This is my first RMT here, but I have lurked on Smogon for a while. I wanted to build a non sand TTar team, originally planning to use Vested Tyranitar and Mega Venusaur, however I didn't really enjoy playing it, and Venusaur didn't really fit my style. I then altered the team to contain... well, you'll see.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch
The star of the team, but oddly not the MVP. DDance allows it to set up on things it forces out, Stone Edge provides nice (though inaccurate) STAB, as well as bitch-slapping most Flying Types, among others. Crunch is more reliably, with a chance at a handy Def drop, and for example, kills non-scarf Jirachi at +1 Spe before it flinches me to death. Fire Punch chunks or kills Ferrothorn, Scizor, Skarmory, and other things that Crunch can't 2HKO.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock
Balloon Heatran exists to be a Rock setter, and threaten out mons that threaten MegaTar. Lava plume does quite a bit of damage, with that sick burn chance, and exists as my primary check to Steels that can't take the heat. Earth Powah is primarily for Heatran and Magnezone, doing a hell of a lot or outright killing them. Flash Cannon is for Rocks and Fairies, as well as being a nice way to chip predicted Heatrans, when I need to pop a balloon or don't want to risk Earth Power. Stealth Rock is here because I needed it, and Heatran is a decent Rock setter.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off
This thing is fun to use. It hits hard and doesn't afraid of anything. EQ is just there as a powerful STAB, and to hurt mons weak to ground. Superpower deals with Lopunny and TTar, and chunks Chansey. U-Turn is a horrible move, and should never be used ;), and Knock Off is just generally a good move.
Oh, and Scarf is pretty good.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Do I need to explain what Rotom does? It allows me to eat Water moves, and respond by Volt Switching or Hydro Pumping a predicted ground-type. Will-o-wisp support is great, and pain split lets me (somewhat) recover while hurting him.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish
I replaced Venusaur with this thing, and son, I am not disappoint. This thing eats water, fighting, ground and grass moves that my team struggles with. T-wave is great, and Healing Wish lets me bring back one of my offensive mons, who all lack recovery, while Giga Drain hurts things like Rotom.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave
This is the most debatable part of my team . Defog support is nice for VoltTurn, and having another fire user is nice, as well as another fighting resist, a bug resist, and another Volt switcher for building momentum.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch
The star of the team, but oddly not the MVP. DDance allows it to set up on things it forces out, Stone Edge provides nice (though inaccurate) STAB, as well as bitch-slapping most Flying Types, among others. Crunch is more reliably, with a chance at a handy Def drop, and for example, kills non-scarf Jirachi at +1 Spe before it flinches me to death. Fire Punch chunks or kills Ferrothorn, Scizor, Skarmory, and other things that Crunch can't 2HKO.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock
Balloon Heatran exists to be a Rock setter, and threaten out mons that threaten MegaTar. Lava plume does quite a bit of damage, with that sick burn chance, and exists as my primary check to Steels that can't take the heat. Earth Powah is primarily for Heatran and Magnezone, doing a hell of a lot or outright killing them. Flash Cannon is for Rocks and Fairies, as well as being a nice way to chip predicted Heatrans, when I need to pop a balloon or don't want to risk Earth Power. Stealth Rock is here because I needed it, and Heatran is a decent Rock setter.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off
This thing is fun to use. It hits hard and doesn't afraid of anything. EQ is just there as a powerful STAB, and to hurt mons weak to ground. Superpower deals with Lopunny and TTar, and chunks Chansey. U-Turn is a horrible move, and should never be used ;), and Knock Off is just generally a good move.
Oh, and Scarf is pretty good.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Do I need to explain what Rotom does? It allows me to eat Water moves, and respond by Volt Switching or Hydro Pumping a predicted ground-type. Will-o-wisp support is great, and pain split lets me (somewhat) recover while hurting him.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish
I replaced Venusaur with this thing, and son, I am not disappoint. This thing eats water, fighting, ground and grass moves that my team struggles with. T-wave is great, and Healing Wish lets me bring back one of my offensive mons, who all lack recovery, while Giga Drain hurts things like Rotom.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave
This is the most debatable part of my team . Defog support is nice for VoltTurn, and having another fire user is nice, as well as another fighting resist, a bug resist, and another Volt switcher for building momentum.
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Flash Cannon
- Stealth Rock
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- U-turn
- Knock Off
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 160 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 69 SpA / 16 Spe
- Volt Switch
- Roost
- Defog
- Heat Wave