XY OU VoltTurnTurn

This team has been quite fun so far and has me asking what could be done to make it better. I really enjoy using it, and I would love to hear your opinions on how it could be improved (pokemon/moves/evs replaced and so on).
AT A GLANCE
[-- they aren't showing up :( --] Scizor/Heatran/Rotom-W/Latios/Dragonite/M-Beedrill
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250px-212Scizor.png

Scizor @ Leftovers
Ability: Technician
Nature: Impish
EVs: 248 HP/60 Def/200 SpD

Moves
~U-turn
~Bullet Punch
~Defog
~Roost

I started the team off thinking Scizor would be a good answer to many things such as fast revenge killer/sweepers, a good pivot, and a nice Defogger for those annoying entry hazards. I chose the given EVs off of the Mega Defog set because they seemed to make him bulky enough even without the Mega Evolution. U-Turn was a move of choice because I wanted to have a momentum grabbing move. Though, Superpower could fill this slot, I decided on U-Turn for the ability to keep doing damage while shuffling around my team. Bullet Punch takes care of weakened threats while being powered by Technician, and it makes for a good choice against Weavile, Gengar, Alakazam, and Mamoswine as well as Fairies. Defog is for the removal of entry hazards and Screens that can be bad for a VoltTurn team. Finally, seeing how Scizor is bulky, Roost helps it survive and dispose of hazards and deal damage even longer to keep the game more in my favor.

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250px-485Heatran.png

Heatran @ Leftovers
Ability: Flash Fire
Nature: Calm
IVs: 0 Atk
EVs: 248 HP/192 SpD/68 Spe
Moves
~Stealth Rock
~Lava Plume
~Earth Power
~Taunt

Heatran is my second choice. He pairs nicely with Scizor, being able to take on Talonflame and Heatran lacking Earth Power as well as sponging a Wil-O-Wisp from Sableye. His EVs are for survivability against many of the special attacks that come his way so he may live longer to put up rocks, deal damage, or phase something out. His 0 Atk IVs are to mitigate Foul Play damage. Stealth Rock and Lava Plume both put the pressure on my opponent's switch-ins with a 30% burn chance that can put high heat on things like Garchomp and Azumarill. Earth Power is mainly for opposing Heatran and Tentacruel, and, finally, Taunt is used to stop things from setting up in my face as well as some other things such as Recovering.
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rotom-w-png.32679

Rotom-Wash @ Leftovers
Ability: Levitate
Nature: Bold
IVs: 0 Atk
EVs: 208 HP/252 Def/4 SpD /44 Spe
Moves
~Volt Switch
~Hydro Pump
~Wil-O-Wisp
~Pain Split

My third choice, completing a VoltTurn core, is Rotom-Wash. A defensive Rotom-Wash is for things like Landorus-T, Scizor, FatChomp, Heatran, Sand Rush Excadrill, and so on. Often times, I find myself using this Pokemon as a lead because I can threaten my opponent's team for the more likely choices of what they may choose, or I can switch out with Volt Switch. The 0 IVs, again, are for mitigating Foul Play damage from something like Mandibuzz. The EVs are to take less damage from Stealth Rock as well as outspeeding Belly Drum Azumarill in the event that it may set up on a locked Draco Meteor from Latios or switch. Volt Switch is, obviously, for momentum grabbing, but is also handy for Azumarill and Keldeo. Hydro Pump does great damage against those that don't resist it, especially Ground types and Heatran. Wil-O-Wisp makes it even harder for physical Pokemon to take it down, and scares physical Dragons from switching in. Even without that, it's still a status that deals damage. Finally, Pain Split is my choice for recovery as I don't have a Cleric, and Chesto Rest seems more so one-shot than Pain Split. Another thing to note is that this guy is probably my best defense against Rain teams that like to include Poli, Swampert, Manaphy, etc in the spread.
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250px-381Latios.png


Latios @ Choice Scarf
Ability: Levitate
Nature: Timid
IVs: 0 Atk/30 SpA/30 Spe
EVs: 4 HP/252 SpA/252 Spe

Moves
~Draco Meteor
~Psyshock
~Hidden Power Fire
~Trick

Latios has replaced Weavile for the fourth slot on my team. Scarf Latios has amazing speed to outpace many threats including Mega Alakazam, Dragon Dancers after a +1, Scarf Lando-T, Scarfed Keldeo, and more. Draco Meteor is for high-power damage against most Pokemon in the tier. Psyshock is a coverage option that hits on the physical side to do more damage against things like Sylveon as well as a move that has consistent power without reducing Special Attack. Hidden Power Fire gives more coverage against Steels, and Trick can be used to cripple Pokemon such as Chansey.

