• Smogon Premier League is here and the team collection is now available. Support your team!

SV OU A leper running through the sand (1600+)

https://pokepast.es/1006a69c8f7ed720

One of my favorite animals in the world is the armadillo, and Sandslash is one of my favorite og designs so i decided to try and make a team that would cater to the strengths and weaknesses of one of my favorite pokemon using the sand of course. So this team is my attempt to try and have Sandslash have some success (even if this success is somewhat limited). With all this being said let's go through the team.

:Tyranitar: :

With access to the ability sandstream as well as being one of the best knockers in pokemon, :Tyranitar: felt like one of the first necessary additions to the team to both support :Sandslash: as well as just be an offensively pressuring pokemon. To optimize the choice band, the first move added to this pokemon was knock off to get rid of any heavy dudy boots as well as to pressure ghost types like :Gholdengo: and :Pecharunt: amongst other things. Second moveslot was taken up by stone edge to make sure we have a powerful stab option that can ohko :Moltres: , is able to 2-shot phys def :toxapex: and phys def :clefable: and is just generally a pressuring move. To make sure we can oneshot :kingambit: and :weavile: and potentially even two shot some :Great Tusk: if needed. This Tyranitar is also set to hit 221 speed to make sure to outspeed even jolly :kingambit:. that final moveslot is for ice punch to apply pressure into :dragonite: and oneshot :Gliscor: .

:Alomomola: :

To have both a solid phys def option as well as a wish passer to get back the hp on this guy is here to be the physically defensive wish passer. SO that first moveslot is probably pretty obvious with it being wish pass. Second we have scald to apply pressure on physical mons like :Great Tusk: as well as potentially burning any mons we possibly can. the third moveslot is flip turn for an option to slow turn into one of the other threats on this team as well as having a stab physical option to switch out or even allowing :alomomola: to be a one time switch in on :Heatran: . The final slot is play rough for a move to target into :dragonite: as well as a move to chip in on the :ogerpon-wellspring: that assumes you're gonna flip turn.

:Gliscor:

with access to a great ability like toxic heal as well as a solid dual typing this guy is here to stack up hazards for the team. with access to knock off as well to apply even more pressure on the opposing side and to make it so that the other side is forced to deal with hazards. the second moveslot istoxic to apply long term pressure on mons like :ogerpon-wellspring: and :dragonite: before they can start doing long term damage into the team. for the aforementioned hazards pressure the third slot is simply just spikes. Last up is protect to stall out toxic or even just get back a bit of hp if need be.

:Hydrapple: :

For a pokemon that can serve the dual role of being a physical and special switch in, this slot was to add assault vest Hydrapple. With max physical defense this mon can easily tank an ice spinner from :great tusk: then ohko it back with giga drain, is able to take on nearly every sd :ogerpon-wellspring: set (except for the play rough one) and with the assault vest is able to beat potential long term threats like calm mind :sinistcha: . For the second moveslot a powerful stab option felt like the next move so we chose a gambler's favorite dragon type move; fickle beam. This option is able to hit most pokemon incredibly hard without even investing in the special attack stat, even being able to ohko :raging Bolt: and is generally just an offensive option. to hit mons like :Gholdengo: and :slowking-galar: we made the third move earth power for just further coverage on :Hydrapple: . Last but not least to either switch out long term set up threats before they can get out of hand, as well as force more mons to deal with spikes once they're up the last move slot goes to dragon tail.

::Slowking-Galar: :

:slowking-Galar: is one of the better specially defensive walls in the game and with access to the ability regenerator, this thing is extremely hard long term to get rid of. The first moveslot goes to future sight to apply pressure on stall teams with future sight then chilly into a physical breaker like :Tyranitar: or :Sandslash: as well as just applying long term pressure in general. To be able to slow turn whilst soaking up a hit that second moveslot is of course going to chilly reception. to be able to have an option to hit :great tusk: that think they have a free switch in or to oneshot non spdef :gliscor: the third moveslot is taken up by ice beam (as well as chip down :raging bolt: potentially). The last moveslot is for a powerful stab option to target mons like :Iron Valiant: or catch the :rillaboom: that tries to switch in to knock off and just for the strongest hit possible.

:Sandslash: :

with access to the ability Sand Rush, this mon actually has certain opportunities where it is physically threatening. For a powerful physical attack to threaten the other side that is also a stab attack, the first slot is taken up by eq as with the choice band we're able to 2 shot offensive :great Tusk: apply long term pressure on :pecharunt: and even oneshot :Gholdengo: before that mon becomes too threatening into this team. To be able to hit unsuspecting :Moltres: or :talonflame: (on stall) the next moveslot was taken up by stone edge, as these two moves combined apply a lot of pressure on the potential switch ins to this mon. To be able to hit :Gliscor: and :Hydrapple: (one-shotting the spdef or non-phys def variants) and get a sneaky ko on those mons. Finally in the scenario that hazards start to get out of hand the lost slot went to rapid spin, as i dont believe another knocker was needed.

Footnotes: While this team can have a bit of trouble with HO where every mon is a set up mon this team absolutely flourished with stall matchups even beating a few of the stall teams that have been running around during osts with the blend of :slowking-galar: and banded :Tyranitar: and banded :Sandslash: .

