Tyranitar @ Tyranitarite
Ability: Sand Stream
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Dragon Dance
- Stone Edge
- Ice Punch
I've always wanted to try out mega Tyranitar so I made this set. I don't think I've seen a Tyranitar set that doesn't run both crunch and stone edge so ofc I had to add those. Ice punch is a personal choice for the set compared to fire punch which can also be used on it. Crunch and stone edge are great STAB moves for Tyranitar and ice punch is for the coverage against the grass and ground types that threaten Tyranitar. Dragon dance is a great late game move because if you've eliminated the threats towards Tyranitar you can set up and sweep the remaining mons.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 108 Def / 148 SpD
Sassy Nature
- Scald
- Recover
- Toxic
- Earthquake
Gastrodon is one of my favourite defensive pokemon (might be because I'm gen 4 biassed). I'm using a maxed out HP and Def with a little in Spd for an all around tank. Running toxic recovery allows you to whittle away any threats towards mega Tyranitar unless ofc it's a steel or poison type but that's what earthquake is for scald is also a good move to have.
Excadrill @ Focus Sash
Ability: Sand Rush
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Sand rush Excadrill is great as you can set up one sword dance and be able to outspeed every unboosted mon in the sand. You have rapid spin to deal with entry hazards that can whittle down your team, you have iron head for those pesky fairy types that are good against Tyranitar, and earthquake is a good STAB move.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 180 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Taunt
Heatran is the special tank of the team with moves like lava plume and flash cannon to further threaten the Tyranitar threats. Toxic again to whittle down different mons. And taunt to prevent any entry hazards or set ups. I put the points in speed to outspeed any slower tanks that might threaten the team. I put on air balloon on heatran to take away its biggest weakness.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 180 HP / 180 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Thunder Wave
- Air Slash
- Roost
Togekiss is here for the fighting types threatening Tyranitar but it's also here for when heatran has its balloon popped to dodge those 4x ground type moves. Serene grace is an op ability when paired with air slash. Thunder wave to slow down any other mons. Roost to just stay alive and annoy your opponent even more with the flinches. And dazzling gleam over nasty plot because it's nice to have a fairy type move for any coverage you need.
Mew @ Focus Sash
Ability: Synchronise
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Explosion
- Knock Off
- Stealth Rock
- Taunt
This Mew set was given to me by a friend back when I was just starting out. I really liked it with its taunt to prevent set up and entry hazards. Stealth rock to set up your own entry hazards and explosion if you get low enough to deal tons of damage. I don't really need to explain the knock off. I suggest starting the match with mew.
heres a pokepaste of the team
gen 7 OU
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