Heavy Sand a pre pokebank team (currently 1850+)

Haven't peaked yet.

I played a little in gen 4 and the visuals of gen 6 in game just brought me back.

Originally I just wanted a team that could support my favorite pokemon; gliscor and what started out as a gliscor/gyarados anit physical core would just keep evolving slowly and slowly to incorporate random checks and synergies.

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At first glance this is a sand team, and while it is it isn't. Sand is just one of the tiny blades that the team uses to pick apart the opposition instead focusing on gliscor and rotom to block the world. Then they spread delicious amounts of residual status while at the same time the team is very good against status and hazards themselves. The take very little damage from stealth rocks as a whole and fight well in and out of the sand.


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Tyranitar@Choice Scarf
Trait: Sand Stream
EVs: 4 Def / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Earthquake
Stone Edge
Pursuit
Stealth Rock
Good ol TTar capable of taking some hard hits with 0 defensive investment. I opted for scarf to give him a revenge hitting style that allows me to come in and out of play resetting my sandstorm at often enough intervals. Stealth rock is probably the most interesting choice on the set but that and pusuit are designed to set up picks, my stage 2 gameplan of removing weakened mons from my opponents team. It further masks the scarf which obliterates things when people misread it.

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Scizor@Life Orb
Trait: Technician
EVs: 4 SDef / 252 Atk / 252 Hp
Adamant Nature (+Atk, -SAtk)
U-Turn
Bullet Punch
Pursuit
Roost
Another solid team player complementing rotom giving me a nice little volt-turn on the inside. He does what scizor is suppose to do, Bullet punch things until they stop moving. Sometimes I get some nice pursuit utility as well and roost affords me more longevity through rocks and other things as Scizor packs respectable bulk. I wish I could get swords dance on this set but alas I dont see any real opportunities for a swords dance scizor to exist on this team


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Gliscor@ Toxic Orb
Trait: Poison Heal
EVs: 252 Hp / 72 Spd / 184 Def
Impish Nature (+Def, -SAtk)
Toxic
Earthquake
Substitute
Protect​
My primary physical wall and a monster duelist, the set is the stock set and evs but what can you do as I suffer from 4 moveslot syndrome wanting to pack things like facade and taunt but are just less essential than what he does. The primary goal is to spread status while absorbing it himself he also eases my prediction so much by the nature of his moves. I just wish there was a way to touch rest rotom and air balloon excadrill as oppose to just walling them forever. (I have pp stalled out more rotom-w s than I would like)

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Rotom-W@ Chesto Berry
Trait: Levitate
EVs: 252 Hp / 72 Spd / 184 SDef
Calm Nature (+SDef, -Atk)
Rest
Will-o-Wisp
Volt Switch
Hydro Pump
Speaking of rotoms woohoo like everyone else i relized this thing is really good right now and he does everything I want for my core. EVERYTHING volt switch to compliment scizor, spread willow to supplement gliscor's burden and packing chesto-rest to absorb all the status being thrown around. AND I get to have him be a special wall that checks a bunch of things. I swear this thing is broken cause I have a hard time beating it and everyone has to play acknowledging its existence and mobility.

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Lucario@ Lucarionite
Trait: Justified
EVs: 4 Hp / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
Swords Dance
Close Combat
Extreme Speed
Crunch
Oh look this guy... He breaks things I hardly ever bring him in but when he does show up and he claims quite a few heads. Generally mid fight i call on him to mega-evolve and squeeze a potshot in, then sits there waiting for my opponent to do something dumb. Taking nothing from stealth rocks on my finishers is just icing on the cake but when I get a free switch this is the guy I go to to clean up the mess the others made.

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Reuniclus@ Leftovers
Trait: Magic Guard
EVs: 252 Hp / 4 SAtk / 252 Def
Bold Nature (+Def, -Atk)
Calm Mind
Recover
Psychic
Shadow Ball
The real hero of this team, the wall breaker, the horror. Its like people dont relize this thing has magic guard and is unkillable. Spread enough burn and I literally just get to sit there and be menacing. My favorite kind of menacing the threatening kind... The nerf to steel allowing me to run shadow ball is probably the biggest gain, and with mega-gengar gone this thing fears so little. The compliment to Lucario as a wall breaker also ignoring stealth rocks the team has the ability to preserve their Hp for quite a while.

So yeah a bunch of little things working well to wear down my opponent then blow holes in there line ups. As of yet I havent come across anything I truly fear and have plans for most of the prebank meta as the team is durable as hell and can just fits nicely as a bulky offense/sand stall style team which I have been enjoying. There have been other iterations (involving m-chomp or cloyster etc that I just didnt like as much). I also have this team for wifi/my ds so item clause was kinda just thrown onto myself as a casualty even though I dont think it matters.
 
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