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Landorus-T

Idyll

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DCL Champion
[OVERVIEW]

Boasting a solid mix of qualities that give it the ability to function as a check to a significant portion of the DOU metagame all by itself, Landorus-T is an omnipresent metagame-defining force. A handy ability in Intimidate lets Landorus-T function as a dependable check to physical attackers, most notably including Mega Kangaskhan, Mega Diancie, and opposing Landorus-T. Its excellent neutral coverage, along with its sky-high base 145 Attack, also lets it reliably deal damage against anything it faces, and it has access to U-turn and just the right Speed—base 91—to make it a great user of Choice Scarf, which in turn gives it the sufficient Speed needed to outrun everything in the unboosted metagame except base 150s in Mega Aerodactyl and Deoxys-A. The aforementioned traits let it effectively function as a utility check to anything as needed, depending on the match-up and situation. Aside from holding a Choice Scarf, Landorus-T can also take advantage of its great Attack and decent Speed, which is still enough to outrun a decent portion of the metagame unboosted with a Life Orb set that is effective at smashing holes at an opponent's team with powerful blows while still able to deter opposing physical attackers. All that being said, Landorus-T fits easily on any kind of team due to how it can effectively check a number of the most influential Pokemon in DOU, back its team up against the plethora of physical attackers in the metagame with Intimidate, and function as an offensive juggernaut while rarely causing synergy problems thanks to being a rare Ground-type.

Due to having to rely on a Choice Scarf to be at its most effective, Landorus-T can be easy to play around once it reveals what it's locked into. In addition, without a Choice Scarf, Landorus-T becomes prone to being outrun and KOed by threats it usually outspeeds such as Keldeo and Latios. Landorus-T is also typically beat by Water-types such as Rotom-W and Azumarill and is, for the most part, a liability against rain.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide / Stone Edge
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is a STAB spread move that lets Landorus-T deal consistent, reliable damage. Either of Rock Slide or Stone Edge is fine for the next slot, as Landorus-T appreciates Rock-type coverage in order to hit Ground-immune foes; Rock Slide deals decent spread damage and can net free turns with its flinch chance, while Stone Edge hits much harder, though single target, and is nifty for getting around Wide Guard and achieving swift OHKOs on super effective targets such as Thundurus and Mega Charizard Y. U-turn lets Landorus-T switch out while dealing chip damage, allowing its team to position better and possibly maintain momentum, and it also hits threats such as Hoopa-U and Latios super effectively. Superpower lets Landorus-T deal swift massive damage against the likes of Mega Kangaskhan, Hydreigon, and Ferrothorn at the cost of stat drops. Explosion can be an option in order to deal significant damage to the opposing side while sacrificing Landorus-T, also preserving momentum by providing a free switch to a teammate.

Set Details
========

Choice Scarf boosts Landorus-T's Speed, letting it outrun foes it regularly won't up to base 135 Speed Pokemon and lets it be a general fast threat. Maximum Attack and Speed investment lets Landorus-T be as fast and powerful as possible. If desired, one can optimize by taking EVs off Speed and Attack, still leaving enough to hit a benchmark, in order to invest on bulk instead. For example, a spread of 44 HP / 252 Atk / 212 Spe gives some bulk while still allowing Landorus-T to outspeed Mega Manectric and Mega Lopunny, while 8 HP / 228 Atk / 88 Def / 184 Spe lets it outrun Mega Gengar and avoid the OHKO from Life Orb Bisharp's +1 Sucker Punch and the 2HKO from -1 Life Orb Talonflame's Brave Bird. It is important to note that having a slower Landorus-T helps in the mirror match-up, as having the slower U-turn helps maintain momentum, but this also makes it more vulnerable to flinching from opposing Rock Slide. Jolly is usable in order to surprise those that generally creep for the much more common Adamant, but the drop in general damage output is very noticeable.

Usage Tips
========

Landorus-T can fit well on any kind of team due to having a unique assortment of niches that lets it function in both offensive and subtle supportive roles while at the same time causing little or unnoticeable overlap synergy-wise. Thanks to its high Speed with a Choice Scarf and incredible neutral coverage, Landorus-T can function as a utility check of sorts against anything in the metagame as a match dictates due to it being able to land a clean unresisted hit against threats more often than not. One should, when possible, take advantage of Intimidate, as with it Landorus-T can check the numerous physical attackers in the metagame such as Mega Diancie and Mega Kangaskhan; switching in Landorus-T against opposing physical attackers can be a good idea in order to use Intimidate and soften their blows, helping teammates take their hits better. However, be wary of Bisharp, as Defiant can easily punish that with an Attack boost.

Landorus-T can function as an effective lead that is adept at gaining back momentum and position right after with U-turn; leading it is also useful for neutering physical attackers at game start, putting its team in a good position early. Frequently coming in and out with U-turn can possibly be a good set of plays, as this lets Landorus-T repeatedly use Intimidate while at the same time dealing chip damage against the opposing team that will slowly add up. However, one has to watch out for when Landorus-T can't afford to make the mistake of hitting a Protecting foe and being forced to stay on the field and take a hit. In situations like those, it's usually better to hard switch. Generally speaking, one should be careful with managing Landorus-T's health, as frequently pivoting into attackers may leave it vulnerable to getting sniped by priority users such as Mega Kangaskhan and Talonflame.

Landorus-T should snipe threats with Superpower whenever it gets the chance in order to swiftly put select foes out of play early; it has to watch out for the stat drops that come after, however, but ideally Landorus-T should switch out after getting a KO regardless due to the opponent being able to switch in a check for free. Still, one should also be wary of a foe switching out to a Fighting-resistant Pokemon such as Amoonguss, which could prove to be fatal, as Landorus-T is then locked into an unfavorable move against a threat it has no chance of beating. Landorus-T can also be effective at both being a revenge killer and late-game cleaner thanks to its high Speed; specifically, once foes that have Intimidate are gone and the opposing team is weakened, Landorus-T can easily clean up with its high Speed and strong spread moves. Also, when at a disadvantage, playing to your outs by relying on flinches from Rock Slide can be a good last-ditch play.

Team Options
========

Pokemon that are immune to Ground, such as Thundurus, Rotom-W and Latios, make for good partners, as Landorus-T can safely use Earthquake next to them without fear of hitting a teammate. Landorus-T and Talonflame in particular work well, as hey can pack a formidable one-two punch with the former continually wearing a team down and he latter sniping off weakened threats with priority Brave Bird. Spread-attacking teammates, such as Mega Diancie, Heatran, and Mega Gardevoir, also appreciate Landorus-T's presence, as it can continually whittle down foes enough for them to finish the job efficiently later on. As Landorus-T has difficulty matching up against Water-types, teammates that can beat them are appreciated. Grass-, Electric-, and Dragon-types such as Amoonguss, Thundurus, and Latios work well, as all of them in some way have typing advantage against Water-types. Partners that can take out opposing Landorus-T are appreciated as well; Water-types such as Rotom-W and Suicune can easily KO them with their STAB moves, while Kyurem-B can swiftly remove Landorus-T with its Ice Beam. Fairy-types such as Mega Gardevoir and Sylveon also make for good picks in order to take advantage of Landorus-T's ability to deal with Steel- and Fire-types well. Since Landorus-T is a physical attacker, Bisharp is a decent partner for dissuading opposing Intimidate users with Defiant. However, one should be wary, as Landorus-T can't use Earthquake next to Bisharp without taking out its teammate with friendly fire.

