SV OU First attempts at a sand team, doing ok with it but want feedback on how I can improve

:Clodsire:
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Earth Power
- Protect
- Toxic

Bulky set with leftovers. Earth power to make sure it's not 100% walled by a taunt user and the rest of the set is designed for a basic toxic stall. Especially with the sandstorm support I think the toxic stall is super strong. I went with tera flying to let it get rid of it's ground weakness when neccesary, and to provide an alright check to M Meowscarada. May make it more phyiscally bulky in the future instead of specially bulky but we'll see abt that.

:Garchomp:
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Swords Dance
- Dragon Claw
- Earthquake

Basic physical sweeper. When I designed the team, I was quite scared of maushold as I thought it was going to be a top pokemon so I went with the rock helmet roughskin because I also felt it would be able to take down a lot of strong pokemon even without things like life orb and the threat of chip damage would help it set up against physical attackers or force them to switch and give me a free swords dance. Tera rock is for the scenario where I need a stab rockslide to KO something.

:Tyranitar:
Tyranitar @ Leftovers
Ability: Sand Stream
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crunch
- Stealth Rock
- Iron Head
- Rock Slide

Sandstorm setter and stealth rock setter iron head and rock slide are to give flinch chances incase I need to stall a turn or two to double switch for more sandstorm, and leftovers recovery help it come in multiple times to reup sandstorm. Tera fairy allows it to survive fighting, ground and fairy super effective hits. For evs I went with a basic bulky attacker as I wasn't really sure what to do with the investments all that much.

:Garganacl:
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Protect
- Substitute
- Rock Slide

Since my team was relatively bulky I felt like status conditions would be a problem so this is a pivot I use to absorb statuses and either double into something else, or set up a sub and help with a toxic stall that clodsire sets up or allow for extra sandstorm chip. Heavy duty boots were put on to allow me to use it to pivot more often, and its evs were set for more defensive bulk since I felt my team was missing some of that. Tera water to get it to neutral against most of its weaknesses

:Gholdengo:
Gholdengo @ Heavy-Duty Boots
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Dazzling Gleam
- Shadow Ball
- Recover

The only real reason I put this on my team was because I heard it was relatively strong alongside my team needing a steel type. It's ghost typing also helps with the common fighting weakness my team has and it's access to recover has been very helpful. Other than that it's also my teams biggest special threat and the tera fairy was put on for stab dazzling gleams when need be. I wasn't super confident on how to build this however so I feel it could use improvement on its set

:Ting-Lu:
Ting-Lu @ Heavy-Duty Boots
Ability: Vessel of Ruin
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sandstorm
- Stealth Rock
- Spikes
- Earthquake

Resident taunt user along with backup sandstorm setter incase ttar goes down. The taunt is to help against anything trying to setup as my team doesn't kill a whole lot of things very quickly. spikes and stealth rock are also just nice to have especially if I need to end sandstorm to reset it, setting those up means less downtime. since its a very supportive Pokémon I went with a bulky set and tera-grass get's rid of it's water and grass weaknesses and earthquake lets it hit incoming fire types.
 
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Why did you choose this Pokemon?
What do the EV spreads do and why do you have it?
What are all 4 moves for?
 
Personally, I don't think sand is viable at all in the meta. There are no good sand abusers, and the only sand rush pokemon is lycanroc right now. Your team is also a little strange- no real wincon, and all the sets are somewhere in between offense and defense. I think you're aiming for a more stally style of team, yet the sets are offensively oriented. For starters, here's a couple of set changes:

Gholdengo:
Item: Heavy Duty Boots -> Air Balloon/Choice Scarf
Flash Cannon -> Make it Rain
Dazzling Gleam -> Nasty Plot/Trick

Make it Rain directly outclasses flash cannon, so that should be used. Beyond that, scarf offers valuable speed control, and air balloon + nasty plot offers breaking power. I'm also not sure about tera type fairy, I think steel/flying is better.

Ttar:
I think the standard spdef set would be much better in place of... iron head and rock slide? You aren't gonna be flinching much, since ttar is extremely slow.

Tyranitar @ Leftovers / Heavy-Duty Boots
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Thunder Wave

Garganacl:
Substitute -> stealth rock/iron defense
Rock slide -> salt cure

Both sub and rock slide are quite inferior on Garganacl, it gets more value from other moves. You could also experiment with iron defense, and use it as a late game wincon.


Clodsire:
Clodsire @ Leftovers
Ability: Water Absorb
Tera Type: Flying
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Spikes / Toxic Spikes
- Toxic

Clodsire has a higher phys attack, it should be running earthquake. Protect seems unnecessary here, you could run spikes/tspikes instead. If you really want to toxic stall though, keep it.

Your team right now also has a lot of common weaknesses to water/fighting/ground, so I'd recommend switching
Ting-Lu -> Dragonite
You also need a more reliable wincon, so here's the espeed set:

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch

If you still want a more defensively oriented team, Corviknight also works quite well, and provides needed hazard control:

Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
- Defog
- Roost
- Brave Bird
- U-turn

If you don't want to run corv, swapping Garchomp -> Great Tusk for hazard removal would also work.

After the changes the team is more of a BO team, but I think it's significantly improved. Here's the paste to the version I was using https://pokepast.es/0aa489283c6224d2
 
Tysm! Already seeing more success with this. And now that I'm reading you're suggestions I'm realizing how bad I was at picking moves lol. Have a great day
 
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