ORAS OU VoltTurn Stat Reducing Team - Featuring Pangoro!

Hello forums, this is my second RMT with a pivoting team centered on the Dual Intimidate VoltTurn core of Mega Manectric and Landorus-T. I am currently at 1400 with this team, and have been rising rapidly. I would very much appreciate all the help I can get. :) Without further ado, on to the team!

EDIT: New Peak is 1522 :)

manectric-mega.gif

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

Manectric is the first part of my core, bringing me a very fast and powerful special attacker, with amazing power and coverage. He is also immune to paralysis which is great on an offensive mon. Volt Switch hits hard and allows me to gain momentum, which is what this team was built for. Thunderbolt is a reliable STAB move if I would like to stay in. Flamethrower was chosen over Overheat for reliability, and late-game cleaning purposes, as it does not reduce my Sp Atk. Hidden Power Ice nails incoming ground types, especially Garchomp, Landorus-T, and Gliscor for good damage, usually 2HKOing all of them.

He is a good check to many Pokemon, such as Scizor, Landorus-T locked into something other than EQ, Ferrothorn, Thundurus (especially the uncommon mixed), Tornadus-T, Mega Lopunny, and many others. Use him to play around these threats and gain momentum and whittle down the opposing team. He also works great as a late game cleaner when his checks have been sufficiently weakened and priority users removed.

landorus-therian.gif

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 80 Def / 176 Spe
Jolly Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Knock Off

Next up, performing much the same role, we have Landorus-T. This set is a bit weird, but serves a purpose. The EVs allow him to outspeed +1 Mega Gyarados, so that he can U-Turn in and out and keep his attack at a manageable level, as he can rip through my team otherwise. I am not worried about Scarf Excadrill as Sand Rush is more common anyways, and Scarf is very easy to play around with this team. Plus, this makes me slower than opposing Landorus-T, giving me the momentum with U-Turn. The rest in Def to take priority hits better. Hidden Power Ice is unexpected, and allows him to nail opposing Landorus-T who try to come in on EQ, and Garchomp trying to come in on U-Turn. It 2HKOs both, even with a Jolly nature. Knock Off gives me a buffer against Chansey, who is very annoying otherwise.

He requires quite a bit of prediction to use properly, as each move can have severe repercussions when used at the wrong time. Keep HP Ice hidden until you are sure it will hit its intended target. U-Turn is great for scouting this, but hates hitting Chomp. Earthquake is easily played around with all the levitate users and birds everywhere. Prediction prediction prediction.

pangoro.gif

Pangoro @ Choice Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Superpower
- Knock Off
- Gunk Shot

Pangoro is... an oddball. First off, can't even call him a real panda cause he just isn't adorable enough. Second, why would Game Freak give us a mon that has amazing potential, and absolutely ruin it at the same time with Fairies? Why, Game Freak?!?!?

Anyways, I was looking through other potential pivots when i stumbled across Pangoro, and, more specifically, Parting Shot. Crippling a switch-in, and gaining momentum? This move is just ridiculous, and fits very well with my core. Also, hilariously, it phases Magic Bounce users. Take that Diancie. Superpower is my most powerful STAB and, thanks to Scrappy, deals huge damage to Mega Sableye. It also handles Bisharp well, as it 4x resists Sucker Punch, and Bisharp can be threatening with all the stat reductions this team throws around. Knock Off is a reliable secondary STAB hitting the Latis, Gengar, and Jirachi hard, as well as removing their items. Gunk Shot was a godsend from ORAS, allowing him to punish Fairy switch-ins. Except for Klefki. But its okay, hes ugly.

keldeo.gif

Keldeo @ Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Grass]

Keldeo is absolutely amazing. I run Expert Belt because i already had two scarfers, and bluffing scarf allows him to get some great surprise KOs. Scald is main STAB, with 107% burn chance which cripples offensive and defensive mons by lowering their attack and whittling their HP, respectively. Secret Sword nails steel types, namely Ferrothorn who tries to come in on Scald. It also hits Chansey hard. Icy Wind allows him to beat Latios and Tornadus-T by hitting them on the switch, making him faster on the next turn. Hidden Power Grass is there for Rotom-W and Azumarill.

He can easily come in after a Volt Switch, U-turn, or Parting Shot, and proceed to destroy just about anything with the right move. He also serves as my main counter to Weavile, who absolutely destroys this team otherwise, and as a secondary check to Bisharp.

jirachi.gif


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- Stealth Rock

And finally, we get to my defensive core. Specially defensive Jirachi comes up first as an amazing support mon. He sets up Stealth Rock, which is especially useful on this team as my momentum is constantly forcing my opponent to switch. Wish can bring back Landorus and Manectric in a pinch, as well as keep himself healthy. Thunder Wave helps against Offensive teams by crippling their sweepers, making them easier to revenge kill. Iron Heads makes him quite possibly the most annoying paraflincher ever, and stops him from being complete Taunt bait.