<LO Set goes here>

[STRATEGY COMMENTS]
Other Options
=============

Choice Band allows Landorus-T to deal massive damage consistently without revealing its item right away, which is helpful for possibly bluffing Choice Scarf, but the lack of Speed in addition to not being able to run Protect is not ideal. Expert Belt can be used for a similar effect; while it provides a smaller boost and only on super effective moves, it also does not lock Landorus-T into a move and allows it to effectively run Protect. A bulky set, with either a Sitrus Berry or Yache Berry, lets Landorus-T soak up hits while still being a decent threat offensively. Stealth Rock can be useful for helping secure KOs for teammates and assuring a better match-up against the likes of Mega Charizard Y and Talonflame. Earth Power can be handy to hit Aegislash without fear of King's Shield and Wide Guard, while Hidden Power Ice is useful for eliminating opposing Landorus-T, though it's useless for any other purpose; on that note, a purely special set can be run in order to take advantage of Landorus-T's offensive presence while still having the utility of Intimidate. Assault Vest allows Landorus-T to safely take special attacks, letting it fare better than usual at dealing with opposing special attackers, but not being able to run Protect in addition to low Speed and unboosted offenses makes it decent at best. Knock Off lets Landorus-T handicap foes by depriving them of key items such as Life Orb and Sitrus Berry, limiting their effectiveness somewhat. Imprison can be used to prevent foes from utilizing Earthquake, Rock Slide, and Protect, denying them from positioning with defensive play and neutering opposing Landorus-T completely, which can be useful for Pokemon weak to the said moves such as Mega Charizard X and Heatran.

Checks and Counters
===================

**Water-type Pokemon**: Water-types such as Rotom-W, Suicune, and Azumarill can easily take anything Landorus-T can hit them with and retaliate with a super effective STAB move.

**Ice-type Pokemon**: Ice-types such as Kyurem-B and Weavile can nab the swift KO with their respective STAB moves but have to be wary of getting sniped by Landorus-T's Superpower or Rock-type coverage. Landorus-T also has to be wary of getting picked off by Ice Shard Weavile. Icy Wind from threats such as Jirachi lowers Landorus-T's Speed while also hitting super effectively.

**Ground-immunte Pokemon**: Once it's Choice-locked into Earthquake, Flying-types and foes with Levitate such as Salamence, Thundurus, and Rotom-W can easily take advantage of Landorus-T.

**Intimidate and Burns**: Intimidate and burns limit Landorus-T's damage output, hampering its ability to revenge kill or clean up late-game and generally lowering its impact throughout a match. Salamence, Gyarados, and opposing Landorus-T can soften its blows with Intimidate, with the former two also having access to Water-type coverage to smack it around. Gengar and Rotom-W can burn Landorus-T, permanently neutering it for a whole game.

**Faster Pokemon**: As it can't run Protect, Choice Scarf Landorus-T fares poorly against faster foes due to being unable to defend itself. Deoxys-A and Choice Scarf Kyurem-B can OHKO it with Psycho Boost and Ice Beam, respectively, while Ludicolo and Venusaur under their respective favorable weathers can deal significant damage to Landorus-T, with the former being able to OHKO it with a rain-boosted Hydro Pump. Without a Choice Scarf, Landorus-T is left prone to being outrun by an assortment of threats, including Keldeo and Latios, both of which are also capable of OHKOing it.

**Paralysis, Tailwind, and Trick Room**: Without its Speed advantage, Choice Scarf Landorus-T struggles to be effective, as it can no longer take out threats it beats in normal conditions, and since it lacks Protect, it can't stall out field conditions such as Tailwind and Trick Room. Trick Room from the likes of Cresselia and Jellicent can turn around its Speed advantage, while Tailwind from foes such as Talonflame, Salamence, and Suicune takes away the said Speed advantage entirely.

**Wide Guard**: Wide Guard from the likes of Aegislash and Conkeldurr blocks Landorus-T's spread moves, limiting its offensive potential.

**Fake Out**: Choice Scarf Landorus-T has no way of blocking Fake Out from foes such as Mega Kangaskhan and Weavile, which stuns it for a turn.

**Defiant and Competitive**: Landorus-T has to be wary of its Intimidate against Bisharp and Milotic, as they can easily punish that with a boost to their appropriate attacking stats with Defiant or Competitive.
 
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Got this off WIP stage, finally! I've been really busy as of late but hopefully I can make up in the following days~
 
while 72 HP / 252 Atk / 184 Spe outruns Mega Gengar and provides more HP.
This spread sucks and shouldn't be mentioned unless you can prove that the extra bulk provides any tangible benefits over a faster spread; frankly, I think it would be better to just specifically mentioned the max / max spread and write that the EVs can be adjusted to best fit the team it's on, for example, I've found myself often reducing the attack quite a bit for bulk on teams that worked better that way.

Also slightly biased towards including a special set in OO since HP Ice is already mentioned and it's gotten a bit more usage but I shall leave that to other QC.

otherwise this is thorough as shit so call it 1/3 :>
 
That's p much what I did except that I gave specific spreads lol. Anyways, we replaced the spread you quoted and replaced it with something better :)!

Thanks for 1/3
 
Lando-T be like "Bow Down" and also "Bow Wow" because it's a dog and anyone who thinks it's a cat is wrong.

  • [Moves] Stone Edge also gets around Wide Guard, which is commonly found on teams featuring Pokemon 4x weak to Rock like Zard + Volc
  • [Moves] U-Turn is also good for Intimidate shuffling, and it also hits Latios and Hoopa-U decently hard, so it's not just for switching.
  • [Moves] Running both Stone Edge and Rock Slide can be cool and unexpected, usually over U-Turn but I could see removing Superpower instead
  • [Usage Tips] I'm not really sure how you should include this, but add something discussing that hardswitching is commonly the right play when Lando-T has a horrible matchup and can't afford to hit a Protect and be forced to stay in. Either that or the legendary side-U Turn :^)
  • [Team Options] You need a space after "Lando-T" and before "as" (can you tell how much I'm nitpicking this is just super solid tbh)
  • [OO] Specify that bulky set can use Sitrus or Yache decently effectively
  • [OO] Earth Power deserves at least a little bit of a shoutout, notable for hitting Wide Guard Aegislash without having to fear King's Shield
  • [OO] Rock Tomb is an alternative single-target Rock-type coverage move that is far more accurate and also acts as a form of speed control
  • [C&C] Weavile's Fake Out + Ice Shard is an OHKO if it's LO, this could go in Speed or in Typing Advantage but it should be mentioned
  • [C&C] Add Conk to Wide Guard users
Get all that done and you're good for 2/3 so write it up!
2kfrkt4.gif
 
