Hi all! I'm back with another team based around Doryuuzu. I just believe he has so much potential on so many different Sand Storm team variants...
So, to the team. It's not completely polished (unlike the last one), but it's been laddering quite well, peaking at number 24 with 1472...but I'm still laddering.
The focus of this team is to balance out Doryuuzu's weaknesses, all the while restricting enemy movement with entry hazards and statuses. I'm not sure what category it falls under; maybe something akin to "Bulky Semi-Offensive Stall"? Meh. See for yourself!
------------------------
Teambuilding Process.
So here's this giant enemy mole.
What two words rhyme with Doryuuzu? Sand Stream! Wait, let me try that again...
At this point, I decided Hippowdon would set up Rocks (what else does it do?). As I want lots of rape-upon-entry with this team, a Spiker would be nice.
Surprised? I thought not. Nattorei complements most of Hippowdon's weaknesses, and is my Weapon of Rain Destruction. A nice Special Wall would be...well, nice. Burungeru complements Nattorei's weaknesses perfectly, and vice-versa.
A fairly nasty thought now hit me. A Breloom could now come along and completely fuck me over. I needed a defensive pivot to fall back on when times get tough for my UBER-CORE...
Finally, some added power would help out my team a lot. As well as being yet another solid Doryuuzu check, Roobushin adds a bit of bulk to the team as well as mega-sweeping capabilities.
After a suggestions from Chou Toshio, I decided to remove my precious Gliscor, and add Rankurusu. It can set up Trick Room, which really benefits my team, and has EPIC SWEEPING CAPABILITIES, as well as being a great Breloom check.
That's it; the teambuilding process. Now it's time to show you my good stuff...
------------------------
The Team.
Hippowdon @ Leftovers
[252 HP / 148 Def / 104 SpD / 4 Spe]
Impish Natured (+Def, -SpA)
Sand Stream
-Stealth Rock
-Earthquake
-Slack Off
-Roar
This guy is a beast. Well, you already know that, but still. This is taken straight from the Smogon D/P page, and it works perhaps even more effectively this Gen. It does well in the lead position, despite being completely shut down by Borutorosu / Sableye / Erufuun. Stealth Rocks are a necessity for my team, and although Hippowdon won't always lay 'em down at the start of a match, he always gets an opportunity to somewhere in the midst of it. Earthquake OHKOs Doryuuzu (w/o balloon), while it can't OHKO back at +2. Slack Off prolongs Hippowdon's already ripe old life, and Roar racks up the hazard damage later on, as well as scouts for the team. The EVs are the standard physically defensive ones for Hippowdon, except for the 4 in Speed. They don't really make a difference - it's just so, against opposing Hippowdon, I can get the Roar in first. It rarely happens :P.
Roobushin @ Leftovers
[120 HP / 252 Atk / 136 SpD]
Brave Natured (+Atk, -Spe)
Guts
0 Speed IVs
-Bulk Up
-Drain Punch
-Mach Punch
-Payback
The size of the above image does not do justice to the tank that is Roobushin. Seriously, this guy has swept me almost as many teams as Doryuuzu, and that is really, really saying something. This is the standard Bulk Up Roob. Strategy is simple. After a Bulk Up, Roob hits 624 Attack and 339 Defense. If I manage to get Status'd on the way in, I'd say it's just about gg. And it is laughable how many people either Toxic, Paralyse or Burn Roob. Drain Punch, after status and a Bulk Up, OHKOs most anything that doesn't outright resist it, and it heals shitloads of health on the way. Mach Punch destroys Doryuuzu, and revenges Pokemon bulky enough to take a Drain Punch and hang on to whatever strands of health they're left with...Payback provides awesome coverage with Drain / Mach Punch, and OHKOs any Ghost that dares hit me. The EVs are set that way so that I won't get OHKOd by Shandera's Overheat after Stealth Rock and one layer of Spikes damage. I choose Brave and 0 IVs in Speed to maximise effectiveness of Payback spammage, and not much out-slows me anyway.
Nattorei @ Shed Shell
[252 HP / 4 Atk / 156 Def / 96 SpD]
Relaxed Natured (+Def, -Spe)
Iron Barbs
0 Speed IVs
-Powah Whip
-Gyro Ball
-Spikes
-Leech Seed
Here he is, one-half of my UBER-CORE and the most pivotal. As well as having insane typing and fantastic mixed-wall capabilites, Nattorei packs a punch with his WHIP OF POWAAAAAH and Gyro Ball. But the key to this set is Spikes. There are always so many opportunities for it to come in and set up, that on average I get 2 layers, along with Rocks. Leech Seed keeps Nattorei healthy, and puts even more defensive pressure on the opponent (along with the Stealth Rocks, aforementioned Spikes, Toxic and/or Burn and Sand Storm :P). I use Shed Shell so as not to get fucked up by Shandera, as I really dislike it coming in and getting a "free kill". Lack of Pursuit really stings sometimes. Relaxed nature keeps me as wall-ey as possible, and powers up Gyro Ball as much as possible.
Burungeru @ Leftovers
[252 HP / 56 SpA / 200 SpD]
Sassy Natured (+SpD, -Spe)
Water Absorb
0 Speed IVs
-Ice Beam
-Will-O-Wisp
-Trick Room
-Recover
Introducing the perfect partner to Nattorei, Burungeru. As well as resisiting all (2) of the types Nattorei is weak to, and vice-versa, it helps out with walling on the Special side of the spectrum. This is a fairly unique set, made for supporting my entire team. I can always bring this in on something that can't hurt it (such as a Scarfed Shandera locked into Overheat), thanks to Shed Shell on Nattorei. Henceforth, Trick Room will be set up and any Burungeru counters (of which he has a lot of) are either Ice Beam'd or Burned by an incredibly fast move. Recover keeps me healthy, and I can use it intelligently to set up Trick Room many times in a match. Every single one of my team, aside from Doryuuzu, benefits so much from Trick Room it isn't funny. ON TO TEH NEXT POGEYMAN.
Rankurusu @ Life Orb
[192 HP / 64 Def / 252 SpA]
Quiet Natured (+SpA, -Spe)
Magic Guard
0 Speed IVs
-Trick Room
-Psychic
-Shadow Ball
-Focus Blast
If only it got Aura Sphere...Rankurusu is a new addition on the team, courtesy of Chou Toshio. It acts as a fairly consistent Breloom counter (and all-round Fighting-type destroyer), and is an incredibly powerful and bulky Pokemon. As stated above, Trick Room is an extremely beneficial move to Rankurusu and the rest of my team (save for Doryuuzu). Once Rankurusu is safely in, it can set up Trick Room on a forced switch and proceed to sweep. Most of Rankurusu's "counters" are fast, frail Pokemon that will be OHKOd by the appropriate move. Psychic is absurdly powerful, factoring in Life Orb and 383 Special Attack. Shadow Ball and Focus Blast provide perfect neutral coverage - the only thing holding this set back is Focus Blast's shitty accuracy. Magic Guard is, I believe, the best ability in the game; not only does Rankurusu not take damage from entry hazards or Sand Storm, allowing him endless switching opportunities, Rankurusu doesn't take damage from Life Orb. At all. So basically, it has around 450 Special Attack. The EVs maximise Rankurusu's bulk beyond a simple 252 / 252 spread - it will never be OHKOd by 5 Bullet Seeds followed by 3 from a max-attack Life Orb Breloom. A Quiet nature and 0 Speed IVs make Rankurusu as fast as possible under Trick Room.
Doryuuzu @ Balloon
[4 HP / 252 Atk / 252 Spe]
Jolly Natured (+Spe, -SpA)
Sand Throw
-Swords Dance
-Earthquake
-Rock Slide
-X-Scissor
Seriously, who would use any other sweeper? This is the man. The boss. When I get Doryuuzu in safely, and I get in a Swords Dance...well, shit goes down. My whole team is centered around the mole. EVs and movepool are standard; you've seen it all before. Blah blah POWAAAAH blah blah SPEEEEED blah blah. After my seemingly never-ending bouts of item-testing, I've found Balloon to be by far the most effective, giving me plenty of opportunities to switch in once "counters" have been taken out and wreak havoc. 'Nuff said.
So there you have it, another Doryuuzu team from the man who brought you "Bugs with Lasers, Moles with Razors" (man, I love shameless plugs). Feedback is appreciated, and you can rate / hate all you like!
So, to the team. It's not completely polished (unlike the last one), but it's been laddering quite well, peaking at number 24 with 1472...but I'm still laddering.
The focus of this team is to balance out Doryuuzu's weaknesses, all the while restricting enemy movement with entry hazards and statuses. I'm not sure what category it falls under; maybe something akin to "Bulky Semi-Offensive Stall"? Meh. See for yourself!
------------------------
Teambuilding Process.
So here's this giant enemy mole.
What two words rhyme with Doryuuzu? Sand Stream! Wait, let me try that again...
At this point, I decided Hippowdon would set up Rocks (what else does it do?). As I want lots of rape-upon-entry with this team, a Spiker would be nice.
Surprised? I thought not. Nattorei complements most of Hippowdon's weaknesses, and is my Weapon of Rain Destruction. A nice Special Wall would be...well, nice. Burungeru complements Nattorei's weaknesses perfectly, and vice-versa.
A fairly nasty thought now hit me. A Breloom could now come along and completely fuck me over. I needed a defensive pivot to fall back on when times get tough for my UBER-CORE...
Finally, some added power would help out my team a lot. As well as being yet another solid Doryuuzu check, Roobushin adds a bit of bulk to the team as well as mega-sweeping capabilities.
After a suggestions from Chou Toshio, I decided to remove my precious Gliscor, and add Rankurusu. It can set up Trick Room, which really benefits my team, and has EPIC SWEEPING CAPABILITIES, as well as being a great Breloom check.
That's it; the teambuilding process. Now it's time to show you my good stuff...
------------------------
The Team.
Hippowdon @ Leftovers
[252 HP / 148 Def / 104 SpD / 4 Spe]
Impish Natured (+Def, -SpA)
Sand Stream
-Stealth Rock
-Earthquake
-Slack Off
-Roar
This guy is a beast. Well, you already know that, but still. This is taken straight from the Smogon D/P page, and it works perhaps even more effectively this Gen. It does well in the lead position, despite being completely shut down by Borutorosu / Sableye / Erufuun. Stealth Rocks are a necessity for my team, and although Hippowdon won't always lay 'em down at the start of a match, he always gets an opportunity to somewhere in the midst of it. Earthquake OHKOs Doryuuzu (w/o balloon), while it can't OHKO back at +2. Slack Off prolongs Hippowdon's already ripe old life, and Roar racks up the hazard damage later on, as well as scouts for the team. The EVs are the standard physically defensive ones for Hippowdon, except for the 4 in Speed. They don't really make a difference - it's just so, against opposing Hippowdon, I can get the Roar in first. It rarely happens :P.
Roobushin @ Leftovers
[120 HP / 252 Atk / 136 SpD]
Brave Natured (+Atk, -Spe)
Guts
0 Speed IVs
-Bulk Up
-Drain Punch
-Mach Punch
-Payback
The size of the above image does not do justice to the tank that is Roobushin. Seriously, this guy has swept me almost as many teams as Doryuuzu, and that is really, really saying something. This is the standard Bulk Up Roob. Strategy is simple. After a Bulk Up, Roob hits 624 Attack and 339 Defense. If I manage to get Status'd on the way in, I'd say it's just about gg. And it is laughable how many people either Toxic, Paralyse or Burn Roob. Drain Punch, after status and a Bulk Up, OHKOs most anything that doesn't outright resist it, and it heals shitloads of health on the way. Mach Punch destroys Doryuuzu, and revenges Pokemon bulky enough to take a Drain Punch and hang on to whatever strands of health they're left with...Payback provides awesome coverage with Drain / Mach Punch, and OHKOs any Ghost that dares hit me. The EVs are set that way so that I won't get OHKOd by Shandera's Overheat after Stealth Rock and one layer of Spikes damage. I choose Brave and 0 IVs in Speed to maximise effectiveness of Payback spammage, and not much out-slows me anyway.
