XY OU Probably the Millionth Sand Team... Whatever.

INTRO
I never made a weather team, so I thought I'd give it a shot. Here is that attempt

THE TEAM

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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.

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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. :)

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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.

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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.

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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.
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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).

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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
 
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Manaphy is a big issue here, with the standard Tail Glow / Scald / Ice Beam / Energy Ball being very hard for your team to handle upon set up. while you do have Excadrill's EQ to deal Manaphy a large blow in addition to Clefable and Tyranitar to tank one hit and deal some damage back, you will likely end up sacrificing half of your team just to take her down in the process. to help with the issue, here are some suggestions to contemplate:

Garchomp - consider Jolly. you become faster than all variants of Manaphy pre-mega and the standard Timid 176 Spe Manaphy after evolving, decreasing the number of members she can kill unscathed. you lose power but gain benefits such as being faster than all base 100's pre-mega and neutral speed natured base 100's after evolving, letting you damage threats like Gardevoir and Kyurem-B before they can attack.

Celebi - possibly make Celebi faster than standard Manaphy so you can get a Giga Drain off first. 240 HP / 76 Def / 192 Spe with Timid accomplishes this and makes you faster than Mamoswine too, who you say is troublesome. with the change in EVs, you can consider changing Celebi to a 2 attacks NP set. with a faster spread, you're no longer as bulky as before and instead of assigning Celebi the role of a defensive pivot, you can consider shifting her role to a more offensive one, providing another win condition and balance breaker that is still reasonably sturdy.

those suggestions aside, I think you aren't maximizing the roles of your Clefable and Tyranitar. when you have a support Tyranitar on a sand based team capable of fulfilling the role of an SRer, I think it's wise to use CM on Clefable and gain more mileage out of what she can do. CM is what makes Clefable one of OU's premier win conditions and I believe you will find her and your team to be all the more threatening with the change.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 76 Def / 192 Spe
Timid Nature
- Nasty Plot
- Giga Drain
- Earth Power
- Recover

Earth Power is for coverage on things like Heatran and Bisharp, although other move options like HP Ice can be considered in its place to land bigger hits on Landorus-T and Gliscor and weaken them for Excadrill.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Healing Wish / Thunder Wave

Healing Wish is an interesting choice as a last move to make up for the loss of it on Celebi, while Thunder Wave allows you to bypass many of Clefable's common answers while providing further methods to handle Manaphy.

Tyranitar @ Smooth Rock
Ability: Sand Steam
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Blast

included Fire Blast on this Tyranitar to give you a way to threaten Ferrothorn and Skarmory especially, who can be slightly annoying for you between Whirlwind and spiking on the majority of the team.
some final considerations:
  • you claim Landorus-T and Mamoswine are big issues. you can consider using a Mega Gyarados in place of Garchomp. this gives you a way to threaten those two pokémon, retains a very good win condition that works well with the remainder of your team and provides a much needed immunity to ground attacks.
  • using Rapid Spin on Excadrill over X-Scissor. X-Scissor doesn't provide much coverage while Rapid Spin blows away hazards, something your team doesn't appreciate much at all considering all of your pokémon except Clefable hate taking damage from them. this change also works well with my above suggestion, removing SR for Gyarados.
Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 60 HP / 252 Atk / 196 Spe
Jolly Nature
- Waterfall
- Crunch
- Substitute / Ice Fang
- Dragon Dance
cool team and good job, gave you a like!
 
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