Implemented, but with a few things
  • i didn't do the two Rock-type moves things, already made my say on the QC convo.
  • mentioning Intimidate shuffling with U-turn is something that fits more in Usage Tips (which I already had before oo)
  • LO Fake Out + Ice Shard is too horribly specific lol. I mentioned Ice Shard and Weavile regardless in the applicable sections, though!
Will write soon
 
please please please please put MORE about Special Lando. I fucking swear this thing is jesus, and AT LEAST deserves more of a detailing of how it works / description of the full OO set along with saying shit like "it can also b e hybrid" and talking about the benefits and shit. Like, I think there was a decently large ammount of usage of special lando in SPL and there's a reason for that which should be reflected in this analysis imo

honestly I could totally see this being another set along with its doodly doopy do sections and all but AT LEAST needs a good OO description if nothing else. Mentioning Epower and Hidden Power Ice really doesn't cut it imo


might as well edit in some logs to explain better

[00:29] +Checkmater: [OO] Earth Power deserves at least a little bit of a shoutout, notable for hitting Wide Guard Aegislash without having to fear King's Shield
[00:29] +Checkmater: that's like
[00:29] +Checkmater: different than what I'm saying
[00:29] +Checkmater: if you just say
[00:29] +Checkmater: "doodly do you can use earth power"
[00:29] +Checkmater: everyone iwll be like
[00:30] +Checkmater: "you're retarded"
[00:30] +Checkmater: but if you say
[00:30] +Checkmater: "run naive 252 spA 252 speed life orb earth pwoer hidden power ice and stone edge, now you can ""eq"" without worrying about partner, avoid wg, and win lando mirror"
[00:30] +Checkmater: that's something else entirely
 
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Since SPL's over I actually have time now so expect this to be written today or tomo. I'm putting Ebelt and a brief mention of a special set in OO.
 
fun fact: you use a variation of the word "snipe" thrice
also you actually wrote "landog" multiple times -_- pls fix this because it's OBVIOUSLY a cat
  • [set details] Mentioning that having the slower Lando for U-turn is right ofc but I'd accompany that with a mention of how it leaves you vulnerable to the mirror Rock Slide flinching in the late game bc that actually is pretty relevant
  • [set details] but the drop in general damage output is very noticeable. - is there any notable KOs it misses besides just general "loses damage"
  • [set details] I think you need to include the base speed of the stuff it outspeeds, "base 135s like Mane and Lopunny"
  • [usage tips] Landorus-T can function as an effective scout lead <- idk if this is just me but this sounds really awkward. Please reword ;~;
  • [usage tips] Note that you need to be careful of Landorus-T's health if it is constantly pivoting into physical attackers as it leaves it vulnerable in the late game to priority like Kanga sucker and Talon BB
  • [usage tips] specifically, once foes that are immune to Earthquake and have Intimidate are gone - every single relevant intimi user is flying tbh fam
  • [usage tips] Frequently coming in and out with U-turn can possibly be a good set of plays as this lets Landorus-T repeatedly proc Intimidate while at the same time dealing chip damage against the opposing team that will slowly add up.
  • [other options] mention a partner like charx that appreciates imprison shit
  • [oo] Fairy-types such as Mega Garedovoir and Sylveon
  • [c&c] burning it and intimidating it specifically hampers its ability to revenge kill and clean late game, should be more specific than "lower impact"
3/3 when implemented, good ass analysis
 
swear I only used Landog twice @_@

but addressed the above 3_3
 
got it

went over below

EienSeiryuu add remove (comment) AC = add comma RC = remove comma
TDP add remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Boasting a solid mix of qualities that give it the ability to function as a check to a significant portion of the DOU Doubles (Slang) (the namechange has been a while, think DOU is fine by now) metagame all by itself, Landorus-T is an omnipresent metagame-defining force. A handy ability in Intimidate lets Landorus-T function as a dependable check to physical attackers in the metagame (Felt repetitive), (ok) most notably including Mega Kangaskhan, (AC) and (I think?) Mega Diancie, and itself opposing Landorus-T. (feels redundant) Its excellent neutral coverage, along with its sky-high base 145 Attack, also lets it reliably deal damage against anything it faces, and it has access to U-turn and just the right amount of Speed—base 91—and access to U-turn, making to make it a great user of Choice Scarf, which in turn gives it the sufficient Speed needed to outrun everything in the unboosted metagame except base 150s in Mega Aerodactyl and Deoxys-A. The aforementioned traits let Landorus-T effectively function as a utility check to anything—or everything— (I think this wording is awkward and sort of misleading.) (up to Memoric as for whether or not it's misleading, but ya agreed on the awkward) as needed, depending on the match-up and situation. Aside from holding a Choice Scarf, Landorus-T can also take advantage of its strong great Attack and middling ("decent", maybe? "middling" has a decidedly negative connotation, which is weird here) Speed, which is still enough to outrun a decent portion of the unboosted metagame unboosted (Currently reads Landorus-T outspeeds the metagame while Landorus-T is unboosted, instead of Landorus-T outspeeds the unboosted metagame. If you meant the former because it no longer has the Choice Scarf, I would remove unboosted altogether.), (keep as is, Landorus-T is the unboosted one, and I feel it def. serves a purpose here for contrast and such) with a Life Orb set (RC) that is effective at smashing holes at an opponent's team with powerful blows while still able to deter opposing physical attackers. All that being said, Landorus-T fits easily on any kind of team due to how it can effectively check a number of the most influential Pokemon in DOU Doubles, (DOU is fine) back its team up against the plethora of physical attackers in the metagame with Intimidate, and function as an offensive juggernaut while rarely causing synergy problems thanks to being a rare Ground-type.

Due to relying reliance ("having to rely" imo) on a Choice Scarf to be at its (keep) most effective, Landorus-T can be easy to play around once it reveals what it's locked onto into. In addition, without a Choice Scarf, Landorus-T becomes prone to being outrun and KOed by threats it usually outspeeds such as Keldeo and Latios. Landorus-T is also typically beat by Water-types in the metagame such as Rotom-W and Azumarill and is, for the most part, a liability against rain.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide / Stone Edge
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is a STAB spread move that lets Landorus-T deal consistent, (AC) reliable damage. Either of (keep) Rock Slide or Stone Edge is fine for the next slot, (AC) as Landorus-T appreciates Rock-type coverage in order to hit Ground-immune foes; Rock Slide deals decent spread damage and can net free turns with its flinch chance, (AC) while Stone Edge hits much harder, though single- (Remove hyphen) target, and is nifty for getting around Wide Guard and achieving swift KOs on super effective targets such as Thundurus and Mega Charizard Y. U-turn lets Landorus-T switch out while dealing chip damage, allowing its team to position better and possibly maintain momentum, and also hits threats such as Hoopa-U and Latios super effectively. Superpower lets Landorus-T deal swift massive damage against the likes of Mega Kangaskhan, Hydreigon, and Ferrothorn at the cost of stat drops. Explosion can be an option in order to deal significant damage to the opposing side while sacrificing Landorus-T, also and (eh, i like the original bc it maintains the contrast between a negative and a positive) preserving momentum by providing a free switch to a teammate.

Set Details
========

Choice Scarf boosts Landorus-T's Speed, letting is it outrun foes it regularly wouldn't,, (RC) (Duplicate comma, leave one of them.) beating up to base 135s Speed Pokemon, (Having a dependent clause inside a dependent clause is really awkward. Consider rewriting as "letting it outrun foes it regularly won't such as base 135 Speed Pokemon,") (such as -> up to imo, but ya) and lets it be a general fast threat. Maximum Attack and Speed investment lets it Landorus-T be as fast and powerful as possible. If desried desired, one can optimize by taking EVs off Speed and Attack, still leaving enough to hit a benchmark, in order to invest on bulk instead. For example, a spread of 44 HP / 252 Atk / 212 Spe gives some bulk while still outspeeding Mega Manectric and Mega Lopunny, while 8 HP / 228 Atk / 88 Def / 184 Spe outruns lets Landorus-T outrun Mega Gengar and provides lets Landorus-T avoid the OHKO from Life Orb Bisharp's +1 Sucker Punch and the 2HKO from -1 Life Orb Talonflame's Brave Bird. It is important to note that having a slower Landorus-T helps in the mirror match-(Remove Hyphen) (keep it as "match-up") up, (AC) as having the slower U-turn helps maintain momentum, but this also makes it more vulnerable to getting flinched by flinching from opposing Rock Slide. Jolly is usable in order to surprise those that generally creep EV (either works) for the much more common Adamant, (AC) but the drop in general damage output is very noticeable.

Usage Tips
========

Landorus-T can fit well on any kind of team due to having a unique assortment of niches that let lets it function at in both offensive and subtle supportive roles while at the same time causing little or unnoticeable overlap synergy-wise. (Add period) Thanks to its high Speed with a Choice Scarf and incredible neutral coverage, Landorus-T can function as a utility check of sorts against anything in the metagame as a match dictates due to it being able to land a clean unresisted hit against threats more often than not. One should, as when possible, take advantage of Intimidate, (AC) as with it Landorus-T can check the numerous physical attackers in the metagame such as Mega Diancie and Mega Kangaskhan; switching in Landorus-T against opposing physical attackers can be a good idea in order to proc use Intimidate and soften their blows, helping teammates take their hits better. However, be wary of Bisharp, (AC) as Defiant can easily punish that with an Attack boost.

Landorus-T can function as an effective lead (RC) that is adept at gaining back momentum and position right after with U-turn; leading it is also useful for neutering physical attackers by (Word feels awkward. Maybe try "at" or "from"?) game start, putting its team in a good position early. Frequently coming in and out with U-turn can possibly be a good set of plays, (AC) as this lets Landorus-T repeatedly proc use Intimidate while at the same time dealing chip damage against the opposing team that will slowly add up. However, one has to watch out for when it can't afford to make the mistake of hitting a Protecting foe and being forced to stay in on the field (either works) and take a hit. In situations like those, it's usually better to hard switch. Generally speaking, one should be careful with managing Landorus-T's health, (AC) as frequently pivoting into attackers may leave it vulnerable to getting sniped by priority users such as Mega Kangaskhan and Talonflame.

Landorus-T should snipe threats with Superpower whenever it gets the chance in order to swiftly put select foes out of play early; it has to watch out for the stat drops that come after, however, but ideally Landorus-T should switch out after getting a KO regardless due to the foe opponent being able to switch in a check for free. Still, one should also be wary of a foe switching out to their Fighting-type resist check (or "Fighting-resistant Pokemon" or w/e, just not "resist" as a noun) such as Amoonguss, which could prove to be fatal, (AC) as Landorus-T is then locked onto into an unfavorable move against a threat it has no chance of beating. Landorus-T can also be effective at both being a revenge killer and late-game cleaner thanks to its high Speed; specifically, once foes that have Intimidate are gone and the opposing team is weakened, Landorus-T can easily clean up with its high Speed and strong spread moves. Also, when at a disadvantage, playing to your outs by relying on flinches from Rock Slide can be a good (RC) last-ditch play.

Team Options
========

Pokemon that are immune to Ground, such as Thundurus, Rotom-W and Latios, make for good partners, (AC) as Landorus-T can safely Earthquake next to them without fear of hitting a teammate. Talonflame in particular also works well, as together with Landorus-T they can pack a formidable 1-2 one-two punch with latter the former (I think? but yeah) continually wearing a team down and the latter sniping off weakened threats. (I'm confused here. Do you mean "first continually wearing a team down and then later sniping off weakened threats."?) Spread-attacking teammates, such as Mega Diancie, Heatran, and Mega Gardevoir, also appreciate Landorus-T's presence, (AC) as it can continually whittle down foes enough for them to finish the job efficiently later on. As Landorus-T has difficulty matching up (RH) against Water-types, teammates that can beat them are appreciated. Grass-, Electric-, and Dragon-types such as Amoonguss, Thundurus, and Latios work well, (AC) as all of them in some way have typing advantage against Water-types. Partners that can take out opposing Landorus-T are appreciated as well; Water-types such as Rotom-W and Suicune can easily KO them with their STAB moves, (AC) while Kyurem-B can get a swiftly remove Landorus-T with its Ice Beam. Fairy-types such as Mega Garedovoir Gardevoir and Sylveon also make for good picks in order to take advantage of Landorus-T's ability to deal with Steel- and Fire-types well. Since Landorus-T is a physical attacker, Bisharp is a decent partner for dissuading Intimidate with Defiant. However, one should be wary, (AC) as Landorus-T can't use Earthquake next to Bisharp without taking out its teammate with friendly fire.

<LO Set goes here>

[STRATEGY COMMENTS]
Other Options
=============

Choice Band allows Landorus-T to deal massive damage consistently while not without revealing its item right away, which is helpful for possibly bluffing Choice Scarf, but the lack of Speed in addition to not being able to run Protect is not ideal. Expert Belt can be used for a similar effect; while it provides a smaller boost and only on super effective moves, it also does not lock Landorus-T into a move and allows it to effectively run Protect. A bulky set, with either a Sitrus Berry or Yache Berry, lets Landorus-T be able to soak up hits while still being a decent threat offensively. Stealth Rock can be useful for helping secure KOs for teammates and assuring a better match-up (AH; both with and without works, but be consistent) against the likes of Mega Charizard Y and Talonflame. Earth Power can be handy to hit Aegislash without fear of King's Shield and Wide Guard, while Hidden Power Ice is useful for luring eliminating opposing Landorus-T, (AC) though it's useless for any other purpose. (Add period) ; (Remove semicolon) (i like that semicolon, those ideas are connected enough to warrant it) on that note, a purely (either works) special set can be run for in order to take advantage of Landorus-T's offensive presence while still having the utility of Intimidate. Assault Vest allows Landorus-T to safely take special attacks, letting it fare better than usual at dealing with opposing special attackers, but not being able to run Protect in addition to low Speed and unboosted offenses make makes it decent at best. Knock Off lets Landorus-T handicap foes by depriving them of key items such as Life Orb and Sitrus Berry, limiting their effectiveness somewhat. Imprison can be used to prevent foes from utilizing Earthquake, Rock Slide, and Protect, denying them from positioning with defensive play and neutering opposing Landorus-T completely, which can be useful for Pokemon weak to the said moves such as Mega Charizard X and Heatran.

