In this strange, weather less metagame controlled by powerful priority and a selection of dominant attackers in agislash, azumaril and talonflame, it can be difficult to find a way to win without the use of these powerhouses. After some deliberation, I decided that a volt-turn team that can retain the momentum and keep other teams on their toes would be the best bet to counter those monsters and get myself wins. The team runs using prediction and momentum to wear down opposing teams by forcing them to constantly switch while getting hit by volt switches and u-turns until the are broken enough for one of my pokes (usually greninja or manectric) to clean up a broken opponent
At a glance
Team Building Process
I started right off with mega Manectric for one simple reason. He is the fastest, second hardest hitting volt-switcher in the game. he can change his moves and has great coverage and a great ability in intimidate
To compliment Manectric, I chose perhaps the two hardest hitting u-turners outside of genesect. Both get a stab boost from it and are solid hitters on their own
Next were hazards. because it was a momentum team i didn't want to be wasting turns using stealth rock so i went with a specially defensive espeon to bounce hazards and statuses back to their senders and hold my control of the game
Next up I enlisted prankster tornadus to taunt stall-mons and to hit hard with acrobatics, in addition to being another u turn user
last came goodra, as a leech seed and spore absorber, in addition to being an unstoppable special wall with max Special Defense and an assault vest.
Early Changes:
I changed espeon to a screener along with providing wish support in order to provide more support for the teams multiple switches and lack of recovery
Goodra's ev's were moved from SpD to SpA in order to give him far better wall breaking abilities while the assault vest kept his SpD at obnoxious levels.
Next Changes
I exchanged tornadus for rotom-w to give my team some much needed additional physical bulk while retaining a very nice ground immunity. he also gives the team a more passive physical check with will-o-wisp
The last change saw xatu replace espeon as the teams magic bouncer. Access to u-turn, in addition to the ability to spread paralysis, which rotom and scizor both appreaciate gave him much more funtionality momentumwise than espeon
The Team
Simba the Manectric
Intimidate @Manectite
252 SpA/252 Spe/4 SpD
Timid nature
-Thunderbolt
-Volt Switch
-Hidden Power Ice
-Overheat
perhaps my favorite mega, this guy does not receive enough love. Volt Switch is the main attack, dealing damage and forcing switches, while thunderbolt provides a more powerful stab for the end of games. HP ice OHKOs gliscor, and just barely comes short with landorus and garchomp. Overheat is used over flamethrower to guarentee the OHKO on Excadrill and bulky lucario, and with volt switch the SpA drop isn't to big a deal.
Bullet Ant the Scizor
Technician Choice Band
252 Atk/252 Hp/4 SpD
Adamant Nature
-U-Turn
-Bullet Punch
-Superpower
-Knock Off
Along with greninja, scizor is one of the only pokemon that can do any real damage with u-turn, which is why i use him. Choice band makes him hit ridiculously hard. Bullet punch gives priority late game cleaning, and a check to fairy types, while superpower hits steel switches for enormous damage. Knock off, with its huge boost in gen 6, has become a staple on any team, and, although it isn't used often, my team is no exception and there really aren't many better users of it than a choice banded scizor.
Naruto the Greninja
Protean (no item)
252 Atk/252 Spe/4 HP
Jolly Nature
-U-turn
-Acrobatics
-Waterfall
-Shadow Sneak
I absolutely love physical greninja. Despite a slightly underwhelming attack stat of 95, it is only 8 points lower than his special attack and is made up for by the suprise factor and the fact that he gets stab on every attack. The lack of an item lets him switch into knock offs, while returning fire with acrobatics. Waterfall covers fire and rock, primarily Heatran, which it can OHKO. Shadow sneak gives priority and, with some prediction, and immunity to a previously super effective fighting move. (particularly useful against Conkeldurr). U-turn used by greninja can do some significant damage, and is vital to the flow of the team.
Marshmellow the Goodra
Sap sipper @Assault Vest
252 HP/252 SpA/4 Def
Modest Nature
-Draco Meteor
-Fire Blast
-Ice Beam
-Earthquake
I'm pretty sure assault vest was invented for Goodra. With an uninvested SpD of 336, assault vest pushes that to ridiculous levels while his ev investment can turn him into a beast of a tank. Plus the fact that he can only use attacking moves isn't a big deal considering he has no recovery and his support movepool isn't that great. Anyway, moveset. Draco Meteor with max evs and a modest nature is an absolute nuke, picking off any weakened pokemon in his way. Fire blast provides coverage for steel resists and some fairies, but usually I dont leave goodra in looking at a fairy switch anyway. Ice beam provides a second option for opposing dragons when i don't want the SpA drop right away, while earthquake gives goodra a way to 2HKO special heatran, which the team can struggle with, and is boosted by Sap Sipper when coming into a leech seed or spore.
