JackRG version
Intro
It’s the 2010s, Darude Sandstorm memes are everywhere, Minecraft and FNAF are the hot new games, and Sand is dominating the OU ladder. Tyranitar has received 4.99% usage on the OU ladder, so Me and JackRG decided to give Sand a shot in the builder. The result is the most cruel Sand team thus far, joining the ranks of the other great Sand RMTs. This team was tested and edited by JackRG, getting him all the way above 2000+ ELO. Let’s break it down.
Team Breakdown:

Tyranitar @ Choice Band
Ability: Sand Stream
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Stone Edge
- Low Kick
- Ice Punch
Mr. T. OG Tar. This is one of the scariest and underlooked wallbreakers of our times. The sheer power of Edge + strong Knock coupled with Sand chip means absolutely nothing is safe from a 2HKO. Even Dondozo is smoked by Stone Edge with Tera. It synergizes excellently with the other offensive threats on the team. Sand chip is big for letting the team play the long game, denying Terrain recovery from Rilla, and forcing big threats like Darkrai, Zama, and Wellspring on a timer. You could throw this in T1 to set up Sand and get big damage.

Hydrapple @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison/Fighting
EVs: 248 HP / 248 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 27 Spe
- Nasty Plot
- Fickle Beam/Draco Meteor
- Giga Drain
- Earth Power
Next breaker on the block. It’s our main physical wall and our anti-Ogerpon agent. It’s also our best response to Zama and SD Gliscor. Hydrapple + Ttar form fantastic offensive synergy through constant pressure on shared checks and Hydrapple inviting Ttar victims like Gking, AV Torn, etc. You can choose between Poison or Fighting on this. Jack went with Fighting for the Gambit MU but I like Poison as a generally solid defensive Tera and because the team doesn’t have good Fairy resists. JackRG lowered its speed IVs to 27. This lets Hydrapple underspeed Mola, punishing whatever mon it swaps in. Draco over Ficker for immediate, RNG-less damage which can make a difference.

Enamorus @ Choice Scarf
Ability: Contrary
Tera Type: Stellar
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Moonblast
- Earth Power
- Tera Blast
- Healing Wish
The team needed speed control and a way to pivot around Dracos. Enamorus was my solution, and it greatly appreciates Ttar’s ability to pressure its main checks. Enamorus is troublesome for matchups with specially frail Fairy resists and offenses in general. The original set had Mystical Fire, but JackRG suggested Tera Stellar to snowball offensive teams. I came up with the second spread which takes a max of 87% from Gambit’s +2 max SO boosted Sucker Punch, along with surviving a couple miscellaneous hits at full (Zama boots Heavy Slam). However I found it to be too inconsistent and insignificant in practice. JackRG liked the spread, so this is up to personal preference.

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fighting/Electric/Fairy
EVs: 248 HP / 56 Def / 204 SpD
Careful Nature
- Stealth Rock
- Salt Cure
- Recover
- Protect
Seems redundant to have two Rock types on the team, but the team composition deals with most of the Water, Grass, Fighting, Steel, and Ground types in the tier. The purpose of Garg is to get up rocks, tank the Shadow Balls and Zapdos hits to keep Ttar healthy, and to take full advantage of the sand with the 50% SpD boost pre-Tera, as well as Salt Cure + residual damage from sand for devastating chip dmg. I started with Tera Fairy to deal with DD Nite and to deal with Fighters in matchups where keeping Hydrapple’s typing is important. However, me and JackRG saw that our Gambit matchup was looking tough, hence we explored other Tera options like Tera Electric to flip its type MU into Crown/Ghold/Scizor and keep its defensive profile vs Zapdos/Torn, or Tera Fighting for the Dark resist into Gambit. Any of these Teras are fine.

