ORAS OU Mega Tyranitar Bulky Offense (1500 and Climbing)

Hey there, I'm Ablesyee or Test Chamber on the ladder, and this is my first RMT. As we all know, ORAS OU has essentially settled down in terms of meta shifts, and has become a bit stale. To get out of the rut I've been in, at least playing on PS, I decided to bring back one of my favourite mons from earlier in the metagame, Mega Tyranitar.


Team Overview
At a glance, the team is built around weakening Mega Tyranitar's checks and counters so it can set up a Dragon Dance and sweep. The electric types serve to weaken bulky Ground and Steel types to make way for Tyranitar to clean at +1. Landorus-Therian, Rotom-W, and Magneton provide a Volt-Turn core to keep up momentum. As Pokeaimmd says, Landorus-T + Latios wall half the meta. Talonflame is used as a secondary sweeper and for priority to check fighting types, as well as to help versus Stall teams.

Team Breakdown

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Cranston (Tyranitar-Mega) (M) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Punch


Mega Tyranitar, though almost completely unused in the current OU metagame, will always be a massive threat to the common OU team. Its massive attack stat coupled with good coverage options will leave opponents with their heads in their hands. Dragon Dance is used to boost Spe and Atk so that Tyranitar can sweep. Crunch is a great STAB attack, and Dark is one of the best offensive types in the game. Earthquake is used because though Magneton is used to trap bulky steel types, it obviously cannot trap Heatran due to its fire weakness. Ice Punch, as Thunderblunder777 says, is a blessing to any physical attacker due to the ubiquity of Landorus-T and Garchomp in the tier. 252 Atk is used to hit as hard as possible, 252 Spe and a Jolly nature are used to outspeed the 130 tier after a boost. The remaining EVs were put in SpD.

082Magneton.png

Stainless (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]


Magneton or Magnezone are almost necessary as partners to Mega Tyranitar as they trap and remove Steel types that can threaten or be general annoyances to TTar (Skarmory, Ferrothorn, Scizor, Klefki.) Choice Scarf Magneton is used over Scarf or Specs Magnezone to outspeed Tornadus-T and Weavile, which would otherwise be major threats to the team. Volt Switch is used for momentum, Thunderbolt is used as a stronger STAB attack, Flash Cannon is used as a strong STAB and to hit Fairy types such as Diancie and Clefable, as well as to hit Weavile. Hidden Power Fire is used to 2HKO Ferrothorn and Scizor as well as hit Klefki. 252 SpA allows Magneton to hit as hard as possible, 252 Spe makes it as fast as possible, and the remaining 4 were put into SpD.

479_Rotom_Wash_Shiny.png

Freshwater (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Thunder Wave


Defensive Rotom-W has been a staple pivot in OU forever now. The addition of Rotom-W adds a much needed Ground immunity to the team, as well as a check to Landorus-T, Garchomp, and Hippowdon, which bother Mega Tyranitar immensely. Will-O-Wisp cripples physical attackers and whittles down Pokemon when needed. Volt Switch is used for momentum. Hydro Pump is a strong STAB that hits the aforementioned ground types as well as Heatran. Thunder Wave is used over Pain Split to cripple Mega Alakazam, which is a major threat to this team. 248 HP EVs provide bulk, and 88 Spe EVs are taken out of Defense to outpace Azumarill and Will-O-Wisp. The remaining 172 is poured into Defense to make Rotom as bulky as possible.

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Springtime (Talonflame) (F)
Ability: Gale Wings
EVs: 240 HP / 4 Atk / 252 SpD / 12 Spe
Careful Nature
- Bulk Up
- Acrobatics
- Taunt
- Roost


At this point in building, the team was lacking priority and a way to deal with stall. Talonflame fits both roles very nicely. Not only does Gale Wings allow Talonflame to revenge kill things like Keldeo that threaten the team greatly, but the combination of Taunt + Bulk Up allows it to set up on common Stall mons like Mega Sableye, Clefairy, Chansey, etc.. Bulk Up + Acrobatics is used to prevent Mega Sableye from destroying Talon with Knock Off + Foul Play. Taunt stops hazards and setup as well as plays mindgames with the opponent. Roost is priority recovery that removes Flying type to take Volt Switches better, but unfortunately means that Ground type moves are super-effective when recovering. 240 HP gives Talonflame bulk while allowing it to switch into Stealth Rock twice. 252 SpDef maximizes its special bulk. 12 Spe is used to creep other defensive Talonflames, and the remaining 4 EVs are dumped into Atk.

latios_normal_coloration_by_xous54.png

Delta (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost


Now that I've got a 4x Stealth Rock weak mon, I figured hazard removal was necessary. Latios provides this as well as providing a switchin and check to Mega Charizard-Y, Keldeo, and Volcanion. Latios is an extremely standard mon and needs little to no explanation: Draco Meteor because it's an extremely strong STAB, Psyshock to hit Keldeo, Amoonguss, and Mega Venusaur super effectively, Defog for hazard removal, and Roost to keep your switchin alive. 252 SpA allows Latios to hit as hard as possible, 252 Spe allows it to hit a crucial speed tier of 350. The 4 remaining EVs were dumped into SpD. EDIT: Latias was used over Latios, see comments.

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Calrissian (Landorus-Therian) @ Leftovers/Rocky Helmet see comments
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- Knock Off
- U-turn


Ah, Landorus-T. The kingpin of OU. This mon is on 30% of all OU teams, and for good reason. Landorus-T is in this slot because I needed a Stealth Rock setter, a Volt Switch deterrent and Electric immunity, a Knock Off user, and an Intimidate user, as well as to complete the Volt-Turn core I had going on. Stealth Rock is the best move in the game, I don't think it needs an explanation. Earthquake is a strong STAB, Knock Off removes items from Rotom-W, Lati@s, and Slowbro among others on the switch, and U-turn provides much appreciated momentum. 248 HP gives Landorus-T bulk, 232 Def adds to that bulk, and 28 SpD is taken out of Def to live HP Ice from standard Mega Manectric and Draco Meteor from standard Latios 100% of the time. 30 Spe IVs are used to anti-creep standard defensive Landorus-T's and get off a slow U-turn.

Importable

Threats
(This threat list is incomplete and consists only of threats I encountered in my 25 test games. Suggestions welcome and encouraged.)

As aforementioned, Mega Alakazam is a massive threat to this team. In testing, the only two teams that managed to beat mine have been Mega Alakazam teams. MegaZam outpaces my entire team (including +1 Mega Tyranitar) and OHKOs or 2HKOs every mon bar Rotom-W. Keeping Latios healthy enough to take a Shadow Ball and KO with Draco Meteor, or TWaving with Rotom-W are your only two options.

Azumarill is another huge threat. The banded set deals massive damage to all of my mons, OHKOing the majority. Rotom-W is your only counter.

Crawdaunt, though not commonly seen, is another big threat. It breaks down Rotom-W due to us using the dual status variant and does massive damage whenever it can get in. However, this mon is easily dealt with due to its frailty.

Keldeo, similarly to Crawdaunt, comes in and whittles down my switchins (being only Latios and Rotom-W) with Scald burns, and the ever-common Icy Wind set blows my team back. Playing carefully, it's easily beatable.

Focus Sash + Rock Tomb Breloom proves to be a threat to my team, as my main check to it is Talonflame, which is obviously OHKOed by a technician Rock Tomb. It's able to survive my Acrobatics due to focus sash, and either spore or rock tomb. Latias and Landorus-T are also spored. Deal with this mon by breaking its sash, either by way of Landorus-T's Rocky Helmet, Tyranitar's sand, or forcing it to come in while Stealth Rocks are set up.


In Conclusion...
In testing, I played 25 games and won 23 of them, and the team seems fairly fine-tuned, but I have yet to ladder with it above 1500 points.
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Thusly, any and all constructive criticism is welcome.
EDIT: I've played many more games and the team has helped me to climb onto the bottom of the ladder! At the time of this posting I'm around rank 452.
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I want to give a shoutout to streams, Panther5001, and another player whose name escapes my mind for giving me both set and EV spread optimizations prior to posting.

Finally, thanks for taking the time to look at my team!
 
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Hi! You have a pretty decent team for being built around M-Tyranitar, you should feel proud of that.

So after testing your team I realized it had pretty good synergy and you don't struggle with a lot of mons in the tier. With that being said, your team doesn't really need big changes since it already works well together and if I remove a mon it's going to affect your team.

landorus-therian.png
Rocky Helmet > Leftovers:
This is the only thing that I would like you to try out. When I was testing your team physical attackers like Excadrill, M-Lop and M-Zard X were a little bit annoying to deal with because they got a free hit on Landorus and switch out. Rocky Helmet prevents this by punishing the mons I mentioned before as well as faster Landorus that wants to U-Turn on you and M-Scizor that wants to get a U-Turn to avoid getting trapped.

That's it for me lol, I know it isn't much but even little things help. When it comes to your threatlist you can actually beat the mons that you mentioned. Try to keep your checks to Keldeo, Azumarill and Crawdant healthy and it should be fine. For M-Zam you are gonna have to force it to take rocks damage or keep Rotom and Talon healthy since they are your main checks to it. Try to play aggresive if you see a M-Diancie since you struggle to switch into it and it can get a free switch-in on Talonflame. Have fun with the team!

Calrissian (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
 
Hey man,

Mega t-tar is really cool to use in OU but can be a bit tricky I reckon. I'm not that experienced of a rater yet so don't take my advice for granted.