Oracle the Xatu
Magic Bounce Leftovers
248 Hp/200 Def/60 Spe
Impish Nature
-U-turn
-Roost
-Thunder Wave
-Night Shade
My magic bouncers main job is to keep hazards off of my side of the field, not spend a lot of time on it, and xatu performs that task exceptionally with u-turn. Roost Provides him reliable recovery, night shade gives him a way to break most subs and do a bit of damage to opposing tanks or physical attackers. Thunder wave is a great utility move for the team, slowing down faster offensive switch-ins that come in on xatu really helps the effectiveness of Scizor, Goodra, and Rotom.
Rinse Cycle the Rotom-W
Levitate @Chesto Berry
252 Hp/160 Def/92 SpD/4 SpA
Calm Nature
-Volt Switch
-Hydro Pump
-Rest
-Will-O-Wisp
The Ev spread makes rotom a great bulky pivot, able to sponge hits and then either burn physical attackers or hit and run with volt switch. Hydro pump is used for super effective damage against the ground switches that he sees so often, while chesto-rest gives him a reboot late in games, which can frustrate players who have taken the entire game to try to wear Rotom down, something that is no easy task in the first place with all the switching that happens. In additon, after use, it makes rotom yet another sponger of the ever-present knock off.
Replays
http://replay.pokemonshowdown.com/ou-89946173
http://replay.pokemonshowdown.com/ou-89935444
http://replay.pokemonshowdown.com/ou-89878459
http://replay.pokemonshowdown.com/ou-89927859
http://replay.pokemonshowdown.com/ou-90101569
http://replay.pokemonshowdown.com/ou-90106401
threats (no order)
Choice scarfed excadrill and garchomp can both present some trouble for the team with their high power and ability to outspeed manectric
Volcarona, after a couple of quiver dances can pose serious threats. its threat has eased scince the addtion of xatu and his ability to paralyze volcarona so greninja can outspeed and tear it up with acrobatics
Jolteon- absorbs volt switches and is blindingly fast
Thunderous-t- another volt switch immunity that hits hard
Closing notes
I came a bit late to gen 6 because i was busy living in the past with B/W, and it took me a while to figure out playing without weather, but this team really is great to play with. As i got used to playing with prediction and with intelligence, my success rate with it has only improved. It is, without question, the funnest team i have built for gen 6.
thanks for reading and please post any comments or suggestions you have as I would be happy to hear them.
At a glance
Team Building Process
I started right off with mega Manectric for one simple reason. He is the fastest, second hardest hitting volt-switcher in the game. he can change his moves and has great coverage and a great ability in intimidate
To compliment Manectric, I chose perhaps the two hardest hitting u-turners outside of genesect. Both get a stab boost from it and are solid hitters on their own
Next were hazards. because it was a momentum team i didn't want to be wasting turns using stealth rock so i went with a specially defensive espeon to bounce hazards and statuses back to their senders and hold my control of the game
Next up I enlisted prankster tornadus to taunt stall-mons and to hit hard with acrobatics, in addition to being another u turn user
last came goodra, as a leech seed and spore absorber, in addition to being an unstoppable special wall with max Special Defense and an assault vest.
Early Changes:
I changed espeon to a screener along with providing wish support in order to provide more support for the teams multiple switches and lack of recovery
Goodra's ev's were moved from SpD to SpA in order to give him far better wall breaking abilities while the assault vest kept his SpD at obnoxious levels.
Next Changes
I exchanged tornadus for rotom-w to give my team some much needed additional physical bulk while retaining a very nice ground immunity. he also gives the team a more passive physical check with will-o-wisp
The last change saw xatu replace espeon as the teams magic bouncer. Access to u-turn, in addition to the ability to spread paralysis, which rotom and scizor both appreaciate gave him much more funtionality momentumwise than espeon
The Team
Simba the Manectric
Intimidate @Manectite
252 SpA/252 Spe/4 SpD
Timid nature
-Thunderbolt
-Volt Switch
-Hidden Power Ice
-Overheat
perhaps my favorite mega, this guy does not receive enough love. Volt Switch is the main attack, dealing damage and forcing switches, while thunderbolt provides a more powerful stab for the end of games. HP ice OHKOs gliscor, and just barely comes short with landorus and garchomp. Overheat is used over flamethrower to guarentee the OHKO on Excadrill and bulky lucario, and with volt switch the SpA drop isn't to big a deal.
Bullet Ant the Scizor
Technician Choice Band
252 Atk/252 Hp/4 SpD
Adamant Nature
-U-Turn
-Bullet Punch
-Superpower
-Knock Off
Along with greninja, scizor is one of the only pokemon that can do any real damage with u-turn, which is why i use him. Choice band makes him hit ridiculously hard. Bullet punch gives priority late game cleaning, and a check to fairy types, while superpower hits steel switches for enormous damage. Knock off, with its huge boost in gen 6, has become a staple on any team, and, although it isn't used often, my team is no exception and there really aren't many better users of it than a choice banded scizor.
Naruto the Greninja
Protean (no item)
252 Atk/252 Spe/4 HP
Jolly Nature
-U-turn
-Acrobatics
-Waterfall
-Shadow Sneak
I absolutely love physical greninja. Despite a slightly underwhelming attack stat of 95, it is only 8 points lower than his special attack and is made up for by the suprise factor and the fact that he gets stab on every attack. The lack of an item lets him switch into knock offs, while returning fire with acrobatics. Waterfall covers fire and rock, primarily Heatran, which it can OHKO. Shadow sneak gives priority and, with some prediction, and immunity to a previously super effective fighting move. (particularly useful against Conkeldurr). U-turn used by greninja can do some significant damage, and is vital to the flow of the team.
Marshmellow the Goodra
Sap sipper @Assault Vest
252 HP/252 SpA/4 Def
Modest Nature
-Draco Meteor
-Fire Blast
-Ice Beam
-Earthquake
I'm pretty sure assault vest was invented for Goodra. With an uninvested SpD of 336, assault vest pushes that to ridiculous levels while his ev investment can turn him into a beast of a tank. Plus the fact that he can only use attacking moves isn't a big deal considering he has no recovery and his support movepool isn't that great. Anyway, moveset. Draco Meteor with max evs and a modest nature is an absolute nuke, picking off any weakened pokemon in his way. Fire blast provides coverage for steel resists and some fairies, but usually I dont leave goodra in looking at a fairy switch anyway. Ice beam provides a second option for opposing dragons when i don't want the SpA drop right away, while earthquake gives goodra a way to 2HKO special heatran, which the team can struggle with, and is boosted by Sap Sipper when coming into a leech seed or spore.
Oracle the Xatu
Magic Bounce Leftovers
248 Hp/200 Def/60 Spe
Impish Nature
-U-turn
-Roost
-Thunder Wave
-Night Shade
My magic bouncers main job is to keep hazards off of my side of the field, not spend a lot of time on it, and xatu performs that task exceptionally with u-turn. Roost Provides him reliable recovery, night shade gives him a way to break most subs and do a bit of damage to opposing tanks or physical attackers. Thunder wave is a great utility move for the team, slowing down faster offensive switch-ins that come in on xatu really helps the effectiveness of Scizor, Goodra, and Rotom.
Rinse Cycle the Rotom-W
Levitate @Chesto Berry
252 Hp/160 Def/92 SpD/4 SpA
Calm Nature
-Volt Switch
-Hydro Pump
-Rest
-Will-O-Wisp
The Ev spread makes rotom a great bulky pivot, able to sponge hits and then either burn physical attackers or hit and run with volt switch. Hydro pump is used for super effective damage against the ground switches that he sees so often, while chesto-rest gives him a reboot late in games, which can frustrate players who have taken the entire game to try to wear Rotom down, something that is no easy task in the first place with all the switching that happens. In additon, after use, it makes rotom yet another sponger of the ever-present knock off.
Replays
http://replay.pokemonshowdown.com/ou-89946173
http://replay.pokemonshowdown.com/ou-89935444
http://replay.pokemonshowdown.com/ou-89878459
http://replay.pokemonshowdown.com/ou-89927859
http://replay.pokemonshowdown.com/ou-90101569
http://replay.pokemonshowdown.com/ou-90106401
threats (no order)
Choice scarfed excadrill and garchomp can both present some trouble for the team with their high power and ability to outspeed manectric
Volcarona, after a couple of quiver dances can pose serious threats. its threat has eased scince the addtion of xatu and his ability to paralyze volcarona so greninja can outspeed and tear it up with acrobatics
Jolteon- absorbs volt switches and is blindingly fast
Thunderous-t- another volt switch immunity that hits hard
Closing notes
I came a bit late to gen 6 because i was busy living in the past with B/W, and it took me a while to figure out playing without weather, but this team really is great to play with. As i got used to playing with prediction and with intelligence, my success rate with it has only improved. It is, without question, the funnest team i have built for gen 6.
thanks for reading and please post any comments or suggestions you have as I would be happy to hear them.