ORAS OU Legend Of The Mystic Ones (Offense)

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Mystical AF

Hi guys its me BlazeLatias here with another rmt around something that's not mega lopunny for once. I present to you a team built around none other then the tyranitar set Otherwise known as Mystic ttar for those of you that dont know what that is your going to need to read on but first id like to give credit to AM for the actual set because hes the one that gave me the idea to build around it. This was quite the fun team to put together simply because of the luring capabilities of this set which allow ttar to lure in all sorts of pokemon that threaten other pokemon on my team. I feel like this is honestly a really cool set and despite it being far from standard its still really effective. So with that being said i hope you guys enjoy the team!
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Building Process:
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Starting with the base of mystic tar i wanted to pair it up with something that could take advantage of things like hippowdon and mega scizor removed so i decided to pair it up with dragon dance Mega Altaria.
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From here i wanted to pair mega altaria and mystic tyranitar with a very powerful wallbreaker to help soften things up for them. Choice Specs keldeo filled this role and loves how tyranitar weakens its switch-ins for keldeo.
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Something that posed a threat to my team was mega venusaur which posed to be a great threat to this team. I chose AV metagross because it could wall venusaur and beat it thanks to its bulk and typing. It also shuts down fairy and dragon types.
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I wanted something that could not only check torn-t but also take on water types and electric types so i went with cm Raikou for this next slot which takes advantage of these pokemon and uses them for setup while also taking them out which helps out Metagross.
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I needed something that could set up stealth rocks as well as provide my with a ground immunity for things like excadrill so i picked defensive landot for this role because of how well it handles sand offense.

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The Team At a Glance:
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In Depth Look:
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DRACONINJA (Tyranitar) (F) @ Expert Belt
Ability: Sand Stream
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Pursuit
- Fire Blast
- Thunderbolt / Toxic / Hidden Power Grass

This is the legendary mystic tyranitar for those that dont know what it is its a specially based lure set for tyranitar that's main goal is to lure in all sorts of typical tyranitar switch ins in order to clear the for other pokemon on the team. This Set is capable of luring in garchomp, hippowdon, landorus-Therian, Scizor-mega, ferrothorn, skarmory, Keldeo which really annoy this team the ground and steel types that are mentioned are some of the biggest threats to mega altaria which really loves them out of the game. Typically when using MysticTar you want to lead with it due to how it beats most of the common leads aka the ground types in the tier which are the most popular rock setters and go for ice beam. Once You reveal ice beam try not to reveal the other moves so you can smack something with fire blast or thunderbolt later. This also functions as the pursuit trapper on the team in order to remove the latis for keldeo. This is a pretty simple spread with max spA and max speed allowing you to hit as hard as possible with your special moves (also boosted by expert Belt). Thankfully base 61 speed with a +spA nature just barely outspeed defensive landorus-T which cant allow you to at least bluff a physical Scarf set with ice beam. In terms of ttars move set i mentioned what they lure in above so ice beam hits ground types, pursuit allows you to trap psychic types like latios and latias while fire blast hits steel types and thunderbolt hits water types. Almost always lead with this. Hp grass can be used to hit quagsire but toxic can be used to cripple quag and other pokemon.



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Majestic-M (Altaria-Mega) (M) @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Return
- Dragon Dance
- Earthquake
- Roost

Mega Altaria serves as the main win-con for the team that loves mystic tyranitars ability to lure everything that mega Altaria hates from bulky ground types to Steel types not named heatran which mega altaria beats. Once all of his Checks and counters are lured in and removed she is capable of sweeping which thanks to said tyranitar is pretty easy in most cases. His Fairy/Dragon typing is also really cool allowing mega Altaria to act as a switch in to certain attacks which is pretty nice to have overall. Something which ive been trying recently is king DDD mega altaria over the offensive dragon dance set due to the Issues this team has with mega sableye which has become a pretty dominant pokemon recently and having refresh really would help as it provides a scald and wisp absorber. In Addition to being a solid win-con Malt also lures in heatran which is pretty helpful for raikou. In Terms of sets its pretty straight forward with Return being your main stab attack hitting things for quite a bit of damage, Earthquake is used to hit steels types such as magnezone and heatran as well as mega metagross and then in the last two slots you have dragon dance which boosts mega altarias attack and speed by one level which allows it to sweep late game. Roost allows mega altaria to be a keldeo and charizard-y check which are pretty scary threats for the team otherwise.


