ORAS OU Dumb Fun - Mega Tyranitar Offence [Currently 1500]

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Hey, I built this team when I was feeling bored with laddering for OLT, because I wanted to use something different to the teams I normally use, to keep the game from getting stale for me. It was only a quick build, and I know it has a fair few flaws, but I find this team fun to use, and figured some other people might like to see it.

Team Building Process:

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As I've said above, I wanted to use something a bit different to the teams I normally use, and different to what you see on the ladder, so I started with DD Mega Tyranitar. A mega which sees very little usage, probably with good reason, but which has the potential to destroy some teams.

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A common partner for Tyranitar, mega or not, is Amoongus, which gives me a solid resist to the fighting, grass and water types which threaten TTar, and providing utility in spore and clear smog, preventing opposing set up sweepers, and opening the door for TTar to set up with Dragon Dance.

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Despite already having Keldeo checked with Amoongus, I also added a Starmie, initially a spinning defensive set, but switched to an all out offensive Starmie set, partially due to finding Venusaur difficult to beat, due to a lack of super effective coverage for it on the team, whilst also adding a good revenge killer for a high portion of the metagame.

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Excadrill is always an obvious teammate for Tyranitar, and having the fighting and water weaknesses covered quite well on the team, shouldn't have too much of a detrimental effect on the teams synergy. I did however opt for a non sand rush set, and I'll explain why further on.

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Wanting a ground immunity, the typical choice would be something like Landorus or Talonflame or Skarmory, but I wanted to use something I have relatively little experience with, so I opted for Gliscor.

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To wrap up the team, which had something of a weakness to water, and struggles with some strong fast physical attackers such as Lopunny, so the water absorb and good physical bulk of Volcanion seemed like a good option.


The Sets
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Gojirra (Tyranitar-Mega) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Dance
- Crunch
- Stone Edge
- Ice Beam

The main member of the team, Mega Tyranitar, even uninvested has some crazy bulk at 100/150/120 plus Sand for the SpDef boost, meaning it has the opportunity to set up on many pokemon, or take a hit then blast back with a heavy hit. Dragon dance with dual stab takes this thing up to a respectable 397 speed after one boost, and its attack up to a monsterous 640, meaning very few opponents can get away from a hit without taking serious damage. Hasty with Ice Beam was chosen to provide an answer and lure for Landorus and Garchomp, and using Ice Beam over Ice Punch avoids helmet/rough skin damage, whilst still doing a lot of damage.
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moonguy (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Providing great defensive synergy with Tyranitar, Amoonguss provides a pivot whenever a Keldeo or similarly threatening pokemon to Tyranitar comes out, and with Spore is capable of crippling an opposing threat, or providing TTar a set up opportunity. Giga Drain is here for grass STAB and recovery, clear smog to prevent opposing sweeps and counter Clefable, and HP Fire helps with Ferrothorn and Scizor, doing a sizeable chunk of damage if they can be caught on a switch, further removing obstacles for Tyranitar.
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Spinkill (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Psychic
- Ice Beam

4 Attacks Starmie?! yes, this thing puts in huge amounts of work, handling a lot of threats on opposing teams, like Landorus, Latios and Venusaur, whilst being able to get a heavy hit on Mega Gyara, volcanion and slowbro. The lack of spin also acts as a lure, as opponents often think, having seen three moves, I won't have coverage for one of their Pokemon, only to take a heavy super effective hit.
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decker (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Scarf Drill on sand? Yeah, this is basically another lure set, as the opponent will often try to stall out sand, only to find Excadrill sweeping late game. Mold breaker Drill also helps for Rotom and the Latis, and is often a win con. While the extra speed and damage Sand Rush Drill has is nice, the ability to hit more threats, and not relying on Sand turns to win seems to play better.
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MRKRABZ (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Facade
- Roost

Gliscor acts as a fairly good wall to a lot of pokemon, managing to live a lot of hits and recover through roost or poison heal, or fire off a fairly heavy hit. It also acts as Clef check 3. Provided it doesn't face a gengar, this thing can hit a lot of the meta game hard after some set up, with normal ground coverage hitting most common pokemon neutrally, and with Facade, boosted by toxic coming in at 140 BP, it hits most things harder than Knock Off or Ice Fang
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Lard Lad (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Earth Power
- Fire Blast
- Hidden Power [Grass]
The final member of the team, this thing provides a heavy special hitter, and some utility in Steam Eruption burns, whilst also being able to tank a hit from mega lopunny and do 80% back, and possibly burn, or barely live a hit from mega Medicham and OHKO back.

Proof of 1500
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Import: http://pastebin.com/Hh0KS0eW

Thanks for reading, I appreciate all feedback​
 
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