Mixed Offensive W/ Sandstorm Support

Hello everyone. This is a team I’ve been planning, designing, and testing for some time now, though perhaps not as long as some of the more notable teams on this site. As a player new to the competitive battling scene with the advent of generation six, adjusting my pokemon playstyle to account for a developed metagame filled with actual players rather than predictable NPC’s has been a bit of a shock, although I’ve enjoyed making the transition immensely. I messed around with the random battles on pokemon showdown for a bit, just to get a feel for the system, before deciding that it was about time I get out there and design my own team.

The Team:

Zyran: Garchomp

BaneOfTokyo: Tyranitar

What Even?: Forretress

FU Rotom: Gastrodon

420Blaze: Talonflame

Minerva: Gardevoir-Mega

Now bear in mind, that as a player who’s very new to the competetive scene, I was unfamilliar with many of the pokemon that are so strong in the online metagame, preferring to use whatever “cool” and “awesome” pokemon I could find in the story portion of the games. So when it came to building a team, I looked to use two of my favourites.


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The Land Shark has been one of my favourite pokemon since Cynthia 6-0’d me with it in my first run through platinum, and I knew right off the bat I wanted to use it. When I did some research and found out that Garchomp was no longer uber tier, but resting comfortably in OU, and I could even run Sand Veil without being that guy, I was ecstatic.

Zyran (Garchomp) @ Choice Scarf

Ability: Sand Veil

EVs: 252 Atk / 252 Spd / 4 HP

Naive Nature

- Dragon Claw

- Stone Edge

- Earthquake

- Fire Blast

I briefly experimented with Mega Garchomp, but I just couldn’t get myself to feel comfortable with how slow mega evolving made Garchomp run. I wanted it to be fast. Really fast. I felt like I didn’t need it to be a set up sweeper, so I opted for a choice scarf to provide ultimate revenge killing capabilities and just outrun everything. The EV spread is ideal for brute forcing my way through most things, and allows me to outrace pretty much everything, while the naive nature ensures Fire Blast remains a viable move option, though it gives me little survivability against Special Sweepers. I’m only comfortable with this because my moveset can OHKO most fire based special sweepers, while the rest of my team can handle the dangerous water types (Starmie, Greninja) quite well. The moveset gives it good coverage against almost everything.

Dragon Claw is a powerful STAB attack that’ll take out almost any dragon, and I think is almost a guranteed OHKO with stealthrock support. It’s resisted by very few things (steel and fairy) and is almost always a safe way to get a lot of damage out on a predicted switch.

Stone Edge means Togekiss can’t wall it, and makes Garchomp a perfect counter to MegaZard-Y and Volcarona, both of which are special sweepers which my team might otherwise find hard to handle.

Earthquake is an even more powerful STAB attack, although you need to be careful they aren’t switching into anything it won’t hit.

Fire Blast is a surprise special attack which helps deal with Scizor, Ferrothorn, and Forretress quite nicely.



Of course, I couldn’t run my favourite Land Shark without the support of Godzilla.

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Tyranitar is another pokemon that’s just always held a place in my heart. I mean, just look at it. It just screams cool and powerful. In this case, I utilize Tyranitar’s incredible base stats and outstanding physical damage output to perform the role of an anti-lead against most hazard setters.

BaneOfTokyo (Tyranitar) @ Choice Band

Ability: Sand Stream

EVs: 180 HP / 76 Spd / 252 Atk

Adamant Nature

- Crunch

- Pursuit

- Fire Punch

- Stone Edge

This Tyranitar set is all about kicking up a sandstorm, and then bruteforcing my way through the opponents lead. Galvantual and Ariados? Sure, they’ll set up their sticky web. And immediately after they’ll take a stone edge to the face, and not even focus sash can save them when there’s a vicious sandstorm tearing at their skin/flesh/exoskeleton. Deoxys variants are destroyed by crunch, sash again doing nothing for them. Taunt leads expecting specially defensive utility Ttar receive a nasty surprise in the form of a brutal crunch or a Falcon Punch (read: fire punch) that’ll bring them from 100-0 instantly. Choice Band ensures that almost nothing survives a hit from this monster, and that most battles are starting 6-5 in my favour.

