My sand team

The team: (now updated) !!!

Tyranitar.png


Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Serious Nature
- Stealth Rock
- Crunch
- Fire Blast
- Pursuit

With appropriate investment and the Special Defense boost in a sandstorm, Tyranitar gains the ability to combat several notable specially based threats, such as Latios, Ninetales, and Jolteon. Tyranitar can also reliably set up Stealth Rock because of its ability to threaten the Pokemon that possess Magic Bounce with its powerful Dark-type STAB attacks. Stealth Rock is the only hazard Tyranitar sets up, but it is enough to easily cripple several important OU Pokemon, such as Ninetales, Volcarona, and Thundurus-T. Crunch is Tyranitar's most reliable STAB move due to its ability to OHKO targets such as Latios, Gengar, and Starmie and 2HKO several other Pokemon. Pursuit is Tyranitar's other STAB move and is great for trapping frail Pokemon that switch out in fear of a powerful attack. Fire Blast is the preferred move in the last slot because it allows Tyranitar to defeat Forretress and Ferrothorn while retaining the ability to hurt Breloom and Scizor.

Latios.png


Latios (M) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Trick
- Draco Meteor
- Hidden Power [Fire]
- Psyshock

This set transforms Latios into a powerful nuke capable of destroying almost everything with just Draco Meteor, as every other move in the set is there to help Latios spam it. To give you an example of Draco Meteor's power, it cleanly 2HKOs 248 HP Scizor after Stealth Rock. Less specially bulky Steel-types such as Skarmory and Forretress don't even stand a chance of surviving two Draco Meteors. Surf takes down any Steel-type in OU except for Ferrothorn and Jirachi, 2HKOes any Tyranitar bar the specially defensive variant, and gets pseudo-STAB in rain, making it a very safe move to use when Steel-types are healthy. Psyshock gets STAB and gives Latios a way to get past Blissey and Chansey, easily 2HKOing the first while having a decent chance (30.47%) to 2HKO the latter after Stealth Rock and sandstorm damage. It also allows Latios to OHKO Keldeo regardless of how many Calm Mind boosts it has accumulated. In the last slot, Trick cripples any defensive answer to Latios bar Tyranitar and makes setup sweepers such as Jirachi and Celebi much easier to handle. Trick is very useful against balanced and defensive teams, which have solid defensive cores that are difficult to break through, and by crippling one of their defensive Pokemon you have basically weakened their whole defensive core. Hidden Power Fire is the only move that can break past Ferrothorn and 2HKOes specially defensive Jirachi after Stealth Rock and one layer of Spikes, but lowers Latios's Speed by one point, resulting in Latios getting outspeed by opposing Latios, Latias, and Gengar, all very popular Pokemon in OU.

Stoutland.png


Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Return
- Crunch
- Wild Charge
- Superpower

This is Stoutland's best set—the only one viable in OU. Thanks to Sand Rush, it has an effective Speed stat of 518 in sandstorm, which is enough to outpace the entire unboosted metagame, including most Choice Scarf users. This allows Stoutland to become an effective revenge killer, as it can utilize a Choice Band to hit much harder than most other Choice Scarf revenge killers while still outpacing boosted opponents. Among the dangerous boosted foes it can check are Volcarona, Salamence, and Gyarados.

Return is Stoutland's preferred STAB move and allows it to heavily dent several foes or finish off a weakened team late-game. Superpower allows it to destroy most Rock- and Steel-types, such as Terrakion and Ferrothorn. Pursuit is the preferred option for the third slot, as it puts Ghost- and Psychic-types, such as Gengar and Latios, in a checkmate position if they try to switch out. However, Crunch can be used instead to break through bulkier Ghost-types that instead stay in and it also secures a OHKO on Gengar if it attempts to stay in. Finally, Wild Charge is there to 2HKO Skarmory and Jellicent, as they don't take much damage from any of Stoutland's other moves; furthermore, it lands an OHKO on bulkier variants of Gyarados.

