The Sands of Time

This came to me while watching Prince of Persia, sooo... check it out! The Sands of Time(dundundunDUN!)

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Well, this a pretty average run-of-the-mill sandstorm team,but if given appropriate handling a monster in the right hands.It formed in my head while making sand fortress (Yeah! Fortress! You Heard me !) and made me think of a sandstorm. So this came up....

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Heatran@Choice Scarf
Flash Fire
-Overheat
-Dragon Pulse
-Earth Power
-Hidden Power Electric
Modest 252 Spa/252 Spe/4 SpD
Good ol' scarftran... Back in DPP ,this was one of the bosses until people noticed it's defensive side, but offensive Heatran is amazing nonetheless. Overheat is for for absolute STAB and it's sheer destructive powers allows it OHKO or 2HKO most of the metagame. Dragon Pulse is there for all the dragons populating OU ;in short 2HKOes Dragonite with Multiscale broken and if it kills 'Nite everything else follows.Earth Power is there to stop fellow fire types and 2HKOes most Tentacruel Variants, yet most importantly it 2HKOes Terrakion. HP Electric fries the waters of OU and stops random thing from stopping our sweep. We hit 379 speed which is actually fast enough to outpace neutral 212 D'Nite with +1 boost. Heaty acts as glue of some sort, allowing us to check slower threats and wall fire attacks.

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Kyurem-B@Life Orb
Teravolt
-Outrage
-Blizzard
-Roost
-Hone Claws
Naughty 144Hp/216Atk/148 Spa
I know you're going all "WTF a defensive mixed kyurem-b that's so blah blah blah" but hear me out first. I tried full offensive first but it dies easy. Next I try subtail but it lacks power. So,why not mix it up!! Hone Claws is a staple boosting move which works on two fronts, first is upping our Atk to godly level of terror, but second is upping our Accuracy to unmissing hits. Imagine I'm sweeping his team at +1 but his Gliscor or Skarm comes in and stops my sweep right? NO! Blizzard is here to kill Physically defensive giants with low SpD . Even Ferrothorn, our almost best check , dies after two Outrages which shows how much power we do pack. Outrage even with no boosts OHKOes and 2HKOes everything. In a way Kyurem-B is a tank of sorts, dishing out damage and taking one for the team.

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Hippowdon@Leftovers
Sand Stream
-Curse
-Whirlwind
-Stealth Rock
-Earthquake
Careful 152 Hp/160 Atk/196 SpD
Here we are our main man, Hippowdon ! Hippo is our weather starter, Stealth Rock setter, Phazer and main Tank. In short, Hippo is like a Swiss army... Poke? Whatever, let's get to the moves. Curse is here for obligatory Boosting and overall bulk. Whirlwind screws up baton pass chains and makes other opponents hit the Rocks. Rocks helps with passive sandstorm damage with more damage , effectively neutering Multiscale and stopping Gyara from sweeping us. Equake is the only damaging move here but after a few curse boosts it becomes unstoppable except for flyers and levitators in which whirlwind takes care of them. Hippowdon is the Mighty Bond of this team. Without Hippowdon ,this team is just useless.

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Sandslash@Ghost Gem
Sand Rush
-Rapid Spin
-Earthquake
-Stone Edge
-Shadow Claw
Adamant 4 Hp/ 252 Atk/ 252 Spe
Sandy here is for keeping us alive from dang hazards and koing ghosties. Ghost gem is here for the added power of koing Jellicent and bulkier ghosts. EdgeQuake does lots of damage with nearly flawless coverage and koing faster threaths like Salamence and Garchomp. Rapin Spin is an obvious move here for the removal of hazards and keeping us alive. Shadow claw kills the bulky ghosts and frailer spinblokers of the lands if OU. I can name a lot of occasions where Slash has saved me from certain defeat. In the sand, sandy is only outsped by the fastest scarf users.