Tyranitar also acts as another strong counter to Volcarona and MegaZard-Y, and while you don’t want to switch into a bug buzz, switching into a solar beam will wreck MegaZard’s day completely. Fighting types, and anything with mach or bullet punch make Tyranitar nervous, but he’s typically not coming out or staying in against those anyway, and we have answers in the rest of the team. The sandstorm kicked up by Sand Stream also buffs Tyranitar’s special defense, allowing it to take hits it might not otherwise have been able to take.

Crunch deals with any pesky psychic types, and I really do mean any. The raw attack power provided by the stats, base damage, choice band, and STAB bonus means almost nothing with psychic typing save for walls like Bronzong is likely to survive a hit from this, and honestly, who uses Bronzong?

Pursuit is to deal with anything that finds Tyranitar scary and tries to run away. I haven’t been able to make great use of this move though, and I feel like it might not very effective on a choice set like this. I may switch it out for possibly earthquake to opt for more coverage, but I’m not sure.

Fire Punch wrecks a lot of things. It makes the life of a steel type pokemon very unpleasant, doing work against Scizor, Ferrothorn, and Forretress who other would find themselves in a very comfortable position against Tyranitar. It’s not a conventional move on him, but my team was lacking fire coverage, and a Falcon Punch from a Tyranitar is nothing to be laughed at. If a normal punch has the power to move mountains (according to the pokedex) how much power does a flaming punch of fiery destruction pack?

Stone Edge is pretty standard. It’s a very powerful rock STAB move that does a lot of damage to a lot of things. More coverage against Volcarona and MegaZard is never a bad thing I find, and honestly, if this hits anything super effective, that pokemon is going to be in a bad way. Plus, crithax.


Between Chomp and Godzilla, I had plenty of damage to smash things with, but I lacked hazard setting and hazard removal (stealth rocks aren’t a big deal for chomp or Ttar, but Talonflame and Gardevoir certainly didn’t like them, and spikes and toxic spikes are a big pain for the sandstorm pair), and didn’t have a defensive wall to bring in when I needed to take a hit. So I found Forretress.

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I’ll be honest. This Forretress is every bit as badass as that picture makes him out to be. Forretress does work, that’s all there is to it.

What Even? (Forretress) @ Leftovers

Ability: Sturdy

EVs: 252 Def / 4 SDef / 252 HP

Relaxed Nature

IVs worth noting: 0 Spd

- Rapid Spin

- Stealth Rock

- Volt Switch

- Gyro Ball

With over 400 defensive at level 100, this thing is a defensive monster, crushing souls as it gyro balls physical attackers in the face and sprays stealth rocks all over their side of the field. Rapid spin ensures that whatever hazards the opponent set up before Tyranitar started ending lives don’t stay up to harm anything I want to sweep with, and volt switch is an amazing move on the predicted switch in to a spin blocker. Left overs means Forretress can stay in forever against physical attacker that isn’t well set up, and gyroball means they can’t safely set up without taking a good chunk of damage for it. It’s also worth noting that the sandstorm from Tyranitar only makes this things life easier, as the opponents pokemon take residual damage while forretress does not.

Rapid spin is obviously a necessity with the likes of Talonflame on my team. I can’t afford to leave rocks up without losing quite a bit of momentum with my sweepers.

Stealthrocks makes the jobs of Garchomp, Talonflame, and Gardevoir much easier, and is simply a necessity with the way the game is currently played.

Volt switch might seem odd, but it’s a great move to surprise spin blockers with, allowing me to toss a Tyranitar in the face of any ghost type they bring in, and have the guaranteed OHKO on any spinblocker by way of crunch, especially after stealth rock and volt switch damage.

Lastly, Gyroball gives a reliable method for Forretress to put out damage, making it potentially unsafe for sweepers to set up on, and making it a very good counter to the some of the scary fairy types out there. Obviously, we have 0 IV’s in speed to boost the moves effectiveness.

It’s very weak to fire, particularly the popular special attackers Volcarona and MegaZard-Y, who’ll take it out in one hit, but volt switch means decent prediction will allow you to do a bit of damage and counter them with a Garchomp the moment they switch in. Considering you should have rocks up on the field, they can only make that switch in once.

For other special attackers that threaten Forretress’s weak special bulk, we have this guy:

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Don’t let the cute picture fool you, for this thing is a soul crushing monster. Gastrodon makes many of the dangerous special attackers that would otherwise threaten our team cry. Its stats might be subpar, but it’s defensive typing and ability makes it an outstanding counter/check to the pokemon I’m looking to deal with.

