Battle Spot Landorus-T (Doubles)

[OVERVIEW]

Landorus-T's high usage has made it the face of Battle Spot Doubles, something most attributable to a level of versatility that allows it to fit on almost any team. The variety of sets Landorus-T can run is one aspect of this, as they're different enough to still catch foes off guard despite Landorus-T's popularity. Access to the universally appreciated Intimidate is just as much of a factor, as the team support it provides synergizes with Landorus-T's pivot playstyle. Specifically, though, Landorus-T stands above other Intimidate users by being the best Ground-type in the metagame. Ground-types are highly favored in Battle Spot Doubles for hitting common foes such as Tapu Koko and Heatran hard as well as for providing great neutral coverage. That said, while Landorus-T is the best Ground-type overall, others can be more situationally appropriate. Excadrill, for example, often works better on dedicated sand teams, as does Mega Swampert under rain. While it's seldom appropriate to have doubts about including Landorus-T on teams, this in itself also paints a target on Landorus-T's back; all competent teams should, and will, have multiple answers to it.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's strongest STAB move, sporting good power and perfect accuracy, although it does also hit the partner. Rock Slide completes the SlideQuake combination, primarily hitting Flying-types super effectively, but it is also a means to hit Fire-types without damaging an ally. Its chance to flinch pairs well with Landorus-T's high Speed with Choice Scarf. U-turn hits threats such as Cresselia and provides a means of escaping bad matchups while inflicting chip damage. The increase in the amount of safe switching out Landorus-T can achieve is also valuable for reusing Intimidate. Superpower's high power and great super effective coverage make it valuable against foes such as Mega Kangaskhan and Kartana, and it provides a strong neutral single-target option with which to finish off weakened foes. Knock Off's utility and coverage might be tempting here, but it's not recommended, as it's a poor move to be locked into given its diminished power on the following turn.

Set Details
========

Intimidate, Landorus-T's only ability, offers support by dropping the Attack stats of both foes when switched in. Choice Scarf allows Adamant Landorus-T to outpace almost the entire unboosted metagame, barring Pheromosa. That said, if outpacing Pheromosa and other foes like Choice Scarf Tapu Lele is desired, a Jolly nature can be used at the cost of damage output. Maximizing Speed EVs may seem excessive, but given how common Landorus-T is, ensuring a Speed tie at worst is often worth it. Since Landorus-T aims to hit as hard and fast as possible, investing all remaining EVs in Attack is fine. The four remaining EVs are placed into Special Defense to guarantee survival against Timid Tapu Lele's Psychic. If you prefer more bulk, a spread such as 68 HP / 156 Atk / 4 Def / 100 SpD / 180 Spe with an Adamant nature is an option. This enables Landorus-T to 2HKO bulky Tapu Lele with Earthquake, outrun positive-natured base 130 Speed Pokemon, and survive non-STAB Ice Beam from Pokemon such as Cresselia and Politoed, which commonly run some investment to OHKO uninvested variants of Landorus-T.

Usage Tips
========

This set aims to be the backbone of a team by dealing damage before any other Pokemon and constantly switching to reuse Intimidate. It works particularly well in the lead position, as Intimidate is then activated for free, and even in a bad lead matchup, it can simply use U-turn to easily switch out. Be wary of using U-turn on a foe using Protect, though, as this prevents the switch and leaves Landorus-T vulnerable to the defending Pokemon's partner. One situation you'll want to think twice about leading with Landorus-T in is against Competitive or Defiant users such as Milotic and Bisharp, which receive a boost from Intimidate's Attack drop. Don't overly worry about switching into non-lethal attacks, as Choice Scarf Landorus-T's high Speed will often leave it unthreatened even after injury. Finally, if all else fails, remember that Rock Slide has a 51% chance of making at least one foe flinch and therefore makes a good last resort.

Team Options
========

Utilizing one of the Guardian Deities not named Tapu Bulu is recommended to remove Grassy Terrain, which reduces Earthquake's damage. Tapu Fini is a fine option, as it threatens opposing Landorus-T with its Water-type STAB moves, a trait shared with other Water-types such as Suicune. Another option is Tapu Koko, which, among other Electric-types such as Zapdos, can scare problematic Water- and Flying-type foes. Maximizing the number of airborne partners on the team by using allies such as Cresselia and Mega Charizard Y is useful to allow the free use of Earthquake without Protect; this is particularly valuable given Landorus-T's tendency to be Choice locked into Earthquake. Furthermore, Cresselia's access to Ice Beam and Icy Wind presents another means of eliminating opposing Landorus-T. Mega Charizard Y is also notable for threatening Grass-types resist Ground. Its Drought weakening the STAB moves of Water-type attackers and allowing the instant use of Solar Beam is as much of a boon. Grass-types of your own such as Rage Powder Amoonguss and Ferrothorn can also prove effective in stopping threatening Water-types thanks to redirection and a powerful STAB move in Power Whip, respectively.

[SET]
name: 3 Attacks + Protect
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn / Superpower / Knock Off
move 4: Protect
item: Groundium Z / Life Orb
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake's excellent spread damage makes it a staple of this set and enables the use of Tectonic Rage with Groundium Z. Rock Slide notably hits Ground-immune Flying-types and grants a spread attack that leaves allies unharmed. U-turn hits Grass-types and common foes such as Cresselia super effectively, but it is largely used to pivot out of bad scenarios and make Intimidate available next turn. Superpower's main use is to hit common foes such as Mega Kangaskhan, Shuca Berry Heatran, and Tyranitar. Knock Off can remove items from foes, which is particularly potent against Berry users such as Snorlax, though it also helps deal with foes such as Cresselia and Wide Guard Aegislash. Protect allows Landorus-T to shield itself to punish double targets and safely stall out undesirable field conditions. It being so uncommon on Landorus-T makes it especially strong, as foes will rarely play around it.

Set Details
========

Groundium Z transforms Earthquake into Tectonic Rage, dealing more than double the damage to a single target. Life Orb's consistent power boost is a good alternative if you have many Z-Crystal users on the team as is. Intimidate is a great ability, as it provides support by dropping both foes' Attack stats when Landorus-T is switched in. Jolly is often the better choice of nature, as it allows Landorus-T to outspeed foes such as neutral-natured base 100 Speed Pokemon, Arcanine, and Jolly Gyarados. That said, an Adamant nature can be situationally important for OHKOs such as with Tectonic Rage on Mega Kangaskhan. The set's aim is to outrun and deal as much damage to as many foes as possible, so EVs of 252 Atk / 252 Spe are recommended.

Usage Tips
========

This set functions less as a pivot and instead aims to capitalize on Choice Scarf's popularity by picking up surprise KOs. Foes lacking Protect such as Mega Kangaskhan make good targets for this, as do unsuspecting Shuca Berry Heatran. Landorus-T works well as a lead, as leading makes a great opportunity to activate Intimidate and gain early momentum. Be wary of Competitive and Defiant users such as Milotic and Bisharp from Team Preview, though, to avoid boosting their offensive stats. Once the battle begins, Landorus-T's goal is largely to use its spread attacks in Earthquake and Rock Slide until a foe is in KO range of its stronger single-target moves in Tectonic Rage and Superpower. In general, you should avoid switching Landorus-T directly into attacks, as this set lacks the speed of Choice Scarf variants and the added bulk of Assault Vest variants, although Intimidate's value will sometimes outweigh this factor. Take advantage of this being the only set that uses Protect; you'll occassionally want to save it against unsuspecting opponents until a pivotal moment, but bear in mind that Intimidate's ability prompt may give this away early.

Team Options
========

Earthquake is weakened by Tapu Bulu's Grassy Terrain, so using other Guardian Deities is wise in order to expel it. Tapu Fini accomplishes this and, like other Water-types such as Suicune, can deal with opposing Landorus-T. Tapu Koko is another option and, akin to Electric-types such as Zapdos, grants an offensive check to Water-types. As this set lacks Choice Scarf's Speed boost, speed control from Pokemon such as Tailwind Zapdos and Icy Wind Cresselia can be valuable to offset this. These Pokemon also join Mega Charizard Y as great examples of airborne allies that are immune to Earthquake. Mega Charizard Y also deals with the common Wide Guard Aegislash and weakens Water-types with Drought. Grass-types such as Ferrothorn and Kartana provide a more direct response to Water-types.

[SET]
name: Assault Vest
move 1: Earthquake
move 2: Rock Slide
move 3: Superpower
move 4: U-turn / Knock Off
item: Assault Vest
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's main means of offense, dealing good spread damage albeit targeting the partner. Rock Slide usefully harms Flying-types that are immune to Ground and is a spread attack that doesn't harm allies. Superpower has great super effective coverage, hitting common foes such as Mega Kangaskhan and Tyranitar. U-turn allows Landorus-T to pivot out of bad matchups, such as against Cresselia, and activate Intimidate later in the match. Knock Off has utility in removing items and hits potentially problematic foes such as Aegislash and Metagross hard.

Set Details
========

Assault Vest supports Landorus-T's role as a pivot by raising Special Defense, allowing it to switch into attacks more easily. Intimidate complements Assault Vest by allowing Landorus-T to take attacks well on both fronts. Jolly is generally the preferred nature for outpacing foes such as base 100 Speed Pokemon and Hydreigon, but an Adamant nature offers more damage if Speed is less important. While simple EVs may seem odd with Assault Vest, Landorus-T's natural bulk means further investment isn't strictly needed. That said, a spread such as 148 HP / 124 Atk / 4 Def / 4 SpD / 228 Spe with a Jolly nature is an option to ensure victory against Mega Charizard Y. It does so by allowing Landorus-T to outspeed and KO Modest Mega Charizard Y and survive Timid Mega Charizard Y's Overheat. This is in addition to OHKOing Tapu Koko with Earthquake and taking two of Jolly Mega Kangaskhan's Return and Araquanid's Liquidation with Intimidate. This set's bulk makes it most able to drop Speed EVs, so take advantage of this if you don't find the Speed as necessary, for example, on a Trick Room team, and prefer more bulk. For instance, dropping to 148 Speed EVs with an Adamant nature still lets Landorus-T outrun Modest Heatran, while zero EVs can be used to maximize bulk.

Usage Tips
========

Landorus-T works well at all game stages, but especially so as a lead thanks to Intimidate and access to U-turn. Using this set well is a balance of dealing maximum spread damage and keeping it available as a switch-in to attacks; most of that shouldn't be a problem, but since Landorus-T lacks recovery, severe blows may impede its ability to maintain a presence late-game. Strong special attackers such as Tapu Lele and Mega Charizard Y are the main culprits in regards to dealing more damage than is comfortable. Opponents will expect the more common Choice Scarf set, so maintaining that bluff until a critical moment can be valuable to catch your opponent off guard. Bear in mind that using U-turn on a foe using Protect prevents a switch and leaves Landorus-T vulnerable to the defending Pokemon's partner; if this risks excessive damage, it may be better to manually switch. Against potential Wide Guard users, it's often better to not risk momentum loss and use a move from either the third or fourth moveslots.

Team Options
========

Make use of a Guardian Deity not named Tapu Bulu to prevent Grassy Terrain from reducing the damage of Earthquake. Tapu Koko is great for this, since it can also check Water-types and use Taunt to stop speed control and Wide Guard. Zapdos and Thundurus-T are other Electric-type options and have the benefit that they're immune to Earthquake use. While airborne partners like the aforementioned are less crucial to this set because it can switch moves freely, they're nonetheless a bonus. Grass-types like Rage Powder Amoonguss and Ferrothorn can also check Water-types; the former is particularly useful through redirecting their moves. Ferrothorn also joins other Steel-types such as Aegislash and Mega Metagross in checking threatening Ice-types. Fire-types such as Mega Charizard Y and Heatran likewise check Ice-types, in addition to Wide Guard Aegislash. Mega Charizard Y, along with Cresselia and Hydreigon, is yet another example of a partner that is safe to use with Earthquake.

[STRATEGY COMMENTS]
Other Options
=============

Rock Tomb deals more damage to a single target than Rock Slide and grants Landorus-T speed control to support its teammates. Stone Edge is another Rock-type alternative. Its inaccuracy makes it inconsistent, but it can notably OHKO bulky Mega Charizard Y and offensive variants of Zapdos. Explosion, while sacrificial, is Landorus-T's strongest attack and works particularly well with a boosting item like Life Orb or Choice Band. Hammer Arm's initial damage is less than Superpower, but it can be used repeatedly without decreasing Attack, and the Speed decreases can be considered a bonus under Trick Room. A special set utilizing Earth Power and Hidden Power Ice is also an option, working especially well on teams that otherwise struggle against opposing Landorus-T. Choice Band can catch foes off guard with a substantial power boost, but being Choice locked with a middling Speed stat can leave Landorus-T quite vulnerable. Focus Sash allows Landorus-T to survive any one move without the need for defensive investment.

Checks and Counters
===================

**Water-types**: Water-types, particularly bulky ones such as Tapu Fini and Suicune, can threaten Landorus-T with their super effective STAB moves, and they frequently make use of Ice Beam or Icy Wind for coverage as well. Milotic is also notable, as its Competitive ability boosts its Special Attack when Landorus-T's Intimidate activates and it is often bulky enough to take multiple Earthquakes, although it's OHKOed by Tectonic Rage after chip damage.

**Ice-types**: While more check than counter against Choice Scarf variants of Landorus-T thanks to a Rock Slide weakness, Ice-types such as Alolan Ninetales and Weavile nevertheless have an easy time inflicting lethal damage. Bulky attackers such as Zapdos and Porygon2 can also retaliate with their own Ice-type moves.

**Intimidate and Burns**: As a physical attacker reliant on moves already weakened by spread damage reduction, Landorus-T is quite vulnerable to Intimidate users such as opposing Landorus-T and to Will-O-Wisp users such as Mimikyu.

**Faster Pokemon**: Pokemon that use Ice-type moves and are faster than Landorus-T such as Pheromosa and Nihilego check it. Ice Punch Mega Metagross outruns non-Choice Scarf variants and avoids Intimidate with its pre-Mega ability in Clear Body. Swift Swim users such as Ludicolo outpace Choice Scarf Landorus-T and OHKO it with rain-boosted STAB moves.

**Tailwind and Trick Room**: The momentum Landorus-T can gain is often by use of its Speed, so removing that with Tailwind users such as Zapdos and Trick Room users such as Cresselia eliminates this advantage. Bear in mind that these will be less effective against slower variants such as bulky Assault Vest.

**Grassy Terrain**: Tapu Bulu's Grassy Terrain reduces the damage of Landorus-T's Earthquake, neutering the majority of Landorus-T variants. Bear in mind that this reduction doesn't affect Tectonic Rage.

**Wide Guard**: Wide Guard users such as Aegislash and Celesteela prevent the use of Earthquake and Rock Slide. That said, they, particularly Aegislash, do need to be careful about Tectonic Rage.
 
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* Tapu Fini prevents burn with Misty Terrain and, like other Water-types such as Suicune, scares foe Landorus-T.
Misty Terrain won't save Landorus-T from being burned. Landorus-T is a Flying-type.


Checks and Counters needs more Milotic.

My favourite thing about Mega Charizard Y as a partner is that it scares the shit out of common Wide Guard users and Tapu Bulu, which is very important for any choiced Landorus-T. I'd mention that.
 
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Misty Terrain won't save Landorus-T from being burned. Landorus-T is a Flying-type.


Checks and Counters needs more Milotic.

My favourite thing about Mega Charizard Y as a partner is that it scares the shit out of common Wide Guard users and Tapu Bulu, which is very important for any choiced Landorus-T. I'd mention that.
Appreciate the thought, but avoid posting in WIP threads please. They're unfinished by definition.
 
Been busy recently, hence the delay, and this isn't quite as polished as I'd planned, but at this point I think it's better to just open it up to comments and get the ball rolling.

Ready for QC.
 

Demantoid

APMS Founder
is a Top Tiering Contributor
Comments in bold
[OVERVIEW]

* The face of Battle Spot Doubles. This Pokemon's usage is most attributed to its versatility; it fits on any team.
* Intimidate is a reason this is the case, as it provides team support and synergises with Landorus-T's pivot style.
* It stands above other Intimidate users, though, in being specifically the best Ground-type in the metagame.
* Ground-types are favoured for hitting Pokemon like Tapu Koko and Heatran, and having great neutral coverage.
* That said, while Landorus-T is the best overall, there are still others which are situationally more appropriate.
* For example, Excadrill often works better on dedicated sand archetype teams, as does Mega Swampert under rain.
* Landorus-T's strength paints a target on its back; meaning all competent teams will have multiple answers to it.

It has several sets that can sometimes catch opponents off guard


[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

Using the 4 extra evs in SpD instead of spe makes it so timid lele never ohkos

[SET COMMENTS]
Moves
========

* Earthquake is Landorus-T's strongest STAB move and has good accuracy, although it does also hit the partner.
* Rock Slide is spread that hits Flying-types, Fire-types without targeting an ally, and has a high chance to flinch.
* Its greater chance of hitting at least one foe also factors into Rock Tomb and Stone Edge being generally inferior.
* U-turn hits foes such as Cresselia and provides a means of escaping bad matchups while inflicting chip damage. Also resets intimidate
* Superpower's high power and great coverage makes it valuable against foes such as Kangaskhan and Kartana. Also good strong single target option
* Knock Off's utility and coverage is tempting, but not recommended, as it's a poor move for a Choice Scarf user.

Set Details
========

* Intimidate, Landorus-T's only ability, offers support by dropping the Attack stat of both foes when switched in.
* Choice Scarf allows Landorus-T to outpace the entire unboosted metagame, including Tapu Koko and Aerodactyl. I'd say almost everything since adamant is outsped by phero, or combine it with the section about adamant and jolly
* Maximising Speed may seem excessive but, given how common Landorus-T, ensuring a Speed tie is often worth it.
* Adamant is frequently the better nature, but Jolly can be used to outpace Pheromosa and Choice Scarf Tapu Lele.
* Since Landorus-T aims to hit as hard and fast as possible, just investing the remaining 252 EVs into Attack is fine.
* If you'd prefer a bulkier set, then using EVs such as 68 HP / 156 Atk / 4 Def / 100 SpD / 180 Spe is also an option. with adamant
* They 2HKO bulky Tapu Lele with Earthquake, outrun positive base 130s, and survive 122 SpA non-STAB Ice Beam. Say 122 spa ice beam ohkos lando with no bulk

Usage Tips
========

* This set aims to be the backbone of a team by dealing fast damage and constantly switching to cycle Intimidate.
* It works great in the lead position, as you get a free Intimidate, and even in bad situations it can just U-turn out.
* Be wary of using U-turn into a foe's Protect though, as this inhibits the switch and leaves Landorus-T vulnerable.
* Note, a situation to avoid leading Landorus-T is against Competitive or Defiant users such as Milotic and Bisharp.
* Don't worry about switching into non-lethal attacks, as Landorus's Speed leaves it unthreatened even after injury.
* Remember that Rock Slide has a 51% chance of flinching at least one foe, and therefore makes a good last resort.

