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
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.
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.
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.
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.
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.
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.
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.
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!
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
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.
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.
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.
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.
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.
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.
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.
Finally, thanks for taking the time to look at my team!
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