Landorus-Therian (Revamp)


Landorus-Therian

[OVERVIEW]

Landorus-T's superb typing gives him immunities to Electric and Ground, two very potent offensive typings, and resistances to Bug, Fighting, and Poison. Landorus-T's defensive potential is also commendable, primarily his physically defensive capabilities that are further helped by his fantastic ability, Intimidate, which helps his abilities to perform physically defensive roles soar. His incredibly high Attack and very workable offensive movepool make him a potent offensive threat against many as well. This combination of Intimidate and Landorus-T's offensive and defensive presence has allowed him to establish himself as one of the best pivots, forcing switches with ease. To top it off, Landorus-T is very versatile, being able to successfully play various roles to fit almost any playstyle; offensive roles, defensive roles, revenge killer, defensive pivot, late-game sweeper, and wallbreaker are all great possibilities with Landorus-T.
However, his 4x weakness to Ice is problematic for Landorus-T due to the abundance of Hidden Power Ice seen on Electric-type Pokemon that Landorus-T would otherwise counter or check. His weakness to Water and no coverage moves that allow him to handle Water-types does leave him at a loss in a matchup against the likes of Keldeo, Rotom-W, and Slowbro. His Speed tier has also fallen behind in the fast-paced ORAS metagame; he does have a workable Speed tier that is by no stretch useless, but it often leaves a lot to be desired in many situations. Finally, lack of any form of reliable recovery makes him much more susceptible to residual damage, and he can be worn down considerably more easily than other potential walls or sweepers.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Stone Edge
move 3: Knock Off / Superpower / Explosion
move 4: U-turn
item: Choice Scarf
ability: Intimidate
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy, dealing good damage against most opposing threats that do not resist or are immune to it. Stone Edge hits Pokemon that are immune to Earthquake, most notably Flying-types such as Thundurus and Talonflame and Levitate users, for super effective damage. Rock Slide is an option if you value the accuracy over the power, though it does miss out on some KOs such as against Thundurus, +1 defensive Talonflame, and Assault Vest Tornadus-T after Stealth Rock damage as well as some 2HKOs such as against Mandibuzz after Stealth Rock damage. Knock Off hurts Latios, Latias, and Gengar as well as item-dependent Pokemon such as Eviolite Chansey and Choiced wallbreakers, which helps to limit the offensive or defensive potential of opposing teams. Superpower provides additional coverage and hurts possible switch-ins such as Ferrothorn, Mega Gyarados, Mega Lopunny, Air Balloon Excadrill, and Heatran. Explosion is an option to punch massive holes in opposing walls and is optimal for use on offensive teams to break through defensive threats; it can also grab momentum by allowing a safe switch into another threat. U-turn is good to use early-game to scout an opponent's lead Pokemon, and it allows Landorus-T to capture momentum and switch into a more favorable matchup.

Set Details
========

The Speed investment and Jolly nature allow Landorus-T to outspeed as many threats as possible in order to revenge kill or pivot and make the most use of his generally unspectacular base Speed. Full investment in Attack maximizes Landorus-T's offensive potential, allowing him to deal as much damage as possible and effectively revenge kill. Choice Scarf is used to boost Speed for optimal revenge killing potential. An Adamant nature could allow Landorus-T to hit harder at the cost of Speed, and it is still an option if your team would benefit from a having a harder-hitting Choice Scarf user.

Usage Tips
========

The purpose of this set is to revenge kill opposing threats and grab momentum with U-turn. Landorus-T can be used as a lead in order to grab momentum as early as possible, and he should be sent out whenever a Pokemon faints in order to revenge kill or to recapture momentum. Be wary of what move you choose to lock Landorus-T into. While Earthquake is strong, it can be taken advantage of by your opponent, as they can send out a Pokemon immune to it next turn.

Team Options
========

Volt Switch users such as Raikou, Rotom-W, and Mega Manectric form a solid VoltTurn core with Landorus-T. Mega Manectric completes a double-Intimidate VoltTurn core, which pressures physical attackers. Latios and Latias are also good options to pair with Landorus-T due to their ability to check Keldeo very effectively. However, the two add an additional Ice weakness. Clefable has great synergy with Landorus-T, being able to handle Latios, Latias, and Keldeo, which threaten Landorus-T, while Landorus-T can handle Fire-, Steel-, and Poison-type Pokemon that threaten Clefable.

[SET]
name: Defensive
move 1: Earthquake
move 2: U-turn
move 3: Stone Edge / Rock Slide / Knock Off
move 4: Stealth Rock
item: Leftovers / Rocky Helmet
ability: Intimidate
nature: Impish
evs: 252 HP / 240 Def / 8 SpD / 8 Spe

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

Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy; it provides defensive Landorus-T with a way of hitting opposing Pokemon hard and allows him to maintain some offensive presence. U-turn allows Landorus-T to pivot out and gain momentum by putting the matchup in your favor; it works well with Landorus-T's defensive potential, as it can force a switch quite easily when sent in against a physical threat. Stone Edge and Rock Slide hit Flying-types, such as Talonflame and Thundurus, and Levitate users that are immune to Earthquake for super effective damage—either is viable, and the choice depends on your preference. Stone Edge has more power but less accuracy, while Rock Slide has more accuracy and a chance to flinch the foe, but less power. Knock Off hurts threats such as Latios, Latias, and Gengar and item-dependent Pokemon, namely Choiced wallbreakers that could hurt Landorus-T. Finally, Stealth Rock provides entry hazard support, wearing down opposing teams with residual damage.

Set Details
========

Maximum HP investment increases Landorus-T's longevity and, when coupled with the 8 EVs in Special Defense, allows him to live a Hidden Power Ice from Mega Manectric at full health and retaliate with Earthquake. 8 Speed EVs allow him to outspeed Modest Magnezone, and the remaining EVs go into Defense with an Impish nature to optimize Landorus-T's physical bulk. Leftovers is Landorus-T's only source of recovery and offers him more longevity. Rocky Helmet is also an option for dealing damage against some foes, helping to wear them down faster and compensating for Landorus-T's lack of offensive presence.

