Zachmac
Well-Known Member
Peaked at #18.
Oh, and sorry for the name, I've been playing an RPG with nerdy doom jokes lately.
Anyway, now that B/W2 has been released, I decided to download the alpha version of Pokemon Online 2 and see what the new games have to offer. I originally planned to make a voltturn team using the standard Rotom-W/Scizor core + Landorus, but I dropped that core once I decided to test out scarf Thundurus. So, as of now, it's a team revolving around the surprisingly good Thundurus/Landorus core.
Now for the movesets.
Thundurus-T @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Sp.att/252 Speed/4 sp.def
Nature: Timid
- Volt Switch
- Hidden Power Ice
- Grass Knot
- Thunder
My usual lead and revenge killer. Thanks to volt absorb and HP ice, it can also check enemy Thundurus-Ts as well. It's already high speed and a choice scarf make it an amazing scout, being able to easily swap out on anything and let in the appropriate counter. Grass Knot catches those nasty Gastrodons and Mamoswines by surprise, and Thunder is a filler.
Landorus-T @ Choice Band
Ability: Intimidate
EVs: 4Hp/252 Att/252 Speed
Nature: Jolly
- Earthquake
- U-turn
- Stone Edge
- Superpower
This guy hits so hard, I'd almost expect an Air Balloons Rotom fan to faint from it's earthquake. It does a great job at wall breaking, with stone edge for coverage and Superpower hitting nasty air balloon holders and putting those pink blobs in their place, along with a nice alternative to EQ when I'm not sure if a Skarmory is swapping in. And of course, it can't be volt turn without a U-turner.
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 Sp.att/252 Speed
Nature: Timid
- Hydro Pump
- Volt Switch
- HP Ice
- Trick
Another high speed volt turner for when Thundurus can't do the job. It also counters Mamoswine, who gives my other volt turners a problem. Trick just counters those nasty Ferrothorn and Gastro Swap ins, and HP ice is perfect coverage.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/224 Sp.def/32 Speed.
Nature: Careful
-Protect
-Body Slam
-Iron Head
-Wish
With this core being far more offensive then the standard Rotom/Scizor, I needed somethings to come in on attacks to balance that out. Jirachi is a great defensive pokemon who doesn't break the offensive momentum due to wish and the ability to paralyze enemies. Wish especially has saved my Landorus, Thundurus, and Rotom-C many times, completely turning around the tide of the battle. It may also lure in those nasty Mamoswines on occasion.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 Sp.att/252 speed
Nature: Timid
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
A rapid spinner that doesn't lose offensive momentum if I predict correctly. Hydro Pump is a powerful STAB, bolt beam is amazing coverage, and Rapid Spin helps keep Thundurus up and running.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP/252 Spd/ 8 Speed
Nature: Calm
- Lava Plume
- Roar
- Protect
- Stealth Rock
Stealth rock is an extremely important move to Volt Turn teams, due to do amount of swap outs it causes. It also covers up Jirachi's fire weakness, and their ground weakness is covered up by the three volt turners. Roar helps me remove set up sweepers, especially Keldeo who think I'm going to swap out, and Volcarona who'd crush my team otherwise.
Problems
-None I can think of at the moment, except the extremely rare substitute Mamoswine.
Oh, and sorry for the name, I've been playing an RPG with nerdy doom jokes lately.
Anyway, now that B/W2 has been released, I decided to download the alpha version of Pokemon Online 2 and see what the new games have to offer. I originally planned to make a voltturn team using the standard Rotom-W/Scizor core + Landorus, but I dropped that core once I decided to test out scarf Thundurus. So, as of now, it's a team revolving around the surprisingly good Thundurus/Landorus core.
Now for the movesets.
Thundurus-T @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Sp.att/252 Speed/4 sp.def
Nature: Timid
- Volt Switch
- Hidden Power Ice
- Grass Knot
- Thunder
My usual lead and revenge killer. Thanks to volt absorb and HP ice, it can also check enemy Thundurus-Ts as well. It's already high speed and a choice scarf make it an amazing scout, being able to easily swap out on anything and let in the appropriate counter. Grass Knot catches those nasty Gastrodons and Mamoswines by surprise, and Thunder is a filler.
Landorus-T @ Choice Band
Ability: Intimidate
EVs: 4Hp/252 Att/252 Speed
Nature: Jolly
- Earthquake
- U-turn
- Stone Edge
- Superpower
This guy hits so hard, I'd almost expect an Air Balloons Rotom fan to faint from it's earthquake. It does a great job at wall breaking, with stone edge for coverage and Superpower hitting nasty air balloon holders and putting those pink blobs in their place, along with a nice alternative to EQ when I'm not sure if a Skarmory is swapping in. And of course, it can't be volt turn without a U-turner.
Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 Sp.att/252 Speed
Nature: Timid
- Hydro Pump
- Volt Switch
- HP Ice
- Trick
Another high speed volt turner for when Thundurus can't do the job. It also counters Mamoswine, who gives my other volt turners a problem. Trick just counters those nasty Ferrothorn and Gastro Swap ins, and HP ice is perfect coverage.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/224 Sp.def/32 Speed.
Nature: Careful
-Protect
-Body Slam
-Iron Head
-Wish
With this core being far more offensive then the standard Rotom/Scizor, I needed somethings to come in on attacks to balance that out. Jirachi is a great defensive pokemon who doesn't break the offensive momentum due to wish and the ability to paralyze enemies. Wish especially has saved my Landorus, Thundurus, and Rotom-C many times, completely turning around the tide of the battle. It may also lure in those nasty Mamoswines on occasion.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 Sp.att/252 speed
Nature: Timid
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
A rapid spinner that doesn't lose offensive momentum if I predict correctly. Hydro Pump is a powerful STAB, bolt beam is amazing coverage, and Rapid Spin helps keep Thundurus up and running.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP/252 Spd/ 8 Speed
Nature: Calm
- Lava Plume
- Roar
- Protect
- Stealth Rock
Stealth rock is an extremely important move to Volt Turn teams, due to do amount of swap outs it causes. It also covers up Jirachi's fire weakness, and their ground weakness is covered up by the three volt turners. Roar helps me remove set up sweepers, especially Keldeo who think I'm going to swap out, and Volcarona who'd crush my team otherwise.
None at the moment.
-None I can think of at the moment, except the extremely rare substitute Mamoswine.
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