OVERVIEW
IN-DEPTH
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Punch
With Charizard X and Mega Gyarados stealing the spotlight in the Dragon Dancing world, Mega Tyranitar has been almost non-existent. Many teams are unprepared to deal with this late game due to it's great offensive coverage. Dark, Ground, Ice are literally the best offensive move types in the game, and Tyranitar makes fantastic use of them with his massive Attack stat. Jolly lets it outspeed the 130 Speed Tier after 1 DD. Ice Punch should always be run over Stone Edge to take out key threats such as Landorus-T, Garchomp, Mega Altaria, Gliscor, and KOing flying types with 100% accuracy. Any non-Choice Band Landorus-T fails to do 80% to Tyranitar, Which is useful to know if I know I can sweep the rest of the enemy team but cannot find a free turn to Dragon Dance.
Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Magnezone is almost a necessity to use with Mega Tyranitar due to the fact that it takes out Skarmory, Ferrothorn, Scizor, and Klefki who would otherwise stop Tyranitar's sweep. 144 Speed is to outspeed Scizor/Mega Scizor with no Speed investment while Choice Specs gives guaranteed 2HKOs with Flash Cannon to Clefable (OHKO if Phys Def), Mega Venusaur, Hippowdon, Lati@s, and Mega Sableye. The only use I have gotten from using Choice Scarf is to reliably OHKO non-scarf Keldeo and Mega Gardevoir, but missing out on hitting some of the premier walls in OU hard is too big of a blow to merit using Choice Scarf.
Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower/Knock Off
This mon is outstanding in the current meta and that goes without explanation. Azumarill shares a lot of checks/counters with Tyranitar, which is a plus as Azumarill can weaken them for Tyranitar later in the game. Superpower OHKOs most Ferrothorns on the switch, but Knock Off can be used if Defensive Jirachi is a problem. Superpower has given me a lot of "checkmate" situations where Mega Lopunny is out, and the opponents choices are Ferrothorn, Heatran, or stay in. I have gone back and forth on using Assault Vest as it beats Charizard Y, cripples Energy Ball Manaphy, and deals with Kyurem B if it lacks Fusion Bolt, but the power of Choice Band is too much to pass up in most cases.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 27 Spe
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
Usually the All Star of the team (isn't it always?) Landorus-T does so much with what it has. Intimidate to weaken Physical Attackers, Knock Off helps wear down walls/removes Shed Shell's from common switch ins such as Skarmory and Ferrothorn, U-Turn gives Magnezone and Azumarill free switch ins, and EQ hits like a truck; none of these moves are replaceable. A lot of Landorus-Ts run Stone Edge, but it is redundant on this team since Tyranitar will beat virtually everything that Stone Edge would beat later in the game. Burns are usually a non issue since he can still function how I want him to even with the Attack decrease. The 27 Speed IVs are to ensure that Landorus-T moves last against other Landorus-T to gain the switch advantage.
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Defog
- Draco Meteor
- Psychic
Latias is Landorus-T's counterpart. She plays the same hybrid support/offense role, but counters/checks completely different mons and hits from the Special side. I feel like I have the advantage in most cases when Stealth Rocks are up on both sides, but Defog is for when Spikes get overwhelming. I used to use Latios in this slot, but the added Special Defense and access to Healing Wish made me change to Latias. I have not missed the added power Latios brings.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 144 Def / 116 SpD
Bold Nature
- Spore
- Giga Drain
- Foul Play
- Clear Smog
I have been trying to find the perfect mon to cover the rest of my team's weaknesses, but I usually use Amoonguss in this slot. Does perfectly against some of OUs biggest threats such as Mega Manectric, Raikou, Thundurus, Serperior, Breloom, Mega Diance, Keldeo, and Azumarill who would otherwise be huge pains to my team. Amoonguss has suprisingly good bulk and has great longevity thanks to Regenerator. Most mons that use HP Fire/Ice for coverage fail to 2HKO Amoonguss. Overall, a great addition to the team, but I am still looking for something that can counter the same mons and not leave my team with a big Ice weakness.
Other Mons I have used in the 6th Slot.....
Scizor was the next best fit to the team. I won't bore you with how they individually fit onto my team, but they didn't fit in as well as Amoonguss has.
WEAKNESSES
Strong Psychic Types with great coverage. Yes, these are among the most common threats in OU, and they are an absolute pain to deal with for most teams. Azumarill can fair well against Metagross and Medicham, but not forever. Gardevoir isn't too bad as she is easy to wear down, especially when the opponent leads with her and Landorus-T can hit her for 90% right off the bat. Alakazam is the worst of the 4 since he can outspeed Tyranitar at +1 and OHKO with Focus Blast. Teams with these mons are the times when I question having Amoonguss on my team.
Like Mega Alakazam, Mega Lopunny can outspeed Tyranitar at +1 which means I have to deal with it before I start my sweep. Thankfully, it is very frail and between the other 5 mons on my team, I am able to deal with it one way or the other the majority of time.
OTHER NOTABLE THREATS
Offensive Water Types with good bulk. They aren't too big of a deal, but they deserve a special mention as they need to be weakened to around 60% before Tyranitar can KO them at +1.
Mach Punch. They do not directly threaten my team, but they deserve a special mention as Tyranitar cannot begin sweep until they have been dealt with. Smart players know this, and try to save them for the end, which makes the game 5v5.
Sand Rush Excadrill. Much like the Mach Punch users, he is not a direct threat to my team, but Tyranitar cannot begin a sweep without Excadrill gone.
I am posting this mainly to hear suggestions on covering the main threats. Keep in mind that taking out a mon means losing coverage on other key OU threats. Thank you for your time!
Edit: Just found a replay of my team against the #1 rated player http://replay.pokemonshowdown.com/ou-324351343






IN-DEPTH

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Punch
With Charizard X and Mega Gyarados stealing the spotlight in the Dragon Dancing world, Mega Tyranitar has been almost non-existent. Many teams are unprepared to deal with this late game due to it's great offensive coverage. Dark, Ground, Ice are literally the best offensive move types in the game, and Tyranitar makes fantastic use of them with his massive Attack stat. Jolly lets it outspeed the 130 Speed Tier after 1 DD. Ice Punch should always be run over Stone Edge to take out key threats such as Landorus-T, Garchomp, Mega Altaria, Gliscor, and KOing flying types with 100% accuracy. Any non-Choice Band Landorus-T fails to do 80% to Tyranitar, Which is useful to know if I know I can sweep the rest of the enemy team but cannot find a free turn to Dragon Dance.

Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Magnezone is almost a necessity to use with Mega Tyranitar due to the fact that it takes out Skarmory, Ferrothorn, Scizor, and Klefki who would otherwise stop Tyranitar's sweep. 144 Speed is to outspeed Scizor/Mega Scizor with no Speed investment while Choice Specs gives guaranteed 2HKOs with Flash Cannon to Clefable (OHKO if Phys Def), Mega Venusaur, Hippowdon, Lati@s, and Mega Sableye. The only use I have gotten from using Choice Scarf is to reliably OHKO non-scarf Keldeo and Mega Gardevoir, but missing out on hitting some of the premier walls in OU hard is too big of a blow to merit using Choice Scarf.

Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower/Knock Off
This mon is outstanding in the current meta and that goes without explanation. Azumarill shares a lot of checks/counters with Tyranitar, which is a plus as Azumarill can weaken them for Tyranitar later in the game. Superpower OHKOs most Ferrothorns on the switch, but Knock Off can be used if Defensive Jirachi is a problem. Superpower has given me a lot of "checkmate" situations where Mega Lopunny is out, and the opponents choices are Ferrothorn, Heatran, or stay in. I have gone back and forth on using Assault Vest as it beats Charizard Y, cripples Energy Ball Manaphy, and deals with Kyurem B if it lacks Fusion Bolt, but the power of Choice Band is too much to pass up in most cases.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 27 Spe
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
Usually the All Star of the team (isn't it always?) Landorus-T does so much with what it has. Intimidate to weaken Physical Attackers, Knock Off helps wear down walls/removes Shed Shell's from common switch ins such as Skarmory and Ferrothorn, U-Turn gives Magnezone and Azumarill free switch ins, and EQ hits like a truck; none of these moves are replaceable. A lot of Landorus-Ts run Stone Edge, but it is redundant on this team since Tyranitar will beat virtually everything that Stone Edge would beat later in the game. Burns are usually a non issue since he can still function how I want him to even with the Attack decrease. The 27 Speed IVs are to ensure that Landorus-T moves last against other Landorus-T to gain the switch advantage.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Defog
- Draco Meteor
- Psychic
Latias is Landorus-T's counterpart. She plays the same hybrid support/offense role, but counters/checks completely different mons and hits from the Special side. I feel like I have the advantage in most cases when Stealth Rocks are up on both sides, but Defog is for when Spikes get overwhelming. I used to use Latios in this slot, but the added Special Defense and access to Healing Wish made me change to Latias. I have not missed the added power Latios brings.

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 144 Def / 116 SpD
Bold Nature
- Spore
- Giga Drain
- Foul Play
- Clear Smog
I have been trying to find the perfect mon to cover the rest of my team's weaknesses, but I usually use Amoonguss in this slot. Does perfectly against some of OUs biggest threats such as Mega Manectric, Raikou, Thundurus, Serperior, Breloom, Mega Diance, Keldeo, and Azumarill who would otherwise be huge pains to my team. Amoonguss has suprisingly good bulk and has great longevity thanks to Regenerator. Most mons that use HP Fire/Ice for coverage fail to 2HKO Amoonguss. Overall, a great addition to the team, but I am still looking for something that can counter the same mons and not leave my team with a big Ice weakness.
Other Mons I have used in the 6th Slot.....




Scizor was the next best fit to the team. I won't bore you with how they individually fit onto my team, but they didn't fit in as well as Amoonguss has.
WEAKNESSES




Strong Psychic Types with great coverage. Yes, these are among the most common threats in OU, and they are an absolute pain to deal with for most teams. Azumarill can fair well against Metagross and Medicham, but not forever. Gardevoir isn't too bad as she is easy to wear down, especially when the opponent leads with her and Landorus-T can hit her for 90% right off the bat. Alakazam is the worst of the 4 since he can outspeed Tyranitar at +1 and OHKO with Focus Blast. Teams with these mons are the times when I question having Amoonguss on my team.

Like Mega Alakazam, Mega Lopunny can outspeed Tyranitar at +1 which means I have to deal with it before I start my sweep. Thankfully, it is very frail and between the other 5 mons on my team, I am able to deal with it one way or the other the majority of time.
OTHER NOTABLE THREATS



Offensive Water Types with good bulk. They aren't too big of a deal, but they deserve a special mention as they need to be weakened to around 60% before Tyranitar can KO them at +1.


Mach Punch. They do not directly threaten my team, but they deserve a special mention as Tyranitar cannot begin sweep until they have been dealt with. Smart players know this, and try to save them for the end, which makes the game 5v5.

Sand Rush Excadrill. Much like the Mach Punch users, he is not a direct threat to my team, but Tyranitar cannot begin a sweep without Excadrill gone.
I am posting this mainly to hear suggestions on covering the main threats. Keep in mind that taking out a mon means losing coverage on other key OU threats. Thank you for your time!
Edit: Just found a replay of my team against the #1 rated player http://replay.pokemonshowdown.com/ou-324351343
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