If you've been hanging out around the higher rungs of the ladder, chances are you have fought this team once or twice. Now that I make the top 50 I have decided to retire the ole team and start playing something new. Because, as much as this team is my baby and I love it, the fact of the matter is it. It is decently matchup dependant and you have to play very smartly with it. Still, after the inevitable Kyub and Zygarde bans this team will really come into it's prime, I hope to one day see someone far better than me at this game take it to #1.
So let's start with a little team-building process. When crown first came I had my eye on one poke alone, Dracozolt which now got Sandrush which in conjunction with Bolt Beak makes for a deadly combo. However, in order to make Sand Rush work, we first need Sand Setters.
THE SETTERS
King (Hippowdon) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Hippowdown is the king. As the primary sand setter, wall, and rocks setter, this thing is more often than not the key to victory. It can come in take basically any single non boosted physical attack and whirlwind or slack off the damage. This thing has stopped more Kyub, Zygarde, Phera, Garchomp, and D-nite sweeps than I can count, It also threatens Mag, Melmetal, and Excadarill from sweeping though in Mag's case it's more of a last resort. I use the relaxed nature so I can underspeed TR teams and get the surprise on Mag, Marowak, and Melmetal. However, it's primary function is to set sand and support the rest of the team.
Be wary though lose the king and you will more often than not lose the game.
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Pawn (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 72 Atk / 72 Def / 112 SpA
Quiet Nature
- Earthquake
- Fire Blast
- Ice Beam
- Rock Blast
Oh, T-tar, the weakest member of this entire team but still contributes more than any pokemon on any other team I've used. This is the special wall to Hippo's Physical alongside also setting up albeit shorter sand support for the team. Its ev'd So it can take one EQ from Lando-T/Thousand arrows from Zygarde and KO with an ice beam. Alongside being able to KO PhysDef Ferro, and Physdef Buzzwole on the switch. It can 2ho standard mag with Eq and then Rock blast is for Kyub/Spectrier. Speaking of which if you see a spectrier on the other team, make sure to keep T-tar alive at all costs. Otherwise, the bastard can sweep ya clean underneath a sub.
Though he may be a simple pawn, all pawns can become a queen
So next I ask, what's the most important part about sand offense? Well, The offense of course. I saw instantly the connection between two beautiful mons and chose them thus.
The Sweepers
Queen (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rock Slide
Though I know I said the team was based around Dracozolt the true queen of the team is Excadrill. She can come in on so much, threaten it out and Swords dance up. Some good examples are Clefable, Heatran (Be careful here) Melmetal, Kyub, Zapdos (Heat waveless) Glastrier, Spectrier (Out of sub), and once you've got a sword to dance up nothing short of priority or Buzzwole or Defensive Lando-T can kill you. Even then Neither appreciates a +2 or +1.5 iron head which will then weaken them enough for Dracozolt to sweep. Iron head and EQ are there for obvious stabs and rock slide is there to hit Moltres/Mandibuzz/Zapdos who otherwise would wall the shit out of you. After much, much experimenting I decided on Jolly nature specifically because it allows you to outspeed neutral +1 speed Phero who if carrying Ice beam or being QD will completely and utterly destroy this team. If it's + speed? It can't break through the team without the extra power unless you're extremely weakened.
The Queen is the strongest of all pieces.
Knight (Dracozolt) @ Life Orb
Ability: Sand Rush
EVs: 88 Atk / 212 SpA / 208 Spe
Rash Nature
- Bolt Beak
- Earthquake
- Draco Meteor
- Fire Blast
The main attraction, the entire thing this team was built around, and the cornerstone of many sweeps. For the most part, it's gameplay is relatively simple. Ground-type on their team? Click Draco Meteor, no ground type on their team? Click Bolt Beak. Watch as everything dies. That's it simple down to it's most basic. The Ev's I have are so you can Ohko Offensive Landorus-T after rocks with Draco meteor and dent basically every bulky ground type there is, Rash nature supports that as it doesn't need too many att EV's to still destroy everything with Bolt beak. I also chose Rash so it could keep it's decent bulk on the physical side so it can take priority like Rilla's Grassy Glide, Urshifu Sucker punch, and a Cinderace sucker punch. Fireblast is there to beat Thorn and non-AV Buzzwole. While EQ is there to beat tran/Mag on the predicted Draco. 208-speed EV's so it can outspeed base 95's at +1 while underneath the sand.
