ORAS OU Gotta go Fast - MegaChomp SpeedSand


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scolipede.gif
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excadrill.gif
manaphy.gif
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Hey guys, I'm mmkzero0 aka mmk0 and I'd like to get this fun Team I made for OU rated. It's been a lot of fun for me to play and I had moderate success with it, but feel like it can still get tuned.
This Team is built around Mega Garchomp, a powerfull Wallbreaker not seen much these days. While having a great Typing, Movepool and Bulk paired with Base 170Atk and TWave immunity it's Base 92Init stops it from outright sweeping faster teams. Besides, as every physical Mon it's suspectible to Burns, Intimidate (LandoT is a prime Example), and Rocky Helmet damage. The common HPIce OHKOs it in most cases as well or put's it in range of being Revenge'd. First I will explain my process in teambuilding, the role my mon's take in the team, why I choose these sets and finally how I play the team. Help in every category would be wonderful.
Note this is my first "big" post on smogon and I'm not a native english speaker, so sorry if I make mistakes. Please point them out!

#1 Building
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scolipede.png
Mega Garchomp is the Mon I wanted to build around. It's main Problem for not sweeping Teams is it's speed, so Scolipede was my mon of choice. It's Speed Boost let's me pass +2 Speed to MChomp and maybe even a Sub or setup tspikes, which trouble many teams or force a usually rather Passive Defogger/Spinner to come in. My Core
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Next is TTar. I wanted a Mon that's able to setup Rocks, and TTar also happens to setup sand. It also has Pursuit over Hippo to remove or damage Latis and can take Psyshock aimed at Scoli/Draco aimed at Chomp. Since LandoT is very common and Intimidate is annoying it can also remove it with Ice Beam on a predict or rocks
garchomp-mega.png
scolipede.png
tyranitar.png
excadrill.png
Next up is a Mon to abuse Sand, and Excadrill is a Perfect choice. It gives me a fairy restst aside from scolipede and a valuable Dragon resist I don't have yet. Sand Rush let's it outspeed even the fastest scarfed threads, while Iron Head gives me an Option to deal with fairies and Spin lets me remove hazards
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Manaphy gives me a water- and iceresists and synergises well with the grounds on my team to take on electrics. Scolipede enables it to Punch holes with Tailglow, supported by great coverage and the god of a move that's called scald
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scolipede.png
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manaphy.png
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Amoongus solves a lot of problems for Sand, especially in dealing with Keldeo. A good pivot, and spore gives me more possebilitys to set up, effectively completing the Team.

2# The Sets
garchomp-mega.gif

Predator (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Swords Dance
This set is focused to get the most out of MChomps ridiculously high AtkStat while outspeeding Exca in Sand at +2 Speed. The left 32EVs are pumped into HP to amplify it's Bulk, even if it's only a little bit. With that in mind, EQ and DClaw can start to damage the opponent by a lot, while Fire Fang allows to kill mons that resist both. SD is the icing of the cake, as Chomp can OHKO almost everyone with it's coverage at +2.
Stall get straight bent over by this monster, BO is bent over, and HO can't stop this from full at +2 Speed. And even Unaware Mons are not a Switchin:
252+ Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Quagsire: 177-208 (44.9 - 52.7%) -- guaranteed 3HKO after Leftovers recovery and can even 2HKO with Rocks after Lefties
Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Clefable: 193-228 (49.1 - 58%) -- 57.8% chance to 2HKO after Leftovers recovery and guaranteed 2HKOs after Rocks
The Definition of a Monster, no more Words needed

