Introducing ... GrowthTran!

The Final Sets -- Topic Updated and Re-done

Option #1:
Tangrowth
@ Heat Rock
Bold, Chlorophyll, 240 HP / 152 Defense / 100 Sp.Atk / 16 Speed
- Sunny Day
- Morning Sun
- Grass Knot / Energy Ball
- Focus Blast / Hidden Power [Rock] / Hidden Power [Ice] / Sleep Powder

Heatran @ Life Orb / Choice Scarf / Choice Specs
Modest, Flash Fire, 252 Sp.Atk / 252 Speed / 6 HP
- Overheat
- Fire Blast
- Earth Power
- Explosion

Option #2:
Tangrowth @ Heat Rock
Impish, Chlorophyll, 240 HP / 176 Defense / 76 Attack / 16 Speed
- Sunny Day
- Morning Sun
- Power Whip
- Rock Slide / Knock Off / Aerial Ace / Sleep Powder

Heatran @ Life Orb / Choice Scarf / Choice Specs
Modest, Flash Fire, 252 Sp.Atk / 252 Speed / 6 HP
- Overheat
- Fire Blast
- Earth Power
- Explosion

The Introduction

Tangrowth is an amazing physical wall, and Heatran is a fantastic special sweeper. Together, these Pokemon counter each other's weaknesses and resistances, and they set each other up for major demolition of the opposing team.

Option #1:
Tangrowth
@ Heat Rock
Bold, Chlorophyll, 240 HP / 152 Defense / 100 Sp.Atk / 16 Speed
- Sunny Day
- Morning Sun
- Grass Knot / Energy Ball
- Focus Blast / Hidden Power [Rock] / Hidden Power [Ice] / Sleep Powder

The Basics
This is a very unique Tangrowth set. It differs from the normal physical-oriented Tangrowth, and its entire move-set is based on the addition of Morning Sun -- achieved through Pokemon XD -- and Sunny Day. Also, with Chlorophyll, it can out-seed all base-90 speed-Pokemon with a neutral nature and max Effort Values in Speed. This set achieved 280 Speed in Sunny Day. Base-90, Neutral-Natured, Max Effort Values achieve only 279. So, make sure to get a 31 Independent Value in Speed! Yes, this means that you will out-speed the likes of Heracross, Gyarados, Heatran, Cresselia, and a lot of other certain common Pokemon.

Sunny Day
gives Tangrowth a load of possibilities, and usually can be used freely on an enemy switch to a counter. With Sunny Day in effect, at least two of its moves take upon a whole new meaning. It also serves as weather control against the likes of Sandstorm and Rain Dance, the one thing that can really harm this set. Additionally, with Sunny Day in effect, all water attacks hit softer, helping out your rock, ground, and fire-typed Pokemon, and giving Tangrowth literally absolute immunity to them, even on the special side of the spectrum.

Chlorophyll gives Tangrowth an immediate doubling in speed, helping it out-speed everything with a base-90 Speed, Neutral Nature, and Max Effort Values in Speed. It helps give its set more priority against many counters following Sunny Day. Leaf Guard is also an option if you fear status inflictions, but it is probably far more situational than Chlorophyll. Leaf Guard is also an option with a Trick Room-based team. The extra 16 Effort Values in speed give it a base speed of 140. After Chlorophyll, this is boosted to 280 speed, helping it out-speed many threats at 279 speed and below.

With Heat Rock, Sunny Day stays in effect for eight turns, an extremely useful trait. This gives its purpose a far longer period from which to benefit. Leftovers is always an option, but considering the large healing of Morning Sun and the nature of the set's purpose, Heat Rock is a far superior option, and a welcomed change in an Item Clause environment.

Grass Knot is a staple of any Sunny Day set. With Tangrowth's base special attack of 110, STAB, and the Effort Values in special attack, this puts a large dent into anything that does not resist it. The following types resist Grass Knot -- Bug, Dragon, Fire, Flying, Grass, Poison, and Steel. Yes, that is quite a bit, but fear not. Its purpose is hardly to sweep the opposing team. Its biggest threats and intended counters -- Tyranitar, Gyarados, and the like -- take Grass Knot as 120 Base Power attack, a hit that matches any Solarbeam. Energy Ball is also an option if you expect to hit some light-weight Pokemon, but Grass Knot is usually a stronger alternative.

