I built a Sand team the other night and things have been going awful. Unless the entire opposing team lacks an Ice-type move and all opposing Pokemon are grounded, I lose. Also, if I lose my sandstorm, I'll probably lose. I have no idea what I'm doing wrong, but I can make an attempt to justify my choices.
Hippowdon @ Sitrus Berry
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 Def
Brave Nature
IVs: 0 Spd
- Earthquake
- Ice Fang
- Crunch
- Protect
I couldn't decide between Hippowdon and Tyranitar; in addition, one of them usually gets OHKO'd anyway. I went with a simple tank spread on Hippowdon with low Speed because either of his jobs aren't to sweep. His job is to set-up the sandstorm and not die. In fact, I can't do more than 50% damage with him, which implies that he is alive long enough to actually do any kind of damage. All is not lost though; he does the job of setting up sandstorm quite well. He usually paired with Landorus because Landorus is half Flying-type. The moveset is quite simple. Earthquake is the STAB that is spammed, and Ice Fang and Crunch hit was Earthquake won't hit hard enough. Sitrus Berry is used here, which supplements my hope that Hippowdon can survive something (maybe a six year-old throwing a foam ball).
Landorus @ Yache Berry
Ability: Sand Force
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect
With Sand Force and awesome Speed and Attack, Landorus makes a fearsome attacker on a sand team. Earthquake and Rock Slide are the moves of choice because they are spread moves. U-Turn is pretty neat for running away from Ice-types and things that carry Ice-type moves that Landorus or his active teammate can't OHKO before it OHKOs them. Like Hippowdon (alternatively, the whole team), he can dish out all kinds of hits but takes one as well as a wood board being chopped by a karate expert.
Terrakion @ Expert Belt
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Rock Slide
- Substitute
- Protect
When Terrakion come in, he usually hits something with a the force of what literally he is: a raging bull. In addition to Close Combat, I used Rock Slide for the spread ability. If Terrakion is able to live long enough, he can place a Substitute in, which I have on him mostly to protect from status. It was a coin flip possibility between Adamant and Jolly, but I felt hitting harder was more important.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- X-Scissor
- Magnet Rise
Excadrill plays similarly to Terrakion, albeit with different typing, a filler move, and a neat move for all the Earthquakes being thrown around. X-Scissor hits for decent damage. However, the team is still an awful match-up against bulky Grass-types. In short, this is the standard Excadrill that tore through OU and Uber last generation.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Rock Slide
- Crunch
- Aqua Tail
- Protect
And now presenting, the Mega that I never use! He isn't bad, though; I usually send him out late game only to be OHKO'd upon touchdown. His spread enables him to "tank" and attack. I usually Mega then use Protect the same turn, then use an attack the next turn so that the first move he uses uses his Mega's speed. The non-STAB move, Aqua Tail, is useful for hitting Ground-types, but that's really it.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Wide Guard
- Earthquake
- Waterfall
- Protect
Bringing up the rear, it is Utility Swampert boasting the nifty Wide Guard, which I now suspect is probably a waste of team slot because I've yet to see Surf. At all. In fact, I've barely seen spread moves other than my own. Because his job is to use Wide Guard, I avoided investing in Speed. Outside of Wide Guard, I have Swampert bring his unique-among-the-team-STAB Waterfall to hit pretty much whatever Earthquake or Rock Slide will hit. In summary, Swampert only has a team slot over Gastrodon or anything else useful is because of Wide Guard.
Hippowdon @ Sitrus Berry
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 Def
Brave Nature
IVs: 0 Spd
- Earthquake
- Ice Fang
- Crunch
- Protect
I couldn't decide between Hippowdon and Tyranitar; in addition, one of them usually gets OHKO'd anyway. I went with a simple tank spread on Hippowdon with low Speed because either of his jobs aren't to sweep. His job is to set-up the sandstorm and not die. In fact, I can't do more than 50% damage with him, which implies that he is alive long enough to actually do any kind of damage. All is not lost though; he does the job of setting up sandstorm quite well. He usually paired with Landorus because Landorus is half Flying-type. The moveset is quite simple. Earthquake is the STAB that is spammed, and Ice Fang and Crunch hit was Earthquake won't hit hard enough. Sitrus Berry is used here, which supplements my hope that Hippowdon can survive something (maybe a six year-old throwing a foam ball).
Landorus @ Yache Berry
Ability: Sand Force
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Protect
With Sand Force and awesome Speed and Attack, Landorus makes a fearsome attacker on a sand team. Earthquake and Rock Slide are the moves of choice because they are spread moves. U-Turn is pretty neat for running away from Ice-types and things that carry Ice-type moves that Landorus or his active teammate can't OHKO before it OHKOs them. Like Hippowdon (alternatively, the whole team), he can dish out all kinds of hits but takes one as well as a wood board being chopped by a karate expert.
Terrakion @ Expert Belt
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Close Combat
- Rock Slide
- Substitute
- Protect
When Terrakion come in, he usually hits something with a the force of what literally he is: a raging bull. In addition to Close Combat, I used Rock Slide for the spread ability. If Terrakion is able to live long enough, he can place a Substitute in, which I have on him mostly to protect from status. It was a coin flip possibility between Adamant and Jolly, but I felt hitting harder was more important.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- X-Scissor
- Magnet Rise
Excadrill plays similarly to Terrakion, albeit with different typing, a filler move, and a neat move for all the Earthquakes being thrown around. X-Scissor hits for decent damage. However, the team is still an awful match-up against bulky Grass-types. In short, this is the standard Excadrill that tore through OU and Uber last generation.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Rock Slide
- Crunch
- Aqua Tail
- Protect
And now presenting, the Mega that I never use! He isn't bad, though; I usually send him out late game only to be OHKO'd upon touchdown. His spread enables him to "tank" and attack. I usually Mega then use Protect the same turn, then use an attack the next turn so that the first move he uses uses his Mega's speed. The non-STAB move, Aqua Tail, is useful for hitting Ground-types, but that's really it.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Wide Guard
- Earthquake
- Waterfall
- Protect
Bringing up the rear, it is Utility Swampert boasting the nifty Wide Guard, which I now suspect is probably a waste of team slot because I've yet to see Surf. At all. In fact, I've barely seen spread moves other than my own. Because his job is to use Wide Guard, I avoided investing in Speed. Outside of Wide Guard, I have Swampert bring his unique-among-the-team-STAB Waterfall to hit pretty much whatever Earthquake or Rock Slide will hit. In summary, Swampert only has a team slot over Gastrodon or anything else useful is because of Wide Guard.