XY OU Volt-Turn

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Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- U-turn

My team lacked fighting moves or switch-ins for fire types (with the exception of Rotom-W), so I figured I'd add Infernape. He stands as a good revenge killer in some situations with Mach Punch, a good Flare Blitz kills off a lot of stuff, and Close Combat is a good way to kill Chansey or threaten her out for a free U-turn. I'm running Iron Fist solely because I want the most out of Mach Punch, but I can see merits to using Blaze for a final "hurrah" with Flare Blitz. I was also considering Fire Punch, but I found that

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Standard set. My main physical wall and "Offensive Pivot". With Intimidate and a lot of physical bulk, he stands up to a lot of stuff and hits ridiculously hard considering the lack of offensive investment. Stealth Rock is extremely important considering how easily Volt-Turn forces switches. EdgeQuake is EdgeQuake, and U-turn is for momentum and switch advantage, should I threaten a physical attacker out.

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Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch

Dunno of BoltBeam is still a thing, but it's still nice to have. HP Ice is RIP as far as I'm concerned, but without access to Ice Beam, I'm stuck with it. U-turns from other members of the team are generally good for paving the way for an HP Ice OHKO on x4s, and there's something nice about hitting a ground type with HP Ice on the switch. I used to run Flamethrower, random things tended to survive it (Ferrothorn with 3%????) where an Overheat would have killed, so there's that. With Latias, he acts as an effective late-game sweeper, provided he Mega-Evolves prior to make the most out of the base 135 Speed. Volt Switch is etc.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom-W acts as my special "wall" and is pretty standard: the 44 Speed to outspeed Belly Drum Azumarill and burn it. Pain Split does a lot of work for weakening defensive walls, Hydro Pump is Hydro Pump, and Volt Switch etc.

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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head

Standard Scarf-Excadrill. I guess his main jobs are to kill of Fairy-types - as I lack any other Steel-types or attacks on the team - and to clear out entry hazards. He's a decent switch-in for Lati@s too, but I find that it's better to switch him in on a slow U-Turn.

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Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Psyshock
- Draco Meteor
- Healing Wish

She was originally my Defogger, but I figured that since I had Excadrill clearing entry hazards already, I didn't need to keep Defog on her, replacing it with Thunderbolt for coverage. Healing Wish is to facilitate late-game sweeps or even just to heal up one of my other weakened checks for still-living threats. She's a good check for against Mega-Venusaur, and Draco Meteor kills a lot of stuff.
 
There is not much to say about the team, but is kind of weak to greninja 2, in 10 teams that i saw here 8 whore weak to greninja.
 
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