Monotype Tornadus-Therian (Flying) [QC: 3/3] [GP: 2/2]

#1

[OVERVIEW]
Flying
========

Tornadus-T serves as a solid offensive pivot for Flying teams thanks to its good Speed and access to a threatening nuke with Supersonic Skystrike, which gives it many opportunities to use Defog on forced switches. Additionally, Tornadus-T's solid natural bulk combined with Regenerator lets it easily U-turn on forced switches to heal off weak attacks and chip damage from the likes of Scald and Stealth Rock. It has a great utility movepool, including U-turn to gain momentum for the team, and Knock Off, which lets it still be an annoyance to walls that don't care about Hurricane, such as Chansey and Celesteela. Tornadus-T is also very potent against passive balance archetypes like Water, which are unable to overwhelm it late-game due to its ability to continuously heal upon switching out with Regenerator. Flying teams have few or no Pokemon to wield Flying-type STAB moves offensively, giving Tornadus-T a valuable niche despite its pure Flying typing. However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie, which Flying teams already struggle with. Tornadus-T is also reliant on Flyinium Z to threaten many Pokemon, as once it has used Supersonic Skystrike, its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. U-turn lets Tornadus-T punish switches and gain Regenerator recovery, letting it act as an effective fast offensive pivot. Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. Knock Off can also remove items like Diggersby's Choice Band and Kyurem-B's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types. Defog lets it take advantage of switches it forces to prevent Flying teams from being rapidly worn down by Stealth Rock. However, if another teammate such as Gliscor or Landorus-T carries Knock Off, coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, and Superpower for Tyranitar and Heatran.

Set Details
========
Flyinium Z gives Tornadus-T access to a 100% perfectly accurate STAB Supersonic Skystrike when it is needed to seriously damage a threat to the team, KOing the likes of Victini or Kyurem-B after Stealth Rock damage. Maximum Special Attack EVs let Tornadus-T hit as hard as possible with Supersonic Skystrike. Maximum Speed investment and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-turn. Timid is preferred over Naive, since Knock Off and U-turn are used for utility more than damage. However, Naive should be run if Superpower is used. Regenerator lets Tornadus-T heal off excess damage by simply switching out.

Usage Tips
========
Tornadus-T is best used to switch into weak or resisted attacks from Pokemon like Mega Venusaur and Hawlucha so it can stay as healthy as possible throughout the match thanks to Regenerator. Defog can be used to remove Stealth Rock when Tornadus-T isn't offensively pressured, but it should prioritize KOing slower wallbreakers that threaten it like Nidoking and Hydreigon if they are on the field. Use Knock Off to safely remove items whenever possible, such as removing Gastrodon's Leftovers to break through it more easily and Keldeo's Choice Specs to wall it more reliably. It is best to avoid unnecessary residual damage from walls it can't break, such as Mantine, so it can stay as healthy as possible throughout the match with Regenerator. U-turn can be used very liberally to gain momentum off of switches, since Flying has an excellent defensive and offensive core to fall back on. Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic. It can also be worth aggressively switching Tornadus-T into passive Stealth Rock users like Celebi, since Tornadus-T can put itself in an advantageous situation by either removing entry hazards or gaining Regenerator recovery. Be careful when using Tornadus-T's Z-Move, as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible, save it until it is absolutely needed to remove a threat or the opponent has nothing to comfortably switch into it. Tornadus-T can serve as a good Will-O-Wisp switch-in, since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs, since the lowered Speed makes it far less effective at pivoting.

Team Options
========
Tornadus-T provides great utility with U-turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams. Zapdos can deal with bulky Water-types such as Toxapex and Mantine, alleviating pressure from Tornadus-T, as well as act as a switch-in for Electric-types like Zap Plate Tapu Koko. Zapdos also is able to run other sets such as Substitute + Toxic due to Tornadus-T taking the role of a Defogger. Gliscor serves as an effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, and it can switch into and offensively threaten Electric types like Magnezone and Alolan Raichu. Gliscor can also form a U-turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator. Mantine serves as a great blanket check to special attackers and switch-in to Ice- and Water-type attacks from threats such as Greninja and Keldeo and as a strong defensive Defogger, forming a strong entry hazard removal core with Tornadus-T. Mantine also can use Haze against priority users like Mega Scizor and Z-Belly Drum Azumarill that blow past Tornadus-T after boosts. Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra recovery with Leech Seed. Mega Aerodactyl and Choice Scarf Landorus-T are good offensive partners for Tornadus-T, since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. Tornadus-T synergizes even better with them if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. Landorus-T and Mega Aerodactyl can both deal with Heatran for Tornadus-T, which otherwise easily switches into most of its sets. Landorus-T can form a U-turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit. Thundurus-T serves as an offensive pivot for Electric-types with Choice Scarf and can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur. Dragonite appreciates Tornadus-T's ability to preserve its Multiscale with Defog. In exchange, it can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar, which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========
Taunt is an option to make Tornadus-T even more efficient at keeping entry hazards at bay, but Tornadus-T is outclassed as a stallbreaker by Gliscor due to the lack of immediate recovery, and Taunt is sometimes hard to fit on a set. An expansive utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========
**Electric-types**: Electric-types like Rotom-W and Zapdos resist Hurricane and threaten Tornadus-T and the rest of the team with their STAB attacks, although those without recovery such as Zeraora are prone to getting worn down, invalidating them as switch-ins.

**Rock-types**: Rock-types like Mega Aerodactyl and Alolan Golem can switch into most of Tornadus-T's attacks, force it out with their STAB moves, and even set entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-types**: Steel-types like Bisharp and Z-Happy Hour Jirachi can use Tornadus-T as setup fodder if it has been scouted to not be carrying Superpower or Heat Wave.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Although Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively Defogging and pivoting by decreasing its Speed.

**Durable Entry Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if its Z-Move has been used, though confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [The Dutch Plumberjack, 232216]]
 
Last edited:

Eien

Promised Victory
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Monotype Leader
#3
Hi Guwahavel, I hate to tell you this after you've done the work, but you need to keep the analysis in bullet points for the first two QCs. After you get 2 QCs, then you write it into paragraphs.
 

maroon

can't do better
is a Tiering Contributor
#6
am check, feel free to implement what you want
[OVERVIEW]
Flying
========

*Tornadus-Therian serves as a solid offensive defogger for Flying teams thanks to good speed, and access to a threatening nuke with Z-Hurricane, which lets it threaten many defensive and offensive pokemon and force switches.
- would reword to something like its a fantastic Offensive Pivot that allows it to easily Defog. tht clarifies that it forces switches w/o the extra unnecessary detail imo

*In adittion, solid natural bulk combined with Regenerator lets it easily switch in and heal off weak attacks and chip damage from the likes and Scald and Stealth Rock without wasting momentum to heal itself.
- add how it can take advantage of this w/ u-turn

*A great utility movepool in U-Turn and Knock Off lets it gain momentum off of forced switches and still be an annoyance to walls that don't care about Hurricane, such as Tyranitar, Chansey, and Celesteela.
- this kinda makes it sound like Knock Off gives you momentum which it doesn't only U-turn does, make sure its clear what Knock Off/U-turn does if you want to talk about it here

*However, Tornadus-T's typing offers no real defensive utility for Flying, making it vulnerable to threats like Terrakion, Tapu Koko, and Greninja that the rest of the team already struggles with.
- add that it stacks weakness that flying teams already have Ice, Electric and Rock.

*It also is reliant on Flyinium Z to threaten many pokemon, as once it has used it its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: Knock Off
move 3: U-turn
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

re-ordered moves

[SET COMMENTS]
Moves
========
*Hurricane is Tornadus-Therian's strongest STAB move, dealing respectable damage to walls like Toxapex and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. It also breaks Mega Venusaur, which Flying teams can struggle with immensely.
- flying teams dont struggle w/ mega venusaur its just the passive builds that torn tends to be on. dragonite, zard y and lando-i lol at mega venu

*Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers.
- i would also use diggersby as an example of what knock can help w/ since band rlly puts the pressure on fat flying

*U-Turn lets it punish switches such as x and gain Regenerator healing, letting it act as an effective offensive pivot.
*Defog lets it take advantage of switches it forces to prevent Flying-teams from being rapidly worn down by Stealth Rocks.
*However, if another teammate such as Gliscor or Landorus-Therian carries Knock Off, then coverage moves can be used to suprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, or Superpower for Tyranitar, Heatran, and Chansey.

Reordered moves in the set section change that here to the same order n_n

Set Details
========
*Max Special Attack EVs let Tornadus-Therian hit as hard as possible with Supersonice Skystrike.
- add flyinium z to this if ur gonna talk abt ssss bz it needs to be in set details anyway

*Max Speed and a Timid Nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or maintain momentum with U-Turn. Timid is preferred over Naive or Hasty since Knock Off and U-Turn aren't meant for dealing large amounts of damage the utility the moves provide and Tornadus-T appreciates the extra bulk. However these natures should be used if Superpower is ran.
- i would take out Hasty -SpD is always the way to go imo bz of the plethora of phys priority. reword the last part to something like, "A Hasty nature should be ran if you use Superpower to..."

*Regenerator (is a stellar ability for a pivot that honestly sounds like overview trying to sell regen on torn-t) lets it heal off excess damage by simply switching out. Flyinium Z give Tornadus-T access to a 100% accurate STAB nuke when it is needed to seriously damage or KO a threat.
- reword the second part maybe talk abt a few mons Supersonic Skystrike hits that are annoying for Flying teams such as Mega Venusaur, Diggersby, and Kyurem-B. imo the second part of this bullet to the first bullet in this section

Usage Tips
========
*Tornadus-T is best used to switch into weak or resisted attacks so it can stay as relatively healthy as possible throughout the match.
- i would add something abt regenerator being the reason it can do this

*Once it has switched in it can Defog hazards, remove items, or use it's Z-Move before pivoting out with U-Turn.
- for this bullet talk abt when its better to attack and better to defog, for sure always defogging is not the right play which is what this makes it sound like

*It is best to not keep it in for an unnecessary amount of time against threats that wall it since Regenerator will keep it healthier when switched out sooner.
- reword this and add something abt not letting it take unnecessary residual damage from walls it cant beat weak attacks or toxic etc

*U-Turn can be used very liberally since Flying has excellent defensive and offensive core to fall back on, however be wary of contact damage from the likes of Ferrothorn, Garchomp, and Rocky Helmet Mandibuzz.
- idk if it rlly needs to be wary of contact damage bz regen recovers off twice as much as contact takes. talk abt also how u-turn can be used to gain momentum when it forces a switch.

*Be careful when using Tornadus-T's Z-Move as your opponent may try to bring in something that resists it or shrugs it off with ease.
- go more into depth abt this and give an example of when you should and should not use the z-move. imo it should only be used either when necessary or they have no switchins and it will severely damage a defensive core.

*It is possible to predict this and use Knock Off or U-Turn instead to cripple or gain momentum off the incoming Pokemon.
- since i already made u talk abt uturn in depth in an earlier bullet focus on when knock off utility should be used and maybe when its better to just u-turn

*It is also important to save Tornadus-T's Z-Move for a specific pokemon like Clefable on Fairy teams or Toxapex on Water and Poison teams, so it can potentially break said threats.
- I would honestly add a bullet saying tht torn-t should be switched into will-o-wisp if no other teammate can. bz as u said its main moves are just for utility not damage and access to regen lets it shrug off the minimal chip damage tht burn does.

Team Options
========
*Tornadus-Therian provides great utility against defensive and offensive teams, making it a solid choice for any Flying team.
- this is rlly vague, explain what this means. rmbr these are for ppl who dont know the tier so write like a beginner is reading it

*Zapdos can deal with bulky Water types such as Toxapex and Mantine, alleviating pressure from Tornadus-T.
- talk abt how it appreciates Torns ability to Defog allowing it to run sets like SubToxic.

*Gliscor serves as a solid Electric switch-in that can effectively stallbreak many things that Tornadus-T can't easily break, such as Chansey and Ferrothorn, as well as offensively threaten Electric types like Magnezone and Raichu-Alola.
- talk about how it stallbreaks and also say how it can also use u-turn forming a nice momentum/pivot core w/ torn-t.

*Landorus-Therian and Landorus are even more offensive Ground types that can punish Electric types that try to come in on it and wallbreak or gain momentum with U-Turn. Landorus-Therian especially likes Mega Venusaur being removed, which easily switches into it’s Choice Scarf sets.
*Mega Aerodactyl has great offensive synergy with variants of Tornadus-T that carry Heat Wave, as Tornadus-T can pop Heatran's Air Baloon with U-Turn and then bring Mega Aerodactyl to threaten with Earthquake, while Tornadus-T handles Steel-Flying types like Skamory, as well as Mega Venusaur. Mega Aerodactyl also threatens slower Electric and Rock types like Tapu Koko and Tyranitar with Earthquake that Tornadus-T can struggle with.
- combine lando-t & mega aero into same bullet bz scarf lando-t and maero are rarely on the same team. so talk abt what they do in common and then list what they do differently. like say maero can pursuit trap threats such as x to bulkier flying team and landorus-t can x for Torn.

*Mantine serves as a great Special blanket check for threats such as Greninja and a defensive Deffoger, forming a strong hazard removal core.
- talk abt how it provides an ice-type switchin for torn-t as well and can haze threats such as Belly Drum Azumarill.

*Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Muk-Alola with Stealth Rock that try to switch itno Tornadus-T, whereas Celesteela can situationally provide it with extra healing with Leech Seed.

*Mega Charizard Y applies immense offensive pressure to Steel types that Tornadus-Therian invites in, and it appreciates Tornadus-T's ability to remove Stealth Rocks and bring it in safely with U-Turn.
- eh tbh idk how much i like zard y+tornt as a core. since it reduces hurricanes accuracy and sun makes it harder for torn to spam hurricane etc, wait for a qc on this but imo not worth adding as a team option.

*Thundurus-Therian and Dragonite can break Tornadus-T's defensive checks and appreciate Stealth Rock being off the field. Thundurus-T in particular enjoys Mega Venusaur being removed and Chansey and Porygon2 losing their Eviolites, letting it breaking Poison and Normal teams far easier.
- reword the second part of this bullet to the former enjoys threats such as x gone while the latter can x thanks to torn-t.


[STRATEGY COMMENTS]
Other Options
========
*Taunt is an option to make Tornadus-Therian even more efficent at keeping hazards at bay, but it is outclassed as a stallbreaker by Gliscor due to lack of immediate recovery and is hard to fit on a set.
*Life Orb or Leftovers could be used if another teammate uses a Z-Crystal, but at the cost of either longevity or breaking power. Using a Sky Plate is a decent compromise between these two and doesn't immediately give away the lack of a Z-Move.
- tbh lo torn is kinda bad i would remove this from oo

*A spread of 76 HP / 252 SpA / 180 Spe with a Timid nature can give it a bit of additional bulk while creeping Jolly Thundurus and other base 110s.
*A broad utility and offensive movepool means an Assault Vest set is possible, but Tornadus-Therian has to give up Defog for this set, which Flying teams greatly appreciate.
- imo add iron tail & heat wave. iron tail is a tech for things like mega diancie and heat wave hits ferro & mega scizor. make sure that you emphasize running what these 2 means you cant run and why thats important.

Checks and Counters
========
**Electric-Types**: Electric types like Tapu Koko and Zapdos resist Hurricane and threaten it and the rest of the team with their STAB attacks.

**Rock-Types**: Rock types like Mega Diancie and Golem-Alola switch into most of Tornadus-T's attacks and force it out with their STAB moves, and can even relay entry hazards if they carry them.

**Steel-Types**: Steel types like Mega Scizor and Heatran can use Tornadus-T as setup fodder if it has been scouted to not be carrying Heat Wave or Superpower.
- mega scizor still does not appreciate hurricane or z-hurricane

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.
- say bz of knock off they lose their item for clarity

**Paralysis**: Though Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively defogging and pivoting due to decreased speed.

**Durable Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if it's Z-Move has been used, though Confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it matters most.
 
Last edited:

Eien

Promised Victory
is a member of the Site Staffis an official Team Rateris a Super Moderatoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Server Moderator
Monotype Leader
#8
Please review the grammar standards when you get a chance. There are a lot of basic capitalization or spelling errors. http://www.smogon.com/forums/thread...or-changes-initial-discussion-points.3588427/

Overview:
- Worth mentioning that Flying teams actually have little to no Flying coverage, so Tornadus-T's strong Hurricane is that much more useful.
- Kyurem-B isn't a great example, since Supersonic Skystrike can barely not OHKO it, so it really doesn't like taking that.
- Also good to discuss Regenerator for uses against fat teams that don't have solid game winners. (and/or status)

Moves:
- Doing like 40 to Toxapex isn't respectable when you can't stop the Recover and you have 30% to miss.
- Knock Off for Psychic-types too.

Set Details:
- Porygon-Z is unlikely to be in a situation where Tornadus-T hits it with Supersonic Skystrike.

Usage Tips:
- These two lines are basically duplicates:
*Be careful when using Tornadus-T's Z-Move as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible save it until it is absolutely needed to remove a threat or the opponent has nothing to comfortably switch into it.
*It is also important to save Tornadus-T's Z-Move for a specific pokemon like Clefable on Fairy teams or Toxapex on Water and Poison teams, so it can potentially break said threats.

- Talk about bringing in Tornadus-T on a potential Stealth Rock use, since even if you mispredict, Regenerator gives you that leeway.
- Also definitely worth talking about bringing in Tornadus-T to scout or take a hit before pivoting into something else right away once you've gotten that information.
- Toxapex on Poison teams doesn't really fear Tornadus-T because Nihilego can switch in pretty easily. Even if you threaten Knock Off, that can actually prevent your walls from taking it on, since it no longer needs to lock in.
- You talk about burn, but definitely point out that Tornadus-T hates paralysis

Team Options:
- Talk about Defog Gliscor too, forming a pair that can always switch into Stealth Rock damage (Poison Heal / Regenerator) relatively safely and are pretty good teammates.
- Choice Scarf Thundurus-T
- Dragonite

Other Options:
- Slower sucks. You always want to be able to tie other Tornadus-T and outspeed Alakazam not to mention Knocking Off Magnezone.

Checks and Counters:
- Worth pointing out that offensive Pokemon that you list (Tapu Koko, Mega Diancie), can't really switch into Hurricane that comfortably. Supersonic Skystrike can almost take out Mega Diancie after that chip, and Tapu Koko can't switch in more than once.

Nice work QC 1/3
 

Moosical

big yikes
is a member of the Site Staffis a Smogon Social Media Contributoris a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Smogon Media Contributor
Moderator
#10

[OVERVIEW]
Flying
========

*Tornadus-T serves as a solid offensive pivot for Flying teams thanks to good speed, and access to a threatening nuke with Z-Hurricane, which gives it many opportunities to use Defog.
*In adittion, solid natural bulk combined with Regenerator lets it easily switch inout and heal off weak attacks and chip damage from the likes and Scald and Stealth Rock without wasting momentum to heal itself by using U-Turn on a forced switch. Changed to what I think you meant based off of sentence structure. If you mean it can switch in against weak attackers then heal back upon switchout, you need to be more specific in wording.
*It has a great utility movepool including U-Turn to gain momentum for the team, and Knock Off which lets it still be an annoyance to walls that don't care about Hurricane, such as Tyranitar, Chansey, and Celesteela.
*RegeneratorTornadus-T is very potent against passive balance archetypes like Water which are unable to overwhelm Tornadus-T, especially late game, due to its ability to continuously heal upon switchout with Regenerator.
*Flying teams have few or no Pokemon to wield Flying STAB moves offensively, giving Tornadus-T a valuable niche despite it's mono-typing.
*However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie that the type already struggles with.
*It also is reliant on Flyinium Z to threaten many pokemon, as once it has used it its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-Turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
*Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike.
*U-Turn lets it punish switches and gain Regenerator healing, letting it act as an effective fast offensive pivot.
*Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. It also can remove items like Diggserby's Choice Band or Kyurem-Black's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types.
*Defog lets it take advantage of switches it forces to prevent Flying-teams from being rapidly worn down by Stealth Rocks.
*However, if another teammate such as Gliscor or Landorus-T carries Knock Off, then coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, or Superpower for Tyranitar and Heatran, and Chansey. 0 Atk Naive does only 1/3rd of Chansey's HP, and barely half when Eviolite is removed. Cannot 2hko in any situation when you account for Attack drops.

Set Details
========
*Flyinium Z give Tornadus-T access to a 100% accurate STAB nuke when it is needed to seriously damage or KO a threat to the team such as Victini or Kyurem-B.
*Max Special Attack EVs let Tornadus-Therian hit as hard as possible with Supersonic Skystrike.
*Max Speed and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-Turn. Timid is preferred over Naive since Knock Off and U-Turn are used for utility more than damage. However, Naive should be ran if Superpower is used.
*Regenerator lets it heal off excess damage by simply switching out.

Usage Tips
========
*Tornadus-T is best used to switch into weak or resisted attacks so it can stay as relatively healthy as possible throughout the match thanks to Regenerator. Give some examples of weak Pokemon it can freely switch into.
*Once it has switched in it can Defog if it isn't offensively pressured and Stealth Rocks are on the field. However if something can deal high damage to it but is slower and relatively frail, such as Nidoking, it should attack it first and then Defog if it switches out into a defensive check that can't seriously harm it, such as Alolan Muk. I think you can rephrase this bullet to get across what your'e trying to say. You're basically just saying, as written, "Defog if you're not pressured, if you can KO the opponent, do that instead".
*Use Knock Off to safely remove items whenever possible, making it easier to break a defensive threat or wall an offensive threat later in the game. List some items/Pokemon's items you want to remove as opposed to going for Hurricane.
*It is best to avoid unnecessary residual damage from walls it can't break such as Mantine so it can stay as healthy as possible throughout the match with Regenerator.
*U-Turn can be used very liberally to gain momentum off of switches since Flying has an excellent defensive and offensive core to fall back on.
*Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic.
*It can also be worth aggressively switching it into passive Stealth Rock users like Celebi since Tornadus-T so can put itself in a win-win situation by either removing hazards or gaining Regenerator recovery.
*Be careful when using Tornadus-T's Z-Move as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible save it until it is absolutely needed to remove a threat or the opponent has nothing to comfortably switch into it.
*Tornadus-T can serve as a good Will-O-Wisp switch in since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs since it makes it far less effective at pivoting.

Team Options
========
*Tornadus-T provides great utility with U-Turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams.
*Zapdos can deal with bulky Water types such as Toxapex and Mantine, alleviating pressure from Tornadus-T. It also is able to run sets such as SubToxic due to Tornadus-T taking the role of a defogger. Helps deal with moderately powerful Electric-types.
*Gliscor serves as a effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, as well as switch-in and offensively threaten Electric types like Magnezone and Alolan Raichu. It can also form a U-Turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator.
*Mantine serves as a great Special blanket check for threats such as Greninja and a defensive Defogger, forming a strong hazard removal core. It also can Haze prioritysetup users like Z-Belly Drum Azumarill and Mega Scizor that blow past Tornadus-T after boosts. Mention taking Ice-type attacks specifically and also its water immunity, as Flying otherwise lacks Pokemon that can switch into things like Specs Keldeo.
*Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra healing with Leech Seed.
*Choice Scarf Landorus-T and Mega Aerodactyl are good offensive partners for Tornadus-T since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. It synergizes even better if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. They both can deal with Heatran for Tornadus-T, which otherwise easily switches into most of it's sets. Landorus-T can form a U-Turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit.
*Thundurus-T serves as either a wallbreaker with Nasty Plot, or as a offensive pivot with Choice Scarf, and can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur and remove Chansey's Eviolite.
*Dragonite appreciates Tornadus-T's ability to preserve it's Multiscale with Defog. In exchange it can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========
*Taunt is an option to make Tornadus-T even more efficient at keeping hazards at bay, but it is outclassed as a stallbreaker by Gliscor due to lack of immediate recovery and is sometimes hard to fit on a set.
*Sky Plate could be used if another teammate uses a Z-Crystal, boosting the power of Hurricane without revealing the lack of a Z-Move. Probably list teammates that might use a Z-move besides Tornadus-T.
*A broad utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========
**Electric-Types**: Electric types like Rotom-W and Zapdos resist Hurricane and threaten it and the rest of the team with their STAB attacks, although those without recovery such Zeraora as are prone to getting worn down, invalidating them as switch-ins.

**Rock-Types**: Rock types like Mega Aerodactyl and Alolan Golem switch into most of Tornadus-T's attacks and force it out with their STAB moves, and can even relay entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-Types**: Steel types like Bisharp and Heatran can use Tornadus-T as setup fodder if it has been scouted to not be carrying Heat Wave or Superpower.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Though Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively defogging and pivoting due to decreased speed.

**Durable Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if it's Z-Move has been used, though Confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: Guwahavel
- Quality checked by: Eien
QC 2/3 good job
 

maroon

can't do better
is a Tiering Contributor
#12
Overview:
- clarify the reason z-hurricane gives it opportunities to Defog is because it forces switches. just for clarity
- for the knock off part, i know it can knock ttars leftys and all but it still loses to ttar 1v1, remove tht example imo

Set Details:
- If really you want to use Kyurem-Black and Victini as the examples of what Supersonic Skystrike reword it to say something like after Stealth Rock chip it can KO Victini & Kyurem-B

Usage Tips:
- i wouldnt use mega gallade as an example of resisted attack to switch into, unboosted Close Combat does around half to it
252 Atk Gallade-Mega Close Combat vs. 0 HP / 0 Def Tornadus-Therian: 141-166 (47.1 - 55.5%) -- 75% chance to 2HKO

Team Options:
- take nasty plot off thundurus-t, imo if ur using thundy-t on the archetype that Tornadus-T is on it should only be used as a scarfer.

Other Options:
- remove sky plate, never seen this used

Checks & Counters:
- for Steel-types heatran can't setup therefore it cant use torn-t as setup fodder, you can keep heatran just maybe say how it can freely cripple a switchin with Toxic/Magma Storm

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]

Since you had the credits in there I just edited it to the correct format for you. n_n
QC 3/3
 
Last edited:

TPP

Always Watching Over You
is a Tutoris an official Team Rateris a Forum Moderatoris a Community Contributor
Moderator
#14
Amcheck (not official GP, so you can implement what you want, but it is not necessary) Add Remove Comments


[OVERVIEW]
Flying
========

Tornadus-T serves as a solid offensive pivot for Flying teams thanks to its good Speed speed [RC] and access to a threatening nuke with Z-Hurricane, which gives it many opportunities to use Defog due to forced switches. In adittion Additionally, Tornadus-T's solid natural bulk combined with Regenerator lets it easily switch out and heal off weak attacks and chip damage from the likes and of Scald burns and Stealth Rock without wasting momentum to heal itself by using U-Turn U-turn (the T in U-Turn is supposed to be lowercase) on a forced switch. It has a great utility movepool, [AC] including U-Turn U-turn to gain momentum for the team, and Knock Off, [AC] which lets it still be an annoyance to walls that don't care about Hurricane, such as Chansey and Celesteela. Tornadus-T also is is also very potent against passive balance archetypes like Water teams, [AC] which are unable to overwhelm it late game [RC] due to its ability to continuously heal upon switching out with Regenerator. Flying teams have few or no Pokemon to wield Flying STAB moves offensively, giving Tornadus-T a valuable niche despite it's mono-typing. However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie, [AC] which Flying teams that the type already struggles with. It Tornadus-T also is is also reliant on Flyinium Z to threaten many pokemon Pokemon, as once it has used it its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-Turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. U-Turn U-turn lets it punish switches and gain Regenerator healing, letting it act as an effective fast offensive pivot. Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. It also can remove items like Diggserby's Choice Band or Kyurem-Black's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types. Defog lets it take advantage of switches it forces to prevent Flying-teams from being rapidly worn down by Stealth Rocks. However, if another teammate such as Gliscor or Landorus-T carries Knock Off, then coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, or Superpower for Tyranitar and Heatran.

Set Details
========
Flyinium Z gives Tornadus-T access to a 100% accurate STAB nuke when it is needed to seriously damage or KO a threat to the team such as Victini or Kyurem-B after Stealth Rock damage. Maximum Special Attack EVs let Tornadus-Therian hit as hard as possible with Supersonic Skystrike. Maximum Speed and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-Turn U-turn. Timid is preferred over Naive since Knock Off and U-Turn U-turn are used for utility more than damage. However, Naive should be ran if Superpower is used. Regenerator lets it heal off excess damage by simply switching out.

Usage Tips
========
Tornadus-T is best used to switch into weak or resisted attacks from Pokemon like Mega Venusaur and Hawlucha so it can stay as relatively healthy as possible throughout the match thanks to Regenerator. Defog can be used to remove Stealth Rocks when Tornadus-T isn't offensively pressured, but should prioritize KOing slower wallbreakers that threaten it like Nidoking and Hydriegon Hydreigon if they are on the field. Use Knock Off to safely remove items whenever possible, such as Gastrodon's Leftovers to break through it easier, or Keldeo's Choice Specs to wall it more reliably. It is best to avoid unnecessary residual damage from walls it can't break such as Mantine so it can stay as healthy as possible throughout the match with Regenerator. U-Turn U-turn can be used very liberally to gain momentum off of switches since Flying has an excellent defensive and offensive core to fall back on. Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic. It can also be worth aggressively switching it Tornadus-T into passive Stealth Rock users like Celebi since Tornadus-T so can put itself in a win-win situation by either removing hazards or gaining Regenerator recovery. Be careful when using Tornadus-T's Z-Move as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible, [AC] save it until it is absolutely needed to remove a threat or if the opponent has nothing to comfortably switch into it. Tornadus-T can serve as a good Will-O-Wisp switch in since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs since it makes it far less effective at pivoting.

Team Options
========
Tornadus-T provides great utility with U-Turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams. Zapdos can deal with bulky Water-types [add hyphen] such as Toxapex and Mantine, alleviating pressure from Tornadus-T, as well act as a switch-in for Electric-types [add hyphen] like and Zap Plate Tapu Koko. It Zapdos also is able to run other sets such as SubToxic Substitute + Toxic due to Tornadus-T taking the role of a defogger Defogger. Gliscor serves as an effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, as well as switch-in and offensively threaten Electric-types [add hyphen] like Magnezone and Alolan Raichu. It Gliscor can also form a U-Turn U-turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator. Mantine serves as a great Special special blanket check and switch-in for Ice and Water attacks from threats such as Greninja and Keldeo, as well as serve as a defensive Defogger, forming a strong hazard removal core with Tornadus-T. It Mantine also can Haze priority users like Z-Belly Drum Azumarill and Mega Scizor that blow past Tornadus-T after boosts. Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra healing with Leech Seed. Choice Scarf Landorus-T and Mega Aerodactyl are good offensive partners for Tornadus-T since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. It Tornadus-T synergizes even better if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. They Landorus-T and Mega Aerodactyl both can deal with Heatran for Tornadus-T, which otherwise easily switches into most of it's its [it's = it is, its = possession] sets. Landorus-T can form a U-Turn U-turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit. Thundurus-T serves as an offensive pivot with Choice Scarf, and can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur. Dragonite appreciates Tornadus-T's ability to preserve it's its Multiscale with Defog. In exchange, [AC] it Dragonite can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar, [AC] which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========
Taunt is an option to make Tornadus-T even more efficient at keeping hazards at bay, but it is outclassed as a stallbreaker by Gliscor due to the lack of immediate recovery and is sometimes hard to fit on a set. A broad (maybe user another word like "large" instead of "broad"?) utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========
**Electric-Types**: Electric-types [add hyphen] like Rotom-W and Zapdos resist Hurricane and threaten it and the rest of the team with their STAB attacks, although those without recovery such Zeraora as as Zeraora are prone to getting worn down, invalidating them as switch-ins.

**Rock-Types**: Rock-types [add hyphen] like Mega Aerodactyl and Alolan Golem switch into most of Tornadus-T's attacks, [AC] and force it out with their STAB moves, and can even relay entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-Types**: Steel-types [add hyphen] like Z-Happy Hour Jirachi and Bisharp can use Tornadus-T as setup fodder if it has been scouted to not be carrying Heat Wave or Superpower.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Though Although Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively defogging Defogging and pivoting due to decreased speed.

**Durable Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if it's its Z-Move has been used, though Confusion confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
 
#15
Amcheck Add Remove Comments
My additions add remove comments
Implement everything within the following hidebox.

[OVERVIEW]
Flying
========

Tornadus-T serves as a solid offensive pivot for Flying teams thanks to its good speed [RC] Speed and access to a threatening nuke with Z-Hurricane Supersonic Skystrike, which gives it many opportunities to use Defog due to on forced switches. In adittion, addition, Tornadus-T's solid natural bulk combined with Regenerator lets it easily switch out and to heal off weak attacks and chip damage from the likes and of Scald and Stealth Rock without wasting momentum to heal itself by using U-Turn U-turn (the T in U-turn is supposed to be lowercase) on a forced switch. It has a great utility movepool, [AC] including U-Turn U-turn to gain momentum for the team, and Knock Off, [AC] which lets it still be an annoyance to walls that don't care about Hurricane, such as Chansey and Celesteela. Tornadus-T also is also very potent against passive balance archetypes like Water, [AC] which are unable to overwhelm it late game [RC] late-game due to its ability to continuously heal upon switching out with Regenerator. Flying teams have few or no Pokemon to wield Flying Flying-type STAB moves offensively, giving Tornadus-T a valuable niche despite it's mono-typing pure Flying typing. However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie that the type, [AC] which Flying teams already struggles struggle with. It also is Tornadus-T is also reliant on Flyinium Z to threaten many pokemon Pokemon, as once it has used it Supersonic Skystrike, (AC) its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-Turn U-turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. U-Turn U-turn lets it Tornadus-T punish switches and gain Regenerator healing recovery, letting it act as an effective fast offensive pivot. Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. It Knock Off also can remove items like Diggserby's Choice Band or Kyurem-Black's and Kyurem-B's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types. Defog lets it take advantage of switches it forces to prevent Flying-teams from being rapidly worn down by Stealth Rocks. However, if another teammate such as Gliscor or Landorus-T carries Knock Off, then coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, or Superpower for Tyranitar and Heatran.

