and OHKOs Swords Dance Garchomp and Surf is a nifty STAB move. Thunderbolt completes the combo, but of all the moves, I'd be most willing to replace it with Recover to preserve Starmie's longevity. Starmie has the Expert Belt because I found that the recoil of the Life Orb off-putting.
Starmie can't Volt-turn, but because of Rapid Spin, can spin quickly and then switch back. Since Starmie isn't Chansey, I use it when the opponent can't set hazards back up (i.e. their setter is dead). As mentioned before, I'm considering Recover in order to maximize Starmie's life, but right now it isn't too much of an issue.
Comments
- I feel that Salamence should be switched to another Volt-turn pokemon to better preserve momentum. I was thinking Choice Scarf Landorus, who can Stone Edge Volcarona. However, this makes my team too physically oriented.
- As mentioned before, Superpower on Scizor and Darmanitan aren't used too much and I'm considering Recover on Starmie.
Coming Soon
Hornet (Scizor) @ Choice Band
Trait: Technician
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Crystal (Starmie) @ Expert Belt
Trait: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Thunderbolt
- Ice Beam
- Surf
ET (Deoxys-Defense) @ Red Card
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Magic Coat
- Taunt
Spike (Jolteon) @ Choice Specs
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Rawr (Salamence) (F) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Rock Slide
- Earthquake
- Dragon Claw
- Outrage
Diablo (Darmanitan) @ Choice Scarf
Trait: Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Superpower
Trait: Technician
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower
Crystal (Starmie) @ Expert Belt
Trait: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Thunderbolt
- Ice Beam
- Surf
ET (Deoxys-Defense) @ Red Card
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Magic Coat
- Taunt
Spike (Jolteon) @ Choice Specs
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Rawr (Salamence) (F) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Rock Slide
- Earthquake
- Dragon Claw
- Outrage
Diablo (Darmanitan) @ Choice Scarf
Trait: Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Superpower