Morning Sun is one of the major additions to this variation. Similar to its sibling in Moonlight and Synthesis, Morning Sun recovers health based upon the weather effects. In normal conditions, Morning Sun recovers half of the user's max HP. In hindering conditions -- Sandstorm, specifically -- its healing powers are halved, healing only a fourth of the user's max HP. However, with Sunny Day in effect, Morning Sun heals for a whopping two-thirds of the user's max HP. On an ideal Tangrowth, that is a whopping 260 HP with a single Morning Sun, far more than most physical attackers can even dream of hitting you. Plus, with the ability to use Sunny Day, you can control the weather and help keep pesky hindering of the healing move off. In other words, the basic set of Sunny Day, Grass Knot, Morning Sun, and Chlorophyll keeps you healing fast and attacking fast. Remember, after Chlorophyll sets in, you out-speed a lot more than normal, meaning that you can heal ahead of many attacks without priority.

Focus Blast does not offer much in terms of coverage, and its accuracy is not exactly thrilling. But, it helps counter some huge threats, such as an opposing Heatran, which would otherwise wall you. It can also destroy Tyranitar, Weavile, and most steel and rock types. It is also Tangrowth's strongest special attack aside from Grass Knot and the trap-inviting Solarbeam. Hidden Power [Rock] is also a valuable alternative, as the combination of rock and grass covers everything but mono-steel types and also takes care of fire-types if Heatran is absent. Hidden Power [Ice], while not as good at type-coverage, helps counter dragons. The spread also takes them down quicker than a typical wall would. Finally, do not overlook Sleep Powder. Putting the opponent's counter to sleep as it switches in can aid in setting up Sunny Day and healing. Make sure to keep the Effort Values the same even if you only have one attacking move! You will not be able to take down Gyarados and Tyranitar as easily if you take out the special attack Effort Value points, especially in the absence of the standard Knock Off, Power Whip, and Leech Seed.

Objective
Now, here is the objective. Send Tangrowth out after a death or against a physical threat that it can wall. Use Sunny Day on the switch. Now, you out-run a lot of threats against it. You can use either Grass Knot or Focus Blast, depending on your situation and prediction. Tangrowth in and of itself is a fantastic physical wall, and with solid speed after Chlorophyll sets in and a move to quickly recover two-thirds of its max HP, it is an absolute bitch to take down. However, here is where the meat and juice truly lies. More often than not, the most common threat to Tangrowth is special attackers packed with a strong fire move. With Sunny Day set up, as well, all fire moves are boosted by 1.5x, essentially welcoming Tangrowth to be obliterated by a fire attack. However, most fire moves can be seen coming a mile away. We would just switch to a counter, right? Why, hello there, Heatran.

Option #2:
Tangrowth
@ Heat Rock
Impish, Chlorophyll, 240 HP / 176 Defense / 76 Attack / 16 Speed
- Sunny Day
- Morning Sun
- Power Whip
- Rock Slide / Knock Off / Aerial Ace / Sleep Powder

The Differences
The differences with this set are the attacking nature of the set. With physical attacks, you are more susceptible to Intimidate, but can still deal solid damage. Sunny Day and Morning Sun are still the core of the set. Power Whip allows swift killing of Gyarados and deals more quickly with Vaporeon, Milotic, and other bulky waters geared toward Special Defense. It also hits Tyranitar very hard. Rock Slide offers the best type-coverage and nails Weavile that try to stick around and Ice Punch you, as well as physical flying-types that try to take you down. Knock Off is your basic utility. Aerial Ace deserves a mention because of its ability to destroy Heracross. While the type-coverage is only so-so, it deserves mention for that reason, alone. After Chlorophyll kicks in, the 16 Effort Values in speed allow you to out-speed all Adamant variations of Heracross without a Choice Scarf and knock them out before they can even try to use destroy you. Sleep Powder is always a solid choice, especially for setting up Heatran.

