sand is still better than rain

Shurtugal

The Enterpriser.
is a Tiering Contributor

At a Glance
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stoutland.gif


Introduction

Hello Guys! I am not a stall-oriented player. I have been playing offensive this past year, and I love the playstyle. However, I really wanted to try a stall team. After trying out a few stall teams to get a general idea of the playstyle, I found that I wanted to use the Hippo + Skarm + Jellicent combo. Hippo and Skarm can both set up hazards, while Jellicent can come in and block most spinners (beating Donphan, Starmie, and Hitmontop easily). This team has come a long way, and I hope you appreciate the time and effort I put into this RMT and the team itself. I'm writing this RMT now because Genesect has been released today and I am not sure how this team will fare against it now (although Hippo can take a +1 Ice Beam at -1 SDef... at least it did against some guy on PS, he might have forgotten investment, so I don't know). Anyways, I'm going to present a team-building process and jump right into the team. Here we go ~


Building Process
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This was how the team started. I really admire this core, it certainly gets the hazards on the field. I also hate running rain teams, even offensive, because rain is just annoying to both use and fight. Anyways, so I'm looking at this team and I realize that a Rotom-W can pretty much sweep this little core I have put together. I can play around it at best, but guaranteed to be annoying. Furthermore, Politoed loves to toxic the Jellicent switch ins so I still need something to sponge rain stuff and poison.

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Celebi was a good teammate. Its natural cure is nice, and also being on of the best Rotom-W counters out there is a nice perk. However, I realized that steel types like Ferrothorn can get very annoying, especially in rain. Also, I wanted something to wall break too, something to take advantage of the hazards I was trying so hard to put on the field. The solution, I thought, was obvious.

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Terrakion seemed to go-to man. Being able to dent Ferrothorn after a few stabs from hazards is very nice. Gaining lots of KOs, including the easy 2HKO on Hippo with the spike stacked. It benefits from the sand, so it was nice in just about every way. Simply, I loved it. However, it still didn't have that speed to abuse the hazards. Sure, I'm building stall, (a semi-stall I suppose; its the offensive nature in me), but I wanted something to abuse the sand more and take advantage of the nice hazards.

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I added Stoutland as the final member. It was working well, getting me higher and higher, until I stumbled upon a few problems. Technician Breloom + Tornadus-T were very annoying, U-turning from Celebi and instantly using Brelooms power to threaten a lot of my members. Scarf Rachi got the surprise kill on Terrakion, and walled Stoutland. Scizor was also a problem, resisting Frustrations, BP Terrakion and U-turning on Celebi. Jellicent may be good, but SD versions (sometimes with lum) very easily made Jellicent set up fodder before long. So I needed to fix these problems.

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I decided to try special Landorus over Terrakion. It worked. I was originally using Rock Polish, but substitute escapes Breloom's spores and allows me to OHKO with HP [Ice] afterwards. Special Landorus was just what I needed, killing every steel types with ease apart from CM Jirachi (EP usually is a 2HKO unless it had prior boosts, but I have roar and whirlwind with Hippo and Skarm respectively ;] However, Celeb still was suffering from U-turns, or simply pursuit, from Scizor. So it needed to go ~

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So here we are; the team. Amo can get me a spore or stun spore in there with ease, crippling my opponents team. Regenerator is an amazing ability to have, allowing it to sponge hits with ease. I made many set changes; ev spread changes, and move switches while using this team. However, this team is a very good stall, even if I say so myself.


The Team


hippowdon.gif

Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Hippowdown is a very bulky Pokemon. Being an offensive-minded player, I've never used him very often. However, with my sudden interest in learning stall, I decided to give him a try. For starts, I seriously love how well he can take water hits very well! I've never found the loss of physical bulk important as he can walls those hits fairly well too. He almost always can set up Stealth Rocks - which is very important for the team. His slack off allows me to constantly use him as a punching bag, stalling out sand damage and LO damage occasionally when required. I use whirlwind over roar since roar is lame. Whirlwind allows me to make sure my punching-bag-rock-setter isn't set up bait for anything, although +1 Outrage still does a truckload of damage though! Its usually always worth it when I get up my rocks though.

His EV spread is very straight forward, allowing me to sponge surf as best as possible. I don't mind sending him on Politoed or Ninetales knowing I can get my weather up without taking too much (unless Poli is specs; but I usuallu always know the set Poli is before sending Hippo in on it). Its very nice to know that my weather inducer is Dugtrio immune, making sun that much easier to deal with.

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Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird

Even know this is off topic; I'm going to say it anyways: no one would use this thing if it didn't get roar (or WW). Yes, I gave it roar since Hippo can already send out powerful winds against my opponent! Anyways, I love Skarm, but without roar it becomes the biggest set up fodder for everything. Ok, with my short little speculation rant out of the way, I love Skarmory. Getting Roost is a big plus, allowing me to heal (which is vital; I might add, considering I'm not running leftovers). Which brings me to another point; Magnezone usually always use thunderbolt / volt-switch on this thing; when everyone should be running shed shell. With the rise of usage in Wobby, already high usage in Mag, and the new Gothitelle, Shed Shell is a very needed item for Skarmory this metagame. Skarm's main job, apart from laughing at Landorus and sometimes at Mamo (Icicle Crash always flinches or gets crits -____-) is to set up spikes. The main objective is to stack up as much hazards as I possibly can. Skarm does just that - set up spikes.

The EVs may not be straightforward, but I assure you they are. The speed EVs are not my design so I forget what it out speed (I forgot '-'), but I'm sure whatever I assume it out speeds it doesn't without the investment. I do know that I out speed Wobby with this spread and other Skarm (winning the Roar war against opp. Skarm helps). I put maximum investment in defense, and the rest in hp to it can survive as much as possible.

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Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 140 HP / 212 SDef / 156 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow Ball
- Taunt

I love Pringles! Ok, that was a lie; I hate Pringles. But I love Jellicent! There aren't many viable spin blockers in the OU tier (Gengar could probably only spin block with Deo-S / Deo-D), which means that Rapid Spinning is a constant struggle for stall teams everywhere. We work so hard to set up 3 layers of spikes and SR, only to have a spinner (who commonly has sturdy -_____-) spin all your effort away. Well, let me tell you, Jellicent is godsend for stall. It's Shadow Ball is the perfect way to let Starmie know just how much its 30% thunderbolt was appreciated. Recover is a move that, again, is godsend. Allowing me to sponge weak Volt-Switches from bulky Rotom-W (or simply weak-scarf) and then healing up. Taunt is such a good move to carry, in case something like Heatran tries to use Toxic (damn them). It also stops Donphan from setting up SR, which believe me; they'll do despite scald. Taunt also helps against Reu, who just loves to CM all day and recover. Scald is pretty much just STAB and a free burn chance (saves me more games than I can count). I. Simply. Love. Jellicent.

EV's are not standard; no way. Speed investment speeding minimal invested Heatran is very awesome, allowing me to Taunt it in its tracks. I also outspeed Amonngus, allowing me to stop Spore / Stun, which is always fun (and seriously, I can take a Giga Drain). I forget what the special bulk does; just took it off the standard special defensive set, and dumped the rest into health to try and to make up for the huge speed investment I have. Seriously loves this pringle-face'd spinblocker, especially with water absorb, allowing me to sponge rain teams water / ice attacks aimed at my poor Hippo.

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Amoonguss (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 28 SAtk / 40 Def / 184 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Spore
- Stun Spore
- Giga Drain
- Hidden Power [Ice]

Your ugly. I hate you. I love using you. Yeah, my relationship with this Pokemon is a love-hate one. I seriously hate facing this thing because is usually means that something is going to be put to sleep. Or stunned. This thing has a complex movepool, running Hidden Power [Ice], Hidden Power [Fire], Stun Spore, Clear Smog, Synthesis, Sludge Bomb, Toxic, and Rain Dance to name a few. You never know what this thing can run, considering that any good trainer would pick a move according to their team weaknesses (Hidden Power [Fire] makes it a Scizor check, Rain Dance is very unique for rain teams who fear losing the weather war, hell even a damp rock would work with regenerator, Synthesis could easily replace Stun Spore for sponging MORE hits, Sludge Bomb hits Celebi quite hard, and toxic is you running a ToxicScor teammate, and this goes on). Which is why I hate facing this thing. However, this thing is the best volt-switch / rain / Keldeo coutner in the universe. Spore / Stun combo is amazing, stunning the switch in! Some people send in their sleep fodder right away - I just stun it. Spore / Stun is also good when the opponent tries Poli / Torn-T tactic, thinking I'm stupid. Regenerator on this thing is insane! However, it take a LOT of damage from 3 layers of spikes and SR, so it is limited. Nonetheless, Amoonguss is an amazing Pokemon, sponging lots of hits!

The EV's are standard, but effective. The 28 SpA EVs is to break +1 Keldeo's Subs with Giga Drain 100% of the time, which is very nice I might add. It's HP is divisible by 8, so 248 minimizes residual damage, and allows me to invest 8 EVs in speed (which only allows me to out speed other Amo, which means I can spore it first if need be). The 40 Def allows Amo to comfortably sponge Breloom most of the time, and preserves more Special bulk. The rest was dumped into Special Def in order to wall as much as possible.

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Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Earth Power
- Focus Blast
- Hidden Power [Ice]

This set works. To answer all your questions, I am not running Rock Polish because Landorus is not meant to late game sweep. I want it to punch holes in the opponents walls, more preferably, physical steel type walls. What people don't get is that this Lando is the best Rotom-W counter Lando there is bar Gravity set (as Smack Down requires very percise predicted switch). With substitute, I admit, it eases predictions. It also helps when LO doesn't give me any recoil (unless I use Hidden Power [Ice]). It also works when Ferrothorn tries to Leech me. Earth Power and FB both are 2HKO on that steel weed Pokemon, so I just use EP 2x. Generally I EP 1x, and predict the switch out by subbing. Focus Blast is godsend, send goodbye to Skarm folks! Also, FB does 66% To Rotom-W, so after sand damage and SR, your looking at possible 1-2HKO. With substitute, I can easily sponge a Hydro Pump too. EP also OHKO's Scizor (which IS a very annoying check to Landorus). With substitute, I can easily sponge off a BP if I have one, if not, well, non-banded ones don't do too much anyways, and LO recoil isn't a factor too much anymore. It checked before because EQ is a 2HKO -____-. What people don't understand is that this set goal is to dent physical walls. This is a solid combination with Stoutland, as I eliminate unsuspecting steel walls (Skarm, Ferrothorn, Jirachi, Magnezone, Magneton, and so on). Sure, Rachi is better handled by EQ, but it still eliminates. With substitute, I can also check Mamoswine if I need to, but I admit Lando rarely can get a sub before Mamo.

I run Timid because its speed tier is really important. I would love to run Modest ;~; It would do so much more to Ferro and Rachi, aw well. Life Orb + Sheer Force is a very powerful force on Lando, not to mention that most people assume Sand Force since he is in sand (and the fact that he isn't in Therian forme) and also the Sub makes them think: SubSD or Sub 3 attack, which are lesser common variants of Landorus, which means that Skarm is lured in. I have max investment in Special Atk as well so I can hit my hardest with Life Orb, and I put 4 EVs into HP because they don't really fit anywhere else.

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Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Frustration
- Superpower
- Pursuit
- Wild Charge

I wish this thing had a higher attack stat. Life Orb would be more viable, and the idea of switching moves with Stout is very tempting, but CB is the only set that works. Stout loves the hazard support he gets from Skarm and Hippo, and the ability of Jellicent to keep the hazards from leaving our opponents. He easily tears through teams that are hazard weakened with CB STAB Frustration (which is way better than Return, just saying). He makes the best late-game sweep known to sand (alright I lied again; that's Excadrill, but Stout is still a close second). In BW1, he had no way of dealing with those steel types, which took a big chunk out of his usage stats. Thankfully, in BW2, he got superpower, allowing him to actually dent steels that are hazard weakened, although this is usually Lando's job, having extra insurance is never bad. Pursuit is just so godlike, and honestly I've never seen a Crunch Stout in my life. I love the idea of Crunch (counters Reu better and pesky WoW Mew), but Frustration does roughly enough damage to where Pursuit gains more use (Lati@s trapped and it traps other things... like Torn-T)! I never use Wild Charge. If anyone can give me a justified reason why I should change it for another move, I would change it in a heart beat. Since I never WC even if I predict Skarm just because that recoil + SR damage adds up. Big time.

EV's are, once again, a straightforward 252 / 252 4 spread. I run adamant only because its attack stat sucks, but being revenged by Scarf Latios and Scarf Terrakion is VERY ANNOYING! I don't really have an answer to Scarf Terrak other than hoping I keep Hippo and 'Cent alive long enough to beat it 2v1. Stout can reveneg a -2 Scarf Latios, so it isn't that bad, but still, it is annoying.



Conclusion
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This team is amazing! The trick is to set up hazards, and combine it with phazing. The objective is to get rid of the opponents bouncer / spinner. After that, just go boom with Lando and Stout with the hazard support given, and occasional go into the 4 wall core I have built and you can easily sweep late game afterwards almost always. Scarf Latios and Scarf Terrakion will always have a spot in hell for this team, but I can check them alright. I have a importable below for anyone who wishes to try the team; however, please luvdisc if you do. Thank you all! (By the way: the sprites are from PS :P)


Importable:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird

Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 140 HP / 212 SDef / 156 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow Ball
- Taunt

Amoonguss (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 28 SAtk / 40 Def / 184 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Spore
- Stun Spore
- Giga Drain
- Hidden Power [Ice]

Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Earth Power
- Focus Blast
- Hidden Power [Ice]

Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Frustration
- Superpower
- Pursuit
- Wild Charge
 
I was using Stoutland while Sand teams were the business. I was running Return | Crunch | Fire Fang | Ice Fang (Stoutland didn't have Superpower at the time and Wild Charge was not as useful), and I can say immediately that I practically never used Crunch, ever. By the time I had Stoutland out, I had things like Gengar gone already, and I only used Ice Fang on Stoutland because my sand team was severely Gliscor weak without it.

Anyway, seems like a pretty good team, but it seems very weak to Latios and the newly released Genesect. You have exactly 0 safe switch-ins; Skarmory is fearful of switching in due to Latios carrying moves such as HP Fire, while Amoonguss won't particularly enjoy switching in either due to the risk of eating a Psyshock (I'm pretty sure Amoonguss takes a very heavy hit from Draco Meteor anyway). Your best bet at fixing the Latios problem is using a Stealth Rocker Tyranitar over Hippowdon.

Tyranitar @ Leftovers | Sand Stream
252 HP / 4 Atk / 252 SpD | Sassy Nature
Stealth Rock | Pursuit | Crunch | Fire Blast

Absolutely nothing from Specs Latios will 2HKO this Tyranitar, while after SR, Pursuit will always take it out assuming it switches (trust me, it will switch out). You still get up your Stealth Rock and Sand, so you still accomplish that job. Fire Blast allows you to hit things like Skarmory, Ferrothorn, and Forretress who think they can wall you (and in the case of Forretress, get a free Rapid Spin).

Of course, now this means you won't need Pursuit on Stoutland. However, from my use of Stoutland, Crunch is nearly useless. Remember how I brought up how you could have trouble with Genesect? Jellicent and Skarm are weak to Thunderbolt, T-tar (if you use it) is weak to Bug Buzz, Amoonguss isn't really doing a whole lot in return (except Spore or Stun Spore), and Stoutland can't OHKO it... Or can it? No one really ever recommends Fire Fang on Stoutland anymore, but I think you could use it well because this allows Stoutland to actually, I dunno, hit Genesect.

Anyway, this next bit is just a nitpick but I do not see the use of Shadow Ball on Jellicent. I would honestly just use Will-O-Wisp for its ability to cripple physical attackers (and a more reliable burn than Scald)

Good luck!
 
I was using Stoutland while Sand teams were the business. I was running Return | Crunch | Fire Fang | Ice Fang (Stoutland didn't have Superpower at the time and Wild Charge was not as useful), and I can say immediately that I practically never used Crunch, ever. By the time I had Stoutland out, I had things like Gengar gone already, and I only used Ice Fang on Stoutland because my sand team was severely Gliscor weak without it.

Anyway, seems like a pretty good team, but it seems very weak to Latios and the newly released Genesect. You have exactly 0 safe switch-ins; Skarmory is fearful of switching in due to Latios carrying moves such as HP Fire, while Amoonguss won't particularly enjoy switching in either due to the risk of eating a Psyshock (I'm pretty sure Amoonguss takes a very heavy hit from Draco Meteor anyway). Your best bet at fixing the Latios problem is using a Stealth Rocker Tyranitar over Hippowdon.

Tyranitar @ Leftovers | Sand Stream
252 HP / 4 Atk / 252 SpD | Sassy Nature
Stealth Rock | Pursuit | Crunch | Fire Blast

Absolutely nothing from Specs Latios will 2HKO this Tyranitar, while after SR, Pursuit will always take it out assuming it switches (trust me, it will switch out). You still get up your Stealth Rock and Sand, so you still accomplish that job. Fire Blast allows you to hit things like Skarmory, Ferrothorn, and Forretress who think they can wall you (and in the case of Forretress, get a free Rapid Spin).

Of course, now this means you won't need Pursuit on Stoutland. However, from my use of Stoutland, Crunch is nearly useless. Remember how I brought up how you could have trouble with Genesect? Jellicent and Skarm are weak to Thunderbolt, T-tar (if you use it) is weak to Bug Buzz, Amoonguss isn't really doing a whole lot in return (except Spore or Stun Spore), and Stoutland can't OHKO it... Or can it? No one really ever recommends Fire Fang on Stoutland anymore, but I think you could use it well because this allows Stoutland to actually, I dunno, hit Genesect.

Anyway, this next bit is just a nitpick but I do not see the use of Shadow Ball on Jellicent. I would honestly just use Will-O-Wisp for its ability to cripple physical attackers (and a more reliable burn than Scald)

Good luck!


Thanks for the rate!

I don't have a Damage Calculator on me, as I still need to get a better one, but with 95 Def and a x4 weakness to fire; I think Fire Fang will OHKO. I'll give the Tyranitar a shot, with Chople Berry and SE over Fire Blast to hit Therian's in rain. I think I'll replace Wild Charge for Fang.

As for Jellicent; Shadow Ball is to hit Gengar and Starmie. Sure, I am 2HKO'ed by Gengar's Shadow Ball, but its a bit annoying and I can check it (and lure another SB as I go to Stout). I've never really needed WoW before, but thanks anyways!
 
Hey Shurtugal,
if you do decide to go with Tyranitar I highly suggest you test out Shed Shell, your weather starter in this particular team is way to important to let it die from the likes of dugtrio, I honestly can't see you beating sun + Dugtrio without sand up. Sun sweepers such as; Volcarona, Venusaur and Victreebel can sweep you after your team is softened up a bit under the sun. You can also try Roar while testing Tyranitar, although Roar Tyranitar is uncommon, it's viable and it's always great to have 2 phasers in a semi stall team, especially one with spike stacking and a reliable spin blocker.

Anyway, I hope my rate helped, and GL with the team :)

P.S here's a link to a good online Damage calculator: http://cherubi.com/tools/calculators/damage/
 
I don't understand why you want to outspeed Heatran with Jellicent when the worst thing he can probably do is toxic you. If you want to prevent Heatran from setting up rocks, he will have many opportunities to do it against Skarmory and (later in the game) against Amoongus. Specially Defensive Heatran takes about 30% from Scald while it is immune to the burn. Unfortunately for your Jellicent, it is not immune to the Lava Plume burn. I dont think those extra speed EVs will help you.

I recommend this spread 252 HP / 188 SpD / 88 Speed. You outspeed base 70's like Skarm and Politoed, while having Max HP to take hits on both side of the spectrum well.

I don't really have suggestions for replacing other pokemon without ruining the synergy of your team. you really are vulnerable to a lot of faster threats if you lose the weather war as stoutland will not be threatening at all with his mediocre speed.
 
I don't understand why you want to outspeed Heatran with Jellicent when the worst thing he can probably do is toxic you. If you want to prevent Heatran from setting up rocks, he will have many opportunities to do it against Skarmory and (later in the game) against Amoongus. Specially Defensive Heatran takes about 30% from Scald while it is immune to the burn. Unfortunately for your Jellicent, it is not immune to the Lava Plume burn. I dont think those extra speed EVs will help you.

I recommend this spread 252 HP / 188 SpD / 88 Speed. You outspeed base 70's like Skarm and Politoed, while having Max HP to take hits on both side of the spectrum well.

I don't really have suggestions for replacing other pokemon without ruining the synergy of your team. you really are vulnerable to a lot of faster threats if you lose the weather war as stoutland will not be threatening at all with his mediocre speed.

You have a point with the my current EV spread, however, your EV spread totals to 524, when the limit is 510. So you must have put something wrong? I'm more than willing to change it, but it seems there must be a mistake.

Also, yeah, losing the weather war really hurts this team. I'm testing Shed Shell, which helps, but I seriously miss Chople Berry.
 
Hey there Shurtugal- This looks like a pretty standard sand team at first glance, however, some of the sets are kinda creative, making it really interesting and different. I think I have a couple of suggestions for you to make your team better.

The Problem:

One of the biggest threats to this team is actually one of the most powerful pokemon in the metagame, Latios. I find that you will generally have large amounts of difficulty switching into attacks of his. For example, a Specs Draco Meteor deals 68.56 - 80.83% to Skarm, meaning that it will take an absolute shot and will get smashed, leaving your team open to the Latios' supporting special sweepers. What you really need above all else on this team is a really good switchin to draco Meteors from opposing Latios, Hydregion, Salamence, and Dragonite. I would recommend that you exchange Ferrothorn over Skarmory. I believe that this suggestion would supply your team with good spikes support, while maintaining a really awesome defensive backbone to fall to against opposing rain teams. here is the set that I would suggest.

A Solution:

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Ferrothorn @ Leftovers
Sassy: 252Hp/88Def/168SpDef
~Spikes
~Leech Seed
~Gyro Ball
~Power Whip

Benefits:

This is more or less your everyday Ferrothorn set, yet however simple it is, you still benefit greatly from having the little beast. To indicate this set's amazing bulkiness for your team's needs, the Same Specs Draco Meteor from Latios hits 33.52 - 39.77%. This is really good, actually, because before everything except Skarm was OHKOed by it with decent support; switching into that had been like sending a mon to the galleys. You will also receive a really good rain check alongside Amoongus. Among these two, you should be able to handle the most common playstyle just fine. Again, to prove its worth, a Timid Life Orb Starmie's Hydro Pump in rain does (31.25 - 36.93%) -- 20.51% chance to 3HKO after Stealth Rock. Needless to say, you really needed a pokemon to help amoongus out with rain teams, and Ferrothorn's exceptional grass typing helps with this. By the way, you really want to have Sassy on this Ferrothorn, as to the regular Relaxed. This Ferrothorn is taking most of the special attacks fired agaisnt this team.

Downsides:

As so often is the case, the newer Ferrothorn performs the duty of a spiker much better than his ancestor, Skarmory. however, there exist a few reasons why you would want to have Skarmory. Primarily, you lose a really awesome dedicated physical wall; however, you will find that Hippowdon should be able to hold his own with different EV investment, which I will doubtlessly show you later. Additionally, you will lose one phasing move; however, Hippodon still makes up for this as he packs one of his own.

Other Small Changes:

All righty, the addition of Ferrothorn allows you to really optimize the rest of your pokemon to perform specific duties very well. Since you never really had a pokemon capable of tanking Special hits, you had to EV many pokemon to invest in Special Defense when they really should be investing in Defense. what really comes to mind are Hippowdon and Jellicent:

With the removal of Skarmory, you will lose a really great physical wall, so I would recommend that you change Hippowdon's EV spread to better assist him in his natural talent, tanking physical hits. A simple 252Hp/252Def/4Spe, Impish spread would give you all the physical bulk possible. The extra speed EV will allow you to outspeed other hippos to the Roar. You really never want to invest Hippowdon in anything but this suggested spread: he's really just too good not to; Ground is such a fantasic physical typing, if only for a key resistance to Rock typed moves. Also, by investing heavily in defense, powerful physical threats really don't threaten your team. For example, CB terrakion's Close Combat won't even 2HKO without stealth Rock. obviously, Hippowdon can force it out on a smart switch into Stone Edge, making him the best switchin you have against it.

Now, I looked at your Jellicent EV spread and you really kinda confused me with it. I think that you want to be able to spinblock Starmie, but that really isn't worthwile, since you will leave yourself vulnerable to get Smashed by any decent physical move. I would certainly recommend this EV spread, 252 HP / 188 SpD / 88 Speed, Bold for the same reasoning as Chimpakt said. You really want to be able to taunt Skarm with this set, while keeping the ability to retain as much physical bulk as you can, since Ferrothorn is given a Sassy nature to better deal with special hits. Also, this means that you won't need Shadow ball for Starmie anymore, allowing you to change Shadow Ball to Will-O-Wisp, in order for you to cripple physical attackers such as Tyranitar on the switchin.
 
Hey there Shurtugal- This looks like a pretty standard sand team at first glance, however, some of the sets are kinda creative, making it really interesting and different. I think I have a couple of suggestions for you to make your team better.

The Problem:

One of the biggest threats to this team is actually one of the most powerful pokemon in the metagame, Latios. I find that you will generally have large amounts of difficulty switching into attacks of his. For example, a Specs Draco Meteor deals 68.56 - 80.83% to Skarm, meaning that it will take an absolute shot and will get smashed, leaving your team open to the Latios' supporting special sweepers. What you really need above all else on this team is a really good switchin to draco Meteors from opposing Latios, Hydregion, Salamence, and Dragonite. I would recommend that you exchange Ferrothorn over Skarmory. I believe that this suggestion would supply your team with good spikes support, while maintaining a really awesome defensive backbone to fall to against opposing rain teams. here is the set that I would suggest.

A Solution:

Spr_5b_598.png

Ferrothorn @ Leftovers
Sassy: 252Hp/88Def/168SpDef
~Spikes
~Leech Seed
~Gyro Ball
~Power Whip

Benefits:

This is more or less your everyday Ferrothorn set, yet however simple it is, you still benefit greatly from having the little beast. To indicate this set's amazing bulkiness for your team's needs, the Same Specs Draco Meteor from Latios hits 33.52 - 39.77%. This is really good, actually, because before everything except Skarm was OHKOed by it with decent support; switching into that had been like sending a mon to the galleys. You will also receive a really good rain check alongside Amoongus. Among these two, you should be able to handle the most common playstyle just fine. Again, to prove its worth, a Timid Life Orb Starmie's Hydro Pump in rain does (31.25 - 36.93%) -- 20.51% chance to 3HKO after Stealth Rock. Needless to say, you really needed a pokemon to help amoongus out with rain teams, and Ferrothorn's exceptional grass typing helps with this. By the way, you really want to have Sassy on this Ferrothorn, as to the regular Relaxed. This Ferrothorn is taking most of the special attacks fired agaisnt this team.

