Tyranitar @ Heavy-Duty Boots/Loaded Dice
Ability: Sand Stream
EVs: 172 HP/240 Atk/96 Spe
Jolly Nature
Tera-Type: Poison
- Crunch/Rock Blast
- Low Kick
- Heavy Slam
- Thunder Wave
Here, I present an OG titan that had stubbornly held onto OU status for seven generations, only to fall from grace shortly after Scarlet and Violet came into the picture... for the second time. (keep in mind TTar
did stumble down to UU around mid-late gen8, only to claw its way back up). While its offensive sets still pack the same punch as they always do, the mundane everyday TTar takes on a more supportive role nowadays, instantly setting sand on switch-in to bolster its own Special Defense, support mons that can capitalize on Sand's presence and chip away at any non-Ground, -Steel or -Rock types, and tossing down some Rocks for good measure. However, it's slow, supportive Dark-types like these that Iron Valiant loves switching in on the most, as doing so almost always lets it get a kill.
...
But
this TTar came prepared. Thunder Wave cuts Valiant's speed in half, and convinces it to fight through the paralysis due to it expecting TTar to still be too slow. That's where the Speed EVs come into play, allowing TTar to destroy Valiant in one shot with Heavy Slam. Note that you absolutely need Heavy Slam for this to work, as Iron Head doesn't deal enough damage.
Current Heavy Slam Calc: 240 Atk Tyranitar Heavy Slam (120 BP) vs. 0 HP / 4 Def Iron Valiant: 290-342 (100.3 - 118.3%) -- guaranteed OHKO
Full-Power Iron Head Calc: 252+ Atk Tyranitar Iron Head vs. 0 HP / 4 Def Iron Valiant: 214-252 (74 - 87.1%) -- guaranteed 2HKO after sandstorm damage
Technically you only need 36 EVs with a Jolly nature to outspeed a paralyzed Valiant, or 100 EVs and literally any other nature. The EVs I've given here are ultimately more useful, however, as they also let TTar get the jump on Adamant Kingambit & Azumarril.
If T-Wave misses on the switch-in, you might wanna Tera-Poison if you can before considering trying again; while the 172HP EVs do allow TTar to survive a Moonblast from full, the only other thing it can
possibly do against Focus Blast, realistically speaking, is dodge it.
252 SpA Choice Specs Iron Valiant Moonblast vs. 172 HP / 0 SpD Tyranitar in Sand: 294-348 (76.5 - 90.6%) -- guaranteed 2HKO
252 SpA Choice Specs Iron Valiant Focus Blast vs. 172 HP / 0 SpD Chople Berry Tyranitar in Sand: 372-438 (96.8 - 114%) -- 81.3% chance to OHKO
Heavy Duty Boots is the preferred item here, since stop hazards from interfering with TTar's ability to survive the Moonblast that it might need to. You can also use Loaded Dice to make Rock Blast an infinitely more reliable move than normal. Rock Blast is slashed on the side due to being the strongest move Tyranitar can go for against Azumarill, since it outdamages Thunder Punch at 4 and 5 hits, which Loaded Dice helps to secure.
240 Atk Tyranitar Thunder Punch vs. 252 HP / 0 Def Azumarill: 202-238 (50 - 58.9%) -- guaranteed 2HKO after sandstorm damage
240 Atk Tyranitar Rock Blast (4 hits) vs. 252 HP / 0 Def Azumarill: 204-244 (50.4 - 60.3%) -- approx. 2HKO after sandstorm damage
240 Atk Tyranitar Rock Blast (5 hits) vs. 252 HP / 0 Def Azumarill: 255-305 (63.1 - 75.4%) -- approx. 2HKO after sandstorm damage
Low Kick is the anti-Steel move of choice since it destroys Kingambit in its entirety, and you already main Crunch to stop it from being walled by Gholdengo.
...
I wanted to do a set-up TTar so badly, but it doesn't get access to Rock Polish any more (pre-Home metas
suck that way, sometimes <_<), and it risks dying in vain with DD due to only managing to speed tie with Valiant at best. Not to mention that Curse does nothing against Specs. To wit, that only leaves TWave as a viable option to make Valiant actually regret switching in. Still, people sometimes forget that TWave can also be used as a pseudo Agility of sorts, and crippling Valiant for near as much the rest of the game can be a life-saver in and of itself.