Hey folks, MrKijani here with another rare RMT. This time it’s for UU. Now the Gen 6 UU tier is still unconfirmed, so this team is a combination of Pokemon I think will end up in UU, and also those that were previously in UU. In any case I don’t think we’re likely to see them in OU or Ubers so I’ve got a good chance of being able to keep the team for UU Gen 6.
Now the team itself is a Volt-Turn team. I’ve never been successful at using Volt-Turn, and I should probably get some lessons on momentum in battles, so the team may be a little sketchy. But it’s so far done really well at 47-8 although several of those battles were against people with no Megas and no Gen 6, so… yeah.
Anyway, this team was a challenge as I’ve never created a successful Volt-Turn team, and I quite often play with defensively biased balanced teams. So I wanted to create a team that sort of fit that. Luckily for me, Gligar has U-Turn and Stealth Rocks. This coupled with a Specially Defensive Hitmontop to spin gave me some leeway for pokemon and playstyle.
Quick look at the team:
The team in detail:
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Brave Bird
- Roost
- Super Fang
- U-turn
This pokemon got a huge buff with its ability Infiltrator. Allowing it to bypass Substitute and strike the opponent directly. It's my wallbreaker on the team and works tremendously well. I can get away with running the Support spread because of Super Fang, bringing each and every pokemon (bar ghosts) down to half HP. This opens them to a kill from one of my own teammates, or a kill from STAB Brave Bird. Roost works well healing off residual damage and any Seismic Tosses. Full speed allows me to outpseed any non-scarfers and get out with U-Turn to threaten them greatly and force switches allowing me to keep my momentum. I've always liked the Bat, and it fits well on this team.
Gligar @ Eviolite
Ability: Immunity
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
This guy made the team for two reasons, A) He could set up Rocks. B) He could tank any physical hit and still maintain momentum with U-Turn. His only role on the team is to be a switch in to physical attackers, and set up hazards, so that's how his Set is geared. With Roost to heal off residual damage, he can repeatedly come in and get up Rocks whenever I can. Rocks is essential in a tier with Fire types and Flying types such as Chandelure and Togekiss. Earthquake is STAB and works well killing off any remaining pokemon who have no way to recover. U-Turn is to keep up momentum. EVs are simple, and Immunity keeps this little guy from getting stalled with annoying Toxic, also works well as a switch in to Toxic.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Shadow Ball
- Trick
- Hidden Power [Grass]
I needed a Scarfer and I wanted a spin blocker and someone to switch in to Fighting moves and Rotom fits the bill. With a higher base speed than other Rotom forms I can switch out of incoming Rotom-Heat Overheats and switch to someone who tanks them a bit better. HP Grass is to hit Swampert because that thing wrecks ***. Trick allows me to screw over any walls that need some heavy screwing*. Shadow Ball and Volt Switch are STABs, and really don't need explanation.
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Bolt Strike
- U-turn
- V-create
- Zen Headbutt
Speaking of Swampert wrecking ****... Choice Band Victini is a monster. Capable of 2HKO'ing some of the best defensive walls in the tier this Gen 5 Mousy Monster is simply dangerous. I particularly like bringing it in after Crobat simply to destroy stuff for free. I'm not a fan of V-Create much, but a 180 Base Power STAB is just too good to pass up. Bolt Strike is some awesome coverage against some of the most prominent flying and water types such as Togekiss, Crobat and Blastoise. Zen Headbutt is secondary STAB and works really well against the Nido couple and also Roost Crobat who would like to avoid Bolt Strike. U-Turn is great for momentum and couple with max speed often goes first and gets me out of those nasty Victini counters.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 SDef / 8 Spd
Careful Nature
- Rapid Spin
- Counter
- Toxic
- Rest
Kind of a set in progress, but I wanted a spinner, but I also wanted Top to be able to heal himself. Toxic works well against Ghosties like Dusclops, especially coupled with Rest to get rid of Burns. Counter was chosen over the customary Close Combat because this guy can survive Physical attacks after Intimidate, but also because I got tired of doing little amounts of damage and getting Defense drops from CC. Rapid Spin is obvious, Volt-Turn teams don't want those hazards lying around too long. I run 8 Speed EVs to outspeed other Tops allowing me to Toxic + Rest, and since Counter has -Priority anyway, I can get away with it. So far it's worked well and surprises a lot of people.
Ampharos @ Ampharosite
Ability: Static > Mold Breaker
EVs: 168 SAtk / 252 HP / 88 Def
Modest Nature
- Volt Switch
- Dragon Pulse
- Focus Blast
- Thunderbolt
I was originally going for Mega-Manectric but Ampharos has some better bulk and a STAB Dragon move. Now having him here did open me to a dragon weakness, however,
252 Atk Flygon Outrage vs. 248 HP / 88 Def Mega Ampharos: 288-342 (75.1 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock
And since most Flygon run Dragon Claw anyway (Thanks Fairies) I'm rarely in trouble.
Changed to Focus Blast as suggested by I_am_A_Garchomp, working bit better now. Thunderbolt is my main clean-up STAB, while Volt Switch helps me keep momentum.
Some Replays:
MrKijani vs murrrkrow
MrKijani vs DemonFlygawne
Conclusion:
Lenub didn't have anything really bad to say about so I guess I did ok this time round.