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Tornadus-T

Rain Dance and Taunt are both excellent options as well. With Taunt you can completely shut down Magic Coat-less Deoxys-D, Gyro Ball-less Ferrothorn, Blissey / Chansey, SubToxic Gliscor, and a host of others. Tornadus-T is at its scariest when it doesn't have to deal with adverse field conditions, and Taunt helps Tornadus-T to keep its field clear early in the game, giving its team time to mount enough offensive pressure to prevent the opponent from having enough time to set up Stealth Rock. Stealth Rock will of course go up in a lot of games, but the early pressure of having to deal with an unimpeded Tornadus-T early game , not to mention all of Taunt's myriad uses, make it worth considering, especially if your team is hazards-weak.

Rain Dance is obviously good, but I think its underestimated even given how obvious of a "good" move that it is. It's an auxiliary accuracy-fixer, forces Tyranitar / Ninetales / etc. to switch out and eat hazards damage, yada yada yada. It's not so amazing that it should be considered an essential move, but it gives a valuable safety net, especially in the lategame when you might want to avoid having to switch to Politoed.

Also Hidden Power Ice is great for smacking Thundurus-T as well.
 
Rain Dance and Taunt are both excellent options as well. With Taunt you can completely shut down Magic Coat-less Deoxys-D, Gyro Ball-less Ferrothorn, Blissey / Chansey, SubToxic Gliscor, and a host of others. Tornadus-T is at its scariest when it doesn't have to deal with adverse field conditions, and Taunt helps Tornadus-T to keep its field clear early in the game, giving its team time to mount enough offensive pressure to prevent the opponent from having enough time to set up Stealth Rock. Stealth Rock will of course go up in a lot of games, but the early pressure of having to deal with an unimpeded Tornadus-T early game , not to mention all of Taunt's myriad uses, make it worth considering, especially if your team is hazards-weak.

Rain Dance is obviously good, but I think its underestimated even given how obvious of a "good" move that it is. It's an auxiliary accuracy-fixer, forces Tyranitar / Ninetales / etc. to switch out and eat hazards damage, yada yada yada. It's not so amazing that it should be considered an essential move, but it gives a valuable safety net, especially in the lategame when you might want to avoid having to switch to Politoed.

Also Hidden Power Ice is great for smacking Thundurus-T as well.

totally forgot about taunt, thank you great sunny day heatran user tobes. better go test that out.

in my experience rain dance kind of sucks on torn-t. against sun, however, it can be a real boon. a lot of sun teams have zero checks to torn-t nowadays because of the recent shift from heatran to genesect as the steel-type of choice. i usually have to go to my ninetales just to try to force it out; however, if i switched in tales and it used rain dance...well that would be quite the problem.

rethinking my sun team now :pirate:
 
My favorite move for the last slot of Tornadus-T is Taunt by far. With Deoxys-D being so common, having a faster Taunt user that doesn't care at all about Night Shade is a godsend. And Taunt in general works amazing with Regenerator, because even if you do take a hit, you can recover it simply by switching out. Taunt also helps a lot against Ferrothorn, Tentacruel, Hippowdon, Forretress, Volcarona in Sun (sometimes you don't want to rely on a 50% chance to not get swept), Gyarados, Skarmory, Chansey, Blissey and CM Latias.

The ability of Taunt to screw over the bolded mons is invaluable, as SpD Skarmory could set-up on LO Tornadus-T otherwise, CM Latias could set-up on it after it killed something, the blobs could status you if they came into Hurricane or if you are using Focus Blast, and a healthy Ferrothorn could attempt to paralyze you / Leech Seed you / set up hazards, predicting you switching out (though Taunting a Ferrothorn is always risky as Gyro Ball hurts like hell).

Balanced team always enjoy a fast Taunt, as entry hazards really hurt them, and Taunt just fits amazing in Tornadus-T's moveset.

EDIT: ninja'd
 
Heat Wave is also a good option to hit rachi mainly but it is bad with hurricane (and rain) imo.

I saw a sun team with tornadus with heat wave + air slash, much people use rachi for counter it so Tornadus-t in a sun can work good, maybe...
 
Heat Wave is also a good option to hit rachi mainly but it is bad with hurricane (and rain) imo.