Checks and Counters
===================

**Typing Advantage**: Water-types such as Rotom-W, Suicune, and Azumarill can easily take anything Landorus-T can hit them with and retaliate with a super effective STAB move. Ice-types such as Kyurem-B and Weavile can nab the swift KO with their respective STAB moves but have to be wary of getting sniped by Landorus-T's Superpower or Rock-type coverage. Once it's Choice locked onto into Earthquake, Flying-types and foes with Levitate such as Salamence, Thundurus, and Rotom-W can easily take advantage of Landorus-T's futility. (Futility isn't used properly here. Just saying Landorus-T can be taken advantage of is fine.) (y)

**Intimidate and Burns**: Intimidate and burns limit Landorus-T's damage output, hampering its ability to revenge kill or clean up late-game (AH) and generally lowering its impact throughout a match. Salamence, Gyarados, and opposing Landorus-T can soften its blows with Intimidate, with the former two also having have (keep "having") access to Water-type coverage to smack it around. Gengar and Rotom-W can burn Landorus-T, permanently neutering it for a whole game.

**Speed**: As it can't run Protect effectively (Content comment: It can't run it at all, in my opinion.), (hm ya i'd say either works, but leaving it out seems a tad better... something like MegaKhan cannot run Protect effectively (preemptively apologising for poor meta knowledge here should that be necessary) Choice Scarf Landorus-T fares poorly against faster foes due to being unable to defend itself. Deoxys-A and Choice Scarf Kyurem-B can OHKO with Psycho Boost and Ice Beam, respectively, while Ludicolo and Venusaur in their respective favorable weathers can deal significant damage, with the former being able to KO with a rain-boosted Hydro Pump. Landorus-T also has to be wary of getting picked off by Ice Shard Weavile. Without a Choice Scarf, Landorus-T is left prone to being outrun by an assortment of threats, including Keldeo and Latios, both of which are also capable of OHKOing.

**Speed Control**: Without its Speed advantage, Choice Scarf Landorus-T struggles to be effective, (AC) as it can no longer take out threats it beats in normal conditions, and since it lacks Protect, it can't stall out field conditions such as Tailwind and Trick Room. Trick Room from the likes of Cresselia and Jellicent can turn the tables against Landorus-T's Speed advantage, ("turn around its Speed advantage" or "turn the tables against it", imo) while Tailwind from foes such as Talonflame, Salamence, and Suicune takes away the said Speed advantage entirely. Icy Wind from threats such as Jirachi lowers Landorus-T's Speed by a bit while also hitting super effectively.

**Utility**: Wide Guard from the likes of Aegislash and Conkeldurr blocks Landorus-T's spread moves, (RC) (keep comma) limiting its offensive potential. Fake Out from foes such as Mega Kangaskhan and Weavile stuns Landorus-T for a turn; what makes it notable is that Choice Scarf Landorus-T has no way of blocking it due to lacking Protect. (Reads awkwardly. Consider rewriting as "Choice Scarf Landorus-T has no way of blocking Fake Out from foes, such as Mega Kangaskhan and Weavile, which stuns it for a turn." The lack of protect is the reason, but I think is self-evident by virtue of the Choice Scarf set.) (ya, it's not as relevant for non-Scarf variants anyways)

**Miscellaneous**: Landorus-T has to be wary of proccing its (Proc is slang, so I think it should be avoided.) Intimidate against Bisharp and Milotic, (AC) as they can easily punish that with a boost to their appropriate attacking stats with Defiant and or Competitive, respectively.
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amcheck
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AC = add comma
RC = remove comma
[OVERVIEW]

Boasting a solid mix of qualities that give it the ability to function as a check to a significant portion of the DOU Doubles (Slang) metagame all by itself, Landorus-T is an omnipresent metagame-defining force. A handy ability in Intimidate lets Landorus-T function as a dependable check to physical attackers in the metagame (Felt repetitive), most notably including Mega Kangaskhan and Mega Diancie, and itself opposing Landorus-T. Its excellent neutral coverage, along with its sky-high base 145 Attack, also lets it reliably deal damage against anything it faces, and it has just the right amount of Speed—91—and access to U-turn, making it a great user of Choice Scarf, which in turn gives it the sufficient Speed needed to outrun everything in the unboosted metagame except base 150s Mega Aerodactyl and Deoxys-A. The aforementioned traits let Landorus-T effectively function as a utility check to anything—or everything— (I think this wording is awkward and sort of misleading.) as needed, depending on the match-up and situation. Aside from holding a Choice Scarf, Landorus-T can also take advantage of its strong Attack and middling Speed, still enough to outrun a decent portion of the unboosted metagame unboosted (Currently reads Landorus-T outspeeds the metagame while Landorus-T is unboosted, instead of Landorus-T outspeeds the unboosted metagame. If you meant the former because it no longer has the Choice Scarf, I would remove unboosted altogether.), with a Life Orb set, effective at smashing holes at an opponent's team with powerful blows while still able to deter opposing physical attackers. All that being said, Landorus-T fits easily on any kind of team due to how it can effectively check a number of the most influential Pokemon in DOU Doubles, back its team up against the plethora of physical attackers in the metagame with Intimidate, and function as an offensive juggernaut while rarely causing synergy problems thanks to being a rare Ground-type.

Due to relying reliance on a Choice Scarf to be at its most effective, Landorus-T can be easy to play around once it reveals what it's locked onto into. In addition, without a Choice Scarf, Landorus-T becomes prone to being outrun and KOed by threats it usually outspeeds such as Keldeo and Latios. Landorus-T is also typically beat by Water-types in the metagame such as Rotom-W and Azumarill and is, for the most part, a liability against rain.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide / Stone Edge
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is a STAB spread move that lets Landorus-T deal consistent, (AC) reliable damage. Either of Rock Slide or Stone Edge is fine for the next slot, (AC) as Landorus-T appreciates Rock-type coverage in order to hit Ground-immune foes; Rock Slide deals decent spread damage and can net free turns with its flinch chance while Stone Edge hits much harder, though single- (Remove hyphen) target, and is nifty for getting around Wide Guard and achieving swift KOs on super effective targets such as Thundurus and Mega Charizard Y. U-turn lets Landorus-T switch out while dealing chip damage, allowing its team to position better and possibly maintain momentum, and also hits threats such as Hoopa-U and Latios super effectively. Superpower lets Landorus-T deal swift massive damage against the likes of Mega Kangaskhan, Hydreigon, and Ferrothorn at the cost of stat drops. Explosion can be an option in order to deal significant damage to the opposing side while sacrificing Landorus-T, also and preserving momentum by providing a free switch to a teammate.

Set Details
========

Choice Scarf boosts Landorus-T's Speed, letting is it outrun foes it regularly wouldn't,, (RC) (Duplicate comma, leave one of them.) beating up to base 135s Speed Pokemon, (Having a dependent clause inside a dependent clause is really awkward. Consider rewriting as "letting it outrun foes it regularly won't such as base 135 Speed Pokemon,") and lets it be a general fast threat. Maximum Attack and Speed investment lets it Landorus-T be as fast and powerful as possible. If desried desired, one can optimize by taking EVs off Speed and Attack, still leaving enough to hit a benchmark, in order to invest on bulk instead. For example, a spread of 44 HP / 252 Atk / 212 Spe gives some bulk while still outspeeding Mega Manectric and Mega Lopunny, while 8 HP / 228 Atk / 88 Def / 184 Spe outruns Mega Gengar and provides lets Landorus-T avoid the OHKO from Life Orb Bisharp's +1 Sucker Punch and the 2HKO from -1 Life Orb Talonflame's Brave Bird. It is important to note that having a slower Landorus-T helps in the mirror match-(Remove Hyphen) up as having the slower U-turn helps maintain momentum, but this also makes it more vulnerable to getting flinched by opposing Rock Slide. Jolly is usable in order to surprise those that generally creep EV for the much more common adamant but the drop in general damage output is very noticeable.

