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How To Get Dragon Dance On Tyranitar


Introduction

This team was made during the 2nd edition of the Callous Tournament. I wanted to make an offensive team with Bulky Dragon Dance Tyranitar, equally it's ane of the nearly effective cleaners in the tier. Between the bulk investment and its Lum Berry, it isn't hard for Tyranitar to find room to set up up, often twice, which normally spells doom for the opponent. The residual of the team provides Tyranitar offensive force per unit area, synergy and momentum. Each member will have the full reasoning backside its addition in their individual description.

This team isn't the easiest to pilot, merely information technology definitely is able to practise what information technology was congenital for, and you will very rarely find an unwinnable matchup when using it. It besides is a good case of an ADV Offense build that doesn't rely on trappers or Spikes (at least not heavily) to win games, and it demonstrates how synergy goes a long way in teambuilding and winning games. I've used this team extensively in friendlies at first, then started trusting it in tournaments (ADV Cup, Classic Playoffs) due to the fact that it tin can win whatever game as long every bit you play better than your opponent. Information technology as well has a lot of room for slight modifications, so you can suit it to your preferences/metagame evolution.

Team Members

Métalosse (Metagross) @ Pick Band
Power: Clear Torso
EVs: 168 HP / 212 Atk / 16 Def / 112 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Stone Slide
- Explosion

Option Ring Metagross doesn't need much introduction. It's incredibly bulky and hits like a powerhouse. It was added hither because it shares a lot of defensive checks with Dragon Dance Tyranitar. By weakening them with Choice Band Meteor Mashes or direct upward getting rid of them with Explosion, you open the floodgates for Tyranitar, simply the rest of the team does likewise. Selection Ring Metagross also applies a lot of force per unit area early, which will exist useful to scout the opponent'due south team while setting off your momentum. Using Explosion blindly is a solid option with this team, equally the well-nigh common switch-ins are threats that this team appreciates information technology weakening (Skarmory frees up other Explosion options and Snorlax in general, while catching a bulky Water-type can exist incredibly useful for late-game Tyranitar). Try not to be greedy with Metagross, as you will hate getting trapped by Magneton before you severely weaken a sturdier wall.

The EV spread allows Metagross to e'er OHKO 252 HP Skarmory with Explosion while ever surviving +1 Earthquake from Salamence, Tyranitar, or Metagross. The rest is put in Speed to outrun all the threats residing in its speed tier or creeping around it. The moveset is standard, with Stone Slide existence chosen to circular off the set as it's useful for Zapdos in particular, and can induce flinches as a bonus.

Tyranocif (Tyranitar) @ Lum Drupe
Ability: Sand Stream
EVs: 252 HP / 32 Atk / 48 Def / 176 Spe
Determined Nature
- Dragon Dance
- Stone Slide
- Earthquake
- Hidden Ability [Bug]

Tyranitar is the all-time Pokemon in ADV hands downwardly. It is used here with its incredibly dangerous cleaner set equally a Dragon Dance user. Offensively, it will usually want to enter in the endgame to stop the match. Betwixt its bulk and the Lum Berry, information technology has no trouble setting up at least once, and getting two boosts is certainly not out of the question. When Tyranitar can get that second boost, you will normally win. However, information technology would exist a mistake to call back Tyranitar always has to look to show its confront. If the gamestate allows it, sometimes you will want to use information technology earlier, especially against more than offensive teams that lack the defensive courage to properly handle it. Tyranitar too has some defensive utility with its typing and the sand it provides to cancel Leftovers, which can evidence useful in some situations. With its electric current coverage, the biggest stops to Tyranitar are Swampert and Flygon. The sometime will usually be weakened or targeted with Explosion, and it can also be worn down past Spikes. Flygon is more annoying to deal with, peculiarly beefy variants, but information technology's also rarer. Attempt to get rid of it or weaken information technology with Zapdos or Claydol beforehand if you're going for a Tyranitar endgame.

The current EV Spread allows Tyranitar to take an Earthquake from Adamant Dugtrio, mostly giving information technology a lot of majority to avoid many 2HKOs and OHKOs. The lower Attack investment tin be detrimential, especially when you want to clean up, simply it should be sufficient against offensive teams, and the squad in general is well-equipped to bargain with defensive builds. Maximizing Attack and Speed with a Jolly nature is also worth because. This provides a lot more offensive power, and the speed can prove useful by allowing Tyranitar to move before the likes of Gengar and offensive Starmie after only one boost.

Crustabri (Cloyster) @ Leftovers
Ability: Crush Armor
EVs: 72 HP / 244 SpD / 192 Spe
Timid Nature
- Surf
- Ice Beam
- Explosion
- Spikes

Spikes are slap-up to become chip harm, and Cloyster was chosen here equally an offensive setter. Dissimilar Skarmory or Forretress, Cloyster can provide some offensive utility in the class of Explosion and its respectable Special Assault. It's also a good switchin to beefy Water-types early game, as Cloyster is by far the most disposable member of the team. Spikes can also forcefulness the opponent to apply Rapid Spin, which can be capitalized on past all the offensive tools the team possesses.

