I'm trying to put together a team around Dragon Dance Weakness Policy Tyranitar, but it's definitely missing something, but I can't quite figure out what. I appreciate any and all feedback anyone is willing to give!
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Fire Punch
Hard-hitting physical sweeper. The main idea is to tank a super-effective special move (thanks to the Sp Def boost from sandstorm) behind screens, activate weakness policy, and use Dragon Dance on the same turn. An ideal target is a Moonblast from Clefairy or a Dazzling Gleam from Togekiss. This gives Tyranitar 331 speed after a single DD, which is almost enough to get past Zeraora, but not quite. I'm thinking about switching the nature to give him a little bit of extra speed after the DD, but losing the attack power hurts.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Light Screen
- Spirit Break
- Reflect
- Thunder Wave
Standard Grimmsnarl set. Sets screens and tries to paralyze faster threats to Tyranitar can take them out easier. The EV spread and Adamant nature let Grimmsnarl 2KO Mandibuzz that try to come in and defog all his screens away. To help T-tar set up easier and have more health after the first hit, Grimmsnarl can set up screens and hit a special attacker with a Spirit Break right before fainting to let Tyranitar come in with even less concern.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Fire Blast
- U-turn
Revenge-killer extraordinaire! Fire blast takes out Excadrill, U-turn for momentum, and Shadow Ball and Draco Meteor for great coverage. Runs max speed to avoid getting totally outsped by other Dragapult, but loses to Zeraora (unfortunately).
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Will-O-Wisp
Usually my lead, Rotom can either trick his Scarf onto the opposing lead to cripple it, or hang onto it to try and burn Zeraora or Excadrill to reduce the threat to Tyranitar under screens. Max special attack makes Overheat and Volt Switch hurt, and max speed makes sure it outspeeds the threats it needs to. The stealth rock weakness isn't great though.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Taunt
- Bulk Up
- Roost
- Brave Bird
Honestly, the weak point in this team. I originally had a Quagsire on here for defense, but Guts Conkeldurr smashed right through him, so I switched guys around to try and find something to deal with it. Corviknight's role is currently to threaten Conkeldurr and taunt opposing walls to try and set up, but without Dynamax to get a speed boost, I've been pretty underwhelmed with him so far. He's supposed to double as a bulky special wall with recovery options.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Grass Knot
- Soft-Boiled
- Fire Blast
Clefable is my catch-all, save-my-life Pokemon. Max speed and a Timid nature for speed is often unexpected and catches the opponent by surprise. Snipes Conkeldurr with Moonblast, wipes out Excadrill with Fire Blast on the switch, and Grass Knot. wrecks Ferrothorn, Quagsire, and Seismitoad that think Clefable will just sit there and let them toss entry hazards everywhere.
So basically, the team revolves around using screens to let this somewhat squishy team take some hits and take out/cripple threats to Tyranitar, allowing him to set-up and sweep. This works a good portion of the time, but I still end up having a hard time dealing with Zeraora, Guts Conkeldurr, and Excadrill if I miss a Fire Blast (happens way more often than I think it should). As I mentioned, I'm not sold on Corviknight here, and I'm missing hazard removal and/or a hazard setter. I played around with a Defog utility set for Corviknight, but felt that was too passive and he wasn't effective in that role either.
Tyranitar @ Weakness Policy
Ability: Sand Stream
EVs: 252 SpA / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Fire Punch
Hard-hitting physical sweeper. The main idea is to tank a super-effective special move (thanks to the Sp Def boost from sandstorm) behind screens, activate weakness policy, and use Dragon Dance on the same turn. An ideal target is a Moonblast from Clefairy or a Dazzling Gleam from Togekiss. This gives Tyranitar 331 speed after a single DD, which is almost enough to get past Zeraora, but not quite. I'm thinking about switching the nature to give him a little bit of extra speed after the DD, but losing the attack power hurts.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Light Screen
- Spirit Break
- Reflect
- Thunder Wave
Standard Grimmsnarl set. Sets screens and tries to paralyze faster threats to Tyranitar can take them out easier. The EV spread and Adamant nature let Grimmsnarl 2KO Mandibuzz that try to come in and defog all his screens away. To help T-tar set up easier and have more health after the first hit, Grimmsnarl can set up screens and hit a special attacker with a Spirit Break right before fainting to let Tyranitar come in with even less concern.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Fire Blast
- U-turn
Revenge-killer extraordinaire! Fire blast takes out Excadrill, U-turn for momentum, and Shadow Ball and Draco Meteor for great coverage. Runs max speed to avoid getting totally outsped by other Dragapult, but loses to Zeraora (unfortunately).
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Will-O-Wisp
Usually my lead, Rotom can either trick his Scarf onto the opposing lead to cripple it, or hang onto it to try and burn Zeraora or Excadrill to reduce the threat to Tyranitar under screens. Max special attack makes Overheat and Volt Switch hurt, and max speed makes sure it outspeeds the threats it needs to. The stealth rock weakness isn't great though.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 248 HP / 208 SpD / 52 Spe
Careful Nature
- Taunt
- Bulk Up
- Roost
- Brave Bird
Honestly, the weak point in this team. I originally had a Quagsire on here for defense, but Guts Conkeldurr smashed right through him, so I switched guys around to try and find something to deal with it. Corviknight's role is currently to threaten Conkeldurr and taunt opposing walls to try and set up, but without Dynamax to get a speed boost, I've been pretty underwhelmed with him so far. He's supposed to double as a bulky special wall with recovery options.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Grass Knot
- Soft-Boiled
- Fire Blast
Clefable is my catch-all, save-my-life Pokemon. Max speed and a Timid nature for speed is often unexpected and catches the opponent by surprise. Snipes Conkeldurr with Moonblast, wipes out Excadrill with Fire Blast on the switch, and Grass Knot. wrecks Ferrothorn, Quagsire, and Seismitoad that think Clefable will just sit there and let them toss entry hazards everywhere.
So basically, the team revolves around using screens to let this somewhat squishy team take some hits and take out/cripple threats to Tyranitar, allowing him to set-up and sweep. This works a good portion of the time, but I still end up having a hard time dealing with Zeraora, Guts Conkeldurr, and Excadrill if I miss a Fire Blast (happens way more often than I think it should). As I mentioned, I'm not sold on Corviknight here, and I'm missing hazard removal and/or a hazard setter. I played around with a Defog utility set for Corviknight, but felt that was too passive and he wasn't effective in that role either.