Set Details
========

Flyinium Z give gives Tornadus-T access to a 100% perfectly accurate STAB nuke Supersonic Skystrike when it is needed to seriously damage or KO a threat to the team such as Victini or Kyurem-B after Stealth Rock damage. Maximum Special Attack EVs let Tornadus-Therian Tornadus-T hit as hard as possible with Supersonic Skystrike. Maximum Speed investment and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-Turn U-turn. Timid is preferred over Naive, (AC) since Knock Off and U-Turn U-turn are used for utility more than damage. However, Naive should be ran run if Superpower is used. Regenerator lets it Tornadus-T heal off excess damage by simply switching out.

Usage Tips
========

Tornadus-T is best used to switch into weak or resisted attacks from Pokemon like Mega Venusaur and Hawlucha so it can stay as relatively healthy as possible throughout the match thanks to Regenerator. Defog can be used to remove Stealth Rocks when Tornadus-T isn't offensively pressured, but it should prioritize KOing slower wallbreakers that threaten it like Nidoking and Hydriegon Hydreigon if they are on the field. Use Knock Off to safely remove items whenever possible, such as removing Gastrodon's Leftovers to break through it easier, or more easily and removing Keldeo's Choice Specs to wall it more reliably. It is best to avoid unnecessary residual damage from walls it can't break such as Mantine so it can stay as healthy as possible throughout the match with Regenerator. U-Turn U-turn can be used very liberally to gain momentum off of switches, (AC) since Flying has an excellent defensive and offensive core to fall back on. Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic. It can also be worth aggressively switching it Tornadus-T into passive Stealth Rock users like Celebi, (AC) since Tornadus-T so can put itself in a win-win an advantageous situation by either removing entry hazards or gaining Regenerator recovery. Be careful when using Tornadus-T's Z-Move, (AC) as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible, [AC] save it until it is absolutely needed to remove a threat or if the opponent has nothing to comfortably switch into it. Tornadus-T can serve as a good Will-O-Wisp switch in switch-in, (AC) since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs since it, (AC) since having lowered Speed makes it far less effective at pivoting.

Team Options
========

Tornadus-T provides great utility with U-Turn U-turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams. Zapdos can deal with bulky Water-types [add hyphen] such as Toxapex and Mantine, alleviating pressure from Tornadus-T, as well act as a switch-in for Electric-types [add hyphen] like and Zap Plate Tapu Koko. It Zapdos also is able to run other sets such as SubToxic Substitute + Toxic due to Tornadus-T taking the role of a defogger Defogger. Gliscor serves as a an effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, as well as switch-in and it can switch into and offensively threaten Electric-types [add hyphen] like Magnezone and Alolan Raichu. It Gliscor can also form a U-Turn U-turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator. Mantine serves as a great Special blanket check to special attackers and switch-in for Ice and Water to Ice- and Water-type attacks from threats such as Greninja and Keldeo, as well as serve as a defensive Defogger, forming a strong entry hazard removal core with Tornadus-T. It Mantine also can use Haze against priority users like Mega Scizor and Z-Belly Drum Azumarill and Mega Scizor that blow past Tornadus-T after boosts. Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra healing recovery with Leech Seed. Mega Aerodactyl and Choice Scarf Landorus-T and Mega Aerodactyl are good offensive partners for Tornadus-T, (AC) since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. It Tornadus-T synergizes even better with them if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. They Landorus-T and Mega Aerodactyl can both can deal with Heatran for Tornadus-T, which otherwise easily switches into most of it's its [it's = it is, its = possession] sets. Landorus-T can form a U-Turn U-turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit. Thundurus-T serves as a an offensive pivot with Choice Scarf, and it can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur. Dragonite appreciates Tornadus-T's ability to preserve it's its Multiscale with Defog. In exchange, [AC] it can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar, [AC] which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========

Taunt is an option to make Tornadus-T even more efficient at keeping entry hazards at bay, but it is outclassed as a stallbreaker by Gliscor due to the lack of immediate recovery and is sometimes hard to fit on a set. A broad (maybe user another word like "large" instead of "broad"?) utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========

**Electric-Types Electric-types**: Electric-types [add hyphen] like Rotom-W and Zapdos resist Hurricane and threaten it Tornadus-T and the rest of the team with their STAB attacks, although those without recovery such Zeraora as as Zeraora are prone to getting worn down, invalidating them as switch-ins.

**Rock-Types Rock-types**: Rock-types [add hyphen] like Mega Aerodactyl and Alolan Golem can switch into most of Tornadus-T's attacks, [AC] and force it out with their STAB moves, and can even relay set entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-Types Steel-types**: Steel-types [add hyphen] like Bisharp and Z-Happy Hour Jirachi and Bisharp can use Tornadus-T as setup fodder if it has been scouted to not be carrying Heat Wave or Superpower.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Though Although Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively defogging Defogging and pivoting due to decreased speed by decreasing its Speed.

**Durable Entry Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if it's its Z-Move has been used, though Confusion confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [<username2>, <username2>]]

This was a pretty good check for a first timer, TPP! Keep in mind the comments I gave over discord, look over the check thoroughly, and keep working n_n

GP 1/2
 
Last edited:
#17
amcheck addition (AC)=add comma removal comment
[OVERVIEW]
Flying
========

Tornadus-T serves as a solid offensive pivot for Flying teams thanks to its good Speed and access to a threatening nuke with Supersonic Skystrike, which gives it many opportunities to use Defog on forced switches. Additionally, Tornadus-T's solid natural bulk combined with Regenerator lets it easily switch out to heal off weak attacks and chip damage from the likes of Scald and Stealth Rock without wasting momentum to heal itself by using U-Tturn on a forced switch(AC) allowing it to retain momentum (not sure if this is a big problem but newer people might think U-turn wastes momentum with the phrasing [".. without wasting momentum by using U-turn"]). It has a great utility movepool, including U-turn to gain momentum for the team, and Knock Off, which lets it still be an annoyance to annoy walls that don't care about Hurricane, such as Chansey and Celesteela. Tornadus-T is also very potent against passive balance archetypes like Water, which are unable to overwhelm it late-game due to its ability to continuously heal upon switching out with Regenerator. Flying teams have few or no Pokemon to wield Flying-type STAB moves offensively, giving Tornadus-T a valuable niche despite it's its pure Flying typing. However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie, which Flying teams already struggle with. Tornadus-T is also reliant on Flyinium Z to threaten many Pokemon, as once it has used Supersonic Skystrike, its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. U-turn lets Tornadus-T punish switches and gain Regenerator recovery, letting it act as an effective fast offensive pivot. Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. Knock Off can also remove items like Diggserby's Choice Band and Kyurem-B's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types. Defog lets it take advantage of switches it forces to prevent Flying- (Remove Hyphen) teams from being rapidly worn down by Stealth Rocks. However, if another teammate such as Gliscor or Landorus-T carries Knock Off, then coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor, or Superpower for Tyranitar and Heatran.

Set Details
========
Flyinium Z gives Tornadus-T access to a 100% perfectly accurate STAB Supersonic Skystrike when it is needed to seriously damage or KO a threat to the team such as Victini or Kyurem-B after Stealth Rock damage. Maximum Special Attack EVs let Tornadus-T hit as hard as possible with Supersonic Skystrike. Maximum Speed investment and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-turn. Timid is preferred over Naive, since Knock Off and U-turn are used for utility more than damage. However, Naive should be run if Superpower is used. Regenerator lets Tornadus-T heal off excess damage by simply switching out.

Usage Tips
========
Tornadus-T is best used to switch into weak or resisted attacks from Pokemon like Mega Venusaur and Hawlucha so it can stay as healthy as possible throughout the match thanks to Regenerator. Defog can be used to remove Stealth Rocks when Tornadus-T isn't offensively pressured, but should prioritize KOing slower wallbreakers that threaten it like Nidoking and Hydreigon if they are on the field. Use Knock Off to safely remove items whenever possible, such as removing Gastrodon's Leftovers to break through it more easily and Keldeo's Choice Specs to wall it more reliably. It is best to avoid unnecessary residual damage from walls it can't break(AC) such as Mantine(AC) so it can stay as healthy as possible throughout the match with Regenerator. U-turn can be used very liberally to gain momentum off of switches, since Flying has an excellent defensive and offensive core to fall back on. Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic. It can also be worth aggressively switching Tornadus-T into passive Stealth Rock users like Celebi since Tornadus-T can put itself in an advantageous situation by either removing entry hazards or gaining Regenerator recovery. Be careful when using Tornadus-T's Z-Move, as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible, save it until it is absolutely needed to remove a threat or the opponent has nothing to comfortably switch into it. Tornadus-T can serve as a good Will-O-Wisp switch-in since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs, since having lowered Speed makes it far less effective at pivoting.

Team Options
========
Tornadus-T provides great utility with U-turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams. Zapdos can deal with bulky Water-types such as Toxapex and Mantine, alleviating pressure from Tornadus-T, as well as act as a switch-in for Electric-types like Zap Plate Tapu Koko. Zapdos also is able to run other sets such as Substitute+Toxic due to Tornadus-T taking the role of a Defogger. Gliscor serves as an effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, and it can switch into and offensively threaten Electric types like Magnezone and Alolan Raichu. Gliscor can also form a U-turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator. Mantine serves as a great blanket check to special attackers and switch-in to Ice- and Water-type attacks from threats such as Greninja and Keldeo, as well as serve as a defensive Defogger, forming a strong entry hazard removal core with Tornadus-T. Mantine also can use Haze against priority users like Mega Scizor and Z-Belly Drum Azumarill that blow past Tornadus-T after boosts. Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra recovery with Leech Seed. Mega Aerodactyl and Choice Scarf Landorus-T are good offensive partners for Tornadus-T, since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. Tornadus-T synergizes even better with them if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. Landorus-T and Mega Aerodactyl can both deal with Heatran for Tornadus-T, which otherwise easily switches into most of its sets. Landorus-T can form a U-turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit. Thundurus-T serves as an offensive pivot for Electric-types with Choice Scarf, and can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur. Dragonite appreciates Tornadus-T's ability to preserve its Multiscale with Defog. In exchange, it can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar, which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========
Taunt is an option to make Tornadus-T even more efficient at keeping entry hazards at bay, but it is outclassed as a stallbreaker by Gliscor due to the lack of immediate recovery and Taunt ("it" in "it is outclassed" refers to Tornadus) is sometimes hard to fit on a set. An expansive utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========
**Electric-types**: Electric-types like Rotom-W and Zapdos resist Hurricane and threaten Tornadus-T and the rest of the team with their STAB attacks, although those without recovery such as Zeraora are prone to getting worn down, invalidating them as switch-ins.

**Rock-types**: Rock-types like Mega Aerodactyl and Alolan Golem can switch into most of Tornadus-T's attacks, force it out with their STAB moves, and even set entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-types**: Steel-types like Bisharp and Z-Happy Hour Jirachi can use Tornadus-T as setup fodder if it has been scouted to not be carrying Superpower or Heat Wave.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Although Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively Defogging and pivoting by decreasing its Speed.

**Durable Entry Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if its Z-Move has been used, though confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [<username2>, <username2>]]
 

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Smogon Social Media Contributoris a Top Contributoris a Smogon Media Contributoris an Administrator
Articles Co-Leader
#18
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]
Flying
========

Tornadus-T serves as a solid offensive pivot for Flying teams thanks to its good Speed and access to a threatening nuke with Supersonic Skystrike, which gives it many opportunities to use Defog on forced switches. Additionally, Tornadus-T's solid natural bulk combined with Regenerator lets it easily switch out U-turn out on forced switches to heal off weak attacks and chip damage from the likes of Scald and Stealth Rock by using U-turn on a forced switch allowing it to retain momentum. It has a great utility movepool, including U-turn to gain momentum for the team, and Knock Off, which lets it still be an annoyance to walls that don't care about Hurricane, such as Chansey and Celesteela. Tornadus-T is also very potent against passive balance archetypes like Water, which are unable to overwhelm it late-game due to its ability to continuously heal upon switching out with Regenerator. Flying teams have few or no Pokemon to wield Flying-type STAB moves offensively, giving Tornadus-T a valuable niche despite its pure Flying typing. However, Tornadus-T's typing offers no real defensive utility for Flying, stacking Ice, Rock, and Electric weaknesses that can be exploited by threats such as Tapu Koko and Mega Diancie, which Flying teams already struggle with. Tornadus-T is also reliant on Flyinium Z to threaten many Pokemon, as once it has used Supersonic Skystrike, its average Special Attack and inaccurate Hurricane make it much less of a consistent offensive threat.

[SET]
name: Offensive Utility
move 1: Hurricane
move 2: U-turn
move 3: Knock Off
move 4: Defog
item: Flyinium Z
ability: Regenerator
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Hurricane is Tornadus-T's strongest STAB move, dealing respectable damage to walls like Swampert and Clefable, especially when paired with a 185-Base Power Supersonic Skystrike. U-turn lets Tornadus-T punish switches and gain Regenerator recovery, letting it act as an effective fast offensive pivot. Knock Off gives it valuable utility by removing key items of usual defensive switch-ins such as Porygon2's Eviolite and Celesteela's Leftovers. Knock Off can also remove items like Diggserby's Diggersby's Choice Band and Kyurem-B's Life Orb so a defensive teammate can check them more easily, as well as deal good damage to Psychic-types. Defog lets it take advantage of switches it forces to prevent Flying teams from being rapidly worn down by Stealth Rock. However, if another teammate such as Gliscor or Landorus-T carries Knock Off, then coverage moves can be used to surprise usual switch-ins, such as Heat Wave for Skarmory, Ferrothorn, and Scizor (RC) or and Superpower for Tyranitar and Heatran.