Nattorei @ Shed Shell
[252 HP / 4 Atk / 156 Def / 96 SpD]
Relaxed Natured (+Def, -Spe)
Iron Barbs
0 Speed IVs
-Powah Whip
-Gyro Ball
-Spikes
-Leech Seed
Here he is, one-half of my UBER-CORE and the most pivotal. As well as having insane typing and fantastic mixed-wall capabilites, Nattorei packs a punch with his WHIP OF POWAAAAAH and Gyro Ball. But the key to this set is Spikes. There are always so many opportunities for it to come in and set up, that on average I get 2 layers, along with Rocks. Leech Seed keeps Nattorei healthy, and puts even more defensive pressure on the opponent (along with the Stealth Rocks, aforementioned Spikes, Toxic and/or Burn and Sand Storm :P). I use Shed Shell so as not to get fucked up by Shandera, as I really dislike it coming in and getting a "free kill". Lack of Pursuit really stings sometimes. Relaxed nature keeps me as wall-ey as possible, and powers up Gyro Ball as much as possible.
Burungeru @ Leftovers
[252 HP / 56 SpA / 200 SpD]
Sassy Natured (+SpD, -Spe)
Water Absorb
0 Speed IVs
-Ice Beam
-Will-O-Wisp
-Trick Room
-Recover
Introducing the perfect partner to Nattorei, Burungeru. As well as resisiting all (2) of the types Nattorei is weak to, and vice-versa, it helps out with walling on the Special side of the spectrum. This is a fairly unique set, made for supporting my entire team. I can always bring this in on something that can't hurt it (such as a Scarfed Shandera locked into Overheat), thanks to Shed Shell on Nattorei. Henceforth, Trick Room will be set up and any Burungeru counters (of which he has a lot of) are either Ice Beam'd or Burned by an incredibly fast move. Recover keeps me healthy, and I can use it intelligently to set up Trick Room many times in a match. Every single one of my team, aside from Doryuuzu, benefits so much from Trick Room it isn't funny. ON TO TEH NEXT POGEYMAN.
Rankurusu @ Life Orb
[192 HP / 64 Def / 252 SpA]
Quiet Natured (+SpA, -Spe)
Magic Guard
0 Speed IVs
-Trick Room
-Psychic
-Shadow Ball
-Focus Blast
If only it got Aura Sphere...Rankurusu is a new addition on the team, courtesy of Chou Toshio. It acts as a fairly consistent Breloom counter (and all-round Fighting-type destroyer), and is an incredibly powerful and bulky Pokemon. As stated above, Trick Room is an extremely beneficial move to Rankurusu and the rest of my team (save for Doryuuzu). Once Rankurusu is safely in, it can set up Trick Room on a forced switch and proceed to sweep. Most of Rankurusu's "counters" are fast, frail Pokemon that will be OHKOd by the appropriate move. Psychic is absurdly powerful, factoring in Life Orb and 383 Special Attack. Shadow Ball and Focus Blast provide perfect neutral coverage - the only thing holding this set back is Focus Blast's shitty accuracy. Magic Guard is, I believe, the best ability in the game; not only does Rankurusu not take damage from entry hazards or Sand Storm, allowing him endless switching opportunities, Rankurusu doesn't take damage from Life Orb. At all. So basically, it has around 450 Special Attack. The EVs maximise Rankurusu's bulk beyond a simple 252 / 252 spread - it will never be OHKOd by 5 Bullet Seeds followed by 3 from a max-attack Life Orb Breloom. A Quiet nature and 0 Speed IVs make Rankurusu as fast as possible under Trick Room.
Doryuuzu @ Balloon
[4 HP / 252 Atk / 252 Spe]
Jolly Natured (+Spe, -SpA)
Sand Throw
-Swords Dance
-Earthquake
-Rock Slide
-X-Scissor
Seriously, who would use any other sweeper? This is the man. The boss. When I get Doryuuzu in safely, and I get in a Swords Dance...well, shit goes down. My whole team is centered around the mole. EVs and movepool are standard; you've seen it all before. Blah blah POWAAAAH blah blah SPEEEEED blah blah. After my seemingly never-ending bouts of item-testing, I've found Balloon to be by far the most effective, giving me plenty of opportunities to switch in once "counters" have been taken out and wreak havoc. 'Nuff said.
So there you have it, another Doryuuzu team from the man who brought you "Bugs with Lasers, Moles with Razors" (man, I love shameless plugs). Feedback is appreciated, and you can rate / hate all you like!