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RMT Sandstorm

ok don't hold back, and you are welcome to berate me, but throw in some helpful comments too


Skarmory @Leftovers NAT: IMPISH Keen Eye
HP: 252 ATK: 64 DEF: 176 SPE: 16

Brave Bird
Roost
Spikes
Whirlwind

Basically I want to be able to set up some spikes, preferably at least 2 sets, and then either heal with roost or use whirlwind unless I think I can do some solid damage with brave bird. Unless someone has Infernape as their opener then I can usually get 2 sets up sometimes 3...


Tyranitar @Choice Band NAT: ADAMANT Sand Stream
HP: 176 ATK: 252 SPE: 80

Crunch
Pursuit
Stone Edge
Fire Punch

Barring some situations I would like to send out Ttar after Skarmory so that I can start a sandstorm and thus get the SPD boost and help Gliscor out if he has to come out. With Spikes and Sandstorm going I can do 31% to every one affected by these, and then TTar can try to finish them off with one hit if possible or switch out.

Gliscor @Yache Berry NAT: Jolly Sand Veil
HP: 200 ATK: 92 SPE: 218

Earthquake
Roost
Stone Edge
Swords Dance

I like sand veil here in order to get the evasion boost, which about 20%-30% of the time allows me to swords dance and take no damage. Then I can usually start to sweep while still having a defensive stand, plus roost lets me heal up from SR and minor damage. Plus roost combined with the Yache berry can undermine an ICE attack fairly well.

Scizor @Life Orb NAT: Adamant Technician
HP: 32 ATK: 252 SPE: 224

Bullet Punch
Super Power
Swords Dance
X-Scissor

The hope here is to save him until late when I can come out against something preferable and use a swords dance and then OHKO or 2HKO most opponents. Only problem here is some random HP Fire and the occasional fire punch like I have on my TTar.

Salamence @Life Orb NAT: Naughty Intimidate
ATK: 232 SPE: 252 SPA: 24

Dragon Dance
Earthquake
Fire Blast
Outrage

Feels out of place but he is mainly my garchomp replacement lol...Please feel free to help with any suggestions to this slot because I know he is a beast but doesnt really fit great with this team....Maybe Flygon instead? not sure yet.

Swampert @Leftovers NAT: Relaxed Torrent
HP: 240 DEF: 216 SPA:54

Earthquake
Ice Beam
Roar
Surf

Swampert is a great counter and the mix of moves allows me to hit different threats, while Roar can not only screw up an opponents switch, but deal more damage thanks to spikes. This is one of my favorites on my team and has been very effective.


Okay so I feel like salamence is out of place here, but I'm not sure what to put and he really does some damage...(Garchomp would be perfect...ugh..)

I also have run into problems with Jirachi, and Alakazam with focus blast.

Let me know what I can do to improve this...
 
Sr > ice beam on swampert

roost > superpower on scizor

Shed shell > leftovers on skarmory

Leftovers > choice band on ttar

EQ > pursuit on ttar
 
Sr > ice beam on swampert

roost > superpower on scizor

Shed shell > leftovers on skarmory

Leftovers > choice band on ttar

EQ > pursuit on ttar

Superpower is for more coverage Roost isn't needed really, he's a late game sweep.

Magnezone isn't common enough to need Shed Shell on Skarmory.

CB TTar is one of the most monstrously scary threats even in the Platinum metagame. So really Leftovers boasts nothing special about it.

And no Pursuit should be a staple as you can catch fleeing Cresselias and fleeing Rotom appliances. Earthquake should be used over Fire Punch though as Fire Punch serves no purpose at all except for hitting Bronzong harder and you really don't have much of a problem with killing him anyways. Earthquake hits Heatran harder and prevents him from getting a Flash Fire boost while also hitting Magnezone for a guaranteed OHKO. Stone Edge does the same amount of damage to Skarmory as Fire Punch considering Stone Edge's STAB. Fire Punch is also then only useful for Scizor who you have ways to counter by having Gliscor and Skarmory around.
 
I thought about putting shed shell but to be honest I prefer leftovers as I haven't had a problem with magnezone, and even then usually spikes are set up and its better to go for the revenge kill...

the main reason for fire punch was that it is often unexpected and can really help against some bulky grasses that think they have the advantage and thus they expect me to switch, but instead I CB Fire Punch for a OHKO.....and pursuit is not going anywhere, if it was effective I'd put it on everyone as it has been great on TTar...
 
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