My Sandtrick Team

Just like the title says, the theme behind the team is Trick Room and Sandstorm. I had some mixed success behind the team, as it sometimes performs rather admirably, while other times just doesn't work out. Admittedly, sometimes I make some rather stupid errors on my part, but I'm open to advice and some changes. I'll admit it isn't the greatest team on the block, but I've definitely had a lot of fun using it and watching people's reactions to it.


Yelle (Hippowdon)@ Leftovers
Sand Stream
Relaxed
EVs: 252 HP, 4 Att, 252 Def

-Earthquake
-Ice Fang
-Stealth Rock
-Slack Off

Obviously, a Sandtrick team needs a sandstreamer. I personally find Hippowdon to be much cooler than Tyranitar, plus it doubles as a fantastic physical wall. She's incredibly hard to kill from the physical side, and she's proved itself very well in a few battles. Stealth Rock is obviously one of the most important parts of the moveset, as it turns many 2HKOs into OHKOs. I also tend to use Hippo as my status absorber, since it's bulky enough to take so many hits, and once it sets up Stealth Rock, it has fulfilled it's goal. It's also a great Tyranitar counter, but that's just another plus to the awesome hippo.

Howling Bells (Bronzong) @ Life Orb
Levitate
Relaxed
EVs: 252 HP, 152 Atk, 8 Def, 96 SpD

-Explosion
-Hypnosis
-Hidden Power (Fire)
-Trick Room

The first of two setters, and has proven to be rather reliable. Also incredibly important since I seem to have an Earthquake weakness, and levitate helps very much with it. The strategy is somewhat simple with him. Hypnosis, then Trick Room, and either explode or switch, depending on what you think the opponent is going to do. Gyro Ball is also another option, since it's speed has been lowered as much as possible. As a result, I might want to go with a different EV spread to maximize potential damage with Explosion and HP (fire)... I switched to Life Orb to maximize Explosion, and I don't expect Bronzong to last after his setup. HP Fire is there for pesky trappers like Magnezone, though I may opt for something else.

We Are Scientists (Uxie) @ Leftovers
Relaxed
EVs: 252 hp, 252 Def, 4 SpDef
-Yawn
-Trick Room
-U-turn
-Thunderbolt

Uxie and her awesome defense has proved to be rather successful in setting up Trick Room. Grass Knot is actually filler, since I'll be usually using her other moves. Yawn forces a switch, and U-turn can allow a clean switch if the opponent is slower. T-bolt can 2HKO Gyarados I believe, and it's bulky enough to take on hits from it. It's also capable of taking out bulky waters, who are effective against a portion of my team. Mainly, if the opponent has a chance to pull a fire move, I switch to Uxie over Bronzong. In my experience, Uxie has done very well taking hits, rather surprisingly, and I like her better than that Cresselia thing ;p

Hot Chip (Camerupt) @ Life Orb
Solid Rock
Quiet
EVs: 4 HP, 252 Att, 252 SpAtt

-Earth Power
-Eruption
-Explosion
-Hidden Power (Ice)

Camerupt served me very well on my SunnyTrick team, and I think it will continue to be a great asset to my team. Eruption is absolutely crazy on Camerupt, and Earth Power is terrific at tearing any fires who think he's choice'd. Explosion takes out anything that Camerupt feels uncomfortable against, (like dragons) or as a final shoutout when I know the end of Trick Room is coming, and Hidden Power easily blasts any Water/Ground Types who thought they could switch into her. I've actually recently changed to HP Ice to take out Dragons, but Eruption does about 47% damage to Garchomp despite the fact it resists it, so it might not be necessary... It might be changed back to Grass depending on how well it does.

The Faint (Cacturne) @ Leftovers
Sand Veil
Brave
EVs: 252 HP, 252 Att, 4 Def

-Substitute
-Sword Dance
-Focus Punch
-Sucker Punch

Cacturne is a really fun late game sweeper, especially since most people don't expert her to come out. She's best out if someone else prematurely exploded or just couldn't utilize Trick Room to it's potential. Basically, the strategy with her is the pump out a Sub, Sword Dance, then Focus Punch or Sucker Punch, depending on what you think the enemy will try to do. After a Swords Dance, I think Sucker Punch can OHKO neutral defensive Garchomp with a little luck, and that's not taking into effect Stealth Rock. It's all around rather strong, though does require some great predictions. The end result, however, can be very satisfying. (credits for this set go to Blue Harvest)


And for the final member of my team, I've been rather bouncing between two different sets of Rampardos, both of which have their advantages and disadvantages. I'm not sure which one would be more reliable, but I'm been mostly using the first set to great success.

Explosions In The Sky (Rampardos) @ Choice Band
Mold Breaker
Brave
EVs:252 hp, 252 Att

-Earthquake
-Hammer Arm
-Head Smash
-Zen Headbutt

OR

Rampardos @ Focus Sash
Mold Breaker
Brave
EVs:252 hp, 252 Att

-Swords Dance
-Endeavor
-Stone Edge
-Earthquake

The strategies for both are a little different. The first one is basically a Head Smash spam. She's terrific once walls are take out. She can OHKO anything that doesn't resist her moves, and with Stealth Rock, she might be able to OHKO half of the remaining. It does 82.34% - 97.01% to a fully defensive Skarmory. Usually she's been able to pull off 2-3 Head Smashes at most before fainting from recoil, or Trick Room runs out. The second set, on the other hand, requires a safe switch in, but the payoff is slightly better, though for a shorter period of time (2 turns at most). It allows for greater type coverage. A safe switch in hopefully leaves it with 3 turns of Trick Rooming, one of which will be spent on Swords Dance with Focus Sash. A Sword Danced Stone Edge from Rampardos is a guaranteed kill on fully defensive Skarmory, causing 109.58% - 129.04% damage. Earthquake is flexible in general, and Endeavor works if he's frankly screwed as a last minute ditch move. Spikes and Stealth rock completely ruin this second strategy, though.

Other considerations I have thought about include Rhyperior and Sudowoodo.

So that's my SandTrick team. I thank you for taking the time to read it. I'd greatly appreciate any comments, questions, and other stuff, and happy battling!


Old Stuff


Jirachi @ Leftovers
Serene Grace
Adamant
EVs: 252 HP, 128 Def, 128 SpDef

-Body Slam
-Trick Room
-U-turn
-Wish

I'll be honest, I'm not too sure about Jirachi. But it fits my criteria for looking for a somewhat sturdy Trick Roomer that can support with Wish and easily switch out with U-Turn. Body Slam is admittedly somewhat filler, but 60% of paralysis is pretty nice and helpful, especially if I'm going to pass onto my glass cannons. U-turn is especially great if Jirachi is faster than the opponent (and therefore goes after after Trick Room), which allows a cleaner sweep.
 
Your Jirachi needs some fixing. It will not be serving as a sweeper and therefore Adamant is rather redundant on it. You might want to run either Impish or Careful to increase its defensive potential. Also, Body Slam is not a very good move to run because if it paralyses, then the paralysed pokemon will be faster than you in trick room, and could do some damage to your sweepers. Try replacing it with either Zen Headbutt for another good attack off Jirachi's base 100, or with another support move such as Reflect or Light Screen.
If you put some speed EVs on your Jirachi then it can be very useful in setting up your sweep. If you are faster than the opposing pokemon then use Trick Room, followed by U-Turn. Your U-Turn will go second and allow Jirachi to take the hit and get your sweepers in without a scratch.

On Jirachi the 252/128/128 spread is not the most efficient at maximising your defences. On Jirachi try 240 HP / 56 Atk / 76 Def / 136 Spe (standard Wish spread).

Another thing - 3 out of your 6 pokemon are weak to Ground type attacks. Garchomp's Earthquake can potentially OHKO Jirachi, Camerupt and Rampardos if it catches you outside of Trick Room. This could be remedied by using another type of pokemon in Trick Room. A really good example is Machamp, who can cause real havoc with a Brave nature, 0 Spe IV and No Guard Dynamicpunch.

Apart from this, nice idea for a team. Well done.
 
Sucker Punch only OHKOs Garchomp with Life Orb sadly. You forgot to give the "creator" of the Cacturne set credit monkymeet.

Mwahahahaha.


Actually your team is somewhat Infernape weak.

You say you aren't sure about Jirachi and you want Wish support, Paraylasis support, and Trick Room support.

Espeon can Wish, use Trick Room, and kill Infernape (sort of). If you really want to paralyze things Espeon can learn Secret Power, which has a 30% chance of paralyzing.

If you're willing to sacrafice Wish, Cresselia would go very well over Jirachi. Trick Room, Thunder Wave, Infernape counter...
 
You should try using at least use a Pokemon that functions great out of Trick Room because your team is swept easily by a Nasty Plot Infernape. The HP Ice versions can to an extent but Flamethrower fails to OHKO Bronzong and there is a chance Grass Knot will not OHKO Hippowdon. Using something faster will help you beat the faster threats.

Also ditch Life Orb on Camerupt if you want to use Eruption. It ruins the purpose of Eruption as you take damage for every attack. Use Leftovers with Eruption or if you still want Life Orb use Flamethrower.
 
Thanks guys!

Now that I think about it, it might be for the best to switch out Jirachi for Cresselia, as it also has Levitate for my otherwise EQ weak team. Trick Room. However, perhaps maybe I shouldn't go for the paralysis like legacy_raider said...

If anything, I had some rather excellent experience with Uxie, so that could also very well be a possibility. In fact, Uxie does have U-turn and Trick-Room.

But would Uxie work against Infernape? I was considering something like:

Uxie @ Leftovers
Relaxed
EVs: 252 hp, 252 Def, 4 SpDef
-Yawn
-Trick Room
-U-turn
-Grass Knot/Energy Ball

But for a Cresselia set, I think I'd probably use:

Cresselia @ Leftovers
Relaxed
EVs: 20 HP, 252 Def, 236 SpAtt
-Trick Room
-Psychic
-Thunder Wave
-Lunar Dance

And yes, I guess I shall credit the creator of the Cacturne set. My bad...

As for the reason why I use LO'd Camerupt is because I don't expect him to last too long, at least he should be able to switch out and dish out massive damage for three turns. I believe Eruption only becomes weaker after Flamethrower if Camerupt's HP drops below 63.33%, which I hope won't be happening with him.
 
How about Relicanth instead of Ramparados? This seems like the perfect team for it: Sandstorm boosts its normally pathetic Sp. Def, and Trick Room allows you to salvage its abysmal speed. It is much bulkier than Ramparados, and it can still do quite a bit of damage with Rock Head. Try this set:

Relicanth @ Choice Band
Rock Head
252 HP / 252 Atk

~ Head Smash
~ Waterfall
~ Earthquake
~ Double-Edge

Beware of the glaring Grass weakness as well as the added Electric weakness, though. You do have 3 Grass resists and 2 Electric resists, as well. Your team does have a pretty problematic Ground weakness, so adding Cresselia (or Uxie) is imperative if you use Relicanth
 
Team updated, with Uxie replacing Jirachi. If Uxie still doesn't work, I guess I COULD go for Cresselia, but I dislike her honestly.

Cresselia does have the benefit of having Lunar Dance, which could revitalize Rampardos if she managed to survive the first onslaught for another Head Smash Spam.

I also changed the EVs for Bronzong accordingly, and altered its item to Life Orb for max damage with Explosion. Ghost admittedly, may be a problem with my explosive team, but that's a gamble I'll have to make.

I'm still on the fence with Relicanth. It's tempting, but Rampardos has done rather well in the last few battles... so I guess I'll have to see.

Any other ideas perhaps?
 
Another bump. I've made a few more changes based on a few battles I had. I'm still unsure as to which HP would benefit Camerupt more.
 
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