Cloyster sports a adequately offensive EV spread also, with all that speed. It is corking to brand certain you can utilise Explosion or gear up Spikes. It's already difficult to get Cloyster on the field without taking too much damage and so using one of these moves, so outspeeding foes proved to be a lot more useful than bulk after many games with this team. The offensive moves used to be Ice Beam and Subconscious Ability Burn down for overall good coverage and the ability to hit Forretress, but the latter kinda disappeared for now. Surf is a better as a grab-all motility and it's too pretty useful for opposing Tyranitar. As I said earlier, Cloyster is the most disposable member of the team, equally its Spikes are more than of a luxury than a necessity. As a consequence, feel costless to experiment with different squad members in this slot, but keep in mind that switching into beefy H2o-types early is one of Cloyster's best traits here.

Électhor (Zapdos) @ Leftovers
Ability: Pressure
EVs: 244 HP / 220 SpD / 44 Spe
Calm Nature
IVs: 2 Atk / xxx SpA
- Thunderbolt
- Thunder Wave
- Baton Pass
- Hidden Power [Grass]

Specially defensive Zapdos is a neat fit for this team for multiple reasons. Information technology's an additional bank check to special attackers with this bulky spread, ensuring the team doesn't crumble to them if Snorlax gets weakened or knocked out. It also provides a much needed amnesty to Ground, offering great synergy with Metagross. Most importantly, it fits both of these roles while keeping offensive momentum thank you to its excellent stats and Baton Pass, giving free switches to the team's powerful attackers. Thunder Wave deters setup and supports the squad'due south slowness.

Zapdos's EVs give it all the special bulk information technology needs, with some EVs thrown into Speed for good measure. Hidden Power Grass is the coverage of choice primarily for Swampert, as it'southward bulkier than Flygon and a lot more mutual. Hidden Power Ice could nonetheless exist used instead, since Flygon can be pretty annoying for this squad, just this sacrifices the ability to nail Swampert.

Kaorine (Claydol) @ Leftovers
Ability: Levitate
EVs: 248 HP / 176 Atk / 84 Spe
Adamant Nature
- Earthquake
- Explosion
- Rapid Spin
- Psychic

Claydol'south unique typing brings to the table everything that this team was looking for in its terminal slot: a much-needed Electric amnesty (that doesn't fold to the usual Ice or Grass coverage) and a secondary resistance resistance to Rock moves (specially since Metagross usually doesn't last long). Fifty-fifty if Claydol is designed to exist a defensive Pokemon, it has some great offensive traits hither. First of all, information technology isn't weakened by Spikes, which means it'due south a great pin for the attacks mentioned before. Information technology has access to Rapid Spin, which can exist crucial late-game, usually subsequently yous take care of their Fasten user, which isn't that hard with the offensive nature of the squad. Last but not least, information technology has access to Explosion. While traditionally weak coming from a Claydol, the current spread does wonders, as it outspeeds and does a lot more damage than expected to a lot of fundamental threats like Milotic or Swampert.

Since Claydol is used in an offensive context, the EVs are meant to maximize its damage output whenever it gets on the field and become its hits off. Information technology will 2HKO offensive Starmie sets with Earthquake and outspeed a lot of beefy foes like Blissey, Swampert, and Milotic. Psychic is used to hitting Gengar without fearing a burn from its Will-O-Wisp. On the original version of this squad, I decided to forgo Rapid Spin, every bit even an Adamant and uninvested Ice Beam was plenty to assist cheque Salamence or Flygon, but Rapid Spin turned out to be more useful over time, especially for late-game setup with Tyranitar.

Ronflex (Snorlax) @ Leftovers
Ability: Amnesty
EVs: 176 Atk / 80 Def / 236 SpD / 16 Spe
Adamant Nature
- Expletive
- Body Slam
- Shadow Brawl
- Self-Destruct

Equally with nearly physical Criminal offence builds in ADV, Snorlax is the chosen check for special attackers, every bit it can switch in against all of them and keep the momentum going. Snorlax is great at forcing damage on the opposing team with its Body Slam. Spreading paralysis is also very much appreciated, as the team is actually pretty slow. STAB-additional Cocky-Destruct will take out pretty much everything it hits, and information technology is one of the fundamental tools the team has to break the opposition. Shadow Ball is used to hitting Gengar. Snorlax really appreciates the lack of sand confronting bulkier archetypes, as the passive recovery and its majority allows it to throw out a lot of hits before existence forced to use Self-Destruct, then keep that listen. Curse is chosen for the final slot because it gives Snorlax more opportunities to break through some defensive cores that lack Skarmory (or even with Skarmory, if you weakened information technology with Metagross's Explosion), especially exterior of Sand. On pinnacle of that, +ane Self-Destruct OHKOes Skarmory with the electric current EV Spread, which is very useful if Metagross used its Explosion on something else. One trouble with this prepare is that it doesn't really threaten Tyranitar and Metagross, which can exist pretty annoying. For this reason, Focus Punch and Earthquake are definitely worth considering. Focus Punch volition OHKO Tyranitar and get decent damage on Skarmory, pregnant you don't demand the Curse boost to impale it with Self-Destruct. Earthquake will hitting Metagross harder, only it won't help against Skarmory.

