Sand Team feat. Mega Heracross
Introduction
This is my first RMT; although I have played competitively since Sinnoh. I am curious what constructive criticisms raters may have about this team I recently made. It does well, but I bet getting input from others would make it even better.
Goal of team
The team would be classified as a sand offense team. The team starts by trying to get Paralysis on key threats, and hopefully getting Stealth Rocks up. Pursuit and Volt Switch are commonly used by Tyranitar and Rotom-W, the main pivots on the team. Once an opportunity arises, one of the more wallbreaking-oriented members of the team, such as Mega Heracross or Excadrill, should try to remove enemy pokemon. Depending on the enemy team, different pokemon might need to be saved to address certain threats. Clefable is generally the best win condition on the team, but sometimes even Thundurus can put in work. The team has flexibility in that several pokemon could either take out threats early or clean up late game.
Pokemon sets
Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
I chose Mega Heracross for the team for several reasons. I needed a mega which was not weak to Stealth Rocks, seeing as there is no hazard control on my team. I also appreciate Mega Heracross's 185 base attack, which allows it to hit hard without setting up with boosting moves. Mega Heracross's bulk allow it to conceivably switch in on NVE moves, or hazards multiple times before performing its job for the team.
Mega Heracross is an offensive tank, checking several Dark and Steel types which may otherwise cause the team trouble. Once faster threats are Paralyzed, and enemy pivots are weakened, Mega Heracross should attempt to come in safely to KO something. The massive 185 attack stat means that even a neutral hit will hurt the enemy. Not many pokemon enjoy switching in on Mega Heracross, and the goal of the early game is to make it even harder for the enemy to do so. Mega Heracross can be sacked once he has done his job because he generally is not fast enough to be considered a win condition.
I basically took this set directly off of the Smogon Strategy Pokedex entry. This is my first time using Mega Heracross, so I am not sure which threats I should be considering when adjusting its bulk EVs. I like how the set generally maximes bulk while maintaining power, but I could have more tailored EVs. Substitute is the most notable aspect of the set for this team. If the enemy is Paralyzed Mega Heracross can abuse the enemy being Fully Paralyzed to get up a Substitute. Substitute can also block status moves, which would otherwise cripple Mega Heracross.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
An Essential part of this Sand team, Excadrill was one of the original pokemon considered for this team. Excadrill is extremely flexible when played in Sand, and is therefore a great pokemon to include. Its speed, along with its great natural bulk, good offensive typing, and amazing base attack stat, allow it to be played primarily as a sweeper, but also as a wallbreaker, and a revenge killer.
The Air Balloon allows Excadrill to have more opportunities to set up a Swords Dance. It also can allow Excadrill to win 1v1 against other Excadrill, among other pokemon. Sometimes a Swords Dance is not necessary, but with the temporary ground immunity Excadrill could potentially do extra damage to an unprepared enemy. Excadrill is a primary answer to Fairy pokemon for the team, as well as being a fast answer to many pokemon that might otherwise sweep the team using Agility or Dragon Dance. I am not sure that I need maximum investment in speed, and could potentially invest in some health.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Clefable is an amazing pokemon in this metagame, and is therefore justifiable on many teams. This particular set suits my team particularly well, because it serves as a unique win condition, which overcomes different obstacles than Excadrill does, allowing for more variety in how one might approach victory. Clefable appreciates the Paralysis spread by Rotom and Thundurus because of the opportunity to get a free turn from the enemy being Fully Paralyzed.
While Clefable can serve as a counter to fighting types, often times the opponent's fighting type will carry other powerful STAB moves which threaten Clefable. Because of this, Clefable is generally best saved for late game. In some cases Clefable is checked by too many pokemon on the opponent's team and can be sacked earlier.
The Calm Mind Magic Guard set hits from the special side, unlike Excadrill, and focuses on setting up multiple boosts to take hits, which is vastly different from the approach Excadrill takes. Magic Guard allows Clefable to absorb status for the team, and avoid Sand/hazard chip damage. Flamethrower is used because it is the only Fire type attack on the team, and the coverage vs steel types is more important on this offensive set than other options. The EVs are directly off of the Smogon Strategy Pokedex entry, and could therefore probably be adjusted to fit the team's needs.
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 100 Atk / 80 Def / 80 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
The starting point for the team, Tyranitar boasts 8 turns of Sand, Pursuit, and Stealth Rocks. Tyranitar has good synergy with Excadrill, in that it deals with Latios, while Excadrill deals with Fairy types. The chip damage provided by sand, coupled with the advantage of having a Sand Rush boosted Excadrill help keep pressure on the enemy.
Tyranitar serves as a pivot, covering many threats, and therefore having many opportunities to set up Sand and Stealth Rocks. Thundurus, Talonflame, Charizard, Venusaur, Starmie, and many other pokemon are significantly disadvantaged by the mere threat of Tyranitar.
This is a supportive set and its primary role is to keep Sand on the field for Excadrill. Stealth Rocks are helpful to have early, as is a Pursuit kill. Tyranitar has 100 attack EVs to allow for Stone Edge to have a 50% to OHKO Mega Charizard X before accounting for its chip damage from Stealth Rocks or Sand. The bulk is definitely enough for it to perform its job, only taking about 45% from Life Orb Latios's Draco Meteor. The extra power on Pursuit is sometimes nice on squishier pokemon such as Talonflame that might be tempted to switch out.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Rotom-Wash is a great check to many physical attackers, and counters many threatening pokemon such as Landorous, thanks to its unique combination of typing and ability. A defensive Water type such as Rotom-Wash is preferred because of the other weaknesses on the team to Steel types such as Scizor.
Rotom-Wash also pressures opposing Water types such as Azumaril and Keldeo.
Probably the most crucial pivot on the team, Rotom-Wash serves as the glue to the team where Tyranitar cannot. Rotom-Wash is the counterpart to Tyranitar in early game, and sticks around as long as he can pester an enemy pokemon, or could just as easily be sacked if needed.
Rotom's Volt Switch sometimes allows safe switches into a sweeper, but mostly maintains offensive pressure on the enemy. Thunder Wave allows Rotom-Wash to cripple faster threats, which would ordinarily expect Will-o-wisp. Keldeo in particular fails to OHKO Rotom-Wash and is severely crippled by Paralysis. This set is more of a mixed defensive pivot, to handle Keldeo.
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Sludge Wave
- Thunderbolt
- Hidden Power [Ice]
Rounding out the team, Thundurus is the only team member weak to Stealth Rocks. The Paralysis support, along with his high speed tier and 125 base special attack make Thundurus a useful revenge killer, and emergency check to boosting pokemon or fast megas such as Lopunny. Thundurus's typing synergizes with the rest of my team because it covers Steel and Water types which Tyranitar is weak to.
Thundurus can be used at any point during the game, but will primarily be played early. The paralysis support is the most important help he can provide. Thundurus's speed allows it to force out many pokemon fearing its powerful Electric/Ice coverage, which means a read on the opponent's habit could net a momentum advantage. Thundurus is susceptible to being worn down by chip damage from entry hazards and Life Orb, but life orb helps it become more threatening, and once it serves its purpose it can be sacked to get a safe switch into a sweeper. Generally Thundurus will not sweep unless the enemy lacks coverage and is weakened.
Sludge Wave is a unique addition to the Thunder Wave + 3 attacks set here because it assists with Fairy types and Tangrowth, which the team might otherwise struggle with.






Introduction
This is my first RMT; although I have played competitively since Sinnoh. I am curious what constructive criticisms raters may have about this team I recently made. It does well, but I bet getting input from others would make it even better.
Goal of team
The team would be classified as a sand offense team. The team starts by trying to get Paralysis on key threats, and hopefully getting Stealth Rocks up. Pursuit and Volt Switch are commonly used by Tyranitar and Rotom-W, the main pivots on the team. Once an opportunity arises, one of the more wallbreaking-oriented members of the team, such as Mega Heracross or Excadrill, should try to remove enemy pokemon. Depending on the enemy team, different pokemon might need to be saved to address certain threats. Clefable is generally the best win condition on the team, but sometimes even Thundurus can put in work. The team has flexibility in that several pokemon could either take out threats early or clean up late game.
Pokemon sets

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
I chose Mega Heracross for the team for several reasons. I needed a mega which was not weak to Stealth Rocks, seeing as there is no hazard control on my team. I also appreciate Mega Heracross's 185 base attack, which allows it to hit hard without setting up with boosting moves. Mega Heracross's bulk allow it to conceivably switch in on NVE moves, or hazards multiple times before performing its job for the team.
Mega Heracross is an offensive tank, checking several Dark and Steel types which may otherwise cause the team trouble. Once faster threats are Paralyzed, and enemy pivots are weakened, Mega Heracross should attempt to come in safely to KO something. The massive 185 attack stat means that even a neutral hit will hurt the enemy. Not many pokemon enjoy switching in on Mega Heracross, and the goal of the early game is to make it even harder for the enemy to do so. Mega Heracross can be sacked once he has done his job because he generally is not fast enough to be considered a win condition.
I basically took this set directly off of the Smogon Strategy Pokedex entry. This is my first time using Mega Heracross, so I am not sure which threats I should be considering when adjusting its bulk EVs. I like how the set generally maximes bulk while maintaining power, but I could have more tailored EVs. Substitute is the most notable aspect of the set for this team. If the enemy is Paralyzed Mega Heracross can abuse the enemy being Fully Paralyzed to get up a Substitute. Substitute can also block status moves, which would otherwise cripple Mega Heracross.

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
An Essential part of this Sand team, Excadrill was one of the original pokemon considered for this team. Excadrill is extremely flexible when played in Sand, and is therefore a great pokemon to include. Its speed, along with its great natural bulk, good offensive typing, and amazing base attack stat, allow it to be played primarily as a sweeper, but also as a wallbreaker, and a revenge killer.