FU ROTOM-W (Gastrodon) @ Leftovers

Ability: Storm Drain

EVs: 252 HP / 252 SDef / 4 Def

Calm Nature

- Scald

- Earth Power

- Toxic

- Recover

Gastrodon is a beast. Its ground typing makes it a perfectly safe switch in to thunder moves, despite the water typing, and its storm drain ability allows you to switch in AND set up with the storm drain special attack boost against water moves. I’ve affectionately given the beast a very accurate nickname, in honour of it fulfilling the one job I needed it to to an exquisite degree. Against this monster, Rotom-Wash is basically useless. Not only do you get to be that guy who switches a ground type into the volt switch, but once you’re in, the only thing hydro pump will be doing is making you into an even bigger monster. This thing drinks the tears of Rotom users as an energy drink. Will-O-Wisp is annoying, but it doesn’t do a lot to you with leftovers and recover, and toxic is more annoying. This Gastrodon is built specially defensive, as Forretress already exists to provide physical bulks, and all the things I want him to check/counter are built in special damage.

Gastro is also a great switch in to any water type moves that might come from the likes of Greninja, Azumaril, or Mega-Gyrados. You don’t want to stay in against the other physical attacks of Azumaril and Gyrados, as you’re not building physically bulky, but it’s a good way to absorb the first hit and then switch into something that can take the next and will have a better matchup against the threat. Tyranitars sandstorm from Sand Stream only helps Gastro too, as it forces the opponent to take residual damage while Gastro does not.

Scald is a great offensive water move for any defensive pokemon, as the high burn chance leads to so many lovely hax. It makes Gastro a great counter to heatran as well, as you can hit it with scald even if it still had a balloon.

Earth power is another good offensive move to run on gastro, as it does a lot of work to the electric and fire type special sweepers you want to switch into, particularly heatran if it doesn’t have a balloon up.

Toxic is great for stalling out threats you otherwise can’t deal with, particularly if they can’t deal with you. Between Gastro and Forretress, this team can go semi-stall against one threat if it needs to. It’s also great for forcing out sweepers as they try to set up on you, as the toxic damage combined with the damage from your own attacks will quickly become too much for them to handle.

Recover is just a great recovery move that helps makeup for Gastro’s rather lackluster actual bulk in stats, and allows it to stay in for a long time against things it’s walling, and stall out threats with toxic.

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It’s a bird! It’s a plane! No, it’s definitely a bird.

You could understand why someone might be confused though. With Gale Wings, Talonflame might as well be a supersonic jet fighter. Your chances of outspeeding it are, afterall, basically nil. Talonflame obviously has its weakness. It doesn’t want to switch into stealth rocks ever, and so it needs rapid spin support courtesy of Forretress (Assuming Tyranitar doesn’t take out their hazard setter before it gets them out, if their lead is their hazard setter). It’s base stats aren’t the most incredible thing either. But that doesn’t matter to me, because priority on everything flying is absurd.

420Blaze (Talonflame) @ Leftovers

Ability: Gale Wings

EVs: 176 HP / 252 SDef / 80 Spd

Careful Nature

- Bulk Up

- Brave Bird

- Roost

- Flare Blitz

I actually run a bulky Talonflame set, with leftovers, roost, and bulk up. My EV spread looks to maximize special bulk with points in SDef and HP, while looking to outspeed the things it needs to with flare blitz and bulk up by way of the 60 extra points in speed. I realized right away, that while Talonflame answered quite a few of the problems I wanted to answer (dealing with Grass Types, particularly MegaSaur and Trevenant as well as posing as a second answer to dangerous fighting types and steel types) I didn’t need it to be a maxed our offensive physical suicide sweeper. I already had Garchomp and Tyranitar doing a LOT of physical damage for the team. So I went for the bulky, sustainy, set up sweeper Talonflame. Is it gimmicky? Maybe a little, but by god does it work.

Provided Tflame can be brought in safely (read: no stealth rocks, and not into a rock or water type move), it can set up on almost anything. Opponents who don’t expect the special bulk will waste a turn trying to hit Tflame with an ability that doesn’t do near as much as it should, and give you a free turn to bulk up, and once you get a few of those off, Talonflame becomes quite beefy. From this stage, priority brave birds and standard flare blitz’s are usually enough to end the game, while leftovers and the occasional priority roost allows you to shrug off the recoil.

Keep in mind, Talonflame still functions very well as a revenge killer without the set up, and you shouldn’t try to set up I find unless you’ve eliminated the checks/counters for it, or the set up will allow you to deal with your checks on your own. Priority brave bird does a lot of damage regardless, so don’t feel like you need to bulk up two or three times before you can use it.

Bulk Up makes Talonflame beefy and sets it up for sweeps.

Brave Bird receives priority from Gale Wings and can revenge kill almost anything, while being a very powerful move in its own right.

Roost also receives priority, and allows you to sustain yourself for a long time against special threats, as well as physical threats if you’ve gotten your bulk up’s off.

Flare blitz adds more fire coverage to my team, and allows talonflame to really threaten Ferrothorn and Forretress who would otherwise wall it well. Alternatively, will-o-wisp could be run to really negate incoming damage.

And finally we have slot number six. Filling out this spot was rather interesting, and quite a few pokemon have cycled through. Initially, there was a Starmie, back when Forretress was a Skarmory to function as an offensive rapid spinner. I didn’t like how lackluster Starmie felt on my team, and dropped it. From there, I experimented with support Florges and Sylveon. These worked better, but still didn’t seem to quite click with either what my team wanted to accomplish, or my own personal play style. Finally, I discovered this goddess.

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I’m not quite sure why I didn’t think of her earlier, to be honest. I’ve always loved Gardevoir (it’s one of my all time favourites) and I can’t believe it never even crossed my mind. Regardless, a friend of mine asked if he could borrow my Gardevoirite to beat the elite four, and I was like, “Wow. Mega Gardevoir would be totally awesome here.” So I tried Mega-Gardevoir and I’ve loved it on the team ever since.

Minerva @ Gardevoirite

Ability: Trace (turns into Pixillate)

EVs: 252 Spd / 252 SAtk / 4 SDef

Timid Nature

- Calm Mind

- Hyper Voice

- Psyshock

- Focus Blast

Gardevoir does a lot of awesome things, including answering a number of threats that I didn’t really have an answer to. It walks all over Terrakion and Keldeo, and while Gastro and Forretress could wall them pretty well before, Gardevoir can just sweep them. It also gives me a very powerful Fairy move that allows me to take advantage of the changes to the type chart and and grab some more good coverage for my team. It’s also very safe to switch into most fighting types, due to 4x resist against fighting and the fact that it’s usually faster than them, despite the lack of physical bulk. If it can set up, the coverage offered by fairy type hyper voice, psyshock, and focus blast is often enough to allow Gardevoir to sweep a match on its own with its immense special damage output, which helps compensate for the physical orientation of the rest of my team. The steel type weakness is dissapointing, meaning I can’t check physical lucario like I wish I could, and scizor can basically have its way with her, but Talonflame and Garchomp can handle anything Gardevoir can’t.

The EV spread and nature is focused on making Gardevoir outrun as many things as possible, while continuing to output a tremendous amount of damage. It’s also worth noting that Gardevoir doesn’t NEED to set up, as the unboosted damage from all her abilities is quite substantial. But if you get the opportunity, setting up a calm mind or two can basically give you the game.

Calm Mind: Our set up move. You only want to use it when it’s safe to get off. Fortunately, Gardevoir can be fairly safe against quite a few special attacking threats, and the special defense buff will make her even safer, meaning you can often sneak one in against them if you’re faster.

Hyper Voice: Pixillate boosts the damage and makes it fairy type, so Hyper Voice will be doing a LOT of damage.

Psyshock: Psyshock is a great way to get by special walls that they may send out to stop Gardevoir’s rampage. The damage isn’t as high as psychic, but hitting a special wall against its subpar physical defense means Gardevoir can potentially be very difficult to wall.

Focus Blast: Gardevoir’s answer to all the steel types looking to make her day miserable. That it also deals a ton of damage to rock types, normal types, and dark types is simply a bonus.


A replay of the team in action. That I’m very new as a player shines through her I think, as you’ll see quite a few misplays on my side of the map, but the team carries me, and I think the strength of Talonflame and Forretress are particularly well displayed here, though Tyranitar underperforms a bit, entirely due to player error. This is taken from before I realized Gardevoir could learn hyper voice, so keep that in mind.

http://replay.pokemonshowdown.com/ou-106111383

Another replay of the team in action. This time it's showcasing the power of Banded Tyranitar as an antilead and the power of specially defensive bulky Talonflame as a set up sweeper.

http://replay.pokemonshowdown.com/ou-106247940


Also, aside from any actual team rating, if you guys could let me no how the formatting and content of the thread itself held up in comparison to other "Rate My Team" posts and whether or not I've met all the expected standards of such a thread, that would be amazing!

Thank you to everybody who helps me out.

Also, I would like to send out a special thanks to a buddy of mine, who played a bunch of test battles against this team (The record is 7-6 now in my favour. Whatcha gonna do about it?) and all the artists who's work I borrowed (read: copypasta'd off the internet) to make this look prettier. Oh, and obligatory thanks to gamefreak for making the actual game, and Smogon for making this site.
 
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Aside from the actual RMT-section, I found this to be very enjoyable to read! Some of passings were a bit long for some Pokemon, but I prefer quantity over scarsity. The length might deter some people from reading, but rest assured, the team's interesting in a way I think will make people rate it.

Now, the actual team. As there hasn't been any additional rates, I'm gonna go a tad deep here.

Let's start with Garchomp. First of all, I must compliment on using Scarf, Garchomp is one of the best Scarf-users in the tier, hands down. I have really nothing to say about the EVs and the moveset, I think they are optimal. One thing I do have to question is the use of Sand Veil. Although I can see the benefit of it in sandstorm, in my opinion, it's better to have a consistent ability than one that might not activate. In addition, you only have 5 turns of sandstorm, so that makes Sand Veil even less optimal. Although Rough Skin is a tad defensive, not really working well with Scarfed Garchomp, it is a good way to punish, for example some stray non-powerful U-turns, and never underestimate the value of chip damage.

I can see the benefit of using CB on Tyranitar, you have solid arguments there. However, I see one big flaw in the matchups Tyranitar is supposed to have. Whereas Galvantula and Ariados are sub-optimal hazard setters in OU, the Deoxys forms are much more prelevalent. Worst of all, many of them carry Superpower, and if you haven't faced any carrying Superpower yet, you are sure to come by those. Even a Superpower from Deo-D will kill you, and that will leave you in 5-6 situation, and you still have to take hazards before you can finish either of Deo-formes. In contrary to what you said, I do believe Pursuit is a good move for Tyranitar, as it can effectively trap some of the best non-Flying-typed Defoggers, such as Lati@s and Mew. If you were to have CB, I'd strongly recommend Pursuit.

My own personal opinion is that Forretress is not a good Pokemon in OU. It's practically a free switch-in to many powerful threats, and as most of them resist Steel (M-Charizards, M-Gyarados...), there's little Forretress can do remedy this. That said, I do see how Forretress compliments your defensive core, and has an actual reason to be there. However, I'm not sure if that complimenting will outweigh it's flaws, and I'm going to come back to this at the end of the analysis.

Gastrodon, I think, goes in the same vein as Forretress: its defensive capabilities are not bad, just outdated. It can work as a special wall, but it's severely hampered by the facts that 1) most of the biggest threats in OU are physical 2) the number one special threat, Char-Y, has that SolarBeam to blast Gastrodon to Kingdom come. That said, SolarBeam isn't such a big problem to your team, since you can cancel sun with your sand. It is still good to remember this tactic is very reliant on prediction, since switching Tyranitar to a potent Focus Blast might mean the end of the match. Gastrodon does have a good matchup against most Rotom-W, just remember to watch out for potential Tricks.

Bulk Up Talonflame is a really nice 'mon, kudos for that. About the EVs, what are you exactly outspeeding at 60, so that you can hit it with Flare Blitz? My suggestion is to either run 76 Speed, or no speed at all, and maximize special bulk. With your current moveset, I'd suggest 0 Speed, and maximizing special bulk. However, there is one moveset change I would propose, and that is to switch Flare Blitz to Taunt. The way I see it, you are using Talonflame mainly to maim defensive Grass-types, and with Taunt, you can quite freely Bulk Up against a myriad of defensive Pokemon. I would compliment Taunt with 76 Speed, as it lets you outspeed Deo-D, and make sure it doesn't get hazards up, thus making sure you are not bound to lose your Tyranitar to a stray Superpower, and giving a bad start to the myriad of DeoSharp offensive teams.