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Nice Switch In (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast

Keldeo Serves as the teams main wallbreaker as with the choice specs keldeo is capable of doing massive amounts of damage to pretty much everything making it a fantastic wallbreaker overall. Keldeo also serves as a check to pokemon such as weavile and bisharp due to keldeo's typing resisting both of their stabs. This is another potential lead for this team thanks to Focus Blast which does even more damage then a specs hydro pump and hits harder then Secret Sword allowing you to Ohko certain threats from full hp which is pretty crazy really (Think Rotom-w and Mega-Metagross pokemon that have high defense but have lower special defense). While running Dual stabs does mean your walled by every starmie and latios/latias thanks to tyranitar and metagross keldeo is fine and once starmie and the latis are gone just click specs focus blast or hydro pump and watch everything faint. Set wise hydro pump is keldeos strongest water stab attack which hits pokemon really hard overall. Scald is keldeos main stab attack which has a very good chance to burn its switch ins which gives them a harder time switching in next time. Secret Sword is keldeo's Main Fighting stab which hits chansey from its physical side as opposed to its special side and in the last slot you have focus blast which despite being less accurate then hydro pump does more damage which can even Ohko Rotom-w at full, something that secret sword is unable to do.



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WEAPON-X (Metagross) @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
IVs: 0 SpA
- Meteor Mash
- Earthquake
- Bullet Punch
- Zen Headbutt

Av Metagross is a really potent tank which can sponge some Special moves from strong special attackers such as mega diancie and keldeo which are really nice to remove from the game due to how much of a threat they pose. Other then that metagross serves as the teams main answer to mega venusaur, a Lati switch in and the fairy resist for the team and thanks to the AV this its pretty easy for metagross to sponge a special attack. Aside from just looking cool you might notice that this set is missing pursuit the reason for this is because zen headbutt is much more important then pursuit due to this teams problem with mega venu and thanks to ttar the team already has a pursuit trapper that can bluff it being full special and that its missing pursuit. (This pretty much leads to mind-games as one would just assume Metagross has pursuit and ttar is full special assuming you revealed 2 special moves). As far as moves go Meteor mash is metagrosse's main stab attack that hits pretty hard thanks to his nice attack stat. Next is earthquake which is used to hit heatran and magnezone for 4x damage. Next is bullet punch which is a decently strong priority attack which allows metagross to revenge kill pokemon that are low and faster then it. In the final slot you have zen headbutt which hits mega venusaur and amoongus for super effective damage. It also hits keldeo if you want to take a scald in order to get a heavy hit on keldeo. Make sure to preserve this for clefable. Seriously this thing is important for beating it.



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$hocking? (Raikou) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Extrasensory / Volt Switch
- Hidden Power [Ice]

Next i wanted a second win-con that could also take advantage of mystic tyranitars ability to lure in ground types as well as something which could provide me with a torn-T check and electric check. Cm raikou stood out because of how its provided all three of these things which is a huge help for this team. Raikou also loves hippowdon being weakened from ice beam so that when raikou goes for the cm a +1 hp ice can now kill hippo. Due to this teams issue with mega venusaur extrasensory was chosen over volt switch and substitute because while metagross does switch into it, its also true that i need to lure venu in and raikou does this pretty well due to how thick fat shuts raikou down completely with Bolt-Beam coverage alone. Raikou's speed tier is also very helpful for revenge killing the likes of serperior of course id rather not talk about that one match where i faced scarf serperior. The things people run these days huh? Aside from that horrible match raikou also outspeeds pokemon such as thundy-I, Latios, Latias which is really cool. Calm mind raikou is just such a huge threat currently in this metagame for its ability to boost is spA and its SpD making it a cool cross between AV and Specs Raikou the only real downside of cm raikou is that its pretty passive until it grabs a boost and without volt switch it can sometimes kill momentum. Calm mind is used to boost raikous spA and spD by one level which allows it to break past some heatran lacking toxic while thunderbolt is raikous main stab attack which hits flying and water types the latter being really annoying for this team. Extrasensory is used to hit amoongus and venusaur which are some annoying defensive threats for this team. As for the last slot hp ice hits 4x ice weak pokemon like landot and garchomp while also hitting stuff like serperior and dragonite for super effective damage.