Team Options
========

* Utilising one of The Guardian Deities not named Tapu Bulu is recommended as a means of removing Grassy Terrain.
* Tapu Fini, like other Water-types such as Suicune, threatens opposing Landorus-T with Water-type STAB moves.
* Tapu Koko, among other Electric-types such as Zapdos, proves useful in scaring harmful Water-type attackers. also beats most flying types
* Ungrounded partners such as Cresselia and Charizard are useful to allow free use of Earthquake without Protect.
* Further, Cresselia's access to Ice Beam and Icy Wind presents another means of eliminating opposing Landorus-T.
* Charizard's Drought also weakens Water-type attackers and allows the use of Solar Beam to threaten them back. Also kills grass types
* Grass-type partners such as Amoonguss and Ferrothorn can prove more effective in that respect thanks to STAB.

[SET]
name: 3 Attacks + Protect
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn / Superpower / Knock Off
move 4: Protect
item: Groundium Z / Life Orb
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

* Earthquake's excellent spread damage makes it a staple, and enables the use of Tectonic Rage with Groundium Z. Mention good targets for tec rage here or somewhere else
* Rock Slide notably hits Ground-immune Flying-types, but also grants a spread attack that leaves allies unharmed.
* U-turn hits Grass-types, but is largely used to pivot out of bad scenarios and leave Intimidate available next turn.
* Superpower main use is to hit common foes hard such as Mega Kangaskhan, Shuca Berry Heatran, and Tyranitar.
* Knock Off can remove items from foes, though also deals with foes such as Cresselia and Wide Guard Aegislash. Also helps against Snorlax and other berry users
* Protect allows Landorus-T to shield itself to punish double targets and safely stall out undesirable field conditions. I'd mention people often don't expect protect on lando

Set Details
========

* Groundium Z transforms Earthquake into Tectonic Rage, dealing more than double the damage to a single target.
* Life Orb's consistent power boost is a good alternative if you have too many Z Crystal users on the team as is.
* A disadvantage of Life Orb is it revealing your item after attacking, helping the opponent play around Landorus-T. Groundium Z also does this after using z move or being hit by knock off
* Intimidate is a great ability, providing support by dropping both foe's Attack stats when Landorus-T is switched in.
* Jolly is often the better nature, allowing Landorus-T to outspeed neutral base 100s, Arcanine, and Jolly Gyarados.
* That said, Adamant can be situationally important for OHKOs such as Tectonic Rage against Mega Kangaskhan.
* The set's aim is to outrun and deal as much damage to as many foes as possible, so 252 Atk / 252 Spe EVs is fine.

Usage Tips
========

* This set functions less as a pivot, and aims to capitalize on Choice Scarf's popularity by picking up surprise KOs. Maybe mention something specific like shuca tran or something
* Landorus-T works well as a lead, as it makes a great opportunity to activate Intimidate and gain early momentum.
* Be wary of Competitive and Defiant users like Milotic and Bisharp in doing this, though, to avoid boosting them.
* Your aim is largely to use Earthquake and Rock Slide until the foe is in KO range of Tectonic Rage and Superpower.
* You should generally avoid switching directly into attacks, though sometimes Intimidate's value will outweigh this.
* This is the only set to use Protect; take advantage of unsuspecting opponents by saving it until a pivotal moment.

Team Options
========

* Earthquake is weakened by Tapu Bulu's Grassy Terrain, so using other Guardian Deities is wise in order to expel it.
* Tapu Fini accomplishes this and, like other Water-types such as Suicune, can help deal with opposing Landorus-T.
* Tapu Koko is another option and, akin to Electric-types like Zapdos, grants an offensive check to Water-types.
* Ungrounded Pokemon such as Cresselia and Mega Charizard Y notably provide allies to Earthquake freely beside.
* Cresselia has additional advantages in hitting Landorus-T with Ice attacks and the ability to reverse Trick Room.
* Mega Charizard Y deals with common Wide Guard user Aegislash and, further, weakens Water-types with Drought.
* Grass-types such as Ferrothorn and Kartana can provide a more directly threatening response to Water-types.

Maybe try to find something different from the other sets here. Maybe it appreciating speed control more or something. Kind of difficult though

[SET]
name: Assault Vest
move 1: Earthquake
move 2: Rock Slide
move 3: Superpower
move 4: U-turn / Knock Off
item: Assault Vest
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

* Earthquake is Landorus-T's main means of offense, dealing good spread damage that, albeit, targets the partner.
* Rock Slide is useful for harming Flying-types immune to Ground and is a spread attack that doesn't harm allies.
* Superpower has excellent super effective coverage against common foes such as Mega Kangaskhan and Tyranitar.
* U-turn allows Landorus-T to pivot out of bad matchups, such as against Cresselia, to activate Intimidate later on.
* Knock Off has utility in removing items, and hits foes such as Aegislash and Metagross who can prove problematic.

Set Details
========

* Assault Vest supports Landorus-T's role as a pivot by raising Special Defense, letting it switch into attacks easier. Say strong special attackers like lele and zard still do large chunks or something
* Intimidate works well with Assault Vest in allowing Landorus-T to take attacks on both sides of the spectrum well.
* Jolly is generally better for outpacing foes such as base 100s and Hydreigon, though Adamant offers more damage.
* While simple EVs may seem odd with Assault Vest, Landorus-T's natural bulk means extra bulk isn't strictly needed.
* 148 HP / 124 Atk / 4 Def / 4 SpD / 228 Spe are an option to guarantee victory in the Mega Charizard Y matchup. With jolly nature
* It outspeeds neutral base 100s like Modest Mega Charizard Y and lives through Timid Mega Charizard Y's Overheat.
* Also OHKOs Tapu Koko with Earthquake, and lives two Jolly Mega Kangaskhan's Return and Araquanid's Liquidation. with intimidate

Say slower bulkier spreads are also usable

Usage Tips
========

* Landorus-T works well at all game stages, but especially so as a lead thanks to Intimidate and access to U-turn.
* Using this set well is a balance between dealing maximum spread damage and keeping it available as a switch-in.
* Switching into most attacks is fine, but Landorus-T lacks recovery and may need to remain healthy late-game.
* Opponents will expect the common Choice Scarf, so maintaining that bluff for as long as possible can be valuable.
* Using U-turn into Protect leaves Landorus-T vulnerable; if risking excessive damage it may be better to switch.
* Against potential Wide Guard users, it's often better to use the fourth move or switch than risk momentum loss.

Team Options
========

Specifically say it's not as important to have ground immune partners because you can switch moves
* Make use of a Guardian Deity not named Tapu Bulu to prevent Grassy Terrain from reducing Earthquake's damage.
* Tapu Koko is great since it can also check Water-types and can use Taunt to stop speed control and Wide Guard.
* Zapdos and Thundurus-T are other Electric options, with the benefit that they're immune to allied Earthquake use.
* Grass-types like Amoonguss and Ferrothorn can also check Water-types; the former even redirects their moves.
* Ferrothorn also joins other Steel-types such as Aegislash and Mega Metagross in checking threatening Ice-types.
* Fire-types such as Mega Charizard Y and Heatran likewise check Ice-types, in addition to Wide Guard Aegislash.
* Mega Charizard Y, with Cresselia and Hydreigon, are more examples of ungrounded partners for Earthquake's use.

[STRATEGY COMMENTS]
Other Options
=============

* Rock Tomb deals more damage to one target and grants Landorus-T speed control to support its teammates.
* Stone Edge's inaccuracy makes it inconsistent, but can OHKO bulky Charizard Y and offensive variants of Zapdos.
* Explosion, while sacrificial, is Landorus-T's strongest attack. Use with a boosting item like Life Orb or Choice Band.
* Hammer Arm's initial damage is less than Superpower, but can be used repeatedly and works well with Trick Room.
* A special set utilizing Earth Power and Hidden Power Ice can be used against foes such as opposing Landorus-T.
* Choice Band can catch foes off guard with a substantial power boost, but leaves Landorus-T quite vulnerable.
* Focus Sash allows Landorus-T to survive any attack, such as Ice Beam, without the need for defense investment.

Checks and Counters
===================

**Water-types**: Water-types, particularly bulky ones such as Tapu Fini and Suicune, can threaten Landorus-T with their super effective STAB moves, and frequently make use of Ice Beam or Icy Wind for coverage as well. Milotic also gets a special mention, as its Competitive ability boosts stats when Landorus-T's Intimidate activates. Usually bulky enough to take multiple eqs, can be kod by tec rage after some chip

**Ice-types**: While more check than counter against Choice Scarf variants of Landorus-T thanks to a Rock Slide weakness, Ice-types such as Alolan Ninetales and Weavile nevertheless have an easy time inflicting lethal damage.

**Intimidate and Burns**: As a physical attacker reliant on moves already weakened by a spread damage reduction, Landorus-T is quite vulnerable to Intimidate from opposing Landorus-T and from Will-O-Wisp users such as Mimikyu.

**Faster Pokemon**: Ice move users faster than Landorus-T such as Pheromosa and Nihilego check it. Ice Punch Mega Metagross outruns non-Choice Scarf variants and avoids Intimidate with its pre-mega ability in Clear Body. Maybe change this to ice move users so you can include slow bulky ones like zapdos and porygon2

**Tailwind and Trick Room**: The momentum Landorus-T is able to gain is by use of its Speed, so removing that through the use of Tailwind users such as Zapdos and Trick Room users such as Cresselia eliminates this advantage. Less effective against av variants

**Grassy Terrain**: Tapu Bulu's Grassy Terrain reduces the damage of Landorus-T's only viable STAB in Ground.

**Wide Guard**: Wide Guard users such as Aegislash and Celesteela prevent the use of Earthquake and Rock Slide.

Maybe mention opposing lando-t
 

Psynergy

Triumph and Glory
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Battle Stadium Head
If nothing else, this is the analysis we want done before VGC stuff happens. Let's get this out of the way now. Comments in bold, truthfully not a lot to say but once this is addressed consider this 2/2.

[OVERVIEW]

Landorus-T's high usage has made it the face of Battle Spot Doubles, something most attributed to a level of versatility which allows it to fit on almost any team. The variety of sets Landorus-T can run is one aspect to this, as they're different enough to still catch foes off guard despite its popularity. Its access to the universally appreciated Intimidate is equally a factor, as the team support it provides synergises with Landorus-T's pivot style. Specifically, though, it stands above other Intimidate users in being the best Ground-type in the metagame. Ground-types are highly favored in Battle Spot Doubles for hitting common foes such as Tapu Koko and Heatran hard, but also for providing great neutral coverage. That said, while Landorus-T is the best Ground-type overall, others can be more situationally appropriate. Excadrill, for example, often works better on dedicated sand archetype teams, as does Mega Swampert under rain. While it's seldom appropriate to have doubts about including Landorus-T on teams, this in itself also paints a target on Landorus-T's back; all competent teams should, and will, have multiple answers to it. I feel like specifically referencing other Ground mons isn't necessary since this is about Landorus-T, but otherwise the Overview looks fine.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's strongest STAB move, sporting good power and perfect accuracy, although it does also hit the partner. Rock Slide completes the QuakeSlide combination, primarily hitting Flying-types super effectively which are immune to Ground, but is also a means to hit Fire-types without targeting an ally. Its chance to flinch also pairs well with Landorus-T's high Speed with Choice Scarf. U-turn hits threats such as Cresselia, and provides a means of escaping bad matchups while inflicting chip damage. Its availability increasing the amount of switching out Landorus-T can achieve is also valuable for resetting Intimidate. Slightly confused on what availability means here, I assume you're referring to it being an incredibly safe move? Superpower's high power and great super effective coverage make it valuable against foes such as Mega Kangaskhan and Kartana, and further provides a strong neutral single target option to finish off weakened foes. Knock Off's utility and coverage might be tempting here, but it's not recommended, as it's a poor move to be Choice-locked into given the diminishing effect on the following turn.

Set Details
========

Intimidate, Landorus-T's only ability, offers support by dropping the Attack stat of both foes when switched in. Choice Scarf allows Adamant Landorus-T to outpace almost the entire unboosted metagame, barring Pheromosa. That said, if outpacing Pheromosa and other foes like Choice Scarf Tapu Lele is desired, Jolly can be used at the cost of damage output. Maximising Speed EVs may seem excessive but, given how common Landorus-T is, ensuring a Speed tie at minimum is often worth it. Since Landorus-T aims to hit as hard and fast as possible, investing all remaining EVs in Attack is fine. The four remaining EVs are placed into Special Defense to guarantee survival against Timid Tapu Lele's Psychic. If you'd prefer more bulk, then EVs such as 68 HP / 156 Atk / 4 Def / 100 SpD / 180 Spe with an Adamant nature are an option. These 2HKO bulky Tapu Lele with Earthquake, outrun positive-natured base 130s, and survive 122 SpA non-STAB Ice Beams which are designed to OHKO uninvested variants of Landorus-T.

Usage Tips
========

This set aims to be the backbone of a team by dealing damage before any other Pokemon and constantly switching to cycle Intimidate. It works particularly well in the lead position, as Intimidate is then activated for free, and even in a bad lead match-up it can simply U-turn back out. Be wary of using U-turn into the foe's Protect though, as this prevents the switch and leaves Landorus-T vulnerable against the defending Pokemon's partner. One situation you'll want to think twice about leading Landorus-T in is against Competitive or Defiant users such as Milotic and Bisharp, who receive a boost from Intimidate's Attack drop. Don't overly worry about switching into non-lethal attacks, as Choice Scarf Landorus-T's high Speed will often still leave it unthreatened even after injury. Finally, if all else fails, remember that Rock Slide has a 51% chance of flinching at least one foe, and therefore makes a good last resort.

Team Options
========

Utilising one of The Guardian Deities not named Tapu Bulu is recommended to remove Grassy Terrain, which reduces Earthquake's damage. Tapu Fini is a fine option, as it threatens opposing Landorus-T with its Water-type STAB moves, a trait shared with other Water-types such as Suicune. Another option is Tapu Koko who, among other Electric-types such as Zapdos, can scare problematic Water- and Flying-type foes. Maximising the number of ungrounded partners on the team by using allies such as Cresselia and Mega Charizard Y is useful to allow the free use of Earthquake without Protect; particularly valuable given Landorus-T's tendency to be Choice-locked into Earthquake. Further, Cresselia's access to Ice Beam and Icy Wind presents another means of eliminating opposing Landorus-T. Mega Charizard Y is also notable for threatening Grass-types which resist Ground. Its Drought weakening the STAB moves of Water-type attackers and allowing the instant-use of Solar Beam is equally a boon. Grass-types of your own such as Rage Powder Amoonguss and Ferrothorn can also prove effective in stopping threatening Water-types thanks to redirection and a high-powered STAB move in Power Whip, respectively.

[SET]
name: 3 Attacks + Protect
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn / Superpower / Knock Off
move 4: Protect
item: Groundium Z / Life Orb
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake's excellent spread damage makes it a staple of this set, and enables the use of Tectonic Rage with Groundium Z. Rock Slide notably hits Ground-immune Flying-types, but also grants a spread attack that leaves allies unharmed. U-turn hits Grass-types and common foes such as Cresselia super effectively, but is largely used to pivot out of bad scenarios and to leave Intimidate available next turn. Superpower's main use is to hit common foes such as Mega Kangaskhan, Shuca Berry Heatran, and Tyranitar. Knock Off can remove items from foes, which is particularly potent against berry user such as Snorlax, though also helps deal with foe such as Cresselia and Wide Guard Aegislash. Protect allows Landorus-T to shield itself to punish double targets and safely stall out undesirable field conditions. It being so uncommon on Landorus-T makes it especially strong, as foes will rarely play around it.

Set Details
========

Groundium Z transforms Earthquake into Tectonic Rage, dealing more than double the damage to a single target. Alternatively, Life Orb's consistent power boost is a good alternative if you have too many Z-Crystal users on the team as is, since they can only be used once per battle. Intimidate is a great ability, as it provides support by dropping both foe's Attack stats when Landorus-T is switched in. Jolly is often the better choice of nature, is it allows Landorus-T to outspeed foes such as neutral base 100s, Arcanine, and Jolly Gyarados. That said, Adamant can be situationally important for OHKOs such as Tectonic Rage against Mega Kangaskhan. The set's aim is to outrun and deal as much damage to as many foes as possible, so EVs of 252 Atk / 252 Spe are recommended.

Usage Tips
========

This set functions less as a pivot, and instead aims to capitalize on Choice Scarf's popularity by picking up surprise KOs. Opponents lacking Protect such as Mega Kangaskhan make good targets for this, as are unsuspecting Shuca Berry Heatran. Landorus-T works well as a lead, as it makes a great opportunity to activate Intimidate and gain early momentum. Be wary of Competitive and Defiant users such as Milotic and Bisharp from team preview, though, to avoid boosting them. Once engaged in battle your aim is largely to use your spread attacks in Earthquake and Rock Slide until the foe is in KO range of your stronger single-target moves in Tectonic Rage and Superpower. In general, you should avoid switching directly into attacks, as this set lacks the speed and added bulk of Choice Scarf and Assault Vest variants, although Intimidate's value will sometimes outweigh this factor. Take advantage of this being the only set to use Protect; save it against unsuspecting opponents until a pivotal moment where possible. One thing I might mention is that Intimidate may reveal the lack of a Choice Scarf since so many Pokemon have abilities with an ability prompt, so this set shouldn't entirely rely on its surprise value.

Team Options
========

Earthquake is weakened by Tapu Bulu's Grassy Terrain, so using other Guardian Deities is wise in order to expel it. Tapu Fini accomplishes this and, like other Water-types such as Suicune, can deal with opposing Landorus-T. Tapu Koko is another option and, akin to Electric-types such as Zapdos, grants an offensive check to Water-types. As this set lacks Choice Scarf's Speed boost, speed control from Pokemon such as Tailwind Zapdos and Icy Wind Cresselia can be valuable to offset this. The above also join Mega Charizard Y as great examples of ungrounded allies immune to Earthquake. Mega Charizard Y also deals with common Wide Guard Aegislash and, further weakens Water-types with Drought. Grass-types such as Ferrothorn and Kartana provide a more direct response to Water-types.