Pivot him in against special attackers such as the Lati twins, and use whatever support move is necessary at the time. He needs to be kept away from the Magnets at all costs, as he can do absolutely nothing to them. Aside from that feel free to just annoy the hell out of your opponent, as that is what this guy does best.

togekiss.gif

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Defog
- Roost

Oh God! The flinching! Make it stop! Togekiss makes up the second part of my defensive core, providing Defog support. Again, Thunder Wave and Air Slash for paraflinching shenanigans. He serves as a good check to Conkeldurr, who is difficult for this team to switch into. Roost keeps him alive, and allows him to stomach Ice Punch more easily. I chose him over Latis for the resistances to Pursuit and U-Turn, as opposed to weaknesses, as well as better physical bulk and typing. Weakness to Stealth Rock is mitigated by Roost. Dazzling Gleam can be used over Thunder Wave for better insurance against Mega Sableye, but I haven't had problems with him so far.

Well, that's the team. Thanks for reading, and all feedback is appreciated.
 
Last edited:
Nice looking team!

I'd recommend you change mega manectric HP ice to HP Grass. This may sound weird, but it really helps your team. It allows manectric to deal with m-swampert, swagsire, gastro etc very well. Yes you lose out on ice coverage, but that is rarely gonna matter really. And you said keep HP ice hidden but really that's the most standard set and isn't hiding anything. HP Grass will surprise people and get kills. Not to mention Lando runs HP ice as well.

Furthering that, I recommend you change keldeo from its current HP Grass into Calm Mind. Keld is surprisingly good at finding opportunities to set up, and in general really makes a difference.

Third: Remove Defog on togekiss and replace it with Heal Bell. Your team really isn't that hazard weak, and heal bell can be far more helpful. Especially if they get a toxic off on togekiss the paraflinch gawd.

Good luck with your team.
 
Last edited:
Nice looking team!

I'd recommend you change mega manectric HP ice to HP Grass. This may sound weird, but it really helps your team. It allows manectric to deal with m-swampert, swagsire, gastro etc very well. Yes you lose out on ice coverage, but that is rarely gonna matter really. And you said keep HP ice hidden but really that's the most standard set and isn't hiding anything. HP Grass will surprise people and get kills. Not to mention Lando runs HP ice as well.

Furthering that, I recommend you change melded from its current HP Grass into Calm Mind. Keld is surprisingly good at finding opportunities to set up, and in general really makes a difference.

Third: Remove Defog on togekiss and replace it with Heal Bell. Your team really isn't that hazard weak, and heal bell can be far more helpful. Especially if they get a toxic off on togekiss the paraflinch gawd.

Good luck with your team.
Hello, thanks for the rate! First off, I would like to clarify that i was referring to Landorus-T when saying to keep HP Ice hidden, as it is fairly uncommon on him. I like the HP Grass idea on Mega Mane, as well as Heal Bell on Togekiss. I did consider that on Togekiss, however, with all the pivoting my team does and its general lack of recovery, Defog is necessary to prevent my team from getting worn down too fast. I might try that over T-Wave, as Jirachi still has that. As for Keldeo, the ability to bluff a Scarf, as well as his boosted coverage is really helpful in taking down problematic foes, particularly Rotom-W who thinks he can come in for free on Scald.
 
Not sure about the above nom for HP Grass on Mane - yeah, it can surprise those mentioned threats which are problematic but consider the situations in which Mane would be in to use the move. Unless you're in prior to the mevo or catch it on the switch, Swampert is probably in the rain and outspeeds, and unless you catch it before it mevos then it's going to OHKO with EQ / rain waterfall. Stall, where Quag and Gastro are typically used have better answers to mane (hippo and Chansey potentially for example) although they both have Ground stab to hit back with. Surprise factor is valuable definitely and it's a cool tech but it's very situational; moreover the coverage is fairly redundant given that Tbolt hits near all water types anyway and your team is okay against Quag stall with Keldeo. I do like the CM idea on it (maybe with sub) to help break balance and stall cores with scald + sword so that's cool, I second that one.

