I could go on and on, but I have a feeling that this team is becoming one of them. It’s no gem, but I enjoy using it and I can usually play around its shortcomings. There will always be missed predictions and hax, but you’ll also be making good plays and haxing your opponents (unless you really are that unlucky). They don’t even necessarily have to be good teams, just a few that you can stick with most of the time. Every team will eventually crumble to the test of time (Unless you believe teams that eternally suck count).
Seismicity is a team, that like any other team I’ve poured a significant sum of time into, has gone through a few iterations. It started as a Mega Tyranitar team, which gradually was abandoned after a while. After that, I created another Mega T-Tar build, which was much more solid. Mega Tyranitar wasn’t even the star of the show - Excadrill was, and I was fine with that. Then, I considered that I was running physically biased Life Orb Garchomp was my rocks setter, then thought, “Wouldn’t Lando-T accomplish something similar to this with more utility?”
That created a compound water weakness, so it later occurred to me that the team would probably operate better with Mega Garchomp breaking down Excadrill’s checks and counters, obliterating fat builds, and the extra sand turns wouldn’t hurt.
Thus, this version of the team was born. A few optimizations have been implemented along the way, and I must ask all of you whether I should revoke any, redo any, or put new changes into effect.
Garchomp-Mega (F) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Blast
As said, Mega Garchomp was only added later in the team’s development, when it occurred to me that I could use the extra sand turns. Mega Garchomp is actually the least valuable member in many match-ups - how much damage it does is proportionate to the fatness of the opposing build or how badly the opposing player misplays. Either way, Mega Garchomp is still not a Pokemon the team can completely function without, as it can dismantle more or less any stall build that doesn’t carry Togekiss. Still, 8/10 offense is generally what you see on the ladder, so Mega Garchomp rarely gets to shine. Either way, having a powerful nuke button is always nice (and Wobbuffet can't offset that anymore), and Mega Garchomp brings exactly that sort of variety to this team’s duo of sand abusers.
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Earthquake
- Ice Beam
There was a time where I would go out of my way to not put Tyranitar on my teams. Outside of its mega, T-Tar was a ‘mon that had practically formed itself into a joke in my head. Most of my memories were watching it crumble under STAB SE hits, the rest of being annoyed of its Pursuit trapping. Now, I’m slapping sand offense on so many teams its ridiculous. Tyranitar provides vital support to the team - without it, the team would essentially be neutered in the offensive department. The EV spread is standard - helps it take on DNite, Mega ‘Zard X, while still having a good amount of special bulk. I want to run Thunder Wave so I’m not set-up fodder for bulky waters, but my Garchomp weakness is too prevalent to ignore. Tyranitar is the support ‘mon that fuels the offensive onslaught, the ‘mon that is almost never deadweight.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Earth Power
- Recover
Sand has a pretty good list of things it hates - those include Breloom, waters, and opposing weather. Celebi freely switches into and beats any Breloom set not named Poison Heal SD, shrugs off otherwise crippling Scalds, and sucks the life out of Politoeds. Celebi is one third of the F/W/G glue core that prevents the team from miserably falling apart. Bulky waters that would otherwise annoy the team to no end shiver when Celebi enters the field. The EV spread achieves a Stealth Rocks number, outspeeds things speed creeping natured base 70s - and also allows you to outspeed base 130s if you get tricked a scarf. Celebi used to have Baton Pass just for the utility of dry passing, but I decided that if I didn't want to get swept by Bisharps I would do it the offensive way - not letting it set-up in the first place. As a bonus, EP also lures in and kills 'Tran for Talon. Anyways, Celebi is the plant that got brutally shredded into paper and was mixed into glue - which the team falls apart without.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
I’ve considered running Keldeo over Rotom-Wash here, and honestly, I would prefer if I could do so - never again to be swept by that Bisharp or Weavile, never again to be without a good Nasty Pass recipient. The problem is, Tornadus-T and Togekiss would run straight through the team like customers on Black Friday. Rotom-Wash still is a contributing member of the team, taking hits that no other ‘mon can reliably switch into, gaining momentum, spreading burns, and being the only half-decent Weavile answer the team has - even if Keldeo would do it better. Max HP is run as it is a Leftovers number - maximising the efficiency of the item, the 56 Spe EVs creep Adamant max speed T-Tar (mostly to intercept ‘mons speed creeping Rotom-W though), and the rest is dumped into defense. But, it’s the only answer it has for physical Ice-types, and the ‘liquid’ in the glue that binds the team together.
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Taunt
- Roost
Similarly to Tyranitar, I went out of my way to not use Talonflame for the majority of XY. After that, I managed to gradually introduce it to my teams - mostly SD variants. Now, I love SpD Talon. You’d think that a ‘mon with 69 base SpD would be absolutely horrible for taking special hits - but Talonflame’s saving grace is in its priority recovery. The set right now is a Bulk Up one to deal with Mega Sableye and provide a third win-condition, but I still miss Wisp at times. Talonflame provides valuable Taunt support, which I tend to aggressively use early game to prevent rocks set-up, and late-game to clean crippled teams. The speed EVs allow it to speed creep Mega Garchomp, the HP allows for a Stealth Rocks number, and the rest is dumped into SpD. Talonflame is the team’s primary check to special attacking fairies, and also another method it uses to stop rampaging Bisharps that came in on Celebi. The conclusive pokemon in the F/W/G core, Talonflame is the heat that dries the glue (I’m done with glue metaphors, I promise).
Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
This team started out mostly as sort of a side project - most teams which I seek to ‘main’ don’t work out in the end, a secondary team always manages to squat out their place. In their most optimal state, those teams never last long either. Still, I miss the simple power of Mega T-Tar, and watching offense teams getting broken quicker than the current build, even if the better match-up against stall is nice. Even if I thought differently a while ago, I now have a feeling that the team would have been better off as just a Mega T-Tar build - even if my Exca would probably beg to differ.
I’ve enjoyed the majority of my run with this team - despite the flaws that start unravelling when I face half-competent opponents. But I guess it’s just a part of me to adore packing sadistically powerful hitters, which this team mixes with a mediocre but still fat defensive core. I guess it amuses me to spend most of the game slowly chipping away at the opponent until I get the opportunity to swiftly tear them apart - how most victories for this team play out.
However, this is in no way, a great team - arguably not even a good team - I’ll say that. It’s weak to numerous different ‘mons, is choppy in the hazard removal department, and picking the most optimal filler move on each ‘mon is a dilemma (IE: Baton Pass vs. Earth Power to lure in Bisharp and not get swept). I know there’s lots of them, though. I have a feeling that more extreme changes are necessary, that more straightforward optimizations are right under my nose, or that the older version of the team was better (Also, I still think Chople T-Tar with Keldeo > Rotom-W could work, but losing the sand turns hurts a lot - I’ve tried). This is up to you readers, that’s why you all be rating this team in the first place.
http://replay.pokemonshowdown.com/ou-328873387 - Sorry ‘bout hax GMR, shows Mega Sable weakness.
http://replay.pokemonshowdown.com/ou-327978731 - Shows how well played Balloon ‘mons on offense pester sand duo - even if I didn’t play optimally this game.
http://replay.pokemonshowdown.com/ou-327986481 - I miss having Wisp sometimes.
http://replay.pokemonshowdown.com/ou-328459070 - Kind of a meh game, but shows that ‘Zard Y isn’t much of a threat.
http://replay.pokemonshowdown.com/ou-328389284 - Demonstrates rain match-up - and how easily SD Garchomp can punch holes.
http://replay.pokemonshowdown.com/ou-328385447 - Blah game, but demonstrates how Garchomp lures and weakens Lando-T.
http://replay.pokemonshowdown.com/ou-320199244 - The defensive trio showing their worth - kind of a meh opponent though.
http://replay.pokemonshowdown.com/ou-330696257 - In no way did either of us play optimally nor did he bring an optimal team, but it shows how the team can fall apart when taken off guard.
http://replay.pokemonshowdown.com/ou-327978731 - Shows how well played Balloon ‘mons on offense pester sand duo - even if I didn’t play optimally this game.
http://replay.pokemonshowdown.com/ou-327986481 - I miss having Wisp sometimes.
http://replay.pokemonshowdown.com/ou-328459070 - Kind of a meh game, but shows that ‘Zard Y isn’t much of a threat.
http://replay.pokemonshowdown.com/ou-328389284 - Demonstrates rain match-up - and how easily SD Garchomp can punch holes.
http://replay.pokemonshowdown.com/ou-328385447 - Blah game, but demonstrates how Garchomp lures and weakens Lando-T.
http://replay.pokemonshowdown.com/ou-320199244 - The defensive trio showing their worth - kind of a meh opponent though.
http://replay.pokemonshowdown.com/ou-330696257 - In no way did either of us play optimally nor did he bring an optimal team, but it shows how the team can fall apart when taken off guard.
Garchomp-Mega (F) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Blast
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Earthquake
- Ice Beam
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Earth Power
- Recover
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Taunt
- Roost
Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Blast
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Earthquake
- Ice Beam
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Earth Power
- Recover
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Taunt
- Roost
Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Talonflame: Bulk Up -> Will-O-Wisp
(More my own) Excadrill: Life Orb -> Lum Berry, Rock Slide -> Swords Dance - not necessary if Togekiss is used
Celebi -> Togekiss (NP + T-Wave)
Rotom-Wash: 200 Def / 56 Spe -> 176 Def / 24 SpD / 56 Spe, Leftovers -> Sitrus Berry
Mega Garchomp: Fire Blast -> Stone Edge (Naughty -> Adamant), to CT Togekiss or SpD Skarm builds, I suppose?
Mega Garchomp: Naughty -> Adamant as it 2HKO's 36 SpD Skarm anyways
Rotom-W -> Scarf Keldeo (Warning: Significantly worsens Torn-T match-up, at this point, you'll probably be reliant on Mega 'Chomp and Talon to force it out)
Mega Garchomp: Adamant -> Jolly
Celebi: Nasty Plot -> Calm Mind
(More my own) Excadrill: Life Orb -> Lum Berry, Rock Slide -> Swords Dance - not necessary if Togekiss is used
Celebi -> Togekiss (NP + T-Wave)
Rotom-Wash: 200 Def / 56 Spe -> 176 Def / 24 SpD / 56 Spe, Leftovers -> Sitrus Berry
Mega Garchomp: Fire Blast -> Stone Edge (Naughty -> Adamant), to CT Togekiss or SpD Skarm builds, I suppose?
Mega Garchomp: Naughty -> Adamant as it 2HKO's 36 SpD Skarm anyways
Rotom-W -> Scarf Keldeo (Warning: Significantly worsens Torn-T match-up, at this point, you'll probably be reliant on Mega 'Chomp and Talon to force it out)
Mega Garchomp: Adamant -> Jolly
Celebi: Nasty Plot -> Calm Mind
Garchomp-Mega (F) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Blast
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Earthquake
- Ice Beam
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 176 Def / 24 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Talonflame (M)
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Acrobatics
- Taunt
- Will-O-Wisp
- Roost
Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Blast
Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Earthquake
- Ice Beam
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Thunder Wave
- Roost
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 176 Def / 24 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Talonflame (M)
Ability: Gale Wings
EVs: 248 HP / 164 SpD / 96 Spe
Careful Nature
- Acrobatics
- Taunt
- Will-O-Wisp
- Roost
Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Shoutouts - More Like Tags: -Magic-, AD impish john, Adamant Zoroark, Creator of Chaos, Karxrida, Recreant, Sparkl3y, PresidentBubblebeam, I probably forgot the rest
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