ORAS OU Sand Offense

TEAM PREVIEW:
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While I was going through Showdown's team builder, trying to decide what kind of team to build, I saw excadrill sitting pretty, just waiting to be used. I haven't built a sand team since X/Y, so I decided to give it a try and see what I could accomplish. However I also knew that I wanted to use scolipede, so I tried to mix up the style a bit.

After a couple hours testing, this is what I came up with. Without further ado, let's dive right into the breakdown:



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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Stone Edge
- Earthquake

I chose Hippowdon over the more common tyranitar a) for its extra bulk, and b) for its access to recovery in the form of slack off. The moveset is fairly standard with rocks and slack off as well as EdgeQuake for coverage and to not get walled by flying types. The spdef ev's with a calm nature are to be able to switch in on LO lati's draco meteor without getting 2HKO'd (bar a crit or specs). 252 HP for max bulk, and the rest into defense to make it a good mixed wall.



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Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head

Don't think much needs to be said about this mon. Excadrill is a staple for sand offense and its moveset and ev's are standard. LO for the maximum power, however I might consider using air balloon.



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Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naughty Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge

Mega Garchomp is surprisingly viable in this meta. It's added bulk makes up for its lack of speed compared to normal chomper. 252 spA allows it to 2HKO most lando-T's and Rotom-W's. The main role of this mon is to weaken defensive walls like hippo, skarm, lando-T, rotom, etc. for scolipede. Naughty nature allows garchomp to deal high amounts of damage using its EdgeQuake coverage, especially if sand is up.


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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Azumarill provides a good pivot for the lati twins with sitrus allowing it to take two psyshocks, and KO back with knock off or play rough. I chose knock off over waterfall or superpower as knock off will KO ferrothorn at +6 anyways. Belly drum gives it strong offensive pressure and makes it viable as a late game sweeper. The ev's are standard provided by showdown and aqua jet and play rough are musts.


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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing

I chose banded talonflame because it's a good fast revenge killer. I run dual STAB with u-turn as a pivot and for scouting, and steel wing, mainly for diancie. However I may consider switching that for tailwind as it provides great synergy with mega garchomp. Adamant nature is for maximum damage potential, as Raikou is not really a threat to my team because hippo can safely switch in on a specs hp ice.


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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Earthquake
- Superpower

One of the main reasons I decided to make this team, it ends up putting in much more work than I originally thought it would. Speed Boost makes it a great clean-up sweeper provided that the opponent doesn't have a talonflame or mega pinsir. 252 with an adamant nature gives it max power, while still hitting 323 speed, and outspeed almost all scarfers at +1. Megahorn and poison jab are it's strongest STAB moves. Earthquake is great coverage, hitting heatran, zone, and much more. Superpower is for ferrothorn, and kyu-B. While scolipede does have trouble with bulky physical mons, the rest of the team generally does a good job at softening them up.



THREATLIST:
Talonflame - If hippo gets weakened, not much can really switch in on and offensive talonflame. Defensive talon can be annoying but is outspeed by garchomp and excadrill.

Mega-Pinsir - If pinsir is able to set up and SD, it can 6-0 after some damage on hippo. In general it puts a lot more pressure on me to keep driller and hippo healthy.


Import:
http://pastebin.com/SFbx605n
 
Firstly I recommend you switch Stone Edge on Hippo for Whirlwind. From a sandstorm user, Whirlwind is much more effective as it can accumulate chip damage. Plus, you have better damage dealers than hippo so don't worry about the loss of coverage. The damage can also hurt Mega Pinsir.

For Talonflame, I recommend switching Steel Wing for Swords Dance or Roost. If you follow this method, swap out CB for Leftovers or maybe Sharp Beak. Steel Wing is redundant because you can just U-Turn on Diancie and friends to Excadrill.

Hope this helps, I'll rate some more in future hopefully, gonna test this team out some more.
 
Nice team you have there bro. I like how Mega Chomp is getting some usage. There are a couple of suggestions I have that might make the team a lot better.

First thing I would do is change the EVs on Hippowdon as well as change the item to smooth rock. Smooth Rock is nice on sand teams, increasing the duration of sand for 3 more turns.

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Slack Off

Set Details:
The Special Defense and HP invest is to avoid the 2hko from Life Orb Thundurus I and Mega Manectric's HP ice, and the remainder goes into Defense. Smooth Rock is there to increase the duration of Sand as mentioned before.

