Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Crunch
- Earthquake
- Outrage
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 148 SpD / 108 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Protect
Raikou @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Discharge
- Extrasensory
- Hidden Power [Ice]
Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Air Slash
- Heat Wave
- U-turn
Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 44 Atk / 204 SpD
Adamant Nature
- Megahorn
- Iron Head
- Protect
- Knock Off
Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Ice Beam
- Dark Pulse
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Crunch
- Earthquake
- Outrage
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 148 SpD / 108 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Protect
Raikou @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Discharge
- Extrasensory
- Hidden Power [Ice]
Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Air Slash
- Heat Wave
- U-turn
Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 44 Atk / 204 SpD
Adamant Nature
- Megahorn
- Iron Head
- Protect
- Knock Off
Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Ice Beam
- Dark Pulse
Note: in no way are any of these sets original. For the most part, they're based on popular sets readily available on smogon. I wanted to base a team focused around supporting scarfed Tyrantrum. It's still a work in progress, and I'm open to any suggestions or identified weaknesses.
Tyrantrum | the truck that lost control of the breaks going 85 on a 60
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Crunch
- Earthquake
- Outrage
I really don't understand why I don't see more scarfed tyrantrum in RU. At 398 speed, you outspeed most unscarfed mons bar Mega-Sceptile. Head Smash + Rock Head is a very satisfying combo and is my default option in most cases. I try not to break out tyrantrum too early in the game and prefer to bait out any potential speed / defensive threats that can't be one-shotted by a head smash or outrage lock. If I feel like I have a good idea on what my opponent will lead with, I might occasionally start with tyrantrum just for the thrill of it. Getting a KO during the first turn is always appreciated if I can get a safe switch out. Bulky fairies are a problem, which is why I run escavalier + toxicroak. Outrage over dragon claw since getting locked into outrage isn't bad once your opponent's would-be safe switch-ins are gone late game. Crunch is meh, its only marginally useful over Head Smash. Head Smash's low PP isn't great, but in most battles, I don't need to guard my usage of it too closely.
Toxicroak | kind of a bully
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 148 SpD / 108 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Protect
I love toxicroak, he's cool and has a few fun tricks. First, EVs are set in a way to gaurantee a 3-KO from Mega-Blastoise's Ice Beam. By gettting a safe switch into a water move + a SD, toxicroak becomes a huge threat. Drain Punch + Protect sustain him and help scout out moves by your opponent. Gunk shot will hit like a truck. He's a solid counter for a good deal of threats: M-Blastoise, Araquanid, Golisopod, Florges, Exeggutor, and Slurpuff, and to some extent Milotic a lot of which pose a huge threat to Tyrantrum. Gardevoir can be a threat since it outspeeds toxicroak and can KO with pschic/psyshock, however if its brought in on the switch, Toxicroak KO's with Gunk Shot.
Raikou | oh wow, his sprite out right shows the specific fur pattern around his arse
Raikou @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Discharge
- Extrasensory
- Hidden Power [Ice]
Raikou does work. I have landed so many nice OHKO's with a HP ice on switch-ins that expecting to take up a volt/charge, namely Flygon, Zygarde-10%, and M-Sceptile. Often times, I'll lead with Raikou when I see my opponent carries on of those specific pokemon because more often than not, they'll end up switching them in. Its a nice first turn KO, and makes it easier to play volt switch without worry. Extrasensory isn't as handy as I'd like, but it handles poison types like Roserade, Toxicroak, and Salazzle pretty well.
Swellow | a representation of the missiles used on Bikini Atoll
Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Air Slash
- Heat Wave
- U-turn
A set that's gaining some popularity, BomSpec Swellow is a joy to play. I'll occasionally lead if I think I can get a clean OHKO with boomburst, otherwise U-turn can deal a very modest amount of damage to bring in someone else. Having the ability to bypass subs is super nice. Heat Wave catches a lot of people off guard and threatens Forretress, and Escavalier. Air Slash is mainly there since for STAB + flinch chance, however it's never something to count on.
Escavalier | a harsh switch-in
Escavalier @ Leftovers
Ability: Overcoat
EVs: 252 HP / 44 Atk / 204 SpD
Adamant Nature
- Megahorn
- Iron Head
- Protect
- Knock Off
I've been toying with Escavalier's stats, currently testing a higher defense investment, but this is what I've been running with good results so far. Protect is a nice scouting move and gives leftovers another chance to recover HP. Knock off really ruins eviolite tanks and Alola-Marowak. Megahorn deals a ton of damage, and Iron Head threatens fairies. Synergizes will with Tyrantrum by bodying Steel/Fairy/Ice moves that threaten our star. Bulky water types can really cripple Escavalier with Scald, so Toxicroak should generally be switched in to potentially gain some HP.
Blastoise | 'Splash-able' Support
Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Ice Beam
- Dark Pulse
For a while I ran Mantine in this slot, but its additional flying type + lower BST just made it harder to efficiently use. Rapid Spin + Dark Pulse lets us work around potentially spin-blocking issues, Scald over water pulse since 30% chance to burn and cripple an offensive attacker vs increase power of 10 and 20% chance to have an opponent confused which then has a 33.3% chance of activating. Ice Beam threatens grass types that might consider switching in. The bulk has really helped Blastoise sustain itself throughout the match, but lack of recovery can feel scary on a offensive team.
I think this team would really benefit from Wish/Bell member that restore HP and decrease worry over status. Might try to see how Vaporeon runs in liew of Blastoise, however the lack of hazard removal is scary.