Sarcastically Insane
Lighting Things on Fire
- Joined
- May 13, 2009
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Yeah, well, my last sandy team... phailed. But I modified it, and now it's working pretty well as a stall team.
Sandy Lead:
Hippowdon@Lefties
Impish
Sand Stream
176 HP
84 Def
248 SpD
Earthquake
Roar
Slack Off
Stealth Rock
Beastly wall. 1st turn; Stealth Rock unless I'm going to be taunted, and I'll switch or EQ from there. Roar+SR keeps wearing down my opponents, and I Slack Off when I can.
Toxic Wall
Nidoqueen@Black Sludge (Lefties for Poison-types)
Impish
Poison Point
4 HP
252 Def
252 SpD
EQ
Outrage
Toxicspikes
??? (currently Beat Up, which SUCKS)
EQ is nice STAB, Outrage is a powerful last resort, and Toxicspikes are what put it on this team. Possible replacements are, however, welcome.
WhirlySpikes
Skarmory@Lefties
Impish
Keen Eye
252 HP
64 Atk
176 Def
16 Spe
Spikes
Whirlwind
Brave Bird
Roost
Suspiciously similar to Hippo, isn't it? Spikes+Whirlwind, a healing move, and a taunt breaker. That's all, folks.
Silver Tank
(Shiney)Metagross@Lefties
Impish
Clear Body
4 HP
252 Atk
252 Def
Bullet Punch
EQ
Explosion
Meteor Mash
... I'm unoriginal on the item and nature, so what. Everything else is pure me. Max attack is so Bullet Punch is worth anything, and is extremely useful with STAB and 1st priority. Meteor Mash is EVIL if it hits unresisted. EQ is there for coverage and Explosion is to go out with a bang.
Secondary Spike/Spinner
Forretress@Leftovers
Relaxed
Sturdy
252 Atk
60 Def
196 SpD
Gyro Ball
Rapid Spin
Explosion
Spikes
The only reason he isn't Impish is for the -Speed... He has Spikes because it's a miracle when Skarm gets all three layers down, and the more, the merrier. Rapid Spin to rid myself of my opponent's hazards, Gyro Ball for a powerful STAB atack, and Explosion as the last-resort.
T-Tank
T-Tar@Leftovers
Adamant
Sand Stream
252 Atk
130 Def
126 SpD
Crunch
Curse
EQ
Stone Edge
The most original member of my team. It is a slow tank, taking the fact that T-Tar has horrendous speed without a boost and throwing away what little it has for a big boost in tanking capabilities. After 3 Curses, this guy's survived Brick Breaks. After all 6, holy ****, Infernape's Close Combat didn't work out that well, did it? Meet +6 Earthquake, sucker.
That's my team. Entry hazard it, phaze it, tank it, spin it, and Storm it, it's here.
Sandy Lead:
Hippowdon@Lefties
Impish
Sand Stream
176 HP
84 Def
248 SpD
Earthquake
Roar
Slack Off
Stealth Rock
Beastly wall. 1st turn; Stealth Rock unless I'm going to be taunted, and I'll switch or EQ from there. Roar+SR keeps wearing down my opponents, and I Slack Off when I can.
Toxic Wall
Nidoqueen@Black Sludge (Lefties for Poison-types)
Impish
Poison Point
4 HP
252 Def
252 SpD
EQ
Outrage
Toxicspikes
??? (currently Beat Up, which SUCKS)
EQ is nice STAB, Outrage is a powerful last resort, and Toxicspikes are what put it on this team. Possible replacements are, however, welcome.
WhirlySpikes
Skarmory@Lefties
Impish
Keen Eye
252 HP
64 Atk
176 Def
16 Spe
Spikes
Whirlwind
Brave Bird
Roost
Suspiciously similar to Hippo, isn't it? Spikes+Whirlwind, a healing move, and a taunt breaker. That's all, folks.
Silver Tank
(Shiney)Metagross@Lefties
Impish
Clear Body
4 HP
252 Atk
252 Def
Bullet Punch
EQ
Explosion
Meteor Mash
... I'm unoriginal on the item and nature, so what. Everything else is pure me. Max attack is so Bullet Punch is worth anything, and is extremely useful with STAB and 1st priority. Meteor Mash is EVIL if it hits unresisted. EQ is there for coverage and Explosion is to go out with a bang.
Secondary Spike/Spinner
Forretress@Leftovers
Relaxed
Sturdy
252 Atk
60 Def
196 SpD
Gyro Ball
Rapid Spin
Explosion
Spikes
The only reason he isn't Impish is for the -Speed... He has Spikes because it's a miracle when Skarm gets all three layers down, and the more, the merrier. Rapid Spin to rid myself of my opponent's hazards, Gyro Ball for a powerful STAB atack, and Explosion as the last-resort.
T-Tank
T-Tar@Leftovers
Adamant
Sand Stream
252 Atk
130 Def
126 SpD
Crunch
Curse
EQ
Stone Edge
The most original member of my team. It is a slow tank, taking the fact that T-Tar has horrendous speed without a boost and throwing away what little it has for a big boost in tanking capabilities. After 3 Curses, this guy's survived Brick Breaks. After all 6, holy ****, Infernape's Close Combat didn't work out that well, did it? Meet +6 Earthquake, sucker.
That's my team. Entry hazard it, phaze it, tank it, spin it, and Storm it, it's here.