A rather odd sandstorm team

with this i have a fairly good results i made it specially to counter most of the common things in the OU but it still has some
flaws that you will see, so i will be thankful if you give some choices. so here is the team

The almighty Sanstreamer (well, maybe the second one)

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Hippowdon (M) @ Rocky Helmet
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Roar

well it has basic roles
1) put sand, and stealth rock
2) take physical attack
3) get out the ones that uses boosting moves

An annoying special wall

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Cradily (M) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 4 Def / 252 SDef
Bold Nature (+Def, -Atk)
- Giga Drain
- Hidden Power [Fire]
- Toxic
- Stockpile

with his dreamworld ability can switch easily in any water attack, and almost any unboosted special attack with the
sandstorm up and the hp fire is for things like skarmory, scizor and ferrothorns who often switches in

a Scarecrow in the Sand

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Cacturne (M) @ Lum Berry
Trait: Sand Veil
EVs: 252 HP / 252 Atk / 4 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Swords Dance
- Sub Punch / Seed Bomb
- Sucker Punch

it needs the right switch to use substitute and boost with a sword dance and start sweeping things
and it can be a little annoying

A mirage in the desert

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Milotic (F) @ Leftovers
Trait: Marvel Scale
EVs: 200 HP / 68 Def / 80 SAtk / 160 SDef
Bold Nature (+Def, -Atk)
- Scald
- Ice Beam
- Sleep Talk
- Rest

the beautiful milotic it has been my favorite poke of the 3rd gen and it can be pretty difficult to knock down
with rest to get rid of status and boosting defence

The Frenzy Monkey

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Infernape (M) @ Choice Band
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Flare Blitz
- ThunderPunch
- Mach Punch

my favorite poke of 4th gen it has some nice coverage and it can be deadly in the late game

the god of the sand

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Landorus (M) @ Choice Scarf
Trait: Sand Force
EVs: 255 Atk / 255 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Hammer Arm
- U-turn

and finally the revenge killer of this team with the boost of sand force its earthquake becomes stupidly powerful and can whip off half team

so thats the team it requires to have a good prediction, but i made it to take almost good enough threats in the OU

its flaws are the weakness to toxic spikes and the other entry hazards and trick sometimes mess me up

so thats it, my first post, all critics are welcome and sorry if the english is bad and thanks for reading
 
I would replace Milotic with Gastordon, since on a sand team Milotic will be battered with sand, diminishing her walling capabilities.

Gastrodon @ Leftovers
252 Hp/56 Sp. Def/200 Def
Calm
-Scald
-Ice Beam
-Recover
-Toxic

Gastrodon can do just about everything Milotic can, and do it better. Gastrodon will also help you counter rain teams, and can get nice Sp. Atk boosts from opposing water type switch ins. Between Toxic and Scald, physical attackers and stat boosters can be crippled, and recover to restore health. You also have the resistances and backup to be able to run Gastrodon rather effectively, so go and test it out.
 
infernape is illegal with iron fist and thunderpunch, so please change it (to u-turn tbh, or stone edge for flying-types).

your team falls apart to any stall team because of toxic spikes (you have no way to get rid of them and no way to overpower things, your only 2 of your 3 threats toward stall are choiced and the last one is somewhat unreliable.

on the offensive front, you have 4 pokemon weak to ice, 1 of the resistant weak to electric, and the last naturally frail. you also lack a steel-type to take outrage/dm from dragons. what will happen is you will naturally lose the weather war (pretty much solely because how common ice beam is on rain) and then the rest of your team will be spammed by attacks.

its hard to really say where to go but i think i would start with ditching milotic in favor of tentacruel - it gives you something to absorb toxic spikes, spin if needed, and lay your own down to try and ease the pressure on cradily and cacturne to set up without getting lucked against.

i reeeeally reaaaally suggest switching out cacturne for say a skarmory, just to give spikes (full field of hazards for 2 choiced u-turners puts you into an excellent position) while also giving you something to switch into cb haxorus or cb dragonite.

i would also oddly enough give landorus hp fire over hammer arm - it seems pretty weird i guess, but if the spinner of the other team is forretress, it allows you to catch it on the switch or w/e and hopefully kill it before it can spin your hazards away. hp fire also has a little extra use of hitting tangrowth who pretty much walls him anyway.

for the record give tentacruel 252 hp/252 def/4 spa ice beam/toxic spikes/rapid spin/scald (youll need him for gliscor who hurts this team badly) and give skarm impish 252 hp and then whatever mix of defense and special defense you want, really just depends on do you want to take outrage better or draco meteor. spikes/roost/bb/ww on skarmory.
 
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