Usage Tips
========

Generally, you should lead with Landorus-T in order to set up Stealth Rock as soon as possible and U-turn out to grab momentum and put the matchup in your favor early-game. Landorus-T can often come in safely against physical threats such as Terrakion, Mega Charizard X, and Tyranitar because Intimidate lowers their Attack. He can also check most variants of Talonflame due to Intimidate, which allows Landorus-T to wall it and threaten it with Rock-type coverage moves. However, make sure to scout for potential Ice-type coverage moves on opposing threats such as Hidden Power Ice on Terrakion and Ice Beam or Ice Punch on Tyranitar as to not risk prematurely losing your Landorus-T.

Team Options
========

Volt Switch users such as Raikou, Rotom-W, and Mega Manectric form a solid VoltTurn core with Landorus-T. Rotom-W works well with Landorus-T, as it can handle various Water-, Ground-, and Ice-type threats and use Will-O-Wisp to burn physical attackers, making them easier for Landorus-T to wall. Ferrothorn is a good specially defensive pair to Landorus-T's physically defensive presence, and it can threaten Ice- and Water-types that Landorus-T cannot handle and set up Spikes. Landorus-T can also handle Fire- and Fighting-type threats for Ferrothorn. Clefable has great synergy with Landorus-T, being able to handle threats such as Latios, Latias, and Keldeo while Landorus-T can handle Fire-, Steel-, and Poison-type threats for Clefable. Magic Guard Clefable can also absorb status, which would otherwise wear down Landorus-T significantly.

[SET]
name: Offensive
move 1: Earthquake
move 2: U-turn / Explosion
move 3: Stone Edge / Knock Off
move 4: Stealth Rock
item: Soft Sand / Focus Sash
ability: Intimidate
nature: Adamant / Jolly
evs: 72 HP / 252 Atk / 184 Spe

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

Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy, which allows it to deal good damage against most opposing threats that do not resist or are immune to it. U-turn allows Landorus-T to switch out and capture momentum, and it is generally used early-game after entry hazards have been set up or after Landorus-T switches in and forces out the opposing threat. Explosion punches massive holes in opposing walls, and it is optimal to use against offensive teams to break through defensive threats. It can also grab momentum by allowing a safe switch into another threat. Alternatively, Swords Dance boosts Landorus-T's Attack, allowing him to wallbreak and damage teams, which helps open up opportunities for teammates to finish up. Stone Edge hits Pokemon immune to Earthquake, including Flying-types such as Talonflame and Thundurus and Levitate users, for super effective damage. Knock Off hurts Latios, Latias, and Gengar and limits the longevity of item-dependent Pokemon such as Eviolite Chansey and Pokemon that hold Leftovers. Smack Down is an option over Stone Edge, as it can catch obvious checks to Landorus-T such as Rotom-W and Skarmory as they switch in and allow Landorus-T to KO them with Earthquake next turn, preventing them from using Will-O-Wisp or Defog, respectively; it can serve as a useful utility move on teams with few other answers to such opposing threats. However, it is worth noting that Smack Down is much weaker than Stone Edge and serves little other offensive utility outside of this. Finally, Stealth Rock provides entry hazard support and wears down opposing teams with residual damage.

Set Details
========

Full Attack investment with Adamant nature is used to maximize Landorus-T's offensive potential and allow him to break through defensive walls such as Chansey, Ferrothorn, and Mega Venusaur; however, a Jolly nature is also an option in order to outspeed Jolly Excadrill. 184 Speed EVs allow him to outspeed Jolly Bisharp and Breloom, Diggersby, Altaria, Dragonite, and non-Mega Metagross, and the remaining EVs go into HP for additional bulk and to reach a Stealth Rock number, allowing Landorus-T to switch in more when entry hazards are up. Soft Sand boosts the power of his STAB moves to very high levels, allowing him to OHKO or 2HKO defensive walls such as Chansey, Ferrothorn, Clefable and Mega Venusaur when running an Adamant nature. It also does not have recoil like Life Orb and is a solid middle ground between offensive prowess and sustainability; it also helps potentially bluff Choice Scarf. Focus Sash ensures that Landorus-T can set up entry hazards early-game by letting it survive any one hit; it may also help against other attacks that would otherwise be able to OHKO Landorus-T, such as Ice Punch from Mega Lopunny and Hidden Power Ice from Raikou and Mega Manectric. Normal Gem can also be used, as it maximizes the power of Explosion. An Adamant nature and a spread of 168 HP / 252 Atk / 88 Spe is an option that lets Landorus-T outspeed and take any +1 hit from Adamant Bisharp when at full health, which is something that other sets cannot accomplish. A spread of 252 Atk / 4 Def / 252 Spe is also possible in order to outspeed Timid Heatran and Adamant Excadrill without running Jolly, which sacrifices damage output.

Usage Tips
========

Generally, lead with Landorus-T and set up Stealth Rock as soon as possible, and U-turn out to grab momentum and put the matchup in your favor. Landorus-T is best brought in against defensive threats such as Ferrothorn and Chansey, as it can KO or heavily damage them and allow for another Pokemon to sweep easily later. Due to Landorus-T's lackluster Speed, it's often better to switch him out directly when up against a faster Pokemon rather than to use U-turn or to stay in and try to deal more damage. It is better to save Landorus-T's raw power for use against walls and defensive threats that he has better matchups with and Pokemon that would otherwise be much more difficult to handle.

Team Options
========

Volt Switch users such as Raikou, Rotom-W, and Mega Manectric form a solid VoltTurn core with Landorus-T. Mega Manectric in particular completes a double-Intimidate VoltTurn core that pressures physical attackers. Ferrothorn can threaten Ice- and Water-types that Landorus-T cannot handle and set up Spikes, while Landorus-T can generally handle Fire- and Fighting-type threats for Ferrothorn. Latios and Latias are also good options to pair with Landorus-T due to their ability to check Keldeo very effectively. However, they add an additional Ice weakness that must be considered while teambuilding. Additionally,this set has the ability to check many entry hazard removers, such as Latios, Latias, Mandibuzz, and Excadrill, and ensure that entry hazards stay on the field; as such, Pokemon such as Volcarona, Serperior, and Scizor would all benefit from being paired with Landorus-T, as many of their checks and counters, namely Talonflame, Charizard, and Mega Pinsir, are worn down by entry hazards.

