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ORAS OU Mega garchomp team with sandsteam ttar

This is the team i put together, mostly built around mega garchomp but so far i've been a bit let down the mega himself and was wondering maybe if he needs more support from others. This is what I have right now in PS:

chompy (Garchomp) @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
Swords Dance / Earthquake / Dragon Claw / Flamethrower

Didn't give him outrage because i hate being locked into a move and getting confused it really horrible when I already have no defensive investments. swords dance is great when i know someone's going to switch out. using earthquake when the sand is up is usually fatal and i was thinking of using stone edge or rock slide over flamethrower to get pokemon like togekiss, and also the 30% boost it gets with sand force is pretty strong with chompy's attack. However, i chose flamethrower over fire blast after missing a couple times so yeah.

godzilla (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 180 Def / 80 SpD
Relaxed Nature
Stealth Rock / Stone Edge / Crunch / Ice Beam

Ttar usually goes first to set up rocks and get the sand going. i chose more investment in Def over SpD because sandstream increases his SpD by half and i usually use him to take more physical moves anyway if I'm scared of my clefable fainting. stone edge lets pokemon take more damage (easier for chompy to kill), and crunch + stone edge are good stab moves. I use ice beam for gliscor and landorus-t, as well as those pesky skarmorys who like to defog my hazards.

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
Spikes / Thunder Wave / Reflect / Foul Play

For klefki, I chose reflect over toxic because at the time i felt like i was lacking some seriously defensive pokemon (the only one who has defensive investment is clefable), so i thought reflect might help. Now however, I'm thinking of using light screen instead, though I see ice-punch and ice fang more often against my Garchomp than ice beam or ice shard. spikes is good for getting in more damage, making it easier for chompy to kill things.

Fawkes (Talonflame) (F) @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Brave Bird / Flare Blitz / Swords Dance / U-turn

Nothing to say about TFlame, love her to death, and she usually gets the job done or weakens foes enough so that chompy can take them out. She's a faster attacker (which comes in handy when i have a slow mega), with the standard stab moves. Swords dance is when i know ferrothorns are gonna switch out, and u-turn is good against dark types that i cant touch, as well as just getting out of there if i have a better check in my party.

mothra (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
Calm Mind / Moonblast / Thunder Wave / Soft-Boiled

Mothra (lmao) usually doesnt go out without killing 1 or 2 pokemon first, and when there's hazards on the field, she can go in without a problem. T-wave is a must since it allows my garchomp to outspeed other foes. klefki has it too for this reason. one calm mind allows her to get most non SpD bulkers to around half or 2/3's. soft boiled is reliable recovery. t-wave also allows mothra to outspeed the pokemon who have a bit higher base speed stats than she does.

slimy (Goodra) @ Assault Vest
Ability: Sap Sipper
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
Dragon Pulse / Flamethrower / Sludge Bomb / Thunderbolt

I really needed a specially defensive pokemon with higher SpA then clefable--and with an assault vest, I didn't think there was anyone better than goodra. However, his low speed compared to others is pretty annoying and if i see a physical pokemon, i switch him out and bring out ttar as death fodder. Thunderbolt gets water types who destroy Ttar, sludge bomb against those faries who annoy chompy, dragon pulse is stab and flamethrower helps against steel types who go against t-tar and clefable.

Overall, I get really annoyed whenever goodra gets burned, poisoned or paralyzed. these things usually happen as a result of him taking it instead of chompy (i switch the latter out on turns i know it will happen). Ttar usually dies and the sand goes away by the time i actually send out chompy, and not having a rapid spinner can be annoying to talonflame, but i usually only send her out into rocks when i know she'll live and kill whatever's on the field next turn. I wanted a cleric/healer to get rid of annoying statuses but I cant seem to find the right spot. Clefable is too useful as is to be turned into a cleric so i was wondering what i can do to improve this team or to just change pokemon altogether (im looking at you garchomp). I was looking for faster (and just as strong as chompy) pokemon that would do well with my current team but it seems as though the sandstream would only be annoying in that situation. I tried using mega metagross (with rock polish) and switched in a sand rush excadrill for clefki but i've never liked using metagross, and he's always died before really being able to sweep a team or kill more than 1 pokemon. Let me know what to do, I'd really appreciate it!

here are some replays too:
http://replay.pokemonshowdown.com/ou-324449706
http://replay.pokemonshowdown.com/ou-324452912
http://replay.pokemonshowdown.com/ou-324461709 (this one was sheer luck)
http://replay.pokemonshowdown.com/ou-324487828
http://replay.pokemonshowdown.com/ou-324564152
http://replay.pokemonshowdown.com/ou-324493471
 
Last edited:
Hello :)m I think the team is very well built, but there are just a few components to a sand team you are missing.

Mega Chomp and TTar are very solid in a sand core, however I would consider switching in excadrill for talon flame. However, in doing this you want to replace klefki or else you will be left with a glaring ground weakness. To preserve the prankster thunder waves and the ground immunity I think Thundurus Incarnate would be a great addition to the team as It can paralyze or KO some threats your sand core struggles with. This way you preserve hazards, as they are on Tyranitar, preserve a ground immunity in Thundurus-I, and have the sand rush escadrille to help you with sweeping. To finish, you still have the Fairy/Steel/Dragon core in Goodra/Clefable/Excadrille

Those are just a few of my suggestions, but either way with just the addition of escadrille the team should function very nicely, good luck :).

Sets

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Focus Blast
 
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