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Jirachi@Leftovers
Serene Grace
-Wish
-Thunder Wave
-Iron Head
-U-Turn
Careful 236 Hp/64 Atk/200 Spd/8 Spe
Jirachi here is the bulk of the team passing wishes and slowing foes. I carefully chose the spread allocating the most bulk .We can survive several special beatings and physical ones too with this set. Wish is here for the recovery of the team healing them up to 3/4 of their health. TWave is here to paraflinch and help Kyurem-b and Landorus sweep. Iron head is here to flinch random stuff and plainly piss off other foes. U-turn is here for scouting and additional damage to thing Jirachi doesn't touch. We hold as much of this team together as Jirachi supports us all. His absolute bulk makes him hard to take down.

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Landorus@Choice Scarf
Sand Force
-Earthquake
-Stone Edge
-U-Turn
-Superpower
Adamant 4 HP/252 Atk/252 Spe
Here we are, CB Lando ! The epitome of revenge killing. The scarf here bumps up our speed to an unbelievable 451, which is fast enough to outspeed +1 Salamence and everything else. Adamant skyrockets out Attack to dangerous levels topping at 383 with out Sand Force added into the mix. The moves are self-explanatory, EdgeQuake for amazing neutral combo, plus they both get the boost from Sand Force which make them doubly deadly. U-Turn is here for scouting and damage to things we can't touch.Superpower smacks around steels and breaks the norm. Stall is hapless against this set cause either; A: They taste EdgeQuake or B: We switch out with U-Turn.Lando loves Jirachi's Support and rocks hippo makes.

This could be a decent team when you think about it and can have potential power untapped by mortal men.

[(When you guys/girls rate please be nice, use helpful suggestions and no Haters allowed) This is my first RMT so don't let me down]
 
Hey,

Team interesting, if improved can become extremely strong, for one thing I see a lot of slowness of team members, even those who abuse the Sandstorm as Sandslash, as it is Adamant, Jolly nature would be the best, to get the maximum speed in set Sandslash toglierei Shadow Claw Swords Dance and Ghost Gem for Leftovers / Life Orb, in the instrument, the choice is quite personal, if you want to increase the damage is better Life Orb, otherwise if you prefer to recover HP every turn Leftovers is better. Shadow Claw would be useless, because Latios / Latias with Choice Scarf are faster than you and will attack first with Surf sending you KO, Jellicent and Gengar after a Swords Dance bombard them with heavy Earthquake and Stone Edge.

Observing the revenge-killer, Heatran is too slow to play this role, it is outpaced by Scarf Salamence, Dragonite after a Dragon Dance, only to not kill either of them, in a sandstorm if you want to keep Heatran I suggest you try it specially defensive so: 248 HP / 252 SDef / 8 Spd, Toxic / Will-o-Wisp - Lava Plume - Protect - Roar, Shed Shell / Leftovers Calm nature. With this moveset you are able to take all possible special moves, and burn / poison Pokemon opponents, Protect to scout enemy sets and to facilitate the recovery of HP with Leftovers, Roar to sweep away dangerous opponents, this would help greatly Heatran against Sunny Day Team, allowing a switch fail on Ninetales for example or of Venusaur (which has not always Earthquake, although it tends to use more with Growth, Giga Drain, HP Fire, Sludge Bomb) avoiding to enter the field of Hippowdon Ninetales to impose Sandstorm threatening to take a Toxic or Will-o-Wisp, so you can use us and Toxic poison Ninetales. Shed Shell instead is obviously not to be trapped by Dugtrio possible.

At this point you may pass Choice Scarf Jirachi of which is a revenge-killer much better Heatran in BW2, to its highest speed, which allows him to kill Jolly Dragonite after a Dragon Dance with Ice Punch, while in this case is Heatran take a finishing Earthquake KO, can play the Speed ​​tie with Scarf Salamence, Heatran and no, now since you'd already equipped revenge-killer that Jirachi, you may remove from Choice Scarf Landorus to set Rock Polish, which is now known to work well, especially if well supported, the moveset would be this: 4 HP / 252 SAtk / 252 Spd, Rock Polish - Earth Power - Hidden Power Ice - Focus Blast. Once that starts with Rock Polish is really hard to stop if the opponent has priority as Ice Shard or Bullet Punch, or if the Pokemon have but are KO, all supported by Jirachi as a revenge killer, with this moveset: 4 HP / 252 Atk / 252 Spd U-Turn - Ice Punch - Fire Punch - Iron Head Jolly nature. that can elimanre one of the few able to stop Rock Polish Landorus that Celebi specially defensive, that between the support of Stealth Rock and U-Turn/Ice Punch / Fire Punch in the long run you do and then find out statup with Landorus (or Sandslash) to depending on the case.