However, I do want to suggest running ice beam over ice punch since both Lando and chomp are both running defense most of the time. I can't calc it atm but you might want to do that yourself.
It would also be an idea to run toxic on one of your mons to deal with the stall matchup and bulky waters. It seems to me that your team struggles with those kind of teams.

Another thing I would suggest is although it's a bit of nitpicking is to lower the speed ivs of your Lando to get a slower u turn of against other landos.

Hope I have helped you in some way or at least made you think about your team a wee bit more.
 
Hi. That's a pretty solid team you have got.

Not much to say since your team is already good on its own but here are some suggestions:

clefable.png
Clefable > Talonflame
talonflame.png

Like Talonflame, Clefable fares pretty well against stall. The difference is that Clefable can take 2 types of hits you need it to take: Dark and Dragon. Though you have some soft checks to these types, they pretty much still hit your team hard. I don't really see what Talonflame does for your team other than Stallbreak. Clefable is better in that it can take hits from MZam and TWave it so you now have a decent enough switch-in to MZam. Also it doesn't take damage from rocks which is BIG because Latios, though being able to get rid of rocks often, is weak to Dark and is not hard to remove. It can also check Weavile to an extent. I'm running the

MZam vs Clefable:
252 SpA Alakazam Psychic vs. 252 HP / 84+ SpD Clefable: 138-163 (35 - 41.3%) -- 75% chance to 3HKO after Leftovers recovery

magnezone.png
Magnezone > Magneton
magneton.png

Now that you have a decent check to both Torn-T and Weavile (Rotom-W and Clefable), I would suggest running Scarf Magnezone instead of Magneton. I'm doing this mainly for the difference in bulk since Magneton is pretty frail from my experiences. I initially wanted to run Specs but found that your team wasn't fast enough to take on some threats such as MDiancie and MMedicham. The increased damage output is also really nice.

landorus-therian.png
Rocky Helmet > Leftovers; set
Like Woodpecker said (up there), Helmet Lando-T would be better to deal with the many physical threats that annoy your team. I also think the 28 SpDef EVs are unnecessary now that you have Clef to deal with the Latis anyway. I think you should run a slower set to gain momentum on other Lando-Ts' U-Turn which would be nice since you are running Bulky Offense and would like some momentum at times.

rotom-wash.png
Pain Split > Thunder Wave
Now that you have Clef for MZam, you could pretty much run Pain Split on Rotom-W to give it more longevity. Rotom-W plays a pretty vital role for your team in checking many waters, and as such you would really like to keep it healthy as much as possible. Also I really like how you run 88 Speed EVs to outspeed Jolly Craw which is a good move.

Here are the sets:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 29 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
That's it for my rate. Hope I helped and have a nice day!
 
Hi there :] In testing I found that your team is well constructed. The threat list proves accurate.

I agree with the suggestion of Rocky Helmet Landorus-T > Leftovers. Dealing with mons like Excadrill, Lopunny, and opposing Landorus-T, etc. is a lot easier with the additional damage from Rocky Helmet, and is well worth the loss of recovery. I would also recommend testing out Stone Edge > Knock Off on Landorus-T, as Taunt + Bulk Up Talonflame proves to be a significant threat despite the bird checks on your team, and Stone Edge makes this mon easier to deal with.

One other suggestion I do have would be replacing Latios with Healing Wish Latias > Latios. The power loss is traded for a bulkier mon which still threatens the mons it is meant to check, but has the opportunity to Healing Wish up Tyranitar/Tflame to attempt sweeping again after their checks are weakened. Not to mention, this mon takes Shadow Ball from Mega Alakazam as well as Moonblast from Clefable significantly better, and can still hit hard in return.

Sets:
Calrissian (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 182 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
 
Hello friends! Thank you for your suggestions. I've tested all of them out.

Rampecker, your suggestion of Rocky Helmet > Leftovers on Lando-t proved extremely useful against the threats you listed, thank you :]

Juridisch advies, your suggestion of Ice Beam over Ice Punch on TTar would be useful if I wasn't running a Dragon Dancing set (for Intimidate on Lando), but otherwise is too big of a sacrifice in damage. I extensively tested running toxic on several mons (Being Rotom-W, Landorus, and Latios) but found that the moveslot was too important to give up. Finally, I already am running less IVs than a standard Landorus-T. Thanks for the suggestions :]

Tinberz, I found that removing Clefable for Talonflame made my team too weak to threats like other Clefables, Keldeo, and setup mons. I really can't sacrifice the Taunt slot, nor the priority. Therefore, your suggestions of Magnezone > Magneton and Pain Split > Twave on Rotom weren't used; though they were not bad changes, I simply couldn't sacrifice moveslots. Thank you for the suggestions :]

ShakAN, your suggestion of Healing Wish Latias > Latios proved to be extremely useful. With the first +1 I can get Tyranitar to put all of its checks in range of its moves, and the Healing Wish allows me to set up again for the sweep. Thank you :]
 
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