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Pokémon Tyranitar

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I remember in the Ruby/Sapphire days, people used to run Special Tyranitar sets. Could that have any niche/usefulness as a novelty set, or is it just too ineffective?

Pretty sure they were just Mixed back then.

Either running:

Pursuit / HP Grass / Rock Slide / Fire Blast

or

Pursuit / HP Grass / Ice Beam / Fire Blast
 
It was mostly Tyraniboah to break through Skarmbliss around 2005 I think. With DDTar taking a back seat a bit around then.

Then from there, people came up with purely physical subpunch sets. (This was my favorite Tyranitar set back then actually)

CBTar was always around and I did enjoy his ability to hit reasonably hard. Although in the end I preferred Metagross better as the bulky CB-er back in gen 3.

I never really saw the special t-tar set. Then again I haven't played Advance since 2007 or so.
 
It was mostly Tyraniboah to break through Skarmbliss around 2005 I think. With DDTar taking a back seat a bit around then.

Sounds about right. It was always Mixed, never Special Attacks only.

95 base is nice for going Mixed, but not entirely when you have a 134 Attack stat (164 as Mega, with no SpA increase).
 
In regards to Weakness Policy: I've swept teams using Weakness Policy Tyranitar with Rock Polish / Rock Slide / Crunch / Fire Blast. It's not a completely optimal use of the item or Tyranitar, though.

It seems like the ideal item since TTar has a lot of common weaknesses-that-don't-do-much-damage to activate it. However, when you use Weakness Policy you've gotta build TTar pretty bulky -- and doing that requires a pretty significant sacrifice in terms of speed. Tyranitar is so slow that, if you sacrifice the speed EVs, even after you use Rockgility you'll still be outsped by a lot (fuck speed creep), including way too many things that just happen to hold a scarf. I put just enough in to outspeed Jolly Garchomp; this lets me survive almost any hit in the game and sweep. The trouble is really clearing the way because there are potentially a lot of mons out there that can ruin your day.
I'd agree that this is a problem. I've been running this:

Tyranitar: Sand Stream
@ Weakness Policy
Jolly (+Spd -SpAt)
EVs: 252 Atk / 252 Spd / 4 Def
1. Dragon Dance
2. Crunch
3. Stone Edge
4. Fire Blast

(Ignoring the nature and fire blast problem) It does seem consistently like Weakness Policy TTar is always either too slow or not bulky enough to properly sweep. I prefer DD+Spd EVs to your bulkier set because it seems like TTar is more consistently successful at taking out 1-3 mons before getting worn down with residual hits.

When I've tried bulkier varients on this, investing more in SpDef and taking Evs from Spd, it hasn't done the job of giving TTar any more longevity, mainly because now despite increased tankiness he just can't get the hits in before getting KO'd.

As someone mentioned earlier, I take DD over Rockgility because I don't want to have to rely on Weakness Policy's activation to do serious damage. DD seems sufficient to increase the speed and attack, provided both are already invested in. It just leaves TTar weak to getting worn down over the course of a few turns.

Has anyone else played with Weakness Policy? There must be a better way to balance the problem between bulk and speed.
 
I think if you're going to use Dragon Dance, you're far better off going with Mega Tyranitar than with Weakness Policy.
 
I'm curious as to M-Tar's mixed tanking abilities this Gen. He got a monumental boost to both defensive stats, primarily Defense, as well as a big honking boost to his ATK. He looks like he might function well as a mixed tank rather than just a special tank.

And to be perfectly honest the only reason I'm asking is because I have an Impish Tyranitar that's Shiny back in Gen 5 I'm waiting to transfer.


But, there are a lot of things M-Tar can tank now - CB Scizor's Bullet Punch, CB Azumarill's Aqua Jet, Conkeldurr and Breloom's Mach Punches... His movepool isn't anything short of fantastic offensively, and his Special Defense being boosted in the Sand allows him to run a good number of DEF EV's.
 
Is Special Sweeping set viable?

Ice Beam
TunderBolt
Fireblast/Flamethrower
SuperPower/Earthquake

Yup, no STAB moves. But since I already have Physical sweeper, I was considering this. Worth it? Another advantage is ignoring will-o-wisp and intimidate (except Earthquake/SuperPower)
 
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Is Special Sweeping set viable?

Ice Beam
TunderBolt
Fireblast/Flamethrower
SuperPower/Earthquake

Yup, no STAB moves. But since I already have Physical sweeper, I was considering this. Worth it? Another advantage is ignoring will-o-wisp and intimidate (except Earthquake/SuperPower)
Tyranitar can't really be a special sweeper due to speed issues and average special attack. He can go mixed though which really just means having a sassy nature and fire blast with his usual physical attacks
 
Tyranitar can't really be a special sweeper due to speed issues and average special attack. He can go mixed though which really just means having a sassy nature and fire blast with his usual physical attacks

Ice Beam hits Gliscor and Hippodown hard, as well as destroying various Dragon without relying on Stone Miss. The problem is fitting it into Tyranitar's move set.
 
I'm curious as to M-Tar's mixed tanking abilities this Gen. He got a monumental boost to both defensive stats, primarily Defense, as well as a big honking boost to his ATK. He looks like he might function well as a mixed tank rather than just a special tank.

And to be perfectly honest the only reason I'm asking is because I have an Impish Tyranitar that's Shiny back in Gen 5 I'm waiting to transfer.


But, there are a lot of things M-Tar can tank now - CB Scizor's Bullet Punch, CB Azumarill's Aqua Jet, Conkeldurr and Breloom's Mach Punches... His movepool isn't anything short of fantastic offensively, and his Special Defense being boosted in the Sand allows him to run a good number of DEF EV's.
Depends what you mean by tanking.

Does it work as a pivot that can switch in again and again? No, you need Leftovers and/or Recover-equivalent and/or both for that. It's why Mega Venusaur is so underwhelming.

Does it work to take a hit and then respond with an OHKO? Yes, absolutely.
 
Non-STAB outrage is terrible. It's the same power as crunch but locks you in and doesn't really help with coverage.
Good point i forgot about the stab on crunch and honestly mega tyranitars bst is amazing and if you play him to his strengths I think he is a viable mega. He seems to be more offensively inclined as a mega
 
This is my set:
Focus Sash
Mild
-Crunch
-Stealth Rocks
-Ice Beam
-Thunder/Fire Blast.

I solely picked Thunder over Fire Blast because my meta has a lot of Rain teams.
 
Depends what you mean by tanking.

Does it work as a pivot that can switch in again and again? No, you need Leftovers and/or Recover-equivalent and/or both for that. It's why Mega Venusaur is so underwhelming.

Does it work to take a hit and then respond with an OHKO? Yes, absolutely.

Although I don't dispute Mega Venusaur's lack of presence with other, much more immediately threatening Mega Evolutions, it has Synthesis, Leech Seed, and Giga Drain as forms of recovery... I don't think lack thereof is the reason why it's underwhelming.
 
Alrighty, I need to ask this because I've been way too busy lately to actually play the simulator.

In gen 6, is Ttar even a viable sweeper anymore? Or even an offensive wallbreaker? His ability gives him good special bulk and with the weather nerf it's easier to fit him on a team that isn't completely built around him.

First I was going to run the classic Adamant Choice Band set, then I considered Dragon Dance. Then I considered a Weakness Policy build... I just don't know what is best overall for a highly offensive playstyle. I'd still like to switch moves. I'm not running his mega form either. To many weakness and to slow for me... It also looks wack.

My problem with Ttar is that unless you Scarf him or set up with Rock Polish, he just gets out sped and eats super effective attacks all over the place. I guess that happens when you have 7 friggen' weaknesses. If Ttar's hidden ability was Solid Rock it'd solve just about all my problems.
 
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I've been thinking about a relaxed tyranitar with assault vest.
Crunch
Stone Edge
Flamethrower
Ice Beam

Since it got the sp def from the vest, with relaxed it can be a slow tank, but surprises most switch ins
 
Alrighty, I need to ask this because I've been way too busy lately to actually play the simulator.

In gen 6, is Ttar even a viable sweeper anymore? Or even an offensive wallbreaker? His ability gives him good special bulk and with the weather nerf it's easier to fit him on a team that isn't completely built around him.

First I was going to run the classic Adamant Choice Band set, then I considered Dragon Dance. Then I considered a Weakness Policy build... I just don't know what is best overall for a highly offensive playstyle. I'd still like to switch moves. I'm not running his mega form either. To many weakness and to slow for me... It also looks wack.

My problem with Ttar is that unless you Scarf him or set up with Rock Polish, he just gets out sped and eats super effective attacks all over the place. I guess that happens when you have 7 friggen' weaknesses. If Ttar's hidden ability was Solid Rock it'd solve just about all my problems.
Tyranitar seems better to add to a team that needs him to do something specific, rather than build a team around him from the start because, like you said, there are a million ways to use this guy. DDance is extremely dubious being weak to Scizor Bullet Punch, Azumarill Aqua Jet and anything with Mach Punch. That's really unfortunate. He seems to be best utilized as a pivot rather than something that's intended to stay in for long bouts. He can EV'd to take the hits you need and threaten with really strong moves and set up sand if something else needs it. Choice sets (Band or Scarf) are good for these reasons, and one of the numerous resistance berries can be really helpful to use him as, say, a Scizor lure that you can KO with Fire Blast, which is also great against Ferrothorn. Assault Vest has also been very useful taking some amazing hits from the likes of Rotom-W for instance. He's susceptible to all forms of status however, so something that can absorb obvious burns and Thunderwaves is much appreciated.
 
Tyranitar seems better to add to a team that needs him to do something specific, rather than build a team around him from the start because, like you said, there are a million ways to use this guy. DDance is extremely dubious being weak to Scizor Bullet Punch, Azumarill Aqua Jet and anything with Mach Punch. That's really unfortunate. He seems to be best utilized as a pivot rather than something that's intended to stay in for long bouts. He can EV'd to take the hits you need and threaten with really strong moves and set up sand if something else needs it. Choice sets (Band or Scarf) are good for these reasons, and one of the numerous resistance berries can be really helpful to use him as, say, a Scizor lure that you can KO with Fire Blast, which is also great against Ferrothorn. Assault Vest has also been very useful taking some amazing hits from the likes of Rotom-W for instance. He's susceptible to all forms of status however, so something that can absorb obvious burns and Thunderwaves is much appreciated.
I think you're right. I was thinking of using a Choice Band/Scarf Ttar with Stone Edg, PPursuit, Quake, and Stealth Rock. Pairing it with some combination of Garchomp, Scizor, and /or Excadrill. Then fill in the gaps with what I needed from there. Thoughts? I know it sounds like an old Sand Team, but only Excadrill and maybe Garchomp would have those abilities. Unless Mold breaker Drill is a better choice.
 
I think you're right. I was thinking of using a Choice Band/Scarf Ttar with Stone Edg, PPursuit, Quake, and Stealth Rock. Pairing it with some combination of Garchomp, Scizor, and /or Excadrill. Then fill in the gaps with what I needed from there. Thoughts? I know it sounds like an old Sand Team, but only Excadrill and maybe Garchomp would have those abilities. Unless Mold breaker Drill is a better choice.
Excadrill's EQ get's STAB and Mold Breaker, meaning Rotom-W and Gengar can not switch into it and both are top 10 in usage I believe, top 20 for sure. It is a huge reason to use him on top of Rapid Spin should you need it. Mega Garchomp can benefit from the sand with it's Sand Force ability letting the two have great immediate wall busting power however. They can pave the way for a late game sweeper to clean up like Greninja, Talonflame, Gyarados, Volcarona, Terrakion, etc.
 
Is either Iron Head or Iron Tail worth picking up for hitting Fairy types?

Stone Edge + STAB = 150 BP
Super Effective Iron Head = 160 BP
Super Effective Iron Tail = 200 BP

Notable Fairies are Togekiss & Azumarill. Stone Edge already demolishes Togekiss and Azumarill is neutral to steel attacks.

No, definitely not.
 
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