ORAS OU First Sand Offense

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Hey ladies, first time I'm trying a Sand Offense team, and I'd love to hear what everyone thinks about it. I'll give a small explanation why I chose that exact moveset/ev spread/pokemon etc. with each Pokemon, but for those who don't know: The overall strategy as Sand Offense is to get rid (or weaken) every check for a Sand Rush Excadrill, then set up 8 turns of Sandstorm with a Smooth Rock Tyranitar and sweep with Excadrill. Now on to the team:

1) I started building the team, because I got adviced to try Balance or Offense as my first team, instead of Stall/Semistall, and Sand was the most appealing to me. Logically, I started out with Excadrill, who's the defining Sweeper of Sand Offense teams.


Excadrill (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Most choices are sefl-explaining, like the Stabmoves and ability. I chose Life Orb over Air Baloon because I knew I didn't want to rely only on a one-off item to handle Ground threats. Rock Slide is good coverage and I chose SD over Rapid Spin because I planned to have Hazard Removal in another team slot, and SD will let me power through even the last Pokemon that could wall me otherwise. Also Adamant over Jolly, because I almost always want to use Excadrill during Sandstorm, so I don't think I'll need to outspeed others outside of Sand.

2) Now to even trigger my Excadrill's ability, I needed a Sandsetter. I picked Tyranitar over Hippowdon because the latter fits more into balanced or stall(ish) teams.


Tyranitar (F) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Tyranitars set actually gave me the biggest headache of all of my team, since I liked all of his options for different reasons. In the end I chose a supportive and more durable set, because you never know when things might go wrong, so I wanted the option to have him set up SR and Sand possibly multiple times per battle. Smooth Rock to give me a whopping 8 turns of Sand for Excadrill to sweep in, Stone Edge & Pursuit as Stabmoves (also lets me trap Lati twins), and Ice Beam as coverage.

3) With the sand core done, I was looking to check threats of different types that cause trouble for my main Sweeper. The first one I wanted, was a Grass type to check Water types and maybe the occassional rain team. I thought about this slot quite long, because I couldn't decide between Celebi and Venusaur-M. Celebi was a bit weaker Pokemon for itself, but would've given me not only Healing Wish to give Excadrill a second chance at sweeping, but also a check to Keldeo. Venusaur is stronger overall, but had the downside of having his Synthesis heal reduced during sand. In the end I still chose Venusaur, because I wanted to include Latias later on anyways, giving me both the Healing Wish and Keldeo check that I wanted, and I was fairly sure I can play around having to Synthesis during Sand (This is one of the slots I might change again in the future though)

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Venusaur-Mega (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]
I went for another more defensively oriented EV spread, to be able to actually check and switch in to the Pokemon I want to use it for more often and reliably. Synthesis for staying power, Giga Drain and Sludge Bomb as Stab, HP Fire as Coverage.

4) Next up, since I already had a grass type, I wanted to include a Fire and Water type too, to form a Grass/Water/Fire core, to have my Pokemon complement each other and check each others weaknesses. As my Water type, my first idea was to grab Keldeo, since it's just insanely strong, but in the end I chose Starmie instead, because it was able to provide me with the Hazard Removal I left out in my Excadrill build, and also just overall it felt more "fitting" to have Natural Cure, Recover, etc. to sustain the Pokemons that I wanted to use as checks.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
This is another pretty basic build I think, Natural Cure to remove Status, Scald to cripple problematic switch-ins and as a Stab, Psyshock 2nd stab, Rapid Spin because I really wanted the Hazard Removal, and Recover for staying power.

5) To finish the core, I now needed a fire pokemon. I chose Talonflame because it's a really strong Pokemon overall, and gave me the option to go for several different builds depending on what I meet on ladder.


Talonflame (F)
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Taunt
For it's build, I again went for a bulky and supportive one, for the same reasons given above at the Venusaur + Starmie entries. Acrobatics is a nice priority stab move without recoil, Roost gives me Sustain and SD let's me break through several Pokemon that would otherwise wall it. In the last slot I went for Taunt, because I still needed a dedicated Stallbreaker and since it let my Talonflame beat Clefables.

6) Now for my last spot I wanted one of the lati twins, just because of their overall strength and because I think their typing and movepools complement the rest of my team pretty good. I chose Latias over Latios because it gave me the Healing Wish to "revive" my Excadrill should it fail to sweep on it's first attempt, and because I left out Celebi for Venusaur earlier.


Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Recover
I wanted Latias to be another offensive Pokemon in my team, because I picked so many defensive or support builds in my G/F/W core, hence the Life Orb and EV spread. Draco Meteor and Psyshock are once more hardhitting stabmoves, Recover is for staying power as always, and Healing Wish, as I stated above, to in theory give me "two" Excadrills on my team.

---

I haven't yet tried the team on ladder admittedly, because I'm a big theorycrafting nerd, so I wanted to make the best out of it, before actually using it "in the field", so I sadly can't provide you with replays. I'd still love to hear what you guys think of the team and if there's something I can improve in the moveslots, EVs or even Pokemon itself.

Already thanks for your replys :)
 
Nice sand team you've got here. I'm not nessessarilly a fan of smooth-rock Tyranitar, but I chose to try and make it work instead of changing it. However, running this set makes Venusaur a less-appealing pick, as it hates the 8-turn sand that severely reduces it's longevity. Instead, I would run another Grass-Poison Type that trades in power for defensive potential and an amazing ability.
Change M-Venusaur to Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power Fire
This is an amazing pivot, and pairs great with sand. It can wall the water and fighting types that bother the sand core, while working to pivot them in with it's natural bulk. It retains M-Venu's typing, but gains the incredible ability Regenerator, which allows it to forgo recovery. It also gets spore, which is just plain great, and clear smog, to stop set-up in its tracks. I considered sludge bomb, but Excadrill was enough to check fairies, so I went with HP Fire so you can hit Steel-Types (unless said steel type is named Heatran). Overall, a great choice and a great mon.
Next, when messing around with your team, I noticed it lacked a strong wallbreaker. And since I just removed your mega, why not replace it with arguably the strongest wallbreaker in OU?
To add this, I got rid of Talonflame. When you get right down to it, Talonflame didn't do much on this team besides force you to run Starmie, another underpreforming mon.
Replace Talonflame with Mega Medicham
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Thunder Punch
Double-Punch Mega Medicham is the best version in my opinion, as it excells at defeating would-be checks with the right predicting. A combination of an insane attack stat due to huge power, excellent fighting-type stab that can rip holes in the meta, fake out for safe mega-evolution and a nice bit of priority, and two elemental punches that help it beat its checks makes Mega Medicham one of the most dominant threats in OU. Not much else to say: it's incredibly strong, and a great pick for your team.
Without a bird on your team, Starmie is virtually a waste of a teamslot. It has subpar bulk, dissapointingly weak attacks, and only three niches: a nice defensive ability in Natural Cure, rapid spin, and scald. Pivots are well-appreciated on teams like these, and a mon with access to Volt-Switch/U-Turn is greatly appreciated by Mega Medicham. So, I would reccomend this change:
Replace Starmie with Rotom-Wash
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-Wash is an excellent pokemon that is well deserving of being on your team. Will-o-wisp can destroy potent sweepers, It's typing and ability combination is excellent defensively, leaving it weak to only grass, and it has amazing physical bulk when invested. Finally, it has Volt Switch, one of the most useful moves in the game. This pokemon is a great choice I am sure you won't regret.
OPTIONAL CHANGE
I felt pretty bad about changing so much of your team, and I determined that Latias could Technically stay on your team. While it is INCREDIBLY weak compared to Latios or other attackers, Healing Wish is useful, and it has nice longevity. However, I know you're going to have problems against Mega-Sableye, Mega Medicham's greatest enemy, as most of your attackers are physical or psychic types. Besides, you could use a helpful dose of an excellent fairy typing, an incredible ability, and access to T-Wave, the most broken move ever made ever.
Replace Latias with Clefable (Optional)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Clefable is a good special set-up sweeper that takes care of one of the biggest threats to your team (M-Sableye). It has an excellent defensive typing, nice stats, and an incredible defensive ability in Magic Guard. It also gets T-Wave, which is incredibly spammable and good. So in conclusion, Clefable is really good.

So those are the changes I would make to your team. Sorry about changing so much, but I really did feel like you were holding your team back by forcing hazard control by running Talonflame. I hope you find success with this variant of your team!
 
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Nice sand team you've got here. I'm not nessessarilly a fan of smooth-rock Tyranitar, but I chose to try and make it work instead of changing it. However, running this set makes Venusaur a less-appealing pick, as it hates the 8-turn sand that severely reduces it's longevity. Instead, I would run another Grass-Poison Type that trades in power for defensive potential and an amazing ability.
Change M-Venusaur to Amoonguss
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power Fire
This is an amazing pivot, and pairs great with sand. It can wall the water and fighting types that bother the sand core, while working to pivot them in with it's natural bulk. It retains M-Venu's typing, but gains the incredible ability Regenerator, which allows it to forgo recovery. It also gets spore, which is just plain great, and clear smog, to stop set-up in its tracks. I considered sludge bomb, but Excadrill was enough to check fairies, so I went with HP Fire so you can hit Steel-Types (unless said steel type is named Heatran). Overall, a great choice and a great mon.
Next, when messing around with your team, I noticed it lacked a strong wallbreaker. And since I just removed your mega, why not replace it with arguably the strongest wallbreaker in OU?
To add this, I got rid of Talonflame. When you get right down to it, Talonflame didn't do much on this team besides force you to run Starmie, another underpreforming mon.
Replace Talonflame with Mega Medicham
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Fake Out
- Thunder Punch
Double-Punch Mega Medicham is the best version in my opinion, as it excells at defeating would-be checks with the right predicting. A combination of an insane attack stat due to huge power, excellent fighting-type stab that can rip holes in the meta, fake out for safe mega-evolution and a nice bit of priority, and two elemental punches that help it beat its checks makes Mega Medicham one of the most dominant threats in OU. Not much else to say: it's incredibly strong, and a great pick for your team.
Without a bird on your team, Starmie is virtually a waste of a teamslot. It has subpar bulk, dissapointingly weak attacks, and only three niches: a nice defensive ability in Natural Cure, rapid spin, and scald. Pivots are well-appreciated on teams like these, and a mon with access to Volt-Switch/U-Turn is greatly appreciated by Mega Medicham. So, I would reccomend this change:
Replace Starmie with Rotom-Wash
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-Wash is an excellent pokemon that is well deserving of being on your team. Will-o-wisp can destroy potent sweepers, It's typing and ability combination is excellent defensively, leaving it weak to only grass, and it has amazing physical bulk when invested. Finally, it has Volt Switch, one of the most useful moves in the game. This pokemon is a great choice I am sure you won't regret.
OPTIONAL CHANGE
I felt pretty bad about changing so much of your team, and I determined that Latias could Technically stay on your team. While it is INCREDIBLY weak compared to Latios or other attackers, Healing Wish is useful, and it has nice longevity. However, I know you're going to have problems against Mega-Sableye, Mega Medicham's greatest enemy, as most of your attackers are physical or psychic types. Besides, you could use a helpful dose of an excellent fairy typing, an incredible ability, and access to T-Wave, the most broken move ever made ever.
Replace Latias with Clefable (Optional)
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Clefable is a good special set-up sweeper that takes care of one of the biggest threats to your team (M-Sableye). It has an excellent defensive typing, nice stats, and an incredible defensive ability in Magic Guard. It also gets T-Wave, which is incredibly spammable and good. So in conclusion, Clefable is really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really, really good.

So those are the changes I would make to your team. Sorry about changing so much, but I really did feel like you were holding your team back by forcing hazard control by running Talonflame. I hope you find success with this variant of your team!

Hey, and thanks for your detailed reply! You made some interesting points, but I still disagree on some.

Particularily the Venusaur part made me think... I even specifically pointed out the 8 turn sand from Tyranitar, but STILL for some reason forgot about it when including Venusaur x) So this one will get replaced for sure. I dislike your idea of Amoonguss here though, I think it's way too passive for this kind of team, but would fit greatly in a more semi-stall version of the deck. I'm on the road atm, so I'm not 100% sure what I'll replace Venusaur with, but maybe I'll go back to my original Celebi idea. Tangrowth would also be a possible option imo.

Next on, I STRONGLY disagree on the Talonflame part, I think it provides way too much for a Sand team by checking some of my worst counters (particularly Ferrothorn). You're 100% right about the Hazard game though, so I might give Excadrill Rapid Spin back, and remove it's coverage in Rock Slide, since I already have Tyranitar to cover that type. This would then, as you suggested, leave me free to ditch Starmie, and, for example, get Keldeo instead, which hardly needs reasoning to include in a team x) Rotom-W is also an option, but I think, like Amoonguss, it doesn't fit the team's gameplan as well as Keldeo would. But again, this is something I'll have to think of when back home.

So lastly that leaves me with Clefable. And tbh, I really, really (really really [...]) like that idea :P I'm almost completely sure that I'll replace Latias with it in the final form :)

So once more, thanks for the detailled reply, and let me know what you think of the points I made here!

Edit: Breloom would also be a good option for the grass spot imo
 
Hey, and thanks for your detailed reply! You made some interesting points, but I still disagree on some.