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Dragonite.png

Dragonite @ Choice Band
Ability: Multiscale
Nature: Adamant
EVs: 252 Atk/4 Def/252 Spe
Moves
~Outrage
~Earthquake
~Fire Punch
~Extreemspeed

Dragonite was chosen because I thought my team could use a hard hitter that could sponge more of Scizor, especially Scizor carrying Superpower. He is normally used as a powerhouse for wallbreaking and works best when no Stealth Rocks are on my side of the field. Outrage deals massive damage when Steels and Fairies (as well as faster Dragons) are eliminated, and it sees little use outside of that.
Earthquake is for near-perfect coverage with Outrage, hitting anything grounded hard including Fairies and Steels without the attack/defense drop of Superpower. Fire Punch is mostly for Skarmory, Scizor, and Ferro. Extreemspeed is mandatory as it overcomes Dragonite's slower speed to take out weak and/or weakened threats.
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Beedrill @ Bedrillite
Ability: Swarm ==> Adaptability
Nature: Jolly
EVs: 252 Atk/4 Def/252 Spe
Moves
~U-Turn
~Poison Jab
~Drill Run
~Protect

Beedrill was my final choice because it hits hard, outspeeds most things with the option of changing moves (including M-Manectric), has incredibly hard-hitting STABs with Adaptability, and good coverage + it adds to the VoltTurn. This thing can hit and run like nothing else. It probably has the strongest unBanded U-Turn for OU thanks to Adaptability(I don't even know). All I know is this thing hurts. Poison Jab = Azumarill, Clefable, Sylveon, Gardevoir, and weakened Pokemon. Drill Run = Magnezone, Excadrill (switch-in usually), Klefki, Jirachi, Heatran, Tentacruel, Toxicroak, etc. Protect = Speed. It makes it easier for Dragonite to use its Outrage later, too.
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Overall, this team is pretty great. It has high power output, momentum, and both removal + rocks. It has immediate power as well as two priority users and Status in Burn as well as at least two members of the VoltTurn core having recovery to attempt to keep VoltTurn on the table for the matches. Thank you for looking at my team and taking the time to give advice. :)
 

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one issue here is the lack of a resistance/immunity to electric. this is problematic because you allow pokémon like Mega Manectric and Raikou to freely spam their stab moves. your team heavily relies on momentum and you don't want to forfeit tempo by letting threats like that freely prance around your team. one recommendation I have for you to consider to help the issue is Choice Scarf Diggersby over Scizor. with this addition, you gain an immunity to electric and revenge killer capable of netting some surprise kills and maintaining the theme of your team with U-turn.
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Knock Off / Wild Charge
- U-turn

while other ground types like Landorus-T could have been suggested, I chose to recommend Diggersby instead because Scarf is rather unexpected on her. this goes a long way in helping you grab surprise kills on various electrics and other troublesome threats to your team like Mega Lopunny. additionally, adding Landorus-T would exacerbate a Bisharp weakness because of Intimidate. Diggersby may not have the same useful ground immunity and fighting resistance as Landorus-T, but her added power and surprise value definitely fits your team nicely.
personally I find Scizor to be very ineffective as a hazard remover and this is why I recommended Diggersby in her place. many common SRers like bulky Garchomp and Heatran have no issue maintaining their rocks against Scizor. additionally, her low speed makes it difficult to get a timely Defog off and with 3 pokémon weak to SR on your team, the pressure is on to remove them and your teammates will suffer if they aren't. since replacing Scizor removes your means of hazard removal, I'd like you to consider Latios over Dragonite. losing Dragonite's insane power is unfortunate but between Beedrill, Diggersby and Weavile you have plenty of strength and Latios is no slouch offensively either. you gain a speedy reliable Defogger, a useful electric resistance and retain a check to Charizard-Y and Keldeo. Scizor had the benefit of keeping fairies in check, but between Heatran, Beedrill and the offensive pressure your team applies, I think you are well off against the good majority of them, making the loss negligible.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog

I chose to forgo suggesting Roost because your team is really fast paced and I don't think you will be finding the time to heal much. furthermore, if you were to use Roost over HP Fire, Bisharp becomes terrifying to deal with after a +2 from a predicted Defog. in my opinion, you're better off having the third attacking move and minimizing Bisharp's chances to run through your team. HP Fire accomplishes this while letting you to lure steels like Scizor and Ferrothorn, two pokémon Beedrill loves having removed.
a suggestion you can consider to further help with Bisharp after the addition of Latios is Low Kick over SD on Weavile, which provides useful coverage on other guys like Tyranitar, Heatran and Ferrothorn. finally, modify Rotom-W's EV spread to 248 HP / 216 Def / 44 Spe. you lose nothing and become faster than BD Azumarill, who can be trouble after setting up on a Heatran switch since you will no longer have Dragonite/Scizor's priority assuming you take my suggestions.

nice team, gave you a like!
 
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one issue here is the lack of a resistance/immunity to electric. this is problematic because you allow pokémon like Mega Manectric and Raikou to freely spam their stab moves. your team heavily relies on momentum and you don't want to forfeit tempo by letting threats like that freely prance around your team. one recommendation I have for you to consider to help the issue is Choice Scarf Diggersby over Scizor. with this addition, you gain an immunity to electric and revenge killer capable of netting some surprise kills and maintaining the theme of your team with U-turn.
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Knock Off / Wild Charge
- U-turn

while other ground types like Landorus-T could have been suggested, I chose to recommend Diggersby instead because Scarf is rather unexpected on her. this goes a long way in helping you grab surprise kills on various electrics and other troublesome threats to your team like Mega Lopunny. additionally, adding Landorus-T would exacerbate a Bisharp weakness because of Intimidate. Diggersby may not have the same useful ground immunity and fighting resistance as Landorus-T, but her added power and surprise value definitely fits your team nicely.
personally I find Scizor to be very ineffective as a hazard remover and this is why I recommended Diggersby in her place. many common SRers like bulky Garchomp and Heatran have no issue maintaining their rocks against Scizor. additionally, her low speed makes it difficult to get a timely Defog off and with 3 pokémon weak to SR on your team, the pressure is on to remove them and your teammates will suffer if they aren't. since replacing Scizor removes your means of hazard removal, I'd like you to consider Latios over Dragonite. losing Dragonite's insane power is unfortunate but between Beedrill, Diggersby and Weavile you have plenty of strength and Latios is no slouch offensively either. you gain a speedy reliable Defogger, a useful electric resistance and retain a check to Charizard-Y and Keldeo. Scizor had the benefit of keeping fairies in check, but between Heatran, Beedrill and the offensive pressure your team applies, I think you are well off against the good majority of them, making the loss negligible.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Defog

I chose to forgo suggesting Roost because your team is really fast paced and I don't think you will be finding the time to heal much. furthermore, if you were to use Roost over HP Fire, Bisharp becomes terrifying to deal with after a +2 from a predicted Defog. in my opinion, you're better off having the third attacking move and minimizing Bisharp's chances to run through your team. HP Fire accomplishes this while letting you to lure steels like Scizor and Ferrothorn, two pokémon Beedrill loves having removed.
a suggestion you can consider to further help with Bisharp after the addition of Latios is Low Kick over SD on Weavile, which provides useful coverage on other guys like Tyranitar, Heatran and Ferrothorn. finally, modify Rotom-W's EV spread to 248 HP / 216 Def / 44 Spe. you lose nothing and become faster than BD Azumarill, who can be trouble after setting up on a Heatran switch since you will no longer have Dragonite/Scizor's priority assuming you take my suggestions.

