Tyrandislash Core (~1600 rating)

Alright, this is my first XY team up here. Having looked at the meta, I've kind of come to the conclusion that frail sweepers are just too hard to use effectively with the ever-present threat of priority Brave Bird, so my intention here was to create an effective defensive core that also functions as a looming offensive threat. With that, they can effectively support sweepers and give them a chance to punch holes in the opposing team, making it easier and easier for the next sweeper to come along and roll the remnants of a team. I'm sitting at about 1600 on the ladder, but I've been sitting there for weeks now, so I'm thinking it's time to make some changes. Anyway, here it is:



TYRANITAR@Assault Vest
Sassy Nature
252HP/252ATT/4SP.ATT
ABILITY: Sand Stream

-Fire Blast
-Ice Beam
-Pursuit
-Stone Edge

This is kind of my all purpose Special Wall. He can trap a lot of special attackers and wear them down. Ice Beam and Fire Blast are there for those nice 4x weaknesses, to take out Scizors, Ferrothorns and Gliscors with proper prediction. I am finding he isn't quite as bulky as I was hoping though, and can get worn down without any leftovers. I'd appreciate advice on EV spreads in particular here.



AEGISLASH@Leftovers
Modest Nature
252HP/252SP.ATT/4DEF
ABILITY: Stance Change

-Shadow Ball
-Kings Shield
-Flash Cannon
-Metal Sound

My Spellsword, who is pretty much all about mind games. Aegis does well at forcing switches, first of people fearing attacking physically, then by chaining Metal Sound, which is much more effective than you'd expect, and fantastic support for another pokemon that I'll explain later. With the constant fear of Knock Off, however, Aegislash isn't taking names like she used to.



MANDIBUZZ@Leftovers
Impish Nature
252HP/252DEF/4SP.DEF
ABILITY: Overcoat

-Foul Play
-Knock Off
-Roost
-Defog

Mandibuzz is fantastic this gen. Bulky enough to be 3hkoed by stone edges and fast enough to roost it off, it's hard to come at her with physical attacks at all. The utility of her attacks is great, usually beating setup sweepers one on one. My one complaint about her is her use of Defog. Stealth Rocks still hurts, and can hurt enough that those 3hkos become 2hkos. I'm thinking of giving her Tailwind instead, but I'm going to need a rapid spinner. I have some ideas for it, and with that I can run hazards of my own, but advice here would be great.

And now with that core, I have 3 sweepers. Their aim is usually just to punch holes in the opposing team to get cleaned up by the first three.



PORYGON-Z@Choice Scarf
Modest Nature
252SPEED/252SP.ATT/4HP
ABILITY: Download

-Tri Attack
-Shadow Ball
-Thunderbolt
-Ice Beam

This guy is my nuke. The aim is to, of course, get the Download boost, which is my second reason to run Metal Sound on Aegislash, almost guaranteeing it. This works particularly well on opposing Aegislash, as Porygon is immune to Ghost and can OHKO back with shadow ball, which I run over Dark Pulse for the better neutral coverage, at the cost of giving Chansey a free switchin. Choice surprises a lot of people, allowing KOS on Garchomp, Pinsir and a lot of common attackers. With the boost, Porygon can 2hko Rotoms happily, or at least weaken them enough to be handled. I'm pretty happy with Porygons performance, but I would like to hear more options.


HAWLUCHA@Power Herb
Jolly Nature
252SPEED/252ATT/4HP
ABILITY: Unburden

-Sky Attack
-Acrobatics
-High Jump Kick
-Swords Dance

This guy can either die instantly or win me the game. With Swords Dance, he can clean up shop, but the prevalence of Aegislash and Talonflame, I need to keep Sky Attack in the wings and rely on HJK to deal damage. I love his concept and would like to keep him, but he's very high risk, high reward, and something more reliable would be appreciated. Jolly beats out Gengar and can OHKO, along with going before the Latis and Garchomp. Unburden is also my Knock Off counter, and Hawlucha handles Bisharp like a champ.


PINSIR@Pinsirite
Jolly Nature
252SPEED/252ATT/4HP
ABILITY: Moxie/Aerialate

-Swords Dance
-Quick Attack
-Earthquake
-Thrash

Pinsir rocks, but he can also be very high risk, high reward. He's invariably kept in the wing and used sparingly until late game, where he aims to just clean up with the raw power of Thrash. He can't do that until Talonflame is out of the picture, though. Once again, I like him, but am considering other options that are more reliable.

~~~

WEAKNESSES

I have a lot of trouble with bulky waters, particularly Calm Mind Suicune and Keldeo. I also don't handle hazards very well, as Mandibuzz is my defogger, but also hates hazards the most out of my entire team. I don't have any status absorbers either, and Burn/Para really hurt. I also don't have any status dealers of my own, which I'm not happy with, the closest thing I have to a status dealer is Tri Attacking and crossing my fingers.

WHERE TO GO FROM HERE?

I'm thinking Pinsir and Hawlucha have to go. I'm reluctant to lose their high powered Flying attacks though, which have excellent utility, but they are just too hard to keep alive UNLESS I get a more reliable counter to Aegislash and Talonflame. They're great when they work but having Talonflame out of the picture is a prerequisite for that. (thundurus-I also gives me a lot of grief.) As Talon has been running u-turn more in this rank, T-tar no longer counters it, leaving Mandibuzz as my only hope, and with Rocks, that doesn't work. I could ditch one of them for a better Talonflame counter, or both of them and make the team more bulky. I could also keep both and lose one member of the defensive core, which I'm now thinking might help.

Thanks in advance!
 
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First thing I am going to say is that you may want to consider Iron Head over Flash Cannon on Aegislash. The reasoning behind this is that most Fairy types are specially defensive behemoths. Just take a look at Sylveon and Florges. With Iron Head coming off a base 150 Atk stat, these things are decimated.

Another note I have made is that you could run Porygon2 over Porygon-Z for some extra bulk. While you lose some firepower, you do gain an incredible source of bulk for the team. With this behind you, you can switch your Tyranitar to a more offensively inclined SR set to form the crux of the team's more balanced presence. From what I see here, Pinsir will always enjoy the heavy 50% that is done to major checks like Charizard-Y and Talonflame.

A note on Pinsir: To avoid being locked into Thrash, it is advisable that you switch to a 1 happiness Frustration. This carries plenty of power, while keeping you from being locked into an unfavourable situation.

These are just my takes on the team. Good job on the finished product regardless, and good luck! :D
 
Thanks for the advice; Porygon2 is helping a lot, though I do miss the superior speed and coverage of Choice Scarf PorygonZ. It takes a lot of the pressure of Tyranitar, which is fantastic.
 
Just a note, Mega Mawile can take out Tyranitar, Aegislash, Mandibuzz and Hawlucha (given not completely weakened) while they can't really kill it immediately
252+ Atk Hawlucha High Jump Kick vs. 252 HP / 0 Def Mega Mawile: 153-180 (50.3 - 59.2%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 4 SpD Mega Mawile: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO
4 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Mega Mawile: 158-186 (51.9 - 61.8%) -- guaranteed 2HKO
4 Atk Mandibuzz Foul Play vs. 252 HP / 0 Def Mega Mawile: 60-72 (19.7 - 23.6%) -- possible 5HKO
While...
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 232-274 (71.6 - 84.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Tyranitar: 512-606 (126.7 - 150%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 4 HP / 0 Def Hawlucha: 704-830 (236.2 - 278.5%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Mandibuzz: 390-458 (91.9 - 108%) -- 50% chance to OHKO
(and if it gets SD up it wreck anything lacking priority, trust me I've seen 5/6 members of a team swept by a +2 Mega Mawile). I'm not sure how common it is, but I guess if it is OU, you should be aware of its presence. Earthquake normally can take it out (or severely weaken it), just watch out for a +2 Sucker Punch when trying to handle it.

If hazards tend to be a problem, maybe run Latios or Excadrill (balloon) as defogger/spinner, since levitate and balloon let them not get hit by most hazards. Excadrill can also use Swords Dance to act as a set-up sweeper if you can force a switch. Or, since Porygon2 can function as your special wall, you could switch Tyranitar to Dragon Dance set (Assault Vest makes it specially bulky enough, with adamant nature I think).

Last point, I think your EVs on Porygon in the OP may be a bit off.
 
I can't dragon dance with assault vest but I am finding Porygon2 is taking a lot of pressure off T-tar. I'm wondering if running Mega T-tar might help me out: I can get rid of Mega Pincir and get something else out there to cover my weaknesses (fighting and dark are the most obvious ones but in practicality, Hydro Pumps wreck my shit with no decent resists.) Maybe Clefable? The calm mind set should do wonders for my team, and I'd also kind of like a status absorber: Magic Guard clefable would fill that niche beautifully. I might also be able to run wish, it's less reliable but I feel T-tar and Porygon would appreciate the switchin healing, and the fire coverage would help me with Mawile, considering iron head is usually replaced by Fire Fang.
 
Oh right... Mega T-tar will probably help you then, deal nicely with talonflame. Excadrill should be able to solve your Mega Pinsir problems, if its air baloon is still there you could either force it out or make it take the rock slide. Clefable seems like a good idea for those, maybe use the cosmic power set for a 'great wall' kind of thing going on. Once its got enough boosts, very few things will take it down. I use cofagrigus, since they tend to not want to get mummy on their pokemon, but I don't know if that would fit on your team.
On another note, Mega Mawile does not fear clefable, since play rough hits more than hard enough to deal with it quickly.
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Clefable: 244-288 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery​
 
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