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Double Voltturn (Gen 7 OU)


Xiri

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Hey guys. I haven't made a RMT in a while, so I thought I would like to share a really neat team that has been bringing me a lot of success in the Gen 7 OU ladder (not Pokebank). This team brought me to a ladder score of 1862 (#5 on Ladder currently). I understand that the normal Gen 7 OU might be closing soon following the release of Pokebank, but thats fine - I'll just have fun in the tier until it lasts. Any sorts of feedback will be welcome.

 

Spoiler

e510b61bdf3d4fe59c29a5045004402e.png

 

At a Glance:

 

greninja-ash.gif  tapukoko.gif  scizor-mega.gif   tapufini.gif   mamoswine.gif   magearna.gif

 

It is a pretty balanced team in general - scout the opponent's team to figure out which mon (Greninja, Koko or Scizor) can sweep end-game. Weaken their respective checks with other mons, and you'll be good to go. There are 2 U-turn and 2 Volt Switch users on the team to help gain maximum momentum. 

 

Now, onward to the more detailed explanations:

 

greninja-ash.gif

 

Greninja-Ash @ Choice Specs  
Ability: Battle Bond  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Dark Pulse  
- Hydro Pump  
- U-turn  
- Water Shuriken

 

Who would have thought this thing would be so strong? Normal Greninja has pretty decent special attack and speed, so activating the Battle Bond ability is not too terribly difficult. Specs STAB Hydro Pump usually inflicts heavy damage on mons that are not called SpD Toxapex, SpD Tapu Fini and Chansey. Dark Pulse OHKOs Mega Metagross (even before Battle Bond), a common Pokemon found in the tier, as well as usually 2HKOing things that are neutral to it. U-turn provides good momentum, and Water Shuriken is a really solid priority move to have - which saved me in tight spots against DD Mega Gyarados (which the team is somewhat weak to) and OHKOs Pheromosa after Battle Bond. Greninja is also very fast - even outspeeding Tapu Koko after Battle Bond, so its really difficult to switch-in to this monster too.

 

 

tapukoko.gif

 

Tapu Koko @ Life Orb  
Ability: Electric Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Dazzling Gleam  
- Hidden Power [Ground]  
- Thunderbolt  
- Volt Switch

 

Dazzling Gleam is a nice STAB move that is able to scare Garchomp, Zygarde etc. A common switch-in for Tapu Koko are Ground types such as Mamoswine, and they are usually 2HKOed by LO Dazzling Gleam unless they have SpD investments. HP Ground is there to OHKO non AV Magnezone and inflict a lot of damage onto Alolan Marowak - both of them who usually switches-in to Koko. Be careful since HP Ground doesn't quite OHKO AV Magnezone, and you'll need to inflict more damage onto it to kill it with Koko. Thunderbolt is another strong STAB attack to have - especially under Electric Terrain, and Volt Switch provides powerful, good momentum.

 

 

scizor-mega.gif

 

Scizor-Mega @ Scizorite  
Ability: Technician  
EVs: 244 HP / 168 SpD / 96 Spe  
Careful Nature  
- Bullet Punch  
- Roost  
- Swords Dance  
- U-turn

 

Scizor is a great mon to have since it can switch-in to a lot of things - including Mega Metagross, Mimikyu, Dhelmise, Tapu Bulu etc. It can also switch-in to Tapu Lele pretty well since most of them are Scarf, and even if it has HP Fire, it doesn't OHKO. Roost is a really neat recovery move for longevity and U-turn can be used to switch out when the opponent sends out things like Mandibuzz and Toxapex which can wall this particular Scizor set.

 

 

tapufini.gif

 

Tapu Fini @ Leftovers  
Ability: Misty Surge  
EVs: 248 HP / 196 Def / 64 Spe  
Bold Nature  
IVs: 0 Atk  
- Defog  
- Moonblast  
- Surf  
- Taunt

 

Tapu Fini is easily one of the best hazard remover in the tier, and its Water/Fairy typing makes it a nice switch-in for common powerful mons such as Greninja, Alolan Marowak, Mandibuzz, Mamoswine and Buzzwole. It needs to somewhat watch out for Pheromosa although a non-LO Poison Jab is a 3HKO with that EV spread. Taunt is a great move to use on defensive mons such as Chansey, Toxapex, Skarmory and Celesteela, making them unable to use recovery moves (although it can't really do much do the first two). Surf is run over Scald since Misty Terrain prevents Scald burns from occurring. 

