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National Dex Dracozolt sand (help)

So imagine you just got back into playing showdown and climbed ladder, only to be edged out of getting to 1800s while using some brainless HO on ladder.

What do you do? The correct answer is not to build around the famously unviable mon dracozolt and burn 500 elo. I did it anyway.
https://pokepast.es/5c6594503c589bdb

:Dracozolt:
Dracozolt is a unique Pokemon in that if positioned correctly, it can wipe out half your opponent's team, given the insane of STAB Bolt Beak, as well as the mixed coverage of the mon that is difficult to wall. However, there are several drawbacks with using Dracozolt. From testing and just by looking at it, it is insanely difficult to get onto the field, because of its terrible bulk and the lack of a sand setter that can pivot to it, thus wasting turns of sand which it needs to function. The elephant in the room is ground types. :Ting-Lu: , :Clodsire: , :Gliscor: and any ground type that has special investment is a major problem for :Dracozolt: because its only physical attack does not affect them, and it's atrocious special attack means it can only threaten certain things that take a bolt beak like :ferrothorn: and :landorus-therian: . An all physical set is just noob bait and even more unviable.

Regardless, :Dracozolt: does have unique strengths, being a sand abuser that can threaten many offensive and defensive structures once it's counters have been dealt with, and positioning it correctly can win games on its own. It is a decent mon to handle stall, though :clodsire: does wall it, however, :alomomola: helps it heal and get in for constant pressure against passive teams. The set uses mixed life orb to destroy anything that doesnt resist bolt beak, and has fire blast and draco meteor to handle :Landorus-Therian: and :Ferrothorn: .

:Hippowdon:
A sand setter is mandatory to help dracozolt function, and I chose :hippowdon: to give much needed defensive utility given that :dracozolt: has absolutely nothing in that capacity, and it's bulk and recovery helps it set sand up more often. Smooth rock was used, despite not being optimal since it is nearly impossible to get value from :Dracozolt: in 5 turns of sand, given how hard it is to get in due to it's lackluster defenses. The set on :hippowdon: gives it value as a mixed wall and a stealth rocks setter, and is needed for the team despite being outclassed by many ground types with secondary types and better movesets.

:Alomomola:
As a bulky and slow pivot, :Alomomola: is great for the team's defences and gets some value from passing wishes to :dracozolt: to deal with chip damage and to :melmetal: which is a very bulky tank that does not have reliable recovery. Mola serves as a decent physical sponge that can tank hits and bring in :dracozolt: , and the water typing is useful on defence.

:Melmetal:
Given the prevalence of :Kyurem: in every tier it touches, it is noticeable that my other mons all get decimated by it. An assault vest set means it can tank earth powers and threaten :Kyurem: out even if it has a substitute up, whilst :Alomomola: can wish it up to be healthy again. It can struggle to counter :Kyurem: effectively if the opponent plays smart and pressures enough to limit :Alomomola: 's wishpassing, but it serves its role well regardless. The steel typing of :Melmetal: covers up defensive holes, and even with a more defensive set, it provides additional offensive options for the team, while being able to tank both physical and special hits.

:Buzzwole:
:Buzzwole: was mainly selected due to its typing patching up a lot of the type weaknesses of the team, and giving the team a reliable physical wall. Leech life was chosen, though unorthodox, mainly to beat :Ogerpon-Wellspring:, which otherwise poses a major threat. The set is otherwise a standard defensive set, though roost could be swapped out for toxic because of :Alomomola: being on the team, making :Buzzwole: less passive into things such as :Landorus-Therian: .

:Hydreigon:
As the team's main special attacker, :Hydreigon: gives valuable speed and revenge killing abilities to the team even outside of :Dracozolt: , speaking of which, :Hydreigon:'s u-turn can get Dracozolt in against special walls and such. Dark Pulse and Draco Meteor are quite spammable moves on a fast mon, whilst defog exists for role compression and because it can be used even if the opponent has :Gholdengo: , since bringing it in to spinblock is a risky play, and is pretty much guaranteed to get hazards off at least on the first use against :Gholdengo: .