[SET]
name: Double Dance
move 1: Earthquake
move 2: Stone Edge
move 3: Rock Polish
move 4: Swords Dance
item: Leftovers / Soft Sand
ability: Intimidate
nature: Adamant
evs: 56 HP / 220 Atk / 232 Spe

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

Earthquake's great power and perfect accuracy allow Landorus-T to deal massive damage to anything that doesn't resist it after a Swords Dance boost. Stone Edge hits Flying-types, Talonflame and Thundurus in particular, for super effective damage and provides a means of hitting Levitate users. Rock Polish boosts Landorus-T's Speed, allowing him to outspeed many threats and threaten offensively based teams, and Swords Dance greatly boosts his Attack, which allows him to punch holes in opposing walls.

Set Details
========

232 Speed EVs allow Landorus-T to outspeed Adamant Excadrill in sand, and 56 HP EVs allow him to take two Iron Heads from Life Orb Excadrill, give him more setup opportunities, and enable Landorus-T to switch in more times when entry hazards are up. The remaining EVs go into Attack with an Adamant nature to optimize Landorus-T's offensive potential. A spread of 56 HP / 228 Atk / 224 Spe with a Jolly nature allows Landorus-T to outspeed +2 Rock Polish Mega Diancie; however, the loss in offensive power is noticeable. A more defensive spread of 132 HP / 56 Atk / 216 Def / 104 Spe allows him to outspeed Adamant Bisharp and Jolly Tyranitar pre-Rock Polish, take attacks from Talonflame and Excadrill, and reach a Leftovers number, maximizing recovery. Leftovers increases his longevity and allows him to have more setup opportunities, but Soft Sand is can be used to boost Landorus-T's power and allow him to break through walls such as Slowbro and Quagsire and OHKO Ferrothorn after a Swords Dance boost.

Usage Tips
========

Landorus-T will most likely be unable to set up both Rock Polish and Swords Dance. Prioritize setting up Rock Polish against offensive teams to allow Landorus-T to outspeed most threats, and prioritize setting up Swords Dance against defensive teams so that Landorus-T can break through walls. Landorus-T's potential is greatly hindered while his checks are still present, so focus on removing or crippling them before attempting to set up. Given that the goal of this set is to sweep late-game, it is advised to build a team with Pokemon that can help accomplish this goal by removing Landorus-T's checks.

Team Options
========

A Volt Switch user such as Raikou or Mega Manectric helps to bring Landorus-T in safely. An entry hazard setter such as Ferrothorn, which can also aid in removing or weakening opposing Water- and Ice-types, is greatly beneficial for Landorus-T due to entry hazards breaking Focus Sashes and Sturdy and wearing down opposing teams. Landorus-T and Keldeo make for a good pair, as Keldeo can remove Hippowdon, Ferrothorn, Gliscor, and opposing Landorus-T. Mega Heracross, Mega Charizard X, Mega Medicham, and Mega Gallade also complement Landorus-T, as they share similar checks and counters; while initially this may seem like a hindrance, the major offensive pressure that these Pokemon place on opposing checks will eventually break through them.

[SET]
name: Sub SD Salac
move 1: Earthquake
move 2: Stone Edge
move 3: Substitute
move 4: Swords Dance
item: Salac Berry
ability: Intimidate
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

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

Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy, allowing it to deal massive damage against anything that doesn't resist it after a Swords Dance boost. Stone Edge hits Flying-types and Levitate users that are immune to Earthquake, such as Talonflame and Thundurus, for super effective damage. Substitute allows Landorus-T to set up safely as well as dodge status such as Breloom's and Amoonguss's Spore, Rotom-W's and Sableye's Will-O-Wisp, Ferrothorn's and Chesnaught's Leech Seed, and Toxic from Gliscor, Alomomola, and Slowbro. Swords Dance greatly boosts Landorus-T's Attack, allowing him to punch holes in opposing walls and potentially sweep once the Salac Berry has been used.

Set Details
========

252 Speed EVs and a Jolly nature allow Landorus-T to outspeed Adamant Mega Charizard X after a Dragon Dance once Landorus-T's Salac Berry has been used and Speed tie with opposing Choice Scarf Landorus-T. 252 Attack EVs allow him to break through opposing walls and sweep efficiently; the remaining EVs go into HP to form an even total, allowing the Salac Berry to be used after three Substitutes. Salac Berry boosts Landorus-T's Speed to +1 when he is at 1/4 HP in order to outspeed many fast threats such as Adamant Mega Charizard X after one Dragon Dance boost, Choice Scarf Heatran, and Choice Scarf Tyranitar.

Usage Tips
========

Landorus-T is best sent in after a Pokemon faints or through a Volt Switch or U-turn, and he should set up a Substitute as soon as possible. He can be used to punch holes in opponent's teams early- and mid-game or saved for late-game when he can use his Salac Berry and clean up. Focus on removing or crippling Landorus-T's checks before using his Salac Berry. Given that the goal of this set is to sweep late-game, Landorus-T's teammates should be able to remove his checks so that he may sweep effectively.

Team Options
========

A Volt Switch user such as Raikou or Mega Manectric helps to bring Landorus-T in safely against an ideal matchup. An entry hazard setter such as Ferrothorn, which can also aid in removing or weakening of opposing Water- and Ice-types, is greatly beneficial for Landorus-T because entry hazards break Focus Sashes and Sturdy and generally wear opposing teams down, allowing Landorus-T to get a clean sweep later. Landorus-T and Keldeo make for a good pair, as Keldeo can remove Hippowdon, Ferrothorn, Gliscor, and opposing Landorus-T. Mega Heracross, Mega Charizard X, Mega Medicham, and Mega Gallade also complement Landorus-T, as they share similar checks and counters; initially, this may seem like a hindrance, but the major offensive pressure these Pokemon have against opposing checks will eventually break through them effectively.

[STRATEGY COMMENTS]
Other Options
=============
Gravity allows Earthquake to hit any foes immune to it and makes them take Spikes and Toxic Spikes damage. Yache Berry allows Landorus-T to better take any one Ice-type attack and retaliate with Stone Edge or Earthquake, while Passho Berry allows him to survive any one Water-type attack. Hidden Power Ice can be used to hit opposing Landorus-T, Garchomp, and Gliscor. Toxic is an option on defensive sets to limit the longevity of opposing walls that might try to wall Landorus-T such as Slowbro, Chesnaught, and opposing Landorus-T. Rock Tomb can be helpful for slowing down opposing offensive threats or forcing switches. Block is an option on offensive sets to prevent opposing walls from switching, and it allows Landorus-T to break them down much more easily, potentially allowing more ease of prediction when sending out a trapper such as Gothitelle or Magnezone.

Checks and Counters
=============
**Ice-types**: Kyurem-B, Mamoswine, and Weavile all threaten Landorus-T due to his 4x weakness to Ice. Many Ice-types also have access to priority moves or can outspeed Landorus-T. However, they can't switch in easily due to their weakness to Rock-type moves.

**Water-types**: Water-types such as Keldeo, Mega Slowbro, and Rotom-W take no super effective damage from any move in Landorus-T's movepool and often force him to switch out; this gives them a free turn to set up Substitute or Calm Mind and gain the upper hand overall.

**Grass-types**: Most Grass-types can wall and threaten Landorus-T, hindering his effectiveness. Ferrothorn, Chesnaught, and Mega Venusaur have access to recovery and can wear Landorus-T down at a much faster rate than he can wear them down. More offensive spreads of Landorus-T can mitigate this issue to some extent, but most variants are threatened.

**Physically defensive Pokemon**: While some variants of Landorus-T, namely Offensive Lead and Double Dance, can break through opposing physical walls without much issue due to raw power, often Landorus-T is unable to do anything. Quagsire, Ferrothorn, and Rotom-W are all problematic for Landorus-T and put a stop to any offensive pressure due to their sheer bulk. Pivoting out against them in order to set the matchup back in your favor is the most optimal solution against such threats.

**Bulky Ground-types**: Opposing Landorus-T are greatly problematic for Landorus-T due to his lack of a super effective move to hit them with unless you find room to incorporate Hidden Power Ice. Opposing Landorus-T lower your Pokemon's Attack with Intimidate, which puts Landorus-T at a great disadvantage because he is forced to switch out and allows the opposing Landorus-T to also switch out and gain momentum . Various other bulky Ground-types such as Hippowdon, Gliscor, and Rocky Helmet Garchomp also pose a threat for very similar reasons, and Landorus-T can only break through them with Swords Dance or Hidden Power Ice.
 
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boltsandbombers

i'm sorry mr. man
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Yo, nice job so far; got a few comments (in bold) as I wrote the second Landorus-t revamp - this is the 3rd time lol.

Landorus-Therian

Overview
########

+ Most used Pokemon in OU. This doesnt really belong in the overview imo
+ Immunity to Ground and Electric and resistance to Bug, Fighting and Poison. Its not worth mentioning the electric immunity, as almost all electric types carry hp ice or are rotom-w
+ Decent defensive base stats coupled with Intimidate grant him notable defensive capabilities.
+ Very workable offensive movepool and base 145 Atk make him an offensive threat. Dont say base stats in the overview, as when this is uploaded to the dex
+ Incredibly versatile and can pull off a number of sets and roles exceptionally well. Such as? You can just list the different things it can do, like be offensive, defensive, revenge killer, sweeper
+ Has established himself as one of the best pivots in the OU metagame. This should probably be merged with the second bullet point, as the second statement explains why it is a great pivot
- 4x Weakness to Ice.
- Workable but relatively mediocre speed tier.

I'd add more negative qualities here, like the prevalence of water types and maybe how it can easily be taken advantage of when its choice locked into a move

Choice Scarf
########
name: Choice Scarf
move 1: Earthquake
move 2: Stone Edge
move 3: Knock Off / Superpower / Explosion
move 4: U-turn
ability: Intimidate
item: Choice Scarf
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

* Earthquake is Landorus-T's best STAB attack.
* Stone Edge hits Flying types and Levitate users who are immune to Earthquake, many for super effective damage. Add examples of what coverage moves hit, I dont think I need to tell you what flying types it hits :P
* Knock Off hurts Lati@s as well as item-dependent users such as Eviolite Chansey and Choiced wallbreakers. Knock also hits gengar which is kewl
* Superpower hurts possible Ferrothorn switch-ins. Add mega gyara here
* Explosion punches massive holes against opposing walls, optimal for use offensive teams to break through defensive threats.
* U-turn allows Landorus-T to pivot-switch and capture momentum.

Set Details
========

* 252 speed with Jolly nature allows Landorus to outspeed as many threats as possible in order to revenge or pivot switch. 252 Atk maximises Landorus-T's offensive potential.
* Choice Scarf to boost speed for revenge killing potential.

you may want to consider the previously used spread of 252 atk / 24 def / 232 spe for +1 adamant zard x, but most are (or at least should be) running jolly so idk

Usage Tips
========

* Generally lead with Landorus-T in order to U-Turn out and set the match-up in your favour to grab momentum.
* Send Landorus-T out after you lose a Pokemon in order to revenge an opposing threat or U-Turn out to recapture momentum after forcing a switch.
* Be careful with which move you choose to lock yourself into, as opponents may take advantage of you being Choice-locked into Earthquake and bring out an immune threat.

