I'm a bit out of practice in this current meta, but I'm getting back on my feet while I've got time for it now. This is a team I built with my friend in early 2017, and lately it's still been doing well but there are consistent spots where I fall short.
I don't have the proof readily available, but according to my most recently saved Snapchat picture my highest score was 1745 (though I remember being a bit higher at some points, so hence the title).
The Team
This team is pretty intensely offensive, but I feel like it's still lacking. Onto the analysis:
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe (OR 4 Atk / 252 SpA / 252 Spe)
Timid/Naive Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost / Flame Charge
Moveset
This set is fairly standard aside from my preference of Flame Charge over Roost, but I'll get to that. Fire Blast is Charizard's strongest standard attack, often capable of shredding Landorus-T on the first turn. Solar Beam is there for coverage against rock/ground/waters, and Focus Blast deals heavy damage namely to Heatran and TTar. For the last moveslot, I tend to find that Roost doesn't see much use on my team. However, I love using Flame Charge to give it +1 Spe and start sweeping. Non-scarf Koko, Keldeo, and Greninja die to Fire Blast and Solar Beam respecively. All Landorus-T barring Focus Sash Sash are at a loss against Fire Blast as well. Outspeeding Mega Alakazam and Scarf Lele also leads to many upsets. It's very fun to get the jump on many common counters like that.
Set Details
My Timid set is fairly standard as a wallbreaker, so there's not much to explain there. Naive is something I played around with a bit since Charizard-Y doesn't really want to take physical hits anyway, and the extra boost to Flame Charge has been useful from time to time for some 2HKOs on weaker mons I don't want to risk Fire Blast for (namely, non-Sand Rush variants of Excadrill).
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Fire Punch
Moveset
This is the standard Band TTar set, and it's definitely one of my favorite sets floating around right now. Banded Stone Edge is there to hit things hard (and pray for crits). Toxapex, Heatran, and other bulky mons who take neutral damage from this are very highly pressured on the switch due to this. Crunch is for more reliable accuracy and hits Ghosts and Psychics very hard. Pursuit takes Lati@s, Blacephalon, and other mons who have taken prior damage right out of the game, as well as putting considerable pressure on Chansey. Finally, Fire Punch is there to surprise regular counters such as Mega Scizor and Ferrothorn.
Set Details
The set is again standard, but I have played around with max HP investment and 4 SpD too and find that TTar tends to live a few hits better, but overall it seems better with Spe investment.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Moveset
Again a standard Sand Rush Excadrill. EQ kills things, Iron Head pressures Mega Diancie, offensive Lando-T, etc. and occasionally flinch haxes victory. Rock Slide is there for fliers, primarily Zapdos. Rapid Spin is unfortunately my only method of hazard removal, and it often has me losing momentum.
Set Details
Set is fairly standard, though I am often stuck between Adamant vs Jolly. Jolly tends to be more advantageous outside of sand though.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD (OR 248 HP / 8 SpA / 252 SpD)
Modest/Calm Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Fleur Cannon
- Aura Sphere / Hidden Power [Fire]
Moveset
The moves on this set are all standard, with Volt Switch being used for momentum, Flash Canon for STAB, and Fleur Cannon for its spammable strength. After prior damage, it tends to catch Landorus (primarily offensive versions) on the switch for a KO from time to time. I'd been keeping Aura Sphere in the last moveslot for a long time, but I find that HP Fire performs better overall for its usability against Ferrothorn and Scizor, especially when sun-boosted by Zard Y's Drought.
Set Details
252 HP / 252 SpA / 4 SpD is used alongside a Modest nature to maximize SpA while maintaining bulk with AV. With sun, it is still very much the best Greninja counter around, and this is the set that tends to net more nifty surprise KO's.
248 HP / 8 SpA / 252 SpD is the curently standard AV set, and I do find that it tends to last a lot longer against special attackers. That being said, the damage output is noticeably lower. Still, I'm not sure if one is much better than the other.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- Hidden Power [Fire]
Moveset
This protean set is often usable to bluff Ash-Gren and net KO's along the way. Hydro Pump is Greninja's strongest move, and outside of sun tends to perform well. However, I do question its usability from time to time. Ice Beam guarantees OHKO's on Lando--T, Zygarde, non-scarf Latios, and Garchomp who otherwise cause trouble to this team. Gunk Shot hits fairies including Tapu Fini (often by surprise), Tapu Bulu, and Clefable for sizable chunks of HP. Finally, HP Fire is a bit redundant but it takes care of the same things it always has, especially in the sun.
Set Details
The EVs on this set should be straightforward enough, allowing Greninja to muscle through anything in its way. However, missing out on Extrasensory means that Toxapex is ever more a threat.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Outrage
- Thunder Punch
- Earthquake
Moveset
Ah, Dragonite - this is essentially the one thing on this team that sort of works but doesn't feel like it's there half the time. My friend added this one on his own during the build and I sort of nodded along. The major thing going for it is choice-banded ESpeed that cleans up in the late game as long as Psychic Terrain isn't present. Outrage is for maximum damage on non-fairies, and in conjunction with Multiscale it guarantees OHKO's on Garchomp and Zygarde unboosted after their first attack. Thunder Punch is there for Celesteela and bulky waters, while EQ hits Toxapex, TTar, and others for solid damage. The key to this set is often the unpredictability, which again works great for the late-game.
Set Details
The max HP EVs ensure that, so long as Multiscale isn't broken, DNite gets to survive almost any first hit for free. Atk EVs serve an obvious purpose as well, ensuring maximal damage output. While Multiscale and ESpeed are essentially the reason it's here, it's very easy to have the former broken which mitigates some of its usefulness. Still, Dragonite is the reason I win some matches.
THREAT LIST
Toxapex
Once TTar and Excadrill are gone, it's down to Dragonite to take care of this thing with Earthquake, which may be difficult depending on the team. Outside of that, it completely walls the rest of my team.
Mega Gyarados
Once boosted, this and Z-Gyarados rip holes in my team. Sand Rush Exca takes too long and too many losses to set up, and Magearna is essentially the last line of defense. DNite sometimes works though if Gyarados is weakened for an ESpeed.
Mega Lopunny
Outside of DNite revenge kills and Excadrill sand sweeping, this really rides my team hard. I don't really have any other checks for it.
Chansey
Chansey outright walls my special attackers if it spams Soft-Boiled, and Wish + Protect is just as awful. TTar takes it on well and pressures it with Pursuit, as mentioned before, but without it and Excadrill I'm essentially done for, as Dnite doesn't do so much against it. Toxic is also...well, toxic for my team.
Magnezone
Scarf variants can screw me up with TBolt and the ability to trap Magearna to some extent. Every option it has heavily damages something aside from Excadrill and full HP Dnite. On the bright side, specs sets tend to be easily beaten and one way or another it finds itself choice locked.
Tapu Koko
Tapu Koko is another likewise threat that boasts speed and options. Pivots and powerful attacks often leave it hard to predict, especially with the odd scarf variants hanging around to kill Zard Y even if it has +1 Spe. This always leaves me unsure how to start a match.
TEAM EXPORT
I'm sure there are more issues with this team that aren't coming to mind, but so far it has been fun. I'm open to all kinds of suggestions, but honestly the team may need a whole shakeup. As long as this Tyranitar set is at the center of it though, I don't mind even if there is a large team change. I love the Band TTar set a lot.
Thanks for reading!
gyarayquaza
I don't have the proof readily available, but according to my most recently saved Snapchat picture my highest score was 1745 (though I remember being a bit higher at some points, so hence the title).
The Team
This team is pretty intensely offensive, but I feel like it's still lacking. Onto the analysis:
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe (OR 4 Atk / 252 SpA / 252 Spe)
Timid/Naive Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost / Flame Charge
Moveset
This set is fairly standard aside from my preference of Flame Charge over Roost, but I'll get to that. Fire Blast is Charizard's strongest standard attack, often capable of shredding Landorus-T on the first turn. Solar Beam is there for coverage against rock/ground/waters, and Focus Blast deals heavy damage namely to Heatran and TTar. For the last moveslot, I tend to find that Roost doesn't see much use on my team. However, I love using Flame Charge to give it +1 Spe and start sweeping. Non-scarf Koko, Keldeo, and Greninja die to Fire Blast and Solar Beam respecively. All Landorus-T barring Focus Sash Sash are at a loss against Fire Blast as well. Outspeeding Mega Alakazam and Scarf Lele also leads to many upsets. It's very fun to get the jump on many common counters like that.
Set Details
My Timid set is fairly standard as a wallbreaker, so there's not much to explain there. Naive is something I played around with a bit since Charizard-Y doesn't really want to take physical hits anyway, and the extra boost to Flame Charge has been useful from time to time for some 2HKOs on weaker mons I don't want to risk Fire Blast for (namely, non-Sand Rush variants of Excadrill).
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Fire Punch
Moveset
This is the standard Band TTar set, and it's definitely one of my favorite sets floating around right now. Banded Stone Edge is there to hit things hard (and pray for crits). Toxapex, Heatran, and other bulky mons who take neutral damage from this are very highly pressured on the switch due to this. Crunch is for more reliable accuracy and hits Ghosts and Psychics very hard. Pursuit takes Lati@s, Blacephalon, and other mons who have taken prior damage right out of the game, as well as putting considerable pressure on Chansey. Finally, Fire Punch is there to surprise regular counters such as Mega Scizor and Ferrothorn.
Set Details
The set is again standard, but I have played around with max HP investment and 4 SpD too and find that TTar tends to live a few hits better, but overall it seems better with Spe investment.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Moveset
Again a standard Sand Rush Excadrill. EQ kills things, Iron Head pressures Mega Diancie, offensive Lando-T, etc. and occasionally flinch haxes victory. Rock Slide is there for fliers, primarily Zapdos. Rapid Spin is unfortunately my only method of hazard removal, and it often has me losing momentum.
Set Details
Set is fairly standard, though I am often stuck between Adamant vs Jolly. Jolly tends to be more advantageous outside of sand though.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD (OR 248 HP / 8 SpA / 252 SpD)
Modest/Calm Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Fleur Cannon
- Aura Sphere / Hidden Power [Fire]
Moveset
The moves on this set are all standard, with Volt Switch being used for momentum, Flash Canon for STAB, and Fleur Cannon for its spammable strength. After prior damage, it tends to catch Landorus (primarily offensive versions) on the switch for a KO from time to time. I'd been keeping Aura Sphere in the last moveslot for a long time, but I find that HP Fire performs better overall for its usability against Ferrothorn and Scizor, especially when sun-boosted by Zard Y's Drought.
Set Details
252 HP / 252 SpA / 4 SpD is used alongside a Modest nature to maximize SpA while maintaining bulk with AV. With sun, it is still very much the best Greninja counter around, and this is the set that tends to net more nifty surprise KO's.
248 HP / 8 SpA / 252 SpD is the curently standard AV set, and I do find that it tends to last a lot longer against special attackers. That being said, the damage output is noticeably lower. Still, I'm not sure if one is much better than the other.
Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- Hidden Power [Fire]
Moveset
This protean set is often usable to bluff Ash-Gren and net KO's along the way. Hydro Pump is Greninja's strongest move, and outside of sun tends to perform well. However, I do question its usability from time to time. Ice Beam guarantees OHKO's on Lando--T, Zygarde, non-scarf Latios, and Garchomp who otherwise cause trouble to this team. Gunk Shot hits fairies including Tapu Fini (often by surprise), Tapu Bulu, and Clefable for sizable chunks of HP. Finally, HP Fire is a bit redundant but it takes care of the same things it always has, especially in the sun.
Set Details
The EVs on this set should be straightforward enough, allowing Greninja to muscle through anything in its way. However, missing out on Extrasensory means that Toxapex is ever more a threat.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Outrage
- Thunder Punch
- Earthquake
Moveset
Ah, Dragonite - this is essentially the one thing on this team that sort of works but doesn't feel like it's there half the time. My friend added this one on his own during the build and I sort of nodded along. The major thing going for it is choice-banded ESpeed that cleans up in the late game as long as Psychic Terrain isn't present. Outrage is for maximum damage on non-fairies, and in conjunction with Multiscale it guarantees OHKO's on Garchomp and Zygarde unboosted after their first attack. Thunder Punch is there for Celesteela and bulky waters, while EQ hits Toxapex, TTar, and others for solid damage. The key to this set is often the unpredictability, which again works great for the late-game.
Set Details
The max HP EVs ensure that, so long as Multiscale isn't broken, DNite gets to survive almost any first hit for free. Atk EVs serve an obvious purpose as well, ensuring maximal damage output. While Multiscale and ESpeed are essentially the reason it's here, it's very easy to have the former broken which mitigates some of its usefulness. Still, Dragonite is the reason I win some matches.
THREAT LIST
Toxapex
Once TTar and Excadrill are gone, it's down to Dragonite to take care of this thing with Earthquake, which may be difficult depending on the team. Outside of that, it completely walls the rest of my team.
Mega Gyarados
Once boosted, this and Z-Gyarados rip holes in my team. Sand Rush Exca takes too long and too many losses to set up, and Magearna is essentially the last line of defense. DNite sometimes works though if Gyarados is weakened for an ESpeed.
Mega Lopunny
Outside of DNite revenge kills and Excadrill sand sweeping, this really rides my team hard. I don't really have any other checks for it.
Chansey
Chansey outright walls my special attackers if it spams Soft-Boiled, and Wish + Protect is just as awful. TTar takes it on well and pressures it with Pursuit, as mentioned before, but without it and Excadrill I'm essentially done for, as Dnite doesn't do so much against it. Toxic is also...well, toxic for my team.
Magnezone
Scarf variants can screw me up with TBolt and the ability to trap Magearna to some extent. Every option it has heavily damages something aside from Excadrill and full HP Dnite. On the bright side, specs sets tend to be easily beaten and one way or another it finds itself choice locked.
Tapu Koko
Tapu Koko is another likewise threat that boasts speed and options. Pivots and powerful attacks often leave it hard to predict, especially with the odd scarf variants hanging around to kill Zard Y even if it has +1 Spe. This always leaves me unsure how to start a match.
TEAM EXPORT
Other issues with the team tend to include:Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Flame Charge
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Fire Punch
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Outrage
- Thunder Punch
- Earthquake
Greninja (M) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Gunk Shot
- Hidden Power [Fire]
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Fleur Cannon
- Hidden Power [Fire]
- Stealth rock management is difficult, so Zard Y and Dragonite are often screwed.
- Sand likewise hurts Dragonite and often defeats the purpose of Multiscale
- Stall is a bit difficult to manage
- So is rain
- Opposing Sand Rush Excadrill tends to kill me
I'm sure there are more issues with this team that aren't coming to mind, but so far it has been fun. I'm open to all kinds of suggestions, but honestly the team may need a whole shakeup. As long as this Tyranitar set is at the center of it though, I don't mind even if there is a large team change. I love the Band TTar set a lot.
Thanks for reading!
gyarayquaza
Last edited: