INTRO
I never made a weather team, so I thought I'd give it a shot. Here is that attempt
THE TEAM
Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Naughty Nature
- Swords Dance / Iron Head
- Earthquake
- Outrage
- Stone Edge / Fire Blast
How do you have a sand team with Mega Garchomp? He's the team's wallbreaker and an absolute menace under sand, especially at +2. Don't be setting up thinking you're gonna sweep. This set isn't meant for that. I chose Sand Veil as the ability because even though I'd want to mega evolve ASAP, if I switch into moves before that I can potentially evade them entirely.
Excadrill @ Life Orb / Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance / X-Scissor
Excadrill is the very face of sand and fills the role as the team's sweeper. A Jolly Nature makes Excadrill less reliant on sand support and also does well against opposing sand teams that may be running Adamant Excadrill, though if I did run an adamant nature, I would definitely go with air balloon. :)
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 156 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Healing Wish
- Baton Pass
Celebi is the team's pivot and main answer to rain teams. It has great synergy with exadrill, resisting ground, water, and fighting types. Keeping Tyranitar or Excadrill healthy sounded good to me, so I went with healing wish. Celebi functions additionally as a status absorber thanks to Natural Cure.
Tyranitar @ Smooth Rock
Ability: Sand Steam
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
IVs: 0 Spe
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
I chose Tyranitar as the sand summoner because it can Pursuit trap Gengar and the Eon Duo which give Celebi trouble. Excadrill is also checked by Latias and Latios if not running X-Scissor. This team struggles with Landorus-T so I put Ice Beam on here. I opted for 0 speed IVs because I'm running a negative speed nature anyway and Trick Room is bad news for any weather team. It helps that most Trick Room setters are weak to dark types also.
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Hidden Power [Ice] / Stone Edge
Heatran has nice synergy with Tyranitar and I wanted a scarfed mon for insurance should sand not be up. Heatran is able to get the jump on a lot of mons because the opponent doesn't expect Heatran to be scarfed. You could wait to use him at the opportune time, or straight up revenge kill threats. Both ways work.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Fire Blast
- Sofboiled
Magic Guard is an amazing ability on sand teams. I wasn't too sure about who I would make my Stealth Rock setter because I thought I might like other options on the other team members. Clefable seemed like a good option because of Magic Gurad and makes a Dragon / Steel / Fairy core with Garchomp and Excadrill.
I never made a weather team, so I thought I'd give it a shot. Here is that attempt
THE TEAM

Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Naughty Nature
- Swords Dance / Iron Head
- Earthquake
- Outrage
- Stone Edge / Fire Blast
How do you have a sand team with Mega Garchomp? He's the team's wallbreaker and an absolute menace under sand, especially at +2. Don't be setting up thinking you're gonna sweep. This set isn't meant for that. I chose Sand Veil as the ability because even though I'd want to mega evolve ASAP, if I switch into moves before that I can potentially evade them entirely.

Excadrill @ Life Orb / Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance / X-Scissor
Excadrill is the very face of sand and fills the role as the team's sweeper. A Jolly Nature makes Excadrill less reliant on sand support and also does well against opposing sand teams that may be running Adamant Excadrill, though if I did run an adamant nature, I would definitely go with air balloon. :)

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 156 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Healing Wish
- Baton Pass
Celebi is the team's pivot and main answer to rain teams. It has great synergy with exadrill, resisting ground, water, and fighting types. Keeping Tyranitar or Excadrill healthy sounded good to me, so I went with healing wish. Celebi functions additionally as a status absorber thanks to Natural Cure.

Tyranitar @ Smooth Rock
Ability: Sand Steam
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
IVs: 0 Spe
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
I chose Tyranitar as the sand summoner because it can Pursuit trap Gengar and the Eon Duo which give Celebi trouble. Excadrill is also checked by Latias and Latios if not running X-Scissor. This team struggles with Landorus-T so I put Ice Beam on here. I opted for 0 speed IVs because I'm running a negative speed nature anyway and Trick Room is bad news for any weather team. It helps that most Trick Room setters are weak to dark types also.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Hidden Power [Ice] / Stone Edge
Heatran has nice synergy with Tyranitar and I wanted a scarfed mon for insurance should sand not be up. Heatran is able to get the jump on a lot of mons because the opponent doesn't expect Heatran to be scarfed. You could wait to use him at the opportune time, or straight up revenge kill threats. Both ways work.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Fire Blast
- Sofboiled
Magic Guard is an amazing ability on sand teams. I wasn't too sure about who I would make my Stealth Rock setter because I thought I might like other options on the other team members. Clefable seemed like a good option because of Magic Gurad and makes a Dragon / Steel / Fairy core with Garchomp and Excadrill.

The trouble with Landorus is I need to know what set it is to deal with it. Choice Scarfis is dealt with Celebi, but U-turn does a heft amount to it. Defensive sets are dealt with Clefable, Heatran, (Outspeed and KO) and Tyranitar (Lure).

Mamoswine is really and amazing pokemon. No one on my team resists it's STABs, it's immune to sand damage, and hits like a truck. Lead Mamoswine is especially troublesome due to focus sash. My main way to deal with Mamoswine right now is to outspeed it with Heatran or Excadrill.
(There's probably more, but I haven't discovered which mons;will keep updated)
Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Outrage
- Stone Edge
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- X-Scissor
- Rock Slide
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Baton Pass
- Healing Wish
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Flash Cannon
- Earth Power
- Hidden Power [Ice]
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Outrage
- Stone Edge
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- X-Scissor
- Rock Slide
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Baton Pass
- Healing Wish
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Crunch
- Pursuit
- Stone Edge
- Ice Beam
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 24 HP / 4 Def / 252 SpA / 228 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Fire Blast
- Flash Cannon
- Earth Power
- Hidden Power [Ice]
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Fire Blast
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