Team Options
========

* Volt Switchers like Raikou, Rotom-W and Mega Manectric form a solid Volt-Turn core with Landorus-T. Mega Manectric works well to complete a double-Intimidate Volt-Turn core which pressures physical attackers.
* Lati@s can check Keldeo very effectively which threatens Landorus greatly. It is an additional Ice weakness which must be considered while team-building however.
* Clefeble has great synergy with Landorus, being able to handle Lati@s, Keldeo and such which threaten Landorus while Landorus can handle Fire, Steel and Poison threats that hinder Clefable.


Defensive
########
name: Defensive
move 1: Earthquake
move 2: U-turn
move 3: Stone Edge / Knock Off
move 4: Stealth Rock
ability: Intimidate
item: Leftovers
evs: 248 HP / 244 Def / 8 SpD / 8 Spe
nature: Impish

Moves
========

* Earthquake is Landorus-T's best STAB attack.
* U-turn allows Landorus-T to pivot-switch and capture momentum.
* Stone Edge hits Flying types and Levitate users who are immune to Earthquake, many for super effective damage. Same as above
* Knock Off hurts item-dependent users, namely Choiced wallbreakers who could potentially break through you. Same as above
* Stealth Rock is to wear down opposing teams as they switch.

Set Details
========

* 248 HP is the highest odd value allowing Landorus-T to remain bulky while switching into Stealth more often. 8 Spe allows him to outspeed Modest Magnezone and standard Rotom-W with 44 Spe EVs (this is speed creep, just say modest magnezone) and get off a hit or U-Turn out before taking damage or a Will-O-Wisp. 8 SpD allows him to live a Mega Manectric Hidden Power Ice from full health. The remaining EVs go into Defence with an Impish nature to optimise physically defensive potential.

Spread should be 252 hp / 240 def / 8 spdef / 8 spe for this reason: 252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 8 SpD Landorus-T: 320-380 (83.7 - 99.4%)

* Leftovers is Landorus-T's only source of recovery and offers him more longevity.

Usage Tips
========

* Generally lead with Landorus-T to set up Stealth Rocks as soon as possible and U-Turn out to grab momentum.
* Landorus-T can often come in safely against physical threats such as Terrakion, Mega Charizard-X, Tyranitar and such, Intimidating them to hinder their effectiveness and threatening them with a powerful Earthquake.
* Scout for potential Ice coverage on opposing threats such as Hidden Power Ice on Terrakion (this isnt an unreasonable point to say, but lets be honest, when was the last time you actually saw hp ice terrak?) or Ice Punch on Tyranitar to not risk prematurely losing your Landorus-T. Add ice beam here for ttar, its somewhat more common

Team Options
========

* Volt Switchers like Raikou, Rotom-W and Mega Manectric form a solid Volt-Turn core with Landorus-T. Rotom-W works well with Landorus-T as he can handle various Water and Ice threats that hurt Landorus and Will-O-Wisp can Burn physical attackers making them easier for Landorus to wall as well as being able to
* Ferrothorn generally provides a good specially defensive pair to Landorus-T's physically defensive presence, he can also threaten Ice and Water types that Landorus-T cannot handle where Landorus can generally handle Fire and Fighting threats to Ferrothorn. Ferrothorn can also provide Spikes utility to Landorus-T's Stealth Rocks to further wear down opposing teams.
* Clefeble has great synergy with Landorus, being able to handle Lati@s, Keldeo and such which threaten Landorus while Landorus can handle Fire, Steel and Poison threats that hinder Clefable. Magic Guard Clefable can also absorb status which would otherwise wear down Landorus-T significantly.


Offensive
########
name: Offensive
move 1: Earthquake
move 2: U-turn
move 3: Stone Edge / Knock Off/ Smack Down
move 4: Stealth Rock
ability: Intimidate
item: Soft Sand
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

* Earthquake is Landorus-T's best STAB attack.
* U-turn allows Landorus-T to pivot-switch and capture momentum.
* Stone Edge hits Flying types and Levitate users who are immune to Earthquake, many for super effective damage. Same as above
* Knock Off hurts item-dependent users, namely Eviolite Chansey and Leftovers holders to limit their longevity. Same as above
* Smack Down can catch obvious checks to Landorus-T such as Rotom-W and Skarmory and allow you to KO them with Earthquake next turn preventing Defogs or Will-O-Wisps.
* Stealth Rock is to wear down opposing teams as they switch.

Set Details
========

*252 Atk with Adamant nature is to maximise Landorus-T's offensive potential and allow him to break through defensive walls. 252 Spe allows him to outspeed Timid Heatran and generally make the most of Landorus-T's speed.
* Soft Sand boosts his STAB to very high levels allowing him to O/2HKO defensive walls such as Chansey, Ferrothorn, Clefable and Mega Venusaur without recoil like Life Orb coming as a solid middle-ground between offensive prowess and sustainability.
* Adamant 168 HP / 252 Atk / 88 Spe can also be used in order to outspeed and take any +1 hit from Adamant Bisharp from full health which previous sets could not accomplish.

Usage Tips
========

* Generally lead with Landorus-T to set up Stealth Rocks as soon as possible and U-Turn out to grab momentum.
* Landorus-T is best brought in against defensive threats such as Ferrothorn and Chansey in order to KO or heavily damage them in order for your win condition to sweep through them easily later.
* Due to Landorus-T's lacklustre speed, if faced against an offensive threat who can outspeed and significantly damage your Landorus-T, it's better to switch out directly than stay in and hit hard or U-Turn out in order to keep Landorus-T's raw power for walls and defensive threats who he has better match-ups against.
Team Options
========

*Volt Switchers like Raikou, Rotom-W and Mega Manectric form a solid Volt-Turn core with Landorus-T. Mega Manectric works well to complete a double-Intimidate Volt-Turn core which pressures physical attackers.
* Ferrothorn can threaten Ice and Water types that Landorus-T cannot handle where Landorus can generally handle Fire and Fighting threats to Ferrothorn. Ferrothorn can also provide Spikes utility to Landorus-T's Stealth Rocks to further wear down opposing teams.
* Lati@s can check Keldeo very effectively which threatens Landorus greatly. It is an additional Ice weakness which must be considered while team-building however.

Double Dance
########
name: Double Dance
move 1: Earthquake
move 2: Stone Edge
move 3: Rock Polish
move 4: Swords Dance
ability: Intimidate
item: Leftovers
evs: 56 HP / 220 Atk / 232 Spe
nature: Adamant

Moves
========

* Earthquake is Landorus-T's best STAB attack.
* Stone Edge hits Flying types and Levitate users who are immune to Earthquake, many for super effective damage.
* Rock Polish boosts Landorus-T's speed greatly allowing him to outspeed many threats.
* Swords Dance greatly boosts his attack in order to allow him to punch hard holes against opposing walls.

Set Details
========

*232 Spe allows him to outspeed Adamant Excadrill in Sand and 56 HP allows him to take two Life Orb Excadrill Iron Heads in order to give him more set-up opportunity. The remaining EVs go towards Atk with an Adamant nature to maximise offensive potential.
* Leftovers increases his longevity and allows him more set-up opportunity with the passive recovery.
* A faster spread of Jolly 56 HP / 228 Atk / 224 Spe allows Landorus-T to outspeed +2 Agility Mega Metagross; however the loss in offensive potential is considerable.

Usage Tips
========

* Landorus-T will usually not be able to set up both a Rock Polish and a Swords Dance in one session. Prioritise setting up Rock Polish against offensive teams to outspeed most threats and hit hard, prioritise setting up Swords Dance against Defensive teams to break through walls.
* Landorus-T's potential is greatly hindered while his checks are still present and at good health. Focus on removing or crippling Landorus-T's checks before attempting to set up.

Team Options
========

*A hazard setter such as Ferrothorn, who can also aid in removing and/or weakening opposing Water and Ice types, is greatly beneficial for Landorus-T due to the ability to beak Focus Sashes and Sturdy as well as generally wear opposing teams down for Landorus to get a clean sweep later.
* A Volt Switch user such as Raikou or Mega Manectric also helps to bring Landorus-T in safely against an ideal match-up in order to allow him to set up safely.
* Landorus-T and Keldeo make a good pair as Keldeo can remove many things Landorus-T may struggle with such as Hippowdon, Ferrothorn, Gliscor and opposing Landorus’.
* Mega Heracross, Mega Charizard-X or Mega Gallade/Medicham also compliment Landorus-T as they share similar checks and counters, while initially this may seem like a hindrance the major offensive pressure of against opposing checks forced by these Pokemon can and will eventually break through them effectively.

Other Options
########

* Hidden Power Ice for opposing Landorus'.
* Bulky offensive Rock setter. This is already a set :o
* Substitute Swords Dance or Rock Polish.
* Choice Band.

Checks & Counters
########

**Ice-Types**: Kyurem-Black, Mamoswine, Weavile can all threaten it greatly. While none are solid counters due to Landorus-T’s very frequently used Rock coverage, should they get a safe switch-in then Landorus-T is strongly threatened due to its 4x weakness. The possibility of priority and being out-sped by these threats is almost guaranteed to force Landorus out.

**Water-types**: The likes of Keldeo, Mega Slowbro, Rotom-W and such are all very prominent threats against Landorus-T, taking no super effective damage from any move in Landorus-T’s movepool, barring possible exceptions on occasion from second typings, often force Landorus to switch out being completely at a loss for ways to handle them, this gives them safe leave to set up Substitutes, Calm Minds and such on the switch and gain the upper hand overall.

I'd add Chesnaught here, or maybe grass types but most other grass types have a secondary typing that makes them nuetral to ground-type attacks

**Physically Defensive Pokemon**: While some variants of Landorus-T, namely Offensive Lead and Double Dance, can potentially break through opposing physical walls without much issue due to raw power, often Landorus find themselves unable to do anything. Quagsire, Ferrothorn, Rotom-W and such are all problematic for Landorus and put a stop to any offensive pressure due to their sheer bulk. Pivoting out against them in order to set the match-up back in your favour is the most optimal solution against such threats.


**Opposing Landorus**: Opposing Landorus of both variants are greatly problematic for Landorus-T, due to having no super effective move to hit them with unless you find room to incorporate Hidden Power Ice. Opposing Landorus-Ts lower your own attack with Intimidate and due to having no super effective hits for them you’re completely ineffective and forced to switch, allowing them to pivot switch out also and steal momentum from you. Landorus-I on the other hand is not a rare user of Hidden Power Ice which can OHKO Landorus-T while Landorus-T cannot OHKO Landorus-I with Hidden Power Ice unless very heavily invested in SpA, putting Landorus-T at a great disadvantage in the match-up, being forced to switch and potentially allow the opposing Landorus-I to set up, or stay in and potentially lose your Landorus-T in an attempt to get relatively mediocre damage off against the opponent.
 
Thanks, man! I'll edit later because it's 2am here. I did include the original spread for Scarfed Lando before but I was told to just chance it to max/max so I did, I could include it as an alternative option but I'm not sure if the change is significant enough to be worth it, I'll pick one or the other depending on further comments.
HP Ice Terrak is pretty few and far between, but that shit still happens I'm sure and it is worth mentioning at the very least I guess.
The bulky offensive set I had in mind in the other options was a different one, sort of. Not different enough to be worth giving its own heading and pretty specific, but it's something. Though I might just remove it for that same reason really. XD
All your other points were pretty self-explanatory and changes will be made as soon as I'm awake enough. Thanks for the feedback again. :]
 

boltsandbombers

i'm sorry mr. man
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Thanks, man! I'll edit later because it's 2am here. I did include the original spread for Scarfed Lando before but I was told to just chance it to max/max so I did, I could include it as an alternative option but I'm not sure if the change is significant enough to be worth it, I'll pick one or the other depending on further comments.
HP Ice Terrak is pretty few and far between, but that shit still happens I'm sure and it is worth mentioning at the very least I guess.
The bulky offensive set I had in mind in the other options was a different one, sort of. Not different enough to be worth giving its own heading and pretty specific, but it's something. Though I might just remove it for that same reason really. XD
All your other points were pretty self-explanatory and changes will be made as soon as I'm awake enough. Thanks for the feedback again. :]
Yeah, I'd really just keep it at max / max; that seems like the best idea. No prob, glad to help.
 
Can Toxic at least get a mention in this? Cripples a lot of Landorus-T's usual switch ins like enemy Landorus-T, Rotom-W, Chestnut, Alomaolaomaolaa, Slowbro, Hippowdown etc. Definitely a viable slot on the defensive set.

Also Earth Plate > Soft Sand. Looks and sounds cooler.
 

AM

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On the Scarf set mention other targets of Superpower such as M-Gyarados and M-Lopunny. On Offensive SR Lando slash Jolly after Adamant. Put emphasis on its defensive set its ability to check most variants of Talonflame if running Stone Edge.

OO Stuff:

Mention Gravity for its ability to hit levitators and emphasize hazard stacking as it allows threats such as the Latis and Rotom-W be prone to Spikes and Toxic Spikes. Mention Yache Berry as an item for Lando-T as it gives it a buffer to beat these Ice types such as Mamoswine and Weavile considering it's at a healthy state. Make a small mention of Block for its ability to break down Ferrothorn with its offensive set + Earth Plate, breaking down defensive cores that can't immediately threaten Lando-T, and allowing a bit more easy in prediction to pave the way for trappers or just general switch initiative.
 

Albacore

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Mention Rock Slide as an option on the physically defensive set, the increased accuracy compared to Stone Edge is nice and the power drop isn't too sorely missed. In fact, Rock Tomb is a pretty nice option as well since it momentarily cripples switchins as well as being your most accurate option for a rock move.

I don't know if this counts as speed creeping but 232 Speed on the Scarf set is enough to outspeed Scarf Excadrill+underspeed other Scarf Landos so you U-Turn after them.

also mention Earth Plate on DD because extra power+bluffing scarf.

I have a problem with quad weakness to ice being listed as a con. Though that is definitely a flaw, I think you need to be a little more specific as to why that flaw is actually problematic for it. I would explain that a lot of Pokemon it would be able to wall, particularly Electric types, can easily get past it thanks to HP Ice (and Ice Punch to a lesser extent). Ice isn't often seen in OU outside of hidden powers, so that's what Landorus-T should have to watch out for more than anything, I would also mention Landorus-T's vulnerability to common Water types, the fact that it gets worn down easily by rocks/iron barbs/rocky helmet/rough skin, its lack of reliable recovery, and its inability to break past a lot of bulkier Pokemon if it isn't running an SD set.

I would give Grass types their own category, though they do fall under bulky Pokemon they basically all beat it with the exception of Celebi. Same for bulky Ground types like Hippodaon and Gliscor which I really think you should mention since they are both common and good answers to it. Make a mention of Hawlucha somewhere since it can actually set up on Landorus-T. You should probably even make a Flying type category since they can easily take advantage of the Scarf set and switch into any move bar Stone Edge which it really hates locking itself into it more than any other move, and can even switch into the physically defensive set on occasion, especially if it runs Knock Off over a Rock move in which case Landorus-T can't touch them at all.
 
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Alright, I think that's everything suggested so far, thanks for the help making that mess less messy. I did include Rock Tomb in the initial revision but was advised to remove it as the lack of power outweighed the potential utility, it's back up now. Again, I was also told initially to just run max/max on Scarfed Lando and the standpoints appear to be somewhat neutral though my preference leads towards 252 Atk / 24 Def / 232 Spe, anyway, I'll wait for more thoughts on that.
Seem to have gotten a bit slash happy though, Defensive and Offensive in particular look like complete messes. Is there much reason to include Stone Edge on Defensive if Rock Slide's improved accuracy outweighs it as an asset compared to Stone Edge's power? And I'm not sure if I even slashed Block in an appropriate set on Offensive. Still needs work, but it's getting there.
Thanks for your help again.
 

AM

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Alright, I think that's everything suggested so far, thanks for the help making that mess less messy. I did include Rock Tomb in the initial revision but was advised to remove it as the lack of power outweighed the potential utility, it's back up now. Again, I was also told initially to just run max/max on Scarfed Lando and the standpoints appear to be somewhat neutral though my preference leads towards 252 Atk / 24 Def / 232 Spe, anyway, I'll wait for more thoughts on that.
Seem to have gotten a bit slash happy though, Defensive and Offensive in particular look like complete messes. Is there much reason to include Stone Edge on Defensive if Rock Slide's improved accuracy outweighs it as an asset compared to Stone Edge's power? And I'm not sure if I even slashed Block in an appropriate set on Offensive. Still needs work, but it's getting there.
Thanks for your help again.
When I said OO mention of Block I meant in Other Options along with everything else there. Don't have Block slashed it's a luxury move for specific teams. Same deal with Rock Tomb on its defensive set along with Toxic. These would all go under Other Options.
 
...Not sure why I didn't just do that in the first place, I just registered 'Block for its ability to break down Ferrothorn with its offensive set + Earth Plate' and completely ignored OO and put it as a slash. XD Cleaned up that mess.
 
slash rock slide after stone edge on the scarfset, more accurate and chance to flinch makes it a viable option, though forgoing the extra damage with stone edge is why it is a less then desirable alternative. mention balloon exca in the targets of superpower. for the defensive set, slash rocky helmet after leftovers. not only does it allow you to bluff a scarf, the extra residual damage is very helpful since this variant lacks offensive presence. for the offensive set, slash explosion after uturn and normal gem along with earth plate. explosion still allows you to secure momentum, grants a safe switch-in to another threat, and lets you nuke an opposing threat that opens way for something else. also change the ev spread to EVs: 72 HP / 252 Atk / 184 Spe Adamant Nature . lets you outspeed jolly sharp, loom, unmega'd metagross, diggersby, altaria, dragonite, etc. the extra speed doesn't outspeed anything notable so it's better to invest in bulk if anything. take out choice band in oo, mention passho berry for the same reasons as yache, mention hp ice hitting lead chomp as well, and talk more indepthly about a subsdsalac land-t as well. it functions the same way as double dance with the benefit of having substitute(useful for bisharp's sucker, rotom/sableye's wisp, ferro's leech seed, gliscor's toxic, and protects from revenge killing). after all this, 1/3
 

Jukain

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make sure you mention rocky helmet, rough skin, iron barbs, rocks, etc under the umbrella of passive damage in c&c because that's a really good way to limit/weaken lando-t. remove subrp from oo, i'd rather just use subsalac or double dance and sub doesn't really do anything. also mention that double dance has the potential to run a fatter spread (less speed) in order to check some threats better eg talon/exca which would include dropping the speed to around 244 or so. i like max speed on earth plate to outspeed timid trans and adamant excas as well as the things that reach for those benchmarks, i'd mention it in set details at least. 2/3
 
Updated again. I think that's everything asked but I'll leave the QC at 1/3 until confirmed it's all correct because I'm not very smart and likely missed a mark somewhere. Namely with the bulky spread for Double Dance, the speed for Double Dance is already below 244 so I wasn't entirely sure what to tweak for more bulk, though I did some hunting and found that bulky spread I included, not sure if that was the one you meant or if it's outdated or whatever but that's why I'm asking. Thanks for the help.
 

boltsandbombers

i'm sorry mr. man
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Quoting the previous analysis's set details for double dance:

"232 Speed EVs are used to outspeed Adamant Excadrill in the sand after a Rock Polish Boost. 56 HP EVs are used to avoid the 2HKO from Adamant Life Orb Excadrill's Iron Head, giving Landorus-T a good opportunity to set up a Rock Polish or Swords Dance. The rest of the EVs are put into Attack with an Adamant nature to maximize Landorus-T's damage output. Leftovers are useful to give Landorus-T some longevity while setting up, as well as allowing it to take some physical attacks thanks to Intimidate. Alternately, Soft Sand with maximum Attack investment can be used for more power overall to allow Landorus-T to break through walls such as Quagsire and Slowbro, as well as achieving KOs on Pokemon such as Ferrothorn after a Swords Dance and some prior damage. Landorus-T can opt for a bulkier EV spread of 132 HP / 56 Atk / 216 Def / 104 Spe with an Adamant nature. This EV spread outspeeds Adamant Bisharp and Jolly Tyranitar before a Rock Polish, and hits a Leftovers number to maximize recovery during setup. Lastly, a Life Orb can be used for a significant boost in power to allow Landorus-T to KO Rotom-W after a Swords Dance boost and Stealth Rock damage."

Just some other spreads to consider.
 
That was where I found most of the info on Double Dance Lando including the bulky set I added. XD Not got Life Orb listed though, the 'bluf the Sacrf' deal with Soft Sand to boost power seems to be the big thing right now so I left Life Orb off though I might slash it at the end for reasons mentioned in the old analysis, it seems useful enough overall. Also probably going to include more detail in regards to the Leftovers number and brush up all the little details in general. But not now because it's late (or early) and I'm tired. Thanks, man. :]

Ah, ok. Sorry for missing that, I just see those as EV investments and never even checked raw stats. Again, I'm not very smart. In which case that is the correct bulky set, good to know. Thanks for clearing that up.

Also, I'm keeping Soft Sand over Earth Plate because I keep imagining Lando beating other mons to death with a bag of sand and that tops it for me.
 
Updated with a little more potentially useful info and updated the QC. I'll write it up in full paragraph form in the next few days, but I've been loaded with a bunch of irl stuff to sort so I'm a bit pressed for time today and probably tomorrow, but I'll get it done soon.
 
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Martin

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I think Punishment should get an OO mention or even a mention in moves on the offensive set. This is because it gives Landorus-T a way to lure CM M-Bro into setting up, as well as a way to actually beat the CM+Iron Defense set.
 
I'll definitely load it in with the OO, but I'll hold off slapping it on the offensive set outright until I get a second opinion on the matter. I'm editing it now into full paragraphs from the bullet point format; sorry I didn't get to that earlier, I had a string of job interviews the last few days so this had to be put on hold for a bit, back on it now and it should be done soonishly.

EDIT: Ok, that's done, hopefully well.
 
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Karxrida

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I personally think any non-Scarf set should have Smack Down mentioned in Moves, not just Offensive. It lets you screw over Rotom-W and Skarmory (otherwise solid answers) as they switch in.

This is might be a bit gimmicky, but I recall a while back somebody suggested a set with HP Fire and Block to trap and kill Ferrothorn and Skarmory. It's probably not worth giving its own set but rather an OO mention (you already have Block mentioned but you need HP Fire for Ferrothorn; Skarmory can be dealt with using Smack Down + Earthquake), if the QC team thinks its noteworthy enough.
 
I'll add HP Fire to the list of OO. But Smack Down is really most effective for the offensive set, defensive Lando cannot KO Rotom-W after a Smack Down which is one of the main points, it can't even OHKO SD Talonflame and even misses the 2HKO on Thundy which is just sad. The SD sets don't really need it I think since their focus is on raw power so Stone Edge is much much more valuable.
 
A bit of a quick nitpick, but...

Proudly boasting the highest usage statistic in the tier Landorus-Therian has become the face of OU
I'd just remove this part altogether. While it's fine to mention that Landorus-T is a metagame defining threat, the fact that Landorus-T is the most used Pokemon in OU could change as soon as next month, at which point this sentence would be obsolete and would need to be removed. In general, it's best to not include details that are as volatile as usage stats.
 
hey there good job you did there!
there is one thing to mention on the offensive set it is:

Landorus (Landorus-T) (M) @ Passho Berry
Trait: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Earthquake
- Knock Off
- Stealth Rock

It is a really good set and you get a lot of kills with the SD lead. Just slash it and it is very good.
 

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