SS OU DD Tyranitar

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.
 
Heyyos! Nice squad you've assembled there~ Screens into setting up is a pretty bombass playstyle but I got some suggestions here that you might appreciate to make your team a lot more easier to work with.

Firstly, as a sweeper, I don't think weakness policy on Ttar is a good option. This is because should your opponent predict the Ttar or just in general clicks U-Turn as you switch in, then your WP is wasted unless you go for the kill. Therefore, the first suggestion I have for you is to switch weakness policy to Chople Berry / Shuca Berry with Crunch for your Ttar. This rationale is simple. Chople Berry allows you to ensure that you don't die from the non STAB fighting type moves and Shuca Berry allows you to tank a Banded Dugtrio's EQ and kill in return. Also, I realised that you are running maximum special attack investment but zero specially offensive move so perhaps that is also part of the reason you're not getting successes with the sweep?

Next, you don't have hazards on your squad. This is a notable issue because you will want hazards on your opponent's side of the field to pressure your opponent into keeping their mons in to prevent things like pre-mature sash breaking and the likes. My suggestion is to change up Grass Knot to Stealth Rocks. This doesn't mean that you will struggle against seis because seis doesnt have reliable recovery so LO Clef will reliably wear it down. Also, personally I do not think that max speed at 60 base is necessary. Since your primary jump should be against Conk, which is 189 at max speed with Adamant nature. Therefore, running the EVs: 120 HP / 252 SpA / 136 Spe with a Modest Nature allows you to achieve that while maximising your offensive prowress and a bit more defensive investments.

Since you're having issues with Conk, my recommendation is to change Rotom-H out for Neutralizing Gas Galarian Weezing. I personally rlly love GWeezing in this metagame and it's an extremely good pivot. Furthermore, neutralizing gas allows you to take advantage of common metagame threats. Pain Split + Steam allows you to avoid the 2HKO on facade but if they pack EQ then you completely avoid the issue entirely since Neutralizing Gas turns abilities off.

Lastly, some more minor changes would be to run Pressure + U-Turn on Corviknight to give it more pivoting advantage as well as winning 1 v 1 against a lot of the walls. you could also run Scarf Dragapult if you ever feel like you are having issues with weather teams on the ladder.

Alright! Hope my changes allowed you to see more success with the team and enjoy!
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

Clefable @ Life Orb
Ability: Magic Guard
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Flamethrower
- Stealth Rock

Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Sludge Bomb
- Strange Steam
- Pain Split

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Iron Head / Brave Bird
- Roost
- Defog
- U-turn

Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt
- U-turn
 
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Heyyos! Nice squad you've assembled there~ Screens into setting up is a pretty bombass playstyle but I got some suggestions here that you might appreciate to make your team a lot more easier to work with.

Firstly, as a sweeper, I don't think weakness policy on Ttar is a good option. This is because should your opponent predict the Ttar or just in general clicks U-Turn as you switch in, then your WP is wasted unless you go for the kill. Therefore, the first suggestion I have for you is to switch weakness policy to Chople Berry / Shuca Berry with Crunch for your Ttar. This rationale is simple. Chople Berry allows you to ensure that you don't die from the non STAB fighting type moves and Shuca Berry allows you to tank a Banded Dugtrio's EQ and kill in return. Also, I realised that you are running maximum special attack investment but zero specially offensive move so perhaps that is also part of the reason you're not getting successes with the sweep?

Next, you don't have hazards on your squad. This is a notable issue because you will want hazards on your opponent's side of the field to pressure your opponent into keeping their mons in to prevent things like pre-mature sash breaking and the likes. My suggestion is to change up Grass Knot to Stealth Rocks. This doesn't meant that you will struggle against seis because seis doesnt have reliable recovery so LO Clef will reliably wear it down. Also, personally I do not think that max speed at 60 base is necessary. Since your primary jump should be against Conk, which is 189 at max speed with Adamant nature. Therefore, running the EVs: 120 HP / 252 SpA / 136 Spe with a Modest Nature allows you to achieve that while maximising your offensive prowress and a bit more defensive investments.

Since you're having issues with Conk, my recommendation is to change Rotom-H out for Neutralizing Gas Galarian Weezing. I personally rlly love GWeezing in this metagame and it's an extremely good pivot. Furthermore, neutralizing gas allows you to take advantage of common metagame threats. Pain Split + Steam allows you to avoid the 2HKO on facade but if they pack EQ then you completely avoid the issue entirely since Neutralizing Gas turns abilities off.

Lastly, some more minor changes would be to run Pressure + U-Turn on Corviknight to give it more pivoting advantage as well as winning 1 v 1 against a lot of the walls. you could also run Scarf Dragapult if you ever feel like you are having issues with weather teams on the ladder.

Alright! Hope my changes allowed you to see more success with the team and enjoy!
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

Clefable @ Life Orb
Ability: Magic Guard
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Flamethrower
- Stealth Rock

Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Sludge Bomb
- Strange Steam
- Pain Split

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Iron Head / Brave Bird
- Roost
- Defog
- U-turn


Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Thunderbolt
- U-turn[/spoilers]

Oh my goodness, I didn't realize my Ttar had that SpA investment. That makes a HUGE difference. Good point with U-turn too, that has pretty much rendered him useless a few times for sure.
Great points as well about Grass Knot of Clefable, it's there primarily for Seismitoad, but with Magic Guard, I don't have to worry much about status. The HP investment will also be really appreciated. I think I'm definitely going to switch for that set.
I've actually never tried G-Weezing out, but I'm really intrigued. I've run into them a few times, and they're definitely bulky enough to act as the defensive switch-in this team needs. I'll give it a shot!
I also really appreciate the Corviknight suggestions, I really want to use him in here, but I just haven't found a set that I liked. I'll try that out too.
Thanks a ton for your suggestions, you've given me a lot to experiment with! And a special thanks for point out Ttar's messed up EV spread... I don't know when I would have ever found that.
 
dragon dance tar, havent seen this one in so long. May i ask why the corv is there? This is a ho team right?
 
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