Type to start searching.

Available search filters:

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

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
Balanced Hackmons
Specially Defensive158
Shift Gear200

Mega

HP:100
Attack:164
Defense:150
Sp. Atk:95
Sp. Def:120
Speed:71
Min (-ve nature, 0 IVs)132
Default178
Max Neutral241
Max Positive265
Max Neutral (+1)361
Max Positive (+1)397
Max Neutral (+2)482
Max Positive (+2)530
Balanced Hackmons
Specially Defensive178
Shift Gear220

Evolutions

Strategies

  • en
Written by Pikachuun

Overview

Mega Tyranitar, despite the existence of seemingly more notable offensive threats such as Mega Mewtwo X and Mega Rayquaza, has its own unique set of attributes that make it a good Pokemon in the Balanced Hackmons metagame. For instance, its nice Rock / Dark typing allows it to deal with Aerilate Mega Rayquaza that do not carry Close Combat. It also has good mixed bulk and a very good Attack stat, the latter of which is backed up by STAB Knock Off and Diamond Storm. However, Mega Tyranitar is held back by its low Speed and weaknesses to many common offensive types, such as Fairy, Ground, and Fighting. When played properly, Mega Tyranitar can be used to wreak havoc either defensively or offensively.

Specially Defensive

Move 1
  • Diamond Storm
    50% chance to raise user's Def by 1 for each hit.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
Move 4

Moves

Diamond Storm provides a nice chance to boost Tyranitar's Defense and deals heavy damage to Mega Rayquaza. Knock Off allows Mega Tyranitar to get rid of various useful items that the foe may be holding, such as Toxic Orb, Eviolite, and Lum Berry. Will-O-Wisp burns the foe if they do not already have a status ailment, allowing Mega Tyranitar to take their physical attacks more easily. Slack Off increases Mega Tyranitar's longevity throughout the match by providing instant recovery alongside the gradual recovery that is obtained via Poison Heal. On the other hand, King's Shield serves as a deterrent to most Fighting-type moves such as Close Combat by lowering the foe's Attack on contact. If you just so happen to weaken Mega Diancie's Attack by predicting a contact move such as Fake Out, this move makes it easier for other Pokemon to switch in on Mega Diancie as well. Additionally, if Mega Tyranitar is poisoned, King's Shield essentially provides a slight amount of free recovery.

Set Details

HP and Special Defense EVs are maximized and a Careful nature is run in order to maximize Mega Tyranitar's walling capabilities. Special Defense investment allows it to switch into stronger special moves such as Aerilate Mega Rayquaza's Boomburst. The other 4 EVs are placed into Attack for a slight increase in damage output. Poison Heal provides Mega Tyranitar with passive recovery when poisoned. As this set is based around this ability, a Toxic Orb is run to ensure that Mega Tyranitar is poisoned as soon as possible, essentially making it immune to other status ailments.

Usage Tips

It is beneficial to scout for Mega Rayquaza's coverage moves, such as Close Combat and Precipice Blades, to ensure that Mega Tyranitar can deal with it safely. Because Mega Tyranitar needs to be poisoned throughout the match, it is also beneficial to get it in on a free switch or scout for Knock Off and status-inflicting moves such as Spore beforehand; these become a non-issue once Mega Tyranitar is poisoned, and at this point, Mega Tyranitar makes for an excellent Knock Off and status sponge.

Team Options

Registeel and Aegislash can help deal with Mega Diancie, which this set is bad at walling due to Mega Diancie's very powerful, super effective STAB attacks. Flash Fire is the ideal ability to run on these Pokemon to prevent Mega Diancie's Magma Storm from KOing them, but Precipice Blades will still hurt them. Giratina can be used to cover most of Mega Tyranitar's weaknesses to Fighting-, Water-, and Grass-type moves. It can also somewhat sponge Ground-type attacks such as Thousand Arrows.

Shift Gear

Move 1
  • Diamond Storm
    50% chance to raise user's Def by 1 for each hit.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 2
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
  • Spore
    Causes the target to fall asleep.
    TypeGrass
    Accuracy100%
Move 4

Moves

Diamond Storm is the most powerful Rock-type attack with no crippling flaws, while the Defense boosts it provides can potentially help Mega Tyranitar sweep. Knock Off is also quite strong and provides a large amount of utility by getting rid of the foe's item, notably removing Sturdy Shedinja's Lum Berry and Imposter Chansey's Eviolite. Sacred Fire provides a very nice amount of coverage, hitting Steel-types such as Registeel for super effective damage, and has a large chance to burn the foe. Spore is a very reliable sleep-inducing move that can aid in a sweep or cripple an incoming Imposter user. Shift Gear allows Mega Tyranitar to pull off a sweep by boosting its already high Attack and patching up its mediocre Speed stat.