Heatran @ Life Orb / Choice Scarf / Choice Specs
Modest, Flash Fire, 252 Sp.Atk / 252 Speed / 6 HP
- Overheat
- Fire Blast
- Earth Power
- Explosion

The Basics
This is essentially a fire-oriented variation of Choice Specs Salamence. Except, when switched in on a fire attack after Tangrowth sets up Sunny Day, it is hitting so hard that it is damned-near amazing. Why did I not include Dragon Pulse or Dark Pulse instead of Fire Blast? Well, if you manage to set up with Tangrowth and pass off to Heatran in the second half of the game, you do not want to waste such an amazing set-up with a loss to your special attack with Overheat. Even if you switch in and mis-predict the fire move, Heatran resists every single Tangrowth weakness. Heatran resists Bug and Flying, and 4x-resists Ice. Additionally, it is immune to Poison and Fire. So, while a mis-predict does not make Overheat slightly as powerful, it still does not cost you much in terms of recoil damage. Finally, Heatran has three weaknesses -- 4x-weakness to Ground, and standard weaknesses to Water and Fighting. Tangrowth resists Ground and Water, helping reverse switch-ins. Finally, in Sunny Day, Water-attacks have minimized power. In other words, even if Starmie, Vaporeon, Suicune, Salamence, Swampert, Gyarados, Milotic, or any other Pokemon with a threatening water move happens to land Surf / Hydro Pump / Waterfall on you, you will survive due to the sun's weakening of water attacks! So, think twice before exiting when you see a Starmie and just smack it with Fire Blast, instead. It will obliterate it and still survive with around 40% or more health.

Life Orb is definitely the preferred item of choice. It does not pack quite the same punch as Choice Specs, but it still hits hard enough to send Blissey to another dimension after the set-up. Also, it allows diversity, so if a Pokemon comes out that absorbs fire, you can easily switch to Earth Power. Finally, it allows that last Explosion before dying from either recoil damage or a faster move. Choice Scarf is also a valid option to help out-speed a lot of threats, and once you get Heatran completely set up, the loss of the attack boost is not nearly as much of a problem as the lack of speed is. Choice Specs is an option if you are looking for this set-up to completely run over Gyarados, Blissey, and Milotic without absolutely any trouble, but normally, Life Orb does almost as good of a job without locking you into an attack. Additionally, unlike Choice Scarf, Choice Specs leaves you no option but to retreat and desert your fantastic set-up if a faster Pokemon enters the field with Earthquake or Close Combat under its belt.

Overheat is a 140-based Fire-attack. After STAB, it runs at 210 power. Now, factor in the fun parts. After Life Orb, it hits at 273 power. After Flash Fire -- provided you switched in on a fire attack following Tangrowth's bait -- it hits 409 power. Finally, after Sunny Day, which is almost guaranteed to be up with Tangrowth leading off and holding Heat Rock, the attack hits a whopping 614-statistic, far more powerful than Explosion that can be used two to three times before the loss in special attack becomes too great. If Tangrowth does its job, it is essentially setting up a guaranteed knock out. Not even Blissey can switch in safely. Even bulky resistors, such as Gyarados, Swampert, Suicune, and Milotic, face a knock out with a single boosted Overheat. This is an attack that can take out basically every Pokemon in the game. Also, Overheat can be used a second time, still with a whopping 307 attack, nearly as powerful as Draco Meteor from standard Choice Specs Salamence. Even a third time still packs a punch of 157 attack, stronger than a standard STAB Flamethrower. This thing is lethal.

Fire Blast is an interesting idea. Okay, I understand. Why two fire moves on Heatran? Well, for one, it does not exactly need to use its slot to use Dragon Pulse with such boosted attacks. Two, Dark Pulse, while viable, just does not stand up to so much boosted fire attacks. But, more importantly, it serves the sweeping roll. If you manage to set up Sunny Day and switch-in on the fire move in the late game, it would be a shame to waste such amazing set-up on one or two Overheats. When sweeping is more in order, Fire Blast is preferred, acting as the "Dragon Pulse" on a Choice Specs Salamence set. Fire Blast still manages to hit 526 attack with the set-up, more than enough to kill ... well, almost anything. It can easily still 2HKO Blissey, at worst. Flamethrower is an alternative if you really hate missing, but the loss of power really is just too great, especially considering the lack of Choice Specs for Life Orb.

Earth Power hits everything that has the Flash Fire trait that the fire moves cannot hit, as well as foes with a 4x-weakness to Ground-type attacks. Only use this on Flash Fire Pokemon and 4x-weakness Pokemon, especially opposing Heatran.

Explosion is a last ditch effort, used especially in late-game when the Life Orb damage has amounted too much. It also can take out many special walls if your set-up did not go exactly as you planned.

THE POWER OF GROWTHTRAN
Question: This seems so much based on prediction. If you screw up, you are fried. How can I trust such a set?
Answer: Tangrowth still operates as a prime physical wall with this set. Sunny Day is basically a guarantee to get off no matter what is going on unless you got dragged out by a Whirlwind or Roar, which immediately makes you a quicker and more resistant threat with Morning Sun. A speedy wall with a move to potentially heal two-thirds of its max health is crazy. Even without Sunny Day, it still has solid coverage of its weaknesses, making it difficult to predict and hard to counter. No matter what, it still serves as an excellent physical wall. So what if it does not have Leech Seed? Heatran is also still completely functional without any set-up whatsoever. The only difference is the second fire move, which you *could* ditch if you desperately wanted the standard Fire Move / Earth Power / Dragon Pulse / Explosion. Also, even if you screw up on a prediction, everything Tangrowth hates -- everything -- is resisted or avoided by Heatran. So, unless they took a huge gamble and used Close Combat or Earthquake against your Tangrowth, you are fine even if you mis-predict the fire move.

Question: What happens if the foe out-speeds Tangrowth, even after Chlorophyll sets in?
Answer: Nothing. It just has to adjust to go second. It is not like going second is death to Tangrowth. At a base speed of 50, it is used to such an order. Going first is just an added bonus. All you need to do is re-adjust for when to heal, and you should be fine.

Question: Heatran's speed is not exactly that great. How will I survive to take advantage of my huge attack?
Answer: Your first move will almost always be a first strike -- when your opponent feeds you fire and sees the increase, they will likely use the next turn to switch to a counter. Then, only Ground and Fighting moves threaten you. Water moves are weakened during Sunny Day. So, most reliable counters that can afford to switch in on that deadly fire attack -- the likes of Bulky Waters -- have their main threat against you victimized by the same sun that made you so damned powerful.

Question: Tangrowth is just walled by too much with this set, no matter what I run. How can I do anything with it if I lose my Heatran?
Answer: It still serves as a physical wall with a fantastic healing move with weather control. Blissey and Cresselia often only have one or two moves, too, but that does not stop them from being monstrous at what they do.

Question: Why do you run a special set instead of a physical set?
Answer: This is a question I received a lot more of recently. I saw some people suggest a physical variation to the set, with Sunny Day, Morning Sun, Power Whip, and Rock Slide / Earthquake. The problem with the physical set is that it is two-fold. For one, it is eaten by intimidate, and its physical attack is not as high as its special attack, in the first place. Secondly, and perhaps more importantly, is the idea of what you are attacking. With Sunny Day, the valuable Rock-Boosts in a Sandstorm no longer have any effect, especially in the case of Tyranitar. This set also can take down Hippowdon in its efforts to try to whip up another Sandstorm, whereas the physically based Power Whip would have a lot of trouble taking it down. Finally, a special-attacking set can lure out more special-oriented walls and tanks, something you want to both know and take out due to the whole point of a Heatran Rape.
 
Why not Magmotar who has the ability to also learn SolarBeam, has slightly higher SpAttack than Heatran and no nasty weakness to Fighting?
 
mojonbo rules here.
That aside, I always loved Tangela, and I do like Tangrowth despite it having a slightly weird design. Once competitor is out, I'd definitely incorporate it into one of my teams, and I may even use something similar to this set mainly because I hate facing TTar.

Also, you need to not list everything it learns in the 4th slot.
 
I like it. The sunny day is beneficial to you in every single way, and yes you can probably easily predict a fire attack coming.

Quick question though. Could this strategy also work with an Arcanine or Ninetails instead of Heatran. I know I'm opening up a can of worms for even mentioning that. But arcanine has some decent sp. attack
 
Well, several reasons.