Landorus_forma_t%C3%B3tem.png


Landorus-T (M) @ Leftovers
Trait: (No Ability)
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Landorus-T's respectable bulk, useful ability in Intimidate, and key resistance to Fighting and immunity to Ground and Electric attacks make it a perfect candidate for a double boosting set. The main selling point of this set is its flexibility. With a Swords Dance boost, Landorus-T can rip through slower, more defensive teams while Rock Polish lets it clean up weakened, faster teams. Due to the aforementioned attributes, it is not uncommon for Landorus-T to grab multiple boosts and decimate unprepared teams. While Terrakion might seem like the superior double booster due to its higher Speed and access to STAB Stone Edge, Landorus-T sports a higher base Attack and has a much easier time setting up on common walls such as Forretress and Ferrothorn thanks to Intimidate and its lack of weaknesses to their STAB moves. Unlike Terrakion, Landorus-T is also not weak to common priority moves such as Mach Punch and Bullet Punch, although Ice Shard will quickly dismantle it.

Forretress.png


Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 200 Def / 56 SAtk
Relaxed Nature (+Def, -Spd)
- Spikes
- Hidden Power [Ice]
- Volt Switch
- Rapid Spin

Although a specially defensive spread is good for making Forretress an excellent mixed defensive pivot, a physically defensive set is equally viable. Rapid Spin is arguably the most important move in the set, as it benefits just about all teams. Furthermore, Forretress can switch into most Tyranitar, Bronzong, and Ferrothorn without fear. Volt Switch is what sets Forretress apart from other defensive Steel-types; it gives Forretress the ability to not only tank hits, but to maintain momentum for your team too. Volt Switch is also excellent for luring in Ghost-types, most commonly Jellicent and Chandelure; you can then switch to a Pursuit trapper to get rid of them. Hidden Power Ice might seem like a strange pick considering Forretress's low Special Attack stat, but the move is surprisingly useful. For instance, it lets Forretress 2HKO Gliscor, as well as Garchomp and Dragonite, after Stealth Rock. Additionally, Forretress's other offensive moves, such as Gyro Ball and Earthquake, are rather mediocre. Finally, the last moveslot depends on what your team needs; run Stealth Rock if your team has no other user of the move, and Spikes or Toxic Spikes if your team already has a Stealth Rock user.

Jellicent.png


Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Scald
- Toxic
- Taunt
- Recover

Jellicent's typing and stat distribution make it an excellent special wall. This set's niche is for a more concentrated form of stall, as this set's primary objective is to tank hits, inflict status, and slowly wear the opponent down. This set is extremely viable over other walls such as Blissey and Chansey because of Jellicent's arguably better typing, dual STAB, and the ability to spinblock against nearly every Rapid Spin user. To add to that, Jellicent has a great ability in Water Absorb, which provides it with valuable recovery whenever it is hit with a Water-type move. Scald is the crux of this set, providing a strong, special STAB attack and giving a chance for a nasty status affliction. Recover allows Jellicent to survive much longer in tandem with Leftovers, and is a necessity for this set. The choice between Toxic and Will-O-Wisp is one based on preference. Toxic allows Jellicent to stall out dangerous threats faster than Will-O-Wisp, but doesn't give the Attack drop which enables Jellicent to stay in on physical threats. Toxic is the preferred option because it hits Volcarona (a dangerous special threat), and absorbing physical attacks is not this set's goal. The fourth moveslot is a toss-up between Shadow Ball and Ice Beam, although Shadow Ball is generally better due to its ability to hit Latias, Latios, and Celebi much harder than Ice Beam. It also provides super effective coverage on Alakazam, Gengar, and other Jellicent, while hitting Dragon-types neutrally. Ice Beam can be used for coverage against Dragonite, Salamence, and Grass-types, however, if one wishes.

Finally I've finished my post!!!. =D
 
Now the importable version:

Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Serious Nature
- Stealth Rock
- Crunch
- Fire Blast
- Pursuit

Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Return
- Crunch
- Wild Charge
- Superpower

Latios (M) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Trick
- Draco Meteor
- Hidden Power [Fire]
- Psyshock

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 200 Def / 56 SAtk
Relaxed Nature (+Def, -Spd)
- Spikes
- Hidden Power [Ice]
- Volt Switch
- Rapid Spin

Landorus-T (M) @ Leftovers
Trait: (No Ability)
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature
- Scald
- Toxic
- Taunt
- Recover
 
You should probably use Sand Rush on Stoutland rather than Intimidate for revenging, otherwise Stoutland isn't fast enough.

Quick Attack on Scizor isn't very useful - I think you'd find better use for Pursuit, so you can kill anything that tries to escape and especially so you can hit ghost types (Jellicent comes to mind).
 
Hey, cool sand team.

Right of the bat, you seem quite Heatran weak. A solution could be to replace Ice Beam with Superpower on Tyranitar and run 184 atk evs. Those evs Guarantee the 2hko on every Heatran set (apart from physically defensive) after Stealth Rocks (Leftovers included). Also, Genesect is a big problem. You might want to run a EV spread of 252 HP / 244 Sdef / 12 Spe. This allows you to recover off +0 Thunderbolt, while being able to switch in on any other attack as well. Losing the ability to outspeed Scizor shouldn't be that much of a problem with Forretress and HP Fire Latios.
Next up, your weakness to Garchomp and Gliscor is pretty big. I'd suggest changing Toxic Spikes to Hidden Power [Ice] on Forretress and also change the evs to a fully defensive set, like : 252 HP / 228 Def / 28 Sp Atk with a Bold nature. This allows you to always live two Fire Fangs from choice scarf Garchomp, as long as you carry leftovers. The special set on Forretress was a bit unnecessary either way since you have a Scizor as well. The evs also allow you to 2hko gliscor (50 - 59%) most Gliscor sets (not the specially defensive set) as well as doing around half to non-bulky Garchomp.
Now, you might want to change your Latios to a scarfed set. Jellicent is able to tank most of Genesect's hits, but not able to ko back. Latios is able to outspeed Genesect with scarf and ohko with hp fire. Latios can outspeed and ohko standard Venusaur in sun and Tornadus-t as well, which both could be a threat to your team. It can even outspeed +2 Adamant Dragonite which could also be a problem. That's about it. Hope I helped.

Good luck !
 
Hey there,

Going to agree with Eranu and most of the suggestions he made, but I also see a weakness to Volcarona. Hazards + Spinblocker is usually a good strategy vs Volcarona, but if it has Roost/is on Sun it can find multiple opportunities to setup vs your team. The simplest solution to this without changing too much on your team would be to run Toxic on Jellicent. Toxic is extremely underused on Jellicent, and isn't expected. This will make it pretty easy to use it vs a daring Volcarona who will try to setup vs you (especially in the sun). Additionally, Rain teams with Tornadus-T seem pretty threatening to face. The only Pokemon you want to come in vs Tornadus-T's Hurricanes is Tyranitar, who you want to preserve in weather wars. Not to mention Tyranitar can also be swiftly ko'd by Superpower if you predict wrong. For this reason I would recommend changing Jellicent to a Specially Defensive set. This gives Jellicent a lot more special bulk, and gives it a better shot at checking Tornadus-T (earlier it had a chance to 2hko after Rocks). Another thing to note is your general weakness to choiced Rock- and Ground-Type spam. Pokemon like Choice Band Terrakion are the biggest threats atm and can just come in and spam their STAB's, nearly guaranteeing a KO each time if they predict correctly. For this reason I would recommend Landorus-T over Scizor. Landorus-T can give your team a lot of bulk and is a much better answer to Pokemon like CB Terrakion, while still applying offensive pressure. With a Double Dance set it can serve as a secondary win condition, much like Scizor did. Hope I helped, and GL!

jellicent.gif

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 36 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Toxic
- Taunt
- Recover

645-therian.gif

Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 180 Spd / 252 Atk / 76 HP
Adamant Nature
- Rock Polish
- Stone Edge
- Earthquake
- Swords Dance
 
hi there,

cool sand team, but like all other sand teams you need to be very wary when playing against other weather. it seems like right now opposing weather is your worst matchup, as you really have nothing to take on venusaur reliably, or tornadus-t / thundurus-t meaning if your opponent can get weather up then they will have no problem simply abusing their sweepers to their advantage. i think the quickest fix to help with this would be to try choice scarf latios over your current choice specs set. it beats modest venusaur, as well as outspeeding tornadus-t and choice scarf thundurus-t, picking them off or severely denting them in the process. i find that a scarf alongside a weather abuser (in this case stoutland) is excellent as you're not fully reliant on your weather to win a match and you can deal with opposing weather even if you lose the weather war. i'd probably also try trick somewhere on latios too mainly for dealing with special walls that commonly switch into latios, as with choice scarf you lose some of the power specs has meaning psyshock is doing less to chansey and other special walls.

i'm also not understanding what forretress really does for your team, it's pretty much setup fodder for anything with a boosting move and your team really isn't weak to hazards anyway, as jellicent can taunt and burn every common hazard setter while tyranitar has no problems with opposing ferrothorn / forretress / skarmory if you're running fire blast. volt switch really isn't an argument for forretress being effective either, as you really don't have anything to take advantage of that momentum as you lack anything with a boosting move. i think an appropriate replacement could be something like calm mind keldeo or calm mind latias over forretress, either work as they aid you greatly against rain and sun respectively which do seem to be your biggest weaknesses currently. keldeo can check terrakion and mamoswine who look threatening whereas your forretress was used as setup fodder for terrakion, while latias is a secondary check to venusaur, while also dealing with keldeo and offensive rain, especially given that latios really doesn't not have the bulk to continually switch into stray surfs or giga drains. either one would work better with the scarf latios change, especially since you will have a much easier time setting up against something choice locked into a wrong move after latios tricks the scarf away (chansey, ferrothorn, skarm, etc)

something else that looks threatening is opposing dragons, namely the lati twins. your main switch in tyranitar cannot keep switching in, and this becomes much more apparent if you decide to replace forretress. specs latios in particular 2hkos your whole team, while your only hope right now is to trap it with scizor after a draco meteor, meaning you're losing 1 mon at least. i think trying pursuit over crunch / icebeam / fireblast would be the easiest fix, given that tyranitar can successfully trap both of these thanks to the special defense boost in sandstorm. i'd also agree with dragonuser's specially defensive jellicent suggestion, as sdef jellicent + sdef tyranitar is enough insurance against latis while jellicent also beats genesect, tornadus-t and keldeo, three of the biggest threats under rain.

also a small change, but i highly recommend you go with sand rush on stoutland over intimidate. while intimidate might be handy for switching in easier to certain 'mons, stoutland still has pretty poor bulk anyway and you shouldn't be using it to buffer hits. stoutland's niche is that it is one of the few pokemon to have access to sand rush and you really should be taking full advantage of it especially when using it in a sand team. it means you can sweep much easier than before as you outspeed a lot of the pokemon in the tier, and even some of the choice scarf users. with intimidate you're still pretty slow and you will not be sweeping any teams.

but yeah, pretty cool sand team with some minor issues against opposing weathers. another suggestion to try could be something like specially defensive hippowdon over tyranitar to help against teams with dugtrio that trap tyranitar opening up your weather weakness, but this is just preference. a physically defensive set could work too to help with terrakion and scizor, but that does expose your lati weakness so you can decide if it's worth it, just some things to consider though.

good luck!
 
First of all thanks to all the people who helped me.

Now the team is updated. All the descption are from the smogon analyses.

That team is finished, so don't post on that team. If you want to stole my team do it. =D
 
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