Intro
Welcome to my new RMT; currently I'm playing with 6th Gen teams on PS!, but me and my friend only have a BW2 cartridge, so I would like to know what do you think about my "old" VoltTurn.
Overview
In-Depth
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
This is the best set a Scizor can have: a slow U-turn brings in "weaker" teammates, Bullet Punch gives priority, Superpower hit hard pkm like Chansey/Blissey, Heatran, Ferrothorn and Tyranitar, Pursuit traps annoying foes like Gengar and Lati@s (without HP Fire)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom-W, other than Heatran, sponges Fire attacks and hits hard with Volt Switch and Hydro Pump; WOW cripples Physical Attackers and Pain Split acts as a form of recovery. I find this set a bit odd, because commonly it runs Specially/Physically Defensive, so I would like to know what do you think.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]
I chose this Physically Defensive because I need someone resistant to fighting (for Ferrothorn and Heatran) and with Intimidate Lando-T is perfect; even with an Impish nature HP Ice hits hard Dragon-types like Dragonite and Garchomp.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 128 SDef / 128 Def
Sassy Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Leech Seed
- Stealth Rock
Ferrothorn runs an odd set that I would name Mixed Wall (I'm not sure how much can it be effective), but is working well; it provides Stealth Rock, synergize well with the team and really irritate the opponent (lol).
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Flamethrower
- Earth Power
- Hidden Power [Grass]
- Toxic
Heatran is here to help Scizor and Ferrothorn with its ability, Flash Fire; I chose HP Grass because it can it really hard annoying pkm like Gastrodon and Quagsire, that would otherwise wall it
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Spd / 36 SAtk
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin
I chose a Bulky set for Starmie because its a Rapid Spinner, so I need it to stay alive; 224+ Spd let it outrun timid Gengar and Tornadus, the rest is thrown into Spa. Natura Cure is mandatory.
Importable for PS!
Welcome to my new RMT; currently I'm playing with 6th Gen teams on PS!, but me and my friend only have a BW2 cartridge, so I would like to know what do you think about my "old" VoltTurn.
Overview
In-Depth
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
This is the best set a Scizor can have: a slow U-turn brings in "weaker" teammates, Bullet Punch gives priority, Superpower hit hard pkm like Chansey/Blissey, Heatran, Ferrothorn and Tyranitar, Pursuit traps annoying foes like Gengar and Lati@s (without HP Fire)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom-W, other than Heatran, sponges Fire attacks and hits hard with Volt Switch and Hydro Pump; WOW cripples Physical Attackers and Pain Split acts as a form of recovery. I find this set a bit odd, because commonly it runs Specially/Physically Defensive, so I would like to know what do you think.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]
I chose this Physically Defensive because I need someone resistant to fighting (for Ferrothorn and Heatran) and with Intimidate Lando-T is perfect; even with an Impish nature HP Ice hits hard Dragon-types like Dragonite and Garchomp.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 128 SDef / 128 Def
Sassy Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Leech Seed
- Stealth Rock
Ferrothorn runs an odd set that I would name Mixed Wall (I'm not sure how much can it be effective), but is working well; it provides Stealth Rock, synergize well with the team and really irritate the opponent (lol).
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Flamethrower
- Earth Power
- Hidden Power [Grass]
- Toxic
Heatran is here to help Scizor and Ferrothorn with its ability, Flash Fire; I chose HP Grass because it can it really hard annoying pkm like Gastrodon and Quagsire, that would otherwise wall it
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Spd / 36 SAtk
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin
I chose a Bulky set for Starmie because its a Rapid Spinner, so I need it to stay alive; 224+ Spd let it outrun timid Gengar and Tornadus, the rest is thrown into Spa. Natura Cure is mandatory.
Importable for PS!
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 128 SDef / 128 Def
Sassy Nature
IVs: 0 Spd
- Power Whip
- Gyro Ball
- Leech Seed
- Stealth Rock
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Flamethrower
- Earth Power
- Hidden Power [Grass]
- Toxic
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Spd / 36 SAtk
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin