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Team help

6
Posts
8
Years
    • Seen Apr 10, 2017
    I put this sandstorm team together and tested it with a friend. If anyone wants to watch it, here's the code. It's on ORAS
    YTLG-WWWW-WW5C-DQN5

    Stoutland
    Ability: Sand Rush
    Nature: Adamant
    Item: Choice Band
    Evs: 4 HP/252Atk/252Spd
    Moves: Return
    Facade
    Superpower
    Crunch

    Excadrill
    Ability: Sand Rush
    Nature: Adamant
    Item: Life Orb
    Evs: 4 HP/252Atk/252Spd
    Moves: Iron Head
    Rock Slide
    Drill Run
    Swords Dance

    Tyranitar
    Ability: Sand Stream
    Nature: Jolly
    Item: Tyranitarite
    Evs: 4 HP/252Atk/252Spd
    Moves: Rock Slide
    Dig
    Crunch
    Protect

    Tyrantrum
    Ability: Sand Rush
    Nature: Jolly
    Item: Leftovers
    Evs: 252Atk/4 Def/252Spd
    Moves: Stealth Rock
    Dragon Claw
    Head Smash
    Earthquake

    Magnezone
    Ability: Magnet Pull
    Nature: Timid
    Item: Choice Specs
    Evs: 68 Def/252Atk/188Spd
    Moves: Flash Cannon
    Thunderbolt
    Volt Switch
    Hidden Power (FIRE)

    Rotom-W
    Ability: Levitate
    Nature: Calm
    Item: Leftovers
    Evs: 252 HP/4 SP.Atk/252SP.Def
    Moves: Volt Switch
    Hydro Pump
    Pain Split
    Thunder Wave

    Any help on improving or just changing a few bits would be much appreciated. This is my first time playing competitively.
     

    PlatinumDude

    Nyeh?
    12,964
    Posts
    13
    Years
  • Dig is a terrible move in general in competitive play. Not only is it easily telegraphed, it makes the user more vulnerable to Earthquake, especially if said Pokemon is weak to Ground. If you're using Mega Tyranitar, you might as well run Dragon Dance on it (it's an egg move) to make the most out of its power and bulk. Unlike regular Tyranitar, Mega Tyranitar's Speed is actually usable for Dragon Dance sets:
    -Dragon Dance
    -Stone Edge
    -Crunch/Ice Punch
    -Superpower/Fire Punch
    Nature: Jolly
    EVs: 252 Atk/4 Def/252 Spe
    Item: Tyranitarite
    Ability: Sand Stream

    A common mistake when making sand teams is throwing in Ground, Rock, and Steel Pokemon for their sandstorm immunity. This is bad because all three share common weaknesses with each other, which are Water, Fighting, and Ground. Talonflame covers for Tyranitar's weaknesses nicely while also being able to clean up late-game:
    -Swords Dance
    -Flare Blitz
    -Brave Bird/Acrobatics
    -Roost
    Nature: Jolly
    EVs: 252 Atk/4 Def/252 Spe
    Item: Sharp Beak/Sky Plate/none
    Ability: Gale Wings

    or
    -Swords Dance
    -Brave Bird/Acrobatics
    -Will-o-Wisp/Taunt
    -Roost
    Nature: Adamant
    EVs: 248 HP/252 Atk/8 Spe
    Item: Leftovers/none
    Ability: Gale Wings

    Honestly, I'm a bit iffy on Stoutland. While it has Sand Rush, it stacks a Fighting weakness with both Excadrill and Tyranitar. I'm also a bit iffy on Magnezone, as the team can handle Steel Pokemon just fine.

    Earthquake outclasses Drill Run on Excadrill in singles. Change Drill Run for Earthquake. Also, changing Swords Dance to Rapid Spin is worth considering, as Talonflame is weak to Stealth Rock and Excadrill is rather strong on its own.

    The best Tyrantrum can do is Dragon Dance, a role already taken up by Tyranitar. I wouldn't recommend it as a Stealth Rock setter because of its rather common weaknesses and bad special bulk. Garchomp should be the offensive Stealth Rock setter, as it can still pose a threat even after setting SR:
    -Stealth Rock
    -Outrage/Dragon Claw
    -Earthquake
    -Fire Blast/Swords Dance
    Nature: Naive/Jolly
    EVs: 252 Atk/4 SAtk/252 Spe
    Item: Focus Sash/Lum Berry
     
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