Threats
:Charizard-Mega-Y:
Bulky Grounds :Ting-Lu: , :Gliscor: , :Clodsire:
:Kyurem: + Attacker that threatens both Mola and Melm

Conclusion:

Overall, this team isn't the best or the most viable, given the amount of bulky grounds that bring :Dracozolt: from unwallable to doing less than the sand chip itself, which could be threatened by replacing :Alomomola: with FS :Slowbro: , although that makes :Melmetal: a more shaky answer to :Kyurem: , and :Hydreigon: could conceivably be replaced by :Latios-Mega: in exchange for a vulnerability to :Gholdengo: . The main issue would be that :Hippowdon: limits the team out of using much more viable bulky grounds for a solid defensive core, and :Slowking-Galar: cannot be used as a reception pivot here. In fact, that part makes :Arctozolt: better than :Dracozolt: in addition to much more threatening STAB, given :Arctozolt: does not effectively fill up two teamslots by forcing the use of :Hippowdon: or :Tyranitar:, since :slowking-galar: has a lot more utility outside of weather setting. :Tyranitar: seems worse than hippo in my opinion because having to run smooth rock worsens :Tyranitar:'s offensive capabilities, whilst the absence of that item makes it so that :Dracozolt: barely has any time to get in and abuse sand. I think :Dracozolt: is an unviable Pokemon in National Dex OU at this point, however, I just personally like the mon and it's design so I chose to build around it. I would love to hear any improvements and optimisation I could implement for the team to make :Dracozolt: work.
 
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hi there! glad you came here to post your team!
So imagine you just got back into playing showdown and climbed ladder, only to be edged out of getting to 1800s while using some brainless HO on ladder.
I'll be so honest with you I rly like this team here, anyways that's not what I'm reviewing here so let's get to the actual team, I'll maybe be a bit harsh so pls dont take it the wrong way, I love every rater and ratee, I just dont like to beat around the bush :p

It's actually not super bad on surface, but I feel like it could be much more optimized to take on much of everything better overall, but let's deal with a must have you're lacking here before going through every singular member and shit.

You don't have a Knock Off user.
Fortunately, this is the only really huge issue your team has that you can identify right off the bat, so as far as basic functionality goes, your team is pretty good, since you still have other stuff like hazard setting/removal but yeah you need a knock user, the move's that good.


As for the actual issues your team has:

Part 1: Batman :row:
You already recognize this in the rmt, but i think we're kind of underestimating just how bad this matchup is, the :gliscor: matchup I mean to put it simply it's rubbing on unwinnable if you face an utility set, and straight up a, not joke or exaggeration, auto loss to a Swords Dance :gliscor:.
This is beyond a simple ""bad matchup"", when your team is so easily oppressed by a top 10, arguably top 5 Pokemon in the meta, the rest of the team is bound to fall to other Pokemon too, especially because gliscor enables threats.


Part 2: Passivety and structure:v4:
Put simply and shortly, there's two ways sand teams work:
The passive, chip damage approach
https://pokepast.es/7756236b1309d6c4 (An old but gold by sealoo, although outdated by today's standards, still a decent example of how bulky sand teams function.)

In sand teams like these you wanna win slowly and defensively, using the sandstorm as an extra means to chip the opponent down, on top of the stealth rocks and spikes and toxic and/or toxic spikes.
Meanwhile you're ignoring your own sandstorm damage with steel and ground (sometimes even a spdef boosted rock type like garg) types and pokemon with regenerator/magic guard, who generally dont care about sandstorm damage and have incredible hit taking in their own right, just amplified by the respective abilities.


The offensive approach
https://pokepast.es/12428f467a250664 (courtesy of Retereereeeree, thanks for the example since my builder empty asl rn LOL kudos man u a real one for always helping when ppl need it.)

This type of sand is mich different and dare I say, much better right now.
Offensive dedicated sand teams use the weather's natural chip kinda like a mini secondary layer of stealth rocks that's there to help your wallbreakers/wincons catch ko's on Pokemon who otherwise wouldn't be 1/2hkos.
These teams also run :excadrill: or :iron treads: a lot of times, both mons offering a gpod chubk of defensive utility amd compression for their most offensive presence, especially excadrill, who might look like a purely offensive mon at first sight.

