So, I've been randomly putting together teams that are intended to be able for me to use both ingame and on sims (should I want to play there), and I've recently come up with this team. At first glance, it totally seems like a Sandstorm team, but it's not intended to be. I mostly intended to make a team icluding Tyrantrum and this is what I came up with, a somewhat balanced team spread. I'd appreciate any suggestions or moveset changes. I've tested this team a bit, but I can't say for certain what problems this setup has yet. Also my first RMT ever, as breeding in Sixth Gen is a breeze, so I can make flawless mons ingame.
Without further ado:
THE LINEUP:
Details:
Tyranitar(F) @ Leftovers
Nature: Careful
Ability: Sand Stream
252 HP/4 Atk/252 SpD
-Rock Slide
-Pursuit
-Stealth Rock
-Earthquake Crunch
Special Wall. Stealth Rocker. Has Pursuit to trap Ghosts/Psychics, though it's more of an added bonus than something necessary.Earthquake is for Aegislash , should it ever be faced with one. Instead of Earthquake, I've decided to run Crunch, as I already have other mons with Earthquake, and it provides me a more reliable way to get rid of Ghost/Psychic types. I run Rock Slide instead of Stone Edge for reliability, as this is mostly going to threaten switches to accumulate SR damage, and I want to be able to reliably hit things as they come in. Able to take Fire/Flying attacks aimed at Mega Pinsir or Excadrill (Rock Slide kills Talonflame, but I have to be wary of WoW or U-Turn), and can tank Ice Beams like a pro aimed at Mega Pinsir or Noivern.
Yeah, it's shiny. Blue TRex ftw.
Tyrantrum(M) @ Lum Berry/Life Orb
Nature: Jolly
Ability: Strong Jaw
252 Atk/4 Def/252 Spe
-Stone Edge
-Earthquake
-Ice Fang
-Dragon Dance
One of two setup sweepers. Edgequake coverage, and Ice Fang to hit Gliscor and Dragons like Garchomp, Noivern, Salamence, etc. Also another mon that can tank physical Fire/Flying attacks aimed at Mega Pinsir. I'm not sure which item is best, as Lum Berry gives it a turn to set up on anything that tries to WoW it, but Life Orb gives a very good boost to damage.
Pinsir(F) @ Pinsirite
Nature: Jolly
Ability: Hyper Cutter/Aerilate
4 HP/252 Atk/252 Spe
-Return
-Quick Attack
-Earthquake
-Swords Dance
Second setup sweeper. Aerilate Return/Quick Attack murders Fighting, Grass, and Bug types that threaten other members of my team. Earthquake is for steels like Aegislash or (Mega)Lucario. Jolly for added speed to outrun threats like Garchomp. I decided for the pre-MEvo ability to be Hyper Cutter to prevent Intimidate users switching in before I MEvo. Can switch into Ground, Grass or Fighting attacks aimed at Tyrantrum, Gastrodon, Excadrill and Tyranitar to MEvo, set up and sweep or after MEvoing.
Noivern(M) @ Choice Specs
Nature: Timid
Ability: Frisk
252 SpA/4 SpD/252 Spe
-Draco Meteor
-Boomburst
-Flamethrower
-Switcheroo
Special Attacker. Specs Draco Meteor hurts, Boomburst is a good attack to spam in general and ignores Subs, Flamethrower is for Steels like Skarmory and Ferrothorn. Switcheroo cripples walls that try to switch into it, or even enemy physical attackers. Frisk is used instead of Infiltrator because I want to be able to scout items to see if I want to Switcheroo. Handy to switch into Earthquakes that are bound to be flying around my team, and sports a nice 4x Grass resist to help Gastrodon. Another Fire resist helps too.
Excadrill(M) @ Air Balloon
Nature: Jolly
Ability: Mold Breaker
4 HP/252 Atk/252 Spe
-Earthquake
-Rock Slide
-Shadow Claw
-Rapid Spin
Spinner to keep those pesky pebbles away from my Pinsir/Noivern. Mold Breaker is used to scare off Gengar/Rotom-W. Rock Slide and earthquake give Edgequake coverage, and Shadow Claw is for Ghosts like Trevenant or Gourgeist that may switch in to block Rapid Spin. Air Balloon gives it Ground immunity, and also lets it bypass Spikes/Toxic Spikes. Dual Rock resistance also gives ample switch-in opportunities (though not a lot because of Excadrill's frail defenses) to defend Pinsir or Noivern.
Gastrodon(M) @ Leftovers
Nature: Relaxed
Ability: Storm Drain
252 HP/252 Def/4 SpD
-Earthquake
-Scald
-Recover
-Toxic
Physical wall. Great Rotom-W counter. Scald for Burns, Earthquake for Electrics, Recover and Toxic for stally shenanigans. Surprisingly bulky. Mostly used to counter stray physical attacks/Water moves, but it can even tank Scarf Garchomp if necessary.
252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Gastrodon: 180-213 (42.2 - 50%) -- 0.4% chance to 2HKO
Not terribly ideal, but it works enough for me.
Storm Drain is amazing to soak up Water attacks that may be thrown around at Tyranitar/Excadrill, and can power up its Scald to retaliate against switch-ins. Also has a handy resistance to Rock that may threaten Pinsir or Noivern.
