SM OU Volcarona Bulky Offense

Hi everyone, this my first RMT post since Sun and Moon came out. This is a team I built a few
months ago and wanted to post it a long time ago, but damn I'm lazy. (The nicknames are the prime
factors of the dex numbers of the mons haha)

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7 x 7 x 13 (Volcarona) @ Firium Z
Ability: Flame Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

I wanted to base this team on QD Volcarona. The EV spread is obvious, I use HP Ground for Heatran,
Toxapex and Nihilego. I replaced its Lum Berry by a Firium Z. With Fire Blast, it becomes a powerful
attack that can OHKO resisted mons at +2 or +3. Also, it guarantees the attack to land, otherwise
a critical miss can make you lose your chance to sweep the opposing team.

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2 x 13 x 23 (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

To support Volcarona, I added Ferrothorn which can set up Stealth Rock. Also, Ferrothorn is my
best answer to Tapus, especially Lele, bar the Specs version blocked on HP Fire or Focus Blast
(if it lands :P). Leech Seed and Lefties for recovery. Gyro Ball is for Fairies, and Power Whip is
mainly for Tapu Fini. The EV spread makes Ferrothorn a good mixed wall.

tapufini.gif


2 x 2 x 197 (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog

Tapu Fini is here because of its synergy with Ferrothorn and the fact it removes the rocks for
Volcarona and Kyurem-B. Also, it synergizes with Landorus-Therian. Taunt + Misty Terrain makes
it the best answer to stall in the team. I switch between Nature's Madness and Scald; Nature's
Madness's better for defensive mons, but Scald helps it dealing with Landorus-Therian. Moonblast
for STAB. 60 EV speed outspeeds the 8 EV speed Landorus-T, and is used in conjunction with Scald.

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3 x 5 x 43 (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Here I added Landorus-T to this team because it gets a good defensive synergy with Tapu Fini
and starts my ''VoltTurn'' core. I used the scarf version to lure the defensive version at the
very beginning of the game, so I often lead with it because it often causes switches. Also,
this version puts more offensive pressure to the teams because of its more offensive spread.
Finally, its ability often causes switches to the physical attackers, which often helps the
other members of the team.

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5 x 157 (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Brave Bird

Tapu Koko is a good Revenge Killer thanks to its speed and is my best answer to bulky waters
like Tapu Fini, Toxapex, and even Rotom-W. Indeed, thanks to Electric Terrain + Life Orb, it
almost always 2HKOes the fully specially defensive Rotom-Wash after Leftovers recovery:

240 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD Rotom-Wash in Electric Terrain: 157-187 (51.6 - 61.5%) -- 94.9% chance to 2HKO after Leftovers recovery.

Also, Koko's Naive with Brave Bird and some investment to better handle bulky Grasses, like
Tapu Bulu, M-Venusaur or Tangrowth. Finally, I use U-turn over Volt Switch so I don't get trapped
by Dugtrio. I may replace Life Orb by Zap Plate so I don't get worn down so easily. However, using
a Zap Plate over Life Orb makes its attacks weaker, especially those that aren't Thunderbolt.

kyurem-black.gif


2 x 17 x 19 (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Finally, Kyurem-Black has been added to the team, because it is a powerful wallbreaker with a
perfect coverage thanks to Teravolt. Indeed, some people tend to forget that Kyurem-B has
a Mold Breaker-like ability that bypasses Levitate, so they tend to keep their Rotoms in and
get punished by a powerful Earth Power. Roost is used to get some recovery on an opposing
switch. Finally, the EV spread and nature makes Kyurem's attacks hit harder in both plans in
conjunction with Life Orb.

Major threats:
The team was very weak to Pheromosa, due to the fact it has no form of priority. Also, without
Tapu Fini, this team is weak to stall because of the fact it is hard to wallbreak this kind of team.

Importable:
7 x 7 x 13 (Volcarona) @ Firium Z
Ability: Flame Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

2 x 13 x 23 (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

2 x 2 x 197 (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Taunt
- Defog

3 x 5 x 43 (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

5 x 157 (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Brave Bird

2 x 17 x 19 (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Thank you for reading this post, I hope I'll get advice to further improve my team!
 
