Data-Roxas
The Hurt Incarnate
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- Dec 16, 2009
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Alright, this is my first competitive team, and I'm pretty new to the Metagame and stuff, so please bear with my inexperience. Anyways, this is my current Sandstorm team. Please read the whole post before posting comments. Thanks in advance!
Sand setup and Physical Tank
Tyranitar@ Muscle Band
Sand Stream
Adamant
86/252/0/0/86/86
-Crunch
-Earthquake
-Rock Slide
-Ice Punch
Tyranitar is, first and foremost, my Sandstorm setup. While this team doesn’t exactly thrive off of Sand, it certainly helps to have the sandstorm buffets for an emergency fallback, although most pokemon with sturdy (actually, all, I think) are immune to sand damage, which is problematic. T-Tar’s biggest threats are primarily special fighting and water moves, such as Scald and Focus Blast. However, Under Mandibuzz’s tailwind boost, he outspeeds most threats and can land either a STAB Rock Slide/Crunch, or a heavy-hitting Earthquake. Given Gen V’s changes to sand, T-tar also gains a welcome SpDef boost with sandstorm in effect.
Dual Wall and Tailwind setup
Mandibuzz@ Leftovers
Overcoat
Adamant
4/0/252/0/252/0
-Roost
-Tailwind
-U-Turn
-Brave Bird
Mandibuzz has the benefit of defensive stats, combined with a decent health stat, and Roost, allowing her to switch in and take hits while she sets up tailwind, and still be able to come back to set up Tailwind another one or two times. Lefties allow it somewhat meager but welcome recovery to keep it in good shape in between roosts. Under Tailwind, the entire team flourishes, so it’s easy to say that Mandibuzz is the real star here. Brave Bird provides a solid STAB move that, along with the Adamant Nature, allows Mandibuzz to deal significant damage, leaving me with a valid last-ditch option. Like any wall, however, Mandibuzz loses most of her potency under burn or Toxic, the former being more painful as it also removes her already barely-tolerable attacking ability, and allows enemies to stall out while burn slowly kills it.
Wall/Entry Hazards/Rapid Spinner
Forretress@ Leftovers
Sturdy
Sassy
252/0/4/0/252/0
-Stealth Rock
-Toxic Spikes
-Rapid Spin
-Volt Switch
I've chosen a Specially Defensive Forretress in an attempt to cover it's inherent SpDef blind spot. With Rapid Spin, Forretress helps clear the field for Mandibuzz so it can renew Tailwind, then Volt Switch out to deal some damage on the exit. By setting up Stealth Rock and at least one layer of Toxic spikes, I can hopefully clear the way for another teammate to pick up the fight. Unfortunately, even with a SpDef max and a beneficial nature, it still suffers heavily from special fire and ground moves, although sturdy helps to counter OHKO's.
Special Sweeper/Anti-Sun
Heatran@ Air Balloon
Flash Fire
Modest
0/0/0/252/4/252
-Flamethrower
-Dragon Pulse
-Earth Power
-Hidden Power (Ice)
Heatran holds significance as the anti-sun attacker of this team. Under sun or Sand, Heatran is able to land some powerful hits, as it is immune to fire moves, which are boosted by sun, and 4x resistant to Solarbeam. However, it suffers from a 4x ground weakness, but, initially, this is countered by the Air Balloon, allowing me to roast the opposition with a powerful flamethrower with a tailwind boost as they struggle to burst my balloon.
Choice Specs/Anti-rain
Gastrodon@ Wise Glasses
Storm Drain
Modest
240/0/0/252/16/0
-Surf
-Ice Beam
-Earth Power
-Recover
Gastrodon is my answer to Rain Dance or Drizzle Toads, as these most likely lead to 100% accuracy Thunders, or Super-STAB (sorry, personal term, i mean Rain+STAB) surfs/scalds/Hydro Pumps. Both of these attack options Gastrodon takes without a care in the world, and is able to respond with a powered-up attack the following turn. Unfortunately, Gastrodon also suffers from vulnerability to status, and requires that the team's Ferrothorn be disposed of, or that it receives a Storm Drain boost first, in order to properly steal the spotlight.
Priority Killer+anti-Fighting
Metagross@ Occa Berry
Clear Body
Adamant
252/252/0/0/0/4
-Meteor Mash
-Bullet Punch
-Zen Headbutt
-Hammer Arm
Metagross packs power and defenses on the level of Tyranitar, and carries Zen Headbutt, which proves invaluable in ridding me of fighting types. Bullet Punch enables me to zip past pesky speedy sweepers and hammer them, even with it's low base power, and Meteor Mash provides a more powerful alternative. Zen Headbutt and Hammer Arm allow me to smash through pokemon that wall Gastrodon, and Heatran, such as bulky pure waters and steel types. Unfortunately, Metagross does still suffer from a weakness to fire-types, which will carve through this giant like a hot knife through butter (hah! punny!). Luckily, this is remedied, if temporarily, by it's occa berry, which allows it to survive a fire hit with a significant portion of health left.
Overall, this team relies fairly heavily on Tailwind to allow it to outspeed most threats. So, if someone puts a kibosh on Mandibuzz, I’m pretty heavily hampered. Luckily, due to support from Forretress and good defensive stats, this isn't an easy task. Another thing that will take wind out of my sails is any other weather condition. Anything other than Sandstorm is tres mauvais for this team, since Sunny Day amps up flamethrower, fire punch and the like, as well as turning Solarbeam into a one-turn killer. Rain is also a bane to this team, since just about any STAB+rain water move OHKO’s or easily 2HKO's most of my team. Although I do have counters to these conditions in Heatran and Gastrodon, Gastrodon is only so fast to begin with, and Tailwind only lasts so long before i have to renew it. Thankfully, Drizzle+Swift Swim is banned on the same team, so that’s not an issue the moment I see a Drizzletoad.
Sand setup and Physical Tank
Tyranitar@ Muscle Band
Sand Stream
Adamant
86/252/0/0/86/86
-Crunch
-Earthquake
-Rock Slide
-Ice Punch
Tyranitar is, first and foremost, my Sandstorm setup. While this team doesn’t exactly thrive off of Sand, it certainly helps to have the sandstorm buffets for an emergency fallback, although most pokemon with sturdy (actually, all, I think) are immune to sand damage, which is problematic. T-Tar’s biggest threats are primarily special fighting and water moves, such as Scald and Focus Blast. However, Under Mandibuzz’s tailwind boost, he outspeeds most threats and can land either a STAB Rock Slide/Crunch, or a heavy-hitting Earthquake. Given Gen V’s changes to sand, T-tar also gains a welcome SpDef boost with sandstorm in effect.
Dual Wall and Tailwind setup
Mandibuzz@ Leftovers
Overcoat
Adamant
4/0/252/0/252/0
-Roost
-Tailwind
-U-Turn
-Brave Bird
Mandibuzz has the benefit of defensive stats, combined with a decent health stat, and Roost, allowing her to switch in and take hits while she sets up tailwind, and still be able to come back to set up Tailwind another one or two times. Lefties allow it somewhat meager but welcome recovery to keep it in good shape in between roosts. Under Tailwind, the entire team flourishes, so it’s easy to say that Mandibuzz is the real star here. Brave Bird provides a solid STAB move that, along with the Adamant Nature, allows Mandibuzz to deal significant damage, leaving me with a valid last-ditch option. Like any wall, however, Mandibuzz loses most of her potency under burn or Toxic, the former being more painful as it also removes her already barely-tolerable attacking ability, and allows enemies to stall out while burn slowly kills it.
Wall/Entry Hazards/Rapid Spinner
Forretress@ Leftovers
Sturdy
Sassy
252/0/4/0/252/0
-Stealth Rock
-Toxic Spikes
-Rapid Spin
-Volt Switch
I've chosen a Specially Defensive Forretress in an attempt to cover it's inherent SpDef blind spot. With Rapid Spin, Forretress helps clear the field for Mandibuzz so it can renew Tailwind, then Volt Switch out to deal some damage on the exit. By setting up Stealth Rock and at least one layer of Toxic spikes, I can hopefully clear the way for another teammate to pick up the fight. Unfortunately, even with a SpDef max and a beneficial nature, it still suffers heavily from special fire and ground moves, although sturdy helps to counter OHKO's.
Special Sweeper/Anti-Sun
Heatran@ Air Balloon
Flash Fire
Modest
0/0/0/252/4/252
-Flamethrower
-Dragon Pulse
-Earth Power
-Hidden Power (Ice)
Heatran holds significance as the anti-sun attacker of this team. Under sun or Sand, Heatran is able to land some powerful hits, as it is immune to fire moves, which are boosted by sun, and 4x resistant to Solarbeam. However, it suffers from a 4x ground weakness, but, initially, this is countered by the Air Balloon, allowing me to roast the opposition with a powerful flamethrower with a tailwind boost as they struggle to burst my balloon.
Choice Specs/Anti-rain
Gastrodon@ Wise Glasses
Storm Drain
Modest
240/0/0/252/16/0
-Surf
-Ice Beam
-Earth Power
-Recover
Gastrodon is my answer to Rain Dance or Drizzle Toads, as these most likely lead to 100% accuracy Thunders, or Super-STAB (sorry, personal term, i mean Rain+STAB) surfs/scalds/Hydro Pumps. Both of these attack options Gastrodon takes without a care in the world, and is able to respond with a powered-up attack the following turn. Unfortunately, Gastrodon also suffers from vulnerability to status, and requires that the team's Ferrothorn be disposed of, or that it receives a Storm Drain boost first, in order to properly steal the spotlight.
Priority Killer+anti-Fighting
Metagross@ Occa Berry
Clear Body
Adamant
252/252/0/0/0/4
-Meteor Mash
-Bullet Punch
-Zen Headbutt
-Hammer Arm
Metagross packs power and defenses on the level of Tyranitar, and carries Zen Headbutt, which proves invaluable in ridding me of fighting types. Bullet Punch enables me to zip past pesky speedy sweepers and hammer them, even with it's low base power, and Meteor Mash provides a more powerful alternative. Zen Headbutt and Hammer Arm allow me to smash through pokemon that wall Gastrodon, and Heatran, such as bulky pure waters and steel types. Unfortunately, Metagross does still suffer from a weakness to fire-types, which will carve through this giant like a hot knife through butter (hah! punny!). Luckily, this is remedied, if temporarily, by it's occa berry, which allows it to survive a fire hit with a significant portion of health left.
Overall, this team relies fairly heavily on Tailwind to allow it to outspeed most threats. So, if someone puts a kibosh on Mandibuzz, I’m pretty heavily hampered. Luckily, due to support from Forretress and good defensive stats, this isn't an easy task. Another thing that will take wind out of my sails is any other weather condition. Anything other than Sandstorm is tres mauvais for this team, since Sunny Day amps up flamethrower, fire punch and the like, as well as turning Solarbeam into a one-turn killer. Rain is also a bane to this team, since just about any STAB+rain water move OHKO’s or easily 2HKO's most of my team. Although I do have counters to these conditions in Heatran and Gastrodon, Gastrodon is only so fast to begin with, and Tailwind only lasts so long before i have to renew it. Thankfully, Drizzle+Swift Swim is banned on the same team, so that’s not an issue the moment I see a Drizzletoad.
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