As the title states, this is my first real attempt at putting together a competitive pokemon team. I generally keep a sandstorm going and grind the opponent down until I have an opening to sweep. I've really been enjoying playing it and improving it, and here's what I have so far.
At a glance: Tyranatar, Excadrill, Clefable, Keldeo, Gliscor, Skarmory
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Fire Blast
Typically the opening member of the team. Keeps the sandstorm going, sets up rocks when it's safe, and covers Ferrothorn, which the rest of the team has a very difficult time with. It does have some offensive capacity in some situations, and pursuit tapping something it forces out is always fun. It takes psychic hits for me as well.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
This thing can sweep like no other. With sandstorm going, almost nothing can outspeed it. Rapid spin helps with hazards, but with Skarmory being a defog user, I'm considering changing it. As soon as it gets in safe, it can make massive dents in the opponent's team.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
This one has so many uses. It can take hits, it can force switches, paralyze foes, and sweep with a bit of setup. Magic guard keeps it safe in sandstorm and safe from hazards. This has been an incredibly powerful member of the team since the first draft of it.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
The last sweeper on the team. It packs a serious punch, even against pokemon that resist it. Scald burns are always helpful too. Most of my misplays still revolve around letting this one's health fall too fast, but it has done some serious work for the team.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Roost
- Earthquake
- Knock Off
This is the first half of my defensive core. It switches into a lot of stuff, and has a few useful utilities of its own. Its role varies on the situation.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Whirlwind
- Brave Bird
The other half of the defense. Like Gliscor, it takes hits and has some decent utilities.
And that's the team. In this latest revision, I do miss having more stealth rock users, but it's been way more successful than anything else I've tried. Let me know what you think. I'm open to any suggestions of what might improve the team. Thanks!
At a glance: Tyranatar, Excadrill, Clefable, Keldeo, Gliscor, Skarmory
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Fire Blast
Typically the opening member of the team. Keeps the sandstorm going, sets up rocks when it's safe, and covers Ferrothorn, which the rest of the team has a very difficult time with. It does have some offensive capacity in some situations, and pursuit tapping something it forces out is always fun. It takes psychic hits for me as well.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
This thing can sweep like no other. With sandstorm going, almost nothing can outspeed it. Rapid spin helps with hazards, but with Skarmory being a defog user, I'm considering changing it. As soon as it gets in safe, it can make massive dents in the opponent's team.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
This one has so many uses. It can take hits, it can force switches, paralyze foes, and sweep with a bit of setup. Magic guard keeps it safe in sandstorm and safe from hazards. This has been an incredibly powerful member of the team since the first draft of it.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
The last sweeper on the team. It packs a serious punch, even against pokemon that resist it. Scald burns are always helpful too. Most of my misplays still revolve around letting this one's health fall too fast, but it has done some serious work for the team.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Roost
- Earthquake
- Knock Off
This is the first half of my defensive core. It switches into a lot of stuff, and has a few useful utilities of its own. Its role varies on the situation.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Whirlwind
- Brave Bird
The other half of the defense. Like Gliscor, it takes hits and has some decent utilities.
And that's the team. In this latest revision, I do miss having more stealth rock users, but it's been way more successful than anything else I've tried. Let me know what you think. I'm open to any suggestions of what might improve the team. Thanks!
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