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Tyranitar

In-battle formes

Base

HP:100
Attack:134
Defense:110
Sp. Atk:95
Sp. Def:100
Speed:61
Min (-ve nature, 0 IVs)114
Default158
Max Neutral221
Max Positive243
Max Neutral (+1)331
Max Positive (+1)364
Max Neutral (+2)442
Max Positive (+2)486
National Dex
Offensive Utility199

Evolutions

Strategies

Written by Retereereeeree

Offensive Utility

Move 1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
  • Pursuit
    If a foe is switching out, hits it at 2x power.
    TypeDark
    CategoryPhysical
    Power40 BP
    Accuracy100%
Move 3
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Low Kick
    More power the heavier the target.
    TypeFighting
    CategoryPhysical
    Accuracy100%
Move 4

Mega Tyranitar is a valuable asset for a variety of teams due to the sheer role compression it provides. It can act as an entry hazard setter; an offensive threat with its STAB moves, coverage, and high Attack stat; and a trapper with its effective usage of Pursuit, allowing it to remove offensive threats such as Choice-locked Tapu Lele and Gholdengo. Due to its incredible capabilities as an offensive threat, it can check many common special attackers such as Raging Bolt, Mega Charizard Y lacking Focus Blast, and Terapagos while dealing significant damage and threatening them with Pursuit. Even though Stone Edge is very powerful with STAB, other options can also be run, such as Ice Punch for doing significant damage to Landorus-T and Great Tusk while scoring an OHKO on Gliscor and Garchomp as well as Low Kick for hitting Steel-types such as Ferrothorn, Kingambit, and Melmetal that would otherwise threaten Mega Tyranitar. Stealth Rock is a priority on Mega Tyranitar due to its great bulk and ability to check common entry hazard removal options such as Terapagos, Zapdos, and Tornadus-T lacking Focus Blast. Even though Mega Tyranitar is an exceptional Stealth Rock setter, Low Kick can be run if there is already another Stealth Rock setter on the team. Knock Off has excellent synergy with Stealth Rock, as it can remove items like Heavy-Duty Boots from common users such as Alomomola and Toxapex, making them vulnerable to hazards. 164 Speed EVs allow Mega Tyranitar to outspeed non-Speed invested Landorus-T and maximum Speed invested Jolly Kingambit.

Mega Tyranitar fits best on many balance and bulky offense teams that can benefit heavily from its role compression. It can also fit on entry hazard stacking teams, as it can set hazards and use Knock Off to remove foes' Heavy-Duty Boots while also setting sand to deal additional chip damage. Even though Mega Tyranitar has great offensive and defensive stats, its lackluster typing holds it back significantly. It struggles against powerful Fighting-types such as Zamazenta, Mega Lopunny, and Great Tusk along with viable Fairy-types such as Iron Valiant, Tapu Lele, and Mega Mawile. Teammates such as Gholdengo, Clefable, and Zapdos can check most of the Pokemon mentioned above, while Iron Valiant and Melmetal can offensively threaten Tapu Lele and opposing Iron Valiant. Additionally, Future Sight users such as Tapu Lele and Galarian Slowking can form powerful cores with Mega Tyranitar, as they help it in breaking the aforementioned Zamazenta, Great Tusk, and Iron Valiant. In return, Mega Tyranitar can weaken Pokemon that can safely switch into Future Sight such as Kingambit if running Low Kick and Gholdengo with Knock Off. As a teammate, Gholdengo can block Rapid Spin from Great Tusk and blocks Defog from physically defensive Corviknight.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
20
Raises the user's Attack and Speed by 1.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
10
More power the more HP the target has left.
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy 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
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
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
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
25
Accuracy
90%
PP
10
Hits 2-5 times in one turn.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
50
Accuracy
90%
PP
15
No additional effect.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
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
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
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
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
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
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
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