In terms of other things that jump out to me:
  • Given that you have Mane (which really misses Ice coverage) + Keldeo + potentially Toge to handle Garchomp I don't think the HP Ice lure on landot is necessary here. It's redundant to have 3 different ways to check Grounds when there are so many other threats to your squad (hai lopunny)
  • Power Up Punch Lopunny can tear huge holes with just rocks. If Lando is weakened, it can't really check Lop as EQ isn't an OHKO (like 76 iirc) and then lop KOs back if weakened.
  • How do you beat Venusaur :p it looks like the gameplan is coming in against Heatran (assuming Venutran) with Keldeo and Scald burning it, forcing it to use up its synthesis PP. Toge doesn't switch in on sludge bomb
  • Char X also seems threatening as although you can paralyze it / Intimidate spam it it also 2HKO's everything after rocks with Blitz/dclaw
  • Also what switches into Zard Y? You can check it with Mane, Pangoro, and Lando but to get them in you have to sack a mon, especially if you lead something like Jirachi or Toge.
  • Specs Keldeo also seems annoying to you given Jirachi and Toge don't like burn so I also like Heal Bell, truth be told though I don't particularly like Toge on this team not based on what it checks (because it can check some pretty important things) but because it's slow and loses momentum when Defogging or Air Slashing
To remedy these, I propose the following:
  • Keep HP Ice on Mane and give Landorus-T Superpower> HP Ice. RockyChomp has better answers on your team anyway (Keldeo, Toge) and scarf HP Ice is a bad move to be locked into.
  • I also recommend a spread that gives Lando-T 300 speed to outspeed Adamant +1 CharX, as although it doesn't like to set up on much there's little reason not to run 300 speed just in case. And Superpower lets you OHKO Lop and Drill if air balloon, as well as avoiding stone miss situations against Kyurem-Black. Other speed tiers are 303 and 304 for Scarf Drill and Ada Scarf Chomp but they're not super important threats to you so it's alright I think to be at 300 Speed.
  • Either the CM set mentioned above or SubCM on Keldeo would ease the stallout of Mega Venusaur, CM forces it to come in more often and attack rather than heal if burned. It's best to force it to synthesis a lot, I suppose you could para flinch it but Toge isn't a safe switch into it and Venu teams generally have good answers to Toge (like reliable SR, Heatran, Spdef gliscor). It's also a nice win condition that can also synergize well with Jirachi's thunder wave depending on the opposing matchup, as it can beat certain checks like Latios using para + Sub/CM
  • You could actually change Mega Mane into an Assault Vest Raikou, this gives you a better pivot into opposing electrics and a sort of switch into CharY. It also can check SpecsKeld better than Mane, Flamethrower is missed but you have double fighting coverage in Pangoro and Keldeo for Ferro and Scizor is not impossible for this team to manage. It does leave you without a Mega which isn't ideal but you could replace Pangoro potentially? I'll sleep on this one to see if I can think of a good option for you.
All in all it's cool but I feel like the changes I suggested would make it more efficient. Momentum is key but I feel like this team now functions more strongly against common balance archetypes and the majority of the S and A+ rank threats.

GL with the team and hope I helped!

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Substitute
- Calm Mind

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- Earthquake
- Knock Off
- Superpower
- U-turn
 
Last edited:
Not sure about the above nom for HP Grass on Mane - yeah, it can surprise those mentioned threats which are problematic but consider the situations in which Mane would be in to use the move. Unless you're in prior to the mevo or catch it on the switch, Swampert is probably in the rain and outspeeds, and unless you catch it before it mevos then it's going to OHKO with EQ / rain waterfall. Stall, where Quag and Gastro are typically used have better answers to mane (hippo and Chansey potentially for example) although they both have Ground stab to hit back with. Surprise factor is valuable definitely and it's a cool tech but it's very situational; moreover the coverage is fairly redundant given that Tbolt hits near all water types anyway and your team is okay against Quag stall with Keldeo. I do like the CM idea on it (maybe with sub) to help break balance and stall cores with scald + sword so that's cool, I second that one.

