Desert Demolition: Heavy Offense in the Sand

Hey, OverlordDerp here. I've recently been VERY interested in one thing, and one thing alone: the sheer, pants-soiling, wallbreaking terror known as Mega Garchomp. Due to a scary boost to his Attack backed with Sand Force and an impressive Special Attack, he can pretty much give anyone a run for their money with just how overwhelmingly hard he hits.

Disclaimer: I am not responsible for any explosive incontinence you may experience while witnessing the power of Mixed Mega Garchomp. In the sand.
garchomp-mega.png

Look at it. Seriously, just look at it.
garchomp-mega.png
455.png

At this point, I figured that if I was going to run MegaChomp in the sand, I might as well go whole hog and give it all the support it could possibly ask for. Smooth Rock Hippowdon was introduced to get up a juicy 8 turns of Sandstorm. Under other circumstances, I may have picked Smooth Rock Tyranitar, but reliable recovery was just too valuable to pass up on, considering that he'd want to stay alive for as long as possible.
garchomp-mega.png
455.png
558.png

To round out the Sand core, I decided to bring in a very special mole, who rode the rainbow to Ubers back in BW: Sand Rush Excadrill. Let that name ring in your head for a moment. This guy is my late-game sweeper, after Garchomp has finished punching holes into everything it can touch. Sand Rush brings it up to 550 Speed with an Adamant nature, and a Swords Dance gives you a ridiculous 810 Attack, pretty much vaporizing anything that doesn't flat-out resist it. Sure, it loses out on hitting Rotom formes, but I feel that the benefits outweigh the drawbacks.
garchomp-mega.png
455.png
558.png
562.png

Though this core is very strong in its own right, it does NOT appreciate burns or other statuses. Eschewing a dedicated cleric, I decided to run something a bit more beefy: Conkeldurr. A standard Guts AV set is more than enough to make any Rotom-W regret it ever chose to use Will-O-Wisp.
garchomp-mega.png
455.png
558.png
562.png
503.png
672.png

Nothing like two very annoying 'mons to round out the team. Both Rotom-W and Thundurus provide very useful resistances and immunities, as well as ridiculous potential to cripple the enemy between Will-O-Wisp and Prankster Thunder Wave. It also alleviates the team's dire need for some specially offensive presence.

My current team:

garchomp-mega.gif
hippowdon.gif
excadrill.gif
conkeldurr.gif
rotom-wash.gif
thundurus.gif


MOVESETS, EV SPREADS AND REASONING:
mega_garchomp__pre_reveal_fan_made__by_theangryaron-d6jj1ea.png


Big Kahuna (Garchomp) @ Garchompite

Ability: Sand Veil
EVs: 252 Atk / 124 SAtk / 132 Spd
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

Behold, the star and inspiration for this team. MegaChomp's job is essentially to revel in a sandstorm and start wrecking anything it can get its claws on. Most notably, these targets happen to be bulky targets often seen in stall teams, such as Blissey, Chansey, Mega-Venusaur and the like. Since these particular 'mons, along with other troublesome walls, this land shark can afford to eschew some of its Speed and pump some stats into its mixed offenses. 124 in Special Attack is enough to net many 2HKOs that a CB, Scarf or LO Garchomp can't achieve easily. Here are some calcs for reference:​

  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Eviolite Chansey in Sand: 345-406 (49 - 57.6%) -- guaranteed 2HKO after sandstorm damage
  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Blissey in Sand: 471-555 (65.9 - 77.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Blissey in Sand: 1093-1287 (153 - 180.2%) -- guaranteed OHKO
  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Venusaur in Sand: 162-192 (44.5 - 52.7%) -- 80.9% chance to 2HKO after sandstorm damage
  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Hippowdon in Sand: 226-267 (53.8 - 63.5%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Ferrothorn in Sand: 205-243 (58.2 - 69%) -- guaranteed 2HKO
  • 252 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Mandibuzz in Sand: 242-286 (57 - 67.4%) -- guaranteed 2HKO after Leftovers recovery
  • 124 SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 360-428 (102.2 - 121.5%) -- guaranteed OHKO
  • 124 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Gliscor: 231-273 (65.2 - 77.1%) -- guaranteed 2HKO after Poison Heal

hippowdon_and_tyranitar_by_yilx-d3bg1ua.jpg

Darude (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 60 Def / 196 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Nothing like a Smooth Rock Hippowdon to get this team rolling. Reliable recovery mixed with SR and phazing support, as well as being a prime counter to many of OU's most common 'mons makes this a great sandstrom setter for this team. Hippowdon is running a specially defensive set to wall effectively on both sides of the spectrum, taking Quiet Aegislash's Shadow Balls with ease and OHKOing back with Earthquake.

conkeldurr_by_spiffee-d3i8w3d.png


Donkey (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 144 Atk / 64 Def / 48 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Good ol' Conk, reliable as ever. Since my main sources of damage are very susceptible to burns, it goes without reason that something like Conkeldurr very easily turns that strategy on its head. The EVs are made to have a fair chance at taking +1 Dragon Claw from Mega-Zard X and non-CB Talonflame Brave Bird. The bulk this thing has is ridiculous, and it can afford to give up some of its Attack stat simply due to the fact that it can still OHKO and 2HKO all of its intended targets anyways.

exca_by_togekisser-d6xlb20.png


Bigger Dig (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide

Hoo boy, here comes the cavalry. After nerfs to weather and new-found life in Mold Breaker to counter the omnipresent Rotom-W, Sand Rush has been swept under the rug. This guy is here to prove that one does not simply forget about the behemoth that was relegated to Ubers in BW. With a downright ridiculous 550 Speed in the sand, coupled with 810 Attack after 1 Swords Dance, this death mole is tearing any weakened team to tiny, unrecognizable pieces. I chose Adamant over Jolly simply because Jolly still won't outspeed ridiculously fast Scarfers (read: base 108 and above Speed), and extra power to break through weakened walls that still resist it is appreciated. I chose Air Balloon over Life Orb to break opposing Air Balloons quicker, as well as to generally avoid Earthquake.

wash_rotom_stitches_by_karite_kita_neko-d41ss8j.jpg


Wet Pants (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Something something overdone, something something conformist. Whatever people may say, this guy works like a charm and I love him for it. 44 Speed is to outspeed opposing walls and Rotom-W so that I can switch into Conkeldurr on a predicted WoW. Otherwise, this is a fairly typical set for Rotom-W. Regardless, it still covers the Ice and Fire weaknesses that my hard-hitters are susceptible to.

thundurus_god_of_thunder_by_fatmon66-d398lqo.png


Aladeen (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- U-turn

Thundurus is an amazing specially offensive threat and one of the best status spreaders in the game. Thunder Wave, T-Bolt and HP Ice are straightforward choices, as they have unresisted coverage and take care of threats like Gliscor, Garchomp and bulky water-types bar Rotom-W. U-turn is chosen here over other choices like Focus Blast or Psychic simply because the offensive momentum it provides is incredibly important. Thundurus being forced to give the opponent a free turn is very dangerous, as not many people on my team can afford to watch as something sets up on them. As such, switching into a favourable check or counter is paramount, and justifies the choice of U-turn.

And that's it! If anyone has any suggestions at all as to what I could change/improve, feel free to voice your opinions!

Importable for Pokemon Showdown below:

Big Kahuna (Garchomp) @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 124 SAtk / 132 Spd
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

Darude (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 60 Def / 196 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind

Donkey (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 144 Atk / 64 Def / 48 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Bigger Dig (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide

Wet Pants (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Aladeen (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- U-turn
 
Back
Top