So I have built what appears to be a semi-successful Sand Rush team after numerous failed attempts at abusing Mega-Lucario as I'm still trying to learn the metagame and always surprised when I get OHKO'd by super effective attacks by Pokemon whose typing indicated to me there is no way they should have known those attacks in the first place. Basically, I'm still catching up and the learning curve is definitely a partial reason this team is a bit less successful than I would like it to be. It seems like every game I make a couple of mistakes I would kill to have back. That said, there are some problems on this team and I would love the advice of some vets who have played more recently.
The Team
Tyranitar @ Smooth Rock
Nature: Careful
Ability: Sand Stream
252 HP/4 Def/252 SDef
-Stealth Rock
-Pursuit
-Crunch
-Rock Slide
Where I come from (again Gen II), Tyranitar is an attacking force of nature almost unparalleled in power in OU. My, how things have changed. Bulky Tyranitar serves as a nice lead and needs the lasting power to be able to set up multiple Sand Streams to allow for multiple Excadrill sweeps if needed. With Excadrill having Sand Rush, I chose Smooth Rock as it extends the time I have to maneuver into a situation where Excadrill can set up and sweep. Pursuit-trapping isn't what it used to be and Lati@s still kills Tyranitar before it can kill Latias so this is a bit iffy but with Ghosts running rampant and the occasional non-Lati@s Psychics, it still seems viable. Crunch is standard and hits a Pursuit trapped Pokemon harder with good prediction. Rock Slide over Stone Edge because of the accuracy and over Earthquake because that's really more Excadrill's job and Mega-Venusaur can do it too.
Excadrill @ Life Orb
Nature: Jolly
Ability: Sand Rush
4 HP/252 Atk/252 Spe
-Swords Dance
-Earthquake
-Rock Slide
-Rapid Spin
This is the set that makes the team. One of the great things about the Sand Rush ability (besides the ability itself) is the fact that you also get benefits from Mold Breaker. Before I've shown my cards and confirmed to my opponent that they are dealing with a Sand Rush, I can often bluff Earthquake-vulnerable Pokemon such as Rotom-W into switching out giving me the turn of setup needed to begin a mini-rush early on and possibly getting a cheap kill or two early on. The threat of Mold Breaker alone actually makes Sand Rush a much better early-game ability for Excadrill. That said, this benefit would be much greater if I were to drop Rapid Spin for Shadow Claw. I think that really takes this set to the next level as it essentially guarantees death to any Gengars switching in who may have already determined they are facing a Sand Rush in addition to blowing through other Ghost stall-types. It makes sense in some ways because my team is really not Stealth Rock weak at all but the occasional Spiker can really mess me up especially when my main sweeper utilizes Life Orb. Opinions are welcome.
Conkeldurr @ Assault Vest
Nature: Adamant
Ability: Guts
248 Atk/8 Def/252 Spe
-Drain Punch
-Mach Punch
-Knock Off
-Ice Punch
Conkeldurr serves many purposes on this team. His Fighting-type is mostly recognized as a check to Steel with pure-Rock types being basically dead but Dark seems to still be alive and well so he certainly checks that very well too. Drain Punch and Mach Punch are standard for sustainability and priority. Additionally, with Guts, he serves as a great status absorber though even with Drain Punch, he really seems to lack the longevity you would prefer from a status absorber. Nonetheless he does the job well while he does it. Knock Off is just so good with Dark-typing especially now that Steel no longer resists it and sometimes knocking off an item can be so key. If this hits a Scarfer it's a sad day for a dead Pokemon and it can also really help against stallers. Ice Punch because this team really has no dragon coverage outside of this slot, a weakness I wish I could clean up but probably can't given this team's build.
Mega-Venusaur @ Venusaurite
Nature: Relaxed
Ability: Thick Fat
252 HP/252 Def/4 SAtk
-Giga Drain
-Sludge Bomb
-Earthquake
-Leech Seed
This is a bit of a tough one for me. Mega-Venusaur does so many good things for me, basically killing Azumarill who would otherwise be a huge threat to this team. He blocks other fairies but doesn't really have the punch power to get through defensive Fairies like Clefable forcing me to expose the rest of my team to potential status and if Conkeldurr is dead this is a potentially game-threatening problem. On the other hand, Fairies are not as common as would be expected and they really could completely wall me without Mega-Venusaur who can at least try to return the status favor with Sludge Bomb. Venusaur really doesn't mind being statused. Paralysis is the exception to this rule but the rest is fine as the two common sleep moves (Spore and Sleep Powder) and Toxic don't affect him and burn only really hurts in the rare scenario where I am trying to wall Mega-Lucario in the end game.
Giga Drain has to be used because Mega-Venusaur really cannot run Synthesis on this team. A key to keeping this team successful is keeping the sand alive and Synthesis is simply ineffective in the sand. Leech Seed is the better alternative on this specific set but it absolutely hurts Mega-Venusaur's longevity, a trait most people generally like in a tank. Sludge Bomb is a fairy killer with little other utility but with Sleep Powder in that slot over Sludge Bomb, I do lose that precious coverage giving me a chance to break through some Fairy walls while walling them myself with Mega-Venusaur. Earthquake is a Lucario killer as Mega-Lucario has a tough time getting through Mega-Venusaur even with a +2 Boost and really doesn't have the defenses to counter even a relatively weak Earthquake from Mega-Venusaur.
Overall, this Pokemon offers many indispensable boosts to this team but also has its weaknesses. Any comments to improve the set would be appreciated.
Rotom-Wash @ Leftovers
Nature: Modest
Ability: Levitate
248 HP/80 Def/136 SpA/44 Spe
-Volt Switch
-Hydro Pump
-Will-O-Wisp
-Pain Split
Rotom-W is the Gliscor and Talonflame cure-all. Both Pokemon can cause my team major problems particularly Talonflame who can run through this entire team easily if Tyranitar meets an early demise (something that would admittedly constitute a problem anyway). Gliscor's stall can be a real pain and it's pretty hard to set up Conkeldurr on Gliscor as he hides behind the Substitute. Rotom also walls many threats and when I predict a Draco Meteor I can get great recovery from Pain Split as it doesn't quite OHKO Rotom. The moveset is standard and doesn't really require a whole lot of explanation. Basically a Pokemon that doesn't necessarily fit with the theme of the team but counters so many of this team's potential counters.
Gengar @ Expert Belt
Nature: Timid
Ability: Levitate
4 HP/252 SAtk/252 Spe
-Shadow Ball
-Psychic
-Focus Blast
-Thunderbolt
This is a bit of my own creation. I felt that I needed a revenge killer that would be a bit unpredictable, cover a bunch of weaknesses and allow for some solid prediction to potentially get some easy early kills. Additionally, while Stealth Rock isn't absolutely essential to my team's success, it does do some nice damage and check Charizards and Talonflame who pose real threats to my team so a Spin-Blocker is nice. Expert Belt set because I expect the threat of Gengar alone to force many switches particularly when an opponent may think he is Scarfed because of the move selection and attempt to kill him while he's locked in. Psychic was placed over Sludge Bomb. Psychic loses the raw-STAB power and Fairy coverage that I get with Sludge Bomb but gains the ability to hit Mega-Venusaur and Fighting-types where it hurts. Fighting-coverage is an issue on this team without it. Overall, this set has actually worked surprisingly well partially due to its unpredictability. Thunderbolt over Hidden Power Ice because of the pure power but HP Ice is definitely a possibility as it offers more coverage and can really ruin Dragonite and non-Choice Scarf Garchomp's day.
So yeah, I feel like I've reached my limits of what to change on this team. Any advice is welcome :)
The Team
Tyranitar @ Smooth Rock
Nature: Careful
Ability: Sand Stream
252 HP/4 Def/252 SDef
-Stealth Rock
-Pursuit
-Crunch
-Rock Slide
Where I come from (again Gen II), Tyranitar is an attacking force of nature almost unparalleled in power in OU. My, how things have changed. Bulky Tyranitar serves as a nice lead and needs the lasting power to be able to set up multiple Sand Streams to allow for multiple Excadrill sweeps if needed. With Excadrill having Sand Rush, I chose Smooth Rock as it extends the time I have to maneuver into a situation where Excadrill can set up and sweep. Pursuit-trapping isn't what it used to be and Lati@s still kills Tyranitar before it can kill Latias so this is a bit iffy but with Ghosts running rampant and the occasional non-Lati@s Psychics, it still seems viable. Crunch is standard and hits a Pursuit trapped Pokemon harder with good prediction. Rock Slide over Stone Edge because of the accuracy and over Earthquake because that's really more Excadrill's job and Mega-Venusaur can do it too.
Excadrill @ Life Orb
Nature: Jolly
Ability: Sand Rush
4 HP/252 Atk/252 Spe
-Swords Dance
-Earthquake
-Rock Slide
-Rapid Spin
This is the set that makes the team. One of the great things about the Sand Rush ability (besides the ability itself) is the fact that you also get benefits from Mold Breaker. Before I've shown my cards and confirmed to my opponent that they are dealing with a Sand Rush, I can often bluff Earthquake-vulnerable Pokemon such as Rotom-W into switching out giving me the turn of setup needed to begin a mini-rush early on and possibly getting a cheap kill or two early on. The threat of Mold Breaker alone actually makes Sand Rush a much better early-game ability for Excadrill. That said, this benefit would be much greater if I were to drop Rapid Spin for Shadow Claw. I think that really takes this set to the next level as it essentially guarantees death to any Gengars switching in who may have already determined they are facing a Sand Rush in addition to blowing through other Ghost stall-types. It makes sense in some ways because my team is really not Stealth Rock weak at all but the occasional Spiker can really mess me up especially when my main sweeper utilizes Life Orb. Opinions are welcome.