Next Thing I noticed was Sableye being a pain to deal with, especially since nothing really appreciates a Will-O-Wisp or a Foul Play. I'm suggesting Clefable>Azumarill. Clefable makes an excellent status absorber with its ability Magic Guard, and does a nice job countering not only Sableye, but Kyurem B too.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Set Details:
I decided to go Calm Mind since I felt you needed a set up sweeper. The EVs are to avoid the 2hko from Mild Life Orb Kyurem B's ice beam, LO Thundurus I's T bolt, and Mega Diancie's Moonblast. Moonblast is Clefable's Main STAB, Soft-Boiled is for recovery, and Flamethrower is for steel types.

Last but not least, I think you should change Talonflame's set to a specially defensive support set with Will-O-Wisp, the reason being is because SD Bisharp can also be a pain if Hippo is weakened.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Acrobatics / Brave Bird
- Roost
- Taunt
- Will-O-Wisp
Set Details:
It's pretty much the standard specially defensive set. I decided to run 8 extra speed evs to speed creep other Stall Breaker Talonflames. Acrobatics and Brave Bird are both viable, depends if you want the recoil damage with Leftovers recovery or no recoil with no leftovers recovery. Roost for recovery, taunt to stall break, and Will-O-Wisp to cripple pokemon like Bisharp and Azumarill.

I hope you take my changes into consideration! Good Luck with the team bro.
 
Thanks for the suggestions.
The issue I have with replacing azu with clef is then I have no water resist and get destroyed by the likes of keldeo.
I might try spdef talon out.
I have changed steel wing on talon out for tailwind.
 
Hey Lord Biscuits, i have a few suggestions for your sets to help optimize your build.

For one, i strongly suggest changing Scolipede to Celebi for a few reasons. You lack a water resist and Keldeo switch-in outside of Azumarill, and you have no switch-ins to Rotom-W and three Pokemon it hard walls. You also need an Azumarill answer, an answer to rain which naturally threatens sand offense, and you struggle with breaking Hippowdon since your Azu's only water move is Aqua Jet. Celebi covers all of these issues and provides great team support. You can either run Swords Dance + Baton Pass Celebi to be able to pass to Azu, Exca, Talon, or M-Chomp to further enhance their wallbreaking potential, or you can run Substitute + Baton Pass to get threats like Azumarill + M-Garchomp in for free. You can even go with Healing Wish too if you'd like since bringing Excadrill or Azumarill back versus offense after they already wallbreak is practically gg.

You should also use Air Balloon > Life Orb on Excadrill since your only ground resists are Celebi and Talonflame, and Talonflame isn't the greatest switch-in to Ground types.
This also allows you to further pressure Garchomp and Landorus-T to give Talonflame an opportunity to clean.

While on the subject, i think you should change Talonflame from Choice Band to Swords Dance. This allows you to fully benefit from your team structure which is based around wearing down Garchomp, Hippowdon, Rotom-W, Landorus-T, etc. SD Talonflame adds more to this role of breaking through walls in a more agressive fashion, leaving more openings for your Azumarill or Excadrill to take advantage of. With Choice Band, Hippowdon can simply Slack Off the damage you deal while you die from recoil. It's forced to Whirlwind you out or kill you with Stone Edge of you run Swords Dance however, allowing it not to heal off the damage.

Lastly, you should change your Azumarill to Choice Band > Belly Drum to be able to immediately pressure bulky ground types and bulky waters like Rotom-W and Slowbro. This also makes you be able to take advantage of its defensive capabilities for checking Weavile and M-Gyarados without worrying about preserving health.

In short:

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SubPass / SDPass / Healing Wish Celebi > Scolipede
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Air Balloon Excadrill > Life Orb Excadrill
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Swords Dance Talonflame > Choice Band Talonflame
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Choice Band Azumarill > Belly Drum Azumarill

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Azumarill @ Choice Band
Ability: Huge Power
EVs: 128 HP / 252 Atk / 4 Def / 124 Spe
Adamant Nature
- Waterfall
- Play Rough
- Superpower / Knock Off
- Aqua Jet

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature (if Substitute or Healing Wish) / Impish Nature (if Swords Dance)
IVs: 0 Atk (31 if Swords Dance)
- Substitute / Healing Wish / Swords Dance
- Giga Drain / Seed Bomb
- Baton Pass
- Recover
Hope i was able to help!
 
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