Excadrill @ Leftovers
Ability: Sand Rush
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Rock Slide
- Rapid Spin
Excadrill is the OG cleaner and sweeper on Sand. Imo Rock Slide > Iron Head. Most of the targets you wanna click Iron Head on, are also hit by Edgequake coverage. Rock Slide is crucial for beating Zapdos while avoiding being a sitting duck vs Molt. Jolly is preferable to outpace Booster mons and Scarf Rai so it can punish those aggressive teams. Substitute seems like a random option since this team’s Garg matchup is solved with Hydrapple, but JackRG told me it was for Gambit. Regardless, it is a funny option to scout switch-ins and punish sacks. Plus it forces additional Sand chip in a pinch. Tera Ground was chosen by JackRG for more powerful Earthquakes that can 2-shot Wellspring and standard Mola after rocks.

Alomomola @ Assault Vest
Ability: Regenerator
Tera Type: Poison/Fairy
EVs: 20 HP / 236 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Scald/Ice Beam
- Mirror Coat
- Body Slam
The last piece of the puzzle. Miss Mola is here to complete the Regen core and sponge every special hit under the Sun. AV Mola is broken and very few things aside from like Rilla Wood Hammer or something. It also gives us safe switch-ins for our breakers and serves as our main defense vs Moonblasters like Primarina and Val, even moreso with Tera Poison. Ice Beam is a funny alternative over Scald that punishes Dnite and Hydrapple on the switch, even if it does like 37% lol. Fairy may work better in case of Subtect Kyu.
Matchups:
The team offers alot of flexibility, being able to be played aggresively or slowly with Sand chip and a sturdy defensive core. It offers amazing matchups into cheese like Stall, Sun, and Screens. It doesn’t have any unwinnable matchups, but some are difficult albeit manageable.
: With Ttar and Enam as our only Dark resists, Gambit can be tough to deal with at +2. Fortunately nothing on the team besides Mola if it doesn’t proc Scald gives it a free switch. The best course of action is to force chip with Hydrapple or Garg and keep Ttar healthy enough to survive +2 Sucker.
Sub
: This MU is rough. Get rocks up. Force Kyurem to Tera with Sand + Salt Cure, then break the Sub with Mola, force Kyu out with Enam + CB Tar. You could ofc run Tera Fairy on Mola to make things easier.
Future Sight
+
: Ttar swaps into Gking comfortably. The problem is Future Sight. This team doesn’t have a proper Fighting resist besides Enam and Tera. Double switch into Ttar on the predictable Gking swap instead of hard switching. Subbing up in front of Gking with Drill as Zama comes in to soak up the CC + FS combo also works.
Specs
: Our best Moonblast switch-in is Drill who gets 2HKOd with Tera Fairy. AV Mola takes too much from it too. Best bet is to Tera Poison Hydrapple or Mola.
Tera Fairy Roost
: Fuck this Pokemon. Vs this set, force chip with Sand + Salt Cure, fish for Scald burns with Mola, or snipe +2 Dnite with Drill if Sand is up after it’s terastilized.
REPLAYS:
JackRG’s replays
Tera Stellar Cleanup
Vs 2000+ ELO Player + Kyu getting owned
Contrary Moment
Webs Matchup
Clutch Ttar at high ELO
Vs Vert Offense
Bonus (my replays)
Death to Big Stall
Vs Standard HO
Sun Matchup
enjoy
Intro
It’s the 2010s, Darude Sandstorm memes are everywhere, Minecraft and FNAF are the hot new games, and Sand is dominating the OU ladder. Tyranitar has received 4.99% usage on the OU ladder, so Me and JackRG decided to give Sand a shot in the builder. The result is the most cruel Sand team thus far, joining the ranks of the other great Sand RMTs. This team was tested and edited by JackRG, getting him all the way above 2000+ ELO. Let’s break it down.
Team Breakdown:
Tyranitar @ Choice Band
Ability: Sand Stream
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Stone Edge
- Low Kick
- Ice Punch
Mr. T. OG Tar. This is one of the scariest and underlooked wallbreakers of our times. The sheer power of Edge + strong Knock coupled with Sand chip means absolutely nothing is safe from a 2HKO. Even Dondozo is smoked by Stone Edge with Tera. It synergizes excellently with the other offensive threats on the team. Sand chip is big for letting the team play the long game, denying Terrain recovery from Rilla, and forcing big threats like Darkrai, Zama, and Wellspring on a timer. You could throw this in T1 to set up Sand and get big damage.