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SimbasRetardedSon (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Last we have landorus-Therian which is how the team sets up rocks, something which is important to have on every good team. Aside from that landorus is the teams main answer to offensive ground types and most physical attacks such as talonflame, tyranitar, excadrill, Lopunny-mega and mega metagross to name a few. This is also the teams pivot which is used to get pokemon like tyranitar,keldeo and metagross in with ease. Naturally lando-t's ground immunity and nice defensive typing make it a solid defensive pokemon for this team in order to keep certain threats in check. It also like how mystic tar removes all 3 of the tiers common u-turn stoppers otherwise known as rockyChomp, landot and ferrothorn all of which punish u-turn users in the tier. The spread allows lando-T to out speed rotom-w and other landorus-T so that i can u-turn before they do and go into ttar as they get their rocks up and then follow up with a ice beam as they u-turn out or go for earthquake. for 8 speed also lets landot out speed CB victini after it goes for v-create. The 8 SpD let it live a Hp ice from some of the electric types in the tier. Move-set wise its pretty standard. Earthquake is your main stab attack which does quite a bit of damage thanks to landorus's massive attack stat even when its not invested. Stealth rock is the crucial move that helps punish switch ins while u-turn helps generate momentum. Last you have Stone Edge which hits Talonflame, Tornadus-Therian and other flying types for super effective damage while also giving landot the infamous Edgequake.
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Conclusion:
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To end things off id like to say that overall this is a really fun team to use in tournament play and even the ladder as Tyranitars luring capabilities are something that pretty much nobody see's anymore as ttar only really runs 3 sets this gen witch those being Rocks, Scarf and bandtar. The only real lure ttar even runs is running just ice beam or just fire blast which is why this is a cool lure set as nobody expects you to have more then one special move on tyranitar. With that said time to move on to the next part of this rmt. Replays and shoutouts!


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Replays:
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http://replay.pokemonshowdown.com/ou-292403059 Vs Jeffrawr
http://replay.pokemonshowdown.com/ou-291752103 Vs Not Hunters Alt

DRACONINJA (Tyranitar) (F) @ Expert Belt
Ability: Sand Stream
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Pursuit
- Fire Blast
- Thunderbolt

Majestic-M (Altaria-Mega) (M) @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Return
- Dragon Dance
- Earthquake
- Roost

SimbasRetardedSon (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

$hocking? (Raikou) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Extrasensory
- Hidden Power [Ice]

Nice Switch In (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast

WEAPON-X (Metagross) @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
IVs: 0 SpA
- Meteor Mash
- Earthquake
- Bullet Punch
- Zen Headbutt


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ShoutOuts:
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Right so i have a lot of people to give shout outs too so im just gonna list the ones i remember off the top of my head. Sorry if i missed anyone just let me know if i did.





Changes:
All changes to the team will be put here.



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WEAPON-X (Metagross) @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 84 SpD / 12 Spe
Adamant Nature
IVs: 0 SpA
- Meteor Mash
- Pursuit
- Bullet Punch
- Zen Headbutt

Speed Evs Changed


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Majestic-M (Altaria-Mega) (M) @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 248 HP / 136 Def / 28 SpD / 96 Spe
Impish Nature
IVs: 0 SpA
- Return
- Dragon Dance
- Refresh
- Roost

Changed set from DD to king ddd due to how the team has several ways to lure in this sets usual switch ins.



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Simbasretardedson (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Substitute

Changed to smash bisharp and sableye.
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Yo! Nice team bro. I just see a couple issues that can be solved really easily so nice work n_n. That tyranitar set was very fun to use when I tested the team out :D

I believe that using VoltSwitch> Extrasensory on Raikou could be very helpful. See the reasoning is that every offensive team, such as yours, loves having momentum. Extrasensory is only really used for Mega Venusaur, which AV metagross completely counters.

Also, I believe using Pursuit>Earthquake on Metagross could work. See, earthquake is really used for Heatran, which keldeo completely counters. Keldeo then proceeds to nuke the enemy team with that focus blast, or hydro pump making heatran a liabilty for the opponent forcing them to sack it off. Pursuit however is used to check Mega Alakazam. Your team has no scarfer so mega alakazam kinda just cleans up after everything is worn down a bit. This can be solved with pursuit. Metagross can easily switch into a predicted psyshic and tank it while living a shadow ball and having a chance of Koing Alakazam with the combination of Pursuit+ Bullet Punch with a guaranteed ko after stealth rocks or even a couple turns of sand damage. If they try to switch, pursuit just blows mega ala back. As this allows you to have metagross as a pursuit trapper. Hp grass, taunt, or toxic can be used instead of pursuit on the t-tar!

