Hey all, this is a team I've been working on for a bit, it's been one of my most successful teams and I hope with your input it can be pushed over the top, it's primarily an offensive team, but the resistances and tyranitar can add a defensive upside. It's a sand team but it doesn't rely on sand, instead sand can just help it preform. So yeah please help LOL. Chubb Rock (Tyranitar) (M) @ Leftovers Trait: Sand Stream EVs: 252 HP / 4 Atk / 252 SDef Careful Nature (+SDef, -SAtk) - Thunder Wave - Stone Edge - Fire Punch - Crunch Why This Pokemon: Tyranitar is my sand instigator and he fills a role in the team better than hippowdon would becuase tyranitar can better help fill out team weaknesses such as latios and latias, it's a great special wall that also acts as a good offensive asset. Why this Item: Leftovers are pretty basic, they let me restore health as opponents lose health to the sandstorm. Why These EVs: I always prefer to abuse how great of a special wall tyranitar can be, I was tempted to run enough speed to outrun scizor but whenever I do that I always think I can beat them and then they end up having speed EVs aswell. Why Move 1: THUNDER WAVE is used for crippling things on the switch in which can really help my team beat threats such as scizor, terrakion etc. Why Move 2: STONE EDGE is Tyranitar's most powerful STAB move which allows it to beat things such as dragonite, and most importantly allows it to beat some paralyzed pokemon such as politoed. Why Move 3: Why Movie 4: CRUNCH is good because it can help me beat some ghost and psychic threats such as lati@s, gengar, jellicent, reuniclus, and starmie. I was considering using pursuit but the extra power from crunch is necessary quite frequently. Weakness And How They're Beat: Fighting: Starmie & Landorus Resist Steel: Heatran & Starmie Resist, Heatran, Terrakion, Breloom & Landorus Super affect Ground: Breloom & Landorus Resist, Breloom & Starmie Super affect. Water: Breloom & Starmie Resist, Breloom super affects. Bug: Heatran, Terrakion & Landorus resist, Heatran, Tyranitar & Terrakion super affect. Grass: Breloom & heatran resists, Heatran super affects. Forged (Heatran) (M) @ Air Balloon Trait: Flash Fire EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Flamethrower - Earth Power - Hidden Power [Ice] - Will-O-Wisp Why This Pokemon: Heatran helps with the bug and grass weakness, and helps beat certain threats such as scizor, salamence and dragonite. It can outspeed some of the certain things I need it to do while having the defense needed to survive the course of the battle, while enough offense to tear a hole through some teams. Why This Item: Air Balloon allows heatran to beat dragonite, salamence, dugtrio, lando-t, and some other pains in the butt, heatrans ground weakness is it's biggest quirk and this helps it overcome it. Why These EVs: I gave it the the standard offensive EVs that's the best way for it to work as an offensive asset. Why Move 1: FLAMETHROWER its only useful STAB is fire and it's necessary for it to work. I prefer flamethrower over the other fire attacks because it doesn't usually need the power from fire blast and the accuracy of fire blast can screw me. Why Move 2: EARTH POWER is the way for heatran to abuse its flash fire and beat fire types while also helping it take a chunk on rock types. Why Move 3: HP ICE Is its way to abuse its steel type and beat dragons, and also stuff like gliscor, or pop other heatran's balloons. Why Movie 4: WILO WISP is kind of heatran's wildcard heatran is one of those pokemon that get some very obvious switch ins on it, wilo is a great way to cripple some of them, such as gyarados, tyranitar, hippowdon etc. Weakness And How They're Beat: Ground: Air balloon lets it float over, Breloom & Landorus resist, Starmie & Breloom super affect. Fighting Starmie & Landorus resist. Water: Breloom & Starmie Resist, Breloom super affects. Wings (Terrakion) @ Rock Gem Trait: Justified EVs: 252 Atk / 4 SDef / 252 Spd Jolly Nature (+Spd, -SAtk) - Stealth Rock - Close Combat - Stone Edge - Taunt Why This Pokemon: Terrakion is good because it helps beat butt pains like chansey and this set is very special because it can help set up SR, wall break, stop sweepers, prevent hazards, it does a lot more damage in a battle than you would think, I credit this set to Mcdanger. Why this Item: This one can come as a suprise, it allows it to pack a big punch and OHKO some certain pokemon neutral to stone edge, it's a way to let it have an offensive upside while still being a utility. Why These EVs: Just the basic offensive EVs it doesn't need a defensive spread because it doesn't rely on walling things defensively and the sand lets it wall enough special defensively. The offensive spread allows it to be a viable revenge killer aswell as a utility. Why Move 1: STEALTH ROCK This isn't a common move on terrakion but he usually sets this up freely as the opponenet switches out expecting an attack, it helps my team phaze the opponent which can be very necessary. Why Move 2: CLOSE COMBAT goes well with stone edge, it lets it beat things such as mamoswine, heatran, chansey basicly anything terrakion is known for beating lol. Why Move 3: STONE EDGE is the move I use as the main part of its wall breaking, with a rock gem and its already good power with STAB it can put a big dent in anything, it lets it beat skarmory, and OHKO almost anything neutral. Why Movie 4: TAUNT is its other weird move, combined with stone edge it allows terrakion to stall break things such as forretress, and skarmory. Weakness And How They're Beat: Fighting: Starmie & Landorus Resist Steel: Heatran & Starmie Resist, Heatran, Terrakion, Breloom & Landorus Super affect Ground: Breloom & Landorus Resist, Breloom & Starmie Super affect. Water: Breloom & Starmie Resist, Breloom super affects. Grass: Breloom & heatran resists, Heatran super affects. Perv (Landorus) (M) @ Life Orb Trait: Sheer Force EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Substitute - Earth Power - Focus Blast - Hidden Power [Ice] Why This Item: Life orb and sheer force is a great combo because when sheer force kicks in the recoil of the life orb is nullified and it gives it just enough power to sweep the things necessary. Why This Pokemon: Once I decided to make this team sand I thought this guy could be a great asset since there's always the question of sand force vs sheer force, landorus has great sweeping abilities with the sand and the SR terrakion sets up. It can add some synergy and help my team beat fighting types. Why These EVs: The EVs basicly let it outrun some of the things it needs to while having the special attack needed to pack its punch. Why Move 1: SUBSTITUTE Allows it to set up on a hazard, status enducing move, or switch out, which then gives it a great chance to sweep with all its power. Why Move 2: EARTH POWER Is insanely powerful with the life orb + sheer force + STAB, it can OHKO so many things that it are neutral to it after sand + SR damage, it does wonders when revenge killing and can sweep. Why Move 3: FOCUS BLAST can help have the great power of earth power while being able to compliment it on the pokemon it can beat, like helping it beat skarmory, and air balloom heatran. Why Movie 4: HP ICE Is for beating the flying types like gliscor, dragonite, and salamence, that neutralize ground and resists fighting. It also helps with grass types such as breloom. Weakness And How They're Beat: Water: Breloom & Starmie Resist, Breloom super affects. Ice: Heatran & Starmie resist, Terrakion, Tyranitar, Heatran, and Breloom super affect. Ninja Toad (Breloom) (F) @ Fight Gem Trait: Technician EVs: 252 Atk / 4 Def / 252 Spd Jolly Nature (+Spd, -SAtk) - Mach Punch - Bullet Seed - Spore - Swords Dance Why This Pokemon: Water and grass looked like problems while team building so I decided to add breloom, breloom is very crucial when it comes to beating rain teams, and breloom can also help beat a lot of threats, while sporing anything slower than it that can beat it giving it a free hit and a free shot, also helping it set up and sweep. Why This Item: The fighting gem allows mach punch to have enough power to KO the threats it needs to without the set up restriction of the band, it gives breloom some scary priority which can come in handy quite frequently. Why These EVs: It uses the speed EVs to outrun certain things so it can spore them, and the combination of that and the attack EVs lets it start to sweep things, since it has just enough attack for mach punch to be lethally powerful. Why Move 1: MACH PUNCH is the brelooms STAB priority move with tetechnician and the fighting gem it has enough power to help it beat things faster than its self such as Terrakions, heatrans, and things that are neutral to it after a swords dance. Why Move 2: BULLET SEED, finally this move is useful in OU after years, with technitian the power varies from 75 to an insane 187.5 this move if it hits a good number of times can rip a gaping hole in anything, not much likes to switch in on this. Why Move 3: SPORE Is breloom's signature move, the ability to put something to sleep 100% of the time is crazy, it gives breloom a free swords dance which can not be underestimated, especially with sand and stealth rock. Why Movie 4: SWORDS DANCE Is the move that allows breloom to set and sweep, the doubling an already powerful force of its high attack and technician, when I get to use this it's a hard thing to stop. Weakness And How They're Beat: Ice: Heatran & Starmie resist, Terrakion, Tyranitar, Heatran, and Breloom super affect. Flying: Heatran & Tyranitar resist, Tyranitar and Terrakion super affect. Fire: Heatran, Tyranitar, Terrakion & Starmie resist, Landorus, Tyranitar, Starmie & Terrakion super affect. Patrick (Starmie) @ Leftovers Trait: Natural Cure EVs: 252 SAtk / 4 SDef / 252 Spd Timid Nature (+Spd, -Atk) - Rapid Spin - Surf - Thunderbolt - Ice Beam Why This Pokemon: Especially now a days with the stealth rock tutor it's important to have a spinner, starmie was a good fit for the team because it can cover some key weaknesses aswell as being a good spinner, it can seem to last when it needs to aswell as providing some aid to the offense as a rapid spinner, it also assists in beating the ever so abused rain. Why These EVs: The basic offensive EVs it gives it the speed to outrun and the power to revenge kill, it can outrun most things which aids it to getting a rapid spin in when it needs to. Why Move 1: RAPID SPIN is very key in today's meta game, it gets rid of hazards which are constantly abused now, starmie can usually handle most ghost types if their switch in is anticipated properly. Why Move 2: SURF is a necessary STAB because it's needed to handle a lot of ghosts types such as gengar since it can see it coming outrun and 2HKO, It can help me handle fire types, rock types, and ground types which it really needs to do. Why Move 3: THUNDERBOLT Is needed to beat other water types so it can help handle rain teams, and stuff like politoed, and tentacruel. It can also help handle some flyers which can be a but pain for stuff like breloom, plus synergy wise it compliments ice beam since no type resists both of them and the only type combination that does if Electric steel. Why Movie 4: Ice beam helps beat dragons like dragonite, and salamence, it's also key for beating stuff like landorus and gliscor, it does a good job revenge killing grass types like breloom which can't hurt it with Mach punch. Weakness And How They're Beat: Electrick: Breloom & Landorus resist, Landorus super affects. Ghost: Tyranitar & Heatran resist, Tyranitar super affects Dark:Heatran, Terrakion, Breloom & Tyranitar resist, Breloom, Terrakion super affects, Grass: Breloom & heatran resists, Heatran super affects. Bug: Heatran, Terrakion & Landorus resist, Heatran, Tyranitar & Terrakion super affect.