The EV spread maximizes Snorlax'due south special bulk. It besides provides some speed for the mirror and to outspeed Jolteon and Aerodactyl should they get paralyzed.

Threatlist

Swampert, Starmie, Suicune: Offensive Water-types with Ice coverage don't have existent answers. Starmie is probably the well-nigh dangerous because it has coverage for Cloyster likewise and outspeeds every member of the team. It volition depend on their partners and the health of your Zapdos and Snorlax. Claydol's shortcomings show here, every bit information technology's the Pokemon these threats will take advantage of to get going. Don't be afraid to trade with them through Explosion or Self-Destruct if y'all tin can.

Tyranitar, Aerodactyl: This team'south Rock checks tend to get weakened or utilise Explosion early on. Claydol also doesn't have much physical bulk with its EV spread. Tyranitar's bulk will come handy hither. It'due south a matter of maintaining the lead and using your offensive tools better than your opponent uses theirs.

Flygon: While not much of a threat offensively, its typing is a defensive nuisance as it'due south immune to Spikes and Sand and information technology will continue Tyranitar in check.

Salamence, Gyarados: Between Intimidate and the lack of bulky Water-types to properly handle a boosted Dragon Trip the light fantastic toe user, these Pokemon have the potential to exist threats in the late-game. Nevertheless, they detest status furnishings and can be KOed with Explosion or Self-Destruct fifty-fifty when Intimidated if you can get chip damage off. Too, Tyranitar will always tank a hit from full HP and KO dorsum.

Heracross: This is probably the unmarried biggest threat to the team. It outspeeds and heavily threatens everything. In improver, the team's only resistance to Megahorn is slower, and Heracross frequently has Rock coverage to deal with it also. If y'all can utilise Explosion or Cocky-Destruct on it while it gets greedy with Swords Trip the light fantastic toe, go for it. In dire situations, Tyranitar tin can likewise tank a Megahorn and set up, so apply a boosted Rock Slide and chip harm from sand to handle it.

Replays

https://replay.pokemonshowdown.com/smogtours-gen3ou-386536 CBB vs Sam, Callous Loving cup Ii
https://replay.pokemonshowdown.com/smogtours-gen3ou-388126 CBB vs thelinearcurve, Callous Cup II
https://replay.pokemonshowdown.com/gen3ou-905637718 McMeghan vs Flaress, ADV Loving cup 5 Round 4 Game 3
https://replay.pokemonshowdown.com/smogtours-gen3ou-444959 McMeghan vs Fakes, ADV Cup V Quarterfinals Game ane
https://replay.pokemonshowdown.com/smogtours-gen3ou-450224 McMeghan vs elodin, Archetype 5 Quarterfinals

Métalosse (Metagross) @ Choice Band
Ability: Clear Body
EVs: 168 HP / 212 Atk / xvi Def / 112 Spe
Adamant Nature
- Shooting star Mash
- Earthquake
- Rock Slide
- Explosion

Tyranocif (Tyranitar) @ Lum Berry
Ability: Sand Stream
EVs: 252 HP / 32 Atk / 48 Def / 176 Spe
Determined Nature
- Dragon Dance
- Rock Slide
- Convulsion
- Subconscious Power [Bug]

Crustabri (Cloyster) @ Leftovers
Ability: Shell Armor
EVs: 72 HP / 244 SpD / 192 Spe
Timid Nature
- Surf
- Ice Beam
- Explosion
- Spikes

Électhor (Zapdos) @ Leftovers
Ability: Force per unit area
EVs: 244 HP / 220 SpD / 44 Spe
Calm Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Thunder Wave
- Baton Pass
- Hidden Power [Grass]

Kaorine (Claydol) @ Leftovers
Ability: Levitate
EVs: 248 HP / 176 Atk / 84 Spe
Adamant Nature
- Earthquake
- Explosion
- Rapid Spin
- Psychic

Ronflex (Snorlax) @ Leftovers
Ability: Immunity
EVs: 176 Atk / 80 Def / 236 SpD / sixteen Spe
Adamant Nature
- Expletive
- Body Slam
- Shadow Ball
- Self-Destruct

Credits

Created by

: McMeghan

Written by

: McMeghan

Grammer checked past

: talkingtree

Art by

: Prototype by Ticken & Text by TPP​

Source: https://www.smogon.com/forums/threads/dragon-dance-tyranitar-offense-by-mcmeghan.3653511/

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