ORAS OU (First Team) Sometimes Tyranitar has 736 Special Defense

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Introduction

I've been playing pokemon forever, but only really started getting into competitive around when X/Y was released. I went through a couple variations of this team before landing on something I liked, but I'm far from the most knowledgeable about competitive battling so I wanted to see what your opinions are.
The Team


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Lopunny @ Lopunnite
Ability: Cute Charm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- High Jump Kick
- Return
- Fake Out


I chose Lopunny because I was in the need of a fast Pokemon I could use to clean up. Unresisted STAB with Scrappy made it a very charming choice, and also I'm real into pink, so that helps. Lopunny forms the Offensive Core of the team, dealing out the most consistent damage and generally being used only when I either have no choice or am confident I can finish off the enemy team. Return and High Jump Kick are the popular stab choices, with Fake Out giving good free damage. Ice Punch is used for coverage on Dragons and Bulky Ground-types that might not fall to a High Jump Kick.


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Tyranitar @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stone Edge
- Earthquake
- Crunch
- Ice Punch

Tyranitar was chosen mainly because I learned Rock types get a boost to special defense in Sand, and wanted to exploit that. Tyranitar is my go-to mon for switching in on special attackers. I've seen him tank Focus Blasts from sweepers. Tyranitar is the pokemon I will most often go to if I have nothing better for the job, since its natural bulk is good and it hits hard with its STAB. Stone Edge and Crunch are the go to STAB moves on Tyranitar, with Earthquake hitting steel types and Ice Punch for the pesky few mons that resist all three, mainly a very large assortment of grass-types. I used to run Aqua Tail, but never really found myself using it often enough to justify it being there.



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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic
- Knock Off

I chose Ferrothorn because I wanted a dedicated Stealth Rock user, and couldn't count on Tyranitar because it was running Assault Vest. I also wanted something to help fight Fairys, since Scizor tends to suicide a lot on other mons. Ferrothorn is my go-to lead, either laying down Stealth Rocks or switching into Tyranitar when met with a Flare Blitz from Talonflame. Stealth Rock is an obvious choice, and Gyro Ball is used for a more reliable hit chance than Power Whip. Toxic is used because Thunder Wave can cripple Gyro Ball, and I prefer the damage to the chance for paralyze. Knock Off is there for, well, knocking stuff off.

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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Shadow Ball
- Focus Blast

I choose Alakazam for his speed and cannon-like special attack. Alakazam is my dedicated special attack focused revenge killer, running Life Orb Magic Guard to take full advantage of his damage output. He tends to not last long after doing his job though, and falls specifically hard to Bisharp. I run the standard set of Psychich, Shadow Ball, and Focus Blast for the coverage the provide. Dazzling Gleam is a more recent addition to the moveset, being run over Energy Ball to more reliably hit Dark Types. I used to run Energy Ball specifically for bulky water types, but I stopped seeing them apart from Azumarill, who I usually use Volcanion to deal with since it runs Aqua Jet often.


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Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bug Bite
- Bullet Punch
- Roost
- Superpower

I run Scizor for the reliability having one provides. I always know how using Scizor is gonna go, and so do most players. Scizor is another revenge killer on my team, being used against more physically frail pokemon that can fall to it's high attack, or pokemon that I can revenge kill with priority. I run Bug Bite and Bullet Punch for the Technician STAB, Superpower to SPECIFICALLY hit Bisharp and Chansey, and Roost for recovery from Life Orb's damage and also just for something to do if I need to scout my opponent.

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Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Hidden Power [Grass]
- Sludge Wave

I chose Volcanion because every single pokemon I've had in the sixth slot has been kicked up to Ubers. But also because I wanted a reliable counter to Water-Types. Volcanion is the only pokemon I don't really have a clear idea of what he should be, beyond a reliable switch into moves he either takes neutrally or resists. Steam Eruption/Fire Blast is standard STAB. Sludge Wave is used to hit Fairys. Hidden Power Grass is for Water Types that resist Sludge Wave.

Conclusion

The biggest hurdle I've found with this team is dealing with Bisharp, Serperior, and Bulky Set-ups, but the last one might just be me panicking when someone uses a boosting move. I also still don't really know how to define the team as a whole. Bulky Offense I guess? I dunno.
 
Hey nice team!
I like the team only there is a few thing I would change one of them being that I would change T-tar to banded because T-tar has enough bulk all ready with sand and it benefit from band power more than AV spdef also band helps you break though stall .I would also change alakazam to latios as this gives you a keldeo check/counter and hazard control and a ground immunity .One last thing is that I would change is Scizor for clefable as clefable provides a switch in to Mega Diancie speed control and an over all good wall and switch into things like defensive lando-t and tank Chomp

Summary:
T-tar to: Band > AV
Latios > Alakazam
Clefable > Scizor

Few set details:
The clefable set is made to take two icicle crash from LO weavile with out leftovers the spread also lets it wall Mega Diancie.
sets:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Punch

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Recover

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Calm Mind
- Soft-Boiled

Hope this helps :)
Also this is minor but run Limber on lopunny is it means it cant get paralysed before mega.
 