[SET]
name: Assault Vest
move 1: Earthquake
move 2: Rock Slide
move 3: Superpower
move 4: U-turn / Knock Off
item: Assault Vest
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's main means of offense, dealing good spread damage that, albeit, targets the partner. Rock Slide usefully harms Flying-types immune to Ground and is a spread attack that doesn't harm allies. Superpower has great super effective coverage, hitting common foes such as Mega Kangaskhan and Tyranitar. U-turn allows Landorus-T to pivot out of bad matchups, such as Cresselia, and activate Intimidate later in the match. Knock Off has utility in removing items, and hits foes such as Aegislash and Metagross hard, who can prove to be problematic.

Set Details
========

Assault Vest supports Landorus-T's role as a pivot by raising Special Defense, allowing it to switch into attacks more easily. Intimidate compliments Assault Vest as well, allowing Landorus-T to take attacks well on both fronts. Jolly is generally the preferred nature for outpacing foes such as base 100s and Hydreigon, although Adamant offers more damage if Speed is less important. While simple EVs may seem odd with Assault Vest, Landorus-T's natural bulk means further investment isn't strictly needed. That said, those such as 148 HP / 124 Atk / 4 Def / 4 SpD / 228 Spe with a Jolly nature are an option to ensure victory against Mega Charizard Y. They do so by allowing Landorus-T to outspeed and KO Modest Mega Charizard Y, while surviving Timid Mega Charizard Y's Overheat. This is in addition to OHKOing Tapu Koko with Earthquake, living two Jolly Mega Kangaskhan's Return and Araquanid's Liquidation with Intimidate. This set's bulk makes it comparatively most able to drop Speed EVs, so take advantage of this if you don't find the Speed as necessary, for example, on a Trick Room team, and prefer more bulk. For instance, dropping to 148 Speed EVs with an Adamant nature outruns Modest Heatran, while zero EVs can be used to maximise bulk.

Usage Tips
========

Landorus-T works well at all game stages, but especially so as a lead thanks to Intimidate and access to U-turn. Using this set well is a balance of dealing maximum spread damage, and keeping it available as a switch-in to attacks; most of which shouldn't be a problem, but since Landorus-T lacks recovery severe blows may impede its ability to maintain a presence late-game. Strong special attackers such as Tapu Lele and Mega Charizard Y are the main culprits with regards to dealing more damage than is comfortable. Opponents will expect the more common Choice Scarf, so maintaining that bluff until a critical moment can be valuable to catch your opponent off-guard. Bear in mind that using U-turn into Protect prevents a switch and leaves Landorus-T vulnerable against the defending Pokemon's partner; if this risks excessive damage it may be better to hard switch. Against potential Wide Guard users, it's often better to not risk momentum loss and use a move from either the third or fourth move slots.

Team Options
========

Make use of a Guardian Deity not named Tapu Bulu to prevent Grassy Terrain from reducing the damage of Earthquake. Tapu Koko is great for this, since it can also check Water-types and use Taunt to stop speed control and Wide Guard. Zapdos and Thundurus-T are other Electric options, with the benefit that they're immune to allied Earthquake use. While ungrounded partners like the aforementioned are less crucial to this set, because it can switch moves freely, they're nonetheless a bonus. Grass-types like Rage Powder Amoonguss and Ferrothorn can also check Water-types; the former being particularly useful through redirecting their moves. Ferrothorn also joins other Steel-types such as Aegislash and Mega Metagross in checking threatening Ice-types. Fire-types such as Mega Charizard Y and Heatran likewise check Ice-types, in addition to Wide Guard Aegislash. Mega Charizard Y, with Cresselia and Hydreigon, is further yet another example of ungrounded partners for safe use with Earthquake.

[STRATEGY COMMENTS]
Other Options
=============

Rock Tomb deals more damage to a single target than Rock Slide, and grants Landorus-T speed control to support its teammates. Stone Edge is another Rock-type alternative. Its inaccuracy makes it inconsistent, but can notably OHKO bulky Mega Charizard Y and offensive variants of Zapdos. Explosion, while sacrificial, is Landorus-T's strongest attack, and works particularly well with a boosting item like Life Orb or Choice Band. Hammer Arm's initial damage is less than Superpower, but it can be used repeatedly without decreasing Attack, and the Speed decreases can be considered a bonus under Trick Room. A special set utilizing Earth Power and Hidden Power Ice is also an option, working especially well on teams that otherwise struggle against opposing Landorus-T. Choice Band can catch foes off guard with a substantial power boost, but being Choice-locked with a middling Speed stat can leave Landorus-T quite vulnerable. Focus Sash allows Landorus-T to survive any one move without the need for defensive investment.

Checks and Counters
===================

**Water-types**: Water-types, particularly bulky ones such as Tapu Fini and Suicune, can threaten Landorus-T with their super effective STAB moves, and frequently make use of Ice Beam or Icy Wind for coverage as well. Milotic is also notable, as its Competitive ability boosts stats when Landorus-T's Intimidate activates, and is often bulky enough to take multiple Earthquakes, although it's admittedly OHKOed by Tectonic Rage after chip damage.

**Ice-types**: While more check than counter against Choice Scarf variants of Landorus-T thanks to a Rock Slide weakness, Ice-types such as Alolan Ninetales and Weavile nevertheless have an easy time inflicting lethal damage. Bulky non-STAB Ice-type attackers such as Zapdos and Porygon2 can also retaliate with their own moves.

**Intimidate and Burns**: As a physical attacker reliant on moves already weakened by a spread damage reduction, Landorus-T is quite vulnerable to Intimidate from opposing Landorus-T and from Will-O-Wisp users such as Mimikyu.

**Faster Pokemon**: Ice move users faster than Landorus-T such as Pheromosa and Nihilego check it. Ice Punch Mega Metagross outruns non-Choice Scarf variants and avoids Intimidate with its pre-mega ability in Clear Body. Swift Swim users such as Ludicolo outpace Choice Scarf Landorus-T and OHKO it with rain boosted STAB moves.

**Tailwind and Trick Room**: The momentum Landorus-T can gain is by use of its Speed, so removing that using Tailwind users such as Zapdos and Trick Room users such as Cresselia eliminates this advantage. Bear in mind that these will be less effective against slower variants such as bulky Assault Vest.

**Grassy Terrain**: Tapu Bulu's Grassy Terrain reduces the damage of Landorus-T's only viable STAB in Ground. Probably worth briefly noting that this won't help against Tectonic Rage.

**Wide Guard**: Wide Guard users such as Aegislash and Celesteela prevent the use of Earthquake and Rock Slide. I'd mention that most Wide Guard users also need to be careful around Tectonic Rage variants, especially Aegislash.
 

GP 1/2
remove add comments

[OVERVIEW]
Landorus-T's high usage has made it the face of Battle Spot Doubles, something most attributed attributable to a level of versatility which that allows it to fit on almost any team. The variety of sets Landorus-T can run is one aspect to of this, as they're different enough to still catch foes off-(hyphen)guard despite its Landorus-T's popularity. Its Access to the universally appreciated Intimidate is equally just as much of a factor, as the team support it provides synergises with Landorus-T's pivot playstyle. Specifically, though, it Landorus-T stands above other Intimidate users in by being the best Ground-type in the metagame. Ground-types are highly favored in Battle Spot Doubles for hitting common foes such as Tapu Koko and Heatran hard, (comma) but also as well as for providing great neutral coverage. That said, while Landorus-T is the best Ground-type overall, others can be more situationally appropriate. Excadrill, for example, often works better on dedicated sand archetype teams, as does Mega Swampert under rain. While it's seldom appropriate to have doubts about including Landorus-T on teams, this in itself also paints a target on Landorus-T's back; all competent teams should, and will, have multiple answers to it.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's strongest STAB move, sporting good power and perfect accuracy, although it does also hit the partner. Rock Slide completes the QuakeSlide combination, primarily hitting Flying-types super effectively which are immune to Ground, but it is also a means to hit Fire-types without targeting damaging an ally. Its chance to flinch also pairs well with Landorus-T's high Speed with Choice Scarf. U-turn hits threats such as Cresselia, (comma) and provides a means of escaping bad matchups while inflicting chip damage. It often being such a safe move increasing the amount of safe switching out Landorus-T can achieve is also valuable for resetting reusing Intimidate. Superpower's high power and great super effective coverage make it valuable against foes such as Mega Kangaskhan and Kartana, (comma) and further provides a strong neutral single-(hyphen)target option with which to finish off weakened foes. Knock Off's utility and coverage might be tempting here, but it's not recommended, as it's a poor move to be Choice-locked into given the diminishing effect its diminished power on the following turn.

Set Details
========

Intimidate, Landorus-T's only ability, offers support by dropping the Attack stats of both foes when switched in. Choice Scarf allows Adamant Landorus-T to outpace almost the entire unboosted metagame, barring Pheromosa. That said, if outpacing Pheromosa and other foes like Choice Scarf Tapu Lele is desired, a Jolly nature can be used at the cost of damage output. Maximising Speed EVs may seem excessive, (comma) but, (comma) given how common Landorus-T is, ensuring a Speed tie at minimum worst is often worth it. Since Landorus-T aims to hit as hard and fast as possible, investing all remaining EVs in Attack is fine. The four remaining EVs are placed into Special Defense to guarantee survival against Timid Tapu Lele's Psychic. If you'd prefer more bulk, then EVs such as 68 HP / 156 Atk / 4 Def / 100 SpD / 180 Spe with an Adamant nature are an option. These enable Landorus-T to 2HKO bulky Tapu Lele with Earthquake, outrun positive-natured base 130s Speed Pokemon, and survive 122 SpA invested non-STAB Ice Beams which are Beam, which is (what Pokemon use this?) designed to OHKO uninvested variants of Landorus-T.

Usage Tips
========

This set aims to be the backbone of a team by dealing damage before any other Pokemon and constantly switching to cycle reuse Intimidate. It works particularly well in the lead position, as Intimidate is then activated for free, and even in a bad lead match-up matchup, it can simply U-turn back use U-turn to easily switch out. Be wary of using U-turn into the foe's Protect on a foe using Protect, though, as this prevents the switch and leaves Landorus-T vulnerable against to the defending Pokemon's partner. One situation you'll want to think twice about leading with Landorus-T in is against Competitive or Defiant users such as Milotic and Bisharp, who which receive a boost from Intimidate's Attack drop. Don't overly worry about switching into non-lethal attacks, as Choice Scarf Landorus-T's high Speed will often still leave it unthreatened even after injury. Finally, if all else fails, remember that Rock Slide has a 51% chance of flinching at least one foe, and therefore makes a good last resort.

Team Options
========

Utilising one of the Guardian Deities not named Tapu Bulu is recommended to remove Grassy Terrain, which reduces Earthquake's damage. Tapu Fini is a fine option, as it threatens opposing Landorus-T with its Water-type STAB moves, a trait shared with other Water-types such as Suicune. Another option is Tapu Koko, which, who, among other Electric-types such as Zapdos, can scare problematic Water- and Flying-type foes. Maximising the number of ungrounded airborne partners on the team by using allies such as Cresselia and Mega Charizard Y is useful to allow the free use of Earthquake without Protect; this is particularly valuable given Landorus-T's tendency to be Choice-locked into Earthquake. Furthermore, Cresselia's access to Ice Beam and Icy Wind presents another means of eliminating opposing Landorus-T. Mega Charizard Y is also notable for threatening Grass-types which that resist Ground. Its Drought weakening the STAB moves of Water-type attackers and allowing the instant-(hyphen)use of Solar Beam is equally as much of a boon. Grass-types of your own such as Rage Powder Amoonguss and Ferrothorn can also prove effective in stopping threatening Water-types thanks to redirection and a high-powered powerful STAB move in Power Whip, respectively.

[SET]
name: 3 Attacks + Protect
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn / Superpower / Knock Off
move 4: Protect
item: Groundium Z / Life Orb
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake's excellent spread damage makes it a staple of this set, (comma) and enables the use of Tectonic Rage with Groundium Z. Rock Slide notably hits Ground-immune Flying-types, (comma) but also and grants a spread attack that leaves allies unharmed. U-turn hits Grass-types and common foes such as Cresselia super effectively, but is largely used to pivot out of bad scenarios and to leave make Intimidate available next turn. Superpower's main use is to hit common foes such as Mega Kangaskhan, Shuca Berry Heatran, and Tyranitar. Knock Off can remove items from foes, which is particularly potent against Berry users such as Snorlax, though it also helps deal with foes such as Cresselia and Wide Guard Aegislash. Protect allows Landorus-T to shield itself to punish double targets and safely stall out undesirable field conditions. It being so uncommon on Landorus-T makes it especially strong, as foes will rarely play around it.

Set Details
========

Groundium Z transforms Earthquake into Tectonic Rage, dealing more than double the damage to a single target. Alternatively, Life Orb's consistent power boost is a good alternative if you have too many Z-Crystal users on the team as is, since they can only be used once per battle. Intimidate is a great ability, as it provides support by dropping both foe's foes' Attack stats when Landorus-T is switched in. Jolly is often the better choice of nature, is it allows Landorus-T to outspeed foes such as neutral-natured base 100s Speed Pokemon, Arcanine, and Jolly Gyarados. That said, an Adamant nature can be situationally important for OHKOs such as Tectonic Rage against on Mega Kangaskhan. The set's aim is to outrun and deal as much damage to as many foes as possible, so EVs of 252 Atk / 252 Spe are recommended.

Usage Tips
========

This set functions less as a pivot, and instead aims to capitalize on Choice Scarf's popularity by picking up surprise KOs. Opponents Foes lacking Protect such as Mega Kangaskhan make good targets for this, as are unsuspecting Shuca Berry Heatran. Landorus-T works well as a lead, as it leading makes a great opportunity to activate Intimidate and gain early momentum. Be wary of Competitive and Defiant users such as Milotic and Bisharp from team preview, though, to avoid boosting them. Once engaged in battle your the battle begins, Landorus-T's goal is largely to use your its spread attacks in Earthquake and Rock Slide until the a foe is in KO range of your its stronger single-target moves in Tectonic Rage and Superpower. In general, you should avoid switching Landorus-T directly into attacks, as this set lacks the speed and added bulk of Choice Scarf and Assault Vest variants, respectively, although Intimidate's value will sometimes outweigh this factor. Take advantage of this being the only set to use that uses Protect; you'll occassionally want to save it against unsuspecting opponents until a pivotal moment, but bear in mind that Intimidate's ability prompt may give this away early.

Team Options
========

Earthquake is weakened by Tapu Bulu's Grassy Terrain, so using other Guardian Deities is wise in order to expel it. Tapu Fini accomplishes this and, like other Water-types such as Suicune, can deal with opposing Landorus-T. Tapu Koko is another option and, akin to Electric-types such as Zapdos, grants an offensive check to Water-types. As this set lacks Choice Scarf's Speed boost, speed control from Pokemon such as Tailwind Zapdos and Icy Wind Cresselia can be valuable to offset this. The above These Pokemon also join Mega Charizard Y as great examples of ungrounded airborne allies that are immune to Earthquake. Mega Charizard Y also deals with common Wide Guard Aegislash and, (comma) further weakens Water-types with Drought. Grass-types such as Ferrothorn and Kartana provide a more direct response to Water-types.

[SET]
name: Assault Vest
move 1: Earthquake
move 2: Rock Slide
move 3: Superpower
move 4: U-turn / Knock Off
item: Assault Vest
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's main means of offense, dealing good spread damage that, albeit, (comma) targets targeting the partner. Rock Slide usefully harms Flying-types that are immune to Ground and is a spread attack that doesn't harm allies. Superpower has great super effective coverage, hitting common foes such as Mega Kangaskhan and Tyranitar. U-turn allows Landorus-T to pivot out of bad matchups, such as against Cresselia, and activate Intimidate later in the match. Knock Off has utility in removing items, (comma) and hits potentially problematic foes such as Aegislash and Metagross hard, who can prove to be problematic.

Set Details
========

Assault Vest supports Landorus-T's role as a pivot by raising Special Defense, allowing it to switch into attacks more easily. Intimidate compliments Assault Vest as well, by allowing Landorus-T to take attacks well on both fronts. Jolly is generally the preferred nature for outpacing foes such as base 100s Speed Pokemon and Hydreigon, although but an Adamant nature offers more damage if Speed is less important. While simple EVs may seem odd with Assault Vest, Landorus-T's natural bulk means further investment isn't strictly needed. That said, those a spread such as 148 HP / 124 Atk / 4 Def / 4 SpD / 228 Spe with a Jolly nature are is an option to ensure victory against Mega Charizard Y. They do It does so by allowing Landorus-T to outspeed and KO Modest Mega Charizard Y, (comma) while surviving and survive Timid Mega Charizard Y's Overheat. This is in addition to OHKOing Tapu Koko with Earthquake, (comma) living and taking two of Jolly Mega Kangaskhan's Return and Araquanid's Liquidation with Intimidate. This set's bulk makes it comparatively most able to drop Speed EVs, so take advantage of this if you don't find the Speed as necessary, for example, on a Trick Room team, and prefer more bulk. For instance, dropping to 148 Speed EVs with an Adamant nature outruns Modest Heatran, while zero EVs can be used to maximise bulk.

Usage Tips
========

Landorus-T works well at all game stages, but especially so as a lead thanks to Intimidate and access to U-turn. Using this set well is a balance of dealing maximum spread damage, (comma) and keeping it available as a switch-in to attacks; most of which that shouldn't be a problem, but since Landorus-T lacks recovery, (comma) severe blows may impede its ability to maintain a presence late-game. Strong special attackers such as Tapu Lele and Mega Charizard Y are the main culprits with in regards to dealing more damage than is comfortable. Opponents will expect the more common Choice Scarf set, so maintaining that bluff until a critical moment can be valuable to catch your opponent off-guard. Bear in mind that using U-turn into on a foe using Protect prevents a switch and leaves Landorus-T vulnerable against to the defending Pokemon's partner; if this risks excessive damage, (comma) it may be better to hard manually switch. Against potential Wide Guard users, it's often better to not risk momentum loss and use a move from either the third or fourth move(space)slots.

Team Options
========

Make use of a Guardian Deity not named Tapu Bulu to prevent Grassy Terrain from reducing the damage of Earthquake. Tapu Koko is great for this, since it can also check Water-types and use Taunt to stop speed control and Wide Guard. Zapdos and Thundurus-T are other Electric-type options, with and have the benefit that they're immune to allied Earthquake use. While ungrounded airborne partners like the aforementioned are less crucial to this set, (comma) because it can switch moves freely, they're nonetheless a bonus. Grass-types like Rage Powder Amoonguss and Ferrothorn can also check Water-types; the former being is particularly useful through redirecting their moves. Ferrothorn also joins other Steel-types such as Aegislash and Mega Metagross in checking threatening Ice-types. Fire-types such as Mega Charizard Y and Heatran likewise check Ice-types, in addition to Wide Guard Aegislash. Mega Charizard Y, along with Cresselia and Hydreigon, is further yet another example of ungrounded a partners for that is safe to use with Earthquake.

