Dragon Dance Tyranitar has been a huge threat in ADV and DPP however it seems to fall short in bw due to tyranitar being needed to counter the powerful speacial threats of bw most notably latios alakazam and thundurs however with enough team support tyranitars speacially defensive roles are patched up and you can make use of the offensive tyranitar.
Teambuilding process: I needed something to replace tyranitars specially defensive duties so i chose the combo of jirachi, celebi, and spin drill this would allow me to check all the threats while also supporting tyranitar and the rest of the team i also needed something to keep momentum to allow my tyranitar to dragon dance.
Team:
Details:
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 248 Atk / 8 SpD / 252 Spe/ If ice beam 232 Atk / 28 SpA / 248 Spe
Jolly Nature
- Dragon Dance
- Crunch/Ice Beam
- Superpower
- Stone Edge
Lum berry is to evade burns from wisps and scalds as TTars bulk allows it to live multiple water moves it also evades heatran lava plum burns Crunch is for psychics and jellicent i has 100% accuracy no drawback making it a spammable move. You can use ice beam aswell as it will allow you to lando OH KOs vs garchomp lando and gliscor. Dark fighting coverage hits everything neutral at least so superpower was the way to go it hits many things extremely hard like ferrothorn and excadrill. Stone edge is a strong stab that can get alot of OH KOs
Calcs:
28 SpA Tyranitar Ice Beam vs. 0 HP / 0 SpD Garchomp: 312-368 (87.3 - 103%) -- 56.3% chance to OHKO after Stealth Rock
+1 252 Atk Tyranitar Crunch vs. 248 HP / 252+ Def Jellicent: 362-428 (89.8 - 106.2%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Tyranitar Crunch vs. 252 HP / 252+ Def Reuniclus: 348-410 (82 - 96.6%) -- guaranteed 2HKO
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- U-turn
Jirachi is going to be checking all the psychics in the world with the iconic Para flinch. Lacking pursuit sucks so bad meaning latios and friends will draco bomb you all day however Jirachi has some advantages over Tyranitar its neutral to fighting allowing it to check the psychics much better it also has recovery in wish and its not forced to use chople berry so it can use leftovers you can tinker with the item however i will be going with the tried and true leftovers as it is consistent and does its job. U-turn is used to bring in Tyranitar and creates a volt turn chain with lando and celebi it also pressures the psychics.
Calcs:
252 SpA Alakazam Focus Blast vs. 252 HP / 252+ SpD Jirachi: 97-115 (24 - 28.4%) -- possible 5HKO after Leftovers recovery
0 Atk Jirachi Iron Head vs. 252 HP / 252+ Def Reuniclus: 76-90 (17.9 - 21.2%) -- possible 7HKO after Leftovers recovery
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Jirachi: 123-145 (30.4 - 35.8%) -- guaranteed 4HKO
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Recover
- Baton Pass
- Healing Wish/Future Sight
Celebi will be the teams water resist this puts a huge strain on it however its reliable recovery and burn immunity will allow you to cope with it. Most of the set is standard checking thundurus and keld grabbing momentum with baton pass while evading pursuit attempts from tyranitar the interesting part of the set is healing wish into tyranitar allowing you to heal back up and go for a second round of dragon dancing. Future sight is amazing forcing damage on stuff to get stuff into tyranitar range like keldeo it also supports the other physical breakers of the team
Calcs:
252 SpA Choice Specs Keldeo Hidden Power Ghost vs. 252 HP / 236+ SpD Celebi: 168-198 (41.5 - 49%) -- guaranteed 3HKO after Leftovers recovery
48+ SpA Thundurus-Therian Hidden Power Ice vs. 252 HP / 236+ SpD Celebi: 116-138 (28.7 - 34.1%) -- 98.8% chance to 4HKO after Leftovers recovery
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
Hidden Power: Ice
EVs: 244 HP / 176 Def / 88 Spe
Naive Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]
Landorous is the stealth rocker ground immune blanket physical check and grabs momentum to get DDTar its abillity to keep rocks vs excadrill a pokemon that would otherwise wreck this team its kept healthy by jirachi and its wishes which usually invites in excadrill meaning landorous is not getting worn down like u might think .
Calcs:
252 Atk Garchomp Outrage vs. 244 HP / 176 Def Landorus-Therian: 178-211 (46.8 - 55.5%) -- 19.1% chance to 2HKO after Leftovers recovery
252 Atk Sand Force Excadrill Iron Head vs. 244 HP / 176 Def Landorus-Therian in Sand: 159-187 (41.8 - 49.2%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Landorus-Therian U-turn vs. 0 HP / 0 Def Latios: 168-198 (55.8 - 65.7%) -- guaranteed 2HKO
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dual Chop
- Stealth Rock
Garchomp is here to revenge kill everything most notably volcorona scarf garchomp is hard to fit but with tyranitar being another physical breaker it is justified here to use it. Double Rocks might seem dumb to someone who is newer to the gen however it gives me more opportunities to get stealth rocks vs volcorona and it also serves as a backup stealth rocker for excadrill when lando dies. Being able to clean up vs PsySpikes is amazing aswell.
Calcs: 252 Atk Garchomp Outrage vs. 0 HP / 0 Def Volcarona: 279-328 (89.7 - 105.4%) -- 37.5% chance to OHKO
252 Atk Garchomp Dual Chop (2 hits) vs. 4 HP / 0 Def Dragonite: 276-328 (85.1 - 101.2%) -- guaranteed OHKO after Stealth Rock
(don't outrage vs dnite or else u give scizor free set up)
252 Atk Garchomp Outrage vs. 252 HP / 4 Def Politoed: 247-292 (64.3 - 76%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Magnezone is used to remove skarmory and excadrill which are both extremely annoying for this team as skarmory walls everything and sets up those spikes i used to use excadrill on this slot however it will just get outlasted and i will auto lose after that however with this magnezone it will limit the amount of spikes on the field to two and limit skarmorys presence. Excadrill is near impossible to switch into in this team which makes life very hard ontop of removing those stealth rocks which are important to keep up to put things into DDTar range. Other than trapping those steels mag is somewhat useless and will be used for mostly used as death fodder but to its credit it can spam sunny day vs rain and absorb dragon attacks it threatens a strong thunderbolt vs water types.
Calcs:
252+ SpA Magnezone Thunderbolt vs. 248 HP / 72 SpD Politoed: 318-374 (83 - 97.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Magnezone Hidden Power Fire vs. 0 HP / 0 SpD Excadrill: 238-282 (65.9 - 78.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Magnezone Thunderbolt vs. 252 HP / 168 SpD Tyranitar in Sand: 97-115 (24 - 28.4%) -- 96.9% chance to 4HKO
In conclusion this is one of the best DDTar sand you could probably make