Gen 7 Gen 7 [OU] Turn Turn Tini - A Perfect Symphony (10th Year on PS)


Introduction

Hello,
I'm here to post an RMT of what I believe to be my most successful team ever. Not even in SM OU, just ever. I'm also here to celebrate 10 years on PS. I always say I'm going to quit pokemon, but this is something I probably won't ever escape. And that's not even a bad thing, I love pokemon. I've just been afraid to admit it. Anyways, I've built hundreds of teams, maybe even a thousand or more, over the last couple of years. However, I can say, without a doubt, that this team right here is just something else. I've always been secretive when it comes to my "best" teams. I always share them far after a metagame has died down a bit. I think it's time for this legendary team to surface.

This team has gotten me to top #1 so many times I can't even remember. Whenever I'm on tilt from testing, I just load this team and get those points back. What makes this team shine is the sheer flexibility it has. It's really good against common Gen 7 OU build archetypes, while simultaneously allowing for better matchups against rarer ladder teams like stall, or even very niche like TR. It utilizes the fluid team structure of Gen 7 OU to create and maintain a unique VoltTurn experiene. It allows it to create an excellent symphony, hence the title. In the hands of a good player, this team can move mountains. I'm not sure if a team could ever be called perfect, but this is the closest I've ever got. And, as a teambuilder more so than a player, I'm very proud of that.


:victini::tapu-lele::tapu-koko::landorus-therian::scizor-mega::rotom-wash:

An In-Depth Look


:xy/victini:
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn

The whole idea of the team was based around CB Victini. In Gen 7, terrain is x1.5 instead of x1.3 like in Gen 8. This gives Victini STAB Bolt Strike under electric terrain, and Adaptability Zen Headbutt under psychic terrain. Zen Headbutt is particularly nice because in Gen 7 OU, common defensive cores contain Toxapex/Landorus-T or Rotom-W/Landorus-T. These cores usually give Victini a 50/50 prediction of choosing between Bolt Strike or V-Create. However, with Zen Headbutt, especailly under terrain, it's not a 50/50 anymore. Heatran will be used occassionally alongside those cores as well, which will result in a 30/30/30 technically, but actually Zen Headbutt a decent chunk off of defensive Heatran (30% min). This opens up room for Tapu lele. Or, one bolt strike prediction (even without terrain) can put him in range of 2 Zen Headbutts.
Moves: Instead of using Trick, this set uses Zen Headbutt.

Electric Terrain:
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 0 Def Heatran in Electric Terrain: 252-297 (65.2 - 76.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 4 Def Toxapex in Electric Terrain: 368-434 (121 - 142.7%) -- guaranteed OHKO
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 252+ Def Rotom-Wash in Electric Terrain: 182-215 (59.8 - 70.7%) -- guaranteed 2HKO

Psychic Terrain:
252 Atk Choice Band Victini Zen Headbutt vs. 252 HP / 252+ Def Rotom-Wash in Psychic Terrain: 169-199 (55.5 - 65.4%) -- guaranteed 2HKO
-1 252 Atk Choice Band Victini Zen Headbutt vs. 0 HP / 68 Def Landorus-Therian in Psychic Terrain: 165-195 (51.7 - 61.1%) -- guaranteed 2HKO
-1 252 Atk Choice Band Victini V-create vs. 252 HP / 112+ Def Landorus-Therian: 216-255 (56.5 - 66.7%) -- guaranteed 2HKO
252 Atk Choice Band Victini Zen Headbutt vs. 252 HP / 4 Def Toxapex in Psychic Terrain: 338-402 (111.1 - 132.2%) -- guaranteed OHKO

V-create calcs:
-1 252 Atk Choice Band Victini V-create vs. 252 HP / 112+ Def Landorus-Therian: 216-255 (56.5 - 66.7%) -- guaranteed 2HKO
-1 252 Atk Choice Band Victini V-create vs. 0 HP / 68 Def Landorus-Therian: 247-292 (77.4 - 91.5%) -- guaranteed 2HKO
252 Atk Choice Band Victini V-create vs. 252 HP / 0 Def Rotom-Wash: 173-204 (56.9 - 67.1%) -- guaranteed 2HKO
252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Clefable: 322-379 (81.7 - 96.1%) -- guaranteed 2HKO after Leftovers recovery

:xy/tapu-lele:
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Magic Room

Tapu Lele is essential to summon psychic terrain for Victini. The terrain is also useful against priority users which the team would otherwise struggle against.
Moves: Magic room is used instead of HP Fire (or a coverage move like Thunderbolt), and Psychock over Psychic. Magic Room is actually insane on Scarf Lele for multiple reasons. Aside from being a regular scarf set that is strong versus offense and slower set-up mons, it doubles as a breaker. Against slower teams where the speed is not necessary, magic room allows Lele to switch moves. Remember that terrain is x1.5 and often this is more than enough to break teams since most rely on predicting what Lele locks itself into. However, it also denies the enemy item. For example, Heatran or Ferrothorn's Leftovers, an Assault Vest, or better yet: Chansey's Eviolite. Yessir! It also denies enemy Rotom-W's berry. This however does mean that our Rotom-W will suffer the same fate, but it's more in our control. Victini under magic room also has the perk (or the curse, depending on the situation) of having less power, but switching moves. It's also nice on the turn after magic room ends, Victini (or Lele) gets their item back, which often puts the opponent in a bad spot.