scolipede.gif

Solid Snake (Scolipede) @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Substitute
- Protect
- Baton Pass
- Toxic Spikes
Scolipede can be descriped as a mon than 1] amplifies and 2] supports my team. The Spread allows it to outspeed a lot of the unboosted metagame, while the HP let's it tank more and have a bigger sub. Protect let's me scout moves and give's me a Speed Boost to outspeed everything. Sub protects me from Status and gives me even more boosts. Baton Pass then amplifys the mon I go into, passing speed and possebilly a Sub. On a resisted switch the sub may even stay and we can keep setting up or outright start sweeping, the main targets being MChomp and Manaphy. TSpikes punishes switches and is a great in many ways: 1] It can pressure the opponent to go into a Defogger/Sweeper, giving us free boosts/subs. Most of these are usually passive and can be taken advantage of even further, while Latis are abused by TTar 2] The ChipDmg provided by toxic let's me sweep more easily, breaks potential sashes, secures KOs ect. This mon put in a lot of work almost every game I played this T
team. But if there's light there's shadow: this set gets completely shutdown by faster taunt users, most commonly Pranksters.

tyranitar.gif

Ghedora (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
This TTar is just standart Support: Getting up Rocks and Supporting the Team with 8 Turns of Sand, speeding up Exca and powering up Chomps EQ. It's just amazing for my Core: both Chomp and Scoli are extremely weak to the Latis, which OHKO both with PShock and Meteor, respectively, but are Trapped through Pursuit. Beam is great as well: I had games in which I passed Speed on TTar and it removed LandoT with it, effectively enabling MChomp to sweep. So yeah, a great glue for my core

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Shiro (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rapid Spin
- Swords Dance
Excadrill completes the SandCore and gives me the option to deal with faster threads in sand without Scolipede; sometimes it just doesnt put in work, like vs hard Priority, so Exca is a nice insurance. Max Atk, Max Speed. It gives me a needed DragonResist as well, beats with Clef with ease and can Spin away hazards. LifeOrb just powers it up more, SD lets it sweep. A well known mon, so yeah not much to say here.

manaphy.gif

Rin (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Manaphy is the second Star of the Team after chomp, and oh boy did I underestimate it. The Set is standart: max speed, max SpAtk. Tailglow for setup, Scald aka a godly move, and Coverage. The absurdity is what Scoli turns this into: a ridiculous Sweeper with respectible bulk and lefties as recovery, which is more than enough. This is my main Answere to bulky grounds and can setup with ease. But now Imagine: Pede is behind a sub and Protects, being at +2 Speed. Passing to Manaphy, the sub breaks or doesnt. In Both cases Manaphy can setup a Tailglow, and now you face a +2 Speed, +3 SpAtk Manaphy at half hp, full or even still behind a sub. Even boosting futher to +6 is not out of question. I accomplished this plenty of times abusing Pede and it's Spikes or through Spore from Amoongus. A great mon that can dismantle opposing teams in the blink of an eye.

amoonguss.gif

Shroomed (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]
Last is Amoongus. I needed a second answer to WaterTypes, especially Keldeo, so Amoongus was the way to go. Aside from it's typing and ability to pivot around lots thanks to regenerator Spore can give me plenty of opportunities to setup and sweep. Standart coverage, HPFire for the Stuff Chomp doesnt like to take on or is still too slow for

3# Playing
Pede is my usuall choice for a lead, especially vs rather passive teams or Mons like MegaSableye. Protects an Sub for boosts, Spiking up If I want to force switches or just pressure the opponent, then Pass to either Manaphy or Chomp and start setting up. This team emphazises on lots of easy setups, so using your pivots and TTar to remove latis or for Rocks is the way to go. Especially Stall is bent over hard by this. If I can Switch in amoongus go for the Spore and Switch to setup. If facing a slow team pede just trys to keep tspikes, as chomp and manaphy dont Need more speed. Vs HO I try to catch a mon off guard, pass into a resist and start sweeping as mons on HO are usually very frail.
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Faster Taunters or Prankster Taunt not only completely shut Pede down but prevents 3 of my Mons from setting up and stops Amoongus from sporing. Hard to deal with if the opponent plays correct.

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I can see TornT being a big issue: a high speedtier, access to taunt, knock off, hurricane and Superpower is Hard to deal with. None of my mons like KnockOff, Amoon gets OHKOd by Hurricane, and Exca/Ttar die to Superpower. And MChomp could get confused. Hard to Deal with pre-speedboost, easy after

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I can see Azu sweeping me, especially the BellyDrum set. Exca dies to AJet, and Amoongus doesnt like KnockOff. Definitely a Problem.

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This thing will prop 2HKO all my mons. Not faced, though I think it destroys me.

KnockOff get's a special Mention as a move that troubled me. Pede, manaphy and Amoon don't like their Items [aka valuable recovery] being gone and loose a lot of longlivity. TTar only gets up 4 turns of sand, and Drill looses power without LO.

http://replay.pokemonshowdown.com/ou-398677915 A good example of Manaphy putting in work
http://replay.pokemonshowdown.com/ou-399631363 Manaphy Nr.2
http://replay.pokemonshowdown.com/ou-399613490 A close game, abusing Loom early


Conclusion
This team is a lot of fun to play and certainly worked out for me. Slow teams get obliterated by the sheer power of MChomp and Manaphy, while faster ones get outsped when setup, and pivoting teams get punished by possible tspikes or pressured into mons they dont wanna go into. Pede may seem like a gimmicky mon, but it certainly enables the team to work. It has to be handled carefully tho as it's defenses are enough, but not really high. With the usage rise in moves like TWave Sub and GroundTypes are a good archetype now, and luckily prankster taunters are not that common.

My Elo hovers around ~1400, but I'm getting into competitive pokemon and have lots of fun, so I wanna Improve in both playing and Teambuilding to get higher on the ladder. With these words: Try the team, tell me how you like it's Idea and please rate it so I can get better. Have Fun and ty for Reading!

Predator (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Swords Dance

Solid Snake (Scolipede) @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 Atk
- Substitute
- Protect
- Baton Pass
- Toxic Spikes

Ghedora (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Shiro (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rapid Spin
- Swords Dance

Rin (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Shroomed (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]
 
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yo. interesting team you've got here. i remember i built an exact carbon copy of this team with my friend back in xy when megachomp was first released and im kinda glad that the idea of passing speed to chomp so that it can straight out destroy shit in the sand is an idea that will probably never die out /gamefreak where's our ddchomp?!/

anyway, as i've built the team and played with it before, im aware of some of the issues this team presents even in the current metagame so i'll try and help you out by giving you a bit of tidbits on how to play this style of team and what changes we can make to make it better. first off, i'm going to preface this by saying that speed passing to garchomp is a rly bad idea. in actuality your team has zero reasons to pass speed to chomp. it's like a win more scenario if you get sand and chomp out and furthermore since you already have drill, i'm going to make suggestions in regards to dropping the speed stacking onto chomp. secondly, your ground resist is to click x so i'm certain you'll need to change it to orient the team such that you don't auto lose to ground spam after your mons are weakened.

let's start off with some threats to the team. to go about the first improvement i feel this team will need is to replace scoli with latios. arguably this seems to be the weirdest change as your team's main aim is to set up to sweep, changing to latios means you can't set up anymore.. or can you? i'm actually going to suggest using memento, tbolt, dual stab latios in this case. first off, latios is soft check to keld which is a great enhancement for this team. secondly, this alleviates your problem with dealing with azu as lati can soft check it with tbolt before dying to 2 +6 aquajet and you can send out mana to eball it afterwards, memento also not only provides you a free switch in to a -2 offensive stat mon, but if sand is up, garchomp can get + 2 to wreck slow teams while drill can get + 2 to wreck faster teams. on the note of drill, i recommend running air balloon over life orb simply because it gives you more "defense" against ground spamming.

