I built this VoltTurn team around Choice Specs Raikou, with the idea that Raikou being above the speed tier should be fine with Specs. And obviously with me putting this team up, it is. The main objective is to use VoltTurn to keep momentum, and using this teams huge offensive power to strike weak points in the opponents team.
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power (Ice)
- Shadow Ball
This was the Pokemon I built the team around, I love the idea. It's role is that it hits really hard with specs, and volt switch keeps momentum. It's a decent lead although this team is very lead heavy. It's also the only designated special attacker on the team, which surprisingly hasn't mattered. As long as you can't keep it around to pressure defensive walls it's perfectly fine not keeping balance, which I prefer to do. Volt Switch is for momentum, Thunderbolt 2HKOs anything that doesn't resist it, or isn't a special wall. HPI 1HKOs defensive Landorus-T among other things. I haven't actually used Shadow Ball a single time, oddly. If you feel you should change it, feel free.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
29 Spe IVs
Adamant Nature
- U-Turn
- Earthquake
- Stone Edge
- Knock Off
Landorus-T pairs well with Raikou. It's immune to ground, which Raikou needs. It intimidates the earthquake users, allowing you to U-Turn or possibly Knock-Off spam. It's role is to scare out physical attackers, as well as absorb earthquakes. It revenge kills things such as Heatran, Excadrill, and Charizard X. U-Turn gains momentum, EQ/SE hit hard as hell. Knock Off neutralizes Chansey, and throws off some strategies.
Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch
I chose Lopunny for my mega slot mainly for Ice Punch, covering ground types that Raikou despises. It's role is for the Mega of the team, as well as a revenge killer or late game sweeper. Fake Out does good chip damage, as well as guaranteeing it's boost in speed. Return/HJK for STAB. Ice Punch obviously for that coverage. It has an adamant nature because jolly isn't really necessary. Adamant makes Lopunny hit really hard.
Talonflame @ Sitrus Berry
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- U-Turn
I picked Talonflame because I wanted a fire type that set up. I was thinking Volcarona, but I liked that Talonflame was immune to ground, and had priority. It's role is obviously as a setup sweeper as well as a late game cleaner. FB/BB for STAB. U-Turn to continue the theme of momentum. And Swords Dance if necessary. It's not usually necessary to go for swords dance, since this team thrives on switching for momentum.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Whirlwind
- Roost
- Brave Bird
Another flying type to take grounds on. It's the only Defensive wall I could consider. It's role is to easily take physical hits, as well as get up rocks. Whirlwind+Sturdy guarantees one chance to stop a setup mon. And of course Brave Bird. I've considered using Iron Head since I have nothing else to hit fairies, but brave bird comes in handy.
Tentacruel @ Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 4 SpA / SpD 252
Gentle Nature
- Rapid Spin
- Scald
- Knock Off
- Acid Spray
This set I actually made myself, which usually isn't good, but this one turned out really well. I didn't necessarily have a typing in mind, so I just went with something with ridiculous special defense. Having Rapid Spin is what made me choose this. It's role is hazard control, so Skarmory doesn't have to run Defog. It also soaks special hits up like nothing, taking 30% or less from pretty much any hit. While it is weak to psyshock, you can switch into Skarmory to take that, and then double out into something to take the next hit, gaining momentum. Rapid Spin gives hazard control. Scald spreads burns. Knock Off because why not. Acid Spray forces switches, as well as neutralizes walls.
I understand a few problems that this team has a few problems on paper. First off, it has three electric weaknesses. However, having Landorus, Raikou, and Tentacruels monstrous special defense, it isn't a big problem. Also, there's an imbalance in attacking stats. This team does a good job fixing that though, taking out common walls such as Chansey, Heatran, Empoleon (maybe), and even opposing Tentacruel. I hope you can identify any issues with this.
I've made a video with this team in action.
I don't know if it's against the rules to post that, so if it is please tell me and I'll make sure to take it down immediately, thank you :)
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power (Ice)
- Shadow Ball
This was the Pokemon I built the team around, I love the idea. It's role is that it hits really hard with specs, and volt switch keeps momentum. It's a decent lead although this team is very lead heavy. It's also the only designated special attacker on the team, which surprisingly hasn't mattered. As long as you can't keep it around to pressure defensive walls it's perfectly fine not keeping balance, which I prefer to do. Volt Switch is for momentum, Thunderbolt 2HKOs anything that doesn't resist it, or isn't a special wall. HPI 1HKOs defensive Landorus-T among other things. I haven't actually used Shadow Ball a single time, oddly. If you feel you should change it, feel free.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
29 Spe IVs
Adamant Nature
- U-Turn
- Earthquake
- Stone Edge
- Knock Off
Landorus-T pairs well with Raikou. It's immune to ground, which Raikou needs. It intimidates the earthquake users, allowing you to U-Turn or possibly Knock-Off spam. It's role is to scare out physical attackers, as well as absorb earthquakes. It revenge kills things such as Heatran, Excadrill, and Charizard X. U-Turn gains momentum, EQ/SE hit hard as hell. Knock Off neutralizes Chansey, and throws off some strategies.
Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch
I chose Lopunny for my mega slot mainly for Ice Punch, covering ground types that Raikou despises. It's role is for the Mega of the team, as well as a revenge killer or late game sweeper. Fake Out does good chip damage, as well as guaranteeing it's boost in speed. Return/HJK for STAB. Ice Punch obviously for that coverage. It has an adamant nature because jolly isn't really necessary. Adamant makes Lopunny hit really hard.
Talonflame @ Sitrus Berry
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- U-Turn
I picked Talonflame because I wanted a fire type that set up. I was thinking Volcarona, but I liked that Talonflame was immune to ground, and had priority. It's role is obviously as a setup sweeper as well as a late game cleaner. FB/BB for STAB. U-Turn to continue the theme of momentum. And Swords Dance if necessary. It's not usually necessary to go for swords dance, since this team thrives on switching for momentum.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Whirlwind
- Roost
- Brave Bird
Another flying type to take grounds on. It's the only Defensive wall I could consider. It's role is to easily take physical hits, as well as get up rocks. Whirlwind+Sturdy guarantees one chance to stop a setup mon. And of course Brave Bird. I've considered using Iron Head since I have nothing else to hit fairies, but brave bird comes in handy.
Tentacruel @ Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 4 SpA / SpD 252
Gentle Nature
- Rapid Spin
- Scald
- Knock Off
- Acid Spray
This set I actually made myself, which usually isn't good, but this one turned out really well. I didn't necessarily have a typing in mind, so I just went with something with ridiculous special defense. Having Rapid Spin is what made me choose this. It's role is hazard control, so Skarmory doesn't have to run Defog. It also soaks special hits up like nothing, taking 30% or less from pretty much any hit. While it is weak to psyshock, you can switch into Skarmory to take that, and then double out into something to take the next hit, gaining momentum. Rapid Spin gives hazard control. Scald spreads burns. Knock Off because why not. Acid Spray forces switches, as well as neutralizes walls.
I understand a few problems that this team has a few problems on paper. First off, it has three electric weaknesses. However, having Landorus, Raikou, and Tentacruels monstrous special defense, it isn't a big problem. Also, there's an imbalance in attacking stats. This team does a good job fixing that though, taking out common walls such as Chansey, Heatran, Empoleon (maybe), and even opposing Tentacruel. I hope you can identify any issues with this.
I've made a video with this team in action.