I come as a recent OU convert, so I'm still getting a handle on how this tier works. My team has brought me a decent amount of success over the past few days, but a lot of it is admittedly stuff that I threw together from scratch.
(Changes in this color)
Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Earthquake
- Rock Slide
The first part of my Volt-turn core. Darmanitan's sheer offensive presence forces many switches, allowing me to scout at my leisure or simply shoot for the KO.Giving it a Choice Scarf also allows Darmanitan to function as a great revenge killer, as few things in UU can easily outspeed it. Life Orb allows Darmanitan to punch holes in even the stalliest of stall teams, and has the added benefit of no item recoil damage thanks to Sheer Force. EVs are standard max attack/speed with a Jolly nature to surpass threats like plus-speed Chandelure/Krookodile/Heracross/Roserade/Rotom-H/etc and neutral-speed Haxorus/Victini/etc.
Manectric @ Manectite
Ability: Lightningrod -> Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Att
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power Ice
The next part of my Volt-turn core. It should go without saying that Mega Manectric is one of the most prevalent Pokemon in the tier, and for good reason. With blistering speed, it can outpace the rest of the unboosted meta (bar Mega Aerodactyl) and threaten back with powerful special attacks backed by an impressive base 135 SpA stat. Not to mention that Intimidate helps a lot, given how generally frail my team is. The first three attacks are fairly standard,and I opted for HP Grass because otherwise I would have nothing to take on UU's powerful Water/Ground types and I opted for HP Ice to nail dangerous Pokemon like Latias and Zygarde. EVs and nature are also standard.
Tornadus-T @ Life Orb
Ability: Regenerator
EVs: 4 Att / 252 SpA / 252 Spe
Naive Nature
- U-turn
- Knock Off
- Air Slash
- Grass Knot
Yet another Volt-turn core member. Tornadus-T is a great asset, being able to switch in on the many Earthquakes and Earth Powers directed at both Darmanitan and Mega Manectric. I learned pretty quickly that Knock Off has astounding utility within UU, so adding it was a given. Hurricane's lackluster accuracy has always bothered me, and without a Rain Dance setter on my team it made sense to opt for Air Slash.Finally, even though it has the same accuracy as Hurricane, Focus Blast is there to complete Tornadus-T's coverage as there is no better alternative. Grass Knot finishes the set to punish bulky Ground/Water types who tend to give my other teammates issues. I went with Life Orb since it works fantastically with Regenerator, and the EVs are tailored for max SpA/Spe without sacrificing Att.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- High Jump Kick
- Stone Edge
Here we have last member of the Volt-turn crew. Despite its low defenses, Mienshao doesn't mind switching into the various rock-type attacks that my other Volt-turn members attract.It can often immediately threaten back and just switch out later to recover lost health with Regenerator. Knock Off makes another appearance for reasons already stated, along with how it complement's High Jump Kick. Speaking of which, High Jump Kick is able to do insane amounts of damage thanks to Reckless, making defensive walls think twice about switching in. Stone Edge complete's type coverage, obliterating threats such as Crobat, Hawlucha, Tornadus-T, Zapdos, and +1 Yanmega. I see most people normally opt for High Jump Kick on Mienshao, but I've found it a tad too unreliable for my tastes and have instead went with Drain Punch. Mienshao already loses a lot of HP thanks to Life Orb recoil, and Drain Punch is a nice way to offset that when I decide to stay in. Fake Out finishes the move set as otherwise my team wouldn't have any priority whatsoever (helps for scouting purposes, too). EVs and nature are again standard max Att/Spe with an emphasis on Spe.
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Att
- Draco Meteor
- Defog
- Healing Wish
- Thunderbolt
Latias acts not only as an offensive threat, but also as part 1 of my two-part team glue. Its typing and ability complement the resistances/weakness of my Volt-turn core, and few things appreciate taking a Life Orb Draco Meteor to the face. My team hates hazards, hence why Defog is included, along with Healing Wish to regain any lost momentum once Latias has run her course. The last slot has always been a point of contention for me, as it never seems like any move is truly the right choice.I currently use Psyshock overcome special walls like Floregess, but perhaps Thunderbolt might work better given the popularity of Pokemon such as Slowbro/Suicune/Empoleon and the seemingly many Dark types. I originally had Psyshock as the last move, but with lots of dangerous Dark types and bulky Water types running around I can't afford to give them free switch-ins. Thus, I decided to go with Thunderbolt. EVs and nature are tailored for max SpA/Spe.