yo! nice team you've got there. this team gives me a really rusty kinda feeling (maybe it's the colors?) but that doesn't mean that the team synergy is rusty at all. I see a lot of typical interesting interactions in the team as well some extremely interesting sets. mlop is a heavily under utilized mega in the current metagame simply because right now mcham is doing a fine job in outshining it. however, mlop is still a very strong mon to use and can catch a lot of teams by surprise if you play it properly. mlop + lo zam is a strong offensive core that i've considered using in the past but never got down to it because building for HO seemed a bit too linear for my taste. in any case, what i'll do is give my personal suggestions on how i think you can improve the team as well as fixing some problems you've encountered with this team.

first off, in your team's case, it wouldn't be "sometimes ttar has 736 spdef" but rather it is "ttar always has 736 spdef". however, i don't see how spdef ttar actually helps your team out in any way shape or form. yes it can catch certain mons like mzam , reuniclus , torn-t , mgarde , nidotwins and etc off guard at times but realistically none of them ever stay in on ttar (bar nidotwins) and most of the time these specific specially oriented mons try to catch your ttar switch in rather than 1v1 your ttar so avtar seems to always end up getting worn down a bunch. furthermore, the only thing that ttar does properly is destroy latis / starmies who stay in predicting the pursuit trapping. as of such, i think the first order of business is to change your avtar to av tornadus therian. this change is essential because you now have something that can deal with fighting type spam that volcanion cannot deal with like keldeo who 2hkos with specs / scarf secret sword. this change is also important because it now gives you a ground immunity since your team would've otherwise been savaged by ground types.

next, if you want more reliability for your special attackers, i suggest running lo tbolt latios over alakazam. why this change is needed is because latios also packs a lot of speed and special attack as well as being a strong hazard controller. this change is needed so that you have more reliability over your team since alakazam is more of a glass cannon that cannot switch in on many hits. latios also helps you deal with bulkier water types and the rare skarm who normally ends up being a pain in the ass for teams like these. without roost, your latios may seem a bit more like a nuke that dies fast, so if you feel that you can deal with bulky waters and skarm easily then go ahead and run roost over tbolt.

your team is incredibly weak to bish, serp and bulky set-ups as you've mentioned. on top of that talon variants can easily shred your team now that ttar is out of the count so we need to swap something out for a flyspam resist. here is where you need to drop LO scizor for fast lefties taunt tox heatran. this change immediately solves all your major problems as well as bulky set ups since you can taunt them then go out to a relevant check. heatran also ensures your stall matchups can be played with much more ease so that you don't have to rely on scizor solely to deal with fatpinkies like chans and whatnot. a few minor tweaks to ev sets would also be nice on this team such as ferrothorn running 252 HP / 168 Def / 88 SpD Relaxed Nature since this spread helps you deal with ground spammers much more easily such as LO exca, lando-t, gliscor, garchomp and whatnot. volcanion should also be running 88 HP / 252 SpA / 176 Spe Modest Nature. this allows you to outpace standard 44 spe rotom that can perhaps be a problem for your team.

hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/
 
Hi. Nice team you have got!

Your team is pretty much a Bulky Offense team. The team at a glance looks pretty decent but I don't agree with some of the sets.

I'll probably make some defensive changes to deal with the threats to your team, while at the same time not changing the goal of your team too significantly.

Here are my suggestions:

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Band > AV
I guess you like AV because of the whopping SpDef stat it gets but that doesn't help TTar achieve much. I was pondering between Scarf and Band but Band was my final decision as it helps to hit harder so it's easier for MLop to clean. Such mons that you need Band's power for include fat Psychics such as Slowbro and Bulky Grounds like PhysDef Lando-T. Band Tar is a great mon in the current meta, hitting lots of stuff ultra hard and has that especially good pursuit trapping utility everyone loves. I ran max speed to outspeed 44 Speed Rotom-W so you can hit it hard and wear it down a lot such that MLop can kill it with Return/HJK.

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Standard set > Your set
The analysis set provides much more benefits than yours so I think running it would be optimal. The SpDef investment allows you to survive 2 +3 Ice Beams from Manaphy, allowing you to shut it down without using Latios, Keldeo or MLop, all which doesn't OHKO Mana from full. There's not much to say as it pretty much serves the same purpose as before but better.

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Latios > Alakazam
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Latios can do similar things as Alakazam (nuke stuff) but at the same time, switch into water attacks, something you need. It also gives you utility in Defog so you can deal with hazard stacking teams easier. In general, it is more effective than MZam as it helps you defensively while maintaining the offensive presence.

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Keldeo > Volcanion
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Now that you have a proper water switch-in, I suggest you switch Volcanion to Keldeo because of your huge Dark weakness. Keldeo is generally a great check to Darks and like Volcanion, it's a strong offensive water. Also, it benefits from TTar's pursuit and weakens many threats for MLop. I chose the Specs set as I don't want to diverge from Volcanion's role too much and also give you a nice water spammer which is annoying for many teams.

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Scarf Lando-T > Scizor
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Regular Scizor is pretty much useless for your team. I added Scarf Lando-T mainly to deal with Sand Offense - which threatens your team so much. Scarf was chosen as an item mainly because you needed another revenge killer on your team and it helps to revenge kill Serperior too. I guess you could run a PhysDef set if you feel really pressured by Excadrill (and run Spikes on Ferro) but I think it's fine for now.

Here are the sets:
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
I'm very much sorry if you felt that I changed your team too much but I think that this is the best way to improve your team.

And with that, I'm done with my rate. Hope I helped and have a nice day!
 
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