252+ Atk Choice Band Tyranitar Stone Edge vs. 248 HP / 252+ Def Corviknight: 192-226 (48.1 - 56.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 244 HP / 36 Def Gliscor: 213-252 (60.5 - 71.5%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
252+ Atk Choice Band Tyranitar Stone Edge vs. 8 HP / 252+ Def Alomomola: 229-270 (48.4 - 57%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Choice Band Tyranitar Low Kick (120 BP) vs. 252 HP / 4 Def Ting-Lu: 362-428 (70.4 - 83.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Ice Punch vs. 0 HP / 4 Def Great Tusk: 218-258 (58.7 - 69.5%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 252 HP / 4 Def Landorus-Therian: 193-228 (50.5 - 59.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 0 HP / 4 Def Rillaboom: 289-342 (84.7 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Stone Edge vs. 80 HP / 0 Def Primarina: 352-415 (109.6 - 129.2%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 204+ Def Hatterene: 213-252 (66.9 - 79.2%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Dondozo: 180-213 (35.7 - 42.2%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tera Rock Tyranitar Stone Edge vs. 252 HP / 252+ Def Dondozo: 240-284 (47.6 - 56.3%) -- 85.2% chance to 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Clefable: 241-285 (61.1 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 244 HP / 36 Def Gliscor: 213-252 (60.5 - 71.5%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
252+ Atk Choice Band Tyranitar Stone Edge vs. 8 HP / 252+ Def Alomomola: 229-270 (48.4 - 57%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Choice Band Tyranitar Low Kick (120 BP) vs. 252 HP / 4 Def Ting-Lu: 362-428 (70.4 - 83.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Tyranitar Ice Punch vs. 0 HP / 4 Def Great Tusk: 218-258 (58.7 - 69.5%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 252 HP / 4 Def Landorus-Therian: 193-228 (50.5 - 59.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyranitar Knock Off (97.5 BP) vs. 0 HP / 4 Def Rillaboom: 289-342 (84.7 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Tyranitar Stone Edge vs. 80 HP / 0 Def Primarina: 352-415 (109.6 - 129.2%) -- guaranteed OHKO
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 204+ Def Hatterene: 213-252 (66.9 - 79.2%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Dondozo: 180-213 (35.7 - 42.2%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tera Rock Tyranitar Stone Edge vs. 252 HP / 252+ Def Dondozo: 240-284 (47.6 - 56.3%) -- 85.2% chance to 2HKO after sandstorm damage and Leftovers recovery
252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 252+ Def Clefable: 241-285 (61.1 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
Hydrapple @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison/Fighting
EVs: 248 HP / 248 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 27 Spe
- Nasty Plot
- Fickle Beam/Draco Meteor
- Giga Drain
- Earth Power
Next breaker on the block. It’s our main physical wall and our anti-Ogerpon agent. It’s also our best response to Zama and SD Gliscor. Hydrapple + Ttar form fantastic offensive synergy through constant pressure on shared checks and Hydrapple inviting Ttar victims like Gking, AV Torn, etc. You can choose between Poison or Fighting on this. Jack went with Fighting for the Gambit MU but I like Poison as a generally solid defensive Tera and because the team doesn’t have good Fairy resists. JackRG lowered its speed IVs to 27. This lets Hydrapple underspeed Mola, punishing whatever mon it swaps in. Draco over Ficker for immediate, RNG-less damage which can make a difference.