[STRATEGY COMMENTS]
Other Options
=============

Rock Tomb deals more damage to a single target than Rock Slide, (comma) and grants Landorus-T speed control to support its teammates. Stone Edge is another Rock-type alternative. Its inaccuracy makes it inconsistent, but can notably OHKO bulky Mega Charizard Y and offensive variants of Zapdos. Explosion, while sacrificial, is Landorus-T's strongest attack, (comma) and works particularly well with a boosting item like Life Orb or Choice Band. Hammer Arm's initial damage is less than Superpower, but it can be used repeatedly without decreasing Attack, and the Speed decreases can be considered a bonus under Trick Room. A special set utilizing Earth Power and Hidden Power Ice is also an option, working especially well on teams that otherwise struggle against opposing Landorus-T. Choice Band can catch foes off-(hyphen)guard with a substantial power boost, but being Choice-locked with a middling Speed stat can leave Landorus-T quite vulnerable. Focus Sash allows Landorus-T to survive any one move without the need for defensive investment.

Checks and Counters
===================

**Water-types**: Water-types, particularly bulky ones such as Tapu Fini and Suicune, can threaten Landorus-T with their super effective STAB moves, and frequently make use of Ice Beam or Icy Wind for coverage as well. Milotic is also notable, as its Competitive ability boosts stats Special Attack when Landorus-T's Intimidate activates, (comma) and it is often bulky enough to take multiple Earthquakes, although it's admittedly OHKOed by Tectonic Rage after chip damage.

**Ice-types**: While more check than counter against Choice Scarf variants of Landorus-T thanks to a Rock Slide weakness, Ice-types such as Alolan Ninetales and Weavile nevertheless have an easy time inflicting lethal damage. Bulky non-STAB Ice-type attackers such as Zapdos and Porygon2 can also retaliate with their own Ice-type moves.

**Intimidate and Burns**: As a physical attacker reliant on moves already weakened by a spread damage reduction, Landorus-T is quite vulnerable to Intimidate users such as opposing Landorus-T, (comma) and from to Will-O-Wisp users such as Mimikyu.

**Faster Pokemon**: Ice move users Pokemon that use Ice-type moves and are faster than Landorus-T such as Pheromosa and Nihilego check it. Ice Punch Mega Metagross outruns non-Choice Scarf variants and avoids Intimidate with its pre-Mega ability in Clear Body. Swift Swim users such as Ludicolo outpace Choice Scarf Landorus-T and OHKO it with rain-(hyphen)boosted STAB moves.

**Tailwind and Trick Room**: The momentum Landorus-T can gain is often by use of its Speed, so removing that with Tailwind users such as Zapdos and Trick Room users such as Cresselia eliminates this advantage. Bear in mind that these will be less effective against slower variants such as bulky Assault Vest.

**Grassy Terrain**: Tapu Bulu's Grassy Terrain reduces the damage of Landorus-T's Earthquake, neutering the majority of Landorus-T variants. Bear in mind that this reduction doesn't affect Tectonic Rage.

**Wide Guard**: Wide Guard users such as Aegislash and Celesteela prevent the use of Earthquake and Rock Slide. That said, they, particularly Aegislash, do still need to be careful about playing into Tectonic Rage.
 
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Lumari

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GP 2/2
[OVERVIEW]

Landorus-T's high usage has made it the face of Battle Spot Doubles, something most attributable to a level of versatility that allows it to fit on almost any team. The variety of sets Landorus-T can run is one aspect of this, as they're different enough to still catch foes off guard (RH) despite Landorus-T's popularity. Access to the universally appreciated Intimidate is just as much of a factor, as the team support it provides synergises synergizes with Landorus-T's pivot playstyle. Specifically, though, Landorus-T stands above other Intimidate users by being the best Ground-type in the metagame. Ground-types are highly favored in Battle Spot Doubles for hitting common foes such as Tapu Koko and Heatran hard as well as for providing great neutral coverage. That said, while Landorus-T is the best Ground-type overall, others can be more situationally appropriate. Excadrill, for example, often works better on dedicated sand teams, as does Mega Swampert under rain. While it's seldom appropriate to have doubts about including Landorus-T on teams, this in itself also paints a target on Landorus-T's back; all competent teams should, and will, have multiple answers to it.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn
move 4: Superpower
item: Choice Scarf
ability: Intimidate
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's strongest STAB move, sporting good power and perfect accuracy, although it does also hit the partner. Rock Slide completes the QuakeSlide SlideQuake (or rather pseudo-EdgeQuake really) combination, primarily hitting Flying-types super effectively, but it is also a means to hit Fire-types without damaging an ally. Its chance to flinch pairs well with Landorus-T's high Speed with Choice Scarf. U-turn hits threats such as Cresselia and provides a means of escaping bad matchups while inflicting chip damage. It increasing The increase in the amount of safe switching out Landorus-T can achieve is also valuable for reusing Intimidate. Superpower's high power and great super effective coverage make it valuable against foes such as Mega Kangaskhan and Kartana, (AC) and it provides a strong neutral single-target option with which to finish off weakened foes. Knock Off's utility and coverage might be tempting here, but it's not recommended, as it's a poor move to be Choice-locked (or RH in any case) into given its diminished power on the following turn.

Set Details
========

Intimidate, Landorus-T's only ability, offers support by dropping the Attack stats of both foes when switched in. Choice Scarf allows Adamant Landorus-T to outpace almost the entire unboosted metagame, barring Pheromosa. That said, if outpacing Pheromosa and other foes like Choice Scarf Tapu Lele is desired, a Jolly nature can be used at the cost of damage output. Maximising Maximizing Speed EVs may seem excessive, but given how common Landorus-T is, ensuring a Speed tie at worst is often worth it. Since Landorus-T aims to hit as hard and fast as possible, investing all remaining EVs in Attack is fine. The four remaining EVs are placed into Special Defense to guarantee survival against Timid Tapu Lele's Psychic. If you prefer more bulk, then EVs a spread such as 68 HP / 156 Atk / 4 Def / 100 SpD / 180 Spe with an Adamant nature are is an option. These enable This enables Landorus-T to 2HKO bulky Tapu Lele with Earthquake, outrun positive-natured base 130 Speed Pokemon, and survive 122 SpA invested (i really can't imagine it's this specific on the two of them since they have different base stats, also would rather not see the number here unless absolutely necessary because creeping in a way technically) non-STAB Ice Beam (RC) commonly utilised by from Pokemon such as Cresselia and Politoed, which commonly run some investment to OHKO uninvested variants of Landorus-T.

Usage Tips
========

This set aims to be the backbone of a team by dealing damage before any other Pokemon and constantly switching to reuse Intimidate. It works particularly well in the lead position, as Intimidate is then activated for free, and even in a bad lead matchup, it can simply use U-turn to easily switch out. Be wary of using U-turn on a foe using Protect, though, as this prevents the switch and leaves Landorus-T vulnerable to the defending Pokemon's partner. One situation you'll want to think twice about leading with Landorus-T in is against Competitive or Defiant users such as Milotic and Bisharp, which receive a boost from Intimidate's Attack drop. Don't overly worry about switching into non-lethal attacks, as Choice Scarf Landorus-T's high Speed will often leave it unthreatened even after injury. Finally, if all else fails, remember that Rock Slide has a 51% chance of flinching making at least one foe flinch (RC) and therefore makes a good last resort.

Team Options
========

Utilising Utilizing one of the Guardian Deities not named Tapu Bulu is recommended to remove Grassy Terrain, which reduces Earthquake's damage. Tapu Fini is a fine option, as it threatens opposing Landorus-T with its Water-type STAB moves, a trait shared with other Water-types such as Suicune. Another option is Tapu Koko, which, among other Electric-types such as Zapdos, can scare problematic Water- and Flying-type foes. Maximising Maximizing the number of airborne partners on the team by using allies such as Cresselia and Mega Charizard Y is useful to allow the free use of Earthquake without Protect; this is particularly valuable given Landorus-T's tendency to be Choice locked (RH) into Earthquake. Furthermore, Cresselia's access to Ice Beam and Icy Wind presents another means of eliminating opposing Landorus-T. Mega Charizard Y is also notable for threatening Grass-types resist Ground. Its Drought weakening the STAB moves of Water-type attackers and allowing the instant use of Solar Beam is as much of a boon. Grass-types of your own such as Rage Powder Amoonguss and Ferrothorn can also prove effective in stopping threatening Water-types thanks to redirection and a powerful STAB move in Power Whip, respectively.

[SET]
name: 3 Attacks + Protect
move 1: Earthquake
move 2: Rock Slide
move 3: U-turn / Superpower / Knock Off
move 4: Protect
item: Groundium Z / Life Orb
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake's excellent spread damage makes it a staple of this set and enables the use of Tectonic Rage with Groundium Z. Rock Slide notably hits Ground-immune Flying-types and grants a spread attack that leaves allies unharmed. U-turn hits Grass-types and common foes such as Cresselia super effectively, but it is largely used to pivot out of bad scenarios and make Intimidate available next turn. Superpower's main use is to hit common foes such as Mega Kangaskhan, Shuca Berry Heatran, and Tyranitar. Knock Off can remove items from foes, which is particularly potent against Berry users such as Snorlax, though it also helps deal with foes such as Cresselia and Wide Guard Aegislash. Protect allows Landorus-T to shield itself to punish double targets and safely stall out undesirable field conditions. It being so uncommon on Landorus-T makes it especially strong, as foes will rarely play around it.