1) If a mis-predict happens, Magmortar can really eat it, hard. Heatran's resistances and defenses help remedy that, even if switched it on something non-fire.

2) Heatran has a higher special attack than Magmortar, for the record.

3) Magmortar has no solid counter to another Flash Fire, and its very vulnerable to Stealth Rock, which could do me in when switching him in.

4) Magmortar cannot explode.

5) Magmortar cannot sweep very well because of crappy defenses, and would need to take the Choice Scarf, whereas Heatran can take the Choice Specs.
 
It could work for many Flash Fires, yes. But, consider these things.

Magmortar: As previously said, he doesn't have good resistances, and a wrong prediction leaves him dead, as opposed to Heatran's excellent defenses and resistances.

Arcanine: A very shallow move-pool and nothing he can really do against another Flash Fire, but his speed is good. Defenses are adequate.

Ninetails: While it has good speed, it is very frail.

The thing you have to realize is that your enemy is going to go all out to try to stop you once you pull this thing off. Everybody else has lesser weaknesses to prevent that, and lesser special attack to offensively kill, first. On top of that, they are all vulnerable to stealth rock. They also have very shallow special move-pools aside from Magmortar. Plus, unlike many of them, Heatran can explode when his time is up. The others cannot, and none have a good counter to another Flash Fire.
 
I say TTar. Yes TTar. 60 BP charge-up Solar Beam on his boosted SDef is horrible. Otherwise, it's fine. That's just usually the reason why SunnyBeam is looked down on. You moght get TTar with Focus Blast, but meh, prediciton is well unpredictable on paper.
 
For one, Solarbeam hits for 360 Damage against Tyranitar with STAB. That is pretty impressive. But, the point is that Tyranitar cannot do much to Tangrowth, for one. And, two, Tangrowth is a wall. It is not meant to start sweeping with Solarbeam. It is meant to wall physical attacks and set up Heatran into Heathell.
 
Why not Magmotar who has the ability to also learn SolarBeam, has slightly higher SpAttack than Heatran and no nasty weakness to Fighting?

Heatran actually does have more SpA. Also, Heatran has some handy 4x resistances to Tangrowth's weaknesses (Bug, Ice), as well as being immune to Poison and Fire and resists Flying. Granted, Magmortar also boasts some of that, but Magmortar is just so much more fragile.
 
Excellent way to make a thread, I wish everyone took the effort you did! Seriously, everyone take note. Even if the idea completely failed, the way he presented it kicked serious ass. I actually feel like I can discuss this because the OP made a lot of effort.

A few comments on this:

First, Ancientpower is absolute trash. A sixty base power attack is really not scaring anything. You'd be far better off with Hidden Power Rock, but I still don't like its weakness.

I don't see Block as useful at all in this situation...same goes for Substitute.

futuresuperstar said:
For one, Solarbeam hits for 360 Damage against Tyranitar with STAB. That is pretty impressive. But, the point is that Tyranitar cannot do much to Tangrowth, for one. And, two, Tangrowth is a wall. It is not meant to start sweeping with Solarbeam. It is meant to wall physical attacks and set up Heatran into Heathell.
The problem is that Tyranitar just instantly shuts down the Sunny Day you put up...Solarbeam won't be hitting for 360 damage against Tyranitar after Tyranitar switches in. That said, if Tyranitar switches in you can set up another Sunny Day. Tyranitar won't be OHKOing the sexy defensive beast that is Tangrowth. However I like to be able to tag Tyranitar on the switch in...for that reason I like Leaf Storm over Solarbeam. Unfortunately, that limits your special cleaning power.

Actually, I just read your first post again and saw that Tangrowth got Focus Blast. Now that has some serious Tyranitar-tagging potential right there. Sleep Powder is just so nice though...argh, I hate Tyranitar so much.
 
It could work for many Flash Fires, yes. But, consider these things.

Magmortar: As previously said, he doesn't have good resistances, and a wrong prediction leaves him dead, as opposed to Heatran's excellent defenses and resistances.

Arcanine: A very shallow move-pool and nothing he can really do against another Flash Fire, but his speed is good. Defenses are adequate.

Ninetails: While it has good speed, it is very frail.

The thing you have to realize is that your enemy is going to go all out to try to stop you once you pull this thing off. Everybody else has lesser weaknesses to prevent that, and lesser special attack to offensively kill, first. On top of that, they are all vulnerable to stealth rock. They also have very shallow special move-pools aside from Magmortar. Plus, unlike many of them, Heatran can explode when his time is up. The others cannot, and none have a good counter to another Flash Fire.

I understand. I was just in another forum that talked about this kind of thing. Heatran can do everything that Arcanine/Ninetails/Magmortar can do, it can do all of those things better with good defense, plus it gets the handy explode.
 
For one, Solarbeam hits for 360 Damage against Tyranitar with STAB. That is pretty impressive. But, the point is that Tyranitar cannot do much to Tangrowth, for one. And, two, Tangrowth is a wall. It is not meant to start sweeping with Solarbeam. It is meant to wall physical attacks and set up Heatran into Heathell.

Hm..... Solarbeam's power is halved in Sand/Rain/Hail. And it takes two turns. So that's only 180 BP, but TTar has about 400 SDef because of the boost from Sandstream. Solar Beam might be a 2HKO, but it comes nowhere near hurting TTar. Can your spread survive two CBTar Stone Edges? Otherwise, you will lose to TTar.
 
Could Magmortar/Arcanine work as a poor man's Heatran? I already caught mine. :(

EDIT: I'm thinking maybe Leaf Storm could go in the filler slot...Tangrowth does lose its coverage, but that's what you have Heatran for. Specs STAB Flash Fire Sunny Day Overheat will KO everything that resists Grass attacks and some more (possibly without the Sunny Day as well, considering you'd usually be met with a Tyranitar switch when trying to mess with the weather).
 
Could Magmortar/Arcanine work as a poor man's Heatran? I already caught mine. :(


lol. i suppose you could put it that way, but i will never view those three as poor man heatrans. Well, at least not arcanine, he does get extremespeed, which may prove handy. It's doubtful that it will make as much of a difference as explosion would.
 
Hm..... Solarbeam's power is halved in Sand/Rain/Hail. And it takes two turns. So that's only 180 BP, but TTar has about 400 SDef because of the boost from Sandstream. Solar Beam might be a 2HKO, but it comes nowhere near hurting TTar. Can your spread survive two CBTar Stone Edges? Otherwise, you will lose to TTar.

Tangrowth still has a (admittedley very minor) chance to be 2KOed even with it's most defensive spread by max attack, Adamant CBtar: Impish, 252 HP, 252 Def. Anything less than Impish, 252 HP, 220 Def isn't really worth considering a 'counter' to T-Tar, since it's going to die pretty quickly and doesn't make a very good switch in otherwise.

As for his spread, he doesn't carry leftovers, so he has a fairly bad chance with Sandstorm damage of surviving Stone Edge, unless he has godlike prediction skills and Sunny Day's on the switch.

As for the actual sets, good effort, but I don't think it will work well in practice.
 
You know, I think I would go with Focus Blast in the last slot, like Surgo mentioned. It takes care of Tyranitar and also scares it away from early switch-ins to stop Sunny Day, and it still hits steels hard, Weavile, and a lot of other things hard. It loses some coverage of dragons and Gyarados, but Heatran can dispose of them with the insane attack, and Solarbeam after Sunny Day can do enough damage to Gyarados to prevent it from simply DD'ing up.

I will refrain from editing the original post for the sake of all the work I put in and the original idea, but here is what I think the sets should be. The Effort Valus for Tangrowth in Speed need to stay exactly as they are, but you could technically change it to 252 HP / 240 Defense / 16 Speed if you simply wanted it to survive. I typically like my walls to do a little bit of damage. I run 252 HP / 156 Sp.Def / 100 Sp.Atk on my Cresselia and 252 HP / 156 Defense / 100 Attack on my Dusknoir, for instance.

