Edit: changes in bold. These are all trials and I'm still tweaking and still looking for input :)
Hi, I’ve been using smogon sets as guidelines for years but never looked at the forum or played showdown until recently. I’ve been playing around with a sandstorm team after getting my arse handed to me on a plate by a sand rush Excadrill. I’ve been testing and made some moveset and pokemon changes (Togekiss for Sylveon, Gliscor for M-Venusaur) to try to patch up my weaknesses. I've only got to about 1300 on the ladder but I think that's mainly down to being out-predicted by better/more experienced players more than anything else, though I think I am getting better. So, any input would be appreciated!
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Ice Beam
Together with Excadrill, Tyranitar forms the core of my team, these two were the pokemon which I built the team around. Fairly straightforward, the idea is to set up the sandstorm to boost Excadrill's speed and allow him to sweep, sand rock is to extend sandstorm duration and thus potential sweeping time. HP EVs in addition to decent bulk help longevity. Pursuit is to pursuit trap the likes of Gengar and Latias, however I haven't found this to be particularly useful in the games I have played so far. Rock slide and earthquake give great neutral coverage together and combined with Adamant nature mean that Tyranitar can still hit hard in addition to his primary role. Nature changed to Brave and Earthquake switched to Ice Beam to better handle Landorus T. Also considering Scarf to handle faster threatswith Hasty nature. Can't decide if it's worth losing smooth rock. Thoughts?
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Excadrill is the second half of my core and my main sweeper. He is a beast in sand so pairs well with Tyranitar thanks to Sand Rush. As he shares a common ground weakness with Tyranitar, Air Balloon allows him to switch in to a predicted earthquake and attempt to sweep. Swords Dance allows him to set up on the predicted switch or 2/3HKO to make the sweep go much much more smoothly, and with Air Balloon, he has more chances to set this up. The other three moves are for coverage. I find Iron Head to be the most spammable thanks to its flinch chance, STAB, and lack of immunity.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
I know, I know, every player has used a Talonflame at some point and it is predictable and generally well prepared for. However, with Gale Wings that doesn't mean it's still not one of the best revenge killers in the game. He has a great defensive synergy with Excadrill and Tyranitar as he is immune to ground and resists fighting, which both are weak to. He also resists fire, another of Excadrill's weaknesses. All this gives him plenty of switch-in opportunities. Sharp beak and adamant nature further increase damage output. Swords dance and roost are to facilitate another sweep, and due to the large number of forced switches, has plenty of opportunities to set up or heal. Brave bird is in particular for fighting types which threaten the core, but is also a good spammable move in most situations. Flare blitz is for steel, bug, grass types which threaten Tyranitar (and Starmie). Fletchling is also the first pokemon I ever received on the GTS and it had gale wings and 6IVs, and was partly responsible for me getting into competitive battling in the first place, so I've always liked this guy despite the huge number of teams it appears on :)
Nature nd EV spread changed to make it outspeed certain threats and make HP odd for SR.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Recover
Starmie was a staple on my teams back in the red and blue days, so it was great to get an excuse for some nostalgia here. No Talonflame is safe without a rapid spinner or defogger, so this is Starmie's main role, otherwise once rocks are up Talonflame's job is made much harder. However, it also has a great defensive and offensive synergy with the rest of the team - in particular a water resist, which was a huge weakness so far, plus a fighting resist, making it even easier to switch in from excadrill or tyranitar. Timid makes Starmie faster than most non-scarfed pokes, and life orb plus analytic make its moves hit unbelievably hard on the switch. Hydro pump is for sheer power while thunderbolt and ice beam are for near-perfect coverage. Unfortunately due to life orb and potentially sandstorm, it gets worn down quickly.
Ice beam changed for recover as it is now handled by Tyranitar, and reduces need for a cleric. Also considering putting rapid spin onto Excadrill instead of Swords Dance and changinsStarmie to Keldeo
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpA
Bold Nature
- Softboiled
- Calm Mind
- Moonblast
- Focus Blast / Flamethrower / HP Ground
Tyranitar and Excadrill are both very vulnerable to burns, and Talonflame and Starmie to residual damage, so it was clear I needed a cleric. Originally I went with togekiss for bonus paraflinching lols, however (mega)sableye was turning out to be a huge problem, so I changed to Sylveon instead. This also freed up a moveslot for protect, making her much more viable as a cleric. Leftovers further increase longevity, EVs and nature patch up the physical side. With pixilate, hyper voice still hits hard even without the investment, and she can beat most sableye one-on-one as well as healing my team and dealing decent damage all round. I've won a few games with Sylveon as my last surviving poke so I feel she has earned her place on the team. I went with Sylveon over Clefable because she hits harder without calm mind boosts, and if she still wants to run heal bell a Clefable cleric basically has to choose between wish+protect or calm mind+softboiled, neither of which were ideal.
Swapped Sylveon for Clefable. Reduced need for Cleric by giving Starmie recover, and clefable can absorb statuses. Also works as a much-needed stallbreaker, and a set-up sweeper which is always useful.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 242 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
Finally, mega Venusaur. He was a late addition to my team, a bit of an afterthought really, and I tried several other pokes before I settled on him. In the end it was my Rotom-W weakness and open mega slot which made me try him, but he has more than proved his worth since then. His typing complements the rest of my team very well, I've found I can often switch from Tyranitar into Venusaur, mega evolve him, then switch to Excadrill for the sweep, as the typings seem complement favourable switch-ins. He also helps with my water weakness. EVs allow him to tank hits but also deal out damage. Speed EVs are to outspeed adamant Azumarill. Giga drain is for water types (particularly Rotom-W) and recovery. Sludge bomb is for annoying fairy types that Excadrill can't deal with, particularly unaware Clefable. I considered putting EVs into Special Defence in case Clefable has flamethrower, thoughts? Although he still beats unboosted Clefable 1-on-1. Hidden Power Fire is for steel and grass types who otherwise wall Venusaur, Ferrothorn seems to be the most common, which gets me a 2HKO on a very annoying pokemon to most of my team. Synthesis is for more recovery, although this is annoyingly hindered by sandstorm. However, sandstorm has usually finished by the time I need to use it.
Swapped synthesis for leech seed as synthesis is not good in sun. This is the biggest decision to make. Has a fantastic defensive synergy with Tar, Drill and Talon, but llack of offensive presence loses some momentum on what is otherwise a pretty offensive team. However modest nature and Evs help with this. My biggest weakness is rotom-W as it threatens 4 of my team, so this slot needs to be a rotom check at least. Also something to cover water weakness would be nice.. Am going to try Scizor and Gardevoir as per suggestions in the thread but other suggestions and comments would also be appreciated!
So that's my team, like I said I'm not new to pokemon but still fairly new to the don't-just-put-6-sweepers-on-your-team idea of competitive battling, so any tips and pointers would be much appreciated! This is actually my second competitive team but my first one sucked so I went back to the drawing board. Here's the importable list if anyone wants to have a test run. Cheers :)
Current testing team below:
Hi, I’ve been using smogon sets as guidelines for years but never looked at the forum or played showdown until recently. I’ve been playing around with a sandstorm team after getting my arse handed to me on a plate by a sand rush Excadrill. I’ve been testing and made some moveset and pokemon changes (Togekiss for Sylveon, Gliscor for M-Venusaur) to try to patch up my weaknesses. I've only got to about 1300 on the ladder but I think that's mainly down to being out-predicted by better/more experienced players more than anything else, though I think I am getting better. So, any input would be appreciated!
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Ice Beam
Together with Excadrill, Tyranitar forms the core of my team, these two were the pokemon which I built the team around. Fairly straightforward, the idea is to set up the sandstorm to boost Excadrill's speed and allow him to sweep, sand rock is to extend sandstorm duration and thus potential sweeping time. HP EVs in addition to decent bulk help longevity. Pursuit is to pursuit trap the likes of Gengar and Latias, however I haven't found this to be particularly useful in the games I have played so far. Rock slide and earthquake give great neutral coverage together and combined with Adamant nature mean that Tyranitar can still hit hard in addition to his primary role. Nature changed to Brave and Earthquake switched to Ice Beam to better handle Landorus T. Also considering Scarf to handle faster threatswith Hasty nature. Can't decide if it's worth losing smooth rock. Thoughts?
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Excadrill is the second half of my core and my main sweeper. He is a beast in sand so pairs well with Tyranitar thanks to Sand Rush. As he shares a common ground weakness with Tyranitar, Air Balloon allows him to switch in to a predicted earthquake and attempt to sweep. Swords Dance allows him to set up on the predicted switch or 2/3HKO to make the sweep go much much more smoothly, and with Air Balloon, he has more chances to set this up. The other three moves are for coverage. I find Iron Head to be the most spammable thanks to its flinch chance, STAB, and lack of immunity.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
I know, I know, every player has used a Talonflame at some point and it is predictable and generally well prepared for. However, with Gale Wings that doesn't mean it's still not one of the best revenge killers in the game. He has a great defensive synergy with Excadrill and Tyranitar as he is immune to ground and resists fighting, which both are weak to. He also resists fire, another of Excadrill's weaknesses. All this gives him plenty of switch-in opportunities. Sharp beak and adamant nature further increase damage output. Swords dance and roost are to facilitate another sweep, and due to the large number of forced switches, has plenty of opportunities to set up or heal. Brave bird is in particular for fighting types which threaten the core, but is also a good spammable move in most situations. Flare blitz is for steel, bug, grass types which threaten Tyranitar (and Starmie). Fletchling is also the first pokemon I ever received on the GTS and it had gale wings and 6IVs, and was partly responsible for me getting into competitive battling in the first place, so I've always liked this guy despite the huge number of teams it appears on :)
Nature nd EV spread changed to make it outspeed certain threats and make HP odd for SR.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Recover
Starmie was a staple on my teams back in the red and blue days, so it was great to get an excuse for some nostalgia here. No Talonflame is safe without a rapid spinner or defogger, so this is Starmie's main role, otherwise once rocks are up Talonflame's job is made much harder. However, it also has a great defensive and offensive synergy with the rest of the team - in particular a water resist, which was a huge weakness so far, plus a fighting resist, making it even easier to switch in from excadrill or tyranitar. Timid makes Starmie faster than most non-scarfed pokes, and life orb plus analytic make its moves hit unbelievably hard on the switch. Hydro pump is for sheer power while thunderbolt and ice beam are for near-perfect coverage. Unfortunately due to life orb and potentially sandstorm, it gets worn down quickly.
Ice beam changed for recover as it is now handled by Tyranitar, and reduces need for a cleric. Also considering putting rapid spin onto Excadrill instead of Swords Dance and changinsStarmie to Keldeo
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpA
Bold Nature
- Softboiled
- Calm Mind
- Moonblast
- Focus Blast / Flamethrower / HP Ground
Tyranitar and Excadrill are both very vulnerable to burns, and Talonflame and Starmie to residual damage, so it was clear I needed a cleric. Originally I went with togekiss for bonus paraflinching lols, however (mega)sableye was turning out to be a huge problem, so I changed to Sylveon instead. This also freed up a moveslot for protect, making her much more viable as a cleric. Leftovers further increase longevity, EVs and nature patch up the physical side. With pixilate, hyper voice still hits hard even without the investment, and she can beat most sableye one-on-one as well as healing my team and dealing decent damage all round. I've won a few games with Sylveon as my last surviving poke so I feel she has earned her place on the team. I went with Sylveon over Clefable because she hits harder without calm mind boosts, and if she still wants to run heal bell a Clefable cleric basically has to choose between wish+protect or calm mind+softboiled, neither of which were ideal.
Swapped Sylveon for Clefable. Reduced need for Cleric by giving Starmie recover, and clefable can absorb statuses. Also works as a much-needed stallbreaker, and a set-up sweeper which is always useful.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 242 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
Finally, mega Venusaur. He was a late addition to my team, a bit of an afterthought really, and I tried several other pokes before I settled on him. In the end it was my Rotom-W weakness and open mega slot which made me try him, but he has more than proved his worth since then. His typing complements the rest of my team very well, I've found I can often switch from Tyranitar into Venusaur, mega evolve him, then switch to Excadrill for the sweep, as the typings seem complement favourable switch-ins. He also helps with my water weakness. EVs allow him to tank hits but also deal out damage. Speed EVs are to outspeed adamant Azumarill. Giga drain is for water types (particularly Rotom-W) and recovery. Sludge bomb is for annoying fairy types that Excadrill can't deal with, particularly unaware Clefable. I considered putting EVs into Special Defence in case Clefable has flamethrower, thoughts? Although he still beats unboosted Clefable 1-on-1. Hidden Power Fire is for steel and grass types who otherwise wall Venusaur, Ferrothorn seems to be the most common, which gets me a 2HKO on a very annoying pokemon to most of my team. Synthesis is for more recovery, although this is annoyingly hindered by sandstorm. However, sandstorm has usually finished by the time I need to use it.
Swapped synthesis for leech seed as synthesis is not good in sun. This is the biggest decision to make. Has a fantastic defensive synergy with Tar, Drill and Talon, but llack of offensive presence loses some momentum on what is otherwise a pretty offensive team. However modest nature and Evs help with this. My biggest weakness is rotom-W as it threatens 4 of my team, so this slot needs to be a rotom check at least. Also something to cover water weakness would be nice.. Am going to try Scizor and Gardevoir as per suggestions in the thread but other suggestions and comments would also be appreciated!
So that's my team, like I said I'm not new to pokemon but still fairly new to the don't-just-put-6-sweepers-on-your-team idea of competitive battling, so any tips and pointers would be much appreciated! This is actually my second competitive team but my first one sucked so I went back to the drawing board. Here's the importable list if anyone wants to have a test run. Cheers :)
Current testing team below:
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Crunch
- Stone Edge
- Ice Beam
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Recover
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Stealth Rock
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Crunch
- Stone Edge
- Ice Beam
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Rapid Spin
- Thunderbolt
- Recover
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Stealth Rock
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
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