Conkeldurr @ Assault Vest
Nature: Adamant
Ability: Guts
248 Atk/8 Def/252 Spe
-Drain Punch
-Mach Punch
-Knock Off
-Ice Punch
Conkeldurr serves many purposes on this team. His Fighting-type is mostly recognized as a check to Steel with pure-Rock types being basically dead but Dark seems to still be alive and well so he certainly checks that very well too. Drain Punch and Mach Punch are standard for sustainability and priority. Additionally, with Guts, he serves as a great status absorber though even with Drain Punch, he really seems to lack the longevity you would prefer from a status absorber. Nonetheless he does the job well while he does it. Knock Off is just so good with Dark-typing especially now that Steel no longer resists it and sometimes knocking off an item can be so key. If this hits a Scarfer it's a sad day for a dead Pokemon and it can also really help against stallers. Ice Punch because this team really has no dragon coverage outside of this slot, a weakness I wish I could clean up but probably can't given this team's build.
Mega-Venusaur @ Venusaurite
Nature: Relaxed
Ability: Thick Fat
252 HP/252 Def/4 SAtk
-Giga Drain
-Sludge Bomb
-Earthquake
-Leech Seed
This is a bit of a tough one for me. Mega-Venusaur does so many good things for me, basically killing Azumarill who would otherwise be a huge threat to this team. He blocks other fairies but doesn't really have the punch power to get through defensive Fairies like Clefable forcing me to expose the rest of my team to potential status and if Conkeldurr is dead this is a potentially game-threatening problem. On the other hand, Fairies are not as common as would be expected and they really could completely wall me without Mega-Venusaur who can at least try to return the status favor with Sludge Bomb. Venusaur really doesn't mind being statused. Paralysis is the exception to this rule but the rest is fine as the two common sleep moves (Spore and Sleep Powder) and Toxic don't affect him and burn only really hurts in the rare scenario where I am trying to wall Mega-Lucario in the end game.
Giga Drain has to be used because Mega-Venusaur really cannot run Synthesis on this team. A key to keeping this team successful is keeping the sand alive and Synthesis is simply ineffective in the sand. Leech Seed is the better alternative on this specific set but it absolutely hurts Mega-Venusaur's longevity, a trait most people generally like in a tank. Sludge Bomb is a fairy killer with little other utility but with Sleep Powder in that slot over Sludge Bomb, I do lose that precious coverage giving me a chance to break through some Fairy walls while walling them myself with Mega-Venusaur. Earthquake is a Lucario killer as Mega-Lucario has a tough time getting through Mega-Venusaur even with a +2 Boost and really doesn't have the defenses to counter even a relatively weak Earthquake from Mega-Venusaur.
Overall, this Pokemon offers many indispensable boosts to this team but also has its weaknesses. Any comments to improve the set would be appreciated.
Rotom-Wash @ Leftovers
Nature: Modest
Ability: Levitate
248 HP/80 Def/136 SpA/44 Spe
-Volt Switch
-Hydro Pump
-Will-O-Wisp
-Pain Split
Rotom-W is the Gliscor and Talonflame cure-all. Both Pokemon can cause my team major problems particularly Talonflame who can run through this entire team easily if Tyranitar meets an early demise (something that would admittedly constitute a problem anyway). Gliscor's stall can be a real pain and it's pretty hard to set up Conkeldurr on Gliscor as he hides behind the Substitute. Rotom also walls many threats and when I predict a Draco Meteor I can get great recovery from Pain Split as it doesn't quite OHKO Rotom. The moveset is standard and doesn't really require a whole lot of explanation. Basically a Pokemon that doesn't necessarily fit with the theme of the team but counters so many of this team's potential counters.
Gengar @ Expert Belt
Nature: Timid
Ability: Levitate
4 HP/252 SAtk/252 Spe
-Shadow Ball
-Psychic
-Focus Blast
-Thunderbolt
This is a bit of my own creation. I felt that I needed a revenge killer that would be a bit unpredictable, cover a bunch of weaknesses and allow for some solid prediction to potentially get some easy early kills. Additionally, while Stealth Rock isn't absolutely essential to my team's success, it does do some nice damage and check Charizards and Talonflame who pose real threats to my team so a Spin-Blocker is nice. Expert Belt set because I expect the threat of Gengar alone to force many switches particularly when an opponent may think he is Scarfed because of the move selection and attempt to kill him while he's locked in. Psychic was placed over Sludge Bomb. Psychic loses the raw-STAB power and Fairy coverage that I get with Sludge Bomb but gains the ability to hit Mega-Venusaur and Fighting-types where it hurts. Fighting-coverage is an issue on this team without it. Overall, this set has actually worked surprisingly well partially due to its unpredictability. Thunderbolt over Hidden Power Ice because of the pure power but HP Ice is definitely a possibility as it offers more coverage and can really ruin Dragonite and non-Choice Scarf Garchomp's day.
So yeah, I feel like I've reached my limits of what to change on this team. Any advice is welcome :)
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