nice team, gave you a like!
Thanks for the rate, and I like your suggestions, but I've noticed a major flaw by taking in all of your suggestions. Abilities such as Mold Breaker and Terravolt with Ground moves. Namely, Earthquake, and Earth Power. Choice Scarf Excadrill and Choice Scarf Kyurem-B pose a huge threat to my team now after using these suggestions as they can more freely sweep than before. Scarf Kyurem-B outspeeds Jolly Diggersby and can run through the team if my team is weakened enough. I'm using my StrokeOfHail account to demonstrate this after some battles I've had. http://replay.pokemonshowdown.com/ou-249398547 you can ignore the moves after move 24 as it's just a stall match of our last two Pokemon which Heatran comes through.

Other than that, it's great. It has high damage output, and Diggersby loves sweeping. I have an alternate version of my original team with a few changes including the EV spread of Rotom-W as you suggested (also, Weavile was switched for Scarf Latios w/ HP Fire, Trick, Draco M, and Psyshock) that seems to work just as well because Latios takes the place of a high-powered scarf in Diggersby's case (and it's faster, outspeeds dragon dancing dragons, scarf chomp, lando-t, etc). Again, thanks for your suggestions :)
 
Yo. StrokeofHail, first of all, one thing that can be noticed about your team is the Clefable weakness it turns out to have. With Beedril being the only solid check(which gets weakened by Stealth Rock and pretty much can't switch in to Clef if it does happen to have a fire move) i suggest using Taunt>Roar on the Heatran, this way you have a solid check to the Calm Mind set, preventing 5050's with Beedril switching in on fire moves.
485.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Taunt

Another problematic Pokémon for your team are the Lati@s. With Heatran having Leftovers as its only recovery and Scizor getting knocked out by Hidden Power Fire, the eons can be quite problematic. So i suggest testing out Pursuit>Swords Dance on Weavile. Your team already packs enough offensive pressure anyway, so SD Weavile would rarely do work on this type of team, while Pursuit can help you out versus Life Orb Alakazam as well.
461.png

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard

Lastly, i advice you to change your Rotom-W to a no-speed variant with 28 IVs on speed. This way, you can get Volt Switches after opposing Rotom-W players and that gains a lot of momentum, something really important on a team like this.
479w.png

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 28 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Gl with your team.
 
Yo. StrokeofHail, first of all, one thing that can be noticed about your team is the Clefable weakness it turns out to have. With Beedril being the only solid check(which gets weakened by Stealth Rock and pretty much can't switch in to Clef if it does happen to have a fire move) i suggest using Taunt>Roar on the Heatran, this way you have a solid check to the Calm Mind set, preventing 5050's with Beedril switching in on fire moves.
485.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Taunt

Another problematic Pokémon for your team are the Lati@s. With Heatran having Leftovers as its only recovery and Scizor getting knocked out by Hidden Power Fire, the eons can be quite problematic. So i suggest testing out Pursuit>Swords Dance on Weavile. Your team already packs enough offensive pressure anyway, so SD Weavile would rarely do work on this type of team, while Pursuit can help you out versus Life Orb Alakazam as well.
461.png

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard

Lastly, i advice you to change your Rotom-W to a no-speed variant with 28 IVs on speed. This way, you can get Volt Switches after opposing Rotom-W players and that gains a lot of momentum, something really important on a team like this.
479w.png

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 28 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Gl with your team.
Hey, thanks for the rate. Because of the chance for Belly Drum Azumarill to set up on Weavile (now Latios - same thing if I'm locked into Draco Meteor), I opted for 44 Spe EVs on Rotom-W from Perrenial's suggestion. Weavile is now a Scarf Latios, but Pursuit is a great suggestion to revenge kill Lati@s. Finally, Taunt seems like a good option, and running it over roar would work even better with the standard specially defensive set to outspeed Mandibuzz, Venusaur, and Suicune so I may put in some speed investment if I choose to run taunt. Roar, however, does give me the option to remove Clefable anyway, and may provide entry hazard damage so I might stick with that. Edit: took the "Taunt over Roar" suggestion on Heatran.
 
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