ORAS OU Sand Bulky Offense (peak 1505)

Do you like facing stall?


  • Total voters
    12
  • Poll closed .
Introduction
Hey there. This is my first rmt. I've had some fun with this team, but it definitely has a lot of flaws that need fixing. Hope you can help me with that :]

Proof of Peak
Screenshot 2015-09-21 at 1.50.51 PM.png


The Team
klefki.gif
landorus-therian.gif
tyranitar.gif
excadrill.gif
alakazam-mega.gif
keldeo-resolute.gif


Teambuilding Process
klefki.png
garchomp.png

Hazards are really good in OU right now, wearing down annoying bulky pokemon on the switchin. I decided to start with Tankchomp and Kleki, arguably the best sr setter in the tier and my favorite spike setter to use. This pair also forms a pseudo fairy+steel+dragon core.
klefki.png
garchomp.png
tyranitar.png
excadrill.png

Sand works really well with hazard stacking imo. It has a good pursuit trapper, spinner, and 2 good offensive mons built into it. That is why I chose lo excadrill and scarf t-tar for my team.
klefki.png
garchomp.png
tyranitar.png
excadrill.png
alakazam-mega.png
keldeo.png

At this point, I had no strong special attackers, nothing for stall, no water switchins, and no late game sweepers unless I preserved both t-tar and excadrill. I chose the specs keldeo+mega-zam core as it gave me all of this, as well as appreciating hazards very much.
klefki.png
landorus-therian.png
tyranitar.png
excadrill.png
alakazam-mega.png
keldeo.png

Looking at my team, I didn't even have a ground resist. Also Garchomp, however bulky it is, can't switchin to a lot of the more heavy hitting mons very well and gets worn down more easily. I decided to use defensive lando instead as it takes on a lot of things that Garchomp can't for my team as well as a slow u-turn which is always good on offense.

In Depth Description
(edits in bold)

klefki.png

the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play

Klefki, as was mentioned before, is my favorite spike setter to use in OU. It is a very good utility mon with access to very helpful moves and a very good defensive typing, and is also my switchin for a lot of special attackers. Spikes are there to wear down and punish anything grounded that tries to switch in. T-wave with prankster is amazing, having the ability to stop setup sweepers and other fast threats in their tracks, as well as the full para chance which can turn a game around. Magnet rise has been switched around with fairy lock in the past, but I like magnet rise better as it allows klefki to set up spikes on a much bigger portion of pokemon. Foul Play is the damaging move of choice as it hits a lot of common switchins for klefki for a good amount of damage, but you can use play rough for dragons and sableye or flash cannon for fairies. The investment allows it to take special attacks as best as possible, and even switch in on latios's hp fire after sr damage which is important because this is my lati switchin most of the time.

landorus-therian.png

Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn

Landorus is my switchin to a lot physical attackers and my stealth rock setter. This team is heavily focused on hazards, so with stealth rocks being the most important layer I needed a reliable setter, and this is definitely one of the best. Eq is for straight up damage output as well as being great coverage. U-turn is of course for switch initiative, which greatly helps offensive mons that have trouble switching into anything. Knock off used to be stone edge to handle things like birdspam and heracross better, but I use knock off instead to remove leftovers from bulky water and ground types which really threaten my team. The speed investment is to speed creep a rotom wash that tries to speed creep azumarill, and the rest is invested to bulk to take on physical attackers as best it can.

tyranitar.png

dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake

Tyranitar plays a very important roll on my team. As was mentioned many times before, this team wants to set up hazards and sand. Scarf T-tar is one of the few good pursuit trappers in the tier, and is also one of two good sand setters. Pursuit is VERY important for hazard stacking as the most notable spinners/defoggers are starmie and latis which are weak to dark and can be trapped after just a little prior damage. Crunch and stone edge are for stab, hitting many things for as much damage as possible. Eq is for coverage, as my team is annoyed by things like raikou and bisharp. Max speed allows tyranitar to outspeed base 115s, a very important threshold considering this is meant to pursuit trap starmie and deal with Raikou.

excadrill.png

Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
(shoutouts to anyone who gets the nickname)

Excadrill is a very powerful mon, and combining it with sand is a nightmare for a lot of teams. This set maximizes it's power and lategame sweeping ability with sand, and is also my way of dealing with hazards from the opponent with rapid spin. Eq and iron head do a hell of a lot to nearly everything in the tier, especially with max attack adamant, life orb, and sand damage. Rock slide is for flying types that resist the rest of excadrill's coverage, most notably thundurus which scares my team as much as any other offense team.
alakazam-mega.png

Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute

Mega-alakazam is very good on my team. It allows me to late game sweep and deal with faster mons without having to rely on both excadrill and tyranitar being alive and healthy. All you really need to know about the attacking moves is psychic for stab and coverage that hits things that resist psychic. Psychic is chosen over psyshock because alakazam isn't trying to wallbreak, just get as much damage across as possible. Substitute is chosen over things like calm mind or encore that usually go on this moveslot because it allows alakazam to safely stay in on priority or scarf mons that would usually outspeed and harshly damage or ko it. Jolly nature allows it to outspeed the faster megas like lopunny and manectric which scare the crap out of my team. The ability causes a lot of interesting situations as well, so pay attention to those.

keldeo-resolute.png

my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]

Keldeo is extremely important to my team. It is my only water resist and way of dealing with bulkier mons outside of hazards. It is also my best bet against stall, dealing a lot of damage to common stall mons and potentially burning the switchin. It is my main way of dealing with bulky grounds and waters as well. In most matches, there is a lot of offensive pressure on it. Hydro pump is simply for big damage, and secret sword is chosen over focus blast for accuracy, and it also does a lot more to chansey. Scald is for an accurate water stab option as well as the burn chance. Hidden power bug is used to deal a lot of damage to common switchins that threaten my team such as slowbro, starmie, and celebi.

Threat List
magnezone.png
+
altaria.png

My way to deal with setup sweepers is klefki. If klefki gets trapped by magnezone, I would have to let a mon or two go down to get back in the game
rotom-wash.png
landorus-therian.png

These two wall a huge amount of my team, and they can't be worn down by hazards very much. Landorus can be dealt with by keldeo, but it takes a bit more to play around rotom.
manaphy.png

Manaphy can setup against a lot of my team, and if it does, it gets a kill every time.
garchomp.png

Tankchomp wears down landorus if it goes for u-turn or knock off. As landorus has no reliable recovery, this is a problem. It also needs to be weakened before anything can take it out.
charizard-mega-y.png

I have no switchins unless I want to risk t-tar, which I usually need lategame to set up sand. This also stops an excadrill sweep.
azumarill.png

Azumarill is probably the biggest threat of all. I have to play around it a lot to get rid of it as it beats my entire team 1v1 and I have 0 switchins.
gyarados.png
suicune.png
keldeo.png

I don't have much for water types in general other than wearing them down into finishing them off with one of my heavy hitters. Keldeo isn't a very good switchin to them either.
Importable
the key to victory (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Magnet Rise
- Thunder Wave
- Foul Play

Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn

dududududududu (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake

Molestar123 (Excadrill) @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Saruman (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Substitute

my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Bug]
 
Last edited:
You can try Hidden Power Bug in Keldeo, still hits Starmie and Slowbro, and is great lure to Celebi, a common threat for sandstorm teams and Keldeo switch.

Nice team.
 
Hi!

I really like the look of the build, but it has absolutely nothing for Azumarill, Manaphy, and water types in general, which was the first thing I was looking for when I saw you had a sand team. Mega Sableye is also a problem for the team.

I suggest you try Encore Mega Alakazam over Substitute. This allows you to lock things like +1 Mega Gyarados into DD, as well has handle bulky waters like Suicune. This also helps against fatter builds. I want to suggest Mega Venusaur over Mega Alakazam, but I felt like it would break the tempo of this team. It would help against all the bulky water types that your team has lots of trouble with though, so you might consider it.

edit: I looked at HP Bug, but with your huge weakness to water types I figured HP Electric was a better idea

3.png
(I don't really like this suggestion! I think you're better off trying to play around Azumarill)
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Good luck!
 
Last edited:
You can try Hidden Power Bug in Keldeo, still hits Starmie and Slowbro, and is great lure to Celebi, a common threat for sandstorm teams and Keldeo switch.

Nice team.
Hi!

I really like the look of the build, but it has absolutely nothing for Azumarill, Manaphy, and water types in general, which was the first thing I was looking for when I saw you had a sand team. Mega Sableye is also a problem for the team.

I suggest you try Encore Mega Alakazam over Substitute. This allows you to lock things like +1 Mega Gyarados into DD, as well has handle bulky waters like Suicune. This also helps against fatter builds. I want to suggest Mega Venusaur over Mega Alakazam, but I felt like it would break the tempo of this team. It would help against all the bulky water types that your team has lots of trouble with though, so you might consider it.

3.png
(I don't really like this suggestion! I think you're better off trying to play around Azumarill)
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Good luck!

Thanks for all the suggestions sofar. Celebi does give me problems from time to time, but I never thought of hp bug. I'lll throw that on right away. I don't think I will use venusaur, but I will try encore on alakazam. I do like substitute better in most situations, but we'll see how it goes after I test it. Azu is a big threat to the team that I forgot to put on the threatlist for some odd reason. My bad.
 
Last edited:
Hey Evan Smith, there's a few holes I see in your team offensivey and defensively that I have a few suggestions to try to fix.

