Yellow De Viridian Grove
Well-Known Member
I was abducted into UU for a few days and I thought about Volt-Turn. IT was mainly Flygon and Rotom as far as offensive mons went, I'm sure this was due to my lack of looking lol, but I realized how well Bronzong and Flygon synergized. They resisted every type besides water. I then decided to try how this core worked in OU, but instead of Bronzong I wanted another U-Turner, Jirachi. That left water being unanswered, but that was easily answered in the form of Rotom-W and that core is what the team is based off of. This has been on of my favorite teams to use and has proven to be that Flygon can really dish out damage in out too. Onto the process
Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge
CBFlygon is a pretty underated threat. With 252 Ev's in Speed and Jolly nature, he outruns a lot of the metagame. He hits hard against stall teams once their steel is gone and can fire off strong Earthquakes to hit the many steels that plague the OU metagame. Being Locked into Earthquake or firing off Outrage too early is risky, so he mainly hits with CB U-Turn. Don't underestimate this dragon as it does have advantages over Scizor. STAB Earthquake and Outrage really dent most of the metagame, even resisted hits, and he is not trapped by Magnazone. Flygon is also a little bit bulkier with 100/80/80 defenses, albeit not as many resistance. He also has two great immunities in Ground and Electric. He also resists Stealth Rock and is immune to Spikes. He synergieses well with the rest of the team and is a solid offensive pivot.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 188 HP / 144 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave
Jirachi is here for some bulk and offense rolled into one. I originally had a spread of 192Hp/252Atk/64Spd, which allowed me to outspeed Rotom (I probably had a better reason upon making the team but I really can't remember right now why these Ev's), but after realized I could squeeze more Speed out of it by going with the above spread and nature, I can now outspeed neutral base 90 with Max speed by one point. With all the Hp Ev's, Jirachi is very bulky and with Thunder Wave+Iron Head he trolls most of the metagame. I do miss being able to paralyze Landaros and Donphan, but the 100% factor of Thunder Wave is the main reason why I picked it over Body Slam. Jirachi is also my Wish Passer user as well as a U-Turner.
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Rotom is the final part of my Volt-Turn core. He also completes the synergy by resisting water. Ev's are there to outspeed Starmie and below and Dragonite by one point. I can also get a slower Volt Switch vs other scarfed Rotoms which allows me to either gain the switch advantage or hit their ground immunity with Hydro Pump thinking I'd use Volt Switch. Hidden Power [Ice] is a reliable way to nail Gliscor and also hits the dragons in the tier hard. Trick is there to cripple walls, especially Eviolite walls. Modest Nature helps him hit hard and the extra bulky comes in handy, while also being an odd number of HP to lower the amount of SR damage.
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rocks
- Power Whip
- Leech Seed
- Protect
A spread I took from Pure's rain team. It has been working pretty well and the extra defense is nice. Protect+Leech Seed not only helps recover Hp, but Protect is a handy scouting tool. Spikes helps increase the passive damage taken when switching in and the core definitely causes switches. Ferrothorn is a handy defensive backbone and helps in taking outrages and that gives him opportunities to set up Stealth Rocks. Leech Seed support is the main reason he is used over Skarmory and Forretress. Being able to use protect is another pro that was taken account for.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Protect
- Surf
- Shadow Ball
Jellicent was added as a spinblocker and for the core he made with Ferrothorn. The EV Spread is a little odd, but it ensures I wont be Ko'd be Starmie's TBolt and there is a chance to OHKO (With Hazards on the field it is trying to spin, I should be fine). 44 speed outspeed CB Scizor and then a Scald can happen and try to KO or burn. Protect is what truly allows him to defeat Starmie and it is a great scouting move.Will-O-Wisp helps with Physical attackers and can burn Scizor.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]
Landorus was added because I was having issues with Flying types, such as Zapdos whose coverage+Substitute or Roost totally demolished this team, and the use of another U-turner. Stone Edge and Earthquake give great coverage and help combat Sand Teams (Along with his ability). U-turn is for scouting and Hidden Power[Ice] nails a weakened DNite, Gliscor, and other Landorus. His troll speed of base 101 allows him to revenge the many pokemon of OU including Jirachi, Hydreigon, and Dragonite.
I wanted to add this part later as to not influence you as you read the RMT, but I wanted to include it somewhere. Things I am thinking about changing:
Flygon: Fire Punch/Blast>Crunch: Crunch is mainly filler as things like Reunculas can not only be hit by a U-turn, but the Calm Mind version can be Iron Headed to death by Jirachi. The TR variant is a little harder to handle, but other than that, crunch doesn't hit much. The only thing is that Fire Punch/Blast is weakened by Rain.
Jirachi: A better Ev spread I guess... Not much to really change here. I kinda just threw together the Ev spread, but I really do enjoy bulky attackers and Paralysis support is nice without having to rely on the rain.
Rotom-W: As of now, none. However changes to Rotom-W will be explained a little more later
Ferrothorn: None. Maybe fit Thunder Wave in there, but Protect+Leech Seed has been more helpful than losing Protect.