 

 

mamoswine.gif

 

Mamoswine @ Focus Sash  
Ability: Oblivious  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Earthquake  
- Ice Shard  
- Icicle Crash  
- Stealth Rock

 

The standard SR Mamoswine set. Having the Sash intact is very helpful - as it helps revenge kill things such as Tapu Koko, Xurkitree etc. Keeping Mamoswine alive for the last-minute Ice Shard can also change the outcome of the game, since residual damage is always important. 

 

 

magearna.gif

 

Magearna @ Assault Vest  
Ability: Soul-Heart  
EVs: 248 HP / 252 SpA / 8 SpD  
Modest Nature  
IVs: 0 Atk  
- Aura Sphere  
- Flash Cannon  
- Fleur Cannon  
- Volt Switch

 

The special wall of the team - it can deal with specially offensive mons such as Tapu Lele, Mega Alakazam (be careful of it Tracing Soul Heart however), Nihilego and Xurkitree. Pretty simple EV spread - max HP, max Special Attack, and the rest in Special Defense to add to the Assault Vest bonus. Flash Cannon and Fleur Cannon are very powerful STAB moves that hit pretty much everything that doesn't resist it hard. Volt Switch works well with Tapu Koko's Electric Terrain, although you do have to be cautious if there is a Ground type on the opposing team - in this case, it might be best to use Flash Cannon or Fleur Cannon on an incoming Ground-type and inflict massive damage (e.g Garchomp, Mamoswine, Zygarde etc.).

 

 

Threats:

- Mega Gyarados: If Tapu Fini becomes weakened, this thing can potentially sweep the whole team after one Dragon Dance. It's best to set up Stealth Rocks (once the remover is gone) before Gyarados comes in. 

 

- Stall: There aren't really powerful stallbreakers on this team, so stall can be a problem. It's important to utilize U-turn/Volt Switch well against stall teams, and weaken the stall teams bit by bit, and hit them hard before they get a chance to use Recover or Softboiled (or you can just win by flinching with Icicle Crash or Dark Pulse)

 

- Trick Room: This can be a problem since things like Porygon2 and Mimikyu can get Trick Room up pretty safely.

 

 

Feedback will be much appreciated. If you would like to try this team out, feel free to - and tell me your experiences with it.

 

Importable:

Spoiler

Greninja-Ash @ Choice Specs  
Ability: Battle Bond  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Dark Pulse  
- Hydro Pump  
- U-turn  
- Water Shuriken  

 

Tapu Koko @ Life Orb  
Ability: Electric Surge  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Dazzling Gleam  
- Hidden Power [Ground]  
- Thunderbolt  
- Volt Switch  

 

Scizor-Mega @ Scizorite  
Ability: Technician  
EVs: 244 HP / 168 SpD / 96 Spe  
Careful Nature  
- Bullet Punch  
- Roost  
- Swords Dance  
- U-turn  

 

Tapu Fini @ Leftovers  
Ability: Misty Surge  
EVs: 248 HP / 192 Def / 4 SpA / 64 Spe  
Bold Nature  
IVs: 0 Atk  
- Defog  
- Moonblast  
- Surf  
- Taunt  

 

Mamoswine @ Focus Sash  
Ability: Oblivious  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Earthquake  
- Ice Shard  
- Icicle Crash  
- Stealth Rock  

 

Magearna @ Assault Vest  
Ability: Soul-Heart  
EVs: 248 HP / 252 SpA / 8 SpD  
Modest Nature  
IVs: 0 Atk  
- Aura Sphere  
- Flash Cannon  
- Fleur Cannon  
- Volt Switch  

 

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  • 2 months later...

I wokd recommend U-turn on Tapu Koko instead. It may get handy to get out of a Dugtrio with an intact Noobsash.

 

By the way, that Scizor won't do crap to Tapu Lele with HP fire. The terrain will block the Bullet Punch.

Edited by SJMistery
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