So this is the first Volt-turn team I have ever made and I am rather proud of it even though I have no idea whether it is good or not.
Ambipom @ Choice Band
Trait: Technician
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Switcheroo
- Fake Out
- U-Turn
- Double Hit
So I was thinking just now, and I realized that with as freaking common as Ambipom is in UU most teams will be carrying a ghost type to sponge Fake Out, and all of the ghosts in UU and RU are used as support (bar cofagrigus who is used as more of a set-u sweeper), so if I can predict the ghost switch-in I should successfully be able to Choice the opponent, effectively screwing their support. Fake Out is for after my band is gone, and it is STAB and technician boosted priority damage. I shouldn’t even have to explain U-turn, and Double Hit is STAB, and takes advantage of Technician.
Cobalion @ Leftovers
Trait: Justified
EVs: 248 HP / 68 Atk / 192 Spd
Jolly Nature
- Stealth Rock
- Thunder Wave
- Volt Switch
- Close Combat
Stealth Rock is handy since this is a Volt-turn team and the enemy will probably be switching a lot to try to take me down. Thunder Wave cripples the opponent and is plain annoying. Volt Switch needs no explanation, and Close Combat is STAB. Credit to Mew :3.
Rotom @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spe / 4 SDef
Modest Nature
- Volt Switch
- Shadow Ball
- Hidden Power (Fighting)
- Trick
Rotom is here for the role of sucking up the fighting type moves that threaten some of the teammates. Volt Switch is glaringly obvious and STAB, Shadow Ball is STAB, and Hidden Power Fighting provides coverage. Trick serves the purpose of once again screwing enemy support and what not. This is smogon’s choice set btw.
Crobat @ Flying Gem
Trait: Infiltrator
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Taunt
- Acrobatics
- U-turn
- Roost
Crobat is my flying type and can take down fighting types which really burden a few teammates. Taunt stops the enemy from setting up, and Acrobatics is STAB and hits rather hard. Read the title for an explanation of why U-turn is here, and Roost is recovery.
Zoroark @ Life Orb
Trait: Illusion
EVs: 252 SAtk / 252 Spd / 4 HP
Nature: Timid
- U-turn
- Dark Pulse
- Extrasensory
- Focus Blast
You really need help if you haven’t figured out why U-turn is here, and Dark Pulse is STAB and has a nice juicy flinch chance. I used to have HP Flying here but then I found out he got Extrasensory, and that is for cutting down Fighting types. Focus Blast is coverage.
Darmanitan @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Flare Blitz
- U-turn
- Earthquake
- Stone Edge
Flare Blitz is STAB and hits like a train, demolishing almost everything even when resisted. I’ve run out of explanations for U-turn and Volt Switch but it doesn’t matter because you know why they it is there. Earthquake is coverage, and Stone Edge is yet more coverage.
So there is my UU Volt-Turn team and it is the first Volt-turn I have ever made. I think I need a spinner, but I'm not sure what it should be and who gets replaced to put it in.