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VoltTurn teams are teams based off the moves U-Turn and Volt-Switch, and are to gain momentum. They are used throughout all the tiers, from LC to sometimes Uber. There are many, many possible answers, so here are some guidelines.


Competitive Movesets Only
must include sets, EVs, natures, etc.
Description
Doesn't have to be long, just one or two sentences will suffice
If you have multiple answers, try to fit as many as you can into one answer
self explanatory
You can post the same Pokemon with a different set
i.e, scarf celibi and specially defensive would go differently, and one person can answer one and one person the other.


Sample Answer
well I don't wanna give something that you'll wanna answer so i'll do an LC.

Larvesta @ Eviolite
Trait: Flame Body
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-Turn
- Flare Blitz
- Morning Sun
- Wild Charge

With an adamant nature 85 atk, attacks from this thing will hurt. U-turn is what makes it good for VoltTurn, as it can force switches. Flare Blitz is STAB and the thing that will force switches. Morning Sun is to shake off recoil, and Wild Charge is Coverage.

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People are saying that you can answer thread questions yourself, so I may answer if I can think of any soon.
Damn, isnt just giving you a answer enough? WHY do you have to be very specific?
It's not that specific. Those are completely reasonable and standard guidelines.

7 Answers

3 votes

Well I have a bunch of U-Turn options for ya. I chose three favorite Pokemon from Gen 5, so sue me ;P



Mienshao
Mienshao @ Expert Belt
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Fake Out/Hidden Power [Ice]
- U-turn
- Stone Edge

With high speed, Regenerator, high attack, and an Expert Belt. Well, need I say more?

Ok fine I will say more.
Regenerator and Expert Belt allow fro some great scouting. HJK is incredible STAB and missing isn't as bad due to Regenerator. Stone Edge, while it does have somewhat crappy accuracy, still provides great coverage. You can either run Fake Out for some first turn priority, or you can run HP Ice for some more coverage against Defensive walls like Gliscor.


Zoroark
Zoroark @ Choice Scarf
Ability: Illusion
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- U-turn
- Focus Blast
- Flamethrower
- Dark Pulse

With Scarf and Illusion you can have a great Scarfer. It can screw around with other people's minds and really mess over counters. Good coverage moves are for good coverage.


Genesect
Genesect @ Choice Scarf
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- U-turn
- Ice Beam
- Iron Head
- Explosion

Lastly, a favorite of mine, Genesect. It makes a great Scarfer with Download and with a STAB U-Turn with a potential attack boost, well hello dear, would you like some hammer to the face?! Ice Beam is coverage, Iron Head is STAB and good against the new fairy typing, while Explosion is just what I normally run, and deals a nasty surprise to those nubs who think they're about to kill Genesect.

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Giving Mienshao a Life Orb would also be HIGHLY effective.
I've always preferred running Expert Belt > Life Orb because it can fake some other items and really mess with the opponent's mind. That and I've been screwed by LO recoil damage far too often.
Yeah thats true
Explosion and scarf?
There's nothing wrong with that...
why is this downvoted? its a great answer
Think about it, your down to 3% HP on the switch in due to hazards, your opponent is gleefully rubbing their hands because they get to take out your Scarfer, you know that your next switch in will kill Genesect. You have an Attack boost thanks to Download, and your opponent doesn't have their ghost type out. BOOM, Your opponent starts raging because what they thought was a free kill, just killed their pokemon.
So yes, Explosion and Scarf.
2 votes

Rotom-W @ Choice Specs

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Trait: Levitate
EVs: 32 HP / 224 SAtk / 252 Spd
Timid Nature

  • Volt Switch
  • Hydro Pump
  • Trick
  • Hidden Power [Fire]

Rotom-W has always been a classic Volt Switcher really and usually also finds itself being the glue to many Volt Switching teams. of course with a good reason.Wielding the Choice Specs it can not only outrun many threats but also seriously dent the life out of them. Even this gen, this set can be used to great effect. Despite the bulkier sets looking most optional, with this set it can kill instead of stall out all the Pokemon it was made to wall this gen. (I am looking at you Talonflame.) Volt switch is of course the move that makes the magic happen and also quite a powerful STAB. HP will most definitely be lost once hit by this move. Hydro Pump is its support STAB enabling it to dent many if not every single Pokemon in the metagame as well as making quick work of many ground types with some exceptions. Trick is that move you use when you decided you have caused enough damage with the Choice Specs but still wish to cripple one more defenseless Pokemon and HP fire is just that move you use to laugh in Ferrothorn and co's faces <:
The fact that it is immune to nearly every hazard barring Stealth Rock makes it an excellent Volt Switcher.

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Hp grass works better imo so it can counter other wash rotoms
But HP Fire hits Ferro which is a can easily stall Rotom to death, whereas opposing Rotom take some fair damage from VSwitch. Especially Choiced Vswitch.
0 votes

Jolteon @ Choice Specs
Trait: Volt Absorb
EVs: 252 Spd / 252 Sp Atk / 4 HP
Timid Nature
- Volt Switch
- Signal Beam
- Hidden Power (Ice)
- Thunderbolt

With it's speed and special attack, Jolteon deserves a place on a VoltTurn team. Volt Switch, actually being a special move, can deal out some pretty heavy damage with STAB. Signal beam is a great coverage move; you could replace that with Shadow Ball as well. Hidden Power offers more coverage to Ground weakness, and Thunderbolt is heavy damage without having to switch out.


Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- U-Turn
- Bullet Punch
- Superpower
- Acrobatics

The highly generic Choice Band Scizor... you can't have a VoltTurn team without him in my opinion. U-Turn is critical, while bullet punch offers lots of STAB. Superpower and Acrobatics are great if you're in a tight spot and need to use Scizor as a temporary tank.


Infernape @ Life Orb
Trait: Blaze
EVs: 252 Atk / 252 Spd / 4 Sp Atk
Naive Nature
- Close Combat
- Overheat
- Stealth Rock
- U-turn

This one is mainly to deal with pesky Volcarona who could otherwise wreck your team. Close Combat offers some STAB, while lowering stats that Infernape does not otherwise need. Overheat, while not complimenting high attack, is a great move to use when under pressure with Blaze activated. An alternative is Flare Blitz (which DOES compliment high attack) but a Life Orb would be a bad choice with that move. Stealth Rock is good since you are keeping the opponent on their toes with U-Turn.

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edited by
I'm not sure running Acrobatics on a Choice set is the best of ideas, unless technician + 55 BP is stronger than no held item, but I kinda doubt that. Aerial Ace would be preferred.
0 votes

I beleive i'm allowed to do this. There are special rules for threads, and according to this I can. So tell me if I can't mods / editors, and plz don't flag me.


Mienshao has been answered but what about the king of LC, mienfoo?

Mienfoo @ Eviolite
Trait: Regenerator
EVs: 156 HP / 76 Atk / 116 Def / 36 SpD / 76 Spe
Impish Nature
- Drain Punch
- U-Turn
- Knock-off
- Fake Out

During its rein, mienfoo has done a couple things. It has dethroned scraggy, made Normal, dark, steel, and rock types fear, and made VoltTurn viable. With regenerator and Drain Punch, It is near impossible to KO until the end of the match. It can cripple walls with knock off, and get free damage with Fake out.


Mienfoo @ Life Orb
Trait: Regenerator
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Hi Jump Kick
- U-Turn
- Stone Edge
- Fake Out

A much more offensive set. LO damage is healed off with regen, and U-Turn makes it VoltTurn.

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edited by
0 votes

Thundurus-T @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid / Naive Nature
- Thunderbolt
- Volt Switch / U-Turn
- Hidden Power [Ice]
- Focus Blast

An old favorite of mine from gen 5. A great Scarfer for a VoltTurn team providing lot of power also. Thunderbolt is your reliable, go-to STAB. Either Volt Switch or U-Turn for obvious reasons. Choosing one comes down to person preference, Volt Switch for another STAB coming off a higher stat, or U-Turn so you don't have to worry about Ground types ruining the party. HP Ice to make pseudo-BoltBeam coverage by hitting Ground, Grass, and Dragon types for super effective damage. Focus Blast is here mainly to hit stuff that could just come in and eat up its other hits, such as specially defensive Tyranitar or Ferrothorn.


Forretress @ Leftovers / Red Card
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Volt Switch
- Stealth Rock / Spikes
- Gyro Ball
- Rapid Spin

A defensive Pokemon for a change. Sets up hazards which are amazing due to the amount of switches forced on a VoltTurn team and Spins away hazards which quickly wear down VoltTurn teams because of all the switching they will be doing themselves. If you don't know why VoltSwitch is here, stop reading this instant. One of the great things about Forretress getting Volt Switch is that it is incredibly slow, which reveals what the opponent will do, giving you almost guaranteed momentum. Stealth Rock or Spikes is your choice of hazards, which ever your team needs most. Gyro Ball is STAB and coming off such a low speed stat nails Gengar, Terrakion and friends. Rapid Spin is here to spin away hazards, which is crucial to VoltTurn teams as they switch a ton, as said above.

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edited by
0 votes

Magnemite @ Choice Scarf
Ability: Magnet Pull
Level: 5
EVs: 244 Spd / 240 SAtk / 24 HP
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon

Since they all serve similar roles in their tiers, I decided to do one description for all. Thunderbolt is STAB, HP fire is to kill steels, Flash Cannon is STAB, and Volt Switch is for obvious reasons.

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0 votes

Darmanitan
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Flare Blitz
- Superpower
- Earthquake/Rock Slide
- U-turn

This right here my friends is power. Pure, unadulterated power. Darmanitan's sheer force (get it :P) with that base 140 atk and STAB sheer force boosted flare blitz makes it downright scary with its decent speed augmented by a Choice Scarf. Add on superb coverage in Superpower, Earthquake and and a boosted Rock Slide and Darmanitan gets all he needed tools to be an offensive threat, and it gets one more in U-turn just to top it off.


Landorus
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 200 HP / 52 Atk / 196 Def / 60 SDef
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Landorus is unique in that it can function as a hazard supporter, offensive threat, a scout and a check to prominent metagame Pokemon all with one set, and can become even more effective at each of those individual jobs with other more specialized sets. This imposing presence grants you many opportunities to set up stealth rock, scout your opponent, or just smash something with a hefty Earthquake or Stone Edge. And of course physical sweepers will have their day ruined by the flying cat of fertility, as intimidate lowers their attack, often forcing them to switch and given you once again the strategic advantage.

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edited by
Brotad, could you explain your EVs?