~Hedonistic Sands~
Helpful reading on Pure Hackmons: http://www.smogon.com/forums/showthread.php?t=3475624
Ever since I started playing Hackmons the lack of weather intrigued me, so I decided I’d try to make my own team centered around it. With the endless possibilities Hackmons provides this lead to many different ideas on who to use and how and after slowly developing this team over time this is easily the most successful version as proven by it's ability to climb to the top of the ladder.
As mentioned, the team revolves around sand. The residual damage is crucial in cancelling the opponents leftovers and also getting rid of those annoying Shedinja. The main premise is to set up the sand straight away with Regirock and get some hazards out and then proceed to Whirlwind everything into oblivion. Annoying yes, but also extremely effective.
~ The Team ~
Regirock @ Lum Berry
Trait: Sandstream
EVs: 252 HP / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Bold Nature
- Skill Swap
- Stealth Rock
- Spikes
- Rapid Spin
Regirock is the most important member of the team, without him there is no sand. That being said, he is usually the first to die being the guy sent in to take a hit if I have a bad matchup (unless the opponent still has their own weather inducer alive). Strategy as a lead is quite simple, Skill Swap anything that isn't Deoxys-S and try get Stealth Rocks up. If it is Deoxys-S, I switch to Swampert to absorb the Sheer Cold/Spore. Spikes is a bonus, but generally opposing teams switch in their Magic Bouncer after one hazard is up so I avoid using that until after I have taken their ability with Skill Swap. Rapid Spin in the 4th slot is very useful to remove opposition hazards or hazards bounced back.
Skill Swap is also very handy later in the game against Mold Breaker Pokemon (usually Slaking/Regigigas) as Regirock can absorb their hit with its monstrous defense and then render them useless against Swampert. It can also be used on Magic Bounce Pokemon, allowing you 1 turn to set up a hazard (teams rarely have 2 Magic Bounce Pokemon).
Regiclutch @ Leftovers
Trait: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Impish Nature
- Spore
- Substitute
- Whirlwind
- Iron Head
Prankster is one of my favourite abilities and this guy uses it to perfection. Substitute first turn to scout the opponents move and protect against bounced back Spores and then simply Spore and Whirlwind everything racking up the hazard and sand damage while not allowing anything to wake up. I always try to get a Sub up after the first Spore (if one isn’t already). Eventually their Pokemon will stay asleep for the 3 turns necessary to allow you to set up the sub and Whirlwind them out. This set can destroy teams without a Magic Bouncer. Iron Head is quite handy against Kyurem-B and can also be used on the first turn of the opponents sleep counter for a little extra damage before phasing them out. Leftovers are amazing on this guy with all the turns spent using Spore/Whirlwind. The key is to remember how long each of the opponent’s Pokemon is asleep for and to never allow them to wake up.
If you didn’t guess by the nickname, Registeel has won many, many close battles for me when the last Pokemon alive. He is the Pokemon I try to hold back until late game after I’ve eliminated the opponent’s Magic Bounce Pokemon. It's amazing how hard this guy can be to kill, especially with a substitute up, and he is often the difference in a close battle.
Although not the last man standing, an example of how Registeel can turn a game (note Magic Coat doesn’t stop him): http://pokemonshowdown.com/replay/hackmons-15651475
Groudon @ Leftovers
Trait: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Jolly Nature
- Substitute
- Whirlwind
- Copycat
- Nature Power
Yep, another prankster. This Groudon works slightly different to Registeel however. Whirlwind/Copycat is the obvious combo here and can be very good at scouting a team early game and finding out who has Magic Coat/Bounce while racking up some early hazard/sand damage. Once they're dealt with and the opponent has no ExtremeSpeed or other priority moves, there's no stopping this combo if it gets going.
Copycat and Substitute also have extremely good synergy on a prankster. I can't explain the joy in watching a No Guard Deoxys-S Sheer Cold my priority sub and then watch it get Copycatted straight back. It is also great for users of Spore/Leech Seed/Recover. Nature Power is there for obvious reasons, no one likes a priority STAB Earthquake.
Swampert @ Lum Berry
Trait: Wonder Guard
EVs: 252 HP / 252 Atk / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Adamant Nature
- Magic Coat
- Earthquake
- Whirlwind
- Toxic
In my opinion, every Hackmons teams needs a Wonder Guard and this guy works perfectly in the sand as grass moves are quite uncommon in Hackmons (Contrary Leaf Storm the only real one but usually easy to predict). Magic Coat works wonderfully with Wonder Guard bouncing back Gastro Acid and any other status/hazards. The beauty of Swampert is he is the perfect switch in to the ever-present No Guard Deoxys-S lead. He simply laughs at the Sheer Cold and then Magic Coat's the Spore back at Deoxys-S (yes, they are generally that predictable). Lum Berry is there if they actually use Spore first turn but then you can just Magic Coat the next one.
