Hello guys, I always loved weather based teams, even with the recent nerf. I'm kinda new to the competitive so this team might have holes (which I trust you guys to point and help!). Let's take a look:
The team got some big modifications !
MGarchomp was too slow and Alakazam didn't worked out at all
Excadrill and Greninja were fine, but since the core were remade, in the new core they're not musts
Hippo and Scizor are still in
INSIDE THE SANDSTORM 2.0
GOJIRA - Tyranitar (M) @ Tyranitarite
Ability: Sand Stream
Jolly Nature
252 ATK/252 Speed/4 HP
-Dragon Dance
-Crunch
-Stone Edge/Rock Slide
-Earthquake
In the old team, Garchomp was the mega of choice. Unfortunately, the raw power didn't worked out with that speed. I didn't want to waste a slot on my team with a batton passer or something like this, plus, 2 ground pokes would make me easier to me to be countered. The first ideia of Tyranitar was to use it as a special tank, but I manage to made the team cover his weakness so well that he could be a sweeper. Bye MChomp, Hello MTtar.
With a nice speed and defenses, an okay HP and forcing a lot of switching, isn't hard to Dragon Dance one or two times. My team is more physical oriented, so maybe a mixed mega Ttar can be a better idea. For the moves, no big secret: Classic quake/edge,STAB Crunch and DD. Of course he also works as a sand setter.
Beetlejuice - Gengar (M) @ Black Sludge
Ability: Levitate
Timid Nature
252 SAtk/252 Speed/4 HP
-Substitute
-Disable
-Shadow Ball
-Focus Blast/Sludge Bomb
TYRANITAR'S WINGMAN! He covers EVERY WEAKNESS FROM TTAR (Except water and fairies, but those he can kill with Sludge Bomb). He is imune to fighting, 1/4 for bug and 1/2 for grass and levitate over earthquakes. On the other hand, Ttar is imune to pyshic and 1/2 to dark and ghost, gengar's weakness. The substitute + Disable protect gengar from the common Knock Off or Dark moves that a lot of pokes carry around. Shadow Ball is the main STAB and Focus Blast for covarage, when people send those normal types to "wall" you.
Okay, he takes damage from the sandstorm, yes. Considering the safety sub/disable gives and the recovery from black sludge, he is fine.
Pumba - Hippodown (M) @Smooth Rock
Ability: Sand Stream
Careful Nature
252 HP/252 SDef/ 4 Def
-Slack Off
-Stealth Rocks
-Earthquake
-Roar
The second sandstorm setter. Hippodown is a very bulky, mixed wall. He needs to take hard switches here and there so the sandstorm keeps raging. Slack Off ensure his survivability and stealth rocks are nice to have in field. (Gengar also works as a spin-blocker sometimes, but thats not even a role at all since defog in the latest fashion). Roar is great ! Like when you see that Charizard on the enemy's team and roar until he falls on the rocks for 50% HP. Earthquake hits big chunck of the meta, but it is only used when really needed. Hippo usually leads and his job isn't fighting. Sand up, SR up, see you in 8 turns.
Rex - Stoutland (M) @ Choice Band
Ability: Sand Rush
Adamant Nature
252 Atk/252 Speed/4 HP
-Retaliate
-Ice Fang
-Wild Charge
-Superpower
"When something dies, the dog barks" (doesn't even rhyme). Stoutland is a sandstorm revenge killer. With a nice speed on sand (518) and immunity to it, a Choice Banded STAB Retaliate is br00tal. He is more of a hit and run poke and really needs the sand to work out. Maybe Life orb is an option here, but lacking recovery moves or wish support (plus the recoil from wild charge) is hard to deal with. Even against neutral targets, all attacks but ice fang hit very hard. He usually comes in battle on a safe switch, but sometimes he saves Gengar's ass from a shadow sneak. "Lost" games often are won by Rex. I switch and sacrifice my weakened pokes to answer with a 140 Retaliate next turn, then switch and sacrifice another...
Red Velvet - Scizor (F) @ Life Orb
Ability: Technician
Impish Nature
252 HP/252 Def/4 Atk
-Bullet Punch
-U-Turn
-Defog
-Roost
In the old team, scizor was my revenge killer. Now he got another job. Scizor is my physical wall and defog support, he is very tanky and often can wall physical sweeper that neutral damage him with roost. U-Turn hurts with life orb and technician, it helps to keep momentum with Rotom W (Turn/Switch) that is my special wall. This way, with the right prediction, is possible to run a very good defensive core. Scizor calls for fire and eletric that Rotom don't mind taking and Rotom send grass attacks to scizor.
Brastemp - Rotom W (M) @ Leftovers
Ability: Levitate
Calm Nature
252 HP/252 SDef/4 Satk
-Will-o-wisp
-Pain Split
-Hydro Pump
-Volt Switch
Rotom is the counterpart of scizor. He is my special wall. I'm finding trouble to maintain it on the sandstorm, but the leftovers heal plus the pain split on new, full life, targets helps his survivability. Levitate renders another immunity to earthquake and will-o-wisp wear down physical sweepers, making possible a volt-switch to Ttar set up DD. I tried the assault vest set, but without leftovers and pain split, Rotom dies faster than its threats. (And honestly, I found more sucess as a special tank in Assault Vest Empoleon for this team, but using two steel types and losing volt-switch made me use Rotom)
The team changed a lot from its start, i'm open to more advices and help !
THREATS SO FAR
-Sleep Powders and Will-O-wispers: No one in my team can absorve powders or WoW. Since my team is pretty much physical, only Rotom can take it "well". It also worns down Gengar, that already has to deal with sandstorm damage.
-Water/Ground pokemon. Big walls and the only weakness is to grass, which I don't have attacks or pokes.
The team got some big modifications !
MGarchomp was too slow and Alakazam didn't worked out at all
Excadrill and Greninja were fine, but since the core were remade, in the new core they're not musts
Hippo and Scizor are still in
INSIDE THE SANDSTORM 2.0
GOJIRA - Tyranitar (M) @ Tyranitarite
Ability: Sand Stream
Jolly Nature
252 ATK/252 Speed/4 HP
-Dragon Dance
-Crunch
-Stone Edge/Rock Slide
-Earthquake
In the old team, Garchomp was the mega of choice. Unfortunately, the raw power didn't worked out with that speed. I didn't want to waste a slot on my team with a batton passer or something like this, plus, 2 ground pokes would make me easier to me to be countered. The first ideia of Tyranitar was to use it as a special tank, but I manage to made the team cover his weakness so well that he could be a sweeper. Bye MChomp, Hello MTtar.
With a nice speed and defenses, an okay HP and forcing a lot of switching, isn't hard to Dragon Dance one or two times. My team is more physical oriented, so maybe a mixed mega Ttar can be a better idea. For the moves, no big secret: Classic quake/edge,STAB Crunch and DD. Of course he also works as a sand setter.
Beetlejuice - Gengar (M) @ Black Sludge
Ability: Levitate
Timid Nature
252 SAtk/252 Speed/4 HP
-Substitute
-Disable
-Shadow Ball
-Focus Blast/Sludge Bomb
TYRANITAR'S WINGMAN! He covers EVERY WEAKNESS FROM TTAR (Except water and fairies, but those he can kill with Sludge Bomb). He is imune to fighting, 1/4 for bug and 1/2 for grass and levitate over earthquakes. On the other hand, Ttar is imune to pyshic and 1/2 to dark and ghost, gengar's weakness. The substitute + Disable protect gengar from the common Knock Off or Dark moves that a lot of pokes carry around. Shadow Ball is the main STAB and Focus Blast for covarage, when people send those normal types to "wall" you.
Okay, he takes damage from the sandstorm, yes. Considering the safety sub/disable gives and the recovery from black sludge, he is fine.
Pumba - Hippodown (M) @Smooth Rock
Ability: Sand Stream
Careful Nature
252 HP/252 SDef/ 4 Def
-Slack Off
-Stealth Rocks
-Earthquake
-Roar
The second sandstorm setter. Hippodown is a very bulky, mixed wall. He needs to take hard switches here and there so the sandstorm keeps raging. Slack Off ensure his survivability and stealth rocks are nice to have in field. (Gengar also works as a spin-blocker sometimes, but thats not even a role at all since defog in the latest fashion). Roar is great ! Like when you see that Charizard on the enemy's team and roar until he falls on the rocks for 50% HP. Earthquake hits big chunck of the meta, but it is only used when really needed. Hippo usually leads and his job isn't fighting. Sand up, SR up, see you in 8 turns.
Rex - Stoutland (M) @ Choice Band
Ability: Sand Rush
Adamant Nature
252 Atk/252 Speed/4 HP
-Retaliate
-Ice Fang
-Wild Charge
-Superpower
"When something dies, the dog barks" (doesn't even rhyme). Stoutland is a sandstorm revenge killer. With a nice speed on sand (518) and immunity to it, a Choice Banded STAB Retaliate is br00tal. He is more of a hit and run poke and really needs the sand to work out. Maybe Life orb is an option here, but lacking recovery moves or wish support (plus the recoil from wild charge) is hard to deal with. Even against neutral targets, all attacks but ice fang hit very hard. He usually comes in battle on a safe switch, but sometimes he saves Gengar's ass from a shadow sneak. "Lost" games often are won by Rex. I switch and sacrifice my weakened pokes to answer with a 140 Retaliate next turn, then switch and sacrifice another...
Red Velvet - Scizor (F) @ Life Orb
Ability: Technician
Impish Nature
252 HP/252 Def/4 Atk
-Bullet Punch
-U-Turn
-Defog
-Roost
In the old team, scizor was my revenge killer. Now he got another job. Scizor is my physical wall and defog support, he is very tanky and often can wall physical sweeper that neutral damage him with roost. U-Turn hurts with life orb and technician, it helps to keep momentum with Rotom W (Turn/Switch) that is my special wall. This way, with the right prediction, is possible to run a very good defensive core. Scizor calls for fire and eletric that Rotom don't mind taking and Rotom send grass attacks to scizor.
Brastemp - Rotom W (M) @ Leftovers
Ability: Levitate
Calm Nature
252 HP/252 SDef/4 Satk
-Will-o-wisp
-Pain Split
-Hydro Pump
-Volt Switch
Rotom is the counterpart of scizor. He is my special wall. I'm finding trouble to maintain it on the sandstorm, but the leftovers heal plus the pain split on new, full life, targets helps his survivability. Levitate renders another immunity to earthquake and will-o-wisp wear down physical sweepers, making possible a volt-switch to Ttar set up DD. I tried the assault vest set, but without leftovers and pain split, Rotom dies faster than its threats. (And honestly, I found more sucess as a special tank in Assault Vest Empoleon for this team, but using two steel types and losing volt-switch made me use Rotom)
Pumba (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Slack Off
- Stealth Rock
- Earthquake
- Roar
GOJIRA (Tyranitar-Mega) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Crunch
- Stone Edge
- Earthquake
Beetlejuice (Gengar) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Red Velvet (Scizor) @ Life Orb
Ability: Technician
EVs: 252 Def / 200 HP / 56 Atk
Impish Nature
- Bullet Punch
- Roost
- Defog
- U-turn
Brastemp (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 30 Atk / 30 Def
- Will-O-Wisp
- Hydro Pump
- Pain Split
- Volt Switch
Rex (Stoutland) @ Choice Band
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Retaliate
- Superpower
- Ice Fang
- Wild Charge
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Slack Off
- Stealth Rock
- Earthquake
- Roar
GOJIRA (Tyranitar-Mega) @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Crunch
- Stone Edge
- Earthquake
Beetlejuice (Gengar) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Red Velvet (Scizor) @ Life Orb
Ability: Technician
EVs: 252 Def / 200 HP / 56 Atk
Impish Nature
- Bullet Punch
- Roost
- Defog
- U-turn
Brastemp (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 30 Atk / 30 Def
- Will-O-Wisp
- Hydro Pump
- Pain Split
- Volt Switch
Rex (Stoutland) @ Choice Band
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Retaliate
- Superpower
- Ice Fang
- Wild Charge
The team changed a lot from its start, i'm open to more advices and help !
THREATS SO FAR
-Sleep Powders and Will-O-wispers: No one in my team can absorve powders or WoW. Since my team is pretty much physical, only Rotom can take it "well". It also worns down Gengar, that already has to deal with sandstorm damage.
-Water/Ground pokemon. Big walls and the only weakness is to grass, which I don't have attacks or pokes.
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