It's good that you decided to go with a Mega-mon in the last slot, as really, not having one is more often than not a bad choice. One thing I have to say that M-Gardevoir has in no way a good matchup against Terrakion as Terrakion is faster, and has a strong Stone Edge to finish M-Garde. I can see Gardevoir going well with this team, but I have to ask, against what opponents can you set up CM? Even after M-Evolving, her Speed is not that great, and as your Special Attack is impressive as it is, I would suggest giving your Garde more coverage or some utility. STABs are a given, and I can see the benefits of using Focus Blast, hitting Ferrothorn and Forretress, while also making it hard for Scizor to switch-in. Additional option to FB is Hidden Power Ground, as with that you can hit Aegislash, and you hit Heatran for the same damage more reliably, but your choice really. As for additional utility, I'd suggest going with Will-O-Wisp. Will-O-Wisp makes it hard for physical attackers to come in, and I think it compliments your team very well. Another options could be Shadow Ball (for Aegislash) or Taunt, if u choose not to use Taunt with Talonflame. With Taunt, Gardevoir has a better matchup with slow, bulky walls or pivots.

Aside from specific Pokemon analysis, I would like to ask about the overall philosophy of the team. See, I don't think that at the current stage the team can be called a Sand team. 5 turns of Sand is really not that long, and in addition, you really don't have strong attackers that benefit from sand. I'm not saying that it needs moar sand, but just as an observation. I think the team has potential as it is, and you don't necessarily need to rely on sand, but if u were to go for a more sandy route, I would suggest either changing Tyranitar to a physically bulky version with Smooth Rock, or taking Hippowdon in its place. Also, there is an ecellent Rapid spinner in OU that just begs to be used in Sand, and that is Excadrill. If u ever feel like it, I would suggest trying Sand Rush Exca in the place of Forretress, and you can try if you like a fast, offensively hazardous Excadrill in its place. As a moveset I'd suggest something along the lines of Rapid Spin / Earthquake / Iron Head / Rock Slide, or switching Iron Head with Swords Dance. SR could be set by a defensive Tyranitar or Hippowdon.

'kay, so long story short:
-Sand Veil is a tad unreliable ability
-beware of Superpower when going aganst Deo-leads.
-Try using Sand Rush Exca as an offensive spinner, while trying defensive Tyranitar/Hippowdon as a SR setter.
-when countering Char-Y, be aware of Focus Blasts
-consider using Taunt and Speed EVs on Talonflame
-try replacing CM with an additional coverage move or a utility move

Overall, I think your team has a lot of potential, and I hope my suggestions can come to good use, or atleast give some inspiration. Good luck teambuilding!
 
Aside from the actual RMT-section, I found this to be very enjoyable to read! Some of passings were a bit long for some Pokemon, but I prefer quantity over scarsity. The length might deter some people from reading, but rest assured, the team's interesting in a way I think will make people rate it.

Now, the actual team. As there hasn't been any additional rates, I'm gonna go a tad deep here.

Let's start with Garchomp. First of all, I must compliment on using Scarf, Garchomp is one of the best Scarf-users in the tier, hands down. I have really nothing to say about the EVs and the moveset, I think they are optimal. One thing I do have to question is the use of Sand Veil. Although I can see the benefit of it in sandstorm, in my opinion, it's better to have a consistent ability than one that might not activate. In addition, you only have 5 turns of sandstorm, so that makes Sand Veil even less optimal. Although Rough Skin is a tad defensive, not really working well with Scarfed Garchomp, it is a good way to punish, for example some stray non-powerful U-turns, and never underestimate the value of chip damage.

I can see the benefit of using CB on Tyranitar, you have solid arguments there. However, I see one big flaw in the matchups Tyranitar is supposed to have. Whereas Galvantula and Ariados are sub-optimal hazard setters in OU, the Deoxys forms are much more prelevalent. Worst of all, many of them carry Superpower, and if you haven't faced any carrying Superpower yet, you are sure to come by those. Even a Superpower from Deo-D will kill you, and that will leave you in 5-6 situation, and you still have to take hazards before you can finish either of Deo-formes. In contrary to what you said, I do believe Pursuit is a good move for Tyranitar, as it can effectively trap some of the best non-Flying-typed Defoggers, such as Lati@s and Mew. If you were to have CB, I'd strongly recommend Pursuit.

My own personal opinion is that Forretress is not a good Pokemon in OU. It's practically a free switch-in to many powerful threats, and as most of them resist Steel (M-Charizards, M-Gyarados...), there's little Forretress can do remedy this. That said, I do see how Forretress compliments your defensive core, and has an actual reason to be there. However, I'm not sure if that complimenting will outweigh it's flaws, and I'm going to come back to this at the end of the analysis.