Offensively speaking, the only way you to have to break a Skarmory is your Keldeo, and it practically just hard walls the rest of your team. You also have nothing to benefit from, or to directly pressure bulky ground types like Hippowdon and Landorus-T, meaning it's very unlikely for your Excadrill to break them. Defensively speaking, since your only water resist is Keldeo you struggle quite a bit with Slowbro, Azumarill, and opposing Keldeo, which find plenty of opportunities to switch in vs you.

To help with this, you should run Celebi > Klefki, which provides you with an additional water resist that takes on Keldeo, Slowbro, and Azumarill for you. With Nasty Plot, it can take on Calm Mind users such as Suicune, M-Slowbro, and Keldeo for you, and it can Baton Pass out into Keldeo on Heatran, Skarmory, or Bisharp switch-ins to help with wallbreaking. Celebi also has great matchup vs. rain teams which obviously threaten Sand teams a lot.

Next, to help you pressure Skarmory, Landorus-T, Gliscor, and Garchomp for your Excadrill, you should run fast Mixed Tyranitar > Choice Scarf to be able to lure all of the aforementioned Pokemon in, and be able to 2HKO them. With a Chople Berry you can still check Zard-Y, as well as Thundurus, Alakazam, and Gengar which can annoy you quite a bit.

You should always run Stone Edge on Defensive Landorus-T since this allows you to keep M-Pinsir, Talonflame, and potentially Tornadus-Therian in check. With the addition of Celebi, this is very helpful and necessary. Also, with Knock Off > Stone Edge you can barely damage M-Heracross, and you can't pressure Defoggers such as Zapdos and Mandibuzz that will just get rid of your hazards for free as you set them. So, you should run Stone Edge > Knock Off on Landorus-T, which also helps you be able to check Dragonite and Hawlucha more efficiently.

I don't really think M-Zam fits your build at all seeing as though it doesn't really have synergy with any of your members, it has no defensive utility, and only augments your weakness to Scizor, Skarmory, and Bisharp. So I think you should run Zard X > M-Alakazam since it benefits from the support Excadrill and Tyranitar provide in breaking down bulky grounds, it has great synergy with Keldeo and Celebi defensively and offensively. It can also check Scizor and Skarmory consistently and reliably for you.

Lastly, I think you should run HP Electric > HP Bug on Keldeo to be able to hit Azumarill that can take on Sand Rush Excadrill and Zard X, while still being able to hit Slowbro and M-Gyarados. Opposing Celebi really aren't an issue to you seeing as though you have a Tyranitar, U-Turn Landorus-T, and Zard X.

In short:

251.png
Nasty Plot + Baton Pass Celebi > Klefki
248.png
Mixed Chople Berry Tyranitar > Choice Scarf Tyranitar
006-mega-x.png
Dragon Dance Zard X > M-Alakazam
647.png
Hidden Power Electric Keldeo > Hidden Power Bug Keldeo
645-therian.png
Stone Edge Landorus-T > Knock Off Landorus-T

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 72 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover

dududududududu (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 56 Atk / 252 SpA / 200 Spe
Hasty Nature
- Fire Blast
- Ice Beam
- Stone Edge
- Pursuit

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Hope i was able to help!
 
Hey Evan Smith, there's a few holes I see in your team offensivey and defensively that I have a few suggestions to try to fix.

Offensively speaking, the only way you to have to break a Skarmory is your Keldeo, and it practically just hard walls the rest of your team. You also have nothing to benefit from, or to directly pressure bulky ground types like Hippowdon and Landorus-T, meaning it's very unlikely for your Excadrill to break them. Defensively speaking, since your only water resist is Keldeo you struggle quite a bit with Slowbro, Azumarill, and opposing Keldeo, which find plenty of opportunities to switch in vs you.

To help with this, you should run Celebi > Klefki, which provides you with an additional water resist that takes on Keldeo, Slowbro, and Azumarill for you. With Nasty Plot, it can take on Calm Mind users such as Suicune, M-Slowbro, and Keldeo for you, and it can Baton Pass out into Keldeo on Heatran, Skarmory, or Bisharp switch-ins to help with wallbreaking. Celebi also has great matchup vs. rain teams which obviously threaten Sand teams a lot.

Next, to help you pressure Skarmory, Landorus-T, Gliscor, and Garchomp for your Excadrill, you should run fast Mixed Tyranitar > Choice Scarf to be able to lure all of the aforementioned Pokemon in, and be able to 2HKO them. With a Chople Berry you can still check Zard-Y, as well as Thundurus, Alakazam, and Gengar which can annoy you quite a bit.