Empoleon @ Leftovers
Ability: Torrent
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Att
- Stealth Rock
- Hydro Pump
- Ice Beam
- Grass Knot
Sort of the oddball on my team, but it serves a purpose nonetheless. My team needs as much help as it can get to secure those OHKOs and 2HKOs, so I enlisted the aid of Empoleon to set up Stealth Rock. Its water/steel typing also functions to resist a lot of moves which the other members are susceptible to, particularly Dragon and Rock attacks. Of course, because the rest of my team is very offensive I wanted Empoleon to follow suit. Hydro Pump acts as the main STAB, followed by Ice Beam to counter those pesky dragons.While I could have chosen another attacking move or even Roost for the last slot, I enjoy the utility of Roar to phaze opposing set-up sweepers. Grass Knot finishes things up as it allows Empoleon to harm other Water types who don't mind Hydro Pump or Ice Beam. Empoleon's EVs and nature emphasize bulky offense with max HP/SpA, along with a Modest Nature to hit just a little bit harder.
(Changes in this color)
Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Earthquake
- Rock Slide
The first part of my Volt-turn core. Darmanitan's sheer offensive presence forces many switches, allowing me to scout at my leisure or simply shoot for the KO.
Manectric @ Manectite
Ability: Lightningrod -> Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Att
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power Ice
The next part of my Volt-turn core. It should go without saying that Mega Manectric is one of the most prevalent Pokemon in the tier, and for good reason. With blistering speed, it can outpace the rest of the unboosted meta (bar Mega Aerodactyl) and threaten back with powerful special attacks backed by an impressive base 135 SpA stat. Not to mention that Intimidate helps a lot, given how generally frail my team is. The first three attacks are fairly standard,
Tornadus-T @ Life Orb
Ability: Regenerator
EVs: 4 Att / 252 SpA / 252 Spe
Naive Nature
- U-turn
- Knock Off
- Air Slash
- Grass Knot
Yet another Volt-turn core member. Tornadus-T is a great asset, being able to switch in on the many Earthquakes and Earth Powers directed at both Darmanitan and Mega Manectric. I learned pretty quickly that Knock Off has astounding utility within UU, so adding it was a given. Hurricane's lackluster accuracy has always bothered me, and without a Rain Dance setter on my team it made sense to opt for Air Slash.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Att / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- High Jump Kick
- Stone Edge
Here we have last member of the Volt-turn crew. Despite its low defenses, Mienshao doesn't mind switching into the various rock-type attacks that my other Volt-turn members attract.
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Att
- Draco Meteor
- Defog
- Healing Wish
- Thunderbolt
Latias acts not only as an offensive threat, but also as part 1 of my two-part team glue. Its typing and ability complement the resistances/weakness of my Volt-turn core, and few things appreciate taking a Life Orb Draco Meteor to the face. My team hates hazards, hence why Defog is included, along with Healing Wish to regain any lost momentum once Latias has run her course. The last slot has always been a point of contention for me, as it never seems like any move is truly the right choice.
Empoleon @ Leftovers
Ability: Torrent
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Att
- Stealth Rock
- Hydro Pump
- Ice Beam
- Grass Knot
Sort of the oddball on my team, but it serves a purpose nonetheless. My team needs as much help as it can get to secure those OHKOs and 2HKOs, so I enlisted the aid of Empoleon to set up Stealth Rock. Its water/steel typing also functions to resist a lot of moves which the other members are susceptible to, particularly Dragon and Rock attacks. Of course, because the rest of my team is very offensive I wanted Empoleon to follow suit. Hydro Pump acts as the main STAB, followed by Ice Beam to counter those pesky dragons.
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