Jellicent: I'd like to try out Recover>Toxic.
Landorus: None at the moment.
Overall: Overall, the team is pretty cool. Mamoswine hurts this team, but with careful prediction and the conservation of Ferrothorn and Jirachi, it is handled well.
Well that's my RMT Hope you enjoyed reading.
I personally hate team building, almost as much as taking teams off RMT's to use, so this part is generally hard for me. However, I had a core in set already and it had decent synergy, so off the team went.
Flygon was the basis of the team. He can hit hard with EQ and Outrage and can even scout with U-Turn. This team was based off of him and the Volt-Turn strategy, so naturally we needed someone who could play off of his strengths and resisted what he was weak to.
Jirachi was next to be added to the team. He synergises really well with Flygon. He resists the Ice and Dragon weakness, while Flygon resists Jirachi's Fire weakness, while being immune to Ground. Along with that, they resist every type in the game besides water. I wanted to address this water neutrality by adding the infamous Volt-Turner Rotom-W
Rotom gives me another ground immunity and another Volt-Turner. Adding Volt-Switch allows to beat Skarmory and with Trick, I can beat walls, such as Ferrothorn and still be able to punish a Gliscor switch-in. Rotom gives the team the Special Attacking boost needed to muscle past Physical walls.
I wanted Spikes and Ferrothorn does what a Ferrothorn does. With access to Spikes and Leech Seed, Ferrothorn supports my team and put more of a defensive backbone to the team instead of just pure bulk. It also gave me an answer to Starmie by using Power Whip and is a great asset to almost any team.
This team just started to look like a rain team to me and that is truly the only reason why Politoed was added. I chose SDepToed because, even though I don't rely on him too much, the lack of SS damage from winning weather wars was really helpful. He powers up Rotom's Hydro Pump and allows Ferrothorn's Fire weakness to be halved. Politoed is also all about support and just helps a little with defense.
I also happened to be reading Pure's Rain RMT while making this team and decided to try WallBreakNite. It hasn't been that bad, but I'm wondering if DD would be better and just use his as a late game sweeper more than a wall breaker seeing as Volt-Turn is pretty good at wearing down walls.
Jellicent was used because I needed a better bulky water. Politoed was starting not to work that well and a Spinblocker was nice to keep hazards on the field. He also synergized with Ferrothorn real well and helped with a defensive backbone of the team. Landarus was also added to help combat Sand Teams and also hit Flying types, especially Zapdos, who seemed to enjoy going against my team with Stone Edge.
Now that the boring part is over, on to the team shall we?
Flygon was the basis of the team. He can hit hard with EQ and Outrage and can even scout with U-Turn. This team was based off of him and the Volt-Turn strategy, so naturally we needed someone who could play off of his strengths and resisted what he was weak to.
Jirachi was next to be added to the team. He synergises really well with Flygon. He resists the Ice and Dragon weakness, while Flygon resists Jirachi's Fire weakness, while being immune to Ground. Along with that, they resist every type in the game besides water. I wanted to address this water neutrality by adding the infamous Volt-Turner Rotom-W
Rotom gives me another ground immunity and another Volt-Turner. Adding Volt-Switch allows to beat Skarmory and with Trick, I can beat walls, such as Ferrothorn and still be able to punish a Gliscor switch-in. Rotom gives the team the Special Attacking boost needed to muscle past Physical walls.
I wanted Spikes and Ferrothorn does what a Ferrothorn does. With access to Spikes and Leech Seed, Ferrothorn supports my team and put more of a defensive backbone to the team instead of just pure bulk. It also gave me an answer to Starmie by using Power Whip and is a great asset to almost any team.
This team just started to look like a rain team to me and that is truly the only reason why Politoed was added. I chose SDepToed because, even though I don't rely on him too much, the lack of SS damage from winning weather wars was really helpful. He powers up Rotom's Hydro Pump and allows Ferrothorn's Fire weakness to be halved. Politoed is also all about support and just helps a little with defense.
I also happened to be reading Pure's Rain RMT while making this team and decided to try WallBreakNite. It hasn't been that bad, but I'm wondering if DD would be better and just use his as a late game sweeper more than a wall breaker seeing as Volt-Turn is pretty good at wearing down walls.
Jellicent was used because I needed a better bulky water. Politoed was starting not to work that well and a Spinblocker was nice to keep hazards on the field. He also synergized with Ferrothorn real well and helped with a defensive backbone of the team. Landarus was also added to help combat Sand Teams and also hit Flying types, especially Zapdos, who seemed to enjoy going against my team with Stone Edge.
Now that the boring part is over, on to the team shall we?
Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge
CBFlygon is a pretty underated threat. With 252 Ev's in Speed and Jolly nature, he outruns a lot of the metagame. He hits hard against stall teams once their steel is gone and can fire off strong Earthquakes to hit the many steels that plague the OU metagame. Being Locked into Earthquake or firing off Outrage too early is risky, so he mainly hits with CB U-Turn. Don't underestimate this dragon as it does have advantages over Scizor. STAB Earthquake and Outrage really dent most of the metagame, even resisted hits, and he is not trapped by Magnazone. Flygon is also a little bit bulkier with 100/80/80 defenses, albeit not as many resistance. He also has two great immunities in Ground and Electric. He also resists Stealth Rock and is immune to Spikes. He synergieses well with the rest of the team and is a solid offensive pivot.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 188 HP / 144 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave
Jirachi is here for some bulk and offense rolled into one. I originally had a spread of 192Hp/252Atk/64Spd, which allowed me to outspeed Rotom (I probably had a better reason upon making the team but I really can't remember right now why these Ev's), but after realized I could squeeze more Speed out of it by going with the above spread and nature, I can now outspeed neutral base 90 with Max speed by one point. With all the Hp Ev's, Jirachi is very bulky and with Thunder Wave+Iron Head he trolls most of the metagame. I do miss being able to paralyze Landaros and Donphan, but the 100% factor of Thunder Wave is the main reason why I picked it over Body Slam. Jirachi is also my Wish Passer user as well as a U-Turner.
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Rotom is the final part of my Volt-Turn core. He also completes the synergy by resisting water. Ev's are there to outspeed Starmie and below and Dragonite by one point. I can also get a slower Volt Switch vs other scarfed Rotoms which allows me to either gain the switch advantage or hit their ground immunity with Hydro Pump thinking I'd use Volt Switch. Hidden Power [Ice] is a reliable way to nail Gliscor and also hits the dragons in the tier hard. Trick is there to cripple walls, especially Eviolite walls. Modest Nature helps him hit hard and the extra bulky comes in handy, while also being an odd number of HP to lower the amount of SR damage.
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rocks
- Power Whip
- Leech Seed
- Protect
A spread I took from Pure's rain team. It has been working pretty well and the extra defense is nice. Protect+Leech Seed not only helps recover Hp, but Protect is a handy scouting tool. Spikes helps increase the passive damage taken when switching in and the core definitely causes switches. Ferrothorn is a handy defensive backbone and helps in taking outrages and that gives him opportunities to set up Stealth Rocks. Leech Seed support is the main reason he is used over Skarmory and Forretress. Being able to use protect is another pro that was taken account for.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Protect
- Surf
- Shadow Ball
Jellicent was added as a spinblocker and for the core he made with Ferrothorn. The EV Spread is a little odd, but it ensures I wont be Ko'd be Starmie's TBolt and there is a chance to OHKO (With Hazards on the field it is trying to spin, I should be fine). 44 speed outspeed CB Scizor and then a Scald can happen and try to KO or burn. Protect is what truly allows him to defeat Starmie and it is a great scouting move.Will-O-Wisp helps with Physical attackers and can burn Scizor.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]
Landorus was added because I was having issues with Flying types, such as Zapdos whose coverage+Substitute or Roost totally demolished this team, and the use of another U-turner. Stone Edge and Earthquake give great coverage and help combat Sand Teams (Along with his ability). U-turn is for scouting and Hidden Power[Ice] nails a weakened DNite, Gliscor, and other Landorus. His troll speed of base 101 allows him to revenge the many pokemon of OU including Jirachi, Hydreigon, and Dragonite.
I wanted to add this part later as to not influence you as you read the RMT, but I wanted to include it somewhere. Things I am thinking about changing:
Flygon: Fire Punch/Blast>Crunch: Crunch is mainly filler as things like Reunculas can not only be hit by a U-turn, but the Calm Mind version can be Iron Headed to death by Jirachi. The TR variant is a little harder to handle, but other than that, crunch doesn't hit much. The only thing is that Fire Punch/Blast is weakened by Rain.
Jirachi: A better Ev spread I guess... Not much to really change here. I kinda just threw together the Ev spread, but I really do enjoy bulky attackers and Paralysis support is nice without having to rely on the rain.
Rotom-W: As of now, none. However changes to Rotom-W will be explained a little more later
Ferrothorn: None. Maybe fit Thunder Wave in there, but Protect+Leech Seed has been more helpful than losing Protect.
Jellicent: I'd like to try out Recover>Toxic.
Landorus: None at the moment.
Overall: Overall, the team is pretty cool. Mamoswine hurts this team, but with careful prediction and the conservation of Ferrothorn and Jirachi, it is handled well.
Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 192 HP / 252 Atk / 64 Spd
Jolly Nature (+Spd, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Power Whip
- Leech Seed
- Protect
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Protect
- Scald
- Shadow Ball
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Stone Edge
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 192 HP / 252 Atk / 64 Spd
Jolly Nature (+Spd, -SAtk)
- Wish
- U-turn
- Iron Head
- Thunder Wave
Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Power Whip
- Leech Seed
- Protect
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 32 Def / 180 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Will-O-Wisp
- Protect
- Scald
- Shadow Ball
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Earthquake
- U-turn
- Hidden Power [Ice]
Well that's my RMT Hope you enjoyed reading.
Last edited: