Hello all it's ClaimingRobin here with my first rmt so forgive me if it turns out a bit awkward :I
The Team
Tyranitar-Mega @ Tyranitarite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch
Mega Tyranitar is a monster in OU at the moment. Most team's go-to fat ground these days is Landorus-T which can't easily switch in, meaning teams tend to have limited counterplay. The set is standard, Dragon Dance allows it to become a very powerful sweeper, Stone Edge and Crunch are strong stabs, and Ice Punch is coverage for targets such as Landorus-T, Garchomp, and Gliscor.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 30 Spe
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump
Rotom-W was a solid partner to MTTar as it deals with common priority users that can hinder its sweep, as well as breaking down bulky grounds. The set is once again fairly standard, with a 30 IV in speed to ensure a pivot out of opposing Rotoms that can otherwise annoy the team (44 Speed EVs could also be run to hit all variants of Azu first, as it can threaten the team). Will-o-Wisp gets crucial burns on things like Garchomp and Azumarill, Pain Split improves longetivity and can cripple high HP walls, and Volt Switch allows it to pivot out of most opposing mons. Hydro Pump is a strong stab that hits things that block Rotom's Volt Switch.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
Tornadus-T is a fantastic Pokemon in ORAS and it found a spot on my team nicely. It took on grass types as well as strong special attackers the team had trouble with, not to mention forming a VoltTurn core with Rotom. The spread is standard, as is the set. Hurricane for a strong stab, Heat Wave to hit mons like Scizor, Skarmory, and Ferrothorn that can shrug off Tornadus' stab, Knock Off removes items and allows me to hit Gengar reliably, and U-Turn lets it pivot. A Timid nature is used as Knock and U-Turn are utility more than damaging moves.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Excadrill accomplished several things for the team. It provided speed control under sand which the team craved, a blanket check to fairy and steel types under sand which hurt the current team, and provided hazard removal. EQ and Iron Head are strong stabs, Rock Slide hits flying types immune to Exca's primary stab, and Rapid Spin is hazard removal in a pinch. I opted for Life Orb on this set as it lacked SD.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt / Roost
- Earthquake
- Knock Off
Gliscor provided much needed role compression. Gliscor provided a status absorber, a way to annoy stall, and a rocker in one slot. Stealth Rock punishes switch-ins, EQ is stab, Knock Off hits targets immune to EQ, and the last slot is a toss up between Taunt and Roost. The current draft of the team has Taunt to help deal with some stall mons and fat cores, but Roost provides recovery beyond Poison Heal which I often found myself wanting.
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Substitute / Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
Serperior rounds out the team as a check to bulky waters such as Slowbro and a secondary ground check to alleviate pressure from Rotom. Leaf Storm is strong stab that also boosts Serp's Special Attack with Contrary, Dragon Pulse hits the Lati twins, and HP Fire hits steel types. The filler slot is preference, Substitute in conjunction with Lefties allows Serperior to more easily get off its stat boosts and prevents status, while Giga Drain with either leftovers or Miracle Seed can provide added longetivity
Threatlist
Azumarill pressures me greatly as this is an offensive team, but it can be played around and pressured off the field.
Due to me unable to run Smooth Rock TTar, these two can pose a serious threat.
Scizor can easily damage my team or sweep if Rotom is unable to burn.
My team relies on Exca to revenge NP sets, but MTTar can kill if it has a DD up
(I'm probably missing more but those are the main ones I can think of)
Conclusion
The team is one of the better ones I've built but it has a few flaws that could probably be worked out.
Shoutouts
The Team








Tyranitar-Mega @ Tyranitarite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch
Mega Tyranitar is a monster in OU at the moment. Most team's go-to fat ground these days is Landorus-T which can't easily switch in, meaning teams tend to have limited counterplay. The set is standard, Dragon Dance allows it to become a very powerful sweeper, Stone Edge and Crunch are strong stabs, and Ice Punch is coverage for targets such as Landorus-T, Garchomp, and Gliscor.


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 30 Spe
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump
Rotom-W was a solid partner to MTTar as it deals with common priority users that can hinder its sweep, as well as breaking down bulky grounds. The set is once again fairly standard, with a 30 IV in speed to ensure a pivot out of opposing Rotoms that can otherwise annoy the team (44 Speed EVs could also be run to hit all variants of Azu first, as it can threaten the team). Will-o-Wisp gets crucial burns on things like Garchomp and Azumarill, Pain Split improves longetivity and can cripple high HP walls, and Volt Switch allows it to pivot out of most opposing mons. Hydro Pump is a strong stab that hits things that block Rotom's Volt Switch.


Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
Tornadus-T is a fantastic Pokemon in ORAS and it found a spot on my team nicely. It took on grass types as well as strong special attackers the team had trouble with, not to mention forming a VoltTurn core with Rotom. The spread is standard, as is the set. Hurricane for a strong stab, Heat Wave to hit mons like Scizor, Skarmory, and Ferrothorn that can shrug off Tornadus' stab, Knock Off removes items and allows me to hit Gengar reliably, and U-Turn lets it pivot. A Timid nature is used as Knock and U-Turn are utility more than damaging moves.


Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Excadrill accomplished several things for the team. It provided speed control under sand which the team craved, a blanket check to fairy and steel types under sand which hurt the current team, and provided hazard removal. EQ and Iron Head are strong stabs, Rock Slide hits flying types immune to Exca's primary stab, and Rapid Spin is hazard removal in a pinch. I opted for Life Orb on this set as it lacked SD.


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt / Roost
- Earthquake
- Knock Off
Gliscor provided much needed role compression. Gliscor provided a status absorber, a way to annoy stall, and a rocker in one slot. Stealth Rock punishes switch-ins, EQ is stab, Knock Off hits targets immune to EQ, and the last slot is a toss up between Taunt and Roost. The current draft of the team has Taunt to help deal with some stall mons and fat cores, but Roost provides recovery beyond Poison Heal which I often found myself wanting.


Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Substitute / Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
Serperior rounds out the team as a check to bulky waters such as Slowbro and a secondary ground check to alleviate pressure from Rotom. Leaf Storm is strong stab that also boosts Serp's Special Attack with Contrary, Dragon Pulse hits the Lati twins, and HP Fire hits steel types. The filler slot is preference, Substitute in conjunction with Lefties allows Serperior to more easily get off its stat boosts and prevents status, while Giga Drain with either leftovers or Miracle Seed can provide added longetivity
Threatlist






(I'm probably missing more but those are the main ones I can think of)
Conclusion
The team is one of the better ones I've built but it has a few flaws that could probably be worked out.
Shoutouts
Mudvayne Someone with some degree of common sense on the internet \o/. In all seriousness thanks for existing since you make PS more a lot more entertaining for me.
GradeAGarchomp Probably my best friend on the server. It's nice to have someone more chill around since life can get hectic sometimes. You also still need to teach me how to VGC cause you never did that.
Mishimono Well I finally did a rmt.
BasedSexyPants <##
GradeAGarchomp Probably my best friend on the server. It's nice to have someone more chill around since life can get hectic sometimes. You also still need to teach me how to VGC cause you never did that.
Mishimono Well I finally did a rmt.
BasedSexyPants <##
Tyranitar-Mega @ Tyranitarite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 30 Spe
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 30 Spe
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- Knock Off
Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire]