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Bleeding Sand

BLEEDING SAND

Hey everyone. This is a bulky offense team that I created that works in sand. I based this team around the insane powerhouse that is Mega Pinsir, which is what I believe to be one of the best megas at the moment. After testing for a while on Showdown, I performed quite well with this team.

Here's proof of my rank so far (This is my alt, I'm still rising):
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Here's a quick look:
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Now here we go:

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind


This big hippo is the sand summoner, and its job is simple: set up sand, set up rocks, and tank some physical attacks. Sandstorm in general is useful because of the residual damage that wears down the opposing team. It also gets rid of any opposing weather like rain or sun, which could be a pain for me. Slack Off is for instant recovery and Whirlwind is for phazing and destroying set-up sweepers and baton pass teams.

Hippowdon's slot on this team has been switched with Tyranitar, and some times I switch between the two. I can't seem to decide which one is truly better for my team >_>

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Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Energy Ball
- Tail Glow


The water pixie takes its break from the uber tier and has come down to OU. Manaphy is one dangerous sweeper. After one Tail Glow, there are very few that can safely switch in to Surf. Dragons and grass types are hit with Ice Beam and other water types are hit with Energy Ball. Finding opportunities to set up Tail Glow, isn't too difficult due to Manaphy's useful water typing, but I have to be wary of things that could potentially revenge kill it, since its speed isn't the greatest, even with max speed and timid nature. Another thing is that Manaphy gives my team much needed Fire and Water resists, which are extremely helpful at times.

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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 12 Def / 244 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off


I don't even know what this thing is supposed to be. A ripped clown? But it doesn't matter, as Conkeldurr is a great mon for absorbing status and reaping the benefits. Assault Vest gives Conk some pretty great special bulk, and that along with Guts allows it to be a great switch-in to Rotom-W, that annoying shit. Drain Punch is a strong STAB attack that allows Conk to recover some HP, since it does take a lot of attacks. Mach Punch is a useful form of priority for hitting things like Excadrill and Lucario. Ice Punch is a coverage move for Landorus-T, Gliscor, and dragons. Knock Off hits Psychics and Ghosts, and its a useful tool to find out what set the opposing mon uses, as well as determining which mon is a mega. Conkeldurr also has great offensive synergy with Aegislash and Pinsir, taking out the Dark and Steel types that could potential annoy those two.

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Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 SAtk / 252 Atk / 4 SDef
Quiet Nature
IVs: 0 Spd
- King's Shield
- Sacred Sword
- Shadow Sneak
- Shadow Ball


The slick sword is easily one of the best OU mons right now. Holding an incredible defensive typing along with powerful attacks allow Aegislash to break down most offensive teams and even walls. Shadow Ball + Sacred Sword provides unresisted coverage, with Shadow Ball being particularly powerful, putting dents in things like Landorus-T and Skarmory, both of which can potentially stop Conkeldurr or Pinsir. Shadow Sneak provides a useful form of priority for killing off things that survive Shadow Ball. King's Shield is obvious as it allows Aegislash to regain its great defenses and block an opposing attack, which is useful for mons that mainly use attacks that make contact, like Scizor and Azumarill (watch out for belly drum though). I chose to use Life Orb to get a little extra power to strengthen Aegislash's job as a wallbreaker.

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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Foul Play
- Taunt
- Defog
- Roost


Mandibuzz, like almost every other dark type out there, got a buff this gen. Mandi is my defog user that allows Pinsir to survive better, especially after mega evolving. Furthermore, its great bulk and typing allow it to be an answer to things like Aegislash. Foul Play is a pretty foul attack (ah ha ha), and does pretty decent damage on offensive mons. Taunt is for shutting down walls and prevent setting up, which I find very useful. Roost is obviously for recovery. Mandibuzz's ground immunity and ghost resistance also synergize greatly with Aegislash.

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Pinsir @ Pinsirite
Ability: Hyper Cutter > Aerilate (is this a real word?)
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance


Ain't it beautiful? Of course it is. I'm sure many of you already know of Mega Pinsir's monstrosity, so I won't say too much about that. But, to cut it short, this thing is incredible. It has incredible power and great coverage in the form of Aerilate Return and Earthquake (which I chose over Close Combat due to Aegislash), as well as a strong priority option in Aerilate Quick Attack. After a Swords Dance, its counters narrow down to only things like Skarmory and Bronzong (which is rare), which can both be dealt with by Aegislash. Getting a Swords Dance isn't too difficult due it Pinsir forcing many switches. Mega Pinsir's defensive typing is bad, but its weaknesses are covered by the team.

Also, I opted for Hyper Cutter as my ability since it helps with intimidate users like Landorus-T, but sometimes I switch between Mold Breaker, to kill Rotom-W, and Moxie, to gain an extra attack boost without using a turn. I have found Hyper Cutter to be the most effective option so far, however.



Threats to this team (there are some others, but these two are some more common ones):
  • Mega Charizard Y: So damn strong. Since I have no dragons or pink blobs on my team, CharY can spam Fire Blast pretty easily. This is another reason why I'm debating putting Ttar over Hippo.
  • Zapdos/Thundurus: If Hippowdon is gone or weakened, both of these can be a pain to deal with, especially Zapdos due to its bulk. Conkeldurr can take some attacks, however, so its not all bad.


Thanks for taking the time to read. I'll be open to rates and criticism that could help me improve this team.
 
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