Set Details

Attack EVs are maximized and an Adamant nature is run to allow Mega Tyranitar to deal as much damage as possible. 168 Speed EVs allow Mega Tyranitar to outspeed positive-natured Deoxys-A after a Shift Gear. If you would instead like to only outspeed Timid Mega Mewtwo Y after a Shift Gear, you may shift 44 Speed EVs to HP. The rest of the EVs are placed into HP to improve Mega Tyranitar's bulk, allowing it to pull off a sweep slightly more easily. Poison Heal gives Mega Tyranitar passive recovery to facilitate its sweep, and Toxic Orb is used to poison Mega Tyranitar as early as possible so that Poison Heal can activate, effectively making it immune to other status ailments.

Usage Tips

Due to this set's nature, it is exceptionally important to bring Mega Tyranitar in safely and allow its Toxic Orb to activate. This prevents Mega Tyranitar from getting burned or paralyzed, which is incredibly useful to keep a sweep going. With its Toxic Orb activated, Mega Tyranitar is an excellent status and Knock Off absorber, allowing it to potentially get a free switch in and set up. While Imposter does not give this set too much trouble if it isn't boosted, it can be important to Knock Off the Imposter user's item. It is also quite important to inflict the Imposter user with a status ailment, as without a Sacred Fire burn, the Imposter user can 2HKO Mega Tyranitar after a Shift Gear boost. Therefore, it is a good idea not to set up too many Shift Gears while your opponent has a healthy Imposter user. Knock Off is always a good move to click to get rid of a potential switch-in's item, as is Shift Gear to allow Mega Tyranitar to sweep. The former can also be utilized to deal with Sturdy Shedinja, as Shedinja's Ice Shard fails to KO Mega Tyranitar after an Endeavor when factoring in Poison Heal recovery. Spore can also be used after Knock Off, as the latter gets rid of the foe's Safety Goggles if they have it, allowing Mega Tyranitar to put anything to sleep that isn't Grass-type, does not have Magic Bounce, and doesn't already have a status ailment, facilitating a sweep. However, against Pokemon such as Giratina, it can sometimes be important to wait to Knock Off the foe's item until later in the match so that Knock Off retains its power boost.

Team Options

Registeel or Aegislash can provide entry hazards for Mega Tyranitar to help it sweep as well as provide a resistance to Fairy, which is essential because Mega Tyranitar's weakness to this type makes it a prime target for Mega Diancie. Because Mega Tyranitar is weak to Fighting-, Water-, and Grass-type moves, Giratina is an excellent teammate to patch up these weaknesses. Giratina can also somewhat deal with Ground-type attacks depending on what Pokemon uses them.

Other Options

A RegenVest set can be run if a pivot role is desired, giving Mega Tyranitar nice bulk and allowing it to deal with Mega Rayquaza even better. Keep in mind that Mega Tyranitar cannot use moves such as Will-O-Wisp and King's Shield and should carry Volt Switch or U-turn to better its pivoting role. A Sand Stream set can be run to improve Mega Tyranitar's Special Defense and better handle non-Safety Goggles Sturdy Shedinja. The defensive Poison Heal set is typically better due to its immunity to status, which can be crucial; however, this set has a niche of allowing Sand Rush users to potentially sweep, such as Mega Latios. Pursuit and Sucker Punch can be used to trap the foe and simply to have a priority move, respectively. Notably, Mold Breaker can be used alongside Pursuit to trap and KO Sturdy Shedinja.

Checks and Counters

Bulky Fairy- and Ground-types: Bulky Fairy- and Ground-types, such as Xerneas, Mega Swampert, and Groudon, resist at least one of Mega Tyranitar's STAB moves and can hit it hard in return with theirs.

Mega Mewtwo X: Mega Mewtwo X as well as other, rarer Fighting-types can give Mega Tyranitar a few issues thanks to its 4x weakness to their STAB attacks. However, they do not enjoy switching in on Will-O-Wisp or Sacred Fire due to most of them being physically oriented.

Mega Diancie: While Mega Diancie does not appreciate taking a Diamond Storm from either set, its extremely powerful Pixilate-boosted attacks can very easily get rid of Mega Tyranitar, regardless of the set.

Contrary Users: Most Pokemon with Contrary will either run Leaf Storm or Superpower, both of which Mega Tyranitar is quite weak to. These Pokemon do not typically appreciate taking Mega Tyranitar's attacks on the switch, however, and most of them can also be copied by Imposter Chansey to revenge kill or potentially countersweep.

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
90
Accuracy
90%
PP
10
No additional effect.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
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 Hail.
 
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
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
70
Accuracy
100%
PP
20
Ignores the target's stat stage changes.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
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
50
Accuracy
95%
PP
30
No additional effect.
 
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
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
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
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
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
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
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
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
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
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
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
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
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
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
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
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
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
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
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
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
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
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
Loading...