Romeo32
Well-Known Member
Title= enough said I'm going straight to the team (also I am a volt turning n00b so...get over it)
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 252Spd/252HP/4SAtk
Timid Nature (+Spd, -Atk)
Volt Switch
Hydro Pump
Trick
Pain Split/Will-O-Wisp
Role: Rotom's role is basically just being my lead. He is the first half of my Volt-Turn core (as is usual for most), and serves as a good scout with bolt switch. Hydro Pump is obvious, every Rotom carries it. Trick is good for crippling walls like ferrothorn and forretress. It can also cripple offensive threats like scizor and reuniclus (this list is pretty long). Pain split is Rotom's only recovery option, but Will-O-Wisp also cripples physical threats like dragonite and scizor
Reason: I chose Rotom because he's probably the best "volt" half of volt turn around. And he can scout well with his scarfed volt switch. Also he makes a pretty good wall once he tricks himself some leftovers.
Scizor@Choice Band
Trait: Technician
EVs: 252HP/252Atk/4Def
Adamant Nature (+Atk, -SAtk)
U-Turn
Bullet Punch
Superpower
Pursuit
Role: Scizor is the second half of my Volt Turning core. I chose the choice band set over the bulky swords dance set because I prefer power from scizor than bulk. All the moves and stuff are standard except for the EVs, I edited the EVs from the standard CB set to max HP and 4 defense to live a little longer against other physical things because let's face it, with only 8 speed EVs, Scizor still won't be out speeding much.
Reason: I chose Scizor for two reasons, for one thing, he masks a geese volt turner, and he packs a punch with any of his CB boosted moves (even pursuit because of technician) and has has such raw power that he can just demolish most things that don't resist his moves.
Conkeldurr@Leftovers
Trait: Guts
EVs:120HP/252Atk/136SDef
Brave Nature (+Atk, -Spd)
Bulk Up
Drain Punch
Mach Punch
Payback
Role: Conkeldurr is my favorite Pokemon, and luckily he has competitive use so of course he's on my team. He's the standard bulk up set. This thing can demolish almost anything after a few bulk ups, drain punch is his main attacking move, as it gets decent base power and recovery. Mach punch is for lulling things that are at low health (or have a weakness) and payback is his last move that I chose over stone edge, also the reason he runs brave nature, so that almost nothing will outspeed.
Reason: Basically I already told you the reason, he's my favorite. But he also fits well on this team because he can get the switch advantage against some bulky things like Heatran or possibly get a will-o-wisp.
Latios@ Life Orb
Trait: Levitate
EVs: 4HP/252SAtk/252Spd
Timid Nature (+Spd, -Atk)
Draco Meteor
Ice Beam
Thunderbolt
Surf
Role: So far my offensive things have been pretty slow, so here comes latios. Base 110 special defense is nothing to laugh at, so he can get switch advantage on something like Heatran (as long as it doesn't carry HP ice). With the life orb set he doesn't have to worry about being locked into a move and being forced to switch.
Reason: I chose latios because he's just a plain powerhouse, and he gets great coverage with bolt beam and surf. I prefer Latios to Latias becayse this team is pretty bulky already, so I can afford to choose power over bulk once.
Salamence@Leftovers
Trait: Moxie
EVs: 252Spd/244Atk/8SAtk
Naive Nature (+Spd, -SDef)
Dragon Dance
Dragon Claw
Earthquake
Fire Blast
Role: mixmence is up next, I sacrificed some attack EVs for 8 special attack so that I could use fire blast, and moxie will boost attack after I kill something anyway. Also after just one dragon dance he can outspeed most things and his attack rises as well.
Reason: I chose mixmence because first, I wanted a mixed sweeper, and Salamence seemed like the best candidate because of dragon dance. Aldo his mixed attacking stats are among the best.
Forretress@Leftovers
Trait: Sturdy
EVs: 252HP/4Atk/252Def
Impish Nature (+Def, -SAtk)
Stealth Rock
Toxic Spikes
Rapid Spin
Gyro Ball
Role: Did you guys think I would forget hazards? Nope, I've got forretress with stealth rock and toxic spikes. Forretress usually can srt up all of the needed hazards with his bulk, at least if I've eliminated stuff like Heatran and the lati twins. He can also spin away the opponents hazards (unlike ferrothorn) and deal some recent damage with gyro ball.
Reason: As stated above, ferrothorn can't spin away hazards so I like forretress better in that respect, and he gets more useful hazards than donphan, who gets only stealth rocks. As compared to specially defensive variant, even with max special defense forretress still have terrible special defense so it's not even worth it.
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 252Spd/252HP/4SAtk
Timid Nature (+Spd, -Atk)
Volt Switch
Hydro Pump
Trick
Pain Split/Will-O-Wisp
Role: Rotom's role is basically just being my lead. He is the first half of my Volt-Turn core (as is usual for most), and serves as a good scout with bolt switch. Hydro Pump is obvious, every Rotom carries it. Trick is good for crippling walls like ferrothorn and forretress. It can also cripple offensive threats like scizor and reuniclus (this list is pretty long). Pain split is Rotom's only recovery option, but Will-O-Wisp also cripples physical threats like dragonite and scizor
Reason: I chose Rotom because he's probably the best "volt" half of volt turn around. And he can scout well with his scarfed volt switch. Also he makes a pretty good wall once he tricks himself some leftovers.
Scizor@Choice Band
Trait: Technician
EVs: 252HP/252Atk/4Def
Adamant Nature (+Atk, -SAtk)
U-Turn
Bullet Punch
Superpower
Pursuit
Role: Scizor is the second half of my Volt Turning core. I chose the choice band set over the bulky swords dance set because I prefer power from scizor than bulk. All the moves and stuff are standard except for the EVs, I edited the EVs from the standard CB set to max HP and 4 defense to live a little longer against other physical things because let's face it, with only 8 speed EVs, Scizor still won't be out speeding much.
Reason: I chose Scizor for two reasons, for one thing, he masks a geese volt turner, and he packs a punch with any of his CB boosted moves (even pursuit because of technician) and has has such raw power that he can just demolish most things that don't resist his moves.
Conkeldurr@Leftovers
Trait: Guts
EVs:120HP/252Atk/136SDef
Brave Nature (+Atk, -Spd)
Bulk Up
Drain Punch
Mach Punch
Payback
Role: Conkeldurr is my favorite Pokemon, and luckily he has competitive use so of course he's on my team. He's the standard bulk up set. This thing can demolish almost anything after a few bulk ups, drain punch is his main attacking move, as it gets decent base power and recovery. Mach punch is for lulling things that are at low health (or have a weakness) and payback is his last move that I chose over stone edge, also the reason he runs brave nature, so that almost nothing will outspeed.
Reason: Basically I already told you the reason, he's my favorite. But he also fits well on this team because he can get the switch advantage against some bulky things like Heatran or possibly get a will-o-wisp.
Latios@ Life Orb
Trait: Levitate
EVs: 4HP/252SAtk/252Spd
Timid Nature (+Spd, -Atk)
Draco Meteor
Ice Beam
Thunderbolt
Surf
Role: So far my offensive things have been pretty slow, so here comes latios. Base 110 special defense is nothing to laugh at, so he can get switch advantage on something like Heatran (as long as it doesn't carry HP ice). With the life orb set he doesn't have to worry about being locked into a move and being forced to switch.
Reason: I chose latios because he's just a plain powerhouse, and he gets great coverage with bolt beam and surf. I prefer Latios to Latias becayse this team is pretty bulky already, so I can afford to choose power over bulk once.
Salamence@Leftovers
Trait: Moxie
EVs: 252Spd/244Atk/8SAtk
Naive Nature (+Spd, -SDef)
Dragon Dance
Dragon Claw
Earthquake
Fire Blast
Role: mixmence is up next, I sacrificed some attack EVs for 8 special attack so that I could use fire blast, and moxie will boost attack after I kill something anyway. Also after just one dragon dance he can outspeed most things and his attack rises as well.
Reason: I chose mixmence because first, I wanted a mixed sweeper, and Salamence seemed like the best candidate because of dragon dance. Aldo his mixed attacking stats are among the best.
Forretress@Leftovers
Trait: Sturdy
EVs: 252HP/4Atk/252Def
Impish Nature (+Def, -SAtk)
Stealth Rock
Toxic Spikes
Rapid Spin
Gyro Ball
Role: Did you guys think I would forget hazards? Nope, I've got forretress with stealth rock and toxic spikes. Forretress usually can srt up all of the needed hazards with his bulk, at least if I've eliminated stuff like Heatran and the lati twins. He can also spin away the opponents hazards (unlike ferrothorn) and deal some recent damage with gyro ball.
Reason: As stated above, ferrothorn can't spin away hazards so I like forretress better in that respect, and he gets more useful hazards than donphan, who gets only stealth rocks. As compared to specially defensive variant, even with max special defense forretress still have terrible special defense so it's not even worth it.