SV DOU Been working on a sand team for DOU for a little while now and finally made something with some sauce.

okay so the idea is a bulky sand team with a good speed spread that functions well in trickroom but even better in tailwind. the team functions very smoothly but to fully feel the sauce Id like advice on better moves and tera types/ stat spreads as I will highlight down bellow.



Sinistcha-Masterpiece @ Safety Goggles
Ability: Hospitality
Tera Type: Grass
EVs: 252 HP / 108 Def / 150 SpA
Modest Nature
IVs: 0 Atk
- Matcha Gotcha
- Rage Powder
- Shadow Ball
- Trick Room

very good mon, switching in and healing the squad will never not be good, fairly standard moveset but wondering if there would be a better tera type. also debating having leftovers instead of safety goggles for better healing outside of the sand


Tyranitar @ Lum Berry
Ability: Sand Stream
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Protect
- Stone Edge
- Crunch
- Dragon Dance


I was struggling to get tyranitar to feel as strong as I knew he was for a while, and I think that Lum berry solved that issue. being able to switch into any kind of status move, and just especially not needing to worry about a burn is awesome. not sure if there are better moves to run, but it works alright for me
Corviknight @ Rocky Helmet
Ability: Mirror Armor
Tera Type: Fighting
EVs: 58 HP / 100 Atk / 180 Def / 170 SpD
Adamant Nature
- Light Screen
- Brave Bird
- Roost
- Tailwind


great anti intimidate lead, pretty much free tailwind, bravebird is surprisingly a strong attack, light screen to help out the mons, rocky helmet to function better as a physical wall
Maushold @ Safety Goggles
Ability: Friend Guard
Tera Type: Ghost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Super Fang
- Substitute

probably the shakiest link on the team, but has invaluable support, wondering if there is maybe a better mon instead that has more synergy



Archaludon @ Power Herb
Ability: Stamina
Shiny: Yes
Tera Type: Grass
EVs: 244 HP / 180 SpA / 86 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Body Press
- Electro Shot
- Flash Cannon
- Dragon Pulse


I was looking for a special attacker for the sand for so long until I realized that I could just use the archaludon, pretty much impossible to lose to rain with this guy unsure if this Is the best moveset though
Houndstone @ Life Orb
Ability: Sand Rush
Tera Type: Ghost
EVs: 252 Atk / 252 Spe
Adamant Nature
- Last Respects
- Play Rough
- Stomping Tantrum
- Ally Switch
essentially the whole game is centred around setting this guy up, unsure on the best moves though aside from last respects, would not be opposed to giving it a support movepool otherwise, but open to suggestions
 
Hi I don't play ou, but please explain tr and corv's Tera.
low key not sure about the teras on those, like I didn't have a good one in mind and those were just alright enough to work, I think maybe tera fairy on the ttar would be good but then do I drop ddance for tera blast? for corv tho I think maybe tera ground would be good...
 
low key not sure about the teras on those, like I didn't have a good one in mind and those were just alright enough to work, I think maybe tera fairy on the ttar would be good but then do I drop ddance for tera blast? for corv tho I think maybe tera ground would be good...

No not the Tera on Cha. Although fairy is ok, or like electric or dark, but it varies. And while it worked at times for me, it may not for ou. I meant why run trick room? You don't really have the slowest mons
 
No not the Tera on Cha. Although fairy is ok, or like electric or dark, but it varies. And while it worked at times for me, it may not for ou. I meant why run trick room? You don't really have the slowest mons
Trick Room in doubles is generally meant for speed control, like reversing opposing Trick Room or setting Trick Room on a opposing Tailwind.
 
I was thinking of switching maushold with glimmora with a power her meteor beam + other coverage, but more importantly to layer toxic spikes on any kind of contact move to go along with the sand damage
 
Ah I see why cha is goggles, though idk. Lefties heal off sand damage in it, same difference there, and do way more outside with the spore immunity. If sand damage really adds up maybe rock Tera? Spitballing here, I think it's called, but you DO get SpD boost and fire/fly resists...maybe worth it.

Edit: I'd look into bold calcs on it too. I use bold, can be killer. Ofc the SpA is higher, but you aren't that much coverage to use it that well. Then again, your Cha has a diff role than mine, which needs bold more imo. Also you're not dealing with some threats I face cause of meta difference. Well anyways food for thought, I love sinistcha.
 
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