Particularily the Venusaur part made me think... I even specifically pointed out the 8 turn sand from Tyranitar, but STILL for some reason forgot about it when including Venusaur x) So this one will get replaced for sure. I dislike your idea of Amoonguss here though, I think it's way too passive for this kind of team, but would fit greatly in a more semi-stall version of the deck. I'm on the road atm, so I'm not 100% sure what I'll replace Venusaur with, but maybe I'll go back to my original Celebi idea. Tangrowth would also be a possible option imo.

Next on, I STRONGLY disagree on the Talonflame part, I think it provides way too much for a Sand team by checking some of my worst counters (particularly Ferrothorn). You're 100% right about the Hazard game though, so I might give Excadrill Rapid Spin back, and remove it's coverage in Rock Slide, since I already have Tyranitar to cover that type. This would then, as you suggested, leave me free to ditch Starmie, and, for example, get Keldeo instead, which hardly needs reasoning to include in a team x) Rotom-W is also an option, but I think, like Amoonguss, it doesn't fit the team's gameplan as well as Keldeo would. But again, this is something I'll have to think of when back home.

So lastly that leaves me with Clefable. And tbh, I really, really (really really [...]) like that idea :P I'm almost completely sure that I'll replace Latias with it in the final form :)

So once more, thanks for the detailled reply, and let me know what you think of the points I made here!

Edit: Breloom would also be a good option for the grass spot imo

I've seen Amoonguss on multiple good offensive teams. It works paticularly well on sand, where it has the advantage over other grass types that need synthesis. The reason it isn't passive is simple: spore. This incredible move allows it to switch in, put something to sleep, and switch out. It's a PIVOT. It doesn't need to do damage, it has the same role as Rotom-Wash: Switch in, take hits, and switch out. It also works well with Rotom-Wash due to type synnergy. Secondly, Mega Medicham works great with sand. It's elemental punches make it much better than Talonflame at taking out bulky grass and water types that wall sand. It's also equally good at taking out pokemon like Ferrothorn due to High Jump Kick. The only thing it can't do that Talonflame can do is threaten Mega Scizor, which isn't much of a threat to sand. So I see no reason to keep Talonflame. Fighting types work just as well on sand as Talonflame, and if you can name at least three threats to sand that Talonflame handles that Mega Medicham can't, I'll consider your point. Otherwise, all Talonflame does is force you to run Starmie, which you WON'T be able to remove if you keep running Talonflame. Speaking of which, I feel like you keep severely underestimating pivots like Rotom-Wash. Bulky offense is the best team archetypes in the current metagame, especially with sand, as it provides pivots to help switch in your sweepers. Just because pokemon like Amoonguss and Rotom-Wash don't hit very hard doesn't mean they're bad on offense. On the contrary: they're excellent. Well, that's my opinion at least. If you disagree, then try to find 3 threats to sand Talonflame handles that Mega Medicham can't.
 
I've seen Amoonguss on multiple good offensive teams. It works paticularly well on sand, where it has the advantage over other grass types that need synthesis. The reason it isn't passive is simple: spore. This incredible move allows it to switch in, put something to sleep, and switch out. It's a PIVOT. It doesn't need to do damage, it has the same role as Rotom-Wash: Switch in, take hits, and switch out. It also works well with Rotom-Wash due to type synnergy. Secondly, Mega Medicham works great with sand. It's elemental punches make it much better than Talonflame at taking out bulky grass and water types that wall sand. It's also equally good at taking out pokemon like Ferrothorn due to High Jump Kick. The only thing it can't do that Talonflame can do is threaten Mega Scizor, which isn't much of a threat to sand. So I see no reason to keep Talonflame. Fighting types work just as well on sand as Talonflame, and if you can name at least three threats to sand that Talonflame handles that Mega Medicham can't, I'll consider your point. Otherwise, all Talonflame does is force you to run Starmie, which you WON'T be able to remove if you keep running Talonflame. Speaking of which, I feel like you keep severely underestimating pivots like Rotom-Wash. Bulky offense is the best team archetypes in the current metagame, especially with sand, as it provides pivots to help switch in your sweepers. Just because pokemon like Amoonguss and Rotom-Wash don't hit very hard doesn't mean they're bad on offense. On the contrary: they're excellent. Well, that's my opinion at least. If you disagree, then try to find 3 threats to sand Talonflame handles that Mega Medicham can't.

Relax mate, I didn't want to attack or talk down on you ^^ Just sharing my thought process to make sure no one misses anything. What do you think of my last Edit, to use Breloom in the grass spot (So, instead of Venusaur or Amoonguss)? And as I said, since I don't really need the Rock coverage on Excadrill, can't I just remove it for Rapid Spin, which would allow me NOT to run Starmie, so I can go Keldeo instead?
 
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