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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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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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-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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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 @ 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. :)
AT A GLANCE
[-- they aren't showing up :( --] Scizor/Heatran/Rotom-W/Latios/Dragonite/M-Beedrill
---

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.
---

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.
---
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.
---

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 @ 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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