Given all the discussion about Sand Rush Excadrill, let's take a close look at it.
Base Statistics:
110 / 135 / 60 / 50 / 65 / 88
Typical spread:
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance
This is ground's go-to sweeper. Its moveset is usually the same with some great coverage: so great that there are almost no switch-ins. If it's in the sand, it gets double speed: with an adamant nature, it hits 550 speed. With 7-8 turns of sand, it is able to put some huge dents in most teams before being forced to switch out. How do most types fare against it at the moment? Well...
Normal: Earthquake does 45.4 - 53.4% to phys. def Chansey and 46.7 - 55.3% to sp. def Porygon2, which is the most common spread. If Stealth Rocks are up, these walls are 2HKOed. Staraptor dies to Rock Slide if switched in, so that's no counter, either.
Fighting: Mach Punch users such as Breloom, Infernape and in some cases Conkeldurr force Excadrill to switch out, so it doesn't have much trouble checking it offensively - although it doesn't have anything that can wall it aside from Chesnaught, which is uncommon. Moving on...
Flying: Skarmory, Gliscor and Landorus counter it. However, there's usually only 1 of those on the team - Rock Slide destroys the flying team otherwise.
Poison: 252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Venusaur: 195-230 (53.5 - 63.1%) -- guaranteed 2HKO - that's the closest thing poison has to something that walls it.
Ground: A bit of a complicated matchup: Basically, one needs to weaken or take out Hippowdon, Gastrodon and Garchomp, who can all take 1 hit and retaliate back with Earthquake. One also needs to win the speed tie with opposing Excadrill.
Rock: Rhyperior. Sort of. Everything else just dies.
Bug: Forretress is all that bug has to wall it, and it has no reliable recovery.
Ghost: Ghost has Sableye with Will-o-Wisp. Cofagrigus is 3HKOed after leftovers Recovery, so it may be able to burn it. That's about everything.
Steel: Has Skarmory and Ferrothorn - both of these can be taken care of by Landorus-I and Nidoking quite easily, giving Excadrill space to destroy everything else on the team.
Fire: It needs to play with Zard Y carefully, putting up sun to cancel out sand. This can't be done easily, due to the fact that Zard Y is frail and easily dispatched by Stealth Rock, if they are up.
Water: Water teams can shred Hippowdon, so it only puts up sand once - then stall it out with a wall such as Slowbro or Alomomola, or use Aqua Jet with Azumarill. Not much it does here...
Grass: Ferrothorn is a defensive check, and Breloom uses Mach Punch to take it out - even so, with team support, these are taken care of.
Electric: Rotom-Wash needs to be kept alive. If it isn't, Excadrill sweeps.
Psychic: Mew, Slowbro, Deoxys-D... Psychic has its walls, so they're pressured to be kept at full health. Psychic has an easier time dealing with Excadrill that other types.
Ice: Absolutely nothing, except hopefully Rocky Helmet Avalugg to wear it down. And Abomasnow to put up Hail, perhaps. That's all I can think of. And even then, not great.
Dragon: Built up of offensive Pokemon, Excadrill 2HKOes everything.
Dark: Mandibuzz walls it (sort of). Crawdaunt forces it out by threatening it with Aqua Jet. That's everything.
Fairy: Azumarill has Aqua Jet... Gardevoir traces Sand Rush and (hopefully) lands a Focus Blast. Nothing else can hope to stand against Excadrill, though.
tl;dr / Final Verdict: Given the fact that Excadrill either sweeps or severely damages nearly every team with very little consequences, 8 turns is simply too much time for it to do so - most teams won't be ready for it when it comes in a 2nd time. That is why Smooth Rock should be at least suspected, if not quick-banned.