The Knight is the most unique and interesting of all the pieces in play.
So next I had to decide on the last two pokemon and I went through so many it wasn't funny. I first tried Lando-I and Scizor but believe it or not Lando was not working out as it just doubled down on coverage I already had. Scizor though worked as at the time I was running Adamant Drill and needed Sciz's prio to beat Phera. Still, I was getting screwed over by Lando-I, Zygarde, Kyub, and Phera. I tried out Nidoking hoping the ice coverage would help but it didn't. I tried Kyub but it also didn't work out well as it hated the sand chipping it down. I tried Lando again, still didn't work and then it got banned. Then I chose of my next Mon and everything changed.\
Rook (Buzzwole) @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 172 Atk / 84 Def
Adamant Nature
- Drain Punch
- Ice Punch
- Earthquake
- Thunder Punch
Buzzwole saved most of my problems. Though I fooled around with its item a bit, trying out AV, leftovers, and its moveset a lot, I ultimately decided on Rocky Helmet because of Urshifu-R. This thing is in my opinion top 10 mons in the tier right now, it just checks so much. Zygarde can't touch it outside of Parahax, Urshifu can do even less to it, Rillaboom-who? and Kyub needs to carry Duel Wingbneat to KO it. otherwise, it needs to hit all 5 Icicle Spears at +2 to even kill it and avoid the Drain Punch Ko back. Drain Punch is STAB and it's the main type of recovery, Ice punch is for Lando/Zapdos switch-ins and for Zygarde, Rillaboom, Garchomp, and more. Thunderpunch is for Moltres/Fini/Pelipper. Eq is for Mag and predicted Heatran. Besides Hippo, I'd say this is the single least disposable mon on the entire team as it just checks so many things that would otherwise run through this team.
The rook is the most consistent and solid of all the pieces.
So I found my 5th member and I liked Scizor I really did. However, I still was getting wrecked by rain, and more specifically by swampert who does still destroy this team very hard. I was last and could not be found, I needed that last little touch, that last thing to make it perfect, that last little spark. And then I found it.
Bishop (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Roost
- Heat Wave
- Volt Switch
My Bishop and an absolute monster of a Mon. With Heavy duty boots, it avoids rocks and can come in on most things. Hurricane 2hko's non-SPD Swampert and Zygarde. It also 2hko's Lando-T, non-SPD Clefable, Slowbro, and with the combination of it and Heat Wave it 2hko's Mag It also allows you to abuse another opponents rain to full effect as nothing they have wants to switch into a max SPA hurricane, just be wary the RNG. Heat-wave is there to hit all those bulky steel types that would switch in on Hurricane with the exception of Tran and as a bit of a safer offensive option if ya don't wanna risk a Hurricane miss on something you know you could 2ho. Roost is there because if you're fighting rain, fighting Lucha, or Zap's Galarian counterpart you can keep it healthy and strong so you can consistently check them alongside allowing multiple more opportunities to come in and rip apart the opposing team. Volt switch is there for stab and so you can pivot out consistently into your Sweepers safely so they can come in and start ripping havoc, as no ground types wanna switch in on a hurricane.
The Bishop is the black sheep but often ends the game more than the queen.
Cheers, good luck! And hey if ya try it out?
Well, ya might just put a few people into checkmate.
So let's start with a little team-building process. When crown first came I had my eye on one poke alone, Dracozolt which now got Sandrush which in conjunction with Bolt Beak makes for a deadly combo. However, in order to make Sand Rush work, we first need Sand Setters.
THE SETTERS
King (Hippowdon) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Hippowdown is the king. As the primary sand setter, wall, and rocks setter, this thing is more often than not the key to victory. It can come in take basically any single non boosted physical attack and whirlwind or slack off the damage. This thing has stopped more Kyub, Zygarde, Phera, Garchomp, and D-nite sweeps than I can count, It also threatens Mag, Melmetal, and Excadarill from sweeping though in Mag's case it's more of a last resort. I use the relaxed nature so I can underspeed TR teams and get the surprise on Mag, Marowak, and Melmetal. However, it's primary function is to set sand and support the rest of the team.
Be wary though lose the king and you will more often than not lose the game.
Pawn (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 72 Atk / 72 Def / 112 SpA
Quiet Nature
- Earthquake
- Fire Blast
- Ice Beam
- Rock Blast
Oh, T-tar, the weakest member of this entire team but still contributes more than any pokemon on any other team I've used. This is the special wall to Hippo's Physical alongside also setting up albeit shorter sand support for the team. Its ev'd So it can take one EQ from Lando-T/Thousand arrows from Zygarde and KO with an ice beam. Alongside being able to KO PhysDef Ferro, and Physdef Buzzwole on the switch. It can 2ho standard mag with Eq and then Rock blast is for Kyub/Spectrier. Speaking of which if you see a spectrier on the other team, make sure to keep T-tar alive at all costs. Otherwise, the bastard can sweep ya clean underneath a sub.
Though he may be a simple pawn, all pawns can become a queen
So next I ask, what's the most important part about sand offense? Well, The offense of course. I saw instantly the connection between two beautiful mons and chose them thus.
The Sweepers
Queen (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rock Slide
Though I know I said the team was based around Dracozolt the true queen of the team is Excadrill. She can come in on so much, threaten it out and Swords dance up. Some good examples are Clefable, Heatran (Be careful here) Melmetal, Kyub, Zapdos (Heat waveless) Glastrier, Spectrier (Out of sub), and once you've got a sword to dance up nothing short of priority or Buzzwole or Defensive Lando-T can kill you. Even then Neither appreciates a +2 or +1.5 iron head which will then weaken them enough for Dracozolt to sweep. Iron head and EQ are there for obvious stabs and rock slide is there to hit Moltres/Mandibuzz/Zapdos who otherwise would wall the shit out of you. After much, much experimenting I decided on Jolly nature specifically because it allows you to outspeed neutral +1 speed Phero who if carrying Ice beam or being QD will completely and utterly destroy this team. If it's + speed? It can't break through the team without the extra power unless you're extremely weakened.
The Queen is the strongest of all pieces.
Knight (Dracozolt) @ Life Orb
Ability: Sand Rush
EVs: 88 Atk / 212 SpA / 208 Spe
Rash Nature
- Bolt Beak
- Earthquake
- Draco Meteor
- Fire Blast
The main attraction, the entire thing this team was built around, and the cornerstone of many sweeps. For the most part, it's gameplay is relatively simple. Ground-type on their team? Click Draco Meteor, no ground type on their team? Click Bolt Beak. Watch as everything dies. That's it simple down to it's most basic. The Ev's I have are so you can Ohko Offensive Landorus-T after rocks with Draco meteor and dent basically every bulky ground type there is, Rash nature supports that as it doesn't need too many att EV's to still destroy everything with Bolt beak. I also chose Rash so it could keep it's decent bulk on the physical side so it can take priority like Rilla's Grassy Glide, Urshifu Sucker punch, and a Cinderace sucker punch. Fireblast is there to beat Thorn and non-AV Buzzwole. While EQ is there to beat tran/Mag on the predicted Draco. 208-speed EV's so it can outspeed base 95's at +1 while underneath the sand.
The Knight is the most unique and interesting of all the pieces in play.
So next I had to decide on the last two pokemon and I went through so many it wasn't funny. I first tried Lando-I and Scizor but believe it or not Lando was not working out as it just doubled down on coverage I already had. Scizor though worked as at the time I was running Adamant Drill and needed Sciz's prio to beat Phera. Still, I was getting screwed over by Lando-I, Zygarde, Kyub, and Phera. I tried out Nidoking hoping the ice coverage would help but it didn't. I tried Kyub but it also didn't work out well as it hated the sand chipping it down. I tried Lando again, still didn't work and then it got banned. Then I chose of my next Mon and everything changed.\
Rook (Buzzwole) @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 172 Atk / 84 Def
Adamant Nature
- Drain Punch
- Ice Punch
- Earthquake
- Thunder Punch
Buzzwole saved most of my problems. Though I fooled around with its item a bit, trying out AV, leftovers, and its moveset a lot, I ultimately decided on Rocky Helmet because of Urshifu-R. This thing is in my opinion top 10 mons in the tier right now, it just checks so much. Zygarde can't touch it outside of Parahax, Urshifu can do even less to it, Rillaboom-who? and Kyub needs to carry Duel Wingbneat to KO it. otherwise, it needs to hit all 5 Icicle Spears at +2 to even kill it and avoid the Drain Punch Ko back. Drain Punch is STAB and it's the main type of recovery, Ice punch is for Lando/Zapdos switch-ins and for Zygarde, Rillaboom, Garchomp, and more. Thunderpunch is for Moltres/Fini/Pelipper. Eq is for Mag and predicted Heatran. Besides Hippo, I'd say this is the single least disposable mon on the entire team as it just checks so many things that would otherwise run through this team.
The rook is the most consistent and solid of all the pieces.
So I found my 5th member and I liked Scizor I really did. However, I still was getting wrecked by rain, and more specifically by swampert who does still destroy this team very hard. I was last and could not be found, I needed that last little touch, that last thing to make it perfect, that last little spark. And then I found it.
Bishop (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Roost
- Heat Wave
- Volt Switch
My Bishop and an absolute monster of a Mon. With Heavy duty boots, it avoids rocks and can come in on most things. Hurricane 2hko's non-SPD Swampert and Zygarde. It also 2hko's Lando-T, non-SPD Clefable, Slowbro, and with the combination of it and Heat Wave it 2hko's Mag It also allows you to abuse another opponents rain to full effect as nothing they have wants to switch into a max SPA hurricane, just be wary the RNG. Heat-wave is there to hit all those bulky steel types that would switch in on Hurricane with the exception of Tran and as a bit of a safer offensive option if ya don't wanna risk a Hurricane miss on something you know you could 2ho. Roost is there because if you're fighting rain, fighting Lucha, or Zap's Galarian counterpart you can keep it healthy and strong so you can consistently check them alongside allowing multiple more opportunities to come in and rip apart the opposing team. Volt switch is there for stab and so you can pivot out consistently into your Sweepers safely so they can come in and start ripping havoc, as no ground types wanna switch in on a hurricane.
The Bishop is the black sheep but often ends the game more than the queen.
Swampert: Priority numero one, start chipping this thing down asap, it can take Meteors and EQ's all day long KO right back atchu. So start chipping away at it asap and take advantage of its lack of recovery. If Exca is +2 you should be okay. However, be as careful as possible around this mon, with the right set it'll weaken the entire team so fast that something will come in and clean up asap when you're not looking.
Pheramosa: This thing will fuck you up... if it's special or has ice beam. If it's physical with Triple axel your golden as Buzzwole will wall it all day long and Ko back with either TP or IP after rocky helmet chip damage. If it has ice beam? pray to the gods it doesn't crit and get Buzzwole in there.
Zygarde: Buzzwole or Zolt's Draco meteor will take care of this thing but still be careful, glare, plus coil hax and it's decent bulk/speed tier means this thing will fuck your day up.
Kyurem-Black : Non-Duel-Wingbeat? Buzzwole. Duel Wingbeat? Get T-tar in there and pray it doesn't hit 5 times. If it does then revenge with Exca. If it gets to +2 you deserve to lose.
Rillaboom: Save Dos/Wole for it Otherwise Draco can kill it with Fireblast in sand. Not a horrible threat but it's a pain in the ass.
Clefable: No excadrill? You lose unless it's played smart. Otherwise, it's set up foughter for Drill and can often lead to a 6-0.
Urshifu-R: This thing, especially under rain rips this team apart. Best case scenario get Zolt in there under sand and chase it out/bolt beak. Worst case scenario? Sack Buzzwole and let it take the rocky helmet damage for all 3 hits.
Pelliper/Rain: Putting these together because Pelliper is not a threat. However, rain will fuck your day up all day every day if you don't play smart. Target this thing, lure it in with Wole and thunder punch or get zolt in there as most things in rain hate anything that Zolt can use. Be very wary and make sure not to let your sand setters die or you just straight up lose.
Pheramosa: This thing will fuck you up... if it's special or has ice beam. If it's physical with Triple axel your golden as Buzzwole will wall it all day long and Ko back with either TP or IP after rocky helmet chip damage. If it has ice beam? pray to the gods it doesn't crit and get Buzzwole in there.
Zygarde: Buzzwole or Zolt's Draco meteor will take care of this thing but still be careful, glare, plus coil hax and it's decent bulk/speed tier means this thing will fuck your day up.
Kyurem-Black : Non-Duel-Wingbeat? Buzzwole. Duel Wingbeat? Get T-tar in there and pray it doesn't hit 5 times. If it does then revenge with Exca. If it gets to +2 you deserve to lose.
Rillaboom: Save Dos/Wole for it Otherwise Draco can kill it with Fireblast in sand. Not a horrible threat but it's a pain in the ass.
Clefable: No excadrill? You lose unless it's played smart. Otherwise, it's set up foughter for Drill and can often lead to a 6-0.
Urshifu-R: This thing, especially under rain rips this team apart. Best case scenario get Zolt in there under sand and chase it out/bolt beak. Worst case scenario? Sack Buzzwole and let it take the rocky helmet damage for all 3 hits.
Pelliper/Rain: Putting these together because Pelliper is not a threat. However, rain will fuck your day up all day every day if you don't play smart. Target this thing, lure it in with Wole and thunder punch or get zolt in there as most things in rain hate anything that Zolt can use. Be very wary and make sure not to let your sand setters die or you just straight up lose.
King (Hippowdon) (M) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Pawn (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 72 Atk / 72 Def / 112 SpA
Quiet Nature
- Earthquake
- Fire Blast
- Ice Beam
- Rock Blast
Queen (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rock Slide
Knight (Dracozolt) @ Life Orb
Ability: Sand Rush
EVs: 88 Atk / 212 SpA / 208 Spe
Rash Nature
- Bolt Beak
- Earthquake
- Draco Meteor
- Fire Blast
Rook (Buzzwole) @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 172 Atk / 84 Def
Adamant Nature
- Drain Punch
- Ice Punch
- Earthquake
- Thunder Punch
Bishop (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Roost
- Heat Wave
- Volt Switch
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Pawn (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 72 Atk / 72 Def / 112 SpA
Quiet Nature
- Earthquake
- Fire Blast
- Ice Beam
- Rock Blast
Queen (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Swords Dance
- Rock Slide
Knight (Dracozolt) @ Life Orb
Ability: Sand Rush
EVs: 88 Atk / 212 SpA / 208 Spe
Rash Nature
- Bolt Beak
- Earthquake
- Draco Meteor
- Fire Blast
Rook (Buzzwole) @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 172 Atk / 84 Def
Adamant Nature
- Drain Punch
- Ice Punch
- Earthquake
- Thunder Punch
Bishop (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Roost
- Heat Wave
- Volt Switch
Cheers, good luck! And hey if ya try it out?
Well, ya might just put a few people into checkmate.
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