Gastrodon, I think, goes in the same vein as Forretress: its defensive capabilities are not bad, just outdated. It can work as a special wall, but it's severely hampered by the facts that 1) most of the biggest threats in OU are physical 2) the number one special threat, Char-Y, has that SolarBeam to blast Gastrodon to Kingdom come. That said, SolarBeam isn't such a big problem to your team, since you can cancel sun with your sand. It is still good to remember this tactic is very reliant on prediction, since switching Tyranitar to a potent Focus Blast might mean the end of the match. Gastrodon does have a good matchup against most Rotom-W, just remember to watch out for potential Tricks.

Bulk Up Talonflame is a really nice 'mon, kudos for that. About the EVs, what are you exactly outspeeding at 60, so that you can hit it with Flare Blitz? My suggestion is to either run 76 Speed, or no speed at all, and maximize special bulk. With your current moveset, I'd suggest 0 Speed, and maximizing special bulk. However, there is one moveset change I would propose, and that is to switch Flare Blitz to Taunt. The way I see it, you are using Talonflame mainly to maim defensive Grass-types, and with Taunt, you can quite freely Bulk Up against a myriad of defensive Pokemon. I would compliment Taunt with 76 Speed, as it lets you outspeed Deo-D, and make sure it doesn't get hazards up, thus making sure you are not bound to lose your Tyranitar to a stray Superpower, and giving a bad start to the myriad of DeoSharp offensive teams.

It's good that you decided to go with a Mega-mon in the last slot, as really, not having one is more often than not a bad choice. One thing I have to say that M-Gardevoir has in no way a good matchup against Terrakion as Terrakion is faster, and has a strong Stone Edge to finish M-Garde. I can see Gardevoir going well with this team, but I have to ask, against what opponents can you set up CM? Even after M-Evolving, her Speed is not that great, and as your Special Attack is impressive as it is, I would suggest giving your Garde more coverage or some utility. STABs are a given, and I can see the benefits of using Focus Blast, hitting Ferrothorn and Forretress, while also making it hard for Scizor to switch-in. Additional option to FB is Hidden Power Ground, as with that you can hit Aegislash, and you hit Heatran for the same damage more reliably, but your choice really. As for additional utility, I'd suggest going with Will-O-Wisp. Will-O-Wisp makes it hard for physical attackers to come in, and I think it compliments your team very well. Another options could be Shadow Ball (for Aegislash) or Taunt, if u choose not to use Taunt with Talonflame. With Taunt, Gardevoir has a better matchup with slow, bulky walls or pivots.

Aside from specific Pokemon analysis, I would like to ask about the overall philosophy of the team. See, I don't think that at the current stage the team can be called a Sand team. 5 turns of Sand is really not that long, and in addition, you really don't have strong attackers that benefit from sand. I'm not saying that it needs moar sand, but just as an observation. I think the team has potential as it is, and you don't necessarily need to rely on sand, but if u were to go for a more sandy route, I would suggest either changing Tyranitar to a physically bulky version with Smooth Rock, or taking Hippowdon in its place. Also, there is an ecellent Rapid spinner in OU that just begs to be used in Sand, and that is Excadrill. If u ever feel like it, I would suggest trying Sand Rush Exca in the place of Forretress, and you can try if you like a fast, offensively hazardous Excadrill in its place. As a moveset I'd suggest something along the lines of Rapid Spin / Earthquake / Iron Head / Rock Slide, or switching Iron Head with Swords Dance. SR could be set by a defensive Tyranitar or Hippowdon.

'kay, so long story short:
-Sand Veil is a tad unreliable ability
-beware of Superpower when going aganst Deo-leads.
-Try using Sand Rush Exca as an offensive spinner, while trying defensive Tyranitar/Hippowdon as a SR setter.
-when countering Char-Y, be aware of Focus Blasts
-consider using Taunt and Speed EVs on Talonflame
-try replacing CM with an additional coverage move or a utility move

Overall, I think your team has a lot of potential, and I hope my suggestions can come to good use, or atleast give some inspiration. Good luck teambuilding!


In the teams first iterations, there actually was a much larger focus on sand. It ran Mega-Garchomp and Excadrill, with a bulky Tyranitar lead instead of the brute force anti-lead I run now. Tyranitar (sorta), Garchomp (sorta), and Talonflame are the only ones that managed to survive all the changes. You are right in that I don't really have strong attackers to benefit from the sand, but I stopped considering the sand as an offensive tool when Excadrill and Garchompite left the team. I actually did try to clarify this by calling it sandstorm support in the title, but I suppose I can see how that still wouldn't be very clear.