Anyways, I hope that anyone who uses this team gets to enjoy it as much as i did while playing it, and i do honestly think this team could get higher if wanted but I played this guy for fun more than anything.
 
https://pokepast.es/1006a69c8f7ed720

One of my favorite animals in the world is the armadillo, and Sandslash is one of my favorite og designs so i decided to try and make a team that would cater to the strengths and weaknesses of one of my favorite pokemon using the sand of course. So this team is my attempt to try and have Sandslash have some success (even if this success is somewhat limited). With all this being said let's go through the team.

:Tyranitar: :

With access to the ability sandstream as well as being one of the best knockers in pokemon, :Tyranitar: felt like one of the first necessary additions to the team to both support :Sandslash: as well as just be an offensively pressuring pokemon. To optimize the choice band, the first move added to this pokemon was knock off to get rid of any heavy dudy boots as well as to pressure ghost types like :Gholdengo: and :Pecharunt: amongst other things. Second moveslot was taken up by stone edge to make sure we have a powerful stab option that can ohko :Moltres: , is able to 2-shot phys def :toxapex: and phys def :clefable: and is just generally a pressuring move. To make sure we can oneshot :kingambit: and :weavile: and potentially even two shot some :Great Tusk: if needed. This Tyranitar is also set to hit 221 speed to make sure to outspeed even jolly :kingambit:. that final moveslot is for ice punch to apply pressure into :dragonite: and oneshot :Gliscor: .

:Alomomola: :

To have both a solid phys def option as well as a wish passer to get back the hp on this guy is here to be the physically defensive wish passer. SO that first moveslot is probably pretty obvious with it being wish pass. Second we have scald to apply pressure on physical mons like :Great Tusk: as well as potentially burning any mons we possibly can. the third moveslot is flip turn for an option to slow turn into one of the other threats on this team as well as having a stab physical option to switch out or even allowing :alomomola: to be a one time switch in on :Heatran: . The final slot is play rough for a move to target into :dragonite: as well as a move to chip in on the :ogerpon-wellspring: that assumes you're gonna flip turn.

:Gliscor:

with access to a great ability like toxic heal as well as a solid dual typing this guy is here to stack up hazards for the team. with access to knock off as well to apply even more pressure on the opposing side and to make it so that the other side is forced to deal with hazards. the second moveslot istoxic to apply long term pressure on mons like :ogerpon-wellspring: and :dragonite: before they can start doing long term damage into the team. for the aforementioned hazards pressure the third slot is simply just spikes. Last up is protect to stall out toxic or even just get back a bit of hp if need be.

:Hydrapple: :

For a pokemon that can serve the dual role of being a physical and special switch in, this slot was to add assault vest Hydrapple. With max physical defense this mon can easily tank an ice spinner from :great tusk: then ohko it back with giga drain, is able to take on nearly every sd :ogerpon-wellspring: set (except for the play rough one) and with the assault vest is able to beat potential long term threats like calm mind :sinistcha: . For the second moveslot a powerful stab option felt like the next move so we chose a gambler's favorite dragon type move; fickle beam. This option is able to hit most pokemon incredibly hard without even investing in the special attack stat, even being able to ohko :raging Bolt: and is generally just an offensive option. to hit mons like :Gholdengo: and :slowking-galar: we made the third move earth power for just further coverage on :Hydrapple: . Last but not least to either switch out long term set up threats before they can get out of hand, as well as force more mons to deal with spikes once they're up the last move slot goes to dragon tail.

::Slowking-Galar: :

:slowking-Galar: is one of the better specially defensive walls in the game and with access to the ability regenerator, this thing is extremely hard long term to get rid of. The first moveslot goes to future sight to apply pressure on stall teams with future sight then chilly into a physical breaker like :Tyranitar: or :Sandslash: as well as just applying long term pressure in general. To be able to slow turn whilst soaking up a hit that second moveslot is of course going to chilly reception. to be able to have an option to hit :great tusk: that think they have a free switch in or to oneshot non spdef :gliscor: the third moveslot is taken up by ice beam (as well as chip down :raging bolt: potentially). The last moveslot is for a powerful stab option to target mons like :Iron Valiant: or catch the :rillaboom: that tries to switch in to knock off and just for the strongest hit possible.

:Sandslash: :

with access to the ability Sand Rush, this mon actually has certain opportunities where it is physically threatening. For a powerful physical attack to threaten the other side that is also a stab attack, the first slot is taken up by eq as with the choice band we're able to 2 shot offensive :great Tusk: apply long term pressure on :pecharunt: and even oneshot :Gholdengo: before that mon becomes too threatening into this team. To be able to hit unsuspecting :Moltres: or :talonflame: (on stall) the next moveslot was taken up by stone edge, as these two moves combined apply a lot of pressure on the potential switch ins to this mon. To be able to hit :Gliscor: and :Hydrapple: (one-shotting the spdef or non-phys def variants) and get a sneaky ko on those mons. Finally in the scenario that hazards start to get out of hand the lost slot went to rapid spin, as i dont believe another knocker was needed.

Footnotes: While this team can have a bit of trouble with HO where every mon is a set up mon this team absolutely flourished with stall matchups even beating a few of the stall teams that have been running around during osts with the blend of :slowking-galar: and banded :Tyranitar: and banded :Sandslash: .

Anyways, I hope that anyone who uses this team gets to enjoy it as much as i did while playing it, and i do honestly think this team could get higher if wanted but I played this guy for fun more than anything.
244 hp EVs on Gliscor also make it spdef also alo make it 4 hp EVs 252 Def and spdef also glowking on a sand team is a bit counter intuitive
 
Back
Top