In terms of other things that jump out to me:
  • Given that you have Mane (which really misses Ice coverage) + Keldeo + potentially Toge to handle Garchomp I don't think the HP Ice lure on landot is necessary here. It's redundant to have 3 different ways to check Grounds when there are so many other threats to your squad (hai lopunny)
  • Power Up Punch Lopunny can tear huge holes with just rocks. If Lando is weakened, it can't really check Lop as EQ isn't an OHKO (like 76 iirc) and then lop KOs back if weakened.
  • How do you beat Venusaur :p it looks like the gameplan is coming in against Heatran (assuming Venutran) with Keldeo and Scald burning it, forcing it to use up its synthesis PP. Toge doesn't switch in on sludge bomb
  • Char X also seems threatening as although you can paralyze it / Intimidate spam it it also 2HKO's everything after rocks with Blitz/dclaw
  • Also what switches into Zard Y? You can check it with Mane, Pangoro, and Lando but to get them in you have to sack a mon, especially if you lead something like Jirachi or Toge.
  • Specs Keldeo also seems annoying to you given Jirachi and Toge don't like burn so I also like Heal Bell, truth be told though I don't particularly like Toge on this team not based on what it checks (because it can check some pretty important things) but because it's slow and loses momentum when Defogging or Air Slashing
To remedy these, I propose the following:
  • Keep HP Ice on Mane and give Landorus-T Superpower> HP Ice. RockyChomp has better answers on your team anyway (Keldeo, Toge) and scarf HP Ice is a bad move to be locked into.
  • I also recommend a spread that gives Lando-T 300 speed to outspeed Adamant +1 CharX, as although it doesn't like to set up on much there's little reason not to run 300 speed just in case. And Superpower lets you OHKO Lop and Drill if air balloon, as well as avoiding stone miss situations against Kyurem-Black. Other speed tiers are 303 and 304 for Scarf Drill and Ada Scarf Chomp but they're not super important threats to you so it's alright I think to be at 300 Speed.
  • Either the CM set mentioned above or SubCM on Keldeo would ease the stallout of Mega Venusaur, CM forces it to come in more often and attack rather than heal if burned. It's best to force it to synthesis a lot, I suppose you could para flinch it but Toge isn't a safe switch into it and Venu teams generally have good answers to Toge (like reliable SR, Heatran, Spdef gliscor). It's also a nice win condition that can also synergize well with Jirachi's thunder wave depending on the opposing matchup, as it can beat certain checks like Latios using para + Sub/CM
  • You could actually change Mega Mane into an Assault Vest Raikou, this gives you a better pivot into opposing electrics and a sort of switch into CharY. It also can check SpecsKeld better than Mane, Flamethrower is missed but you have double fighting coverage in Pangoro and Keldeo for Ferro and Scizor is not impossible for this team to manage. It does leave you without a Mega which isn't ideal but you could replace Pangoro potentially? I'll sleep on this one to see if I can think of a good option for you.
All in all it's cool but I feel like the changes I suggested would make it more efficient. Momentum is key but I feel like this team now functions more strongly against common balance archetypes and the majority of the S and A+ rank threats.

GL with the team and hope I helped!

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Substitute
- Calm Mind

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- Earthquake
- Knock Off
- Superpower
- U-turn
Thanks for the very descriptive rate, I really appreciate the time and effort you put into it :) there is a lot to go over so I will handle it one by one.
-I did test HP Grass on Mane, and it never got used, not even once. While Mega Swampert is threatening, it is far from impossible to handle, especially with HP Grass on Keldeo. HP Ice is much more useful overall. Same with Quagsire and Gastrodon.
-I have tested Sub CM Keldeo, and, it just isn't me. I don't know why, but I just don't like the way it plays. Two turns of setup is fairly difficult for him, as he is a bit frail.
-HP Ice on Lando helps so much against opposing Landorus-T. Every game where he is on the other team, they always try to switch him in for Intimidate and EQ Immunity. Outside of that, he is actually really difficult for me to handle. From experience, I never use Knock Off, so I will try Superpower over that instead.
-Lopunny is a huge problem to my team. Mane can kind of check it, as it speed ties and Intimidates. Jirachi and Togekiss can both take one hit and Paralyze it, which is my best bet.
-I will definitely increase Landorus' speed to better handle CharX.
-For CharY, Togekiss Paralyzes it and can hopefully Paraflinch it to death from there. Other than that, yes, I do have to sack something, but it has a really hard time coming in again after it is forced out, and most of my team can outspeed and KO it after rocks.
-Mega Venusaur is handles fairly easily by Jirachi, as Jirachi can take hitsfrom it all day, only despising Leech Seed and Sleep Powder. still win against Leech Seed with Wish, and Sleep Powder is relatively rare. I think I will give Togekiss some speed to creep Venu to Air Slash it.
-I like Mane over Raikou, as Mane is faster, stronger, physically bulkier and supports the team thanks to Intimidate, has fire coverage, and destroys Slowmoongus cores.
-Heal Bell on Togekiss is incredibly helpful; however, he suffers horribly from 4MSS as I really missed T-Wave when testing, but I absolutely need Defog with all my switching. Air Slash and Roost are necessities as well. Opinions on that?
 
-I have tested Sub CM Keldeo, and, it just isn't me. I don't know why, but I just don't like the way it plays. Two turns of setup is fairly difficult for him, as he is a bit frail.

