ORAS OU What Losers Can Accomplish-A Mega Tyranitar Team

Hello all it's ClaimingRobin here with my first rmt so forgive me if it turns out a bit awkward :I
The Team
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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.


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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.

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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.


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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.


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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.


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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

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Azumarill pressures me greatly as this is an offensive team, but it can be played around and pressured off the field.
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Due to me unable to run Smooth Rock TTar, these two can pose a serious threat.
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Scizor can easily damage my team or sweep if Rotom is unable to burn.
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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

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 <##

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]
 
Yo, interesting Mega Tyranitar sand. Right off the bat I don't like Gliscor on this team. I'm not exactly sure what it does for your team and it brings another Water weakness, and doesn't really compress the roles you say it does, it just performs them. There are surely better options for that slot on your team. Other than that, everything else falls into place pretty nicely, I only have a few small changes outside of that.

First and foremost, although a small change it's definitely worthwhile. Change Tyranitar from Unnerve to Sand Stream. I realise you gain Sand Stream upon mega evolving, but the ability to bring the sand up before you mega evolve allows you to bring Tyranitar in without mega evolving, and either set up the sand for Excadrill as you double out, or take a hit as you switch in to a special attack. Unnerve has almost no utility, and Sand Stream can be massive, especially when Tyranitar can be forced out. You can bring it in after a sack, then switch it straight back out, getting the sand up to support your Sand Rush Excadrill. Also, I'd suggest changing Crunch on Tyranitar to Fire Punch. Fire Punch + Ice Punch is far better coverage on DD Mega Tyranitar. The majority of Crunch's targets (Latios, Starmie etc.) are knocked out by a +1 Stone Edge, or Ice Punch. Fire Punch allows you to hit Steel-types like Ferrothorn and Scizor which you previously couldn't, and in general provides far far superior coverage for Mega Tyranitar, allowing it to sweep in more situations.

Next, remove the Gliscor. As I mentioned, I feel like it's wasted space on this team, and freeing up the slot. Change Gliscor with Stealth Rock Clefable. Clefable can act as a status sponge, which is something you mentioned that you desired in this slot, but can also act as a switchin to some huge threats for your team such as Mega Lopunny, Garchomp, Mega Altaria, and Kyurem-B. You also mentioned Thundurus was a threat, it checks that too. Clefable reliably sets Stealth Rock, and can even act as a switchin to some Water-types such as Rotom-W which can otherwise be annoying to switch into (Serperior doesn't appreciate being worn down by burn + sand damage). Healing Wish could even be a cool option on Clefable to bring back Tyranitar or Excadrill so they can sweep again.

After that, a few small changes that I'll bunch together. Your weakness to Azumarill means that you should definitely be running some Speed on Rotom-W, not running 30 IVs, trying to underspeed other Rotom. So change your Rotom-W to at least 44 Spe. Next, with Tornadus-T acting as your single check to the likes of Mega Alakazam, as well as a plethora of other special attackers you should be running a bulkier spread. 184 HP gives you a lot more bulk to check those special attackers, but also minimises the chance that Mega Scizor's +2 BP will KO you after rocks. With Mega Scizor being such a big threat to your team, it's good to have another way to check it.


I would also consider running a Jolly + Air Balloon Excadrill with Swords Dance > Rock Slide. Outspeeding things like fast Heatran outside of sand, and in general taking pressure off of Rotom as your only Ground immunity. Air Balloon + Swords Dance also gives Excadrill a way to pressure Pokemon like Landorus and Hippowdon to weaken them for Mega Tyranitar.

tl;dr
Tweak set on
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<
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Tweak spread on
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Try different set on
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Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Fire Punch
- Ice Punch
- Dragon Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 56 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave / Healing Wish
- Stealth Rock
- Soft-Boiled

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 184 HP / 72 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

my original goal was to put lando in gliscor's slot since my team didn't appreciate opposing excadrills and gliscor was the closest thing to it that didn't dislike status. I'll try clef though since it does check some of the worries. rotom's speed is just something i was tinkering with, hadn't tried using 44 yet. torn I'm fairly unfamiliar with so i simply went with a standard spread. thanks for the suggestions i'll try them when i get the chance
 
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