lastly, in my team with mchomp, i opted to use priority heavily simply because it acted as a bypass to torn-t's speed and helps with tauntsters too. hence, my next suggestion is to try using sd lo scizor with roost over amoong. since you already have your soft check to offensive waters and mana helps break defensive waters, you can now run sd lo scizor over amoong so that you have something to clean up if all goes well and you have a backup to dealing with torn as it goes down to +2 scizor's bp. another option would be to run cb but i wouldn't recommend it.

hope you like my suggestions (despite my suggestions being to remove your speed passer) and i hope it helps you on your climb to the top of the ladder (as you climb you will realise what i mean about speed passing being not as good as you thought it was) good luck with the game and your team [: /cheers/
 
first of all ty bro, appreciate you help a lot :3

I swapped Pede for Lati and gave Drill a Baloon, played some games and it definitely made the team go much more smooth. Memento really helped in some situations, while the Switchin of exca on groundmoves threw some of my opponents off.
I didn't rly notice I Lacked a groundresist until you told me, which is kinda hilarious concidering I lost twice against landoT's.

The only thing I'm still undecided on is Manaphy. I rly wanna keep it since I like it's ability to threaten opposing sand, which actually helped me in my Last 2 games.

You're right though: with exca I already own a fast thread so chomp can deal with bulky stuff. Gotta Play even more games with this tho to See how it Works out

Ty! :3
 
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Hello! This is a very solid team ya got here. Now I'm still fairly new to Competition, mainly testing teams on Showdown, but if I might make a suggestion for Manaphy:
I would suggest replacing Leftovers for Safety Goggles. Since your team revolves quite a bit on the sand for speed, having safety goggles would help in taking as little damage as possible from the sand storm, and helps for pivoting into something like spore or any of the powder moves if you are unable to get the sub up. Other than that, the only thing that appears to be a problem is ice types. I've run into a problem or two with ice types, and while sub is a great way to prevent damage, you never know what's gonna happen. So I would suggest swapping Amoonguss for Ferrothorn. While Ferrothorn doesn't have access to spore, it gives a slight resistance to ice type attacks since it is mainly used as a bulky pokemon. I know Manaphy could be used as a defensive tactic too it, but I just think having more than one precaution is a good idea
 
Yo, nice team. Building on the changes said by ZANBAKUResh, speed passing to chomp is not great. Another thing is that your team is basically taunt bait. Sable proves to be a major issue with taunt and WoW as most of your team being physically oriented, and you have no real way of dealing with it outside of latios. Honestly manaphy is completely out of place in a sand team esp that set for two reasons:
1. It doesn't have the rain to help abuse it's ability.
2. You no longer have scolipede to pass on speed boosts, without which it's just bait for a faster Pokemon like raikou, mega manectric and Serperior.
My recommendation is to swap out manaphy for a solid fairy type like clefable. If it seems too passive for you, I would suggest using azu. But clefable gives you a cleric which is really a boon in such a physically orientated team. On the other hand azu gives you an answer to the bulky ground types your team has trouble taking down. Either way, you get an answer to keldeo and also to sableye at the same time.

Hope I helped. :)
 
✧✧✧Hi, Anime_Fan here✧✧✧

What a great team you have there. I created a team based around Mega Garchomp, so I should have a few things to add here and there.
By the way, a few pointers about the team:
  • It's vulnerable against most electric types, especially that ones that can boost their special attack stat.
  • Your walls have surprisingly terrible synergy and are crippled by the popular burn status.
  • Your team is very vulnerable against ground type attacks.
  • Long lasting sand storms are disadvantageous 3/6 of your Pokemon. They appreciate every single HP they have.
  • Charizard X, Mega Medicham and Mega Gallade threaten your team without end.
Here are some simple solutions that will boost get your team into the next level:
excadrill.png
[Replace Excadrill]
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance

An Air Balloon somewhat patches your teams weakness to opposing Ground-type moves. The Air Balloon also allows Excadrill to potentially set up and defeat its ground type counters, for example, Landorus-T. I replaced Rock Slide with Rapid Spin because your team isn't overly dependant on it, you also have other means of beating opposing flying type Pokemon. Rapid Spin [on the other hand] is much more beneficial.

