National Dex Mega Garchomp Sand Team/ Peaked #14

Hello everyone, this is my sand team I put together and to my supprise actually performed very well on the ladder. I really like Mega chomp and I had always heard about how bad it was and how it never performed well but non the less I wanted to try it out and created this team focused around it.
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Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Draco Meteor
- Earthquake
- Stone Edge
So most of the time I see mega chomp used as a sweeper with SD and an all physical move set but I belive that it works best as a mixed wall breaker and let me tell you it does it's job well. Draco Meteor hits like a truck and can break down walls like slowbro, quagsire, Mega sableye, and almomola. Fire blast absolutley obliterates unsupecting ferrothorns and defensive tangrowths who would usually stay in on Garchomp and is a great move to break through those bulky steel types. Earthquake and stone edge are there as physical stab moves to take advantage of sand force and Mega Chomp's massive attack stat, and under the sand Mega Chomp has almost nothing that can switch into it safely.
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Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Stealth Rock
- Crunch
- Stone Edge
- Earthquake
Tyranitar is the sand setter and stealth rocker on this team. This bulky set can take tons of hits and set sand for excadrill to come and clean up. It can take a plus 1 bug buzz from volcarona with ease and proceed to one shot it with stone edge. It can even take a hydro vortex from greninja barring it hasn't gotten battle bond yet. You can run pursuit or ice punch over EQ it's just my personal preference.
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Excadrill @ Groundium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
To finish up the sand core we have excadrill which is my main wincon. I usually rely on my wall breakers to get rid of mons that are immune to or resist its main stab moves EQ and iron head. Under the sand drill will outspeed about everything unless the opponets mons have thier speed boosted to the point where than can outspeed drill in sand. I have rock slide instead of SD because this allows drill to be able to hit mons like zapdos, rotom h, and charizard y which it usually would't be able to touch. Rapid spins buff this gen allows excadrill to outspeed mons like zard y and ash greninja out of sand and proceed to take them out. Finally I run groundium z over steelium z because i find that it hits more mons that threaten drill and proceed to KO them before they can KO drill most notably Kartana.
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Zapdos @ Rocky Helmet
Ability: Static
EVs: 240 HP / 248 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Roost
- Hidden Power [Ice]
Zapdos is a physically defensive varient with static and rocky helmet to cripple opposing sweepers who attack into it. It can take on mons that threaten the rest of the team like Mega lopunny, hawlucha, Mega medicham, opposing excadrills, Mega scizor and Mega swampert. Though ice punch can hit zapdos for supereffective damage and possibly thko it, they run the risk of getting paralyzed and they'll take rocky helmet chip and with reliable recovery in roost this mon can be very annoying to deal with. Overall a great wall to support this team.
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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Protect
- Knock Off
Ferrothorn's main job is to get chip damage off on the opposing team and soften it up for the sweepers and also to serve as a consistent switch in. With leech seed allowing it to recover hp and rocky helmet along with iron barbs dealing around 25% to anthing that makes contact with it, this mon can rack up damage quickly. I run protect to allow thorn to gain more recovery and possibly stall out mons that are low and seeded. Knock off is a good move to hit mons that switch in on thorn so you can get rid of their item. Lastly gyro ball is my stab move of chice since thorn is so slow it typically is pretty powerful and one shots G-darm most notably.
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Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Psyshock
- Hidden Power [Fire]
Finally Tapu lele is my scarfer and is there to revenge kill and hit faster dragon types and most importantly specs greninja which greatly threaten Garchomp. Psychic hits like a truck in terrain and moonblast is another great stab move. Psyshock is there to hit special walls that would switch into lele like chansey. Hp fire hits steel types that would usually wall lele like mega scizor and ferrothorn. Lele is great in the endgame where it can clean up or with its ability to stop priority assist excadrill in finishing off the opponet.

A couple threats to this team are Zard y which this team doesn't have a good switch in too unless it's not running focus blast then ttar can take it on since ttar takes solar beam relativly well. Stall teams in general give this team trouble even though Mega chomp can break down stall pretty well if it gets burned or poisned it immediatly becomes a lot less threatening. Lastly hawlucha is a big problem because if zapdos is weakened enough or already KOed hawlucha can pretty much just sweep. That aside this team has performed very well, much better than I would have expected and has been a lot of fun to use too. If you decide to give this team a try I hope it does as well for you as it did for me.
 

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