Hey Slurpuffite,
cool team we have here but I fear it's a bit weak to stall and there is also missing a solid mvenusaur and magearna answer. My first suggestion is to replace Tapu Koko with Metagross-Mega which fits really well here helping with both traits and putting a lot of offensive pressure on stalls. Meteor Mash, Thunder- and Ice Punch and Pursuit is the set. This last move baits Shedinja and its just really useful in many occasions :)! Other suggestion is to put nature's madness over Scald on Tapu Fini to deal better with stall. Last change which could improve your teams is to give hidden power ice on Landorus-T (because ddance lando is annoing af) over knock off, which is kinda useless on scarf lando nowadays since you always clicking either eq, sedge or u-turn to not lose momentum.

tl;dr
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  • Nature's Madness over Scald
  • Hidden Power Ice over Knock Off + nature change to Naive
I hate maths (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Ice Punch
- Pursuit

2 x 17 x 19 (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

7 x 7 x 13 (Volcarona) @ Firium Z
Ability: Flame Body
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]

2 x 13 x 23 (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 SpA / 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

2 x 2 x 197 (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Nature's Madness
- Moonblast
- Taunt
- Defog

3 x 5 x 43 (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Stone Edge
- Hidden Power [Ice]
I hope I've helped you :]
 
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hi, pretty cool team and i like the use of kyurem-b. however, you have an insane weakness against volcarona because it just comes in on ferro or fini, boosts up, sweeps your entire team from there. while having a dedicated switch-in to volcarona isn't necessary, you can help alleviate this weakness with choice scarf garchomp > choice scarf landorus-t. the key difference between the two is the speed tier. garchomp sits at 102 while landorus-t is at 91 which puts lando well below volcarona so it can't dream of revenge killing it after a boost, while garchomp can. chomp also gives you a decent-at-best switch-in to mega charizard y which is also really threatening since it gets a ko whenever it comes in.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Rock Slide

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volcarona would get more mileage with psychium Z > firium Z. reason being, with psychium volcarona can actually punch through it's own checks a lot better than firium can. for example, it breaks checks such as toxapex, zygarde, alolan marowak, garchomp, and nihilego while firium doesn't do anything to notable besides offer you an extremely powerful nuke. hidden power ground< psychic as hp ground isn't really good coverage now since it does only hit heatran which your team handles pretty well between fini and garchomp as well as metagross + kyurem pressuring it. you also need psychic to use psychium lol.

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Hquaze's suggestions are really good, so i suggestion you try out mega metagross and nature's madness > scald tapu fini, the latter of which makes dealing with stall easier and metagross gives you a much needed secondary buffers against things like tapu lele, which is really threatening after ferrothorn goes down. i would run hammer arm > pursuit on mega metagross though since ferrothorn is annoying and it hits heatran, which is more necessary than trapping in my opinion since fini loses to ferrothorn in the hazard war and heatran can easily bloom doom fini since it is your best check to it, so preventing opposing hazards as much as possible is pretty necessary here. i'd also try out bullet punch > ice punch to beat dugtrio if it tries to trap you. admittedly, you have to be pretty healthy to beat it like 85% but on stall they pretty much always go into skarm on the meteor mash then go into dugtrio on the thunder punch. you meteor mash as they use earthquake then follow up with bullet punch.

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to help with stall kyurem's set can be changed a bit to pressure it more. stall literally has no switch-in's to kyurem thanks to its expansive coverage options and taking advantage of these options make the matchup very much easier. a moveset of iron head / ice beam / fusion bolt / dragon claw and a naughty nature and ev spread of 252 atk / 4 spa / 252 spe. Kyurem pressures stall super hard since nothing can take a hit from it and live to take the next. iron head 2hkoes unaware clefable, ice beam 2hkoes skarmory, fusion bolt 2hkoes toxapex, dragon claw 2hkoes chansey and mega sableye. the only thing that actually stands in its way dugtrio so breaking dugtrio's sash or eliminating it some way is necessary so the metagross suggestion would do nicely. roost is definitely missed for the recovery especially with LO recoil taking it's toll. against stall you also have to be really careful with how you use kyurem because if it gets toxic'ed or knock off'ed it's all over. they can also play around with toxapex but that's a gamble for the stall player. it's not a dedicated stallbreaker in any sense, but it helps with the matchup if you play your cards right.

i hope these changes help out your team !
 
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