Now before we begin, I believe this has been my first RMT here at Smogon. (I am unsure if I have done so before; 5 years is a long time).
The first thing that you may notice is that this team is basically Do as Much Damage in the shortest amount of time possible. This is correct, as I like fast gameplay and making my opponants play on the Defensive instead offensive.
Originally; this team was just another Copy Pasta Sand Storm Team which slowly had it's members switched out for Pokemon that could counter stuff I was having trouble with.
Mr. Bird (Staraptor) (M) @ Choice Scarf
Trait: Reckless
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Brave Bird
- Double-Edge
- U-turn
This guy here is my 'lead' as you will. Although seeing as Smogon has the Wifi thing going for it; my lead is usually switched up for something else [Although he does stay in that spot against weather teams as it OHKO's all of them but Hippowdon].
Basically, Mr. Bird's job is to get in, cause as much damage as humanely possible with Brave Bird or Double Edge and then kill itself. Let's face it; even if you resist one or the other, a 360 Base Attack coming off 379 Atk is going to brutally injure you if you don't have around 300 in defence. Close Combat is just for the rare times T-Tar is leading.
U-Turn because filler and whynot? purposes.
Mr. Raep (Tyranitar) (M) @ Lum Berry
Trait: Sand Stream
EVs: 152 Atk / 116 SDef / 240 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Ice Punch
- ThunderPunch
Originally; this fine sir was going to be Choiced or Scarfed but for some strange reason, I popped on a Lum Berry.
It functioned fantastically when people think I am running Adamant T-Tar and switched in their Breloom to take the attack (most of the times Crunch). Then at this point, 9 times out of 10 they will try to spore either T-tar or a predicted switch. (Take note that the Speed of this t-tar is 1 point above Max speed Adamant Breloom) At this point, I subsequently killed it with Ice Punch (Before or after SS).
Lum also functions as a Way to Bluff a Choice item while not fearing the status people try to put on me. Crunch for duh stab, Ice Punch for Dragon's (particular those of the flying variety) and deal massive blows to low speed Gliscor's who think they can ruin the fun. Earthquake to round out coverage.
Originally I ran Stone Edge instead of Thunder Punch because it hit waters for the same amount of damage as well as obvious stab, but the terrible accuracy really annoyed me that I ended up getting rid of it for Thunder Punches more reliable accuracy.
Also Sandstream to help Excadrill and those odd times I have to rid myself of other types of weather.
Mr. Drill (Doryuuzu) (M) @ Balloon
Trait: Sand Throw
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Rock Slide
- Swords Dance
- Return
Almost always comes in to clean up late game after I know what the opponant's team is, the counters are gone and that the defensive Pokemon can't survive hits.
Originally I ran Jolly, just for the fact that I would speed tie other Dory's (and Brick Break to pop said mole' balloon) but I was losing some valuable Kills, OHKOs (or 2ko without the SD) on other stuff.Then I realized that as overpowered as it may be, I was seeing less and less Balloon Dory around (as well as the fact that the people who ran them weren't familiar with the whole Saybleye can trick them an Iron ball to halve their speed) and non balloon Dory's lose out to an earthquake right away.
Return instead of X-Scissor because most Grass Types are OHKO'd by it and I can do some heavier damage on Pokes that resist EQ and have either Rock Slide or X-Scissor neutral against them.
Mr. Ufuk (Shandera) (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Shadow Ball
- Energy Ball
- Hidden Power [Ice]
Originally I was opposed to this guy (I was running Serperior to begin with) but I was sick and tired of this thing coming in and Revenging everything. So eventually I turned to the Dark side. Probably one of the best thing I could have done.
As I mentioned earlier, I usually switch up my lead. Half of the time this guy here steps in to utterly destroy the ones it is capable of one shotting. I don't care if they get rocks up or not in this scenario.
When not leading, this guy is your basic Revengencer; nothing fancy, but it gets the job done. Any sight of Serperior or Nattorei and this guy comes in straight away without hesitation.
Mr. Jelly (Rankurusu) (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Without fail, I will alway Trick Room and then just kill as much as it can. It's a no brainer really.
It was orriginally added to the team because at the time, Rapooshin used to laugh at my team all day, erry day. And because I saw that the Trick Room Life Orb set could do some massive ammounts of damage.
Usually the Pokemon I always switch in after my lead is killed. As mentioned earlier, I Trick Room up and then just attack accordingly. Psychic because I still want to do massive damage against the defensive stuff, Shadow Ball for Ghosts, and HP Fight to round out coverage. HP Fight over Focus Blast because I hate missing.
Mr. Joker (Sableye) (M) @ Iron Ball
Trait: Mischievous Heart
EVs: 4 HP / 252 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Trick
- Will-O-Wisp
- Taunt
- Recover
This little guy I almost without fail place on every single DW team I make. Another 30% of the time, this guy ends up leading. By use of Taunt, it can shut down leads who want to set up hazards and attack Physically, and can also shut down Blissey, Skarm and friends who think they can wall and or set up entry hazards. With WoW, it ruins Phys Sweepers (who aren't running Guts).
Trick with the Iron Ball is nasty in that it renders Flying types immunities to Ground useless as well as halving their speed. I can also take away certain Pokemon's lefties which when combined with SS and Burn, they are taking 18 or so percent of damage each turn. Tricking an Iron Ball is notable that it can ruin Lati's, Chandelures, Excadrills, Blaziken (before ban), and most other Fliers, Levitators, and Choicers (Which can then be passed on to Poke's that do not want said Choice Items).
