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- Seen Apr 13, 2015
EDIT 3: I've updated this team through post 9 of this topic.
I used to play competitively back when it was just DPP. Then I quit for a long time, missing HGSS additions and then BW stuff. But I really don't have the interest to learn an entire new gen so I decided I would keep battling in gen IV. (and happily, I found that there were a good number of people on PO who wanted to do Gen IV as well)
Anyway, I had a team I was using before and it worked well, but I wanted to start with a new team. So here's my new Gen IV sandstorm team. It's mainly a stall team but I threw in a few sweepers just to move things along if necessary. I used sets from smogon and took some creative licenses with it to make something slightly unique.
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stone Edge
- Earthquake
- Stealth Rock
- Roar
I <3 this lead, not just in part because it's one of the few leads that can comfortably handle an infernape lead. Stone edge because I want flying types to suffer even more (and EdgeQuake), and roar to foil baton pass teams and to shuffle for rocks damage. I left off slack off because this guy is already pretty darn bulky, plus he has leftovers. Specially defensive to work better against those omnipresent Ape leads, as well as to keep him from being useless against other special leads like Azelf. Physical leads can generally be taken care of using EdgeQuake. (e.g., Metagross, Aerodactyl, Tyranitar, etc.)
Rotom-C @ Choice Scarf
Trait: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Thunderbolt
- Shadow Ball
- Leaf Storm
- Trick
Cut form to deal with Swampert. Standard scarf Rotom-A. Timid nature instead of Modest to outspeed max speed Jolly Gyarados after a DD.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 8 HP / 244 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Fire Blast
- Earth Power
- Taunt
Taunt + Toxic despite toxic spikes because I need some answer to stall teams (esp., blissey switch-ins). I'm looking for another place to put taunt, but this seems to be the best place for now.
Forretress (F) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spe)
- Toxic Spikes
- Payback
- Rapid Spin
- Gyro Ball
Gyro ball works really well for me, esp. to maul scarfed Flygons locked into outrage. I'm considering getting rid of rapid spin for something else because my team isn't really afraid of either form of spikes, and nobody's more than neutral to SR. So it seems like a wasted slot. Maybe plain ol' spikes? Or explosion? Or another support move? Ideas?
Dragonite (M) @ Life Orb
Trait: Inner Focus
EVs: 252 HP / 168 Def / 88 Spd
Mild Nature (+SpA, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Roost
Stallbreaker. Necessary because I was getting walled a lot, esp. by the Skarmory/Blissey combo. Roost over extremespeed for durability and to allow him to stay in the game despite taking life orb and sandstorm damage.
Suicune (M) @ Leftovers
Trait: Pressure
EVs: 252 Atk / 252 Def / 4 SpD
Bold Nature (+Def, -Atk)
- Calm Mind
- Rest
- Sleep Talk
- Surf
Because bulky waters are trouble for my team. Hopefully before she comes out, forretress will have already successfully gotten toxic spikes down, because she's mainly for stall. The sandstorm is useful in that respect, too--the only pokemon I can think of in Gen IV (at least, in OU) that resists both sandstorm and surf is Empoleon--and even then, after a few calm minds Empoleon will take a good amount of damage while being able to do virtually nothing in return. Lefties to bolster the stall strategy.
Concerns:
1. Roar or slack off on Hippowdon? Roar is useful to see more of the opponent's team and to shuffle for rocks damage, but slack off provides a lot of durability which he can put to good use due to the EdgeQuake combo.
2. What combination of Toxic, Taunt, Substitute, and HP Grass/Electric should I give to Heatran? Fire Blast + Earth Power + ? + ?
3. Should I replace rapid spin on Forretress? If so, with Spikes, Explosion, or some other support move? Also, if I replace rapid spin, should I change payback too (since it's mostly to deal with spin-blockers...which tend to be better dealt with gyro ball anyway)?
Thanks for any tips or ideas you can give me on my new team.
I used to play competitively back when it was just DPP. Then I quit for a long time, missing HGSS additions and then BW stuff. But I really don't have the interest to learn an entire new gen so I decided I would keep battling in gen IV. (and happily, I found that there were a good number of people on PO who wanted to do Gen IV as well)
Anyway, I had a team I was using before and it worked well, but I wanted to start with a new team. So here's my new Gen IV sandstorm team. It's mainly a stall team but I threw in a few sweepers just to move things along if necessary. I used sets from smogon and took some creative licenses with it to make something slightly unique.
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stone Edge
- Earthquake
- Stealth Rock
- Roar
I <3 this lead, not just in part because it's one of the few leads that can comfortably handle an infernape lead. Stone edge because I want flying types to suffer even more (and EdgeQuake), and roar to foil baton pass teams and to shuffle for rocks damage. I left off slack off because this guy is already pretty darn bulky, plus he has leftovers. Specially defensive to work better against those omnipresent Ape leads, as well as to keep him from being useless against other special leads like Azelf. Physical leads can generally be taken care of using EdgeQuake. (e.g., Metagross, Aerodactyl, Tyranitar, etc.)
Rotom-C @ Choice Scarf
Trait: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
- Thunderbolt
- Shadow Ball
- Leaf Storm
- Trick
Cut form to deal with Swampert. Standard scarf Rotom-A. Timid nature instead of Modest to outspeed max speed Jolly Gyarados after a DD.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 8 HP / 244 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Fire Blast
- Earth Power
- Taunt
Taunt + Toxic despite toxic spikes because I need some answer to stall teams (esp., blissey switch-ins). I'm looking for another place to put taunt, but this seems to be the best place for now.
Forretress (F) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature (+Def, -Spe)
- Toxic Spikes
- Payback
- Rapid Spin
- Gyro Ball
Gyro ball works really well for me, esp. to maul scarfed Flygons locked into outrage. I'm considering getting rid of rapid spin for something else because my team isn't really afraid of either form of spikes, and nobody's more than neutral to SR. So it seems like a wasted slot. Maybe plain ol' spikes? Or explosion? Or another support move? Ideas?
Dragonite (M) @ Life Orb
Trait: Inner Focus
EVs: 252 HP / 168 Def / 88 Spd
Mild Nature (+SpA, -Def)
- Draco Meteor
- Fire Blast
- Superpower
- Roost
Stallbreaker. Necessary because I was getting walled a lot, esp. by the Skarmory/Blissey combo. Roost over extremespeed for durability and to allow him to stay in the game despite taking life orb and sandstorm damage.
Suicune (M) @ Leftovers
Trait: Pressure
EVs: 252 Atk / 252 Def / 4 SpD
Bold Nature (+Def, -Atk)
- Calm Mind
- Rest
- Sleep Talk
- Surf
Because bulky waters are trouble for my team. Hopefully before she comes out, forretress will have already successfully gotten toxic spikes down, because she's mainly for stall. The sandstorm is useful in that respect, too--the only pokemon I can think of in Gen IV (at least, in OU) that resists both sandstorm and surf is Empoleon--and even then, after a few calm minds Empoleon will take a good amount of damage while being able to do virtually nothing in return. Lefties to bolster the stall strategy.
Concerns:
1. Roar or slack off on Hippowdon? Roar is useful to see more of the opponent's team and to shuffle for rocks damage, but slack off provides a lot of durability which he can put to good use due to the EdgeQuake combo.
2. What combination of Toxic, Taunt, Substitute, and HP Grass/Electric should I give to Heatran? Fire Blast + Earth Power + ? + ?
3. Should I replace rapid spin on Forretress? If so, with Spikes, Explosion, or some other support move? Also, if I replace rapid spin, should I change payback too (since it's mostly to deal with spin-blockers...which tend to be better dealt with gyro ball anyway)?
Thanks for any tips or ideas you can give me on my new team.
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