So I hadn't played sand in a while and I really wanted to use choice band Terrakion so I started building myself a sand team. After adding the obvious Tyranitar I decided to try out Rock Polish Sheer Force Landorus, and then add a scarfer, a physical wall, and a special wall. I play a lot of uu and the Slowbro Amoonguss regenerator core seemed fun to use in OU so I went with them. I realized I really needed a steel type to take dragon attacks and such so I decided to use Scarf Jirachi because it isn't seen that much nowadays and usually catches your opponent off guard. The result was this team, and its been doing pretty well so I decided to post it here.
CHANGES IN BOLD
Tyranitar @ Shed Shell
Ability: Sand Stream
EVs: 252 HP / 252 SPDEF / 4 ATK
Careful Nature (+Spdef, -Spatk)
- Stealth Rock
- Pursuit
- Crunch
- Stone Edge
First off standard specially defensive Tyranitar with Shed Shell, a very important member on the team since it sets up sand, sponges special hits, hits hard and can trap things like the lati twins. It also sets up rocks which are always important. Shed Shell is for escaping the increasingly common Dugtrio which is a big threat to this team.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 ATK / 252 SPE
Jolly Nature (+Spe, -Spatk)
- U-turn
- Fire Punch
- Ice Punch
- Iron Head
Scarf Jirachi is pretty amazing since these days most Jirachi are specially defensive so no one expects it to be scarfed. It's great against Genesect since people usually lead with it and Jirachi is also a common lead. Thinking I'll set up rocks they go for the U-turn only to get outsped and OHKOd by fire punch. Its also a good revenge killer disposing of dragons and the like with ice punch. U-turn is for momentum, and Iron Head is awesome with a 60% chance to flinch, potentially flinching the opponent to death.
Amoonguss @ Leftovers
Ability: Regenerator
EVs: 244 HP / 232 SPDEF / 28 SPATK / 4 SPE
Calm Nature (+SPDEF, -ATK)
- Spore
- Stun Spore
- Hidden Power (Ice)
- Giga Drain
The special wall of my regenerator core. This thing can tank pretty much any special attack and when it switches out it regains 1/3 of its health so it's pretty hard to take down. Spore is the only 100% accurate sleeping move in the game and it basically eliminates the opposing pokemon for the remainder of the battle. Stun Spore is to catch things on the switch after using Spore and supports the team allowing for Jirachi to flinch them to death or if they outspeed Terrakion, find themselves at its mercy. HP Ice is for dragons and if Gliscor tries to set up subs. Also to get good damage off of Landorus. Giga Drain is stab and helps to recover some health and to wall bulky waters all day. The EV spread is for breaking +2 Keldeo's subs as well as outspeeding other Amoonguss to get the Spore off first.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 DEF / 4 SPDEF
Bold Nature (+Def, -Atk)
- Slack Off
- Thunder Wave
- Flamethrower
- Scald
Slowbro is the physical wall of my Regenerator core and damn this thing takes physical hits like a champ. He can switch into CB Terrakion safely as Stone Edge is a 3HKO, as well as many other physical attackers. Slack Off is in case Slowbro has to recover more than regenerator gives him, Thunder Wave is to support the team, same as Amoonguss's Stun Spore, Flamethrower is for Forretress, Scizor, Genesect and Ferrothorn. Scald is STAB and has a hefty 30% chance to burn.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SPATK / 252 SPE / 4 DEF
Timid Nature (+Spe, -Atk)
- Substitute
- Hidden Power (Ice)
- Focus Blast
- Earth Power
I had been wanting to try out Rock Polish Sheer Force Landorus for a long time and when I finally did, boy it did not dissapoint. This thing after a Rock Polish outspeeds everything in the OU metagame including all common scarfers and hits like a TRUCK. HP Ice for dragons, Gliscor, and genies, Focus Blast hits Steels and the sort for huge damage as it is also boosted by Sheer Force (accuracy does suck though) and Earth Power is STAB + Sheer Force and destroys everything. An excellent late game sweeper. As suggested by Pentaworst, I have changed Rock Polish to Substitute because my team already has paralysis support and for that reason Rock Polish becomes somewhat redundant.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 ATK / 252 SPE / 4 HP
Jolly Nature: (+Spe, -Spatk)
- Quick Attack
- X-Scissor
- Stone Edge
- Close Combat
Adamant Choice Band Terrakion. This thing is literally so powerful that the strategy is usually click Close Combat and watch things die. Adamant CB Terrakion does 63% - 75% to Latios. Thats a resisted hit. For everything immune to Close Combat or that resists it you have Stone Edge which will annhilate them (provided it doesn't miss). X-Scissor is to hit bulky Psychics like Reuniclus and Celebi harder, and Quick Attack is the only priority move on the team, and actually packs a decent punch with a Choice Band. I have really been considering changing to Jolly which is standard but I love the extra power and I haven't been in a situation yet where if I was running Jolly I would win. I have decided to change to Jolly as the increase in power is not worth losing the extra speed.
