You Turn

This is an in depth thread about the analysis, properties, and more importantly, the strategies that can be used based around the move U-Turn. Please feel free to add your own observations, and ideas.

Once my battle testing is more intensive and inclusive, and I have far more experience I will be posting my complete primary U-Team, and pokémon substitutes that can be effectively used in competitive battle.

First of all I will start with properties that are listed here, and extra information that I have discovered:

[NAME]
U-turn
[SHORT DESC]
Attacks, then switches.
[LONG DESC]
After attacking the opponent, the player chooses a new Pokemon to send out. If this move KOs the opponent, the user decides which Pokemon to send out, then the opponent decides. If the user is the player's last Pokemon, this move only does damage. If the Pokemon switched to has a Choice Band and also knows U-turn, it will be forced to use U-turn. If U-Turn is used against a faster Pokemon using Pursuit, Pursuit does normal damage and hits the user of U-Turn. If U-Turn is used against a slower Pokemon using Pursuit, Pursuit has double power and hits the Pokemon using U-Turn.

Also:
  • If the pokémon you are switching to is holding a flinch item the opponent has a chance of flinching if U-Turn landed first (so far I am confident that the U-Turn user holding a flinch item cannot cause flinch).
  • Shell Bell will heal the U-Turner before switching, as does life orb dealing damage.
  • If the Pokémon tagged in is hit with Encore before using a move and has U-Turn it will only be able to use U-Turn. The next pokémon will be able to use any move.
  • When KOing with U-Turn any abilities of the tagging pokémon that affect the opponent (such as Intimidate) will not affect the incoming Pokémon
  • In Double battles you may tag in with U-Turn (or Baton Pass) any Pokémon already switched/Baton Passed/U-Turned out previously in that turn, effectively switching it's position on the field left/right.
Some of the strategies of this move can be used interchangeably, and complimentary (in some cases), with Baton Pass. The drawback is that U-Turn must hit the opponent. So when the user is evasive, out of play (fly/dig etc), or protected- then some foresight will be required, pun intended. The drawback of using Baton Pass instead of U-Turn is, no matter how ineffective or underpowered, chip damage when switching can counter many common strategies such as Focus Punchers, or Focus Sash holders.

There are basically two varieties of effective U-Turn users. Fast and slow. So I will list the advantages I have been utilising of both.
Fast
The primary strategy of a fast U-Turner is chip damage while keeping your opponent guessing by taking advantage of type (mis)matching. For example a lot of fast U-Turn users are flying type, and so can go well teamed with steel types by encouraging ice attacks, tagging out and now having the ability to switch back to avoid super effective ground attacks, this of course can be ineffective against fast priority move users. Electivire can really take advantage of his Motor Drive boost when you do not need to fear a Focus Sash holding sweeper against opponents known to effectively use electric attacks.

It can also be a handy escape tool for sweepers that you do not want to get trapped in battle. This however limits the effective use of choice items, and any stat raising set up style move lists without the use of baton pass (which is too draining on the move set of the sweeper). If paired with slow tank/wall U-Turn users you can do more than chip damage, especially when you have advantageous type matching. The sweeper does all the damage while the tank/wall takes a hit on it's way in and out. Although fast Pokémon used in this way cannot negate sandstorm damage with leftovers, they can redeem health with each U-Turn via use of a Shell Bell. Combined with Fake Out (now a common combination on Technician Ambipom) there is the opportunity for further damage without being hit, and mix ups against expected ghost switch-ins. If playing without a Hacks item clause you can also add the small chance of causing flinch to your fast U-Turn attacks when a flinch item is held by the incoming pokémon.

You can also force switches when your opponent is particularly weak to bug attacks in some cases giving the sweeper a low risk use of another attack as a new combatant is switched in- before U-Turning out (if the alternate attack was survived).
Slow
The primary use for a slow (or Lagging Tail holding) Pokémon is to set up sweepers while taking advantage of abilities, moves, and items in your team. Agility can also be used with in some cases on slower pokémon to alter tactics, and even combined with Baton Pass and Lagging Tail for interesting results.

The three greatest threats of U-Turn is complimentary abilities, moves, and types in your team. Items can also be used in more interesting ways, but so far in my limited experience make a less dramatic effect on the outcome of the battle. With an intimidating pokémon on your team you can add the effect of lowering your opponent's attack one level to your U-Turn attacks (lookout for pokémon with abilities that prevent stat reduction though), and other abilities can be taken advantage of in a similar way. Guts(y) pokémon using a flame orb strategy can negate the need for protect taking one move slot when combined with a slow U-Turn user, like Electivire, without the fear of being taken down by sweepers equiped with a Focus Sash from the chip damage. Swellow can take advantage of this and also learns U-Turn. If used as his first move he will not even take damage from his burn.


If you plan to make U-Turn a theme for your team a huge threat is spike themed teams, especially considering stealth rock does more damage to flying and bug types, of which mostly populate the list of U-Turn learning Pokémon. In that case a Rapid Spinner is a must. So far in my experience if the team is not oriented around a strong spiking strategy the random use of spiking moves causes little concern.

In future I will be listing complimentary move, ability, and Pokémon combinations.
 
Very cool. You obviously put a lot of thought (and testing) into this move.

What move do you plan to write about next : )
 
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