I saw a sun team with tornadus with heat wave + air slash, much people use rachi for counter it so Tornadus-t in a sun can work good, maybe...

i have a sun team that's ninetales/tornadus-t/landorus-t/volcarona/heatran/venusaur and tornadus-t is generally the star of the show, it's a fantastic rain check with hurricane and taunt, and even in the sun it can still do work with heat wave. in my opinion even using hurricane in sun isn't a bad idea because of all the rain teams...
 
what's hurricanes accuracy in the sun ? still 70?

no, it's 50%, which is trash, but considering rain is everywhere it's worth it because half the time you'll just be spamming hurricanes in the rain anyways. reducing your flying stab from 120 base (hurricane) to 75 base (air slash) isn't worth it at all when you factor in the prevalence of politoed in the current meta.
 
This... Thing.

It rarely even needs HP Ice due to the sheer power and great offensive typing of its powerful STAB Hurricane combined with Superpower/FB (Gliscor is already OHKOed by Hurricane after rocks, Thudurus-T is Scarfed a majority of the time, and only bulky Dragonite can take a Hurricane after SR). Taunt is amazing, as it allows Tornadus to be an even better lead and wall-breaker. Rain Dance is somewhat niche, but it royally screws a majority over Sun teams over.
 
I rarely even use Hidden Power on my Tornadus-T. A plain U-Turn / Hurricane / Heat Wave / Superpower is what I use. Even in Rain, Heat Wave still hits Steel types hard- and out of Rain, it's good bye. Heat Wave is also a great tool against opposing weather teams- Sun sweepers usually can't take a Heat Wave, and Sand sweepers don't like the small chance of burn- which comes up quite a lot when I use it. But really, a lot of the time you just spam Hurricane and then U-Turn out.
That brings up the question though- which handles Sun better- Rain Dance or Heat Wave? Or hidden power?
 
That brings up the question though- which handles Sun better- Rain Dance or Heat Wave? Or hidden power?

rain dance, hands down. most sun teams, mine included, have absolutely no switch-ins to tornadus-t. their best option is to go into their ninetales and pray for the 50% accuracy hurricane to miss. when you're able to rain dance away that sun, both 1) removing their chloro sweeper's double speed, and 2) ensuring 100% accurate hurricane for 4 more turns, it's pretty much gg from there. they have to switch out, let something die, and then bring in ninetales to just get rain danced again. the best they can do is toxic your tornadus-t at that point, ensuring you can't stay in and do this forever, but what's the point? with regenerator, tornadus-t can just u-turn out, come back in later, and wreak havoc once again. it's a simple rinse-and-repeat process that leaves sun teams completely drenched.
 
Heat Wave is usable even running in on a Rain Team.
Once, in my sun team someone smashed my Sp Def Skarm when I was running a sun team with it.

Sp Def Skarmory isn't 2KO unless being unlucky with 2 max damage with LO Focus Blast, for instance.

no, it's 50%, which is trash, but considering rain is everywhere it's worth it because half the time you'll just be spamming hurricanes in the rain anyways. reducing your flying stab from 120 base (hurricane) to 75 base (air slash) isn't worth it at all when you factor in the prevalence of politoed in the current meta.

Run both Hurricane and Air Slash on a rain-less team.

Katakiri runned both on his Sun team in his Tornadus-t Specs:

http://www.smogon.com/forums/showthread.php?p=4345955
 
A tornadus t is something that I always find in a rain team. Hurricane absolutely blitzes teams, with choice scarf it's hard to outspeed and to counter I've had my teams swept many times with him, ice shard takes care of him though
 
Tornadus-T is an fantastic pokemon with great coverage, it is by far the most "broken" pokemon in the tier. Its hard to switch into, and the only great counters are Chople Tyranitar with Stone Edge and SDef Rachi in rain. What im even more surpised off is that I rarely even see it anymore.
 