Set Details
========

Groundium Z transforms Earthquake into Tectonic Rage, dealing more than double the damage to a single target. Life Orb's consistent power boost is a good alternative if you have many Z-Crystal users on the team as is. Intimidate is a great ability, as it provides support by dropping both foes' Attack stats when Landorus-T is switched in. Jolly is often the better choice of nature, as it allows Landorus-T to outspeed foes such as neutral-natured base 100 Speed Pokemon, Arcanine, and Jolly Gyarados. That said, an Adamant nature can be situationally important for OHKOs such as with Tectonic Rage on Mega Kangaskhan. The set's aim is to outrun and deal as much damage to as many foes as possible, so EVs of 252 Atk / 252 Spe are recommended.

Usage Tips
========

This set functions less as a pivot (RC) and instead aims to capitalize on Choice Scarf's popularity by picking up surprise KOs. Foes lacking Protect such as Mega Kangaskhan make good targets for this, as are do unsuspecting Shuca Berry Heatran. Landorus-T works well as a lead, as leading makes a great opportunity to activate Intimidate and gain early momentum. Be wary of Competitive and Defiant users such as Milotic and Bisharp from Team Preview, though, to avoid boosting them their offensive stats. Once the battle begins, Landorus-T's goal is largely to use its spread attacks in Earthquake and Rock Slide until a foe is in KO range of its stronger single-target moves in Tectonic Rage and Superpower. In general, you should avoid switching Landorus-T directly into attacks, as this set lacks the speed of Choice Scarf variants and the added bulk of Choice Scarf and Assault Vest variants, respectively, although Intimidate's value will sometimes outweigh this factor. Take advantage of this being the only set that uses Protect; you'll occassionally want to save it against unsuspecting opponents until a pivotal moment, but bear in mind that Intimidate's ability prompt may give this away early.

Team Options
========

Earthquake is weakened by Tapu Bulu's Grassy Terrain, so using other Guardian Deities is wise in order to expel it. Tapu Fini accomplishes this and, like other Water-types such as Suicune, can deal with opposing Landorus-T. Tapu Koko is another option and, akin to Electric-types such as Zapdos, grants an offensive check to Water-types. As this set lacks Choice Scarf's Speed boost, speed control from Pokemon such as Tailwind Zapdos and Icy Wind Cresselia can be valuable to offset this. These Pokemon also join Mega Charizard Y as great examples of airborne allies that are immune to Earthquake. Mega Charizard Y also deals with the common Wide Guard Aegislash and weakens Water-types with Drought. Grass-types such as Ferrothorn and Kartana provide a more direct response to Water-types.

[SET]
name: Assault Vest
move 1: Earthquake
move 2: Rock Slide
move 3: Superpower
move 4: U-turn / Knock Off
item: Assault Vest
ability: Intimidate
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========

Earthquake is Landorus-T's main means of offense, dealing good spread damage albeit targeting the partner. Rock Slide usefully harms Flying-types that are immune to Ground and is a spread attack that doesn't harm allies. Superpower has great super effective coverage, hitting common foes such as Mega Kangaskhan and Tyranitar. U-turn allows Landorus-T to pivot out of bad matchups, such as against Cresselia, and activate Intimidate later in the match. Knock Off has utility in removing items and hits potentially problematic foes such as Aegislash and Metagross hard.

Set Details
========

Assault Vest supports Landorus-T's role as a pivot by raising Special Defense, allowing it to switch into attacks more easily. Intimidate compliments complements Assault Vest by allowing Landorus-T to take attacks well on both fronts. Jolly is generally the preferred nature for outpacing foes such as base 100 Speed Pokemon and Hydreigon, but an Adamant nature offers more damage if Speed is less important. While simple EVs may seem odd with Assault Vest, Landorus-T's natural bulk means further investment isn't strictly needed. That said, a spread such as 148 HP / 124 Atk / 4 Def / 4 SpD / 228 Spe with a Jolly nature is an option to ensure victory against Mega Charizard Y. It does so by allowing Landorus-T to outspeed and KO Modest Mega Charizard Y and survive Timid Mega Charizard Y's Overheat. This is in addition to OHKOing Tapu Koko with Earthquake and taking two of Jolly Mega Kangaskhan's Return and Araquanid's Liquidation with Intimidate. This set's bulk makes it most able to drop Speed EVs, so take advantage of this if you don't find the Speed as necessary, for example, on a Trick Room team, and prefer more bulk. For instance, dropping to 148 Speed EVs with an Adamant nature outruns still lets Landorus-T outrun Modest Heatran, while zero EVs can be used to maximise maximize bulk.

Usage Tips
========

Landorus-T works well at all game stages, but especially so as a lead thanks to Intimidate and access to U-turn. Using this set well is a balance of dealing maximum spread damage and keeping it available as a switch-in to attacks; most of that shouldn't be a problem, but since Landorus-T lacks recovery, severe blows may impede its ability to maintain a presence late-game. Strong special attackers such as Tapu Lele and Mega Charizard Y are the main culprits in regards to dealing more damage than is comfortable. Opponents will expect the more common Choice Scarf set, so maintaining that bluff until a critical moment can be valuable to catch your opponent off guard. (RH) Bear in mind that using U-turn on a foe using Protect prevents a switch and leaves Landorus-T vulnerable to the defending Pokemon's partner; if this risks excessive damage, it may be better to manually switch. Against potential Wide Guard users, it's often better to not risk momentum loss and use a move from either the third or fourth moveslots.

Team Options
========

Make use of a Guardian Deity not named Tapu Bulu to prevent Grassy Terrain from reducing the damage of Earthquake. Tapu Koko is great for this, since it can also check Water-types and use Taunt to stop speed control and Wide Guard. Zapdos and Thundurus-T are other Electric-type options and have the benefit that they're immune to Earthquake use. While airborne partners like the aforementioned are less crucial to this set because it can switch moves freely, they're nonetheless a bonus. Grass-types like Rage Powder Amoonguss and Ferrothorn can also check Water-types; the former is particularly useful through redirecting their moves. Ferrothorn also joins other Steel-types such as Aegislash and Mega Metagross in checking threatening Ice-types. Fire-types such as Mega Charizard Y and Heatran likewise check Ice-types, in addition to Wide Guard Aegislash. Mega Charizard Y, along with Cresselia and Hydreigon, is yet another example of a partner that is safe to use with Earthquake.

[STRATEGY COMMENTS]
Other Options
=============

Rock Tomb deals more damage to a single target than Rock Slide and grants Landorus-T speed control to support its teammates. Stone Edge is another Rock-type alternative. Its inaccuracy makes it inconsistent, but it can notably OHKO bulky Mega Charizard Y and offensive variants of Zapdos. Explosion, while sacrificial, is Landorus-T's strongest attack and works particularly well with a boosting item like Life Orb or Choice Band. Hammer Arm's initial damage is less than Superpower, but it can be used repeatedly without decreasing Attack, and the Speed decreases can be considered a bonus under Trick Room. A special set utilizing Earth Power and Hidden Power Ice is also an option, working especially well on teams that otherwise struggle against opposing Landorus-T. Choice Band can catch foes off guard (RH) with a substantial power boost, but being Choice locked (RH) with a middling Speed stat can leave Landorus-T quite vulnerable. Focus Sash allows Landorus-T to survive any one move without the need for defensive investment.

Checks and Counters
===================

**Water-types**: Water-types, particularly bulky ones such as Tapu Fini and Suicune, can threaten Landorus-T with their super effective STAB moves, and they frequently make use of Ice Beam or Icy Wind for coverage as well. Milotic is also notable, as its Competitive ability boosts its Special Attack when Landorus-T's Intimidate activates and it is often bulky enough to take multiple Earthquakes, although it's OHKOed by Tectonic Rage after chip damage.

**Ice-types**: While more check than counter against Choice Scarf variants of Landorus-T thanks to a Rock Slide weakness, Ice-types such as Alolan Ninetales and Weavile nevertheless have an easy time inflicting lethal damage. Bulky attackers such as Zapdos and Porygon2 can also retaliate with their own Ice-type moves.

**Intimidate and Burns**: As a physical attacker reliant on moves already weakened by spread damage reduction, Landorus-T is quite vulnerable to Intimidate users such as opposing Landorus-T and to Will-O-Wisp users such as Mimikyu.

**Faster Pokemon**: Pokemon that use Ice-type moves and are faster than Landorus-T such as Pheromosa and Nihilego check it. Ice Punch Mega Metagross outruns non-Choice Scarf variants and avoids Intimidate with its pre-Mega ability in Clear Body. Swift Swim users such as Ludicolo outpace Choice Scarf Landorus-T and OHKO it with rain-boosted STAB moves.

**Tailwind and Trick Room**: The momentum Landorus-T can gain is often by use of its Speed, so removing that with Tailwind users such as Zapdos and Trick Room users such as Cresselia eliminates this advantage. Bear in mind that these will be less effective against slower variants such as bulky Assault Vest.

**Grassy Terrain**: Tapu Bulu's Grassy Terrain reduces the damage of Landorus-T's Earthquake, neutering the majority of Landorus-T variants. Bear in mind that this reduction doesn't affect Tectonic Rage.

**Wide Guard**: Wide Guard users such as Aegislash and Celesteela prevent the use of Earthquake and Rock Slide. That said, they, particularly Aegislash, do need to be careful about Tectonic Rage.
 
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