The problem at the end of all this yap? basically your team tries to do both, too much that is, which just deems it ineffective at taking damage and hitting for damage overall, which is especially tragic with the your roles are forced into the team together like a puzzle piece brute forced into the wrong piece, most notably on hydreigon with scarf defog but also in the dracozolt set, speaking of which....


Part 3: Sets:wo:
This is how the team should be if we're making no replacements

:dracozolt:
Dracozolt @ Choice Band
Ability: Sand Rush
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bolt Beak
- Low Kick
- Outrage
- Fire Fang
This is just much better for like much of everything but especially wallbreaking, a task you'd struggle to do otherwise with a self chipping dracozolt who hits like a paper bag and an :assault vest: :melmetal:, which sure hits hard, but far from hard enough to break anything generally bulky when well piloted.

:hippowdon:-> toxic over whirl because of the next set change.

:alomomola:
Alomomola @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 8 HP / 248 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Mirror Coat
- Flip Turn
- Scald
You just knock that much, and Wishfish :alomomola: with knock off is unviable, besides the fact that you dont need wishing as much now that your :dracozolt: is using :choice band:

:melmetal:->no changes

:buzzwole:
Buzzwole @ Heavy-Duty Boots
Ability: Beast Boost
EVs: 252 HP / 124 Def / 132 Spe
Impish Nature
- Leech Life
- Ice Punch
- Earthquake/close combat
- Roost
132 speed lets it outspeed gliscor and hit it with Ice Punch, something you crucially need to outspeed here, other than that the set is much of the same
:hydreigon:-> give it :heavy-duty boots: or :leftovers: over scarf ig, you already got (very little but still) speed control with zolt and scarf defog doesn't work if you're not :landorus-therian:, there's not saving this mon though, def needs to be replaced

I'll write replacement suggestions soon, I'm busy rn, hope I'm helpful :)


Part 4: If we were to do replacements
I'm not a fan of replacements, since they might ruin the core of the team, but I think these replacements are particularly good, since in terms of roles and gameplay, the new mons do, on paper at least, the same thing (as I'll explain below the mons and what they do).
:hippowdon:->:Tyranitar-mega:Your new setter, 9/10 times a better one, helps you break stuff better with powerful knock offs and stone edges while still providing good defensive utility like checking yard and generally having more opportunities for setting rocks that your :dracozolt: appreciates so much

:melmetal:->:gholdengo:Basica it's another fat steel type that checks the likes of mainly :tapu Lele: and :Hatterene: while now also able to threaten :iron valiant: and :zamazenta: way easier
:hydreigon:->:landorus-therian:the obvious last piece here, still proving the crucial defog, pivoting and speed control while also covering as your new ground/ground immunity.

https://pokepast.es/ef149b8aa9ce3b2b
 
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hi there! glad you came here to post your team!

I'll be so honest with you I rly like this team here, anyways that's not what I'm reviewing here so let's get to the actual team, I'll maybe be a bit harsh so pls dont take it the wrong way, I love every rater and ratee, I just dont like to beat around the bush :p

It's actually not super bad on surface, but I feel like it could be much more optimized to take on much of everything better overall, but let's deal with a must have you're lacking here before going through every singular member and shit.

You don't have a Knock Off user.
Fortunately, this is the only really huge issue your team has that you can identify right off the bat, so as far as basic functionality goes, your team is pretty good, since you still have other stuff like hazard setting/removal but yeah you need a knock user, the move's that good.


As for the actual issues your team has:

Part 1: Batman :row:
You already recognize this in the rmt, but i think we're kind of underestimating just how bad this matchup is, the :gliscor: matchup I mean to put it simply it's rubbing on unwinnable if you face an utility set, and straight up a, not joke or exaggeration, auto loss to a Swords Dance :gliscor:.
This is beyond a simple ""bad matchup"", when your team is so easily oppressed by a top 10, arguably top 5 Pokemon in the meta, the rest of the team is bound to fall to other Pokemon too, especially because gliscor enables threats.


