ORAS OU Baby's throwing a Temper Tyrantrum!

Ever since Tyrantrum has had his hidden ability released I desperately wanted a team built around him. Spamming head smash all willy nilly with out a care in the world sounded too good to pass up. Even if gimmicky.

I feel like there's a lot of room for improvement. But so far this team as been serving me well. And please, feel free to give me any advice that you feel would help improve this team. Nothing is set in stone. All suggestions are welcome.

Personally I feel like I could have gone into more detail about my team. But this is the first RMT for ORUS that I've posted here. I'm also not that experienced on this game. I may know my way around a few things here an there. But I'm am no where near a hardened veteran. So please forgive me if my descriptions of each 'mon is lacking. I tried to do my best at being as descriptive as possible.

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Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Earthquake
- Crunch

The central focus of this team. Despite the main allure being able to spam Head Smash till my heart's content. Tyrantrum offers enough useful resistances for me to deem it deem it usable in OU.

With a base 119 DEF stat, a resistance to Flying, and a STAB 150 BP Rock type move, Tyrantrum serves as a great Flying spam check (to mostly Talonflame). Being able to keep the birds at bay allows Pokemon like Venusaur to to wreak it's havoc more often. Which I fell if left unchecked can hamper many teams (More or less).

Earthquake + Head Smash offers great universal coverage. Resisted by few. While Crunch offers great neutral coverage against most while also offering super effective coverage against the psychic types that try to hurt Mega-Venusaur. Although situational. This can be re-worked though. Tyrantrum's low SP.Def is lacking. But since a Dragon stab as proved useless I feel like Crunch isn't a bad option. I'd appreciate input on this.

I went with a Jolly, Life Orb max ATK/SPD set to optimize speed and ATK output. I'm not sure what 1HKO's and 2HKO's I'm missing between Adamant/Jolly. But I feel like being able to get the jump on a few 'mons with speed is more important than damage output . Please let me know if this is the wrong idea.




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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Bulk Up
- Roost
- Taunt

Talonflame has near perfect synergy with Tyrantrum. Covering Most of Tyrantrum's weakness's including Ground, Steal, Fighting, and Fairy. Talonflame offers great switch-in opportunities while Tyrantrum is on and off the field.

I went with the SP.Def " bulk up" variant due to how well it deals with problematic pokemon like Ferrothorn and Heatran (non ancient power variants) and Fairies who can me a major pain to Tyrantrum and Venusaur (mostly Tyrantrum).

With taunt and a max SP.Def investment, Talonflame can set-up on most resisted physical and special passive attackers with ease.

The moveset I feel isself explanatory. Brave Bird for a reliable stab. Bulk up for improving Talnflame's DEF against 'mons who cannot hurt him while increase his attack output. And Roost to recover from and damage taken over time.


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Venusaur @ Venusaurite
Ability: Overgrow
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

I went for an offensive build due to preference. Mega-Venu offers much needed coverage to take care of pokemon like Rotom-Wash, Keldeo and others super-effectively that the other team members cannot handle by themselves.

Giga drain is for an offensive stab that recovers health and damages water & ground types. Sludge bomb is another offensive stab that can hit some pokemon for neutral damage while hitting fairies for super effective damage. HP Fire for steel types who wall Venusaur's other moves completely. Synthesis is for another form of recovery when Giga Drain would prove useless.

The EV's are off of the Smogon Dex due to not being sure what to run myself this meta. They worked. But I'm not sure myself if they are optimal. I could see leech seed being a better alternative . But I'm not truely sure how well that would play out.



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Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Will-O-Wisp
- Rest
- Volt Switch

Rotom-Wash has great synergy with the team. Being able to take attacks from water, fire, flying, ice, and ground. He's able to switch in on into most attacks directed at the team without worry.

I went with the set I've used the most and find the most reliable. Witch is the Physically defensive chesto-rest variant.

STAB Hydro Pump for a power. Volt Switch for an alternative stab while also allowing another way to switch in other teammates slowly/safely. Will-O-Wisp to nuder physical attacker. Rest to recover health and to have another chance at life.

Again, I ripped this from the Smogon Dex. I've had no problem with this EV spread personally. It's been working without a problem. If there is anything I can improve here than I would be glad to hear it.