Enamorus @ Choice Scarf
Ability: Contrary
Tera Type: Stellar
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Moonblast
- Earth Power
- Tera Blast
- Healing Wish
Enamorus @ Choice Scarf
Ability: Contrary
Tera Type: Stellar
EVs: 144 Def / 144 SpA / 220 Spe
Modest Nature
- Moonblast
- Earth Power
- Tera Blast
- Healing Wish
Ability: Contrary
Tera Type: Stellar
EVs: 144 Def / 144 SpA / 220 Spe
Modest Nature
- Moonblast
- Earth Power
- Tera Blast
- Healing Wish
The team needed speed control and a way to pivot around Dracos. Enamorus was my solution, and it greatly appreciates Ttar’s ability to pressure its main checks. Enamorus is troublesome for matchups with specially frail Fairy resists and offenses in general. The original set had Mystical Fire, but JackRG suggested Tera Stellar to snowball offensive teams. I came up with the second spread which takes a max of 87% from Gambit’s +2 max SO boosted Sucker Punch, along with surviving a couple miscellaneous hits at full (Zama boots Heavy Slam). However I found it to be too inconsistent and insignificant in practice. JackRG liked the spread, so this is up to personal preference.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fighting/Electric/Fairy
EVs: 248 HP / 56 Def / 204 SpD
Careful Nature
- Stealth Rock
- Salt Cure
- Recover
- Protect
Seems redundant to have two Rock types on the team, but the team composition deals with most of the Water, Grass, Fighting, Steel, and Ground types in the tier. The purpose of Garg is to get up rocks, tank the Shadow Balls and Zapdos hits to keep Ttar healthy, and to take full advantage of the sand with the 50% SpD boost pre-Tera, as well as Salt Cure + residual damage from sand for devastating chip dmg. I started with Tera Fairy to deal with DD Nite and to deal with Fighters in matchups where keeping Hydrapple’s typing is important. However, me and JackRG saw that our Gambit matchup was looking tough, hence we explored other Tera options like Tera Electric to flip its type MU into Crown/Ghold/Scizor and keep its defensive profile vs Zapdos/Torn, or Tera Fighting for the Dark resist into Gambit. Any of these Teras are fine.
Excadrill @ Leftovers
Ability: Sand Rush
Tera Type: Ground
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Rock Slide
- Rapid Spin
Excadrill is the OG cleaner and sweeper on Sand. Imo Rock Slide > Iron Head. Most of the targets you wanna click Iron Head on, are also hit by Edgequake coverage. Rock Slide is crucial for beating Zapdos while avoiding being a sitting duck vs Molt. Jolly is preferable to outpace Booster mons and Scarf Rai so it can punish those aggressive teams. Substitute seems like a random option since this team’s Garg matchup is solved with Hydrapple, but JackRG told me it was for Gambit. Regardless, it is a funny option to scout switch-ins and punish sacks. Plus it forces additional Sand chip in a pinch. Tera Ground was chosen by JackRG for more powerful Earthquakes that can 2-shot Wellspring and standard Mola after rocks.
Alomomola @ Assault Vest
Ability: Regenerator
Tera Type: Poison/Fairy
EVs: 20 HP / 236 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Scald/Ice Beam
- Mirror Coat
- Body Slam
The last piece of the puzzle. Miss Mola is here to complete the Regen core and sponge every special hit under the Sun. AV Mola is broken and very few things aside from like Rilla Wood Hammer or something. It also gives us safe switch-ins for our breakers and serves as our main defense vs Moonblasters like Primarina and Val, even moreso with Tera Poison. Ice Beam is a funny alternative over Scald that punishes Dnite and Hydrapple on the switch, even if it does like 37% lol. Fairy may work better in case of Subtect Kyu.
Matchups:
The team offers alot of flexibility, being able to be played aggresively or slowly with Sand chip and a sturdy defensive core. It offers amazing matchups into cheese like Stall, Sun, and Screens. It doesn’t have any unwinnable matchups, but some are difficult albeit manageable.
Sub
Future Sight
Specs
Tera Fairy Roost
REPLAYS:
JackRG’s replays
Tera Stellar Cleanup
Vs 2000+ ELO Player + Kyu getting owned
Contrary Moment
Webs Matchup
Clutch Ttar at high ELO
Vs Vert Offense
Bonus (my replays)
Death to Big Stall
Vs Standard HO
Sun Matchup
enjoy