The Air Balloon allows Excadrill to have more opportunities to set up a Swords Dance. It also can allow Excadrill to win 1v1 against other Excadrill, among other pokemon. Sometimes a Swords Dance is not necessary, but with the temporary ground immunity Excadrill could potentially do extra damage to an unprepared enemy. Excadrill is a primary answer to Fairy pokemon for the team, as well as being a fast answer to many pokemon that might otherwise sweep the team using Agility or Dragon Dance. I am not sure that I need maximum investment in speed, and could potentially invest in some health.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Clefable is an amazing pokemon in this metagame, and is therefore justifiable on many teams. This particular set suits my team particularly well, because it serves as a unique win condition, which overcomes different obstacles than Excadrill does, allowing for more variety in how one might approach victory. Clefable appreciates the Paralysis spread by Rotom and Thundurus because of the opportunity to get a free turn from the enemy being Fully Paralyzed.
While Clefable can serve as a counter to fighting types, often times the opponent's fighting type will carry other powerful STAB moves which threaten Clefable. Because of this, Clefable is generally best saved for late game. In some cases Clefable is checked by too many pokemon on the opponent's team and can be sacked earlier.
The Calm Mind Magic Guard set hits from the special side, unlike Excadrill, and focuses on setting up multiple boosts to take hits, which is vastly different from the approach Excadrill takes. Magic Guard allows Clefable to absorb status for the team, and avoid Sand/hazard chip damage. Flamethrower is used because it is the only Fire type attack on the team, and the coverage vs steel types is more important on this offensive set than other options. The EVs are directly off of the Smogon Strategy Pokedex entry, and could therefore probably be adjusted to fit the team's needs.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 100 Atk / 80 Def / 80 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
The starting point for the team, Tyranitar boasts 8 turns of Sand, Pursuit, and Stealth Rocks. Tyranitar has good synergy with Excadrill, in that it deals with Latios, while Excadrill deals with Fairy types. The chip damage provided by sand, coupled with the advantage of having a Sand Rush boosted Excadrill help keep pressure on the enemy.
Tyranitar serves as a pivot, covering many threats, and therefore having many opportunities to set up Sand and Stealth Rocks. Thundurus, Talonflame, Charizard, Venusaur, Starmie, and many other pokemon are significantly disadvantaged by the mere threat of Tyranitar.
This is a supportive set and its primary role is to keep Sand on the field for Excadrill. Stealth Rocks are helpful to have early, as is a Pursuit kill. Tyranitar has 100 attack EVs to allow for Stone Edge to have a 50% to OHKO Mega Charizard X before accounting for its chip damage from Stealth Rocks or Sand. The bulk is definitely enough for it to perform its job, only taking about 45% from Life Orb Latios's Draco Meteor. The extra power on Pursuit is sometimes nice on squishier pokemon such as Talonflame that might be tempted to switch out.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Rotom-Wash is a great check to many physical attackers, and counters many threatening pokemon such as Landorous, thanks to its unique combination of typing and ability. A defensive Water type such as Rotom-Wash is preferred because of the other weaknesses on the team to Steel types such as Scizor.
Rotom-Wash also pressures opposing Water types such as Azumaril and Keldeo.
Probably the most crucial pivot on the team, Rotom-Wash serves as the glue to the team where Tyranitar cannot. Rotom-Wash is the counterpart to Tyranitar in early game, and sticks around as long as he can pester an enemy pokemon, or could just as easily be sacked if needed.
Rotom's Volt Switch sometimes allows safe switches into a sweeper, but mostly maintains offensive pressure on the enemy. Thunder Wave allows Rotom-Wash to cripple faster threats, which would ordinarily expect Will-o-wisp. Keldeo in particular fails to OHKO Rotom-Wash and is severely crippled by Paralysis. This set is more of a mixed defensive pivot, to handle Keldeo.

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Sludge Wave
- Thunderbolt
- Hidden Power [Ice]
Rounding out the team, Thundurus is the only team member weak to Stealth Rocks. The Paralysis support, along with his high speed tier and 125 base special attack make Thundurus a useful revenge killer, and emergency check to boosting pokemon or fast megas such as Lopunny. Thundurus's typing synergizes with the rest of my team because it covers Steel and Water types which Tyranitar is weak to.
Thundurus can be used at any point during the game, but will primarily be played early. The paralysis support is the most important help he can provide. Thundurus's speed allows it to force out many pokemon fearing its powerful Electric/Ice coverage, which means a read on the opponent's habit could net a momentum advantage. Thundurus is susceptible to being worn down by chip damage from entry hazards and Life Orb, but life orb helps it become more threatening, and once it serves its purpose it can be sacked to get a safe switch into a sweeper. Generally Thundurus will not sweep unless the enemy lacks coverage and is weakened.
Sludge Wave is a unique addition to the Thunder Wave + 3 attacks set here because it assists with Fairy types and Tangrowth, which the team might otherwise struggle with.