Tangrowth @ Heat Rock
Bold, Chlorophyll, 240 HP / 152 Defense / 100 Sp.Atk / 16 Speed
- Sunny Day
- Morning Sun
- Solarbeam
- Focus Blast

Heatran @ Choice Scarf / Choice Specs
Modest, Flash Fire, 252 Sp.Atk / 252 Speed / 6 HP
- Overheat
- Fire Blast
- Earth Power
- Explosion

I decided to go against Dragon Pulse because *even* if you cannot set up the fire attacks and you cannot hit dragons, any dragon would already destroy you before you could ever get a Dragon Pulse off.
 
Wow. Im looking at this set... and liking!
ALso I personally might use leaf storm/power whip on tangrowth. Hits hard for those instances when there something you need to kill NOW and it switches in on you.
 
Also, if Solar Beam just is not for you, you can always use Grass Knot / Focus Blast. I suggest staying away from Leaf Storm, because you *need* to be somewhat of a threat, otherwise the enemy will have no reason to send in a fire attack to deal with you quickly. With Leaf Storm, you will end up having to simply switch, probably before you helped out Heatran, and Focus Blast loses all effectiveness against Tyranitar. Then, suddenly, it can switch in while you have to switch out, and Sunny Day is long gone, taking Heatran all the way back to simply standard SpecsTran.
 
Damn, I got pokemon stats mixed up again. Oh well. But yes, the 4x resists against Bug and ice seem really useful.

Kinda sad how easily T-Tar shuts down your combo however.

lol. i suppose you could put it that way, but i will never view those three as poor man heatrans. Well, at least not arcanine, he does get extremespeed, which may prove handy. It's doubtful that it will make as much of a difference as explosion would.

I personally see Ninetails as the fast status pokemon (hypnosis + WoW). I wouldn't say Heatran can do fast status :-p But for the purpose of this combo, I guess Heatran does suit it best.

Magmotar however, gets Cross Chop. Aka: something to deal with the T-Tar problem that seems to be evolving. Kinda sucks that it doesn't guarantee a OHKO however, even with max attack EVs you only get a chance at OHKO min def min hp T-Tar :-/
 
However I like to be able to tag Tyranitar on the switch in...for that reason I like Leaf Storm over Solarbeam. Unfortunately, that limits your special cleaning power.

Why not just use Energy Ball? Solarbeam's relying on the sun too much, and Leaf Storm forces you to switch out, so Energy Ball seems the way to go.
 
Focus Blast would still be the much better solution to dealing with Tyranitar. Earth Power's plenty good enough for Heatran.

I like the idea a lot, but I think Life Orb could potentially be better. Not for the potential mispredict or outpredict, but to make it that much harder to switch in on Heatran. With Choice Specs, it's going to hit hard, but it'll be potential set up fodder for things that resist whatever Fire and have decent Special Defense. Considering how Tangrowth won't be as bulky, things like Gyarados pose a problem, as it resists Overheat and Focus Blast, neutral to Solarbeam (or Grass Knot) and immune to Earth Power and commonly has supereffective moves against both pokemon. Of course, the team could pack a counter, but with Life Orb, Gyarados would think twice to come in on an Explosion.

Edit: Wouldn't Grass Knot be even more effective at staving Tyranitar, Tenchi?
Gyarados is just an example, but I think you get the picture.
 
Tangrowth @ Heat Rock
Bold, Chlorophyll, 240 HP / 152 Defense / 100 Sp.Atk / 16 Speed
- Sunny Day
- Morning Sun
- Grass Knot
- Focus Blast

Grass Knot does everything Solarbeam does without the possibility of screwing me over, is always viable, and hits Tyranitar for 360 damage. It does 3/4 the damage that Focus Blast does. It's a 2HKO, even with the Sandstorm boost. Tyranitar cannot safely switch in on me. Focus Blast threatens a OHKO without sandstorm after Sunny Day. No matter when or how Tyranitar comes in, I will always be able to Sunny Day -> Morning Sun, completely healing me before a second Stone Edge since I will move first. Grass Knot hits Gyarados just as hard as Solarbeam, as well. It cannot afford to come in on an attack, either. There you go. Tyranitar cannot switch in. It really cannot.

Heatran @ Choice Scarf / Choice Specs
Modest, Flash Fire, 252 Sp.Atk / 252 Speed / 6 HP
- Overheat
- Fire Blast
- Earth Power
- Explosion
 
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