Usage Tips
========

Landorus-T can fit well on any kind of team due to having a unique assortment of niches that let it function at in both offensive and subtle supportive roles while at the same time causing little or unnoticeable overlap synergy-wise. (Add period) Thanks to its high speed with a Choice Scarf and incredible neutral coverage, Landorus-T can function as a utility check of sorts against anything in the metagame as a match dictates due to it being able to land a clean unresisted hit against threats more often than not. One should, as when possible, take advantage of Intimidate, (AC) as with it Landorus-T can check the numerous physical attackers in the metagame such as Mega Diancie and Mega Kangaskhan; switching in Landorus-T against opposing physical attackers can be a good idea in order to proc use Intimidate and soften their blows, helping teammates take their hits better. However, be wary of Bisharp as Defiant can easily punish that with an Attack boost.

Landorus-T can function as an effective lead, adept at gaining back momentum and position right after with U-turn; leading it is also useful for neutering physical attackers by (Word feels awkward. Maybe try "at" or "from"?) game start, putting its team in a good position early. Frequently coming in and out with U-turn can possibly be a good set of plays as this lets Landorus-T repeatedly proc use Intimidate while at the same time dealing chip damage against the opposing team that will slowly add up. However, one has to watch out for when it can't afford to make the mistake of hitting a Protecting foe and being forced to stay in on the field and take a hit. In situations like those, it's usually better to hard switch. Generally speaking, one should be careful with managing Landorus-T's health as frequently pivoting into attackers may leave it vulnerable to getting sniped by priority users such as Mega Kangaskhan and Talonflame.

Landorus-T should snipe threats with Superpower whenever it gets the chance in order to swiftly put select foes out of play early; it has to watch out for the stat drops that come after, however, but ideally Landorus-T should switch out after getting a KO regardless due to the foe opponent being able to switch in a check for free. Still, one should also be wary of a foe switching out to their Fighting-type resist such as Amoonguss, which could prove to be fatal as Landorus-T is then locked onto into an unfavorable move against a threat it has no chance of beating. Landorus-T can also be effective at both being a revenge killer and late-game cleaner thanks to its high Speed; specifically, once foes that have Intimidate are gone and the opposing team is weakened, Landorus-T can easily clean up with its high Speed and strong spread moves. Also, when at a disadvantage, playing to your outs by relying on flinches from Rock Slide can be a good, last-ditch play.

Team Options
========

Pokemon that are immune to Ground, such as Thundurus, Rotom-W and Latios, make for good partners as Landorus-T can safely Earthquake next to them without fear of hitting a teammate. Talonflame in particular also works well, as together with Landorus-T they can pack a formidable 1-2 one-two punch with latter continually wearing a team down and the latter sniping off weakened threats. (I'm confused here. Do you mean "first continually wearing a team down and then later sniping off weakened threats."?) Spread-attacking teammates, such as Mega Diancie, Heatran, and Mega Gardevoir, also appreciate Landorus-T's presence as it can continually whittle down foes enough for them to finish the job efficiently later on. As Landorus-T has difficulty matching-up against Water-types, teammates that can beat them are appreciated. Grass-, Electric-, and Dragon-types such as Amoonguss, Thundurus, and Latios work well as all of them in some way have typing advantage against Water-types. Partners that can take out opposing Landorus-T are appreciated as well; Water-types such as Rotom-W and Suicune can easily KO with their STAB moves while Kyurem-B can get a swiftly remove Landorus-T with its Ice Beam. Fairy-types such as Mega Garedovoir Gardevoir and Sylveon also make for good picks in order to take advantage of Landorus-T's ability to deal with Steel- and Fire-types well. Since Landorus-T is a physical attacker, Bisharp is a decent partner for dissuading Intimidate with Defiant. However, one should be wary as Landorus-T can't Earthquake next to Bisharp without taking out its teammate with friendly fire.

<LO Set goes here>

[STRATEGY COMMENTS]
Other Options
=============

Choice Band allows Landorus-T to deal massive damage consistently while not revealing its item right away, which is helpful for possibly bluffing Choice Scarf, but the lack of Speed in addition to not being able to run Protect is not ideal. Expert Belt can be used for a similar effect; while it provides a smaller boost and only on super effective moves, it also does not lock Landorus-T into a move and allows it to effectively run Protect. A bulky set, with either a Sitrus Berry or Yache Berry, lets Landorus-T be able to soak hits while still being a decent threat offensively. Stealth Rock can be useful for helping secure KOs for teammates and assuring a better matchup against the likes of Mega Charizard Y and Talonflame. Earth Power can be handy to hit Aegislash without fear of King's Shield and Wide Guard, while Hidden Power Ice is useful for luring opposing Landorus-T, (AC) though it's useless for any other purpose. (Add period) ; (Remove semicolon) on that note, a purely special set can be run for in order to take advantage of Landorus-T's offensive presence while still having the utility of Intimidate. Assault Vest allows Landorus-T to safely take special attacks, letting it fare better than usual at dealing with opposing special attackers, but not being able to run Protect in addition to low Speed and unboosted offenses make it decent at best. Knock Off lets Landorus-T handicap foes by depriving them of key items such as Life Orb and Sitrus Berry, limiting their effectiveness somewhat. Imprison can be used to prevent foes from utilizing Earthquake, Rock Slide, and Protect, denying them from positioning with defensive play and neutering opposing Landorus-T completely, which can be useful for Pokemon weak to the said moves such as Mega Charizard X and Heatran.

Checks and Counters
===================

**Typing Advantage**: Water-types such as Rotom-W, Suicune, and Azumarill can easily take anything Landorus-T can hit them with and retaliate with a super effective STAB move. Ice-types such as Kyurem-B and Weavile can nab the swift KO with their respective STAB moves but have to be wary of getting sniped by Landorus-T's Superpower or Rock-type coverage. Once Choice locked onto into Earthquake, Flying-types and foes with Levitate such as Salamence, Thundurus, and Rotom-W can easily take advantage of Landorus-T's futility. (Futility isn't used properly here. Just saying Landorus-T can be taken advantage of is fine.)

**Intimidate and Burns**: Intimidate and burns limit Landorus-T's damage output, hampering its ability to revenge kill or clean up late game and generally lowering its impact throughout a match. Salamence, Gyarados, and opposing Landorus-T can soften its blows with Intimidate, with the former two also having have access to Water-type coverage to smack it around. Gengar and Rotom-W can burn Landorus-T, permanently neutering it for a whole game.

**Speed**: As it can't run Protect effectively (Content comment: It can't run it at all, in my opinion.), Choice Scarf Landorus-T fares poorly against faster foes due to being unable to defend itself. Deoxys-A and Choice Scarf Kyurem-B can OHKO with Psycho Boost and Ice Beam, respectively, while Ludicolo and Venusaur in their respective favorable weathers can deal significant damage, with the former able to KO with a rain-boosted Hydro Pump. Landorus-T also has to be wary of getting picked off by Ice Shard Weavile. Without a Choice Scarf, Landorus-T is left prone to being outrun by an assortment of threats, including Keldeo and Latios, both of which are also capable of OHKOing.

**Speed Control**: Without its Speed advantage, Choice Scarf Landorus-T struggles to be effective as it can no longer take out threats it beats in normal conditions, and since it lacks Protect, it can't stall out field conditions such as Tailwind and Trick Room. Trick Room from the likes of Cresselia and Jellicent can turn the tables against Landorus-T's Speed advantage, while Tailwind from foes such as Talonflame, Salamence, and Suicune takes away the said Speed advantage entirely. Icy Wind from threats such as Jirachi lowers Landorus-T's Speed by a bit while also hitting super effectively.

**Utility**: Wide Guard from the likes of Aegislash and Conkeldurr blocks Landorus-T's spread moves, (RC) limiting its offensive potential. Fake Out from foes such as Mega Kangaskhan and Weavile stuns Landorus-T for a turn; what makes it notable is that Choice Scarf Landorus-T has no way of blocking it due to lacking Protect. (Reads awkwardly. Consider rewriting as "Choice Scarf Landorus-T has no way of blocking Fake Out from foes, such as Mega Kangaskhan and Weavile, which stuns it for a turn." The lack of protect is the reason, but I think is self-evident by virtue of the Choice Scarf set.)

**Miscellaneous**: Landorus-T has to be wary of proccing its (Proc is slang, so I think it should be avoided.) Intimidate against Bisharp and Milotic, (AC) as they can easily punish that with a boost to their appropriate attacking stats with Defiant and Competitive, respectively.
 
implemented the check @_@

also updated the checks and counters section according to new standards
 
add remove comments
[OVERVIEW]

Boasting a solid mix of qualities that give it the ability to function as a check to a significant portion of the DOU metagame all by itself, Landorus-T is an omnipresent metagame-defining force. A handy ability in Intimidate lets Landorus-T function as a dependable check to physical attackers, most notably including Mega Kangaskhan, Mega Diancie, and opposing Landorus-T itself. Its excellent neutral coverage, along with its sky-high base 145 Attack, also lets it reliably deal damage against anything it faces, and it has access to U-turn and just the right Speed—base 91—to make it a great user of Choice Scarf, which in turn gives it the sufficient Speed needed to outrun everything in the unboosted metagame except base 150s in Mega Aerodactyl and Deoxys-A. However, although these aforementioned traits let it Landorus-T effectively function as a utility check to most Pokemon anything as needed, Landorus-T should be saved to deal with a particularly problematic threat on the opposing team depending on the match-up and situation. (mmm I think this makes it clear enough?) Aside from holding a Choice Scarf, Landorus-T can also take advantage of its great Attack and decent Speed, which is still enough to outrun a decent portion of the metagame unboosted with a Life Orb set that is effective at smashing holes at an opponent's team with powerful blows while still able to deter opposing physical attackers. All that being said, Landorus-T fits easily on any kind of team due to how it can effectively check a number of the most influential Pokemon in DOU, back its team up against the plethora of physical attackers in the metagame with Intimidate, and function as an offensive juggernaut while rarely causing synergy problems thanks to being a rare Ground-type.

Due to having to rely(space)on a Choice Scarf to be at its most effective, Landorus-T can be easy to play around once it reveals what it's locked into. In addition, without a Choice Scarf, Landorus-T becomes prone to being outrun and KOed by threats it usually outspeeds such as Keldeo and Latios. Landorus-T is also typically beat by Water-types in the metagame such as Rotom-W and Azumarill and is, for the most part, a liability against rain.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide / Stone Edge
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is a STAB spread move that lets Landorus-T deal consistent, reliable damage. Either of Rock Slide or Stone Edge is fine for the next slot, as Landorus-T appreciates Rock-type coverage in order to hit Ground-immune foes; Rock Slide deals decent spread damage and can net free turns with its flinch chance, while Stone Edge hits much harder, though single target, and is nifty for getting around Wide Guard and achieving swift (OH?)KOs on super effective targets such as Thundurus and Mega Charizard Y. U-turn lets Landorus-T switch out while dealing chip damage, allowing its team to position better and possibly maintain momentum, and it also hits threats such as Hoopa-U and Latios super effectively. Superpower lets Landorus-T deal swift massive damage against the likes of Mega Kangaskhan, Hydreigon, and Ferrothorn at the cost of stat drops. Explosion can be an option in order to deal significant damage to the opposing side while sacrificing Landorus-T, also preserving momentum by providing a free switch to a teammate.

Set Details
========

Choice Scarf boosts Landorus-T's Speed, letting it outrun foes it regularly won't up to base 135 Speed Pokemon, (RC) and lets it be a general fast threat. Maximum Attack and Speed investment lets Landorus-T be as fast and powerful as possible. If desired, one can optimize by taking EVs off Speed and Attack, still leaving enough to hit a benchmark, in order to invest on bulk instead. For example, a spread of 44 HP / 252 Atk / 212 Spe gives some bulk while still allowing Landorus-T to outspeeding Mega Manectric and Mega Lopunny, while 8 HP / 228 Atk / 88 Def / 184 Spe lets it Landorus-T outrun Mega Gengar and avoid the OHKO from Life Orb Bisharp's +1 Sucker Punch and the 2HKO from -1 Life Orb Talonflame's Brave Bird. It is important to note that having a slower Landorus-T helps in the mirror match-up, as having the slower U-turn helps maintain momentum, but this also makes it more vulnerable to flinching from opposing Rock Slide. Jolly is usable in order to surprise those that generally creep for the much more common Adamant, but the drop in general damage output is very noticeable.

Usage Tips
========

Landorus-T can fit well on any kind of team due to having a unique assortment of niches that lets it function in both offensive and subtle supportive roles while at the same time causing little or unnoticeable overlap synergy-wise. Thanks to its high Speed with a Choice Scarf and incredible neutral coverage, Landorus-T can function as a utility check of sorts against anything in the metagame as a match dictates due to it being able to land a clean unresisted hit against threats more often than not. One should, when possible, take advantage of Intimidate, as with it Landorus-T can check the numerous physical attackers in the metagame such as Mega Diancie and Mega Kangaskhan; switching in Landorus-T against opposing physical attackers can be a good idea in order to use Intimidate and soften their blows, helping teammates take their hits better. However, be wary of Bisharp, as Defiant can easily punish that with an Attack boost.

Landorus-T can function as an effective lead that is adept at gaining back momentum and position right after with U-turn; leading it is also useful for neutering physical attackers at game start, putting its team in a good position early. Frequently coming in and out with U-turn can possibly be a good set of plays, as this lets Landorus-T repeatedly use Intimidate while at the same time dealing chip damage against the opposing team that will slowly add up. However, one has to watch out for when it Landorus-T can't afford to make the mistake of hitting a Protecting foe and being forced to stay on the field and take a hit. In situations like those, it's usually better to hard switch. Generally speaking, one should be careful with managing Landorus-T's health,(space)as frequently pivoting into attackers may leave it vulnerable to getting sniped by priority users such as Mega Kangaskhan and Talonflame.

