The team at a glance
I tried to make a Volturn team, and then after one rate, and about 3 days on PS!, I made a team that both went along with the metagame, and also went against it. (I've stalled a whole bunch, such fun)






Mienfoo @ Choice Scarf
Ability: Regenerator
EVs: 236 Spd / 236 Atk / 36 Def
Jolly Nature
- High Jump Kick
- U-turn
- Poison Jab
- Knock Off
Although it's purpose is of a revenge killer, it can also fill the use of a late game sweeper (I think that's what they're called?). I use it at the start of the battle, since it's incredible blazing speed is very useful, where I can normally predict and shift momentum in my favor. If there's a ghost, I use knock off, and a lot of the time, it successfully nets me a 6-5 on turn 1. With the advent of calm mind Swirlix, it became more difficult to take it down on the special side, so I added poison jab. HJK and U-turn should be self explanatory.

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 224 Spd / 232 SAtk / 52 Def
Modest Nature
- Surf
- Volt Switch
- Hidden Power [Grass]
- Ice Beam
Chinchou has a variety of uses on my team, and a majority of the time, it can accomplish it with ease. Chinchou is meant to remove many of the issues my team tends to have, the most common providing my team with the momentum I prefer to have. Chinchou now has ice beam, netting me KOs, if the opponent predicts a electric or water attack, where they switch to a ground type or grass type, respectively.

Natu @ Eviolite
Ability: Magic Bounce
EVs: 116 HP / 36 Atk / 76 Def / 76 SDef / 196 Spd
Jolly Nature
- Reflect
- Light Screen
- Thunder Wave
- Roost
I really don't like have a rapid spinner on my team. It provides a hassle, and the only reliable option is to have a magic bouncer, and there's only one option. Natu's immune to taunt, allowing it to set up dual screens with no consequence, which is a very valuable asset for the team, since it can help offensive and defensive pokemon take hits better, which commonly brings the game back in my favor. Thunder wave has been added, allowing me to cripple many of the sweepers that may be too fast to handle.

Magnemite @ Berry Juice
Ability: Sturdy
EVs: 232 Spd / 232 Satk
Timid Nature
- Recycle
- Flash Cannon
- Thunderbolt
- Hidden Power [Ice]
Magnemite has a wide array of uses, depending on the situation.The most common one it ever gets brought up for is to take down set up sweepers, most commonly shell smashers, since a majority of them my team can't outspeed. Should a pokemon fall, I can send in Magnemite, and guarantee a free hit (Which is normally all it needs). If worst comes to worse, I can recycle over and over, until eventually switches, starting the process all over. I never do understand why LC doesn't have much stall.

Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 232 Def / 232 HP
Impish Nature
- Acrobatics
- Earthquake
- Roost
- Defog
Gligar is the tank, easily taking hits physically very well, along with dishing out it's own damage. I decided not to go with stealth rock, due to testing causing me to prefer a reliable way of recovery, rather than a hazard that commonly gets put up from magic bouncing. Defog doesn't get much use, as hazards only ever got put up once on my side. I made purposeful to not give it any speed EVs, so when put up against another Gligar, mine will normally get it's Acro boosted up first.

Larvesta @ Eviolite
Ability: Flame Body
Adamant Nature
76 HP / 236 Atk / 156 Def / 36 Spe
- Will-o-Wisp
- Flare Blitz
- Morning Sun
- Wild Charge
Larvesta is the other physical tank, who can more easily take fightings who carry an ice type move. Although I am very careful with my other teams to stick to only one status, the burn can cripple attackers very well. Larvesta doesn't commonly see the end of battle, but many victories have been aided with the help of this torchy bug. The recoil does stack up, however.
- Meditite is annoying, but that's really it, since Larvesta so easily takes care of it.
- Swirlix with cotton guard AND calm mind is GG
- Drillbur doesn't actually make a threat on my team, but since mold breaker allows hazards to get pass, it's annoying to play with, but it's not all that common.
That's it, thanks and please leave a comment!
Importable (It's out of order though.)
Importable (It's out of order though.)
Mienfoo @ Choice Scarf
Ability: Regenerator
EVs: 236 Spd / 236 Atk
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Poison Jab
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 52 Def / 232 SAtk / 224 Spd
Modest Nature
- Surf
- Volt Switch
- Hidden Power [Grass]
- Ice Beam
Natu @ Eviolite
Ability: Magic Bounce
EVs: 116 HP / 76 Def / 76 SDef / 196 Spd
Jolly Nature
- Reflect
- Light Screen
- Thunder Wave
- Roost
Gligar @ Berry Juice
Ability: Hyper Cutter
EVs: 240 Atk / 240 Spd
Jolly Nature
- Acrobatics
- Earthquake
- Roost
- Defog
Magnemite @ Berry Juice
Ability: Sturdy
EVs: 232 SAtk / 232 Spd
Timid Nature
- Thunderbolt
- Flash Cannon
- Recycle
- Hidden Power [Ice]
Larvesta @ Eviolite
Ability: Flame Body
EVs: 76 HP / 236 Atk / 156 Def / 36 Spe
Adamant Nature
- U-Turn
- Flare Blitz
- Morning Sun
- Wild Charge
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