Hello! :D First RMT here. Content: pretty garbage player, usually peak at ~1570 with a 60% GXE lol
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Earthquake
- Swords Dance
Suicide lead. I also have rocks on Ttar so sometimes I just use Swords Dance + Explosion on things like other Lando-t. I used to have Knock Off but replaced it with Swords Dance so my Explosion can guarantee more OHKOs. They always expect me to set up rocks immediately so usually I get 2 turns to SD, live on sash, and then use boom. Earthquake is there, ofc because who doesn't run EQ. Pretty self-explanatory set imo
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crunch
- Rock Blast
- Earthquake
- Stealth Rock
Sand setter. Smooth Rock, obviously, to get 8 turns of rough, coarse, and irritating sand. Crunch is Ttar's most reliable STAB and hits Slowbro pretty hard. Rock Blast over Stone Edge for the rock STAB b/c accuracy. Earthquake hits Mage and is just great reliable coverage overall. Since Rock type Sp.Def is x1.5 in Sand, Ttar can come into basically every neutral special attack, and many super effective ones too.
Garchomp @ Bright Powder
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Earthquake
- Stone Edge
Use sub until they miss,except they never do Sand Veil + Bright Power turns a 100% accurate move into a 67.5% accurate move. Then Swords Dance. EQ as reliable STAB, Stone Edge to hit bulkier flying types. Unfortunately, Chomp is the fastest mon I have outside of Sand rn so that's one thing I hope to work on.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Flamethrower
- Will-O-Wisp
- Air Slash
Moltres is my blanket counter to physical attackers that would otherwise give me huge problems, like Buzzwole. (usually, Buzzes don't carry Rock Slide). The nasty 30% burn chance on contact cripples physical attackers. The reason I have Sp. Def EV's are because after a burn, 252 HP/0 Def is more than enough. Roost for healing, Flamethrower and Air Slash for STAB, and Will-O-Wisp to secure the aforementioned burn. No Defog because I have 2 rocks setters so I don't want to kill my own rocks, and Exca has Rapid Spin anyway.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Draining Kiss
- Stored Power
Mage is my most reliable mon outside of Sand. Usually, I can come in and set up on a more passive mon like Tapu Fini or Slowbro. They will almost always switch out unless the opposing Fini also sets up CM, in which case you destroy them with Stored Power. It's sort of a gamble between boosting Def or Sp. Def, but if I get the switch prediction right and boost the right defense, Mage can win games on its own. Draining Kiss to recover the HP lost while setting up, and Stored Power has huge BP with enough boosts. The main issue here are steels, but I can easily muscle through with enough boosts.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head
And what would Sand be without Rush Exca? Air Balloon to switch into grounds. +2 Exca OHKO's a lot of mons in the tier with a neutral EQ. Notably, though, it misses out on Ferro.
+2 252+ Atk Excadrill Earthquake vs. 252 HP / 80 Def Ferrothorn: 273-322 (77.5 - 91.4%) -- guaranteed 2HKO after Leftovers recovery
Rapid Spin for hazard control, and can pick off weakened targets while boosting speed outside of Sand. Bulky flying types are the biggest issue here - Corv, Zappy, Moltres. Should I give up Iron Head for Rock Slide?
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- Stealth Rock
- Earthquake
- Swords Dance
Suicide lead. I also have rocks on Ttar so sometimes I just use Swords Dance + Explosion on things like other Lando-t. I used to have Knock Off but replaced it with Swords Dance so my Explosion can guarantee more OHKOs. They always expect me to set up rocks immediately so usually I get 2 turns to SD, live on sash, and then use boom. Earthquake is there, ofc because who doesn't run EQ. Pretty self-explanatory set imo
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Crunch
- Rock Blast
- Earthquake
- Stealth Rock
Sand setter. Smooth Rock, obviously, to get 8 turns of rough, coarse, and irritating sand. Crunch is Ttar's most reliable STAB and hits Slowbro pretty hard. Rock Blast over Stone Edge for the rock STAB b/c accuracy. Earthquake hits Mage and is just great reliable coverage overall. Since Rock type Sp.Def is x1.5 in Sand, Ttar can come into basically every neutral special attack, and many super effective ones too.
Garchomp @ Bright Powder
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Earthquake
- Stone Edge
Use sub until they miss,
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Flamethrower
- Will-O-Wisp
- Air Slash
Moltres is my blanket counter to physical attackers that would otherwise give me huge problems, like Buzzwole. (usually, Buzzes don't carry Rock Slide). The nasty 30% burn chance on contact cripples physical attackers. The reason I have Sp. Def EV's are because after a burn, 252 HP/0 Def is more than enough. Roost for healing, Flamethrower and Air Slash for STAB, and Will-O-Wisp to secure the aforementioned burn. No Defog because I have 2 rocks setters so I don't want to kill my own rocks, and Exca has Rapid Spin anyway.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Draining Kiss
- Stored Power
Mage is my most reliable mon outside of Sand. Usually, I can come in and set up on a more passive mon like Tapu Fini or Slowbro. They will almost always switch out unless the opposing Fini also sets up CM, in which case you destroy them with Stored Power. It's sort of a gamble between boosting Def or Sp. Def, but if I get the switch prediction right and boost the right defense, Mage can win games on its own. Draining Kiss to recover the HP lost while setting up, and Stored Power has huge BP with enough boosts. The main issue here are steels, but I can easily muscle through with enough boosts.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head
And what would Sand be without Rush Exca? Air Balloon to switch into grounds. +2 Exca OHKO's a lot of mons in the tier with a neutral EQ. Notably, though, it misses out on Ferro.
+2 252+ Atk Excadrill Earthquake vs. 252 HP / 80 Def Ferrothorn: 273-322 (77.5 - 91.4%) -- guaranteed 2HKO after Leftovers recovery
Rapid Spin for hazard control, and can pick off weakened targets while boosting speed outside of Sand. Bulky flying types are the biggest issue here - Corv, Zappy, Moltres. Should I give up Iron Head for Rock Slide?
Last edited: