...Because it's Sandstorm. Get it? Anyway, after a lot of mental protesting against myself about not wanting to give in and use all the strongest, most commonly used gamebreakers, I've decided that if I want to really stand a chance in a competitive setting I'm going to have to jump on the bandwagon. If you can't beat 'em, join 'em. So here's my new team, designed around Sandstorm. I'm pretty amateur at teambuilding, so I'd appreciate help in finding my many weaknesses and suggestions in patching them. You'll notice that a lot of the sets are taken straight from the Smogon pages, since I'm not very creative.
I still have a couple of limits for my team, though. I really want to be able to create my team in-game, so no legendaries and no Dream World abilities (except for Gliscor, Dragonmg]ite, Tangrowth, Slowbro, and Ninetales, which I managed to get). Besides that, I'm pretty open to suggestions.
Move 1: Toxic Spikes
Move 2: Megahorn
Move 3: Iron Defense
Move 4: Baton Pass
Item: Focus Sash
Nature: Jolly
Ability: Poison Point
EVs: 4 HP / 252 Def / 252 Spe
This is the first set that I've really made all on my own, so I could use help with the EVs and things to maximize durability. The point of this is to be a lead, and set up the whole rest of my team. By this time I've decided that the way to win is with Sandstorm and Toxic damage, then cleaning up with Excadrill. With Toxic Spikes, Scolipede will set that up for the whole match and save time for others like Gliscor and Jellicent who would be Toxic-ing otherwise. This set also seeks to buff all my other Pokemon by Baton Passing a +2 Defense boost. Special defenders like Jellicent and Tyranitar will like a buff to their lower defense, and physical walls like Gliscor and Ferrothorn will become unbreakable with those attacks. Even Excadrill can use it as a safety to use Swords Dance without fear of instant KO. My plan is to use Iron Defense first, then if they won't 2HKO I'll Toxic Spikes at least once before Baton Passing, or I may Baton Pass immediately. If they will KO even with Iron Defense, I'll Toxic Spikes twice using Focus Sash for protection. Megahorn is there so it's not total Taunt-bait, and I think it wouldn't do enough damage even with Attack investment so I didn't bother there.
move 1: Stealth Rock
move 2: Crunch
move 3: Pursuit
move 4: Superpower
item: Lum Berry
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
Used to be my lead, but now it stays safe to start the weather and possibly get buffed with Iron Defense from Scolipede. Though I'll probably switch away after getting Stealth Rock up if I sense danger, to bring it back later to restart the weather and just fight hard generally. There's not much that has to be said for Tyranitar, everyone knows what it does. This one's mainly defensive, to act as a backup special wall to deal with things that either Jellicent can't deal with and do heavy damage with Superpower and Crunch's good coverage, and Pursuit picking off stronger but frail attackers who want to stay in the wings to deal with stronger targets like Ferrothorn or Gliscor.
move 1: Swords Dance
move 2: Earthquake
move 3: Rock Slide
move 4: X-Scissor
item: Life Orb
ability: Sand Rush
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
Again, this one requires little explanation. When you use a gamebreaking Sandstorm team, Excadrill is who you think of. Even if they stay in, Excadrill's high HP can take a lighter hit to Swords Dance, but thanks to Adamant and Life Orb it can deal heavy damage even before it Swords Dances. Then it just goes wild, decimating anything in its path. Adamant does the job since it outspeeds anything slower than Scarfed Dugtrio. This is usually brought out late-game, to destroy the scraps. I'm considering giving it Air Balloon, but most of the time I get too nervous about taking hits so I just fire away with a +0 Life Orb boosted attack instead. Also, Gliscor would rather come in and stall any Ground attacks.
Move 1: Spikes
Move 2: Power Whip
Move 3: Leech Seed
Move 4: Protect
Nature: Relaxed
Item: Rocky Helmet
EVs: 252 HP, 48 Def, 208 Sp.Def
It was a hard toss-up between Ferrothorn, Forretress and Skarmory to add to my team, and I could be convinced to switch this out for either of the other two. Ferrothorn is good because it's very bulky on either side of the defensive field, and from personal experience it's been able to set up Spikes excellently, in conjunction with Tyranitar's Stealth Rock. Protect is good for stalling Leech Seed and Sandstorm damage, and hopefully Burn damage too. Honestly, despite protests that Leftovers serves it better, I LOVE Rocky Helmet. I'm a big fan of switching around a lot, tanking hits and letting residual damage add up. This combo deals 25% damage to all contact attacks, many of which Ferrothorn resists or at least can handle with its high defense. It makes a huge difference. I may switch out Power Whip for another supporting move; although this makes me severe Taunt-bait, Ferrothorn doesn't hit hard and I'd rather let the rest of my team hit harder by doing something to cripple my opponent. I don't really know what though; Thunder Wave conflicts with Toxic from Gliscor and Scolipede (and I'd rather poison than paralyze anyway) but it doesn't have a lot of choices. I wish it could have both entry hazards along with Leech Seed, at least as a backup to Tyranitar.
Move 1: Scald
Move 2: Will-o-Wisp
Move 3: Recover
Move 4: Taunt
Item: Leftovers
Nature: Bold
EVs: 248 HP / 216 Def / 44 Spe
The famous Ferrothorn/Jellicent defensive combo is tried and true. Because my Ferrothorn is specially buffed, Jellicent is EVed physically so they can both take decent damage from either side, while still making the best of their natural talents. Just about all my other Pokemon lure Fighting attacks, which Jellicent can switch in on and burn. Jellicent is also sure to bait Ghost and Dark attacks that many of my other Pokemon like Lucario, Excadrill, and Tyranitar will enjoy exploiting. Even though it's not immune to Sandstorm, Recover and Leftovers will keep it alive as long as it needs to, by exploiting switches it causes. It was taken out because it still couldn't take hits well enough, despite the investment. Perhaps I should re-EV it into a much more Specially Defensive version, since it doesn't do too well on either side right now. It was taken out for Gastrodon, but put back in after Gastrodon didn't cut it and I still needed a Ghost to take Fighting attacks.
Move 1: Toxic
Move 2: Earthquake
Move 3: Substitute
Move 4: Protect
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 184 Def / 72 Spe
This is a Pokemon I've wanted to have on the team for a long time, but never thought I could due to being unable to access the Dream World. But I got lucky with a friend, and now the dream is a reality. Poison Heal Gliscor is just so amazing. It's able to take the strong physical Fighting attacks that pretty much no one else on my team can, and cripple any attacker (minus Conkeldurr) with Toxic. I can then stall for PP, scouting, Sandstorm and Toxic healing/damage with Protect, and once they're weakened enough Earthquake does high damage. Substitute and Protect works like Stallrein, with Poison Heal acting as the Leftovers/Ice Body combo. It can stall out crucial opponent PP, but combined with Toxic/Toxic Spikes and Sandstorm it can beat any non-Steel Pokemon (as even flying Rock/Ground could be hit with Toxic.) The 32 PP total means that at worst the 1/16-per-turn-Sandstorm will deal two full HP-bar's worth of damage, discounting Rock/Ground/Steels.
Former Members:
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Earthquake
item: Life Orb
ability: Solid Rock
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
Carracosta is the reason I'm not afraid of opposing Excadrill. With a powerful Aqua Jet, it's not much of a problem. It's also quite physically bulky, especially with Solid Rock, and the sandstorm boosts its Special Defense highly too. That's why I don't think I need White Herb after Shell Smash. Carracosta comes out well to revenge with Aqua Jet, set up after a KO, or in on the Fire attacks aimed at Ferrothorn. I removed it from the team because if it wasn't using Aqua Jet then it was still too slow even after Shell Smash, and too easily defeated due to its Rock typing even before lowering its defenses. It was taken out for Lucario.
move 1: Overheat
move 2: Shadow Ball
move 3: Energy Ball
move 4: Psychic
item: Choice Specs
ability: Flash Fire
nature: Modest
EVs: 4 HP, 252 SpA, 252 Spe
Chandelure may be an odd choice here, and it may be better to switch it to something else. It's not immune to Sandstorm, and I have no spinner since it's the only one really bothered by lots of entry hazards. Chandelure can easily come in on the Fire and Fighting moves that target most of my entire team, and blast the offender away. There's not much that can survive a Chandelure blast factoring in all the entry hazards and Sandstorm they'll take as well, and if I'm lucky Chandelure can run away and come back in and do it again. It's good bait for Payback and Crunch that will do nearly nothing to Ferrothorn, but rack up Iron Barbs/Rugged Helmet damage. It was taken out due to poor synergy with the rest of my team, being hurt by Sandstorm, and being both too slow and too frail. It was taken out for Golurk.
move 1: Substitute
move 2: Focus Punch
move 3: Earthquake
move 4: Shadow Punch
item: Leftovers
nature: Adamant
ability: Iron Fist
EV: 252 HP / 252 Atk / 4 Def
Golurk is the essential anti-Spinner, and defensive enough to take plenty of punishment from stray attacks switching in while strong enough to strike back. Substitute and Focus Punch are well known for their effective synergy, and Golurk's Substitutes are very sturdy. Especially in conjunction with its typing, offering immunity to Fighting moves that target a lot of my team, Golurk will be able to set up Substitutes while forcing opponents out, and then hammering whoever switches in to attack with an Iron Fist-boosted Focus Punch. Earthquake is powerful STAB for when I don't have a substitute (or when it would just work better) and Shadow Punch is there because it's also boosted by Iron Fist, gets STAB, and never misses. Factoring in STAB it becomes a 99 BP attack, which is not too shabby. It was taken out because it just didn't hit hard enough, and added more vulnerabilities than it took away. It was taken out for Jellicent.
move 1: Cosmic Power
move 2: Stored Power
move 3: Roost
move 4: Psycho Shift
item: Flame Orb
ability: Magic Guard
nature: Timid
evs: 252 HP / 200 Def/ 56 Spe
Sigilyph is disarming, but it's actually remarkably powerful. If the opponent doesn't expect it, or makes light of it and plans to set up on it, they find themselves fighting a losing battle. For one, this guy tries to make up the glaring Fighting weakness in my whole team so far, and Ground too. If my enemy is special, I Cosmic Power before Psycho Shifting the burn. If they're physical, I reverse that order. Once it gets plenty of Cosmic Powers under its belt, only an ill-timed critical hit if I haven't recently Roosted can take it out. Even Dark-types don't stop it from Stored Powering them, because the Burn and the Sandstorm will wear them down. It may find its way back onto the team, but it was taken away because it was too easily defeated by super-effective attacks. Also, since crits break through the defense boosts, it's only a short time before hax strikes. It was taken out for Gardevoir.
Move 1: Psychic
Move 2: Thunderbolt
Move 3: Focus Blast
Move 4: Destiny Bond
Item: Choice Scarf
Ability: Trace
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
This was kind of a whim thing, since I only saw it very recently, but it actually looks quite promising. Against any Pokemon that exploits the weather, like a Swift Swimmer or Sand Rusher, Gardevoir Traces the ability and then outspeeds with Choice Scarf. Swift Swimmers are beaten by Thunderbolt, many Chlorophyllers who are part Poison take heavy damage from Psychic, and Excadrill is OHKOed by Focus Blast. Many other Pokemon like any Water Absorb/Storm Drain/Volt Absorb/Motor Drive/Flash Fire Pokemon aren't going to like this either. And in worst case scenario, against a rampant sweeper I can Destiny Bond to take them down. This was just a spur-of-the-moment thing, so give me your opinions. I took it out because it still didn't hit hard enough, and really could only take down one Pokemon at max. It was taken out for Reuniclus.
name: Calm Mind
move 1: Calm Mind
move 2: Recover
move 3: Psychic
move 4: Focus Blast
item: Leftovers
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
Since Fighting types were such a glaring weakness for this team, Reuniclus comes to mind as a perfect counter. Once fully set up, it becomes nearly unbeatable. It recovers its damage and can hit very hard, while finding plenty of chances to set up on counters to the rest of the team. It starts out being able to take on more physical attacks because of its EV spread, but Calm Mind then makes it better suited for special attackers. It was taken off the team for much the same reason as Sigilyph, that strong attacks on either defense before it set up could defeat it too easily, and a stray crit is devastating. I'm thinking about running a set I saw once running Acid Armor instead of Focus Blast, and then some attack like HP Dragon with few resistances, to bulk up Defense, Special Defense, and Special Attack, until there's nothing that can beat it. But crits will probably do it there too. It was taken out for Gliscor.
Move 1: Nasty Plot
Move 2: Aura Sphere
Move 3: Dark Pulse
Move 4: Vacuum Wave
Item: Air Balloon
Ability: Inner Focus
Nature: Timid
EVs: 4 HP, 252 Sp.Atk, 252 Spd
Lucario is now my way to defeat opposing Excadrill, and if I can get the boost before it comes in, Terakion. Any strong Rock or Steel type, especially those more invested in Defense, are now checked by Lucario. Unfortunately the opposing Rock types will get the Sandstorm boost, but Nasty Plot will still leave me with an overall boosted attack. Air Balloon keeps it safe from Spikes, since it barely cares about Stealth Rock at all. Many members of my team also bait Ground attacks, which Lucario can switch in on. Inner Focus is used because I don't want to waste a turn flinching in the case of moves like Fake Out, and Vacuum Wave is fast enough so that I don't need the speed boost from Steadfast. I went with Dark Pulse for coverage, since if I'm faster, I'd prefer a second free hit as opposed to a stronger second hit if I survive the next attack, which is less likely. It was taken off for being too defensively weak and being too much like Excadrill in its execution. Both get in on something that either can't hurt it and/or that it can force out. They both set up to +2, and attempt a sweep. Thus, if there's a situation where I can either one, I'll be using Excadrill. Lucario was also just too slow and unsure. It was taken out for Dusclops.
Move 1: Earth Power
Move 2: Ice Beam
Move 3: Toxic
Move 4: Recover
Item: Leftovers
Ability: Storm Drain
Nature: Calm
EVs: 252 HP / 4 SpA / 252 SpD
Gastrodon is here to take Jellicent's place. It loses a Fighting immunity which Ferrothorn will miss (but Gliscor fills in for that pretty well) while focusing on Special bulk to counter Rain teams, take Water attacks that target key members of my team like Gliscor, and has the capacity to both tank hits and dish out damage. It is also immune to Sandstorm, meaning Leftovers helps it instead of just keeping it at neutral. Storm Drain will be more helpful than Water Absorb, because Jellicent always had either too high or too low HP to use it effectively. Here, Gastrodon can use Storm Drain whenever it can, and effectively too. Its only weakness is uncommon (except for such threats as Breloom or the rarer Energy Ball Galvantula) which are easily dealt with using team members like Gliscor or Excadrill. It was taken off because in this power-creep metagame it needs more valuable type resistances, instead of just bulk. It was replaced by Jellicent.
Move 1: Pain Split
Move 2: Toxic
Move 3: Night Shade
Move 4: Taunt
Nature: Calm
Item: Eviolite
EVs: 252 HP / 80 Def / 176 SpD
So. A lot of teams like walls. Walls are good, walls are strong. To call something a wall means that it is strong, sturdy, and no matter how hard you hit it it will not crumble by conventional means. Dusclops IS that wall. I already have many defensive powers on my team, like Gliscor and Ferrothorn on the physical side and Tyranitar and Gastrodon on the special side, but Dusclops is the only one (apart from Ferrothorn to a degree) who can laugh at any attack from anywhere. With Eviolite it has much higher defenses than any member of my team on both sides. Remarkably, Sandstorm actually helps it by hurting it. The way it works with its massive defenses and poor HP is that each hit from either an opponent or Sandstorm deals a fairly low actual number of damage, regardless of what percent of Dusclops' HP it is. At a low number, Dusclops can do severe damage to an opponent with Pain Split and recover almost all its HP in the process if the target was at high-to-middling health, and every hit of Sandstorm adds to that. Taunt stops Pokemon who would set up like Ferrothorn or Haxorus. Toxic was chosen instead of Will-o-Wisp because this is a war of attrition, and Toxic wears away HP faster than Burn. It also has better accuracy. It was taken out because although practically nothing even 2HKOed it, it was only good for beating one Pokemon at most. They attack, Toxic. They attack, Pain Split. Now they're too weak to Pain Split again, they attack, I'm KOed, they might be KOed. No good. It was replaced with Magneton.
Move 1: Reflect
Move 2: Light Screen
Move 3: Thunderbolt
Move 4: Volt Switch
Item: Eviolite
Ability: Magnet Pull
Nature: Calm
EVs: 252 HP / 96 Def / 160 SpD
After Dusclops, I decided that although a wall with Eviolite-boosted defenses was excellent as a blocker, I needed something that could take more hits and boost the team's power as a whole. Looking around a little, Magnezone/Magneton was the answer to a lot of problems. For one, the ever-useful Steel-trapping stops Pokemon like Skarmory and Bronzong from walling Excadrill during its final cleanup, and Thunderbolt was picked over Thunder Wave for the offense despite lower Special Attack than Magnezone and no EVs. Dual Screens increase my staying power a huge deal, giving other walls like Gliscor, Ferrothorn and Jellicent double the bulk, while Volt Switch helps me jump away to a useful counter. I decided to go with Eviolite Magneton instead of Magnezone because of the increased bulk that I get from Eviolite, which Magneton can really take advantage of with its great typing. The little speed boost isn't frowned upon either. The loss of Light Clay hurts a little, but it's better catered toward Pokemon like Excadrill who like a little setup time don't need a full 8 turns of screen for protection. Because of the added Fighting, Ground and Fire weaknesses that Magneton attracts, Jellicent and Gliscor especially will appreciate the boosts the screens give when they switch in to keep Magneton safe. It was taken out for being too offensively weak, not managing to beat the Steels it trapped, and the Fighting/Ground weaknesses were too much for it. It was replaced by Scolipede.
I still have a couple of limits for my team, though. I really want to be able to create my team in-game, so no legendaries and no Dream World abilities (except for Gliscor, Dragonmg]ite, Tangrowth, Slowbro, and Ninetales, which I managed to get). Besides that, I'm pretty open to suggestions.
Move 1: Toxic Spikes
Move 2: Megahorn
Move 3: Iron Defense
Move 4: Baton Pass
Item: Focus Sash
Nature: Jolly
Ability: Poison Point
EVs: 4 HP / 252 Def / 252 Spe
This is the first set that I've really made all on my own, so I could use help with the EVs and things to maximize durability. The point of this is to be a lead, and set up the whole rest of my team. By this time I've decided that the way to win is with Sandstorm and Toxic damage, then cleaning up with Excadrill. With Toxic Spikes, Scolipede will set that up for the whole match and save time for others like Gliscor and Jellicent who would be Toxic-ing otherwise. This set also seeks to buff all my other Pokemon by Baton Passing a +2 Defense boost. Special defenders like Jellicent and Tyranitar will like a buff to their lower defense, and physical walls like Gliscor and Ferrothorn will become unbreakable with those attacks. Even Excadrill can use it as a safety to use Swords Dance without fear of instant KO. My plan is to use Iron Defense first, then if they won't 2HKO I'll Toxic Spikes at least once before Baton Passing, or I may Baton Pass immediately. If they will KO even with Iron Defense, I'll Toxic Spikes twice using Focus Sash for protection. Megahorn is there so it's not total Taunt-bait, and I think it wouldn't do enough damage even with Attack investment so I didn't bother there.
move 1: Stealth Rock
move 2: Crunch
move 3: Pursuit
move 4: Superpower
item: Lum Berry
nature: Careful
evs: 252 HP / 4 Def / 252 SpD
Used to be my lead, but now it stays safe to start the weather and possibly get buffed with Iron Defense from Scolipede. Though I'll probably switch away after getting Stealth Rock up if I sense danger, to bring it back later to restart the weather and just fight hard generally. There's not much that has to be said for Tyranitar, everyone knows what it does. This one's mainly defensive, to act as a backup special wall to deal with things that either Jellicent can't deal with and do heavy damage with Superpower and Crunch's good coverage, and Pursuit picking off stronger but frail attackers who want to stay in the wings to deal with stronger targets like Ferrothorn or Gliscor.
move 1: Swords Dance
move 2: Earthquake
move 3: Rock Slide
move 4: X-Scissor
item: Life Orb
ability: Sand Rush
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
Again, this one requires little explanation. When you use a gamebreaking Sandstorm team, Excadrill is who you think of. Even if they stay in, Excadrill's high HP can take a lighter hit to Swords Dance, but thanks to Adamant and Life Orb it can deal heavy damage even before it Swords Dances. Then it just goes wild, decimating anything in its path. Adamant does the job since it outspeeds anything slower than Scarfed Dugtrio. This is usually brought out late-game, to destroy the scraps. I'm considering giving it Air Balloon, but most of the time I get too nervous about taking hits so I just fire away with a +0 Life Orb boosted attack instead. Also, Gliscor would rather come in and stall any Ground attacks.
Move 1: Spikes
Move 2: Power Whip
Move 3: Leech Seed
Move 4: Protect
Nature: Relaxed
Item: Rocky Helmet
EVs: 252 HP, 48 Def, 208 Sp.Def
It was a hard toss-up between Ferrothorn, Forretress and Skarmory to add to my team, and I could be convinced to switch this out for either of the other two. Ferrothorn is good because it's very bulky on either side of the defensive field, and from personal experience it's been able to set up Spikes excellently, in conjunction with Tyranitar's Stealth Rock. Protect is good for stalling Leech Seed and Sandstorm damage, and hopefully Burn damage too. Honestly, despite protests that Leftovers serves it better, I LOVE Rocky Helmet. I'm a big fan of switching around a lot, tanking hits and letting residual damage add up. This combo deals 25% damage to all contact attacks, many of which Ferrothorn resists or at least can handle with its high defense. It makes a huge difference. I may switch out Power Whip for another supporting move; although this makes me severe Taunt-bait, Ferrothorn doesn't hit hard and I'd rather let the rest of my team hit harder by doing something to cripple my opponent. I don't really know what though; Thunder Wave conflicts with Toxic from Gliscor and Scolipede (and I'd rather poison than paralyze anyway) but it doesn't have a lot of choices. I wish it could have both entry hazards along with Leech Seed, at least as a backup to Tyranitar.
Move 1: Scald
Move 2: Will-o-Wisp
Move 3: Recover
Move 4: Taunt
Item: Leftovers
Nature: Bold
EVs: 248 HP / 216 Def / 44 Spe
The famous Ferrothorn/Jellicent defensive combo is tried and true. Because my Ferrothorn is specially buffed, Jellicent is EVed physically so they can both take decent damage from either side, while still making the best of their natural talents. Just about all my other Pokemon lure Fighting attacks, which Jellicent can switch in on and burn. Jellicent is also sure to bait Ghost and Dark attacks that many of my other Pokemon like Lucario, Excadrill, and Tyranitar will enjoy exploiting. Even though it's not immune to Sandstorm, Recover and Leftovers will keep it alive as long as it needs to, by exploiting switches it causes. It was taken out because it still couldn't take hits well enough, despite the investment. Perhaps I should re-EV it into a much more Specially Defensive version, since it doesn't do too well on either side right now. It was taken out for Gastrodon, but put back in after Gastrodon didn't cut it and I still needed a Ghost to take Fighting attacks.
Move 1: Toxic
Move 2: Earthquake
Move 3: Substitute
Move 4: Protect
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 184 Def / 72 Spe
This is a Pokemon I've wanted to have on the team for a long time, but never thought I could due to being unable to access the Dream World. But I got lucky with a friend, and now the dream is a reality. Poison Heal Gliscor is just so amazing. It's able to take the strong physical Fighting attacks that pretty much no one else on my team can, and cripple any attacker (minus Conkeldurr) with Toxic. I can then stall for PP, scouting, Sandstorm and Toxic healing/damage with Protect, and once they're weakened enough Earthquake does high damage. Substitute and Protect works like Stallrein, with Poison Heal acting as the Leftovers/Ice Body combo. It can stall out crucial opponent PP, but combined with Toxic/Toxic Spikes and Sandstorm it can beat any non-Steel Pokemon (as even flying Rock/Ground could be hit with Toxic.) The 32 PP total means that at worst the 1/16-per-turn-Sandstorm will deal two full HP-bar's worth of damage, discounting Rock/Ground/Steels.
Former Members:
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Earthquake
item: Life Orb
ability: Solid Rock
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe
Carracosta is the reason I'm not afraid of opposing Excadrill. With a powerful Aqua Jet, it's not much of a problem. It's also quite physically bulky, especially with Solid Rock, and the sandstorm boosts its Special Defense highly too. That's why I don't think I need White Herb after Shell Smash. Carracosta comes out well to revenge with Aqua Jet, set up after a KO, or in on the Fire attacks aimed at Ferrothorn. I removed it from the team because if it wasn't using Aqua Jet then it was still too slow even after Shell Smash, and too easily defeated due to its Rock typing even before lowering its defenses. It was taken out for Lucario.
move 1: Overheat
move 2: Shadow Ball
move 3: Energy Ball
move 4: Psychic
item: Choice Specs
ability: Flash Fire
nature: Modest
EVs: 4 HP, 252 SpA, 252 Spe
Chandelure may be an odd choice here, and it may be better to switch it to something else. It's not immune to Sandstorm, and I have no spinner since it's the only one really bothered by lots of entry hazards. Chandelure can easily come in on the Fire and Fighting moves that target most of my entire team, and blast the offender away. There's not much that can survive a Chandelure blast factoring in all the entry hazards and Sandstorm they'll take as well, and if I'm lucky Chandelure can run away and come back in and do it again. It's good bait for Payback and Crunch that will do nearly nothing to Ferrothorn, but rack up Iron Barbs/Rugged Helmet damage. It was taken out due to poor synergy with the rest of my team, being hurt by Sandstorm, and being both too slow and too frail. It was taken out for Golurk.
move 1: Substitute
move 2: Focus Punch
move 3: Earthquake
move 4: Shadow Punch
item: Leftovers
nature: Adamant
ability: Iron Fist
EV: 252 HP / 252 Atk / 4 Def
Golurk is the essential anti-Spinner, and defensive enough to take plenty of punishment from stray attacks switching in while strong enough to strike back. Substitute and Focus Punch are well known for their effective synergy, and Golurk's Substitutes are very sturdy. Especially in conjunction with its typing, offering immunity to Fighting moves that target a lot of my team, Golurk will be able to set up Substitutes while forcing opponents out, and then hammering whoever switches in to attack with an Iron Fist-boosted Focus Punch. Earthquake is powerful STAB for when I don't have a substitute (or when it would just work better) and Shadow Punch is there because it's also boosted by Iron Fist, gets STAB, and never misses. Factoring in STAB it becomes a 99 BP attack, which is not too shabby. It was taken out because it just didn't hit hard enough, and added more vulnerabilities than it took away. It was taken out for Jellicent.
move 1: Cosmic Power
move 2: Stored Power
move 3: Roost
move 4: Psycho Shift
item: Flame Orb
ability: Magic Guard
nature: Timid
evs: 252 HP / 200 Def/ 56 Spe
Sigilyph is disarming, but it's actually remarkably powerful. If the opponent doesn't expect it, or makes light of it and plans to set up on it, they find themselves fighting a losing battle. For one, this guy tries to make up the glaring Fighting weakness in my whole team so far, and Ground too. If my enemy is special, I Cosmic Power before Psycho Shifting the burn. If they're physical, I reverse that order. Once it gets plenty of Cosmic Powers under its belt, only an ill-timed critical hit if I haven't recently Roosted can take it out. Even Dark-types don't stop it from Stored Powering them, because the Burn and the Sandstorm will wear them down. It may find its way back onto the team, but it was taken away because it was too easily defeated by super-effective attacks. Also, since crits break through the defense boosts, it's only a short time before hax strikes. It was taken out for Gardevoir.
Move 1: Psychic
Move 2: Thunderbolt
Move 3: Focus Blast
Move 4: Destiny Bond
Item: Choice Scarf
Ability: Trace
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
This was kind of a whim thing, since I only saw it very recently, but it actually looks quite promising. Against any Pokemon that exploits the weather, like a Swift Swimmer or Sand Rusher, Gardevoir Traces the ability and then outspeeds with Choice Scarf. Swift Swimmers are beaten by Thunderbolt, many Chlorophyllers who are part Poison take heavy damage from Psychic, and Excadrill is OHKOed by Focus Blast. Many other Pokemon like any Water Absorb/Storm Drain/Volt Absorb/Motor Drive/Flash Fire Pokemon aren't going to like this either. And in worst case scenario, against a rampant sweeper I can Destiny Bond to take them down. This was just a spur-of-the-moment thing, so give me your opinions. I took it out because it still didn't hit hard enough, and really could only take down one Pokemon at max. It was taken out for Reuniclus.
name: Calm Mind
move 1: Calm Mind
move 2: Recover
move 3: Psychic
move 4: Focus Blast
item: Leftovers
ability: Magic Guard
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
Since Fighting types were such a glaring weakness for this team, Reuniclus comes to mind as a perfect counter. Once fully set up, it becomes nearly unbeatable. It recovers its damage and can hit very hard, while finding plenty of chances to set up on counters to the rest of the team. It starts out being able to take on more physical attacks because of its EV spread, but Calm Mind then makes it better suited for special attackers. It was taken off the team for much the same reason as Sigilyph, that strong attacks on either defense before it set up could defeat it too easily, and a stray crit is devastating. I'm thinking about running a set I saw once running Acid Armor instead of Focus Blast, and then some attack like HP Dragon with few resistances, to bulk up Defense, Special Defense, and Special Attack, until there's nothing that can beat it. But crits will probably do it there too. It was taken out for Gliscor.
Move 1: Nasty Plot
Move 2: Aura Sphere
Move 3: Dark Pulse
Move 4: Vacuum Wave
Item: Air Balloon
Ability: Inner Focus
Nature: Timid
EVs: 4 HP, 252 Sp.Atk, 252 Spd
Lucario is now my way to defeat opposing Excadrill, and if I can get the boost before it comes in, Terakion. Any strong Rock or Steel type, especially those more invested in Defense, are now checked by Lucario. Unfortunately the opposing Rock types will get the Sandstorm boost, but Nasty Plot will still leave me with an overall boosted attack. Air Balloon keeps it safe from Spikes, since it barely cares about Stealth Rock at all. Many members of my team also bait Ground attacks, which Lucario can switch in on. Inner Focus is used because I don't want to waste a turn flinching in the case of moves like Fake Out, and Vacuum Wave is fast enough so that I don't need the speed boost from Steadfast. I went with Dark Pulse for coverage, since if I'm faster, I'd prefer a second free hit as opposed to a stronger second hit if I survive the next attack, which is less likely. It was taken off for being too defensively weak and being too much like Excadrill in its execution. Both get in on something that either can't hurt it and/or that it can force out. They both set up to +2, and attempt a sweep. Thus, if there's a situation where I can either one, I'll be using Excadrill. Lucario was also just too slow and unsure. It was taken out for Dusclops.
Move 1: Earth Power
Move 2: Ice Beam
Move 3: Toxic
Move 4: Recover
Item: Leftovers
Ability: Storm Drain
Nature: Calm
EVs: 252 HP / 4 SpA / 252 SpD
Gastrodon is here to take Jellicent's place. It loses a Fighting immunity which Ferrothorn will miss (but Gliscor fills in for that pretty well) while focusing on Special bulk to counter Rain teams, take Water attacks that target key members of my team like Gliscor, and has the capacity to both tank hits and dish out damage. It is also immune to Sandstorm, meaning Leftovers helps it instead of just keeping it at neutral. Storm Drain will be more helpful than Water Absorb, because Jellicent always had either too high or too low HP to use it effectively. Here, Gastrodon can use Storm Drain whenever it can, and effectively too. Its only weakness is uncommon (except for such threats as Breloom or the rarer Energy Ball Galvantula) which are easily dealt with using team members like Gliscor or Excadrill. It was taken off because in this power-creep metagame it needs more valuable type resistances, instead of just bulk. It was replaced by Jellicent.
Move 1: Pain Split
Move 2: Toxic
Move 3: Night Shade
Move 4: Taunt
Nature: Calm
Item: Eviolite
EVs: 252 HP / 80 Def / 176 SpD
So. A lot of teams like walls. Walls are good, walls are strong. To call something a wall means that it is strong, sturdy, and no matter how hard you hit it it will not crumble by conventional means. Dusclops IS that wall. I already have many defensive powers on my team, like Gliscor and Ferrothorn on the physical side and Tyranitar and Gastrodon on the special side, but Dusclops is the only one (apart from Ferrothorn to a degree) who can laugh at any attack from anywhere. With Eviolite it has much higher defenses than any member of my team on both sides. Remarkably, Sandstorm actually helps it by hurting it. The way it works with its massive defenses and poor HP is that each hit from either an opponent or Sandstorm deals a fairly low actual number of damage, regardless of what percent of Dusclops' HP it is. At a low number, Dusclops can do severe damage to an opponent with Pain Split and recover almost all its HP in the process if the target was at high-to-middling health, and every hit of Sandstorm adds to that. Taunt stops Pokemon who would set up like Ferrothorn or Haxorus. Toxic was chosen instead of Will-o-Wisp because this is a war of attrition, and Toxic wears away HP faster than Burn. It also has better accuracy. It was taken out because although practically nothing even 2HKOed it, it was only good for beating one Pokemon at most. They attack, Toxic. They attack, Pain Split. Now they're too weak to Pain Split again, they attack, I'm KOed, they might be KOed. No good. It was replaced with Magneton.
Move 1: Reflect
Move 2: Light Screen
Move 3: Thunderbolt
Move 4: Volt Switch
Item: Eviolite
Ability: Magnet Pull
Nature: Calm
EVs: 252 HP / 96 Def / 160 SpD
After Dusclops, I decided that although a wall with Eviolite-boosted defenses was excellent as a blocker, I needed something that could take more hits and boost the team's power as a whole. Looking around a little, Magnezone/Magneton was the answer to a lot of problems. For one, the ever-useful Steel-trapping stops Pokemon like Skarmory and Bronzong from walling Excadrill during its final cleanup, and Thunderbolt was picked over Thunder Wave for the offense despite lower Special Attack than Magnezone and no EVs. Dual Screens increase my staying power a huge deal, giving other walls like Gliscor, Ferrothorn and Jellicent double the bulk, while Volt Switch helps me jump away to a useful counter. I decided to go with Eviolite Magneton instead of Magnezone because of the increased bulk that I get from Eviolite, which Magneton can really take advantage of with its great typing. The little speed boost isn't frowned upon either. The loss of Light Clay hurts a little, but it's better catered toward Pokemon like Excadrill who like a little setup time don't need a full 8 turns of screen for protection. Because of the added Fighting, Ground and Fire weaknesses that Magneton attracts, Jellicent and Gliscor especially will appreciate the boosts the screens give when they switch in to keep Magneton safe. It was taken out for being too offensively weak, not managing to beat the Steels it trapped, and the Fighting/Ground weaknesses were too much for it. It was replaced by Scolipede.