Thoughts:
While overall I like this team, I'm a bit worried about Ice attacks. Relying on Tyranitar on the special side or Gastrodon on the physical side seems a bit iffy, though maybe I'm thinking about things too hard. Also, the lack of a Taunter gives me some concern. I did have a build where I used Specially Defensive Mega Scizor and Talonflame instead of Mega Pinsir and Noivern, but I was concerned about not having a Special Attacker so I switched.
Again, I am open to any suggestions and changes. I really like Tyrantrum though, so keep in mind this team was sort of built to support him.
Without further ado:
THE LINEUP:
Details:
Tyranitar(F) @ Leftovers
Nature: Careful
Ability: Sand Stream
252 HP/4 Atk/252 SpD
-Rock Slide
-Pursuit
-Stealth Rock
-
Special Wall. Stealth Rocker. Has Pursuit to trap Ghosts/Psychics, though it's more of an added bonus than something necessary.
Yeah, it's shiny. Blue TRex ftw.
Tyrantrum(M) @ Lum Berry/Life Orb
Nature: Jolly
Ability: Strong Jaw
252 Atk/4 Def/252 Spe
-Stone Edge
-Earthquake
-Ice Fang
-Dragon Dance
One of two setup sweepers. Edgequake coverage, and Ice Fang to hit Gliscor and Dragons like Garchomp, Noivern, Salamence, etc. Also another mon that can tank physical Fire/Flying attacks aimed at Mega Pinsir. I'm not sure which item is best, as Lum Berry gives it a turn to set up on anything that tries to WoW it, but Life Orb gives a very good boost to damage.
Pinsir(F) @ Pinsirite
Nature: Jolly
Ability: Hyper Cutter/Aerilate
4 HP/252 Atk/252 Spe
-Return
-Quick Attack
-Earthquake
-Swords Dance
Second setup sweeper. Aerilate Return/Quick Attack murders Fighting, Grass, and Bug types that threaten other members of my team. Earthquake is for steels like Aegislash or (Mega)Lucario. Jolly for added speed to outrun threats like Garchomp. I decided for the pre-MEvo ability to be Hyper Cutter to prevent Intimidate users switching in before I MEvo. Can switch into Ground, Grass or Fighting attacks aimed at Tyrantrum, Gastrodon, Excadrill and Tyranitar to MEvo, set up and sweep or after MEvoing.
Noivern(M) @ Choice Specs
Nature: Timid
Ability: Frisk
252 SpA/4 SpD/252 Spe
-Draco Meteor
-Boomburst
-Flamethrower
-Switcheroo
Special Attacker. Specs Draco Meteor hurts, Boomburst is a good attack to spam in general and ignores Subs, Flamethrower is for Steels like Skarmory and Ferrothorn. Switcheroo cripples walls that try to switch into it, or even enemy physical attackers. Frisk is used instead of Infiltrator because I want to be able to scout items to see if I want to Switcheroo. Handy to switch into Earthquakes that are bound to be flying around my team, and sports a nice 4x Grass resist to help Gastrodon. Another Fire resist helps too.
Excadrill(M) @ Air Balloon
Nature: Jolly
Ability: Mold Breaker
4 HP/252 Atk/252 Spe
-Earthquake
-Rock Slide
-Shadow Claw
-Rapid Spin
Spinner to keep those pesky pebbles away from my Pinsir/Noivern. Mold Breaker is used to scare off Gengar/Rotom-W. Rock Slide and earthquake give Edgequake coverage, and Shadow Claw is for Ghosts like Trevenant or Gourgeist that may switch in to block Rapid Spin. Air Balloon gives it Ground immunity, and also lets it bypass Spikes/Toxic Spikes. Dual Rock resistance also gives ample switch-in opportunities (though not a lot because of Excadrill's frail defenses) to defend Pinsir or Noivern.
Gastrodon(M) @ Leftovers
Nature: Relaxed
Ability: Storm Drain
252 HP/252 Def/4 SpD
-Earthquake
-Scald
-Recover
-Toxic
Physical wall. Great Rotom-W counter. Scald for Burns, Earthquake for Electrics, Recover and Toxic for stally shenanigans. Surprisingly bulky. Mostly used to counter stray physical attacks/Water moves, but it can even tank Scarf Garchomp if necessary.
252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Gastrodon: 180-213 (42.2 - 50%) -- 0.4% chance to 2HKO
Not terribly ideal, but it works enough for me.
Storm Drain is amazing to soak up Water attacks that may be thrown around at Tyranitar/Excadrill, and can power up its Scald to retaliate against switch-ins. Also has a handy resistance to Rock that may threaten Pinsir or Noivern.
Thoughts:
While overall I like this team, I'm a bit worried about Ice attacks. Relying on Tyranitar on the special side or Gastrodon on the physical side seems a bit iffy, though maybe I'm thinking about things too hard. Also, the lack of a Taunter gives me some concern. I did have a build where I used Specially Defensive Mega Scizor and Talonflame instead of Mega Pinsir and Noivern, but I was concerned about not having a Special Attacker so I switched.
Again, I am open to any suggestions and changes. I really like Tyrantrum though, so keep in mind this team was sort of built to support him.
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