DUST BOWL DANCING Introduction: After having great success with Molti Soli, I quickly retreated back into the Underused tier, away from the clusterfuck that had become the Overused tier. With Garchomp having been unbanned, I'm poking my head back into this tier which seems to still need to get its shit together. However, using less-common elements brought by BW2 and a few uncommon sets, I'm beginning to like how the "new" tier plays out, and am slowly beginning to retract my statements about OU. My new team, Dust Bowl Dancing, plays off of the recent unbanning of Garchomp while attempting to make Sand Stream teams less reliant on the same 8-10 Pokemon. It features a reliable way to bypass the Deoxys-D spam currently besieging the tier while utilizing a strong physical threat and underrated revenge killer to quickly and effectively pick apart teams. Dust Bowl Dancing also holds a mild defensive core that can stomach hits from most common attackers. However, despite these elements, I've been unable to break 1700 points on the PS! Ladder and feel that the team itself isn't anywhere near completion - I find myself losing a lot of momentum against the likes of Genesect, Rotom-W, and other fast U-turners or Volt Switchers and tend to have issues against fast setup sweepers. I've tried running a few different sets on each Pokemon and have run a few other Pokemon in general, but this variant is what I found to be the most successful so far. Team-Building Process: 1. The initial variant of the team, which was for the most part relatively successful. However, it had too many threats and was unable to break the 1700 point plateau, which is actually relatively pathetic by my standards. So, as any lazy human being would, I turned to the Smogon RMT section to get opinions on what should be changed instead of just fixing it myself. It's a hell of a lot easier and a few ideas had been suggested that I didn't think of. Less than 24 hours however, this would all come to change. 2. Glancing back and forth between the original variant and this variant of the team, only one immediate change can be seen, Terrakion in place of Gastrodon. While this is true, every member on the team experienced some form of a set change, which changed the dynamic of my team. It became much more offensive , using status to generate set up opportunities and four relatively powerful attackers to smash through opposing teams. This variant has broken the plateau of 1700 on my testing alt and is nearing closer to the 1800 plateau. However, there still are some threats that need to be adressed, and a few other team members that were proposed that I hold some curiosity in. In-Depth: Tyranitar @ Shed Shell Sand Stream 252 HP / 64 SpA / 192 SpD Sassy Nature - Stealth Rock - Crunch - Fire Blast - Ice Beam Arguably one of my top 10 favourite Pokemon, Tyranitar has always had a welcome spot on any of my OU teams. Its sleek design, great stats, and a continuous presence on the metagame has left it a place in my heart. this team is no exception to this either, as Tyranitar once again performs as my weather setter and lure, allowing my team to put up a fight against the likes of opposing weather, Skarmory, and Gliscor. Thanks to Sand Stream and the EV placement, Tyranitar also functions more or less as the team's special tank, typically being thrown out against many special attackers found in the tier, such as Volcarona and Thundurus-T. Thanks to Shed Shell, Tyranitar can typically stick around longer against Sun Teams, helping me win the weather war. Like many Tyranitar of this design, it's designed to last quite a long time provided I play intelligently. However, I've found on this team Tyranitar's moveset has strictly limited what it can do for the team. Stealth Rock provides the team with entry hazards to abuse, making the opposition easier to dispose of. However, with Deoxys-D being as common as it is, Xatu typically bounces them back before Tyranitar sets them. Crunch is used for eliminating Psychic- and Ghost-type Pokemon such as Latios and Gengar, giving Breloom and Garchomp more room to spam their powerful Low Sweep and Earthquake respectively. Fire Blast and Ice Beam have even stricter uses, being directed towards Gliscor, Landorus-I and Landorus-T, Skarmory, and weakened Ferrothorn. With those Pokemon out of the picture, the battlefield tends to become much safer for Breloom and Garchomp to do what they need to do and bring me towards the win. Garchomp @ Leftovers Rough Skin 4 HP / 252 Atk / 252 Spd 10 Def IVs Jolly Nature - Swords Dance - Outrage - Earthquake - Fire Fang Another one of my top 10 favourites, the unbanning of Rough Skin Garchomp was joyous news for me. It's practically what got me back into OU after having completed my tutoring with PDC. The irony behind this however, is that I've never before used Garchomp in standard before, only in DW OU when I discovered it was legal there. With its excellent statpool and STAB, I've found Garchomp to be the biggest success story on this team, pulling me back from many 6-1 or 5-1 deficits only to win the match. I've found this set, which is probably the standard set, relatively easy to set up, as it tends to force switches. Once behind a Swords Dance, Garchomp can and sometimes does win the entire match itself. Outrage, being as stupidly powerful as it is, tends to be my money shot, eliminating only the last 2 or 3 Pokemon left on the opposition's side. Earthquakeand Fire Fang are Garchomp's meat and potatoes, primarily being used up until the point Steel-types are eliminated or only Ground-type immune Pokemon remain. Garchomp has proven time and time again to be a class-act during the late-game, quickly tearing through the remainder of teams once faster threats are gone. Jirachi @ Choice Scarf Serene Grace 252 Atk / 4 SpD / 252 Spd Jolly Nature - Iron Head - U-turn - Fire Punch - Trick We all know Jirachi in general is a bitch. The ability to render anything useless due to hax is what it's always been known for, which I view as unfair. It's also a great revenge killer that doesn't need to rely on hax to eliminate key threats. It has well-rounded stats and an excellent movepool to work with, and has been clutch in quite a few situations. I'm not gonna lie either, the occasional flinch isn't that bad either, as it basically turns a 2HKO into an OHKO. Hate it or love it, it does its job. As mentioned, Jirachi's coverage and stats make it a wonderful revenge killer, allowing me to remove many key threats. Iron Head is the STAB move of choice, allowing me to beat on things such as Mamoswine, Tyranitar, and Terrakion. The 60% flinch rate is handy for breaking things that don't resist it, but do live one. U-turn gives Jirachi the ability to function as a scout, bringing my team swings of momentum. It's also handy for picking weakened threats off. Despite being the 3rd and 4th moves, Fire Punch is super useful for picking off opposing Genesect, Scizor, Ferrothorn, and other Pokemo weak to Fire-type attacks. Trick is a neat little kick in the shins that stops many walls and setup sweepers cold, giving my team a lot more room to do what it needs to do. I enjoy using the surprise factor of Choice Scarf Jirachi, but wish it hit harder. Breloom @ Choice Band Technician 4 HP / 252 Atk / 252 Spe Jolly Nature - Low Sweep - Mach Punch - Bullet Seed - Spore The third and final of my favourtie Pokemon to be found on this RMT, Technician Breloom is one of those Pokemon I've always wanted to try using, but never really got around to doing so. Being equally powerful as Scizor while having better offensive typing is nothing to scoff at. Breloom has single-handedly opened up the opposing team to allow Garchomp to sweep, whether it be by eliminating Slowbro, Gastrodon, or Mamoswine, he's done it. I absolutely love Breloom and how it works on this team, and I wasn't sure on how powerful it actually was until I watched it to 50% damage to a Ferrothorn with Bullet Seed (a couple crits, but holy shit that's a lot for a 4x resist). At first, Breloom was here to take weak Water- and /or Electric-type attacks that are common on Rain Teams, but it's taken on more of a sweeper role thanks to its brilliant power. Breloom is a powerhouse. Low Sweep is a fan-fucking-tastic move that allows Breloom to nab faster threats on the switch-in, flip them the highway salute, and kick their teeth in with Low Sweep again. Mach Punch is another big "fuck you" to the metagame, being able to bypass its low Speed and pick off faster and more frail opponents, such as Jolteon, Genesect, and the occasional Mamoswine. Bullet Seed, if I'm lucky to get 5 hits, delivers a whopping base 281 base damage, which is absolutely insane. Suck on that Scizor! It's a great move for crushing Ground-, Rock-, and Water-type Pokemon, KOing 252/252 Slowbro in 3 hits. Spore gives Garchomp a multitude of opportunities to set up, typically closing games out early. It's also useful for removing pesky Pokemon if my team is having troubles with them. I've been very impressed with this Pokemon to say the least. Terrakion @ Choice Scarf Justified 252 Atk / 4 Def / 252 Spe Jolly Nature - Close Combat - Rock Slide - X-Scissor - Earthquake While I'd rather not be stuck with a standard sun team, I must admit that Terrakion has been nothing but a force against the opposition in place of Gastrodon. It's left my team with yet another fast and powerful hitter and a way around fast, powerful Pokemon that normally gave my team hell. Its provided to be an excellent addition, making the lives of Breloom, Garchomp, and Jirachi phenomenally easier. Thanks to its powerful STAB moves, Close Combat and Rock Slide, not a whole hell of a lot likes having to switch in on Terrakion. It provides coverage against the vast majority of the tier, blasting through many problem Pokemon this team faced before, namely Salamence, Dragonite, and Haxorus. X-Scissor is here to hit Slowbro and other bulky Psychic-types, but doesn't see much action. Earthquake is a lot in the same, not seeing that much usage unless its against a grounded Electric-type. However, I have no complaints really, besides Terrakion inadvertently making my team much more weak to many common priority moves. Xatu @ Rocky Helmet Magic Bounce 252 HP / 144 Def / 112 SpD Calm Nature - Roost - Toxic - U-turn - Heat Wave Let's face it. If Deoxys-D wasn't so goddamn common, I'd be using something over this. The fact that I have to use it to prevent hazards instead of a spinner, cause I'd rather kill momentum with a switch than by using a move, pisses me off. I really fucking hate this thing. But it does its job very well, and helps kill stall teams, so who am I to judge? The residual damage from Rocky Helmet is neat, making it a good switch-in for weak attackers. If I'm not hitting Roost or Toxic, healing Xatu's pathetic HP or dishing out some residual damage making Breloom and Garchomp's lives easier respectively, then odds are, Xatu isn't doing anything. Sometimes I use U-Turn to scout some things or gain a momentum-grabbing switch off of cockblocking someone's hazards. Heat Wave has been a rather decent move, and having used Lavos Sun for a couple weeks, it definitely has its implications, doing wonderful damage to many of the Steel-type Pokemon Xatu finds itself switching-in on. Overall, a shitty Pokemon, but it does what it needs to be doing well. Changes, Threatlist, and Extras: Conclusion: Well, thanks for the read! Hopefully, with the potential changes and threatlist in mind, you the rater will be able to point me and the team, Dust Bowl Dancing, in the proper direction, and maybe even break the 1700-point plateau that continuously slips from my grip. Keep in mind that the goal is 1900 however. Once again, thanks for the read and rate!