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Okay so my old RU team was really outdated and i needed a new one. I also had a nack for using Magneton at the moments so thats were the team started. I then came up with the idea with using a Volt-Turn team, so yea here you go......

Moltres @ Choice Scarf
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Fire Blast
- U-turn
- Air Slash
- Hidden Power [Grass]

The turn of the team, Scarfed Moltres. U-Turn provides scouting and a hit and run opportunity giving me a bit of Momentum at any point of the match. Fire Blast and Air Slash are two amazing STABs that when combined only a pokemon with a Rock typing can avoid a neutral or super-effective hit. HP Grass allows me to hit those Rock types or Bulky waters hard. Moltres typing allows it to come in on Fighting, Ground and Fire moves that would otherwise destroy his partner Magneton.

Magneton @ Choice Specs
Trait: Magnet Pull
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

The Volt part of the team, Specs Magneton. Paired with Moltres, this guy can come in on those nasty Rock and Electric moves that would do some serious damage to Moltres. Along with Specs this guy hits and run with an amazing punch. Thunderbolt and Flash Cannon are another pair of amazing STAB only resisted by other Electrics types. Volt Switch gives me momentum and completes the Volt-Turn core and its also nice for scouting what my enemy plans to do. HP Fire lets me come in on Steel types i trap with my ability, mostly Durants, Ferroseeds, and Escavaliers, and finish them off with them having no way to really hit me.

Armaldo (M) @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Rapid Spin
- Knock Off
- Rock Blast

Every volt-turn team needs one thing, a Spinner. Especially with Moltres switching in and out a lot i cant really have Rocks up on my side of the field. So i decided to go with Armaldo who can both set rocks and spin them away. Stealth Rocks and Rapid Spin i just explained to you, while Knock Off allows me to get rid of my opponents important items. Rock Blast allows me to break subs and all that stuff.

Lilligant @ Lum Berry
Trait: Own Tempo
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Giga Drain
- Quiver Dance
- Sleep Powder
- Hidden Power [Rock]

I honestly cant love this thing more. Actually i could if it could take out Steel types easier. This is one of my main sweepers. Giga Drain allows me to recover health and take out opponents at the same time. Quiver Dance raises my Special Attack, Special Defense, and Speed allowing me to sweep more effectively. Sleep Powder allows me to put to sleep anything that can fall asleep while giving me the chance to set up. HP Rock allows me to hit Fire types hard but prevents me from hitting Steel types hard.

Quagsire (M) @ Leftovers
Trait: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
- Toxic
- Earthquake
- Scald
- Recover

My defensive wall and also my main counter to pokemon that have set up due to Unaware. Toxic breaks walls and allows me to stall out my opponents. Earthquake and Scald are STAB. Recover brings back my health that i seems to have lost.

Spiritomb (F) @ Choice Band
Trait: Pressure
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Trick
- Pursuit

I used to have Dusknoir in this spot as a SDef Wall but he wasnt really working out, so Nubderator suggested i use a CB Spiritomb and im quite loving this guy. Sucker Punch and Shadow Sneak are both Priority STAB getting an extra boost of power and im able to take care of anything that is low on HP and outspeeds the rest of my team. Trick allows me to ditch the band as soon as i dont need it anymore. Pursuit catches those nasty Rotoms on the switch out.

Replay 1
Replay 2
Replay 3
Replay 4
Replay 5
Replay 6

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edited by
Replay 4 is the only one with Spiritomb while the other three have Dusknoir
Kyron, why do you have Chlorophyll on Lilligant? Own Tempo atleast stops Confuse Ray and stuff.

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