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Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 SpA / 252 SpD
Careful Nature
- Iron Head
- Earthquake
- Rapid Spin
- Stealth Rock

I needed a decent spinner/rock setter. Excadrill easily fitted the slot without fail.

The EV's/Moveset are ripped from the Smogen Dex (again). Though through play testing It's proven to be a reliable set for the team. Even if it's more defensive then the usual builds.

Iron Head/Earthquake for stab. Rapid Spin/Stealth Rocks for utility. EV's are to to take special attacks better against the common match ups while providing better longevity.

I'm personally not sure if a offensive build would work better. But during my play testing this Excadrill has worked fine. I'm curious about everyone else's opinion


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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Moonlight
- Calm Mind

A very basic run of the mill Clefable set. Still, it offers great synergy and coverage for the team.

Being able deal with the Dragons and Fighting types that plague (mostly) Tyrantrum. Clefable offers great offensive and defensive capabilities for not just Tyrantrum but the whole team.

With stab Moonblast for Dragon/Fighting types and Calm Mind to set up on 'mons who can't truly hurt it. Clefable has proven to be problematic to those unprepared to deal with it.

Flamethrower is for any steel types that attempt to switch in. Moonlight for recovery. I would use soft-boiled. But I'm trying to build this team within the possibilities I'm capable of achieving on cart

EV's were again ripped from the Smogon Dex. Personally I couldn't think of a better EV spread personally. Clefable is able to take most hits directed at the team from both physical and special with this spread anyways.
 
Hey Adsiduus nice team and team name haha. It's always cool to see Tyrantrum get some usage. Although this is a cool team, I see some things that can be changed to make it even better! Please consider the suggestions I leave for you. Now, let's get right into it:

  • First off I noticed you aren't running any Speed on Rotom-Wash, which is essential for taking on Belly Drum Azumarill. Despite having a Mega Venusaur on your team you'll want 44 Speed EVs to outspeed the standard BD set. Having these extra Speed EVs also allows you outpace other Rotoms which is more important than you think. Instead of running Moonlight on Clefable run Soft-Boiled. It's a much better move, It always you to gain a consistent 50% even in weather which is crucial for Clefable if you're attempting to sweep with Calm Mind. Soft-Boiled also provides more PP than Moonlight so there's really no reason to not run it over Moonlight. For Tyrantrum run Superpower over Earthquake. It allows you to hit what you want and more. You'll want Superpower for Ferrothorn which can stop Tyrantrum's sweep completely. It also hits Tyranitar which also has the potential to stop Tyrantrum in its tracks. The rest of your sets and spreads look fine as it is, now let's get into the teams weaknesses and how you can cover them. Landorus-I with Rock Slide, which is rising in usage, pretty much does whatever it wants to this team, I suggest you drop Excadrill for Skarmory. It does what Excadrill does but can take hits from Landorus-I which is excellent for your team. Here's a Skarmory set and spread:

  • Skarmory @ Leftovers / Shed Shell
    Ability: Sturdy
    EVs: 252 HP / 232 SpD / 24 Spe
    Careful Nature
    - Iron Head / Spikes
    - Stealth Rock
    - Defog
    - Roost

  • Using this Skarmory spread will also help you with Gengar which definitely threatens your team. SpDef Talonflame takes a huge amount of damage from Sludge Wave and can only switch-in so many times. I'll provide a calc showing the damage taken from Sludge Wave after I explain Skarmory's set. This spread as I mentioned above makes Skarmory a decent check to Landorus-I. You can consider running Shed Shell over Leftovers to escape Magnezone. Keeping Skarmory alive is extremely important for your team, it's a crucial member and plays a very significant role. Iron Head is there as your reliable STAB to take on Fairies such as Mega Diancie, which also has the potential to cause problems for your. Spikes is also a great move to consider, having as many hazards on the field at once will wear down Tyrantrum's checks and counters which will allow it to sweep effortlessly. Running defog with Spike stacking is a bad idea most of the time, but considering that you do not have a choice you'll have to. Keep hazards of your side of the is very, very important for Talonflame. It will not be able to switch-in and take hits like it needs to if rocks are up. Maybe consider dropping Rotom-Wash for Starmie. Starmie forms and exceptional core with Mega Venusaur and SpDef Talonflame and will give you the ability to get hazards off of the field while keeping your own. Roost on Skarmory is standard on every Skarmory(besides it's suicide lead set). Now, here's that calc I promised:

  • 252 SpA Life Orb Gengar Sludge Wave vs. 248 HP / 252+ SpD Talonflame: 185-218 (51.5 - 60.7%) -- 91% chance to 2HKO after Leftovers recovery
  • As you can see, Sludge Wave does well over 50% to Talonflame which can be a problem. Here's two Starmie sets and spreads in-case you do choose to drop Rotom-Wash for it:

  • Starmie @ Life Orb
    Ability: Analytic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Fire] / Psyshock
    - Rapid Spin

  • Fully offensive Starmie is super underrated in this meta and can cause a lot of damage to teams. Hydro Pump as it's Water STAB and it's strongest one. A Hydro Pump coming from Starmie is unbelievably powerful, especially if it gets the Analytic boost. Ice beam to hit Latias, Latios and many other Dragon-types. It can also be used for Gliscor and Landorus if you're fearing missing with Hydro Pump. Hidden Power Fire is a move to consider for taking out Ferrothorn on the switch. If a Ferrothorn switches directly into this Hidden Power Fire it will be OHKO'd every single time. Psyshock is also a great move to provide Starmie with a reliable secondary STAB. Psyshock is mainly used for hitting Venusaur but is also great for hitting Conkeldurr, Beedrill, Scolipede etc. It's also a great option for dealing out damage to Chansey since it's damage is determined by the enemies Defense and not Special Defense. Rapid spin to get rid of hazards, here's the second set:

  • Starmie @ Leftovers
    Ability: Natural Cure
    EVs: 248 HP / 16 SpA / 244 Spe
    Timid Nature
    - Scald
    - Psyshock / Reflect Type
    - Rapid Spin
    - Recover


  • This is a more defensive set which I think is a better fit for your team. Leftovers to extend Starmie's longevity. Scald as it's primary STAB, Scald is great on Starmie because it prevents it from being too passive and gives it the opportunity to burn sweepers(or just anything for that matter). Psyshock as it's secondary STAB. Reflect type is also a great move on defense Starmie because it allows it to take on Mega-Charizard-Y, but considering that you have a Specially Defense Talonflame on your team I don't think you'll have problems with Charizard. Rapid spin to get hazards off your side and Recover to provide Starmie with some reliable recovery. Do not get rid of Recover it is essential for this set to be effective. The spread is for Starmie to be able to tank hits while still being fast, you'll want 244 Spe Timid to outspeed Serperior which is important for Starmie and can be a game changer. 16 SpA EVs to make Starmie a little less passive. You team looks a little weak to Mega-Charizard-X but I've got to head out right now and I promise I'll make another post tomorrow explaining how to deal with it :].
That's all I have for now. I hope I helped! Good luck with the team.
 
Hey Adsiduus nice team and team name haha. It's always cool to see Tyrantrum get some usage. Although this is a cool team, I see some things that can be changed to make it even better! Please consider the suggestions I leave for you. Now, let's get right into it:

  • First off I noticed you aren't running any Speed on Rotom-Wash, which is essential for taking on Belly Drum Azumarill. Despite having a Mega Venusaur on your team you'll want 44 Speed EVs to outspeed the standard BD set. Having these extra Speed EVs also allows you outpace other Rotoms which is more important than you think. Instead of running Moonlight on Clefable run Soft-Boiled. It's a much better move, It always you to gain a consistent 50% even in weather which is crucial for Clefable if you're attempting to sweep with Calm Mind. Soft-Boiled also provides more PP than Moonlight so there's really no reason to not run it over Moonlight. For Tyrantrum run Superpower over Earthquake. It allows you to hit what you want and more. You'll want Superpower for Ferrothorn which can stop Tyrantrum's sweep completely. It also hits Tyranitar which also has the potential to stop Tyrantrum in its tracks. The rest of your sets and spreads look fine as it is, now let's get into the teams weaknesses and how you can cover them. Landorus-I with Rock Slide, which is rising in usage, pretty much does whatever it wants to this team, I suggest you drop Excadrill for Skarmory. It does what Excadrill does but can take hits from Landorus-I which is excellent for your team. Here's a Skarmory set and spread:

  • Skarmory @ Leftovers / Shed Shell
    Ability: Sturdy
    EVs: 252 HP / 232 SpD / 24 Spe
    Careful Nature
    - Iron Head / Spikes
    - Stealth Rock
    - Defog
    - Roost

