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I'm here with an OU VoltTurn team that's been working quite well for me, and I want a few suggestions on how to improve it. I started the team with a SDef Celebi, a Pokemon that suddenly came to my mind. I then added Forretress for a Defensive presence, as well as providing hazards that damage opponents, quite useful for a team that forces switches. I then added the Rotom-W and Landorus-T dual Scarfed core, a favorite of mine. After noting I had trouble with Steels, I opted for an Infernape, who could rip through them with no trouble. I then added Hydreigon to help me deal with Dragons.

Celebi @ Leftovers

Trait: Natural Cure
EVs: 252 HP / 232 SDef / 24 Spd
Calm Nature (+SDef, -Atk)

- Giga Drain
- Recover
- Thunder Wave
- U-turn

Specially Defensive Celebi acts as a wonderful check to many dangerous Special sweepers nowadays; including [email protected], Keldeo, Thundurus-T, and Sheer Force Landorus. Also, due to Natural Cure, Celebi can absorb nasty status aimed at the team, healing off the damage with Recover and healing itself by a simple switch or U-turn. EVs insure good Special bulk, and the Speed EVs insure it outspeed maximum Magnezone. Giga Drain is my STAB move, and allows the pixie to recover a little health, as well as not being complete Taunt bait. Recover, when paired up with Giga Drain and Natural Cure, gives intense survivability, and makes Celebi annoying to kill off. Thunder Wave gives the team an overall Speed boost, and allowing my slower Scarfers - Landorus-T and Rotom-W, to come in and out fairly easily. U-turn gives my team momentum, and it allows for my VoltTurn Defensive core.

Forretress (F) @ Leftovers

Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)

- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch

Forretress is arguably the most important part of a VoltTurn team, for many different reasons. It is one of the few Rapid Spinners that has access to Volt Switch / U-turn, and Rapid Spin is an absolute necessity for my side due to the switching of Pokemon back and forth. It also has access to hazards, which are great for racking up residual damage for a team that forces switches. EVs allow for maximum Defensive capabilities. Stealth Rock and Spikes together act as my hazards, Stealth Rock being able to hit all Pokemon, bar Magic Guarders, and Spikes hitting non Levitating / Flying Pokemon. Having both on the field at once greatly reduces the health of Pokemon that attempt to switch out from a threat. Rapid Spin spins away the annoying hazards on my side, which is needed due to me spamming U-turn and Volt Switch. Volt Switch is for scouting, completing VoltTurn, as well as a tool for escaping Magnezone.

Rotom-W @ Choice Scarf

Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 2 Atk / 30 Def
Timid Nature (+Spd, -Atk)

- Hydro Pump
- Volt Switch
- Hidden Power [Ice]
- Trick

It's been too long since I used Choiced Rotom-W; before Suspect test had ended, I used SDef Rotom-W all day long. Now that Tornadus-T has finally been banished to Ubers, Choiced Rotom-W returns as a fierce player. Rotom-W acts as my main counter to Dragon Dancing Dragons, outspeeding Dragonite at +1 is always useful. EVs allow my to have the best Special sweeping potential, as well as stopping random Downloaders from nabbing a SAtk boost. A Choice Scarf was used to allow me to outspeed a majority of the tier, and can easily become a revenge killer this way. Hydro Pump is STAB, and mauls those Fire types that give my Defensive core problems. Volt Switch is also STAB, deals with the Flying types my Defensive core also has trouble with, and maintains the VoltTurn core. Hidden Power Ice allows me to nail the Dragon Pokemon that my team has trouble with, especially boosting variants, namely Dragonite. Trick is my only way in to cripple boosters, and grants walls extra Speed, while giving Rotom-W a more useful item in th situation, usually.

Landorus-T (M) @ Choice Scarf

Trait: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)

- Earthquake
- Stone Edge
- Superpower
- U-turn

Landorus-T works very well with Rotom-W, in terms of VoltTurn and weaknesses. Not only does it provide a great offensive presence with its base 145 Atk stat, it has Intimidate, giving my team more overall bulk, as well as making Forretress a bigger of a pain. Earthquake is my STAB move, hitting insanely hard off a 389 Atk stat, and when it is combined with Stone Edge, it creates the famous EdgeQuake combination, granting me nearly perfect neutral coverage. Superpower allows me to deal with Steels that are resistant or take little damage from STAB Earthquake, such as Ferrothorn. U-turn allows me to maintain momentum and keep this team a pure VoltTurn.

Infernape (M) @ Expert Belt

Trait: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)

- Flare Blitz
- Close Combat
- ThunderPunch
- U-turn

After seeing that that I had major trouble in dealing with Steel type Pokemon, I added an Infernape, who could reckless smash through them using one of its STAB moves. After many battles running Life Orb, I decided that bluffing a Choice item would be decent, and decided to run Expert Belt over my previous Choice Band. I'm glad to say it has worked well. EVs are quite standard, with 4 SDef EVs to save me from them Downloaders from gaining a SAtk boost. Flare Blitz is my main STAB, and is the move I will usually spam after seeing that my opponent has a Steel, bar Heatran. Close Combat, Infernape's other STAB move, nails Heatran, as well as hitting Rock types that resist Flare Blitz. ThunderPunch, when Iron Fist boosted, allows to beat Pokemon, like Jellicent and Keldeo, much more efficiently, and can nail the Flying Pokemon that switch in on it. U-turn is for momentum, obviously, and keeps my team a VoltTurn.

Hydreigon (F) @ Expert Belt

Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)

- Draco Meteor
- Fire Blast
- Earth Power
- U-turn

Hydreigon was finally added as a check to Dragon Pokemon, but lately, it hasn't exactly done so well in checking them, due to loads of Scarfers nowadays. This guy also grants me another Ice weakness, which is horrible due to the popularity of Ice in the OU metagame. I was debating on Scarf on this guy, and making my Rotom-W the bulky attacker variant, and this is yet to be tested. Once again, I attempted to bluff another Choice set by the use of Expert Belt. Draco Meteor is my STAB move, and hits the pesky Dragons that my team hates. Fire Blast provides near perfect coverage against all Pokemon, hitting the Steel Pokemon that resist Draco Meteor. Earth Power takes care of Heatran, the only Pokemon to be able to take on the Draco-Fire combination. U-turn allows me to preserve momentum, and keep this team a VoltTurn.

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edited by
that team looks amazing... amazing
"Close Combat, Infernape's other STAB move, nails Heatran, as well as hitting Rock types that resist Close Combat"- Lolwut?

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