Been testing a Scarf Tornadus-T, and I can say I am very impressed. While the only common mons that outspeed Tornadus-T in OU are opposing scarfers and Sand Rush / Chlorophyll 'mons -- with a Scarf, you gain the ability to bypass all of these. I think Air Slash / Hidden Power [Ice] / Heat Wave / U-Turn is the best set for Scarf Tornadus-T, although there are other options such as Hurricane over Air Slash, or even Sleep Talk if you want to be switching into Breloom / Amoongus. However, because I am using this on a weatherless team and don't want to rely on Hurricane for the sake of my opponent running a Rain Team, Air Slash is better in this scenario. Air Slash is your main STAB option and is useful for killing the aforementioned Chlorophyll abusers, while U-Turn is there for scouting purposes. Hidden Power [Ice] is there to revenge Dragons, as Scarf Tornadus-T can now outspeed Scarf Latios, Scarf Haxorus, Scarf Salamence and a whole array of Scarfers Specs or Life Orb variants fail to outspeed. It's moreso to catch people off guard, but if you use this on a weatherless team, it's fantastic against Sun, especially given the mindset that weatherless offense loses to Sun Teams. The main drawback of this set is the loss of power, as it is quite notable with Timid Scarf, however you shouldn't be using Scarf Tornadus-T as a wallbreaker or anything of the sort. You still revenge everything you need to, especially the increasingly common scarf variants of Genesect who are also removed by a Heat Wave.
 
Agreeing with Jimbon, Scarf Tornadus-T is a really great Pokemon, and it catches so many people off-guard that it's actually pretty funny. Hidden Power Ice coming off of +1 Base 121 Speed basically wrecks all dragons + Scarf Landorus, who generally tries to SE Torn-T. Scarfed Heat Wave has had me laughing extremely hard before, since Genesect never sees it coming, and it's so great when you get a free KO so early in the game. Super-speedy U-Turn for scouting is nice, too. I prefer using it on a Rain team because Air Slash is really weak compared to Hurricane, but it can function well on a weatherless team as well. The main draw for this set is its surprise factor, because since Tornadus-T is such a fast Pokemon to begin with, nobody ever expects it to be scarfed. This thing pairs really well with a mixed Cobalion: perfect type synergy and a Volt-Turn combo to boot is excellent. If you're skeptical, give it a try; you won't be disappointed!
 
Agreeing with Jimbon, Scarf Tornadus-T is a really great Pokemon, and it catches so many people off-guard that it's actually pretty funny. Hidden Power Ice coming off of +1 Base 121 Speed basically wrecks all dragons + Scarf Landorus, who generally tries to SE Torn-T. Scarfed Heat Wave has had me laughing extremely hard before, since Genesect never sees it coming, and it's so great when you get a free KO so early in the game. Super-speedy U-Turn for scouting is nice, too. I prefer using it on a Rain team because Air Slash is really weak compared to Hurricane, but it can function well on a weatherless team as well. The main draw for this set is its surprise factor, because since Tornadus-T is such a fast Pokemon to begin with, nobody ever expects it to be scarfed. This thing pairs really well with a mixed Cobalion: perfect type synergy and a Volt-Turn combo to boot is excellent. If you're skeptical, give it a try; you won't be disappointed!

Yup, Scarf Tornadus-T in rain really comes a surprise to any player as most suspect the Specs set when they see it's not taking any LO damage.I agree with your post but wanna add in another advantage it has is the ability for it to stay on Scarf Terrakion and proceed to OHKO, I've noticed after I KO a Pokemon with Tornadus-T, Scarf Terrakion is one of the most common switch-ins either trying to KO or just force me out, Scarf really helps nab the KO vs Terrakion which is a sweet feel.
 
I have a question for you guys, Jimbon and Lavos Spawn.

Why use Scarf Tornadus-T instead of Scarf Tornadus? Scarf Tornadus hits 529 Speed, and still outspeeds everything that matters, except from Choice Scarf Starmie, which is amazingly rare from my experience. It outspeeds Timid Victreebel in Sun, Modest Venusaur in Sun, and every scarfer, while both Tornadus and Tornadus-t get outsped from Timid Venusaur (anyone running Timid Venusaur without max Speed is doing it wrong, imo) and any Sawsbuck in sun.

So the only reason to use Tornadus-T over Tornadus is its ability, and as we have all seen from Mienshao, Regenerator is not such a good ability for a Scarfer.

So what's your opinion? Is Regenerator enough reason to justify losing 30 SpA points, and a potentially useful Tailwind (don't know if it can fit, just sayin')?
 
