SS OU Double Drag Sand

Hi welcome to my team, double drag sand. The team mainly revolves around dracozolt and garchomp as a double drag combination, garchomp greatly apprechiates dracozolt for it's ability to handle threats to it as well as wear down potential counters so it can set up, while dracozolt can also capitlize on weakened teams that garchomp opens up for it to destroy. So without further adue the team.




Tyranitar @


Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Crunch
- Rock Blast
- Stealth Rock
- Rest

The new face of tyranitar, a specially bulky behemoth sporting a massive nearly 500 odd base special defence in the sand, he is poised to wall special threats hard while setting up sandstorm for the team. Unlike special walls like chansey and blissey, tyranitar hits pretty hard as a no nonsence tank making it by no means passive. The eves and nature are simple max hp and special defence give it max special bulk with any leftover in defence, a careful nature further boosts tyranitars special defence. The move choice is pretty standard - Crunch is reliable stab that helps tyranitar better deal with threats such as latias or spectrier, rock blast helps breaks subs that are put up against tyranitar and is more reliable at hitting than stone edge, stealth rock is easily set up by something so bulky but not passive as hell making for a great user in tyranitar who can hit flying types moltress and zapdos out of the sky before they defog and crunch deals with the likes of the lati twins as defoggers, and finally as setting up sand is pretty crucial for the team and tyranitar is forging leftovers, rest is a pretty solid choice to keep him health when wish passing isn't an option, plus it only heals slightly less than 50% on tyranitar.


Dracozolt @


Ability: Sand Rush
EVs: 120 Atk / 136 SpA / 252 Spe
Lonely Nature
- Bolt Beak
- Draco Meteor
- Fire Blast
- Earthquake

The abomination of bird and dragon/dinosaur thing. This pokemon that has no real justification for existing other than the frankenstein experiments of a mad scientist and a trainer thats whiling to help her. That being said inspite of the severe issues facing this pokemon in just existing, competively he is the 2nd best of the 4 mix matched abomination fossils of galar and with the introduction of the cownd tundra we have 2 ways to get it's hidden ability, either in a den or making the mad scientists constructs earlier and giving it an ability patch. while doing so drops it's power significantly it now gains acess to insane levels of speed and now it's moves will pretty much always hit, and with bolt beak stab it's able to hit like a truck and will almost be always doing so with a blistering almost 500 speed in the sand. Going with a mixed set inspite of not having the most stellar stats in the world 100/80 for it's attack/special attack, bolt beak will hit things switching like a truck and with life orb and a bit of investment and it's solid coverage options dracozolt is very good at both creating holes and cleaning up for other pokemon on the team. The choice of nature allows enough attack with 120 eves to still hit pretty hard with earthquake and especially bolt beak while the 136 SpA eves helps fire blast roast ferrothorn and draco meteor destroy dragon types, the rest goes in speed as speed matters most but at the same time a speed positive nature is largely overkill so the attack boost is best and lowering defence a bit is better than hurting it's always meh special defence. The move choice is very simple- bolt beak is the reason to use dracozolt, it hits like a truck thanks to bolt beaks bosted power and dracozolt essentially always going first in sand, Dracometeor is powerful dragon stab and just acts as nuke to help it as mixed sweeper more, fire blast helps deal with ferrothorn who it roasts appart, earthquake helps with the likes of heatran.


Garchomp @


Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Substitute
- Scale Shot
- Swords Dance

Lol it's back to 4th gen "why i got myself banned" antics. Sand viel gives garchomp a 20% boost to evasiveness making moves normally 100% as accurate as stone edge, now add in bright powder and thats just a sahde over 705 and suddenly everything aimed at garchomp in sand is as accurate as focus miss. With this old trolly sand miss stratigy back, now boosted with a new move in scale shot it's ready to cause some cursing from your opponets. A jolly nature and max speed eves means you are outspeeding all base 100 pokemon and typing with other garchomp so it's pretty much essential, the rest go in attack for attacking power of course! the move choice allows garchomp to capitilise on it's opponets frustration as possible, substitute lets it set up behind a protective barrier, which is great against walls that want to burn or poison it now letting it set up our other status move swords dance to boost it's attack to new hieghts and prepare for a sweep, earthquake is reliable solid stab move that hits most fairy types neutral or super effective that are commonly used in ou, scale shots is the dragon claw for garchomp and while it's power is variable it's effect is not, that is it reduces defence for speed after a sucessful hit while allows garchomp to set up sub, sd and then go into this to prepare for a nasty sweep with less chance of hitting it now.


Clefable @


Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Teleport
- Moonblast
- Protect

Wish support is nice for this team and clefable is great at granting it with it's slow telport passing especially as dracozolt, garchomp and tyranitar are worn down and adds another layer in anti dragons of it's own.the ivs are 0 attack just for avoiding being hurt more in confusion, a bold nature and max in defence help clefable tank physical hits and this is rounded off with the rest in hp to give bulky wish passes. The movepool is another straight forward one, wish and protect allows clefable to scout and heal it's self, moonblast is powerful fairy stab and teleport allows slow passing of wishes to heal it's teammates.

Corviknight @


Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
- Defog
- Roost
- U-turn
- Iron Head

Corviknight enters the team as a bulky steel type that helps get rid of hazards and deal with fairies that bit easier. The relaxed nature allows ofr slower U-turns and 252 hp helps with nice mixed bulk witht he relaxed nature boosting defence with 88 SpD to give a decent degree of mixed bulk. The movepool is pretty simple - defog gets rid of hazards, roost helps keep it healthy, u-turn lets it switch out slowly and iron head lets it hit clefable and pals super effetive stab.

Swampert @


Ability: Damp
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Flip Turn
- Earthquake
- Ice Punch
- Waterfall

Swampert in it's base is back in ou and for good reason, thanks to flip turn swampert has much much more momentum than ever and it's fantastic typing helps it tank hits with it's decent bulk as well as it's decent attack making for a great choice band user and the bulky water i want for the team. The set is the banded set so we are going for a brave nature for max attack but making for a very slow flip turn for swampert to tank hits and switch out so to help with this all eves go into attack and hp for all round bulk and max damage. The move choice allows swapert to switch out while being able to hit a varity of threats also - waterfall is reliable water stab, earthquake is reliable ground stab, flip turn is water u-turn but a bit weaker and helps swampert switch out to help maintain the momentum, and ic epunch hits the likes of zapdos, garchomp and other ice pokemon where it hurts.
 
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Team looks solid, but there r a few changes I would make:

Major Change: Take off swampert. It is a good rocker but ttar already has that role. Try Urshifu.

Minor Change: Change iron head on corvinight to brave bird. It gives moe coverage for this team!
 

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