Set Details
========
Flyinium Z gives Tornadus-T access to a 100% perfectly accurate STAB Supersonic Skystrike when it is needed to seriously damage or KO a threat to the team, KOing such as the likes of (double check content, initial sentence flowed poorly) Victini or Kyurem-B after Stealth Rock damage. Maximum Special Attack EVs let Tornadus-T hit as hard as possible with Supersonic Skystrike. Maximum Speed investment and a Timid nature make Tornadus-T as fast as possible, giving it many opportunities to Defog or gain momentum with U-turn. Timid is preferred over Naive, since Knock Off and U-turn are used for utility more than damage. However, Naive should be run if Superpower is used. Regenerator lets Tornadus-T heal off excess damage by simply switching out.

Usage Tips
========
Tornadus-T is best used to switch into weak or resisted attacks from Pokemon like Mega Venusaur and Hawlucha so it can stay as healthy as possible throughout the match thanks to Regenerator. Defog can be used to remove Stealth Rock when Tornadus-T isn't offensively pressured, but it should prioritize KOing slower wallbreakers that threaten it like Nidoking and Hydreigon if they are on the field. Use Knock Off to safely remove items whenever possible, such as removing Gastrodon's Leftovers to break through it more easily and Keldeo's Choice Specs to wall it more reliably. It is best to avoid unnecessary residual damage from walls it can't break, such as Mantine, so it can stay as healthy as possible throughout the match with Regenerator. U-turn can be used very liberally to gain momentum off of switches, since Flying has an excellent defensive and offensive core to fall back on. Take advantage of Regenerator by switching Tornadus-T in to scout what sets weak defensive Pokemon are running, such as seeing if a Swampert is carrying Toxic. It can also be worth aggressively switching Tornadus-T into passive Stealth Rock users like Celebi, (AC) since Tornadus-T can put itself in an advantageous situation by either removing entry hazards or gaining Regenerator recovery. Be careful when using Tornadus-T's Z-Move, as your opponent may try to bring in something that resists it or shrugs it off with ease. If possible, save it until it is absolutely needed to remove a threat or the opponent has nothing to comfortably switch into it. Tornadus-T can serve as a good Will-O-Wisp switch-in, (AC) since it doesn't care about the minor residual damage nearly as much as other teammates such as Zapdos or Celesteela. However, it should avoid paralysis at all costs, since having the lowered Speed makes it far less effective at pivoting.

Team Options
========
Tornadus-T provides great utility with U-turn, Knock Off, and Defog, combined with solid offensive presence with Flyinium Z, making it a solid choice for many Flying teams. Zapdos can deal with bulky Water-types such as Toxapex and Mantine, alleviating pressure from Tornadus-T, as well as act as a switch-in for Electric-types like Zap Plate Tapu Koko. Zapdos also is able to run other sets such as Substitute + Toxic (spacing) due to Tornadus-T taking the role of a Defogger. Gliscor serves as an effective stallbreaker using Taunt that can take on many defensive threats Tornadus-T can't easily muscle past, such as Chansey and Ferrothorn, and it can switch into and offensively threaten Electric types like Magnezone and Alolan Raichu. Gliscor can also form a U-turn core with Tornadus-T to constantly pressure the opponent as they switch, as well as Defog to make both itself and Tornadus-T very hard to wear down when paired with their strong defensive abilities in Poison Heal and Regenerator. Mantine serves as a great blanket check to special attackers and switch-in to Ice- and Water-type attacks from threats such as Greninja and Keldeo (RC) as well as serve and as a strong defensive Defogger, forming a strong entry hazard removal core with Tornadus-T. Mantine also can use Haze against priority users like Mega Scizor and Z-Belly Drum Azumarill that blow past Tornadus-T after boosts. Skarmory and Celesteela can take on Rock-types like Mega Diancie that easily switch into Tornadus-T. Skarmory can also chip threats like Alolan Muk with Stealth Rock that try to switch into Tornadus-T, whereas Celesteela can situationally provide it with extra recovery with Leech Seed. Mega Aerodactyl and Choice Scarf Landorus-T are good offensive partners for Tornadus-T, since they appreciate Tornadus-T's ability to deal with Mega Venusaur and weaken teams so they can clean late-game. Tornadus-T synergizes even better with them if it runs Heat Wave, letting it break many defensive Steel-types like Skarmory that the former two struggle with. Landorus-T and Mega Aerodactyl can both deal with Heatran for Tornadus-T, which otherwise easily switches into most of its sets. Landorus-T can form a U-turn core with Tornadus-T, while Mega Aerodactyl can trap threats like Victini with Pursuit. Thundurus-T serves as an offensive pivot for Electric-types with Choice Scarf (RC) and can threaten teams more effectively thanks to Tornadus-T's ability to deal with Mega Venusaur. Dragonite appreciates Tornadus-T's ability to preserve its Multiscale with Defog. In exchange, it can use Dragon Dance or Choice Band to deal with defensive threats like Mantine and Tyranitar, which can otherwise wall Tornadus-T, as well as pick off fast threats like Greninja with Extreme Speed.

[STRATEGY COMMENTS]
Other Options
========
Taunt is an option to make Tornadus-T even more efficient at keeping entry hazards at bay, but it Tornadus-T is outclassed as a stallbreaker by Gliscor due to the lack of immediate recovery, and Taunt is sometimes hard to fit on a set. An expansive utility and offensive movepool means an Assault Vest set is possible, but Tornadus-T has to give up Defog for this set, which Flying teams greatly appreciate.

Checks and Counters
========
**Electric-types**: Electric-types like Rotom-W and Zapdos resist Hurricane and threaten Tornadus-T and the rest of the team with their STAB attacks, although those without recovery such as Zeraora are prone to getting worn down, invalidating them as switch-ins.

**Rock-types**: Rock-types like Mega Aerodactyl and Alolan Golem can switch into most of Tornadus-T's attacks, force it out with their STAB moves, and even set entry hazards if they carry them. However, most Rock-types lack recovery, leaving them susceptible to being chipped and too weak to switch into a Hurricane.

**Steel-types**: Steel-types like Bisharp and Z-Happy Hour Jirachi can use Tornadus-T as setup fodder if it has been scouted to not be carrying Superpower or Heat Wave.

**Special Walls**: Special walls like Zapdos and Mantine typically can shrug off any of Tornadus-T's moves, though some like Celesteela and Chansey hate losing their items.

**Paralysis**: Although Tornadus-T doesn't care much about burn or poison thanks to Regenerator, paralysis severely cripples it from effectively Defogging and pivoting by decreasing its Speed.

**Durable Entry Hazard Setters**: Hazard setters with reliable recovery like Clefable and Cradily can outlast Tornadus-T if its Z-Move has been used, though confusion from Hurricane can potentially cause issues for them if they fail to use a healing move when it is needed for them to avoid being KOed.

[CREDITS]
- Written by: [[guwahavel, 446329]]
- Flying analysis by: [[guwahavel, 446329]]
- Quality checked by: [[Eien, 100418], [Moosical, 215618], [maroon, 305839]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [<username2>, <username2>]]
 

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