Project The Next Best Thing - ORAS OU Edition V2 - Victini (Voting: Post #275)

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Jaguar360's Defog + 2 Attacks Mew

Great sets everyone. I've been wondering though...why the Expert Belt on the Super Fang set? >.>
Ebelt is an option to power up what coverage move you do choose which should be one of a wide range such as Ice, Fire, or Fighting.

Leftovers works too which is why its there.

s0me1 b0red's Anti-Lead Mew
 
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Def
Relaxed Nature
- Pursuit
- Crunch
- Screech
- Stone Edge

Either Crunch or Stone Edge can be replaced with Fire Blast for steels. Screech forces switches, and you hit them with Pursuit as they switch out.
 
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Karxrida

Death to the Undying Savage
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Special Lure Tyranitar

Tyranitar @ Expert Belt / Life Orb
Ability: Sand Stream
EVs: 4 Atk / 252 SpA / 252 Spe
Jolly Nature
- Stone Edge / Thunderbolt / Pursuit
- Dark Pulse
- Ice Beam
- Fire Blast

This Tyranitar is focused on eliminating its usual checks and counters with the aid of its great special movepool (seriously, many special attackers in OU would kill to have that movepool). Dark Pulse is Tyranitar's main STAB of choice, being a guaranteed 2HKO on Rotom if it's LO after SR, OHKOing things like Garchomp + LandoT without SR up, 2HKOing Hippowdon without SR up, OHKOing Ferrothorn with Expert Belt, and OHKOing all variants of Scizor (yes, even max HP max SpD boosted with Assault Vest has a 68.8% chance to be OHKOed after SR). Stone Edge can be used to still do massive damage to Flying-types even with a negative nature, but it might be a little obvious since Ttar is normally used as a physical attacker. Instead, you can use Thunderbolt to deal with things like Azumarill, which is a guaranteed 2HKO on Banded variants (which aside from AV run the most HP) as well as Manaphy, or Pursuit if you really want to check Lati@s (still a OHKO on Latios even without SR up and guaranteed on Latias after SR). The EV spread lets Ttar outspeed / speed tie with things like Rotom, Defensive LandoT, Mega Scizor, and max speed Magnezone.

Besides the moves, you can use a LO instead of Expert Belt to secure more KOs and better neutral power, but you're taking away from Ttar's bulk which would be very helpful as it has no defensive investment at all. You can also use an EV spread of 252 SpA / 80 Spe / 176 whatever to invest in more bulk while still outspeeding Specs Magnezone and Azumarill. Other benchmarks can be used such as outspeeding uninvested Heatran. A Timid nature can be used, but by then Ttar will have basically no power at all (95 base SpA w/o max + positive nature kinda sucks), especially without LO. Finally, you can use Tyranitarite if for some reason you want to use a Mega, it does have much higher bulk and speed so you can last longer and EV more into bulk but it has less power.
You have Jolly listed, I think you meant Timid?
 
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DD Mega TTar + PuP and Facade
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Facade
- Crunch
- Power-Up Punch

Many sweepers now fear the status of Burn, so Facade patches up this weakness nicely, it also means that Pokemon that carry Toxic like Skarmory or wtv will help you out when boosting. Crunch is chosen as the primary STAB option since Stone Miss is too inconsistent. PuP allows you to boost past Chansey and also gives you nice neutral coverage to whack Dark Resists, other than Fairies which are hit by Facade.
 
Assurance Tyranitar

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 4 Def / 172 Spe
Adamant Nature
- Assurance
- Stone Edge
- Crunch / Superpower / Fire Punch / Ice Punch / Pursuit
- Crunch / Superpower / Fire Punch / Ice Punch / Pursuit

This set looks to take a new angle at BandTar. Rather than just pursuit trapping, this set can also look to force switches and then punish Switch-ins with assurance. Now, while assurance may seem like an odd move, its power gets doubled after the opponent takes damage that turn (i.e. entry hazards) meaning it hits switch-ins with a 120 BP move if rocks are up. This means that if BandTar gets the boost the first time using the move and not the second (i.e. the opponent took hazards on the switch and then stayed in) you essentially hit with 180 BP rather than the 160 BP of using crunch twice. As for the rest of the set, Stone Edge is for rock STAB, and then the last two moves are customizable: Crunch for reliable STAB when you need it, Superpower is to OHKO steels like Heatran, Fire Punch to OHKO steels like Ferrothorn, and Ice punch for bulky grounds. Additionally, pursuit still can be run, but is somewhat counterproductive with assurance. nvm, soulgazer is right here: pursuit can be helpful when you need to trap something. If it isn't obvious, Hazard support is mandatory for this set.

252+ Atk Choice Band Tyranitar Assurance (120 BP) vs. 252 HP / 164+ Def Garchomp: 265-313 (63 - 74.5%)
252+ Atk Choice Band Tyranitar Assurance (60 BP) vs. 252 HP / 164+ Def Garchomp: 133-157 (31.6 - 37.3%)
6.25+63+31.6=100.85 (Guaranteed 2HKO)
252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 164+ Def Garchomp: 178-210 (42.3 - 50%) -- 32.8% chance to 2HKO after Stealth Rock
While Tankchomp could switch-in and set up rocks on a crunch TTar, assurance puts more pressure on it to attack for fear of being 2HKO'd

-1 252+ Atk Choice Band Tyranitar Assurance (120 BP) vs. 0 HP / 24 Def Landorus-T: 234-276 (73.3 - 86.5%)
-1 252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 24 Def Landorus-T: 195-231 (61.1 - 72.4%)
Assurance does more damage to Scarf Lando-T than even Stone Edge on the switch w/o risking the accuracy.

252+ Atk Choice Band Tyranitar (120 BP) Assurance vs. 252 HP / 88+ Def Ferrothorn: 220-261 (62.5 - 74.1%)
252+ Atk Choice Band Tyranitar (60 BP) Assurance vs. 252 HP / 88+ Def Ferrothorn: 111-132 (31.5 - 37.5%)
If Helmet/ Shed Shell, guaranteed 2HKO. If leftovers, there is still a high % chance
252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 88+ Def Ferrothorn: 148-175 (42 - 49.7%) -- 28.1% chance to 2HKO after Stealth Rock (guaranteed 3HKO after Stealth Rock and Leftovers recovery)
Assurance has a chance to actually 2HKO Leftovers Ferro and is guaranteed to 2HKO Helmet Ferro.

252+ Atk Choice Band Tyranitar Assurance (120 BP) vs. 248 HP / 0 Def Heatran: 313-370 (81.2 - 96.1%) -- 56.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 0 Def Heatran: 262-309 (68 - 80.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Assurance can OHKO, Stone Edge can't.

252+ Atk Choice Band Tyranitar Assurance (120 BP) vs. 252 HP / 252+ Def Quagsire: 264-312 (67 - 79.1%)
252+ Atk Choice Band Tyranitar Assurance (60 BP) vs. 252 HP / 252+ Def Quagsire: 133-157 (33.7 - 39.8%)
6.25+67-6.25+33.7=100.7 (Guaranteed 2HKO)
252+ Atk Choice Band Tyranitar Crunch vs. 252 HP / 252+ Def Quagsire: 177-208 (44.9 - 52.7%) -- 25.8% chance to 2HKO after Stealth Rock and Leftovers recovery
You get the point.
 
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Bulky Lure TTar

Tyranitar @ Expert Belt/Smooth Rock
Ability: Sand Stream
EVs: 224 HP / 252 atk / 32 spe
Adamant Nature
- Stone Edge
- Aerial Ace
- Superpower/Toxic/Stealth Rock
- Crunch/Pursuit

Lets face it, no one remembers/cares that TTar gets Aerial Ace. People switch in stuff like Keldeo, Chesnaught, Conkeldurr, Breloom and sometimes MLop thinking you'll pursuit/SR or it will easily tank the resisted STAB move. Little do they knoe an EBelt Aerial Ace is gonna take out a chunk of their health, leaving them easily picked off by something else or dead. Also, these mons are threatening to Excadrill, who likes to use TTar's sand to clean up weakened offense teams. Superpower can be used to kill other TTar (presuming they're not fast superpower variants), while toxic can harm Hippo, a very common Tar switchin, who is also hated by Exca. The STAB moves can help bluff a standard smooth rock TTar and check the stuff it usually does, and you can also use SR if there is no other setter on your team. Smooth Rock is an option if you feel you don't need extra power from EBelt.

Edit: Changed EVs slightly and, can't post calcs as on my phone, but calc'd it and with EBelt achieves a 2HKO on defensive Chesnaught, Keldeo and MLop, as well as a 2HKO on Conkeldurr after SR + sandstorm, and OHKOs Breloom and SubBD Ches (after SR).
 
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ParashufflerTTar

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Thunder Wave / Body Slam
- Pursuit
- Stone Edge
- Dragon Tail / Roar
Pretty simple Parashuffler set
You can run some other coverage moves instead of Stone Edge and Pursuit if your team needs it
Body Slam can paralyze grounds but the para chance isn't guaranteed
 

Career Ended

Whatever happens, happens
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Tyranitar @ Starf Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Natural Gift
- Stone Edge/Ice Punch/Fire Punch
- Crunch/Stone Edge
Well when you dd on that keldeo switch then bop them with that natural gift psychic you gonna laugh. the coverage moves are interchangeable. I've used this once before and it actually performed pretty well. Also if you're a luck god and starf berry activates you'll get that nice attack boost
+1 252 Atk Starf Berry Tyranitar Natural Gift (100 BP Psychic) vs. 0 HP / 0 Def Keldeo: 364-430 (112.6 - 133.1%) -- guaranteed OHKO
The fab CE

EDIT: Soulgazer this replay is for you :] http://replay.pokemonshowdown.com/ou-259230761
 
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TormentTar

Obelisk (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 60 SDef / 200 Spe
Careful Nature / Calm Nature
- Crunch / Toxic / Rock Slide
- Torment
- Taunt
- Substitute / Protect

Ah, Obelisk the TormentTar. The name is so fitting, annoying balance and stall teams, perhaps even more than TormentTran against stall. TTars's special bulk makes it a nightmare to break through, especially with Torment support. Most stall Pokémon are mono-attackers or only have one attack that actually threatens TTar. Torment + Taunt forces Struggle or a switch, giving TTar free turns. The first move is the method of damage besides Sandstorm and determines what Pokémon you can't beat. Toxic cripples everything besides Poison Pokémon, namely Mega Venusaur, and Magic Guard users. Crunch offers good coverage, nailing Slowbro for a 68.8% chance to 2HKO with SR, but does little more than chip damage to Unaware Clefable and Sylveon. Rock Slide hits Fairies for respectable damage and can KO Talonflame and Zard-Y, but isn't very notable otherwise. Substitute takes advantage of all of the free turns and eases prediction, while Protect minimizes the damage Tyranitar takes from Scalds and Moonblasts which would break its Substitute. Hello, stall's worst nightmare that gives Gengar a run for his money.

200 EVs in speed outspeed specially defensive Heatran with the typical 68 Speed EVs and standard Mega Venusaur to use Taunt on everything common on stall and a lot of Pokémon typical to balance teams. The rest goes into bulk, with a slight emphasis on special to make for a sturdy special wall in sand. This set really appreciates Toxic Spikes support to whittle down walls more easily and to take advantage of the forced switching while also freeing up a slot for a STAB attack.
 
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soulgazer

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Do you guys even test your sets against good opponents? I swear most of those are just plain bad..

Master Failure I don't think Pursuit is counterproductive for your Tyranitar set; Pursuit Trapping Lati@s among other things is one of the main reasons people use Tyranitar. There will be games where Pursuit will come in handy while others where Assurance killing stuff that Crunch wouldn't might just win you the game. I can see Assurance / Pursuit / Stone Edge / Filler working pretty well.
 
Do you guys even test your sets against good opponents? I swear most of those are just plain bad..

Master Failure I don't think Pursuit is counterproductive for your Tyranitar set; Pursuit Trapping Lati@s among other things is one of the main reasons people use Tyranitar. There will be games where Pursuit will come in handy while others where Assurance killing stuff that Crunch wouldn't might just win you the game. I can see Assurance / Pursuit / Stone Edge / Filler working pretty well.
To be honest, I've used the Torment set to win against some stall teams before when I needed a special wall and a stallbreaker. But the problem with TTar is that most of its good sets are already established and its other options are outclassed except for some niche roles, which most of the posted sets have attempted to do - fill a niche.
 
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