Finally I noticed that the team does not have a Water Resistor which is a very important given the large number of Rain Team who we are, and especially spam Water moves by Keldeo under rain, I deliver thee Kyurem-B which I think we just guesses with Sandstorm, considering that between Life Orb and indirect damage of Sandstorm + Stealth Rock septate by the opponent would take very little to finish KO, I think its the least useful member of the team, I like to help against Water Resistor Rain put the Team Rotom-W specially defensive as follows: 252 HP / 252 SDef / 4 SAtk Volt Switch - Hydro Pump - Pain Split - Thunder Wave Leftovers Calm nature. This way you get the paralysis that you could not get Jirachi and implement this extremely Thunder Wave is useful because it totally blocks Keldeo, which Rotom-W with investments in special defense resists its STAB water and can paralyze then using Volt Switch or Pain Splt depending on the situation. The last thing on Hippowdon suggest Slack Off> Curse, it is essential to recover HP above all not to lose Weather Weather War against others, such as Rain and Sunny Day and as special as the defense team has to propose investments by evs special defense to the defense of Hippowdon Impish by nature, this helps more against Salamence, Dragonite and Terrakion to collect their physical attacks for example. I know I have proposed a number of changes, but I am convinced that the team can improve a lot.

Good luck!
 
Hey thanks for the ideas. I've noticed that Heatran is just a tad too slow for BW2 and rarely survives random stuff that's thrown at it. As for RP Lando I've thought the scarfed set couldn't handle as much threats as possible, maybe I should try this out later. As for as revenge killer Jirachi it seems unlikely but maybe it fix the things we were lacking. I was thinking of Kyurem-B then decided to switch it but with who? So thanks for the suggestions, then I'll try them maybe tomorrow cause it's getting late here in Asia and I have school tomorrow.

Goodbye and thanks for the helpful Advice, Mr. Green
 
Hey man,

Breloom and Rotom-W look sorta annoying for this team since they're mostly all ground and steel types and they can easily exploit a number of Pokemon on this team. Breloom is able to set up on Sandslash or really any Pokemon on the switch after it spores one team member. +2 Mach Punch OHKOs Kyurem-B and Heatran while the rest of the team is threatned by Bullet Seed. Jirachi is a decent check but unfortunately misses outspeeding Breloom by 1 point and takes quite a bit from Mach Punch while not being able to OHKO Breloom itself. Rotom-W also looks pretty annoying; every member of the team except Kyurem is greatly threatened by Hydro Pump and since the entire team except Heatran is physical, they fear a Will O Wisp switchin as well. Rotom-W can pretty much switch in on anything except Kyurem-B and start wreaking havoc on the team and is pretty hard to force out if Kyurem-B is burned since Outrage is much less of a threat. I think you can better deal with these two problems by putting a Specially Defensive Celebi over your Jirachi; it's a fantastic counter to Rotom-W and Breloom, stopping the former with Perish Song and the latter with Giga Drain while managing to resist both their STABs and taking hits easily with its great defenses. I think Celebi's a great fit for this team and gets you out of the deadlock of having Pokemon all succeptible to the same threats. Another thing I'd do is change Landorus to a Sheer Force variant; it's much more potent as a sweeper and pretty much 2HKOs the entire metagame, it also has the added benefit of getting a free switch in many of the switchins to your Kyurem-B set; Skarmory, Jirachi, etc, giving it an opportunity to go to work and start ripping holes in the opponents team. Finally I think you should opt for a more standard defensive Hippo, changing the EV Spread to 252 HP/152 Def/104 SpD Impish and putting Slack Offover Curse so you can recover. Hippowdon is better suited as a wall than Curse user because it's easily stopped by WoW/Toxic and any faster Pokemon with a strong water type attack.

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Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 64 Def / 148 SDef / 44 Spd
Calm Nature (+SDef, -Atk)
- Perish Song
- U-turn
- Recover
- Giga Drain


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Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SDef
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind


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Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Rock Polish
- Hidden Power [Ice]
- Earth Power
- Focus Blast
 
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