ORAS OU I built a non-sand based Mega TTar team

This is my first RMT here, but I have lurked on Smogon for a while. I wanted to build a non sand TTar team, originally planning to use Vested Tyranitar and Mega Venusaur, however I didn't really enjoy playing it, and Venusaur didn't really fit my style. I then altered the team to contain... well, you'll see.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

The star of the team, but oddly not the MVP. DDance allows it to set up on things it forces out, Stone Edge provides nice (though inaccurate) STAB, as well as bitch-slapping most Flying Types, among others. Crunch is more reliably, with a chance at a handy Def drop, and for example, kills non-scarf Jirachi at +1 Spe before it flinches me to death. Fire Punch chunks or kills Ferrothorn, Scizor, Skarmory, and other things that Crunch can't 2HKO.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock

Balloon Heatran exists to be a Rock setter, and threaten out mons that threaten MegaTar. Lava plume does quite a bit of damage, with that sick burn chance, and exists as my primary check to Steels that can't take the heat. Earth Powah is primarily for Heatran and Magnezone, doing a hell of a lot or outright killing them. Flash Cannon is for Rocks and Fairies, as well as being a nice way to chip predicted Heatrans, when I need to pop a balloon or don't want to risk Earth Power. Stealth Rock is here because I needed it, and Heatran is a decent Rock setter.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off

This thing is fun to use. It hits hard and doesn't afraid of anything. EQ is just there as a powerful STAB, and to hurt mons weak to ground. Superpower deals with Lopunny and TTar, and chunks Chansey. U-Turn is a horrible move, and should never be used ;), and Knock Off is just generally a good move.
Oh, and Scarf is pretty good.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

Do I need to explain what Rotom does? It allows me to eat Water moves, and respond by Volt Switching or Hydro Pumping a predicted ground-type. Will-o-wisp support is great, and pain split lets me (somewhat) recover while hurting him.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish

I replaced Venusaur with this thing, and son, I am not disappoint. This thing eats water, fighting, ground and grass moves that my team struggles with. T-wave is great, and Healing Wish lets me bring back one of my offensive mons, who all lack recovery, while Giga Drain hurts things like Rotom.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave

This is the most debatable part of my team . Defog support is nice for VoltTurn, and having another fire user is nice, as well as another fighting resist, a bug resist, and another Volt switcher for building momentum.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave
 
Hey Abysslord, your team seems pretty solid but, defensively speaking, your Pokemon overlap a bit too much. What I mean by this is that you have Zapdos + Rotom-W on the same team when they check the same things. Same goes with Rotom-W + Celebi to a smaller extent. You also don't really have much to support M-Tyranitar break through its checks like Hippowdon, Keldeo, Landorus-T, etc, so I have some suggestions to try to help with this.

For one, I really don't think you need Air Balloon on Heatran at all. Literally over half of your team is either a Ground resist or immunity, so I think you should run Power Herb > Air Balloon on Heatran and run Solar Beam > Flash Cannon to be able to bait in water types such as Keldeo, Quagsire, Azumarill, Suicune, etc, and hit them extremely hard to make M-Tyranitar have an easier time taking them out at +1. You should also run Magma Storm > Lava Plume to be able to force the bulky waters to stay in to take the hit.

Zapdos is probably the most expendable member of your team since it isn't really doing any thing Rotom-Wash isn't, so I think you should run Wobbuffett > Zapdos to be able to trap M-Lopunny (which still outspeeds your M-TTar when you're at +1), Hippowdon, Clefable, Keldeo, etc. that hard wall your M-Tyranitar, or are hard for it to break.

You need Stone Edge on your Landorus-T to be able to consistently damage opposing ones, and be able to check M-Pinsir and Talonflame. Seeing as though your team is pretty weak to M-Gyarados, you should run Stone Edge > Knock Off on Landorus-Therian so you can keep Superpower.

