Haven't built a team in a while, I was interested by Sand Rush and Sand Force so I decided to build a Sandstorm team. I got to test it out a bit, won most games and lost one, notably because of DW Drought.
Tyranitar (M) @ Chesto Berry
Trait: Sand Stream
EVs: 252 HP / 40 Def / 216 SDef
Careful Nature (+SDef, -SAtk)
- Curse
- Crunch
- Fire Punch
- Rest
To set up Sandstorm and if possible do some damage before I switch him out. Rest + Chesto Berry in case of status when he tries to set up, standard moves for coverage.
Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Rock Slide
- Return
Haven't really gotten a chance to use this successfully, so not much input here. I did fight against one of these and for now I can say Air Balloon lets this guy stay in at least 2 turns. Not too sure about keeping him here.
Gliscor (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Earthquake
- Toxic
- Roost
Standard stallbreaker. Done pretty good so far with Toxic, so far I've been using him mostly for that and as a tank.
Magnezone @ Life Orb
Trait: Magnet Pull
EVs: 84 HP / 88 Atk / 252 SAtk / 84 Spd
Mild Nature (+SAtk, -Def)
- Thunderbolt
- Flash Cannon
- Explosion
- Hidden Power [Grass]
Special attacker. Magnet Pull is a nice plus against other Steel-types, this guy can get a kill or two usually.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- U-turn
- Stone Edge
- Hammer Arm
Able to be more helpful than I originally thought. U-turn helps in scouting, and can sometimes stay and hold his own. Becomes obvious that it's scarfed early on though.
Reuniclus (M) @ Toxic Orb
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Recover
- Psychic
- Focus Blast
Another poke that isn't being as useful as I thought. Seems everyone I play has something ready against this. I think the low Speed is hampering it so people can usually switch their counters in on my first CM and just destroy it.
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Guess I have trouble with anything with Ice Beam since I have 2 pokes that are 4x weak to it, and as mentioned earlier lost to DW Drought when they had a Heatran with Air Balloon.
Well, there you have it. I'm considering putting Stealth Rock in somewhere once I get a better feel of what to take out and whatnot. Let me know what you think and thanks in advance.
Tyranitar (M) @ Chesto Berry
Trait: Sand Stream
EVs: 252 HP / 40 Def / 216 SDef
Careful Nature (+SDef, -SAtk)
- Curse
- Crunch
- Fire Punch
- Rest
To set up Sandstorm and if possible do some damage before I switch him out. Rest + Chesto Berry in case of status when he tries to set up, standard moves for coverage.
Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Rock Slide
- Return
Haven't really gotten a chance to use this successfully, so not much input here. I did fight against one of these and for now I can say Air Balloon lets this guy stay in at least 2 turns. Not too sure about keeping him here.
Gliscor (M) @ Leftovers
Trait: Sand Veil
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Earthquake
- Toxic
- Roost
Standard stallbreaker. Done pretty good so far with Toxic, so far I've been using him mostly for that and as a tank.
Magnezone @ Life Orb
Trait: Magnet Pull
EVs: 84 HP / 88 Atk / 252 SAtk / 84 Spd
Mild Nature (+SAtk, -Def)
- Thunderbolt
- Flash Cannon
- Explosion
- Hidden Power [Grass]
Special attacker. Magnet Pull is a nice plus against other Steel-types, this guy can get a kill or two usually.
Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- U-turn
- Stone Edge
- Hammer Arm
Able to be more helpful than I originally thought. U-turn helps in scouting, and can sometimes stay and hold his own. Becomes obvious that it's scarfed early on though.
Reuniclus (M) @ Toxic Orb
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Modest Nature (+SAtk, -Atk)
- Calm Mind
- Recover
- Psychic
- Focus Blast
Another poke that isn't being as useful as I thought. Seems everyone I play has something ready against this. I think the low Speed is hampering it so people can usually switch their counters in on my first CM and just destroy it.
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Guess I have trouble with anything with Ice Beam since I have 2 pokes that are 4x weak to it, and as mentioned earlier lost to DW Drought when they had a Heatran with Air Balloon.
Well, there you have it. I'm considering putting Stealth Rock in somewhere once I get a better feel of what to take out and whatnot. Let me know what you think and thanks in advance.