Ryuji
LIFE'S FLASHING BEFORE YOUR EYES?
MEGA CHOMP + DRILL LEFTO BALANCED
It's a revamp from the Sand I've used against Chemical Jackfruit on Money Tournament, Round 3.
The team is mainly focus on a classic offensive core, Groundium Drill + Sub SD Chomp. The idea is to remove the Flying Type, so that Drill can freely spam Quake + Z to remove things such as Ferrothorn/Bleye Mega. Chomp is able to beat Corv at +2 thanks to SD + Sand (That's why he's Edge Quake, Fire Fang is an option on Chomp, but Sub is actually neat to beat some fat teams. The invest is made so that Chomp can outrun Rilla Ada before his mega, and to outrun Zapdos after. Drill is also only outspeeding Tran. For Hippowdon, his spread help to handle two Flamethrower from Zard Y, so that he can act as my main in to hit, Fire Blast is like invisible, and atm Zard Y is using Weather Ball, but, since the both can be used, I've decided to take this spread instead of a regular 252 HP / 252+ Def. But, if you think that all Zard Y will use Weather Ball, then you can take that spread instead, it will make sure you don't die to 2 Focus Blast. Which mean you can easily handle Scorching Sand, even burned you can take 3 of them. He's also acting as my main Tran SI against fat build, when you're playing against more offensive build, Chomp will be your main in.
Then, I've decided to put a nasty regecore, Bro+Guss. Guss is capable of dealing with a lot of thread, including Ash-Gren, Rillaboom Banded, and all those stuffs with this spread. With Bro, it form a awfull and strong regecore. Now, since my team is falling to Chomp, Tias Mega and Vile, I was a bit struggling for the last slot, then I've decided to use a Shuca Magearna. It can seems weird on the paper, but in game, it work actually very well. Shuca + Full HP aloud you to handle a +2 Quake from Chomp, and Ice Beam is here to kill it, since Fleur Cannon can miss. It's also helpfull against stuff like Landorus-T, which my team, since it's pretty grounded, is struggling. Flash Cannon/Tbolt are options on Beam, but that mean you'll have to rely on a move that can miss.
For the threatlist, unfort this team have a bad time against Koko + Medi. The two separately are manageable, even if the second could cause some problem with T-Punch. You'll have to rely on prediction, or pray that Koko is Specs with Volt-Switch. If it's Boots Turn Koko, well... it will depend of the rest of the team.
Charizard Mega Y is also a big issue if he's using Fire Blast. Most likely, all Zard Mega could be nasty. But, if it's classic, then you can win.
Be also very careful against SD Rilla, you'll need to scout him. In case of emergency, Mag can handle a High Horsepower thanks to Shuca and do to him a lot of damage, but, you'll need to stack the rocks + F-Sight, or Toxic it with Hippo.
(btw I've some trouble with Spoilers code atm, that's why I'm not using them)
It's a revamp from the Sand I've used against Chemical Jackfruit on Money Tournament, Round 3.
The team is mainly focus on a classic offensive core, Groundium Drill + Sub SD Chomp. The idea is to remove the Flying Type, so that Drill can freely spam Quake + Z to remove things such as Ferrothorn/Bleye Mega. Chomp is able to beat Corv at +2 thanks to SD + Sand (That's why he's Edge Quake, Fire Fang is an option on Chomp, but Sub is actually neat to beat some fat teams. The invest is made so that Chomp can outrun Rilla Ada before his mega, and to outrun Zapdos after. Drill is also only outspeeding Tran. For Hippowdon, his spread help to handle two Flamethrower from Zard Y, so that he can act as my main in to hit, Fire Blast is like invisible, and atm Zard Y is using Weather Ball, but, since the both can be used, I've decided to take this spread instead of a regular 252 HP / 252+ Def. But, if you think that all Zard Y will use Weather Ball, then you can take that spread instead, it will make sure you don't die to 2 Focus Blast. Which mean you can easily handle Scorching Sand, even burned you can take 3 of them. He's also acting as my main Tran SI against fat build, when you're playing against more offensive build, Chomp will be your main in.
TUSK (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Slack Off
Ability: Sand Stream
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Slack Off
For the threatlist, unfort this team have a bad time against Koko + Medi. The two separately are manageable, even if the second could cause some problem with T-Punch. You'll have to rely on prediction, or pray that Koko is Specs with Volt-Switch. If it's Boots Turn Koko, well... it will depend of the rest of the team.
Charizard Mega Y is also a big issue if he's using Fire Blast. Most likely, all Zard Mega could be nasty. But, if it's classic, then you can win.
Be also very careful against SD Rilla, you'll need to scout him. In case of emergency, Mag can handle a High Horsepower thanks to Shuca and do to him a lot of damage, but, you'll need to stack the rocks + F-Sight, or Toxic it with Hippo.
(btw I've some trouble with Spoilers code atm, that's why I'm not using them)
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