TBH, the only reason Garchomp really has Sand Veil, is because my in game Garchomp has sand veil, and I love it too much (and invested too much time into making it perfect xD) to try and breed another perfect one with rough skin. I feel like both abilities have a rather minor impact, but Sand Veil has saved me from a MegaZardX dragon claw more than once, and allowed me to get the earthquake off that I needed to win (or just compensated for my horrible luck in hitting stone edge...).

You are right in that I haven't actually come across a Deoxys form running super power, but if I did, it would probably be terrifying and give my Tyranitar a bad day. It is my understanding though, from both my little bit of experience, and what the other players I've talked to have told me, that most deoxys function as suicide lead hazard setter types, or in rare cases a bulky recovery based hazard setter. I haven't really had any encounters with DeoSharp offensive cores yet, which I suppose is odd given their apparent popularity, but at the same time, I feel like I should be able to tell whether it will be carrying super power just from the team that surrounds it. Or maybe not. Like I said, I'm quite new to this. I think that might just need to be something experience will teach me. Your advice in regards to pursuit seems sound, and I'll keep running it for now.

You are most certainly correct in your points about Forretress's weaknesses, and to be honest, they caused me no end of grief when I first started running him. However, I've since realized that volt switch is actually an excellent answer to most of these threats. On the predicted switch, it allows me to hit them for not insubstantial damage, and meet them with a scarfed Garchomp that they'll never be outrunning, and even if the switch isn't predicted, they'll usually try to set up on forretress, which means that I can volt switch on their dragon dance, and Garchomp will still outrun them on the next turn. Time might prove me wrong here though, and your warnings are well taken, but so far in all my experimentation with hazard setters/removers (starmie, skarmory, excadrill) Forretress has worked out by far the best for me.

You're pretty much spot-on in your analysis of Gastrodon, and if I ever let him get hit by a grass move it can spell very bad news for my team. However, Gastro does provide a very good answer to many threats that I could just never answer before within the rest of my team, and really is an excellent special wall. He definitely has his cons, and I think that in almost every other case there would be better options, but I think that right now the benefits he offers to my team outweigh them. (Mega-Gastro for gen seven!)

In regards to Talonflame, the 60 was actually a typo, and I do in fact run 80 ev's in speed, with the rest maximizing special defense and another 176 being put into HP (I opted to move 4 from hp to speed so I would have an odd number of HP, to minimize stealth rock damage just a little bit if I never need to come in on them). I did actually run will-o-wisp before I ran flare blitz, but I can see how taunt might also be a good option. I'll try it. Flare Blitz has done work for me, but I suppose if I can get set up enough I won't need anything but Brave Bird.


I really like your advice in regards to Gardevoir, and I agree with you. I'm going to drop CM for Shadow Ball for now, and I'll see how that works into the future, and maybe experiment with different types of coverage. Will-o-wisp also seems like an excellent suggestion, and I can see how that would offer Garde much better survivability in the face of the multitude of physical threats that permeate the meta. I think I'll try both actually. I'm not really sure how I feel about taunt, so I think I'll try it on Talon before I do so on Garde. I think my feelings on the match up against Terrakion might be clouded because I've either predicted the switch or it's missed the stone edge. You're probably right about that match up though, and I'll try and play it safer in the future. I think Forretress does very well against Terrakion with gyro ball, so I might rely on that as a check.

I might try running Exca again, but I've kinda shied away from having a sand focus on the team, and like I said earlier, the sandstorm is really just there to buff Ttar and provide a little bit of passive damage and evasion support. I really didn't like defensive hazard setting tyranitar when I first tried it, as I felt like by doing so there were a lot of walls I just couldn't break through (Ferrothron, Defensive Deoxys-D) which choice banded Ttar can take out of the game the turn it encounters them.

Thank you so much for the extensive write-up, and you've given me quite a few things to think about in regards to where I want the team, and how I might want the focus to shift if I follow certain changes. The moveset ideas were very much welcome, and I'm hoping they help me deal with a few threats that just kept seeming to cause problems in earlier iterations of the team.
 
Guess I'll take the opportunity to use my one bump.

I've had mixed results with taunt on Talonflame, but so far I think I like it. I can set up all over grass types, and it's often enough for Tflame to sweep entire games.
 
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