Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Landorus-Therian

In-battle formes

HP:89
Attack:145
Defense:90
Sp. Atk:105
Sp. Def:80
Speed:91
Min (-ve nature, 0 IVs)86
Default111
Max Neutral143
Max Positive157
Max Neutral (+1)214
Max Positive (+1)235
Max Neutral (+2)286
Max Positive (+2)314
VGC 2024 Regulation F
Offensive Sweeper128
Damage Oriented Pivot143

Formes

Strategies

Written by Choruto

Overview

  • A great STAB combination, a sky-high Attack stat, and Intimidate allow Landorus-T to function well in many different roles. These make it a great Choice Band sweeper, threatening many common metagame threats such as Raging Bolt and Flutter Mane. Landorus-T can also function as a Intimidate pivoter, using its great STAB combination and movepool to provide utility.

  • More offensive Landorus-T sets appreciate speed control support from Tornadus and Icy Wind Flutter Mane, with the former being more consistent by providing Tailwind support and hitting the Grass-types that resist Ground such as Rillaboom, while the latter has excellent offensive synergy. Redirection support from Ogerpon-W and Amoonguss is also appreciated, with both benefiting from Intimidate and Ogerpon-W specifically handling the Ice- and Water-types that give Landorus-T trouble. Choice Scarf Landorus-T partners well with all of the above options; however, it doesn't rely on speed control compared to Choice Band variants.

  • Rillaboom and Ogerpon-W are difficult for Landorus-T to handle, with the former having Fake Out. which is even more potent because Landorus-T almost exclusively runs Choice items, and halving the damage of Earthquake, while the latter has super effective Water-type STAB moves and a way to redirect its Stomping Tantrum; both of these also resist Ground. Incineroar is also an issue, as even though it's weak to Ground, Intimidate and Parting Shot let it constantly debuff Landorus-T, removing the its potential to OHKO many Pokemon. Landorus-T also finds itself difficult to slot into many teams, as each of its individual strong points are better found in other options, such as Incineroar generally being a strong Intimidate pivot and the other Landorus forme being a better offensive threat.

Offensive Sweeper

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Stomping Tantrum is the best single target Ground-type move available, while Earthquake is used to dish out damage to more foes and bypass Follow Me. Rock Slide hits the Flying-types that are immune to Ground, while U-turn is a strong pivot option that also hits Ground-resistant Grass-types, even having a chance to OHKO frailer Ogerpon formes.

  • Choice Band allows Landorus-T to function as a sweeper, partially negating the low Base Power of its Ground-type moves and giving it rolls to OHKO many prevalent threats such as Raging Bolt, Kingambit, and Flutter Mane.

  • The Defense investment allows Landorus-T to survive a Wicked Blow from Tera Dark Urshifu-S, Kowtow Cleave from a +1 Attack Black Glasses Kingambit, and Ivy Cudgel from Ogerpon-W. The Special Defense investment allows Landorus-T to survive a Moonblast from Choice Specs Flutter Mane. The Speed investment outspeeds Adamant Chien-Pao at -1, with the rest being put into Attack.

  • Tera Fairy is generally preferred for being a stronger neutral type into the current metagame. It also resists Sucker Punch from Kingambit, which threatens big damage thanks to its ability Defiant, and other Dark-type attackers, allowing it to wall Urshifu-S.

Damage Oriented Pivot

Move 1
  • Tera Blast
    If Terastallized: Phys. if Atk > SpA, type = Tera.
    TypeNormal
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 2
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Stomping Tantrum is used as the strongest Ground-type move available, with Rock Slide being coverage for Flying-types and U-turn for general utility. Tera Blast Flying gives Landorus-T a Flying-type move, despite coming at a high cost, allowing it to hit the Grass-types that otherwise resist Stomping Tantrum, as well as generally having more flexibility in the matchups it can be brought to.

  • Choice Scarf gives Landorus-T the jump on many of its counters such as Chien-Pao and Ogerpon-W and helps it pivot more easily with U-turn.

  • The EV spread still survives Wicked Blow from Tera Dark Urshifu-S and Ivy Cudgel from Ogerpon-W, with the Attack investment guaranteeing an OHKO on Rillaboom with Tera Blast Flying.

  • Tera Flying is used to give Landorus-T a Flying-type STAB move with Tera Blast and remove its Water-type weakness.

Credits

Moves

 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
100
Accuracy
80%
PP
10
20% chance to burn foe(s). Can't miss in rain.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
Loading...