Update number 1: https://pokepast.es/9a17e81f40adc8ca (updated ttar, clef, blissey sets, swapped corv for lando}
Update number 2: https://pokepast.es/6a6c24fd51c57024 (swapped dragapult for melmetal)
Delete (Tyranitar) @ Expert Belt
Ability: Sand Stream
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt / Earth Power
- Ice Beam
- Flamethrower
The star of the show and the king of mind games in low to mid ladder: Special attacking Ttar. Great lead, as most other leads will either taunt, set up, or switch to lando, all of which are favorable. The max modest nature and max speed almost always ohkos and outspeed the non speed invested landos and easily 2hko and outspeed special bulk landos on the switch. Almost always ohkos garchomps and the amount of times ive seen them stealth rock or swords dance instead of EQ is staggering. Thunderbolt is mainly for DDance Gyarados (they almost exclusively DDance instead of waterfall) but if thunderbolt is on clefable then earth power is a better choice for dealing with heatran as they are hard to trap with urshifu. Expert belt is what i found to be most useful as the mind games usually always lead to a super effective coverage
notable calcs:
252+ SpA Expert Belt Tyranitar Ice Beam vs. 252 HP / 252+ SpD Landorus-Therian: 350-413 (91.6 - 108.1%) -- 43.8% chance to OHKO
252+ SpA Expert Belt Tyranitar Ice Beam vs. 252 HP / 252+ SpD Garchomp: 336-398 (80 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Tyranitar: 252-296 (73.9 - 86.8%) -- guaranteed 2HKO
Remove (Corviknight) @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Body Press
- Roost
- Defog
Good for the occasional Rillaboom or hawlucha, can sometimes catch a heatran switch in off gaurd with a body press but that's mostly for weavile.
A good trade if their urshifu or weavile arent wearing protective pads, same with choice locked double iron melmetal.
Not a super huge player on the team but helps keep Ttar alive in case of HO leads.
Hinder (Dragapult) @ Wide Lens
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Thunder Wave
- Will-O-Wisp
Amazing for speed control and punishing the greedy lando knock off with a wow.
Can rack a few wins on its own with draco and hex but by forcing switches and statusing the team its much better as utility disguised as a revenge killer.
Can be used as a decent pivot but i try not to save dragapult for late game and have it disrupt early on after ttar is taken out
Annoy (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt / Soft-Boiled
- Ice Beam
Max speed for outspeeding and ohkoing non-invested Landos, is essentially the same coverage as ttar but both get mistaken for hazard leads and usually get one free big hit off the switch in, set up, or taunt. Magic gaurd life orb modest hits alot harder than people are expecting and the max speed sometimes catches more than just landos off gaurd. Softboiled can be used for longevity but i find bolt beam coverage more helpful as with the speed investment you lose all bulk pros.
Disrupt (Blissey) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Toxic
- Heal Bell / Seismic Toss / Shadow Ball
- Soft-Boiled
Another perfect candidate for king of mind games, serene grace tri attack has won many matches on its own. usually get one free tri attack on the switch when forcing out a special attacker and if that leads to a crippling freeze or beneficial para or burn than no momentum is lost on the next pivot. i dont find seismic toss very good and i dont usually get walled by ghosts very often so the need for shadow ball is low. Modest and max speed for those mandibuzz switch ins expecting a stealth rock only to get hit with a second tri attack on the next turn for the 2hko. can actually dent most mons that dont resist normal and does a great job of disrupting momentum with the tri attack serene grace shenanigans. heal bell for the toxic trades and the off chance urshifu gets static by zapdos, or flame bodied by heatran or volc sacks.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Thunder Punch / U-Turn
- Aqua Jet
Max attack adamant for best possible damage output, try to save for when speedy threats are crippled by dragapult or otherwise deleted by Ttar/Clef mind games. Getting rid of buzzswoles and ferrothorns with Ttar flamethrower predicts is high priority before shifu can sweep. not much needs to be said about this mon besides watch out for rocky helmets and i usually forgo uturn since momentum near the end game is usually high enough for a sack or hard switch if needed.
