SM UU Mega Manectric VoltTurn by Pak

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Introduction

This was a team built prior to UUPL VII, featuring the potent VoltTurn combination of Mega Manectric and Choice Scarf Scizor. The two complement each other seamlessly, as Scizor can freely use U-turn or Pursuit on some of Mega Manectic's more common answers such as Latias and Roost Hydreigon. Scizor's common switch-ins mostly consist of Pokemon like Tentacruel, opposing Steel-types, and Fire-types. Manectric pressures some of these nicely itself, and this is also where Stealth Rock Krookodile comes into play. With Taunt, it is one of the tier's most reliable setters, if not the single best. Due to Mega Manectric and Scizor holding down the fort in the speed department, as well as Scizor taking on the team's Pursuit responsibilities, Krookodile is then opened up to perform one of its less common but incredibly effective alternatives to its traditional Choice Scarf set. Keeping up Stealth Rock is essential in the team putting on pressure and effectively dealing with the aforementioned Fire-types like Rotom-H, Moltres, and Volcanion, while Krookodile also provides a notably strong initial switch-in to the former. Starmie provides the team with additional Speed, some useful resistances, and a solid means of removing hazards while keeping up Krookodile's own via Rapid Spin. Next up, Fightinium Z Togekiss provides the team with its primary wincon, as well as a reliable way of dealing with bulkier teams, especially given the support it is offered by the rest of the squad. The last slot goes to Amoonguss. As a whole, it really glues the team together by way of its amazing ability in Regenerator, Spore to hand teammates free turns, and ability to provide a solid pivot into threatening foes like Scizor, Terrakion, and Mega Altaria.

Since its conception roughly three months ago, this team has seen notable success both in tournaments and on the ladder. It was used by the UUPL champion Ruin Valley Rangers on three occasions throughout the season, compiling a respectable record of 2-1. Additionally, the team has evidenced itself as a strong pick on the ladder, peaking at a GXE of 92.8%. While the team does have its flaws, as any inevitably will, it epitomizes the notion of putting games almost solely in the user's hands, as they should have the tools to win almost any common matchup within the tier.

Team Members


Krookodile @ Iapapa Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Taunt

Stealth Rock is pretty much necessary on every competitive team, and on more offensive teams it is essential that the team has a setter that's capable of keeping the hazards up for consistent chip damage. Krookodile does a great job of doing so with a fast Taunt and Knock Off to pressure removers. It also provides utility for the team, such as through its ability to pressure threatening Fire-types, overload Hippowdon with Manectric, form an Intimidate core with Manectric, and provide a Ghost resistance and an Electric immunity. Iapapa Berry helps it perform these roles much more comfortably, letting it stay in against potential oncoming attacks with fewer drawbacks.


Starmie @ Colbur Berry
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Hazard removal is important on a team centered around momentum and pivoting, Starmie is the ideal Pokemon for that, as it does a great job forcing threats out for removal opportunities with its typing, coverage, and ability. Colbur Berry can help it surprise foes like Hydreigon and Krookodile, giving Mega Manectric much more breathing room. Its typing and Speed tier also make it a decent Infernape check, which the team otherwise has issues facing.


Togekiss @ Fightinium Z
Ability: Serene Grace
EVs: 216 HP / 32 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Roost
- Nasty Plot

Fightinium Z Togekiss is the primary wincon on this team and also helps the matchup against bulkier teams immensely. This set is less passive than the traditional Heal Bell stallbreaker set, which is important on a team based around momentum. The set pressures Pokemon Togekiss usually can't touch such as Mega Aggron in exchange to being more susceptible status. The spread lets it OHKO Mega Aggron at +2 and maximizes bulk. Being able to exploit Choice-locked Krookodile and Hydreigon also greatly helps Mega Manectric.


Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Hidden Power Ice
- Volt Switch

Mega Manectric is a staple on VoltTurn teams in the UnderUsed metagame. It primarily is used to pivot around teams, putting breakers into optimal positions to pressure the opposing team while chipping down opposing Pokemon. Manectric can be a cleaner under the right circumstances as well due to its high Speed tier, excellent Special Attack stat, and coverage. Overheat over Flamethrower is essential here to help with the opposing Mega Manectric matchup, just for the higher damage output to potentially win 1v1s; the matchup can be scary if Krookodile is no longer in play or has been severely weakened.


Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 188 Def / 72 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Hidden Power Fire
- Spore

This team thrives off pivoting, and Amoonguss only helps the cause. It serves as a defensive pivot able to reliably blanket check a slew of physical attackers and Fairy-types and pressure opposing teams with Spore. Amoonguss takes the pressure off of Scizor and Starmie specifically, with it being able to check and switch into Fighting-types and Fairy-types. Clear Smog helps with the CroCune and Mega Altaria matchups.


Scizor @ Choice Scarf
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

Scizor forms the second half of the primary VoltTurn core with Mega Manectric. Steering away from its tradition Choice Band set on archetypes like this, Choice Scarf Scizor trades a lot of power in return for the ability to outpace a lot of threats such as Celebi and Latias. Its Speed tier can also help it catch foes like Cobalion with coverage. Despite the lack of raw power Scizor usually brings to the team, it still serves as an effective offensive pivot. Scizor's Pursuit also puts Nidoking into Hidden Power Ice range, which opens up a lot of room for Manectric to potentially roam free.

Threatlist
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Substitute Kyurem - This Pokemon is perhaps the single worst matchup for this specific team. It is a strong offensive check to Mega Manectic and Starmie, takes advantage of Amoonguss for free turns, and outruns Togekiss and Krookodile to hit them super effectively. Lastly, Scarf Scizor is probably the worst Scizor set possible to deal with it, lacking Roost and possessing a relatively weak Bullet Punch. With all this said, it is playable, but it is undeniably really tough to take on. The main counterplay revolves around keeping up Stealth Rock as much as possible, then playing aggressively to deny it free turns, mostly by way of Scizor's threatening presence to it. It is also worth noting that Togekiss is capable of stomaching one Ice Beam from full and threatening back with All-Out Pummeling to put it in range of anything else.
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VinCune - This thing is a threat to pretty much any team relying on Amoonguss as its primary means of pivoting into Water-types. Other sets like CroCune are more manageable, given the presence of Amoonguss's Clear Smog in combination with Mega Manectric, Taunt Krookodile, and a faster Togekiss, but Vincune is a whole other animal. Once it gets the ball rolling, the game is essentially over. However, it is possible to play around. Luckily, this set is generally easy to identify at Preview given its usual partners, and it will often go for Calm Mind in front of Starmie or Amoonguss before going for Substitute. This opens up for the ratchet play of going hard to Krookodile and threatening a faster Knock Off. Not ideal, but the matchup could be worse.
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Fire-types - Offensive Fire-types being threatening is only natural considering the team's sole resistance coming from an offensive Starmie. However, of the things mentioned on this threatlist, these tend to be the easiest to deal with in practice. Most of it comes down to positioning with Mega Manectric in combination with Krookodile's reliable Stealth Rock. If they're played around well and positioned around adequately, especially with Amoonguss, their primary avenue for offensive opportunities, it isn't uncommon at all for these threats on paper to have little to no impact on the game itself.

Replays
https://replay.pokemonshowdown.com/smogtours-gen7ou-433296 Darksafadao vs Amane Misa UUPL VII
https://replay.pokemonshowdown.com/smogtours-gen7uu-438405 Gondra vs McMeghan UUPL VII
https://replay.pokemonshowdown.com/smogtours-gen7uu-443186 Jarii vs TDK UUPL VII Semifinals
https://replay.pokemonshowdown.com/gen7uu-927127520 Ladder game feat. Kyurem

Importable
Krookodile @ Iapapa Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Taunt

Starmie @ Colbur Berry
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Togekiss @ Fightinium Z
Ability: Serene Grace
EVs: 216 HP / 32 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Roost
- Nasty Plot

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 188 Def / 72 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Hidden Power [Fire]
- Spore

Scizor @ Choice Scarf
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

Credits
Created by: Pak
Written by: Pak & vivalospride
Grammar checked by: The Dutch Plumberjack
Art by: Image by Ticken & Text by TPP
 

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