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.
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.
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.
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.
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.
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
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.
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.

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.

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.

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.

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.

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

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.