Yeah this one is slightly difficult to answer. It's not that frail but what I mean is that keeping the Sub up and Calm Minding, provided that the Keld check (on many teams Lati or Venu) is paralyzed allows you to keep good pressure on the opposing team, as they now have to break the sub before they can do things. Pressure is good against balanced and stall teams (:[ mega sableye + shedinja) and giving it CM gives you a win condition against bulkier teams, otherwise you have to seriously outmaneuver them and can still lose to status :[ mfw toxic quagsire

-HP Ice on Lando helps so much against opposing Landorus-T. Every game where he is on the other team, they always try to switch him in for Intimidate and EQ Immunity. Outside of that, he is actually really difficult for me to handle. From experience, I never use Knock Off, so I will try Superpower over that instead.

Certainly, you are likely to land at least one hit on an opposing Landorus-T. But a misprediction or double after the HP Ice on a scarfed mon is potentially a setup opportunity. It's up to you of course, I see what you mean though.

-Lopunny is a huge problem to my team. Mane can kind of check it, as it speed ties and Intimidates. Jirachi and Togekiss can both take one hit and Paralyze it, which is my best bet.

+1 252 Atk Mega Lopunny Return vs. 248 HP / 0 Def Togekiss: 270-318 (72.3 - 85.2%) -- 75% chance to OHKO after Stealth Rock
+1 252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 0 Def Jirachi: 330-388 (81.6 - 96%) -- 18.8% chance to OHKO after Stealth Rock - admittedly you probably could use Protect so you'll take two but still

It is still fairly threatening. I mean, yeah it's unlikely to sweep you in a game given that you can sack other mons/bring in Mane/Lando for free for Intimidate and switch around but every time that it comes in it's doing serious damage unless you predict well. And if Jirachi is the main answer, then you have to keep it at higher health for other threats (Lati@s, Specs Keldeo) which if the opponent is aware of loses you turns.

-For CharY, Togekiss Paralyzes it and can hopefully Paraflinch it to death from there. Other than that, yes, I do have to sack something, but it has a really hard time coming in again after it is forced out, and most of my team can outspeed and KO it after rocks.
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Togekiss in Sun: 279-328 (74.5 - 87.7%) -- 93.8% chance to OHKO after Stealth Rock
EDIT: wrong calc, subbed in your spread

This is not really a switch-in lol. It's a tough mon for you to maneuver around, thats more what I meant. There's no real switch in. Rocks could be used to contain it (which is the best way to contain it) but given a VoltTurn core hates having hazards on its own side rocks will likely not be up as you need to defog all hazards, Zard probably isn't sweeping by itself but its presence can be very threatening.

-Mega Venusaur is handles fairly easily by Jirachi, as Jirachi can take hits from it all day, only despising Leech Seed and Sleep Powder. still win against Leech Seed with Wish, and Sleep Powder is relatively rare. I think I will give Togekiss some speed to creep Venu to Air Slash it.

The speed would be good yeah. But Venus are usually run with Heatran, which is pretty free to come in on Jirachi and Toge actually (spdef lols at Toge). If hazards are up VenuTran + Latias can potentially stall Keldeo + Toge + Jirachi with Toxic and SR damage. If they're all paralyzed then Keld can clean up with the CM set mentioned above I guess, as well as deal with stallbreaker Mew (they don't run Psychic that often) which I completely forgot about when rating the first time, which completely shuts down Jirachi, Toge, Keld without Sub, tanks two TBolts from Mane, and can catch Pangoro and Lando with the Will-O-Wisp.


-I like Mane over Raikou, as Mane is faster, stronger, physically bulkier and supports the team thanks to Intimidate, has fire coverage, and destroys Slowmoongus cores.
-Heal Bell on Togekiss is incredibly helpful; however, he suffers horribly from 4MSS as I really missed T-Wave when testing, but I absolutely need Defog with all my switching. Air Slash and Roost are necessities as well. Opinions on that?

The Raikou > Mane suggestion was pretty poor in retrospect. I was mainly looking for a slightly better switch in for CharY and SpecsKeld because they 2HKO everything but yeah you need a Mega LOL

Trouble is that you have so many responsibilities attached to Jirachi and Toge that it's hard to fit anything in. Jirachi would really love Protect (Wish IMO should be run with protect) but it needs Rocks and really likes TWave when Toge needs Heal Bell. You could change some of the other sets to accommodate other needs (rocks on a different mon for example) but it's kind of sketchy. Not sure which sets could go where but as the TC it's your team and if I start changing too much it's not mine.
 
Back
Top