The other 3 move slots were slightly harder to choose, Whirlwind has good synergy with the team and Earthquake can do decent damage the times it is required (namely for PerishTrap Gengar’s trying to switch in). Toxic is also handy at times, especially when an Imposter copies Swampert as this seems to be the preferred move opponents choose and I switch to Skarmory bouncing it straight back. It can also be handy for finishing off the opponents last Pokemon if I have no other way.
Skarmory @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 252 Atk / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Impish Nature
- Gastro Acid
- Gear Grind
- Whirlwind
- Spikes
This might not look like much, but is a crucial part to the team. Magic Bounce is a great ability bouncing back all Spores, hazards and the like and coupled with Skarmory's physical bulk can make this tough to take down. Skarmory is usually thrown in quite early to bounce Spore back and set up spikes (sometimes by bounce back). Gastro Acid is a useful move, especially on Mold Breaker, Poison Heal and Wonder Guard Pokemon. Gastro Acid/Gear Grind to Wonder Guard Dialga/Electric types popping their balloon makes them very susceptible to a priority Nature Power from Groudon. Gear Grind was chosen over other Steel type moves because of the double-hit.
The greatest advantage Skarmory provides however is how it counters the ever-present Imposter Blissey/Chansey. Skarmory completely walls my own Groudon, Swampert, Registeel and even itself while bouncing back the Whirlwind/Toxic/Spore they use, providing a great counter for arguably the biggest threat in Hackmons.
Aerodactyl @ Choice Scarf
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SAtk / 252 SDef / 252 Spd
Timid Nature
- Trick
- Whirlwind
- Copycat
- Spore
Aerodactyl is my favourite Pokemon on this team and was also the last added. Magic Bounce Pokemon (namely Giratina), were proving to be a nuisance so I decided I needed a Mold Breaker to counter and slowly developed this nifty little set. A well-timed Trick can single-handedly render a Pokemon useless and change the course of a battle. Primary target is the opponent’s Magic Bouncer as they are generally defensive Pokemon and can't handle a Choice item. Spiritomb/Sableye is another I like to Choice. Then, Spore and Whirlwind or switch.
Copycat is a really interesting move on this set. The key here (and main reason I chose Aerodactyl) is his speed. People that think only Prankster's should Copycat/Whirlwind are extremely mistaken. Say the opponent has a Magic Bounce Pokemon out and I can't touch it. I simply deliberately Whirlwind it (usually with Skarmory so I bounce back their potential hazards first) until Aerodactyl appears. This is usually met with the opponents laughter. Now think of Aerodactyl's base speed boosted by a Choice Scarf. Aerodactyl then proceeds to out-speed everything and fire off Copycat Whirlwinds racking up the hazard/sand damage while scouting out the opponents team and finding out which of the opponents Pokemon has Magic Coat (a potential Trick target). If they don't have Magic Coat/ExtremeSpeed/Prankster then that's 32 turns of hazard and sand damage right there and all of a sudden the opponent isn't laughing anymore. Even later in battle when he's not holding the Scarf anymore he still can still be a real pain with Spore and Whirlwind. It might sound quite gimmicky, but it’s extremely effective. A real fun set to use.
Here’s an example: http://pokemonshowdown.com/replay/hackmons-14919393
~ Threats ~
Imposter Blissey/Chansey – As mentioned earlier, my method in defeating easily the most overused pokemon in Hackmons was to make sure I could counter each of my own pokemon. Skarmory can’t be touched by Groudon, Registeel or Swampert and actually walls itself (Skarmory with Leftovers actually beats Chansey/Blissey if both stay in using Gear Grind, they usually lose patience however and switch out). Regirock is walled by Swampert, blocking Rapid Spin with Wonder Guard and bouncing back hazards with Magic Coat (Skill Swap doesn’t work on Wonder Guard). Aerodactyl can be annoying but is accounted for by either Prankster.
Deoxys-Speed – The most common lead in the game. As mentioned before switch into Swampert to take the Sheer Cold and Magic Coat the Spore/Stealth Rock/Gastro Acid the next turn. Groudon also takes them down with its Substitute/Sheer Cold combo. Not really a threat I’m scared of.