Some Calcs

252 SpA Mega Alakazam Shadow Ball vs. 252 HP / 96 SpD Metagross: 214-254 (58.7 - 69.7%) -- guaranteed 2HKO
252+ Atk Metagross Pursuit vs. 0 HP / 0 Def Mega Alakazam: 140-166 (55.7 - 66.1%) -- guaranteed 2HKO
252+ Atk Metagross Bullet Punch vs. 0 HP / 0 Def Mega Alakazam: 105-124 (41.8 - 49.4%) -- guaranteed 3HKO
Team with the changes
DRACONINJA (Tyranitar) (F) @ Expert Belt
Ability: Sand Stream
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Hidden Power [Grass]
- Fire Blast
- Thunderbolt

Majestic-M (Altaria-Mega) (M) @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Return
- Dragon Dance
- Earthquake
- Roost

SimbasRetardedSon (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

$hocking? (Raikou) @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]

Nice Switch In (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast

WEAPON-X (Metagross) @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
IVs: 0 SpA
- Meteor Mash
- Pursuit
- Bullet Punch
- Zen Headbutt
Yeah that's pretty much it! Nice team, and good luck with it in the future!
 
Naturally the teams fairly weak to hazards but at the same time that cant be helped honestly. You just need to pressure them as much as possible with tyranitar while not letting them set as much hazards up. Its a problem but the team still preforms ok vs hazard stack.
 
Hey Bl sick team :D mystic tar looks pretty nice along with alt+kou and av gross is a fairly solid choice nowadays. The team is pretty good but a few things stand out however.

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Sand offense kind of rapes your team given all the ground weaks and especially since ttar sets up the sand for it while your only check is the easily worn down lando-t. In all honesty there isn't much you can do about this without vastly changing up the team so I'd take try to play around it and keep lando healthy enough to keep it at bay.

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You mentioned the team being a bit weak to hazard stack which is alright because you can pressure it for the most part. However, what is not alright is zam+hazard stack and also zam as a whole late game. The only thing capable of handling it is av gross which is 2hko'd by shadow ball after rocks and spikes which means this beast kind of rips your team up like toilet paper.

opposing alt can be a bit annoying too but if you're playing better than them you most likely will be able to keep it in range of a gross bp. Other than those the team handles everything else relatively well. The few changes I would make are going scarf>specs on keld, DDD altaria, and running 12 spe on gross. The small speed creep on gross is just to creep over azu and zor which isn't that big of a deal but you lose nothing by doing it unless the 96 spdef evs is for something in particular. DDD altaria's added bulk helps not auto lose to zam while also providing a better answer for Msab which you mentioned before and is a change that I support. Dropping specs on keld may be a more controversial switch but I feel that the weakness to zam is worth having a mon that can outspeed and put it into gross bp range is well worth the loss of the wallbreaking ability. Most of the offensive presence in the team is through lures which can be an issue with this change but I think you'll be fine as long as you're able to outplay and bluff well enough.

Anyways cool team BL it was kinda hard to find a solution since the team kind of handled everything decently except one threat but I think it's fine now :D I'll leave the changes in the tab below, good luck with the team brother :]

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Altaria-Mega @ Altarianite
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Refresh
- Return

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Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

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Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 84 SpD / 12 Spe
Adamant Nature
- Bullet Punch
- Meteor Mash
- Earthquake
- Zen Headbutt
 
I am going to have to recommend running the King DDD set. You said you've been experimenting with the set, but I am going to recommend that you actually run it. I feel like it just works better with your team, as you have so many ways to get rid of its counters with ttar, metagross, and raikou. King DDD also gives your team a better match up against keldeo and zard y. You can choose the ev spread as I dont really have any to recommend besides the standard ones.

Another big problem with your team is hazard stack + bisharp. Your team utterly gets destroyed by this combination. As keldeo normally takes on bisharp, but it gets weakened down quickly thanks to the lack of hazard control. So a set I run on lando-t to sorta help against bisharp is this.

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Substitute

The spread outspeeds max speed bisharp by 1 point I believe, so you can sub on the sucker punch. Not only that, but this set is also great for breaking goth stall, as stall gets fucked by smack down and quake and it also has a chance to 2hko quag, so if you get any prior damage on it then its gone. Sub is also nice against sab as it can't wisp you and sab can't even swtich in also.

Overall nice team fren :]
 
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