Well that's the team, I've been doing rather well with it but I know it needs improvement, hoping for some helpful feedback!
CHANGES IN BOLD
Tyranitar @ Shed Shell
Ability: Sand Stream
EVs: 252 HP / 252 SPDEF / 4 ATK
Careful Nature (+Spdef, -Spatk)
- Stealth Rock
- Pursuit
- Crunch
- Stone Edge
First off standard specially defensive Tyranitar with Shed Shell, a very important member on the team since it sets up sand, sponges special hits, hits hard and can trap things like the lati twins. It also sets up rocks which are always important. Shed Shell is for escaping the increasingly common Dugtrio which is a big threat to this team.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 ATK / 252 SPE
Jolly Nature (+Spe, -Spatk)
- U-turn
- Fire Punch
- Ice Punch
- Iron Head
Scarf Jirachi is pretty amazing since these days most Jirachi are specially defensive so no one expects it to be scarfed. It's great against Genesect since people usually lead with it and Jirachi is also a common lead. Thinking I'll set up rocks they go for the U-turn only to get outsped and OHKOd by fire punch. Its also a good revenge killer disposing of dragons and the like with ice punch. U-turn is for momentum, and Iron Head is awesome with a 60% chance to flinch, potentially flinching the opponent to death.
Amoonguss @ Leftovers
Ability: Regenerator
EVs: 244 HP / 232 SPDEF / 28 SPATK / 4 SPE
Calm Nature (+SPDEF, -ATK)
- Spore
- Stun Spore
- Hidden Power (Ice)
- Giga Drain
The special wall of my regenerator core. This thing can tank pretty much any special attack and when it switches out it regains 1/3 of its health so it's pretty hard to take down. Spore is the only 100% accurate sleeping move in the game and it basically eliminates the opposing pokemon for the remainder of the battle. Stun Spore is to catch things on the switch after using Spore and supports the team allowing for Jirachi to flinch them to death or if they outspeed Terrakion, find themselves at its mercy. HP Ice is for dragons and if Gliscor tries to set up subs. Also to get good damage off of Landorus. Giga Drain is stab and helps to recover some health and to wall bulky waters all day. The EV spread is for breaking +2 Keldeo's subs as well as outspeeding other Amoonguss to get the Spore off first.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 DEF / 4 SPDEF
Bold Nature (+Def, -Atk)
- Slack Off
- Thunder Wave
- Flamethrower
- Scald
Slowbro is the physical wall of my Regenerator core and damn this thing takes physical hits like a champ. He can switch into CB Terrakion safely as Stone Edge is a 3HKO, as well as many other physical attackers. Slack Off is in case Slowbro has to recover more than regenerator gives him, Thunder Wave is to support the team, same as Amoonguss's Stun Spore, Flamethrower is for Forretress, Scizor, Genesect and Ferrothorn. Scald is STAB and has a hefty 30% chance to burn.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SPATK / 252 SPE / 4 DEF
Timid Nature (+Spe, -Atk)
- Substitute
- Hidden Power (Ice)
- Focus Blast
- Earth Power
I had been wanting to try out Rock Polish Sheer Force Landorus for a long time and when I finally did, boy it did not dissapoint. This thing after a Rock Polish outspeeds everything in the OU metagame including all common scarfers and hits like a TRUCK. HP Ice for dragons, Gliscor, and genies, Focus Blast hits Steels and the sort for huge damage as it is also boosted by Sheer Force (accuracy does suck though) and Earth Power is STAB + Sheer Force and destroys everything. An excellent late game sweeper. As suggested by Pentaworst, I have changed Rock Polish to Substitute because my team already has paralysis support and for that reason Rock Polish becomes somewhat redundant.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 ATK / 252 SPE / 4 HP
Jolly Nature: (+Spe, -Spatk)
- Quick Attack
- X-Scissor
- Stone Edge
- Close Combat
Adamant Choice Band Terrakion. This thing is literally so powerful that the strategy is usually click Close Combat and watch things die. Adamant CB Terrakion does 63% - 75% to Latios. Thats a resisted hit. For everything immune to Close Combat or that resists it you have Stone Edge which will annhilate them (provided it doesn't miss). X-Scissor is to hit bulky Psychics like Reuniclus and Celebi harder, and Quick Attack is the only priority move on the team, and actually packs a decent punch with a Choice Band. I have really been considering changing to Jolly which is standard but I love the extra power and I haven't been in a situation yet where if I was running Jolly I would win. I have decided to change to Jolly as the increase in power is not worth losing the extra speed.
Well that's the team, I've been doing rather well with it but I know it needs improvement, hoping for some helpful feedback!