Been playing pokemon casually since I was a kid, but finally decided to dip a toe into the competitive side of the game. After doing some research I’ve come up with the following:
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Light Screen
- Reflect
- Spirit Break
- Sucker Punch
Obviously, a dual screens team needs a screen setter. It’s bulk, prankster ability, and ability to contribute on offense make Grimmsnarl an obvious choice. I decided to slot in Sucker Punch instead of Taunt because I was struggling to revenge kill with this team, but I’m not 100% sold on the change.
Excadrill @ Heavy-Duty Boots
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rapid Spin
- Earthquake
- Brick Break
Every team needs hazard removal, and Excadrill seems to be one of the best RS users. Brick Break recently replaced SD because I noticed I was eating too much damage, and wasting sand turns, whenever I went for SD. BB threatens Ferrothorn and TTar, and hits Corviknight for neutral damage while clearing enemy screens.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt
- Moonlight
Life Orb/Magic Guard Clefable seems like one of the best non-setup damage options available. It demolishes Ferrothorn and Toxapex, and threatens heavy damage on a great deal of the metagame. In addition it can soak status like toxic and burns. I’m not sold on Moonlight, at least for this team. I never seem to click it.
Polteageist @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain
Polteageist is a late game cleaner, and surprisingly difficult to wall. Once set up, it’s main check seems to be priority moves. I’ve considered slotting Sucker Punch instead of Giga Drain, but even after a boost it’s attack is so low that I don’t if it’d do anything. But it’s tempting as an out to Aegislash’s Shadow Sneak.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Stealth Rock
Seismitoad provides some much-needed backbone to the team, without being too passive to maintain momentum. In addition, it sets up rocks, switches into water attacks aimed at Excadrill and TTar, and threatens crippling status.
Tyranitar @ Shed Shell
Ability: Sand Stream
EVs: 252 HP / 104 Atk / 152 SpD
Adamant Nature
- Crunch
- Earthquake
- Thunder Wave
- Rest
Tyranitar rounds out the sand core, providing sand of course, plus solid damage, hitting sweepers with paralysis, and soaking status with Rest. That being said, this pokemon is one that I’m still fiddling with. Rest often seems cumbersome in practice, but I can’t tell how much of that is down to my inexperience.
The team itself seems to be solid so far, with most of my losses clearly having more to do with me being inexperienced and making mistakes (especially trying to set up Polteageist too early) than shortcomings the team may have. Still, I want to know what you all think so I can iron out the wrinkles.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Light Screen
- Reflect
- Spirit Break
- Sucker Punch
Obviously, a dual screens team needs a screen setter. It’s bulk, prankster ability, and ability to contribute on offense make Grimmsnarl an obvious choice. I decided to slot in Sucker Punch instead of Taunt because I was struggling to revenge kill with this team, but I’m not 100% sold on the change.
Excadrill @ Heavy-Duty Boots
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rapid Spin
- Earthquake
- Brick Break
Every team needs hazard removal, and Excadrill seems to be one of the best RS users. Brick Break recently replaced SD because I noticed I was eating too much damage, and wasting sand turns, whenever I went for SD. BB threatens Ferrothorn and TTar, and hits Corviknight for neutral damage while clearing enemy screens.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Thunderbolt
- Moonlight
Life Orb/Magic Guard Clefable seems like one of the best non-setup damage options available. It demolishes Ferrothorn and Toxapex, and threatens heavy damage on a great deal of the metagame. In addition it can soak status like toxic and burns. I’m not sold on Moonlight, at least for this team. I never seem to click it.
Polteageist @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Shadow Ball
- Stored Power
- Giga Drain
Polteageist is a late game cleaner, and surprisingly difficult to wall. Once set up, it’s main check seems to be priority moves. I’ve considered slotting Sucker Punch instead of Giga Drain, but even after a boost it’s attack is so low that I don’t if it’d do anything. But it’s tempting as an out to Aegislash’s Shadow Sneak.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Stealth Rock
Seismitoad provides some much-needed backbone to the team, without being too passive to maintain momentum. In addition, it sets up rocks, switches into water attacks aimed at Excadrill and TTar, and threatens crippling status.
Tyranitar @ Shed Shell
Ability: Sand Stream
EVs: 252 HP / 104 Atk / 152 SpD
Adamant Nature
- Crunch
- Earthquake
- Thunder Wave
- Rest
Tyranitar rounds out the sand core, providing sand of course, plus solid damage, hitting sweepers with paralysis, and soaking status with Rest. That being said, this pokemon is one that I’m still fiddling with. Rest often seems cumbersome in practice, but I can’t tell how much of that is down to my inexperience.
The team itself seems to be solid so far, with most of my losses clearly having more to do with me being inexperienced and making mistakes (especially trying to set up Polteageist too early) than shortcomings the team may have. Still, I want to know what you all think so I can iron out the wrinkles.