252 SpA Tapu Lele Psyshock vs. 248 HP / 252+ Def Chansey in Psychic Terrain: 390-459 (55.4 - 65.2%) -- guaranteed 2HKO (No Eviolite)
252 SpA Tapu Lele Focus Blast vs. 224 HP / 252+ SpD Tyranitar in Sand: 252-300 (63.4 - 75.5%) -- guaranteed 2HKO (No AV)
252 SpA Tapu Lele Psyshock vs. 252 HP / 252+ Def Clefable in Psychic Terrain: 172-204 (43.6 - 51.7%) -- 10.5% chance to 2HKO (No Leftovers)
252 SpA Tapu Lele Psyshock vs. 248 HP / 16 Def Tapu Fini: 115-136 (33.5 - 39.6%) -- guaranteed 3HKO (No Leftovers)
252 SpA Tapu Lele Focus Blast vs. 252 HP / 180+ SpD Heatran: 192-228 (49.7 - 59%) -- 99.6% chance to 2HKO (No Leftovers)

:xy/tapu-koko:
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hidden Power [Ice]
- Taunt
- Thunderbolt

It might seem weird that Koko has neither Volt Switch nor U-turn, on a VoltTurn team no less, but it actually makes sense. Obviously speaking, Victini and Tapu Lele will not be able to break alone. Despite being some of the strongest breakers in the tier, they are choiced, which is a huge hurdle. Here's where Koko comes in. Aside from bringing in valuable speed control, it doubles a stallbreaker and a wallkbreaker, thanks to Taunt and Electrium Z, respectively. Sometimes the opponent assumes a specs set, where Taunt is a huge surprise. Othertimes, because of Taunt, they expect a utility set, only for Z-Thunderbolt to pick of a target.
EVs: There was a time when Smogon standard set was 216+ Speed. I'm not sure what changed, but I quite like that spread. It gives koko a bit of bulk, which is nice on my set in particular. It also makes opposing Koko faster, making their U-turn/Volt Switch potentially costly.
Moves: Taunt allows Koko to 1v1 a burnt Ferrothorn. Or, at least prevent hazards. This also applies to unsuspecting Heatrans, Tyranitars, Clefables, and Chanseys. Especially if you play this like it's specs, you can get one free momentum-grabbing taunt at least one per game. It actually just completely 1v1s Chansey, which is huge for the team.

:xy/scizor-mega:
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 240 HP / 136 Atk / 132 SpD
Adamant Nature
IVs: 30 Spe
- U-turn
- Roost
- Pursuit
- Bullet Punch

At one point, Pursuit Mega Scizor became an official set in Gen 6 OU, however it still hasn't made its way to Gen 7 OU. It's definitely significantly more niche, considering latis aren't as prevelant (and megas live Scizor pursuit with ease). However, after playing more and more of the team, I've come to realize that Pursuit Scizor can do a looooot more than just pursuit the lati twins. Mega Scizor, in general, is always going to kick out low-HP targets that are afraid of Bullet Punch KO-ing. It's also going to kick out passive targets that fear Swords Dance. In tandem, this gives Mega Scizor a plethora of opportunities to pursuit, weakening or eliminating key Pokemon from the game. More on this in the "combo" setction, but just to give an example: a 30% chip on Kartana can be just enough for Lele to KO with Moonblast.
EVs: The EVs achieve a jump point in Atk, which is very important on this Scizor as the extra Atk directly translates to extra chip that is necessary for the team. The rest are put into SpD so Scizor can take hits from Lele and Zam better. 30 Spe IVs is to underspeed other support scizors.
Moves: I explained pursuit earlier. Aside from that, it's pretty normal supprot set of U-turn for momentum + Bullet Punch for priority.

I will leave the calcs for the "Combos" section.

:xy/landorus-therian:
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

While the Victini + Tapus combo is a key ingredient in this team, Landorus-T + Mega Scizor combo is a combo just as integral. The way it works is that Landorus-T is here to weaken important threats. For example, Mega Medicham and Mega Lopunny with Ice Punch, or Tapu Koko / Mega Manectric with HP ice, or even weaker Ice Beams like uninvested (physical) Greninja or Magearna. It could even be used to weaken opposing HP Ice lando-T while still remaining relatively healthy. With these somewhat frail, but very offensive threats weakened, Mega Scizor can pick them off with BP. Better yet, it can pursuit-trap and eliminate them successfuly, if brave enough. Yache Berry also allows Landorus to bluff Scarf, which is another "tool" that can be used.
Moves: pretty standard defensive set.
EVs: pretty standard. Relaxed for stronger HP ice + slower U-turns.