The last two changes I think you should make is to run Hidden Power Fire > Healing Wish on Celebi, and Ice Punch > Fire Punch on M-Tyranitar. This allows you to hit Ferrothorn and Scizor switch-ins relatively hard to support M-Tyranitar, and Ice Punch allows you to break through Landorus-T and Bulky Garchomp. It also allows you to hit Gliscor which seems to be extremely annoying for your team to break.

In short:

485.png
Magma Storm + Power Herb Solar Beam Heatran > Lava Plume + Air Balloon Heatran
202.png
Wobbuffet > Zapdos
645-therian.png
Stone Edge Landorus-T > Knock Off Landorus-T
251.png
Hidden Power Fire Celebi > Healing Wish Celebi
248-mega.png
Ice Punch M-Tyranitar > Fire Punch M-Tyranitar

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Dragon Dance
- Ice Punch

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 124 Def / 76 SpD / 60 Spe
Bold Nature
- Giga Drain
- Hidden Power [Fire]
- Thunder Wave
- Recover

Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Stealth Rock
- Solar Beam
- Earth Power

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- U-turn

Wobbuffet @ Sitrus Berry / Leftovers
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Calm Nature
- Counter
- Mirror Coat
- Destiny Bond
- Encore
Hope i was able to help!
 
Last edited:
Hey Abysslord, your team seems pretty solid but, defensively speaking, your Pokemon overlap a bit too much. What I mean by this is that you have Zapdos + Rotom-W on the same team when they check the same things. Same goes with Rotom-W + Celebi to a smaller extent. You also don't really have much to support M-Tyranitar break through its checks like Hippowdon, Keldeo, Landorus-T, etc, so I have some suggestions to try to help with this.

For one, I really don't think you need Air Balloon on Heatran at all. Literally over half of your team is either a Ground resist or immunity, so I think you should run Power Herb > Air Balloon on Heatran and run Solar Beam > Flash Cannon to be able to bait in water types such as Keldeo, Quagsire, Azumarill, Suicune, etc, and hit them extremely hard to make M-Tyranitar have an easier time taking them out at +1. You should also run Magma Storm > Lava Plume to be able to force the bulky waters to stay in to take the hit.

Zapdos is probably the most expendable member of your team since it isn't really doing any thing Rotom-Wash isn't, so I think you should run Wobbuffett > Zapdos to be able to trap M-Lopunny (which still outspeeds your M-TTar when you're at +1), Hippowdon, Clefable, Keldeo, etc. that hard wall your M-Tyranitar, or are hard for it to break.

You need Stone Edge on your Landorus-T to be able to consistently damage opposing ones, and be able to check M-Pinsir and Talonflame. Seeing as though your team is pretty weak to M-Gyarados, you should run Stone Edge > Knock Off on Landorus-Therian so you can keep Superpower.

The last two changes I think you should make is to run Hidden Power Fire > Healing Wish on Celebi, and Ice Punch > Fire Punch on M-Tyranitar. This allows you to hit Ferrothorn and Scizor switch-ins relatively hard to support M-Tyranitar, and Ice Punch allows you to break through Landorus-T and Bulky Garchomp. It also allows you to hit Gliscor which seems to be extremely annoying for your team to break.

In short:

485.png
Magma Storm + Power Herb Solar Beam Heatran > Lava Plume + Air Balloon Heatran
202.png
Wobbuffet > Zapdos
645-therian.png
Stone Edge Landorus-T > Knock Off Landorus-T
251.png
Hidden Power Fire Celebi > Healing Wish Celebi
248-mega.png
Ice Punch M-Tyranitar > Fire Punch M-Tyranitar


Hope i was able to help!

Thanks for the advice! Yes, overlap is a problem, and I have a crippling flaw in teambuilding that I demand redundancy, as it lets me sac mons and still have checks against certain threats. Do you think this team should have hazard removal though, to help VoltTurn.
 
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