The first thing that you may notice is that this team is basically Do as Much Damage in the shortest amount of time possible. This is correct, as I like fast gameplay and making my opponants play on the Defensive instead offensive.
Originally; this team was just another Copy Pasta Sand Storm Team which slowly had it's members switched out for Pokemon that could counter stuff I was having trouble with.
Mr. Bird (Staraptor) (M) @ Choice Scarf
Trait: Reckless
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Close Combat
- Brave Bird
- Double-Edge
- U-turn
This guy here is my 'lead' as you will. Although seeing as Smogon has the Wifi thing going for it; my lead is usually switched up for something else [Although he does stay in that spot against weather teams as it OHKO's all of them but Hippowdon].
Basically, Mr. Bird's job is to get in, cause as much damage as humanely possible with Brave Bird or Double Edge and then kill itself. Let's face it; even if you resist one or the other, a 360 Base Attack coming off 379 Atk is going to brutally injure you if you don't have around 300 in defence. Close Combat is just for the rare times T-Tar is leading.
U-Turn because filler and whynot? purposes.
Mr. Raep (Tyranitar) (M) @ Lum Berry
Trait: Sand Stream
EVs: 152 Atk / 116 SDef / 240 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Earthquake
- Ice Punch
- ThunderPunch
Originally; this fine sir was going to be Choiced or Scarfed but for some strange reason, I popped on a Lum Berry.
It functioned fantastically when people think I am running Adamant T-Tar and switched in their Breloom to take the attack (most of the times Crunch). Then at this point, 9 times out of 10 they will try to spore either T-tar or a predicted switch. (Take note that the Speed of this t-tar is 1 point above Max speed Adamant Breloom) At this point, I subsequently killed it with Ice Punch (Before or after SS).
Lum also functions as a Way to Bluff a Choice item while not fearing the status people try to put on me. Crunch for duh stab, Ice Punch for Dragon's (particular those of the flying variety) and deal massive blows to low speed Gliscor's who think they can ruin the fun. Earthquake to round out coverage.
Originally I ran Stone Edge instead of Thunder Punch because it hit waters for the same amount of damage as well as obvious stab, but the terrible accuracy really annoyed me that I ended up getting rid of it for Thunder Punches more reliable accuracy.
Also Sandstream to help Excadrill and those odd times I have to rid myself of other types of weather.
Mr. Drill (Doryuuzu) (M) @ Balloon
Trait: Sand Throw
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Rock Slide
- Swords Dance
- Return
Almost always comes in to clean up late game after I know what the opponant's team is, the counters are gone and that the defensive Pokemon can't survive hits.
Originally I ran Jolly, just for the fact that I would speed tie other Dory's (and Brick Break to pop said mole' balloon) but I was losing some valuable Kills, OHKOs (or 2ko without the SD) on other stuff.Then I realized that as overpowered as it may be, I was seeing less and less Balloon Dory around (as well as the fact that the people who ran them weren't familiar with the whole Saybleye can trick them an Iron ball to halve their speed) and non balloon Dory's lose out to an earthquake right away.
Return instead of X-Scissor because most Grass Types are OHKO'd by it and I can do some heavier damage on Pokes that resist EQ and have either Rock Slide or X-Scissor neutral against them.
Mr. Ufuk (Shandera) (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Shadow Ball
- Energy Ball
- Hidden Power [Ice]
Originally I was opposed to this guy (I was running Serperior to begin with) but I was sick and tired of this thing coming in and Revenging everything. So eventually I turned to the Dark side. Probably one of the best thing I could have done.
As I mentioned earlier, I usually switch up my lead. Half of the time this guy here steps in to utterly destroy the ones it is capable of one shotting. I don't care if they get rocks up or not in this scenario.
When not leading, this guy is your basic Revengencer; nothing fancy, but it gets the job done. Any sight of Serperior or Nattorei and this guy comes in straight away without hesitation.
Mr. Jelly (Rankurusu) (M) @ Life Orb
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Psychic
- Shadow Ball
- Hidden Power [Fighting]
Without fail, I will alway Trick Room and then just kill as much as it can. It's a no brainer really.
It was orriginally added to the team because at the time, Rapooshin used to laugh at my team all day, erry day. And because I saw that the Trick Room Life Orb set could do some massive ammounts of damage.
Usually the Pokemon I always switch in after my lead is killed. As mentioned earlier, I Trick Room up and then just attack accordingly. Psychic because I still want to do massive damage against the defensive stuff, Shadow Ball for Ghosts, and HP Fight to round out coverage. HP Fight over Focus Blast because I hate missing.
Mr. Joker (Sableye) (M) @ Iron Ball
Trait: Mischievous Heart
EVs: 4 HP / 252 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Trick
- Will-O-Wisp
- Taunt
- Recover
This little guy I almost without fail place on every single DW team I make. Another 30% of the time, this guy ends up leading. By use of Taunt, it can shut down leads who want to set up hazards and attack Physically, and can also shut down Blissey, Skarm and friends who think they can wall and or set up entry hazards. With WoW, it ruins Phys Sweepers (who aren't running Guts).
Trick with the Iron Ball is nasty in that it renders Flying types immunities to Ground useless as well as halving their speed. I can also take away certain Pokemon's lefties which when combined with SS and Burn, they are taking 18 or so percent of damage each turn. Tricking an Iron Ball is notable that it can ruin Lati's, Chandelures, Excadrills, Blaziken (before ban), and most other Fliers, Levitators, and Choicers (Which can then be passed on to Poke's that do not want said Choice Items).