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AmbiShao Offensive Core U-Turn team

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Arcanine @ Life Orb
Trait: Intimidate
Naive Nature (+Spd, -SDef)
EVs: 252 Spd/ 126 Atk/ 88 SAtk
- Close Combat
- Fire Blast
- ExtremeSpeed
- Wild Charge

All out attacking lead. Obviously lacks U-Turn, but Intimidate softens up the opponent to help switch ins and get the momentum started.

Jolteon @ Air Balloon
Trait: Volt Absorb
Timid Nature (+Spd, -Atk)
EVs: 252 SAtk/ 252 Spd/ 4 Def
- Thunderbolt
- Shadow Ball
- Volt Switch
- Yawn

a Volt Switcher with blistering Spd. Shadow Ball is for Coverage and TBolt is for when i need STAB but done want to switch out. Yawn with Jolteons Spd helps force out threats and maintain pressure. Air Balloon + Volt Absorb gives me plenty chances to switch in safely whether by hard switch or U-Turn swap.

Gliscor @ Toxic Orb
Trait: Poison Heal
Impish Nature (+Def, -SAtk)
EVs: 252 Def/ 180 Atk/ 36 HP
- Earthquake
- U-Turn
- Ice Fang
- Protect

Wall/Tank. STAB Earthquake helps cover Steel and Fire types that hurt this team, Protect activates Toxic Orb, and scouts out moves, Ice Fang covers other Gliscor and Hippowdon plus Grass types.

Ambipom @ Toxic Orb
Trait: Technician
Adamant Nature (+Atk, -SAtk)
EVs: 252 Atk/ 252 Spd/ 4 HP
- Facade
- Low Kick
- U-Turn
- Fake Out

Part of my offensive core. STAB Fake Out activates Toxic Orb which makes Facade a BP 140 before STAB. Fake Out + Toxic boosted Facade is usually a 2HKO. When Toxic starts to build up, U-Turn brings Ambipom back Safely and rests Toxics damage. then out comes.......

Mienshao @ Life Orb
Trait: Regenerator
Naive Nature (+Spd, -SDef)
EVs: 252 Atk/ 180 Spd/ 36 SAtk
- Hi Jump Kick
- Grass Knot
- U-Turn
- Fake Out

the other half of my core. Fake Out is free damage and breaks Focus Sash and LO boost makes it a nice little wake up slap. Following up with Hi Jump Kick usually demolishes anything that once stood before the mystic weasel. Grass Knot covers Bulky Waters and makes a nice check to Curse sweeping Swampert x4 Supereffective Grass Knot is calculated off SDef. U-Turning back to Ambipom makes for a great time against a that thinks Shadow Ball is a good idea. obviously Ambipom has nothing to mess with the Ghost but that's where in comes.......

Scizor @ Choice Band
Trait: Technician
Jolly Nature (+Spd, -SAtk)
EVs: 252 Atk/ 144 Spd/ 64 Def
- Bullet Punch
- U-Turn
- Pursuit
- Superpower

This badboy may come in and out throughout the battle to harrass with a Choice Banded STAB U-Turn just to vanish again, but late game, once faster threats are neutralized, he really shines. Pursuit destroys lingering Ghost and Psychic types while Superpower breaks down Dark and Ice types. STAB +1 Priority Bullet Punch with a technician boost and Scizors beast Atk stat is terrifying to face, even before the Choice Band. this guy is evil especially once any check you had for it is gone. because at that point, so is the battle for you....

that is it. let me know what you think!!

asked Oct 2, 2012 by SlipperyDevil
Like this team. You have gotta get PO or Showdown Slip'.
Working on it. My PC got jacked up. i have the PO app for my phone but i need to get the QC code to import them and i have no PC haha
In a Volt-Turn team, it is very important to have a Rapid Spinner, which you don't have.
It was like 2 AM when i posted this, but i have a

Forretress @ Quick Claw
Trait: Sturdy
Careful Nature (+SDef, -SAtk)
EVs: 252 SDef/ 180 Def/ 36 HP
- Volt Switch
- Rapid Spin
- Stealth Rock
- Gyro Ball

that i replace Arky with if i feel so inclined.

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