  • Using this Skarmory spread will also help you with Gengar which definitely threatens your team. SpDef Talonflame takes a huge amount of damage from Sludge Wave and can only switch-in so many times. I'll provide a calc showing the damage taken from Sludge Wave after I explain Skarmory's set. This spread as I mentioned above makes Skarmory a decent check to Landorus-I. You can consider running Shed Shell over Leftovers to escape Magnezone. Keeping Skarmory alive is extremely important for your team, it's a crucial member and plays a very significant role. Iron Head is there as your reliable STAB to take on Fairies such as Mega Diancie, which also has the potential to cause problems for your. Spikes is also a great move to consider, having as many hazards on the field at once will wear down Tyrantrum's checks and counters which will allow it to sweep effortlessly. Running defog with Spike stacking is a bad idea most of the time, but considering that you do not have a choice you'll have to. Keep hazards of your side of the is very, very important for Talonflame. It will not be able to switch-in and take hits like it needs to if rocks are up. Maybe consider dropping Rotom-Wash for Starmie. Starmie forms and exceptional core with Mega Venusaur and SpDef Talonflame and will give you the ability to get hazards off of the field while keeping your own. Roost on Skarmory is standard on every Skarmory(besides it's suicide lead set). Now, here's that calc I promised:

  • 252 SpA Life Orb Gengar Sludge Wave vs. 248 HP / 252+ SpD Talonflame: 185-218 (51.5 - 60.7%) -- 91% chance to 2HKO after Leftovers recovery
  • As you can see, Sludge Wave does well over 50% to Talonflame which can be a problem. Here's two Starmie sets and spreads in-case you do choose to drop Rotom-Wash for it:

  • Starmie @ Life Orb
    Ability: Analytic
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Hydro Pump
    - Ice Beam
    - Hidden Power [Fire] / Psyshock
    - Rapid Spin

  • Fully offensive Starmie is super underrated in this meta and can cause a lot of damage to teams. Hydro Pump as it's Water STAB and it's strongest one. A Hydro Pump coming from Starmie is unbelievably powerful, especially if it gets the Analytic boost. Ice beam to hit Latias, Latios and many other Dragon-types. It can also be used for Gliscor and Landorus if you're fearing missing with Hydro Pump. Hidden Power Fire is a move to consider for taking out Ferrothorn on the switch. If a Ferrothorn switches directly into this Hidden Power Fire it will be OHKO'd every single time. Psyshock is also a great move to provide Starmie with a reliable secondary STAB. Psyshock is mainly used for hitting Venusaur but is also great for hitting Conkeldurr, Beedrill, Scolipede etc. It's also a great option for dealing out damage to Chansey since it's damage is determined by the enemies Defense and not Special Defense. Rapid spin to get rid of hazards, here's the second set:

  • Starmie @ Leftovers
    Ability: Natural Cure
    EVs: 248 HP / 16 SpA / 244 Spe
    Timid Nature
    - Scald
    - Psyshock / Reflect Type
    - Rapid Spin
    - Recover


  • This is a more defensive set which I think is a better fit for your team. Leftovers to extend Starmie's longevity. Scald as it's primary STAB, Scald is great on Starmie because it prevents it from being too passive and gives it the opportunity to burn sweepers(or just anything for that matter). Psyshock as it's secondary STAB. Reflect type is also a great move on defense Starmie because it allows it to take on Mega-Charizard-Y, but considering that you have a Specially Defense Talonflame on your team I don't think you'll have problems with Charizard. Rapid spin to get hazards off your side and Recover to provide Starmie with some reliable recovery. Do not get rid of Recover it is essential for this set to be effective. The spread is for Starmie to be able to tank hits while still being fast, you'll want 244 Spe Timid to outspeed Serperior which is important for Starmie and can be a game changer. 16 SpA EVs to make Starmie a little less passive. You team looks a little weak to Mega-Charizard-X but I've got to head out right now and I promise I'll make another post tomorrow explaining how to deal with it :].
That's all I have for now. I hope I helped! Good luck with the team.
Thanks for the reply! I definitely see how your suggestions would help. I considered Starmie as a possible choice for the team. But i didn't think it would work well. I'm definitely going to try out out later when i get the chance. Skarmory as well.

Again thanks for your input
 
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