SM OU RMT: Tri-Weather Team

Hello Smogon! I'm a relatively new player that has always been a bit rubbish at team building. So far, this has been my best team, built around weather. Specifically, Sun, Rain, and Sandstorm, each with a chosen abuser along with the setter.

Charizard (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Air Slash
- Dragon Pulse

Mega Charizard is, primarily, the premiere Sun setter. That doesn't make Mega Charizard a bad sweeper, however, and Solar Beam and Fire Blast can take out just about anything. Air Slash and Dragon Pulse are there for plain coverage. Charizard can win against just about anything with a Fire or Grass weakness, but suffers against anything that doesn't take super effective damage from its attacks, most notably other Charizards.

Volcarona (Volcarona) @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Flamethrower
- Giga Drain

Volcarona can take advantage of the Sun, but works just as well on its own. A Focus Sash ensures at least one Quiver Dance, while all attacks are consistent coverage. Giga Drain allows for Healing and high damage against dangerous Water, Rock, and Ground types. Flamethrower and Bug Buzz are good, consistent STAB moves. Volcarona, along with Charizard, are annihilated by Stealth Rocks, and suffer immensely against special walls like Chansey and Toxapex.

Pelipper (Pelipper) @ Leftovers
Ability: Drizzle
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Hurricane
- Defog
- Ice Beam
- Knock Off

Pelipper works as the best possible Rain setter. Pelipper can, however, make good use of Hurricane, Ice Beam, and Defog. Hurricane is a very powerful STAB move that deals massive damage to just about anything, while Ice Beam can easily deal with massive threats such as Gliscor and Landorus-T. Defog can get rid of the Stealth Rocks that plague the two fire abusers, and that damage Pelipper itself.

Kabutops (Kabutops) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Rock Slide
- X-Scissor
- Body Slam

Kabutops exists for the sole reason of being the best possible Swift Swim Rain sweeper. Immense speed in the Rain, and high damage with a Choice Band along with a powerful rain-boosted STAB move in Liquidation makes Kabutops a potent sweeper against anything not quad resistant to its water STAB. Kabutops fails, however, outside of rain and against any bulky grass type. Kabutops has a hard time switching in due to its frailty, making it almost necessary to lose another pokemon or have a proper prediction.

Tyranitar (Tyranitar) @ Chople Berry/Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fire Punch/Dragon Dance
- Thunder Punch
- Earthquake
- Rock Slide

Tyranitar is an extremely powerful Sand setter, able to dole out serious punishment with powerful coverage and a Sand Boosted Special Defense. Tyranitar's Thunder Punch is a powerful move against Water Types that think that they're safe to switch. Quakeslide makes for a powerful combination that deals serious damage to just about everything. Tyranitar has the Choice between a Chople Berry to limit damage taken from Fighting Types, or a Choice Band to deal even more damage to everything.

Excadrill (Excadrill) @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Poison Jab

Excadrill takes advantage of high speed in Sand, ludicrous Choice Band boosted damage, and multiple coverages and STAB moves to annihilate almost anything that get's in its way. Earthquake and Iron Head are powerful STAB's, while Poison Jab and Rock Slide work to defeat almost anything else. Excadrill's failings fall to physical walls, most specifically Ferrothorn, who takes neutral, resisted, or no damage from all of Excadrill's moves.

Any and all feedback on this team is appreciated!​
 
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Give the excadrill Swords Dance over Poison Jab

The issue for that is that Excadrill is Choiced. While Sword's Dance could work, Excadrill has weaknesses to a lot of common attacking types that it could fall to while setting up, and it uses a valuable sand turn. It also diminishes it's power overall, as it loses the power Sword's Dance gives when it has to inevitably switch.
It really just comes down to losing a turn in Sand. Excadrill falls very, very easily to faster Pokemon in OU, like the Greninja's, Charizards, Gliscor, Garchomp, etc.
 
For the most part, all the changes I'll be making boils down to "using the standard set", so if you want more info on what each set does, I suggest looking at each Pokemon's Smogon page.

charizard-megay.gif

Charizard (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast / Flamethrower
- Focus Blast
- Roost

Dragon Pulse only really hits Mega Latias and Garchomp. Mega Latias is bulky enough to not give a sh*t about a non-STAB Dragon Pulse, and Garchomp is smacked by Solar Beam and lacks reliable recovery. Air Slash doesn't hit ANYTHING relevant to my knowledge, besides other Charizards. Replace them both with Focus Blast, which smacks Heatran and opposing Tyranitar, both of which wall Mega Zard Y hard (Tyranitar only if it switches in, replacing the sun with sand). Because you have an extra moveslot to work with, Roost is nice to mitigate Stealth Rock damage and generally keep Zard healthy. Flamethrower is also an option over Fire Blast for consistency (Zard Y hits plenty hard with just Flamethrower), but the raw power of Fire Blast is enticing to say the least.


volcarona.gif

Volcarona @ Focus Sash / Aguav Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fire Blast
- Giga Drain

Not much to change here. Timid nature so you don't get outrun by scarf Lando, and Fire Blast for extra power. I kinda like Aguav Berry to help Volcarona deal with Ash Greninja's Water Shuriken, but it's up to you.


pelipper.gif

Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Your Pelipper set ignored most of what makes Pelipper so great: Roost and U-turn. Roost allows Pelipper to stay healthy and not get worn down by Stealth Rocks (which is very important when it's one of your hazard removers) and U-turn lets it easily pivot out to another team mate, most crucially the frail Kabutops. Scald is the sole attack for a few reasons: it spreads burns, is boosted by Rain, and still hits Ground-types hard (and Garchomp, who's neutral to Water, still gets scared because of the burn chance).


kabutops.gif

Kabutops @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Knock Off / Rapid Spin / Aqua Jet

Kabutops is pretty frail, making setting up a Swords Dance hard, so you're probably right that a Choice Band set is the way to go. Waterfall over Liquidation because a flinch is much more useful than a Defense drop, at least for a fast and frail Pokemon. Stone Edge over Rock Slide for extra power. Low Kick hits Ferrothorn hard. I'm not really sure what to put in the last slot. Knock Off is a generally good move, while Rapid Spin helps take some pressure off of Pelipper, though locking yourself into Rapid Spin isn't ideal. Aqua Jet could be nice for revenge killing outside of rain.

tyranitar.gif

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Regular Tyranitar is a bit too slow to pull off a Dragon Dance set, so I went with a definite Choice Band. Pursuit and Crunch in particular help alleviate Zard of its weakness to Mega Latias.


excadrill.gif

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Unlike Kabutops, Excadrill has the typing and bulk to pull off a Swords Dance set. You're also lacking a Z-move user, and Excadrill works pretty well. Like with Kabutops, Rapid Spin takes pressure off of Pelipper. Jolly to outspeed Scarf Greninja in sand, and Timid Heatran outside of sand. The power loss is made up for by having Swords Dance.

Charizard (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Focus Blast
- Roost

Volcarona @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Flamethrower
- Giga Drain

Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Kabutops @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Knock Off

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
 
For the most part, all the changes I'll be making boils down to "using the standard set", so if you want more info on what each set does, I suggest looking at each Pokemon's Smogon page.

charizard-megay.gif

Charizard (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast / Flamethrower
- Focus Blast
- Roost

Dragon Pulse only really hits Mega Latias and Garchomp. Mega Latias is bulky enough to not give a sh*t about a non-STAB Dragon Pulse, and Garchomp is smacked by Solar Beam and lacks reliable recovery. Air Slash doesn't hit ANYTHING relevant to my knowledge, besides other Charizards. Replace them both with Focus Blast, which smacks Heatran and opposing Tyranitar, both of which wall Mega Zard Y hard (Tyranitar only if it switches in, replacing the sun with sand). Because you have an extra moveslot to work with, Roost is nice to mitigate Stealth Rock damage and generally keep Zard healthy. Flamethrower is also an option over Fire Blast for consistency (Zard Y hits plenty hard with just Flamethrower), but the raw power of Fire Blast is enticing to say the least.


volcarona.gif

Volcarona @ Focus Sash / Aguav Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fire Blast
- Giga Drain

Not much to change here. Timid nature so you don't get outrun by scarf Lando, and Fire Blast for extra power. I kinda like Aguav Berry to help Volcarona deal with Ash Greninja's Water Shuriken, but it's up to you.


pelipper.gif

Pelipper @ Leftovers
Ability: Drizzle
EVs: 248 HP / 36 Def / 224 SpD
Bold Nature
- Scald
- U-turn
- Roost
- Defog

Your Pelipper set ignored most of what makes Pelipper so great: Roost and U-turn. Roost allows Pelipper to stay healthy and not get worn down by Stealth Rocks (which is very important when it's one of your hazard removers) and U-turn lets it easily pivot out to another team mate, most crucially the frail Kabutops. Scald is the sole attack for a few reasons: it spreads burns, is boosted by Rain, and still hits Ground-types hard (and Garchomp, who's neutral to Water, still gets scared because of the burn chance).


kabutops.gif

Kabutops @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Knock Off / Rapid Spin / Aqua Jet

Kabutops is pretty frail, making setting up a Swords Dance hard, so you're probably right that a Choice Band set is the way to go. Waterfall over Liquidation because a flinch is much more useful than a Defense drop, at least for a fast and frail Pokemon. Stone Edge over Rock Slide for extra power. Low Kick hits Ferrothorn hard. I'm not really sure what to put in the last slot. Knock Off is a generally good move, while Rapid Spin helps take some pressure off of Pelipper, though locking yourself into Rapid Spin isn't ideal. Aqua Jet could be nice for revenge killing outside of rain.

tyranitar.gif

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Regular Tyranitar is a bit too slow to pull off a Dragon Dance set, so I went with a definite Choice Band. Pursuit and Crunch in particular help alleviate Zard of its weakness to Mega Latias.


excadrill.gif

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Unlike Kabutops, Excadrill has the typing and bulk to pull off a Swords Dance set. You're also lacking a Z-move user, and Excadrill works pretty well. Like with Kabutops, Rapid Spin takes pressure off of Pelipper. Jolly to outspeed Scarf Greninja in sand, and Timid Heatran outside of sand. The power loss is made up for by having Swords Dance.

On each;
I agree that Charizard is in serious need of a change. I've changed the team on showdown and will run a few games to see how it goes.

On Volcarona, I feel that keeping Flamethrower is better than changing to Fire Blast. The lack of power is mitigated by the almost-guaranteed Quiver Dance, and less RNG is a good thing. I've lost a lot of matches with this team due to one missed Fire Blast.

On Pelipper, yes on all fronts. As with Char, I'll run a few games and see how much of a difference it makes.

On Kabutops, I'm tempted to change nothing. Kabutops has been, oddly enough, the most consistent performer on my team next to Volcarona. But, I'll make the recommended changes due to the lack of any real downside to any of them.

On T-Tar, I'm keeping Thunder Punch in favor of Pursuit. T-Punch has always managed to be an effective surprise factor in just about every team I've run. I can't count the number of times I've OHKO'd a Greninja that thought they had a safe switch.

On Excadrill... well, I'm kind of iffy. I talked a bit about it in an earlier reply. For me, at least, the loss of a Sand tick and the possibility to be OHKO'd during setup is risky. But, as with others on the team, I've made the recommended changes and will run a few games.

I'll edit this reply with replays of the edited team.
https://replay.pokemonshowdown.com/gen7ou-908639144
https://replay.pokemonshowdown.com/gen7ou-908642456
this one makes me sad and i dont wanna talk about it
https://replay.pokemonshowdown.com/gen7ou-908646671
Overall, I'd say all edits made are vast improvements to the viability of the team. Most failings come down to luck or, for the most part, my own failings as a player.

Thanks for the suggestions! They've really improved the team!
 
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On T-Tar, I'm keeping Thunder Punch in favor of Pursuit. T-Punch has always managed to be an effective surprise factor in just about every team I've run. I can't count the number of times I've OHKO'd a Greninja that thought they had a safe switch.
I get that you have Thunder Punch to punish Water-type switch-ins, but every relevant Electric-weak Water type is hit about as hard by Stone Edge, thanks its higher base power and STAB, and a few are actually hit harder by Earthquake or Crunch.

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 4 Def Greninja-Ash: 379-447 (132.9 - 156.8%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 4 Def Greninja-Ash: 380-448 (133.3 - 157.1%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 4 Def Toxapex: 190-225 (62.5 - 74%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 4 Def Toxapex: 192-226 (63.1 - 74.3%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 4 Def Toxapex: 254-300 (83.5 - 98.6%) -- guaranteed 2HKO after Black Sludge recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0- Def Greninja: 424-499 (148.7 - 175%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0- Def Greninja: 424-500 (148.7 - 175.4%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 16 Def Tapu Fini: 240-283 (69.9 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 16 Def Tapu Fini: 240-284 (69.9 - 82.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 36+ Def Pelipper: 482-570 (149.2 - 176.4%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 36+ Def Pelipper: 484-572 (149.8 - 177%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Gyarados: 668-788 (201.8 - 238%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Gyarados: 672-792 (203 - 239.2%) -- guaranteed OHKO

-1 252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Gyarados-Mega: 169-201 (51 - 60.7%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Gyarados-Mega: 170-202 (51.3 - 61%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 0 Def Suicune: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 0 Def Suicune: 246-290 (60.8 - 71.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Manaphy: 274-324 (80.3 - 95%) -- guaranteed 2HKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Manaphy: 276-326 (80.9 - 95.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 96+ Def Slowbro: 211-249 (53.6 - 63.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 96+ Def Slowbro: 212-250 (53.9 - 63.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Crunch vs. 248 HP / 96+ Def Slowbro: 338-398 (86 - 101.2%) -- 6.3% chance to OHKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 96+ Def Slowbro-Mega: 141-166 (35.8 - 42.2%) -- guaranteed 3HKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 96+ Def Slowbro-Mega: 142-168 (36.1 - 42.7%) -- guaranteed 3HKO
252+ Atk Choice Band Tyranitar Crunch vs. 248 HP / 96+ Def Slowbro-Mega: 224-266 (56.9 - 67.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 216 HP / 0 Def Araquanid: 590-696 (178.2 - 210.2%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 216 HP / 0 Def Araquanid: 294-348 (88.8 - 105.1%) -- 31.3% chance to OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 0 Def Azumarill: 331-390 (81.9 - 96.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 0 Def Azumarill: 332-392 (82.1 - 97%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Crawdaunt: 315-372 (117.9 - 139.3%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Crawdaunt: 316-372 (118.3 - 139.3%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 36 Def Mantine: 702-828 (187.7 - 221.3%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 36 Def Mantine: 700-828 (187.1 - 221.3%) -- guaranteed OHKO
The one exception to this is Keldeo.

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Keldeo: 150-177 (46.4 - 54.7%) -- 8.2% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Keldeo: 302-356 (93.4 - 110.2%) -- 56.3% chance to OHKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Earthquake vs. 0 HP / 0 Def Keldeo: 200-236 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery

However, I don't think surprising Keldeo is worth the loss of extreme utility that Pursuit brings.
 
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I get that you have Thunder Punch to punish Water-type switch-ins, but every relevant Electric-weak Water type is hit about as hard by Stone Edge, thanks its higher base power and STAB, and a few are actually hit harder by Earthquake or Crunch.

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 4 Def Greninja-Ash: 379-447 (132.9 - 156.8%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 4 Def Greninja-Ash: 380-448 (133.3 - 157.1%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 4 Def Toxapex: 190-225 (62.5 - 74%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 4 Def Toxapex: 192-226 (63.1 - 74.3%) -- guaranteed 2HKO after Black Sludge recovery
252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 4 Def Toxapex: 254-300 (83.5 - 98.6%) -- guaranteed 2HKO after Black Sludge recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0- Def Greninja: 424-499 (148.7 - 175%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0- Def Greninja: 424-500 (148.7 - 175.4%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 16 Def Tapu Fini: 240-283 (69.9 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 16 Def Tapu Fini: 240-284 (69.9 - 82.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 36+ Def Pelipper: 482-570 (149.2 - 176.4%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 36+ Def Pelipper: 484-572 (149.8 - 177%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Gyarados: 668-788 (201.8 - 238%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Gyarados: 672-792 (203 - 239.2%) -- guaranteed OHKO

-1 252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Gyarados-Mega: 169-201 (51 - 60.7%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Gyarados-Mega: 170-202 (51.3 - 61%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 0 Def Suicune: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 0 Def Suicune: 246-290 (60.8 - 71.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Manaphy: 274-324 (80.3 - 95%) -- guaranteed 2HKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Manaphy: 276-326 (80.9 - 95.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 96+ Def Slowbro: 211-249 (53.6 - 63.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 96+ Def Slowbro: 212-250 (53.9 - 63.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Crunch vs. 248 HP / 96+ Def Slowbro: 338-398 (86 - 101.2%) -- 6.3% chance to OHKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 96+ Def Slowbro-Mega: 141-166 (35.8 - 42.2%) -- guaranteed 3HKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 248 HP / 96+ Def Slowbro-Mega: 142-168 (36.1 - 42.7%) -- guaranteed 3HKO
252+ Atk Choice Band Tyranitar Crunch vs. 248 HP / 96+ Def Slowbro-Mega: 224-266 (56.9 - 67.6%) -- guaranteed 2HKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 216 HP / 0 Def Araquanid: 590-696 (178.2 - 210.2%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 216 HP / 0 Def Araquanid: 294-348 (88.8 - 105.1%) -- 31.3% chance to OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 0 Def Azumarill: 331-390 (81.9 - 96.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 0 Def Azumarill: 332-392 (82.1 - 97%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Crawdaunt: 315-372 (117.9 - 139.3%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Crawdaunt: 316-372 (118.3 - 139.3%) -- guaranteed OHKO

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 36 Def Mantine: 702-828 (187.7 - 221.3%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Thunder Punch vs. 252 HP / 36 Def Mantine: 700-828 (187.1 - 221.3%) -- guaranteed OHKO
The one exception to this is Keldeo.

252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def Keldeo: 150-177 (46.4 - 54.7%) -- 8.2% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Thunder Punch vs. 0 HP / 0 Def Keldeo: 302-356 (93.4 - 110.2%) -- 56.3% chance to OHKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Earthquake vs. 0 HP / 0 Def Keldeo: 200-236 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery

However, I don't think surprising Keldeo is worth the loss of extreme utility that Pursuit brings.

Alright. I'll make the switch.
 
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