Downsides:

As so often is the case, the newer Ferrothorn performs the duty of a spiker much better than his ancestor, Skarmory. however, there exist a few reasons why you would want to have Skarmory. Primarily, you lose a really awesome dedicated physical wall; however, you will find that Hippowdon should be able to hold his own with different EV investment, which I will doubtlessly show you later. Additionally, you will lose one phasing move; however, Hippodon still makes up for this as he packs one of his own.

Other Small Changes:

All righty, the addition of Ferrothorn allows you to really optimize the rest of your pokemon to perform specific duties very well. Since you never really had a pokemon capable of tanking Special hits, you had to EV many pokemon to invest in Special Defense when they really should be investing in Defense. what really comes to mind are Hippowdon and Jellicent:

With the removal of Skarmory, you will lose a really great physical wall, so I would recommend that you change Hippowdon's EV spread to better assist him in his natural talent, tanking physical hits. A simple 252Hp/252Def/4Spe, Impish spread would give you all the physical bulk possible. The extra speed EV will allow you to outspeed other hippos to the Roar. You really never want to invest Hippowdon in anything but this suggested spread: he's really just too good not to; Ground is such a fantasic physical typing, if only for a key resistance to Rock typed moves. Also, by investing heavily in defense, powerful physical threats really don't threaten your team. For example, CB terrakion's Close Combat won't even 2HKO without stealth Rock. obviously, Hippowdon can force it out on a smart switch into Stone Edge, making him the best switchin you have against it.

Now, I looked at your Jellicent EV spread and you really kinda confused me with it. I think that you want to be able to spinblock Starmie, but that really isn't worthwile, since you will leave yourself vulnerable to get Smashed by any decent physical move. I would certainly recommend this EV spread, 252 HP / 188 SpD / 88 Speed, Bold for the same reasoning as Chimpakt said. You really want to be able to taunt Skarm with this set, while keeping the ability to retain as much physical bulk as you can, since Ferrothorn is given a Sassy nature to better deal with special hits. Also, this means that you won't need Shadow ball for Starmie anymore, allowing you to change Shadow Ball to Will-O-Wisp, in order for you to cripple physical attackers such as Tyranitar on the switchin.


Thank you Blue Wooper for such a dedicated rate! I will try out that Ferrothorn (and totally put Hippo back) since I can see the uses Ferrothorn can have for this team. Latios has been a huge problem for this team, me heavily relying on sack + Pursuit Stout to take it. Anyways, I will try everything you said, but I am skeptical about WoW change from Shadow Ball. I really like hitting Starmie for 64%, but I suppose it wouldn't hurt to test the change. Thanks again for all your help!
 
I was thinking over Ferrothorn for a second, and there's a really big problem with using it for handling Latios:

Hidden Power Fire: 352-416 (100 - 118.18%) -- guaranteed OHKO

Also, the other Dragons Blue Wooper mentioned all commonly carry Fire-type moves; Hydreigon and Salamence are more often than not seen using Fire Blast and Dragonite pretty much always has Fire Punch unless it's being used on a Rain team. I'm very skeptical of how effective Ferrothorn would be in the role Blue Wooper suggested it be used in. To me, Tyranitar seems much more effective because, worst case scenario, it gets 2HKOed by Grass Knot (not as common on Specs Latios as you may think). Regardless, with Specs HP Fire outright OHKOing Ferrothorn, Tyranitar is still a much better Latios switch-in.
 
I strongly suggest one little thing.

Ice fang>whirlwind on Hippowdown

This lets you hit a LOT of stuff, even stuff sent into counter you or setup! Landorous, gliscor, Landorous T, Dragonite, Salemence, etc etc. You can now seriously dent, and sometimes surprise all of these :D. Let skarm whirlwind, hippo don't need it :D
 
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