Update number 2: https://pokepast.es/6a6c24fd51c57024 (swapped dragapult for melmetal)
Delete (Tyranitar) @ Expert Belt
Ability: Sand Stream
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Thunderbolt / Earth Power
- Ice Beam
- Flamethrower
The star of the show and the king of mind games in low to mid ladder: Special attacking Ttar. Great lead, as most other leads will either taunt, set up, or switch to lando, all of which are favorable. The max modest nature and max speed almost always ohkos and outspeed the non speed invested landos and easily 2hko and outspeed special bulk landos on the switch. Almost always ohkos garchomps and the amount of times ive seen them stealth rock or swords dance instead of EQ is staggering. Thunderbolt is mainly for DDance Gyarados (they almost exclusively DDance instead of waterfall) but if thunderbolt is on clefable then earth power is a better choice for dealing with heatran as they are hard to trap with urshifu. Expert belt is what i found to be most useful as the mind games usually always lead to a super effective coverage
notable calcs:
252+ SpA Expert Belt Tyranitar Ice Beam vs. 252 HP / 252+ SpD Landorus-Therian: 350-413 (91.6 - 108.1%) -- 43.8% chance to OHKO
252+ SpA Expert Belt Tyranitar Ice Beam vs. 252 HP / 252+ SpD Garchomp: 336-398 (80 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Tyranitar: 252-296 (73.9 - 86.8%) -- guaranteed 2HKO
Remove (Corviknight) @ Rocky Helmet
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Body Press
- Roost
- Defog
Good for the occasional Rillaboom or hawlucha, can sometimes catch a heatran switch in off gaurd with a body press but that's mostly for weavile.
A good trade if their urshifu or weavile arent wearing protective pads, same with choice locked double iron melmetal.
Not a super huge player on the team but helps keep Ttar alive in case of HO leads.
Hinder (Dragapult) @ Wide Lens
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Thunder Wave
- Will-O-Wisp
Amazing for speed control and punishing the greedy lando knock off with a wow.
Can rack a few wins on its own with draco and hex but by forcing switches and statusing the team its much better as utility disguised as a revenge killer.
Can be used as a decent pivot but i try not to save dragapult for late game and have it disrupt early on after ttar is taken out
Annoy (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt / Soft-Boiled
- Ice Beam
Max speed for outspeeding and ohkoing non-invested Landos, is essentially the same coverage as ttar but both get mistaken for hazard leads and usually get one free big hit off the switch in, set up, or taunt. Magic gaurd life orb modest hits alot harder than people are expecting and the max speed sometimes catches more than just landos off gaurd. Softboiled can be used for longevity but i find bolt beam coverage more helpful as with the speed investment you lose all bulk pros.
Disrupt (Blissey) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Toxic
- Heal Bell / Seismic Toss / Shadow Ball
- Soft-Boiled
Another perfect candidate for king of mind games, serene grace tri attack has won many matches on its own. usually get one free tri attack on the switch when forcing out a special attacker and if that leads to a crippling freeze or beneficial para or burn than no momentum is lost on the next pivot. i dont find seismic toss very good and i dont usually get walled by ghosts very often so the need for shadow ball is low. Modest and max speed for those mandibuzz switch ins expecting a stealth rock only to get hit with a second tri attack on the next turn for the 2hko. can actually dent most mons that dont resist normal and does a great job of disrupting momentum with the tri attack serene grace shenanigans. heal bell for the toxic trades and the off chance urshifu gets static by zapdos, or flame bodied by heatran or volc sacks.
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Surging Strikes
- Close Combat
- Thunder Punch / U-Turn
- Aqua Jet
Max attack adamant for best possible damage output, try to save for when speedy threats are crippled by dragapult or otherwise deleted by Ttar/Clef mind games. Getting rid of buzzswoles and ferrothorns with Ttar flamethrower predicts is high priority before shifu can sweep. not much needs to be said about this mon besides watch out for rocky helmets and i usually forgo uturn since momentum near the end game is usually high enough for a sack or hard switch if needed.
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