Regenerator is arguably the BEST ability you can have on a scarfer (on a SR weak Scarfer no less!)

The extra SpA is inconsequential when you're continuously healing off SR damage.
 
So the only reason to use Tornadus-T over Tornadus is its ability, and as we have all seen from Mienshao, Regenerator is not such a good ability for a Scarfer.

You cannot compare Scarf Mienshao and Scarf Tornadus-T. Regen works on Tornadus-T because its stealth Rock weak, this means that Stealth Rock can be up against you, and you can switch in and out without really being hindered from Stealth Rock. Mienshao, didn't have a problem with Stealth Rock at all, and was rather frail, which limits the use of regen. From experience running Scarf Mence, having regen really helps avoid Stealth Rock crippling the amount of times you can switch in, ergo, I would prolly still use Tornadus-T, even tho Tornadus might hit harder.

EDIT

o.k pretty much what PK Gaming said
 
As PK Gaming said, Regenerator is possibly the best ability to have on a scarfer, since it makes the revenger able to switch in many more times in the battlefield than he would normally. This by itself is a reason for Tornadus-T being a better scarfer. And I don't see why you'd use Tornadus anyway. I mean, what KO's are you getting with it that you wouldn't get with Tornadus-T?

EDIT pretty much what ginganinja said, lol
 
Yeah Ginganinja did the best job at explaining why Mienshao and Tornadus-T are different cases of Regenerating Scarfers. So unless we see some greatly important ohkoes that Tornadus gets and Tornadus-T doesn't, then Scarf Tornadus-T is the way to go.
 
For what its worth I think Regenerator is really good on Scarf Mienshao too (since it lets you recover from HJK misses / weak stray hits, and spikes)

Regenerator itself is just a really good ability haha.
 
I have a question for you guys, Jimbon and Lavos Spawn.

Why use Scarf Tornadus-T instead of Scarf Tornadus? Scarf Tornadus hits 529 Speed, and still outspeeds everything that matters, except from Choice Scarf Starmie, which is amazingly rare from my experience. It outspeeds Timid Victreebel in Sun, Modest Venusaur in Sun, and every scarfer, while both Tornadus and Tornadus-t get outsped from Timid Venusaur (anyone running Timid Venusaur without max Speed is doing it wrong, imo) and any Sawsbuck in sun.

So the only reason to use Tornadus-T over Tornadus is its ability, and as we have all seen from Mienshao, Regenerator is not such a good ability for a Scarfer.

So what's your opinion? Is Regenerator enough reason to justify losing 30 SpA points, and a potentially useful Tailwind (don't know if it can fit, just sayin')?
its 15 SpA i think? i'm confused
 
I have a question for you guys, Jimbon and Lavos Spawn.

Why use Scarf Tornadus-T instead of Scarf Tornadus? Scarf Tornadus hits 529 Speed, and still outspeeds everything that matters, except from Choice Scarf Starmie, which is amazingly rare from my experience. It outspeeds Timid Victreebel in Sun, Modest Venusaur in Sun, and every scarfer, while both Tornadus and Tornadus-t get outsped from Timid Venusaur (anyone running Timid Venusaur without max Speed is doing it wrong, imo) and any Sawsbuck in sun.

So the only reason to use Tornadus-T over Tornadus is its ability, and as we have all seen from Mienshao, Regenerator is not such a good ability for a Scarfer.

So what's your opinion? Is Regenerator enough reason to justify losing 30 SpA points, and a potentially useful Tailwind (don't know if it can fit, just sayin')?

Regenerator imo is enough reason to use Scarf Tornadus-T over Scarf Tornadus-I. Being a scarfer and all, you're constantly being locked into certain moves, Hidden Power [Ice], Heat Wave and Air Slash all have common resists to them, forcing you to switch a lot. Tornadus-I lacks Regenerator and is worn down far too easily, this is even more important when you're running Scarf Tornadus-I and you can't break through a lot of the things you can if you're Specs / Life Orb. Regenerator on any Scarf Pokemon is amazing, the ability to constantly forego hazards is amazing as it gives you so many more opportunities to switch in and it lessens the need for a Rapid Spinner.
 
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