Magic Bounce (namely Giratina) – Another extremely common Pokemon who originally, was proving difficult to take down and was the main reason I drafted in Aerodactyl. As Magic Bounce pokemon are usually defensive/phazors using moves such as Whirlwind/Dragon Tail/Substitute/Recover I saw Trick as a good way to cripple these sets. Spore is also very handy stopping them using any of their support moves.
PerishTrap-Encore Gengar – This guy can be annoying but once alerted to his presence, can be taken out easily. Groudon destroys it with priority Earthquake, Registeel and Aerodactyl can Spore/Whirlwind/Trick it off and Skarmory laughs as its Encore is bounced back. Swampert however can be Encore bait depending on when this is switched in. If switched in on a Magic Coat or Toxic it’s goodbye Swamp. But with good scouting, a bit of prediction (E.g. if walling another Pokemon with Magic Coat, Gengar is usually sent in) and a well timed Earthquake, there’s nothing to worry about.
Trick – Probably one of the hardest things to counter for as you can never really be certain who is going to have Trick. Skarmory, Registeel and Groudon are the ones I try keep away from this and one of the main reasons I usually Sub first turn with Registeel and Groudon. Aerodactyl obviously can just Trick back any Choice item and I actually don’t mind if Regirock gets it because he’s usually the one I sacrifice anyway.
Contrary – Wonder Guard walls the majority of Contrary users in Hackmons as they are mostly on the physical side abusing moves such as V-Create and Superpower whilst hardly carrying a grass-type coverage move. Magic Coat takes care of Gastro Acid. Leaf Storm is the only real Contrary threat to look out for here but special Contrary users are quite rare and can usually be phased out by Registeel. Skill Swap can also be handy against Contrary reversing the boosts and Trick can also be used as a last resort to lock them into a move not which doesn’t hurt Swampert.
Wonder Guard Spiritomb – Another extremely common Pokemon although their role seems to have changed recently. Before, Wondertomb seemed to be used just because he was “invincible” but recently the main threat comes from the Hackmons version of FEAR. A level 2 Spiritomb carrying some combination of Curse/Pain Split/Endeavor and fillers whilst holding a Flame Orb. These guys can be quite annoying as Curse goes through Subs and Pain Split basically fully heals them while halving your own health. If I’ve already got a Copycat/Whirlwind chain going with Groudon/Aerodactyl they’re no problem at all. If not, my main counters are Trick, which cripples this set, Gastro Acid and hazards. You’d be surprised how often you can Whirlwind these out right after they Curse down to little health and then die upon entry due to hazards/sand.
Wonder Guard Jolteon/Electrode/other Electric types – While holding a balloon these obviously become untouchable, but nothing escapes the sand. While holding a balloon makes them immune to all attacks, it also allows for no Leftovers and the sand slowly chipping away at their health until it eventually consumes them. The key to these is scouting out their move set and figuring the best way to stall them out. Generally these are quite defensive carrying any of Magic Coat/Gastro Acid/Substitute/Whirlwind and maybe an Electric attack. If there is no Electric attack then Skarmory is actually a good counter, bouncing back all attacks and if possible using Gastro Acid and Gear Grind to pop their balloon. If not, I usually just Whirlwind them even if they’re using Magic Coat and switch Skarmory back in the next turn, no harm done to me but 2 extra turns of sand damage to them. Swampert is also a massive counter to these guys. Electric attacks do nothing, Magic Coat bounces back any potential Gastro Acid/Spore/Whirlwinds while Toxic can help quicken their death. If impatient, taking their balloon with Trick and then using Earthquake with Groudon/Swampert works.
Magic Guard – Surprisingly, this is quite an underused ability in Hackmons but whenever it crops up it can provide a real headache granting immunity to all hazards and sand damage while the users pound away with powerful attacks. Prankster Spore is effective if they’re not holding a Toxic/Flame Orb. Swampert is a potential wall but I usually hold him off until I see if they have Wood Hammer or not. Trick is also handy on these, locking them into a move and allowing for a switch to a counter (usually Swampert). They’re also a main reason I run Gastro Acid on Skarmory.
So that's pretty much it. It's not a team for the impatient, but I'd like to think it a truly unique team and one of the best. I think that's proven by the increase in sand-usage and each of these specific Pokemon in Hackmons since I started using it. Please try not to steal the whole team though, I still use it :)
Here's a couple other battles I saved over time to show how the team works together:
http://pokemonshowdown.com/replay/hackmons-14829900
http://www.pokemonshowdown.com/replay/hackmons-16978963
http://www.pokemonshowdown.com/replay/hackmons-16965770
http://www.pokemonshowdown.com/replay/hackmons-17542792