Part 2: Passivety and structure:v4:
Put simply and shortly, there's two ways sand teams work:
The passive, chip damage approach
https://pokepast.es/7756236b1309d6c4 (An old but gold by sealoo, although outdated by today's standards, still a decent example of how bulky sand teams function.)

In sand teams like these you wanna win slowly and defensively, using the sandstorm as an extra means to chip the opponent down, on top of the stealth rocks and spikes and toxic and/or toxic spikes.
Meanwhile you're ignoring your own sandstorm damage with steel and ground (sometimes even a spdef boosted rock type like garg) types and pokemon with regenerator/magic guard, who generally dont care about sandstorm damage and have incredible hit taking in their own right, just amplified by the respective abilities.


The offensive approach
https://pokepast.es/12428f467a250664 (courtesy of Retereereeeree, thanks for the example since my builder empty asl rn LOL kudos man u a real one for always helping when ppl need it.)

This type of sand is mich different and dare I say, much better right now.
Offensive dedicated sand teams use the weather's natural chip kinda like a mini secondary layer of stealth rocks that's there to help your wallbreakers/wincons catch ko's on Pokemon who otherwise wouldn't be 1/2hkos.
These teams also run :excadrill: or :iron treads: a lot of times, both mons offering a gpod chubk of defensive utility amd compression for their most offensive presence, especially excadrill, who might look like a purely offensive mon at first sight.

The problem at the end of all this yap? basically your team tries to do both, too much that is, which just deems it ineffective at taking damage and hitting for damage overall, which is especially tragic with the your roles are forced into the team together like a puzzle piece brute forced into the wrong piece, most notably on hydreigon with scarf defog but also in the dracozolt set, speaking of which....


Part 3: Sets:wo:
This is how the team should be if we're making no replacements

:dracozolt:
Dracozolt @ Choice Band
Ability: Sand Rush
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bolt Beak
- Low Kick
- Outrage
- Fire Fang
This is just much better for like much of everything but especially wallbreaking, a task you'd struggle to do otherwise with a self chipping dracozolt who hits like a paper bag and an :assault vest: :melmetal:, which sure hits hard, but far from hard enough to break anything generally bulky when well piloted.

:hippowdon:-> toxic over whirl because of the next set change.

:alomomola:
Alomomola @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 8 HP / 248 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Mirror Coat
- Flip Turn
- Scald
You just knock that much, and Wishfish :alomomola: with knock off is unviable, besides the fact that you dont need wishing as much now that your :dracozolt: is using :choice band:

:melmetal:->no changes

:buzzwole:
Buzzwole @ Heavy-Duty Boots
Ability: Beast Boost
EVs: 252 HP / 124 Def / 132 Spe
Impish Nature
- Leech Life
- Ice Punch
- Earthquake/close combat
- Roost
132 speed lets it outspeed gliscor and hit it with Ice Punch, something you crucially need to outspeed here, other than that the set is much of the same
:hydreigon:-> give it :heavy-duty boots: or :leftovers: over scarf ig, you already got (very little but still) speed control with zolt and scarf defog doesn't work if you're not :landorus-therian:, there's not saving this mon though, def needs to be replaced

I'll write replacement suggestions soon, I'm busy rn, hope I'm helpful :)


Part 4: If we were to do replacements
I'm not a fan of replacements, since they might ruin the core of the team, but I think these replacements are particularly good, since in terms of roles and gameplay, the new mons do, on paper at least, the same thing (as I'll explain below the mons and what they do).
:hippowdon:->:Tyranitar-mega:Your new setter, 9/10 times a better one, helps you break stuff better with powerful knock offs and stone edges while still providing good defensive utility like checking yard and generally having more opportunities for setting rocks that your :dracozolt: appreciates so much

:melmetal:->:gholdengo:Basica it's another fat steel type that checks the likes of mainly :tapu Lele: and :Hatterene: while now also able to threaten :iron valiant: and :zamazenta: way easier
:hydreigon:->:landorus-therian:the obvious last piece here, still proving the crucial defog, pivoting and speed control while also covering as your new ground/ground immunity.

https://pokepast.es/ef149b8aa9ce3b2b

melm is mainly there for kyurem specifically, i think all the replacements are good other than that. I'll try implement those changes ty
 
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