:xy/rotom-wash:
Rotom-Wash @ Iapapa Berry
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Defog

This is a standard Gen 7 Rotom-W. Berry, specially defensive for Greninja, and has Defog over painsplit. It's role to be an important pivot that sponges hits while providing momentum. Getting a burn on Ferrothorn is also extremely good, because it means Tapu Koko can 1v1 it. It also means extra chip for Lele to kill it easier.
EVs: 30 Spe IVs to underspeed other Rotom-W's.​


Important (& very interesting) Combos

Mega Medicham

-1 252 Atk Pure Power Medicham-Mega Ice Punch vs. 252 HP / 112+ Def Yache Berry Landorus-Therian: 144-170 (37.6 - 44.5%) -- guaranteed 3HKO
0 Atk Landorus-Therian Earthquake vs. 0 HP / 4 Def Medicham-Mega: 169-201 (64.7 - 77%) -- guaranteed 2HKO
136+ Atk Scizor-Mega Crunch (80 BP Pursuit) vs. 0 HP / 4 Def Medicham-Mega: 113-134 (43.2 - 51.3%) -- 6.6% chance to 2HKO

Kartana
136+ Atk Scizor-Mega Crunch vs. 0 HP / 0 Def Kartana: 79-93 (30.5 - 35.9%) -- 41.2% chance to 3HKO
252 SpA Tapu Lele Moonblast vs. 0 HP / 4 SpD Kartana: 185-218 (71.4 - 84.1%) -- guaranteed 2HKO

Mega Latias
136+ Atk Scizor-Mega Crunch vs. 248 HP / 8 Def Latias-Mega: 170-200 (46.8 - 55%) -- 69.5% chance to 2HKO
Pretty much cannot switch in on Victini or Koko anymore.

Jirachi
136+ Atk Scizor-Mega Crunch vs. 0 HP / 0 Def Jirachi: 198-234 (58 - 68.6%) -- guaranteed 2HKO
252 SpA Tapu Lele Focus Blast vs. 0 HP / 4 SpD Jirachi: 130-154 (38.1 - 45.1%) -- guaranteed 3HKO

Greninja
4 SpA Protean Greninja Ice Beam vs. 252 HP / 0 SpD (Yache Berry) Landorus-Therian: 240-284 (62.8 - 74.3%) -- guaranteed 2HKO
136+ Atk Scizor-Mega Crunch vs. 0 HP / 4 Def Greninja: 68-80 (23.8 - 28%) -- 94.1% chance to 4HKO
0 Atk Landorus-Therian Earthquake vs. 0 HP / 4 Def Greninja: 205-243 (71.9 - 85.2%) -- guaranteed 2HKO

Mega Diancie
136+ Atk Scizor-Mega Crunch vs. 0 HP / 0- Def Diancie-Mega: 51-60 (21.1 - 24.8%) -- guaranteed 5HKO
252 SpA Tapu Lele Psyshock vs. 0 HP / 0- Def Diancie-Mega in Psychic Terrain: 202-238 (83.8 - 98.7%) -- guaranteed 2HKO

Mega Lopunny
-1 252 Atk Lopunny-Mega Ice Punch vs. 252 HP / 232+ Def (Yache Berry) Landorus-Therian: 90-106 (23.5 - 27.7%) -- 77.5% chance to 4HKO
0 Atk Landorus-Therian Earthquake vs. 0 HP / 0 Def Lopunny-Mega: 157-186 (57.9 - 68.6%) -- guaranteed 2HKO
136+ Atk Scizor-Mega Crunch vs. 0 HP / 0 Def Lopunny-Mega: 52-62 (19.1 - 22.8%) -- possible 5HKO
It doesn't eliminate, but it puts Lopunny in a very tight spot. Limits its longevity with rocks up.


:victini::tapu-lele::tapu-koko::landorus-therian::scizor-mega::rotom-wash:
Conclusion
Pokemon is fun. Old metagames are still evolving (but stop using HO please), which continually refresh the tiers. Just when I get bored of playing Gen 8 OU, I can do some teambuilding or laddering in Gen 5/6/7 OU. And the next gen will add a new one to my roster. This team is amazing. It's my very best, and despite the constant evolutions Gen 7 OU goes through, it's still an old faithful. The new offensive Rotom-W, for example, can prove challenging to the team on the defensive end, but it also means that it takes like 70% from Victini and is 2HKO'd by half the team. The power of this team is that it can constantly adapt to the metagame through the tools it has at its arsenal. I hope you have as much fun as I did with this team.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Magic Room

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hidden Power [Ice]
- Taunt
- Thunderbolt

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 240 HP / 136 Atk / 132 SpD
Adamant Nature
IVs: 30 Spe
- U-turn
- Roost
- Pursuit
- Bullet Punch

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Rotom-Wash @ Iapapa Berry
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Defog
 

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