manaphy.png
[Replace Manaphy]
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Psychic

A minor change is Manaphy's set provides your team with both a stall breaker, and status absorber. The addition of Rain also benefits members of your team who are not immune to Sand Storm. I chose Psychic in conjunction with Scald; to better aid to beating stall teams who're reliant on the M-Sableye and Amoonguss core. Psychic also allows Manaphy to potentially beat Rotom W and Keldeo.

landorus-therian.png
[Replace Scolipede]
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Landorus-T aids in better checking Flying and Ice type Pokemon. It's access to U-Turn will be beneficial for you team; so you can safely bring in a teammate. A Yache Berry allows Landorus-T to act as a lure and potentially KO it's checks e.g. Weavile, Mega Manetric, Thundurus etc.

rotom-wash.png
[Replace Amoonguss]
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

latios.png
[Replace Amoonguss]
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost

With all these changes made; you're team is only vulnerable to 1 Pokemon, and that is Superior. Adding Latios may not be a solution but it does help fend off Mega Charizard Y and most water types. It also comes with Thunder Bolt to better handle water type Pokemon without resorting to Draco Meteor. Roost is there to increase its longevity.

tyranitar.png
[Replace Tyranitar]
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Fire Blast
- Stone Edge
- Pursuit
- Ice Beam

If you're using Defensive Landorus-T, Tyranitar shouldn't waste a slot on Stealth Rock. Here you opt to use Fire Blast in order to KO Ferrothorn and Scizor (on the switch), or you could use Thunder wave. Not only is Thunder Wave viable on Tyranitar, but it's also unexpected and will catch most players by surprise. It is best used on predicted switch-ins, such as its checks and counter e.g. Heatran, Serperior, Mega Gardeviour and most Fighting type Pokemon. That said, I personally prefer Fire Blast to KO Scizor and Ferrothorn, thereby stopping them from safely setting up.

I hope this helps and I hope you have a wonderful day.

PS: Keep Manaphy on your team, it is one of your most useful members.
 
Thank you guys for all the suggestions! The team looks like this at the moment:
Predator (Garchomp-Mega) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Fire Fang
- Swords Dance

Gray (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Psyshock
- Draco Meteor
- Memento

Ghedora (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Shiro (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rapid Spin
- Swords Dance

Shroomed (Amoonguss) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

The first thing I changed was taking ZANBAKUResh 's suggestion on Memento Latias. Being a little bit sceptical I started playing with it and it worked like a charm. TBolt was especially usefull as I faced a couple of Volcanions and Memento really helped me sweep in most occasions while GroundImmunity was a blessing. Fun: one time I played being tired and Memento'd on a Bisharp. rip in Elo xD

The next thing's been Balloon on Exca as suggested by Anime_Fan and Koiro. Again having a secondary answere to ground worked out nice. I remember baiting a MDiancie into Earthpower and switching in my Exca as it's counters were gone. The decrease in Power through LO wasn't rly notable imo

My third change's on MChomp, a compromise on my preference and Koiro. 's suggestion: while I like the Speed on chomp I dont wanna miss out on power, so MaxPosNature Atk/Max Speed is my way to go.


The Team was a lot of fun to play and won a decent amount. Here's a Battle: http://replay.pokemonshowdown.com/ou-400129663

Next I'll look into the other Suggestions. The ManaphySet is def gonna get changed. I don't rly like LandoT over lati, so the ttar set's prop here to stay, but I will give it Chople though.
The Amoon to Tang is the one I'm most interested in, gonna experiment with that :3

Thank you Guys again for all the suggestions and helping me get better! Right now Im ~1430 and climbing, hopefully getting to MidLadder soon. Really interested in your opinion on this, so tell me 'bout em!
Later guys, peace <3
 
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