Landorus-T should snipe threats with Superpower whenever it gets the chance in order to swiftly put select foes out of play early; it has to watch out for the stat drops that come after, however, but ideally Landorus-T should switch out after getting a KO regardless due to the opponent being able to switch in a check for free. Still, one should also be wary of a foe switching out to their a Fighting-resistant Pokemon such as Amoonguss, which could prove to be fatal, as Landorus-T is then locked into an unfavorable move against a threat it has no chance of beating. Landorus-T can also be effective at both being a revenge killer and late-game cleaner thanks to its high Speed; specifically, once foes that have Intimidate are gone and the opposing team is weakened, Landorus-T can easily clean up with its high Speed and strong spread moves. Also, when at a disadvantage, playing to your outs by relying on flinches from Rock Slide can be a good last-ditch play.

Team Options
========

Pokemon that are immune to Ground, such as Thundurus, Rotom-W and Latios, make for good partners, as Landorus-T can safely use Earthquake next to them without fear of hitting a teammate. Landorus-T and Talonflame in particular also works well, as together with Landorus-T they can pack a formidable one-two punch with the former Landorus-T continually wearing a team down and Talonflame the latter sniping off weakened threats with priority Brave Bird (I assume? Otherwise why talonflame over any other of them?). Spread-attacking teammates, such as Mega Diancie, Heatran, and Mega Gardevoir, also appreciate Landorus-T's presence, as it can continually whittle down foes enough for them to finish the job efficiently later on. As Landorus-T has difficulty matching up against Water-types, teammates that can beat them are appreciated. Grass-, Electric-, and Dragon-types such as Amoonguss, Thundurus, and Latios work well, as all of them in some way have typing advantage against Water-types. Partners that can take out opposing Landorus-T are appreciated as well; Water-types such as Rotom-W and Suicune can easily KO them with their STAB moves, while Kyurem-B can swiftly remove Landorus-T with its Ice Beam. Fairy-types such as Mega Gardevoir and Sylveon also make for good picks in order to take advantage of Landorus-T's ability to deal with Steel- and Fire-types well. Since Landorus-T is a physical attacker, Bisharp is a decent partner for dissuading opposing Intimidate users with Defiant. However, one should be wary, as Landorus-T can't use Earthquake next to Bisharp without taking out its teammate with friendly fire.

<LO Set goes here>

[STRATEGY COMMENTS]
Other Options
=============

Choice Band allows Landorus-T to deal massive damage consistently without revealing its item right away, which is helpful for possibly bluffing Choice Scarf, but the lack of Speed in addition to not being able to run Protect is not ideal. Expert Belt can be used for a similar effect; while it provides a smaller boost and only on super effective moves, it also does not lock Landorus-T into a move and allows it to effectively run Protect. A bulky set, with either a Sitrus Berry or Yache Berry, lets Landorus-T soak up hits while still being a decent threat offensively. Stealth Rock can be useful for helping secure KOs for teammates and assuring a better match-up against the likes of Mega Charizard Y and Talonflame. Earth Power can be handy to hit Aegislash without fear of King's Shield and Wide Guard, while Hidden Power Ice is useful for eliminating opposing Landorus-T, though it's useless for any other purpose; on that note, a purely special set can be run for in order to take advantage of Landorus-T's offensive presence while still having the utility of Intimidate. Assault Vest allows Landorus-T to safely take special attacks, letting it fare better than usual at dealing with opposing special attackers, but not being able to run Protect in addition to low Speed and unboosted offenses makes it decent at best. Knock Off lets Landorus-T handicap foes by depriving them of key items such as Life Orb and Sitrus Berry, limiting their effectiveness somewhat. Imprison can be used to prevent foes from utilizing Earthquake, Rock Slide, and Protect, denying them from positioning with defensive play and neutering opposing Landorus-T completely, which can be useful for Pokemon weak to the said moves such as Mega Charizard X and Heatran.

Checks and Counters
===================

**Water-type Pokemon**: Water-types such as Rotom-W, Suicune, and Azumarill can easily take anything Landorus-T can hit them with and retaliate with a super effective STAB move.

**Ice-type Pokemon**: Ice-types such as Kyurem-B and Weavile can nab the swift KO with their respective STAB moves but have to be wary of getting sniped by Landorus-T's Superpower or Rock-type coverage. Landorus-T also has to be wary of getting picked off by Ice Shard Weavile. Icy Wind from threats such as Jirachi lowers Landorus-T's Speed while also hitting super effectively.

**Ground-immunte Pokemon**: Once it's Choice-locked (add hyphen) into Earthquake, Flying-types and foes with Levitate such as Salamence, Thundurus, and Rotom-W can easily take advantage of Landorus-T.

**Intimidate and Burns**: Intimidate and burns limit Landorus-T's damage output, hampering its ability to revenge kill or clean up late-game and generally lowering its impact throughout a match. Salamence, Gyarados, and opposing Landorus-T can soften its blows with Intimidate, with the former two also having access to Water-type coverage to smack it around. Gengar and Rotom-W can burn Landorus-T, permanently neutering it for a whole game.

**Faster Pokemon**: As it can't run Protect, Choice Scarf Landorus-T fares poorly against faster foes due to being unable to defend itself. Deoxys-A and Choice Scarf Kyurem-B can OHKO it with Psycho Boost and Ice Beam, respectively, while Ludicolo and Venusaur under in their respective favorable weathers can deal significant damage to Landorus-T, with the former being able to (OH?)KO it with a rain-boosted Hydro Pump. Without a Choice Scarf, Landorus-T is left prone to being outrun by an assortment of threats, including Keldeo and Latios, both of which are also capable of OHKOing it.

**Paralysis, Tailwind, and Trick Room**: Without its Speed advantage, Choice Scarf Landorus-T struggles to be effective, as it can no longer take out threats it beats in normal conditions, and since it lacks Protect, it can't stall out field conditions such as Tailwind and Trick Room. Trick Room from the likes of Cresselia and Jellicent can turn around its Speed advantage, while Tailwind from foes such as Talonflame, Salamence, and Suicune takes away the said Speed advantage entirely.

**Wide Guard**: Wide Guard from the likes of Aegislash and Conkeldurr blocks Landorus-T's spread moves, limiting its offensive potential.

**Fake Out**: Choice Scarf Landorus-T has no way of blocking Fake Out from foes, (RC) such as Mega Kangaskhan and Weavile, which stuns it for a turn.

**Defiant and Competitive**: Landorus-T has to be wary of its Intimidate against Bisharp and Milotic, as they can easily punish that with a boost to their appropriate attacking stats with Defiant or Competitive. (period)
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Haund that was a good check! However, the change you made on the overview kinda made it stray from what I wanted to say. What I wanted to say was how the traits mentioned in the sentences before allow Landorus-T to be an effective utility check to anything as needed, not that Lando-T should be saved for one particular thing
 
Haund that was a good check! However, the change you made on the overview kinda made it stray from what I wanted to say. What I wanted to say was how the traits mentioned in the sentences before allow Landorus-T to be an effective utility check to anything as needed, not that Lando-T should be saved for one particular thing
Then I misinterpreted that :v4:and you can leave it as it is
 
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