You should always run Stone Edge on Defensive Landorus-T since this allows you to keep M-Pinsir, Talonflame, and potentially Tornadus-Therian in check. With the addition of Celebi, this is very helpful and necessary. Also, with Knock Off > Stone Edge you can barely damage M-Heracross, and you can't pressure Defoggers such as Zapdos and Mandibuzz that will just get rid of your hazards for free as you set them. So, you should run Stone Edge > Knock Off on Landorus-T, which also helps you be able to check Dragonite and Hawlucha more efficiently.

I don't really think M-Zam fits your build at all seeing as though it doesn't really have synergy with any of your members, it has no defensive utility, and only augments your weakness to Scizor, Skarmory, and Bisharp. So I think you should run Zard X > M-Alakazam since it benefits from the support Excadrill and Tyranitar provide in breaking down bulky grounds, it has great synergy with Keldeo and Celebi defensively and offensively. It can also check Scizor and Skarmory consistently and reliably for you.

Lastly, I think you should run HP Electric > HP Bug on Keldeo to be able to hit Azumarill that can take on Sand Rush Excadrill and Zard X, while still being able to hit Slowbro and M-Gyarados. Opposing Celebi really aren't an issue to you seeing as though you have a Tyranitar, U-Turn Landorus-T, and Zard X.

In short:

251.png
Nasty Plot + Baton Pass Celebi > Klefki
248.png
Mixed Chople Berry Tyranitar > Choice Scarf Tyranitar
006-mega-x.png
Dragon Dance Zard X > M-Alakazam
647.png
Hidden Power Electric Keldeo > Hidden Power Bug Keldeo
645-therian.png
Stone Edge Landorus-T > Knock Off Landorus-T

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 72 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover

dududududududu (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 56 Atk / 252 SpA / 200 Spe
Hasty Nature
- Fire Blast
- Ice Beam
- Stone Edge
- Pursuit

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

my little pony (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Landorus-Mega (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Hope i was able to help!
Thank you for the suggestions. I think they are very interesting. My biggest concern with them is that it doesn't have a good switchin to some of the more heavy hitting special attackers like lati@s and gardevoir. Also, excadrill is not the most reliable spinner, and I mainly had rapid spin on it if the opponents hazards got out of hand. Other than that, they seem pretty solid. I really like the idea of celebi+keldeo+zard. I might tweak your team here and there when I test it, but thanks anyway :]
 
Hey Evan,

I really like this team! I am going to try it out myself with some offensive fixes.

1. I agree with celes and think that a mixed T-Tar with Fire Blast and Ice Beam is better since Chomp, Lando and Ferrothorn are so hard for you to break through.
Pursuit Trap is not needed. Klefki switches in on the Latis, gets up Spikes and T-Waves them, before Lando kills them with Knock Off.
Also defensive Starmie mostly doesnt have Psyshock and an offensive ones get destryoed by Alakazams Shadow Ball.

2. Energy Ball over Sub on Alakazam. Energyball does min 75 to Rotom and helps you with your water weakness. Suicune gets destroyed, Mega Gyarados does not outspeed at +1, Banded Azu can not OhKo you with Aqua jet as well. it also hits Starmie for a little bit more that Shadow Ball.

You could also consider Tail Glow Manaphy over Keldeo, but that is a very big change.

Very cool team, going to use it right now.
 
Hey Evan,

I really like this team! I am going to try it out myself with some offensive fixes.

1. I agree with celes and think that a mixed T-Tar with Fire Blast and Ice Beam is better since Chomp, Lando and Ferrothorn are so hard for you to break through.
Pursuit Trap is not needed. Klefki switches in on the Latis, gets up Spikes and T-Waves them, before Lando kills them with Knock Off.
Also defensive Starmie mostly doesnt have Psyshock and an offensive ones get destryoed by Alakazams Shadow Ball.

2. Energy Ball over Sub on Alakazam. Energyball does min 75 to Rotom and helps you with your water weakness. Suicune gets destroyed, Mega Gyarados does not outspeed at +1, Banded Azu can not OhKo you with Aqua jet as well. it also hits Starmie for a little bit more that Shadow Ball.

You could also consider Tail Glow Manaphy over Keldeo, but that is a very big change.

Very cool team, going to use it right now.
Thanks for the suggestions. I don't really like the idea of not running scarf t-tar because my team would then lack immediate speed other than alakazam as keldeo does not outspeed a lot of sweepers and I would need to set up sand before excadrill is faster. The team needs a choice scarfer, but that will come with edits I guess because mixed t-tar would definitely help a lot. Psychic on alakazam usually does the damage it needs to to bulky grounds and waters. Every single game I tested with encore I have wished I had substitute. It really helps a lot, especially for bisharp which is a huge threat with the removal of scarf t-tar. Also, I never really use pursuit on lati@s or starmie because 99% of the time they stay in predicting pursuit. Usually I use it to get needed damage on things like zard and manectric that t-tar forces out. Manaphy could help a lot though, and I think I'm gonna try it.
 
Back
Top