Sand Team

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Alright so I've had some early success with this team (currently in 1400s). I'm not really experienced and would love some feedback on this team.

Greninja @ Life Orb
Timid Nature
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
-Spikes
-Surf
-Dark Pulse
-Ice Beam
Offensive spiker. Primarily will use him as my lead, has been fairly effective at laying a layer or two of spikes before going down, and due to protean can really mess around with people. Especially since spikes turns him into a ground type. Surf over Hydro Pump is mainly because I don't want to miss, and I'm not completely sure if the power boost is worth it anyway. Also not if I need so many Spe EVs, but I don't really know if there is anything specific I need to outspeed either.


Hippowdon @ Leftovers
Impish Nature
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
-Slack Off
-Earthquake
-Ice Fang
-Whirlwind
The first of my sand inducer, as well as my primary physical wall. Not much to say here, he pretty much works like Gen5 without Stealth Rocks. Not sure if Smooth Rock would be better than Leftovers, and as much as Excadrill would appreciate the extra sand turns I'm not really sure if it is worth.

Tyranitar @ Assault Vest
Careful Nature
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 Atk
-Crunch
-Pursuit
-Stone Edge
-Earthquake
Second sand inducer and primary special wall. Pretty much takes all special hits like a boss. My other option I considered would be running Leftovers and Stealth Rock. He still has enough power to chunk things, but I suppose a more offensively oriented set could work as well, maybe even switching him over to the Mega slot. Obviously Tyranitar is crazy versatile so this is probably the easiest set to play around with.

Excadrill @ Life Orb
Adamant Nature
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
-Swords Dance
-Earthquake
-Rock Slide
-Rapid Spin
Primary Sweeper, and gets really scary in the sand, even with the reduced turn number. Obviously takes a bit more timing to setup, but still hits pretty hard even without it.


Garchomp @ Garchompite
Naive Nature
Ability: Rough Skin
EVs: 16 Atk / 252 SpA / 240 Spe
-Swords Dance
-Draco Meteor
-Earthquake
-Poison Jab
Secondary sweeper and wallbreaker. Draco Meteor hits like a truck coming off of the 120 base of MegaChomp. Poison Jab is mainly filler in case I have to deal with Togekiss which otherwise walls it. Could probably be switched for Stone Edge to hit Skarmory, although it still gives Garchomp problems either way.


Alakazam @ Focus Sash
Timid Nature
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
-Psychic
-Focus Blast
-Shadow Ball
-Dazzling Gleam
Pretty much a cleanup guy. Magic guard is ever so nice for keeping focus sash alive in the sand. Move set is kinda arbitrary at this point, and can easily be changed around if there are any specific threats I need dealt with.


I'm sure there are more holes than I can imagine, but like I said I am pretty new and not great at team building. It has been winning as is so at the very least I don't think it totally sucks.
 
Sorry but you've not put enough effort into this - you need to give us legitimate reasons and thought processes behind the choices you've made when building the team. Check the rules; they explain what we expect from RMTs. PM me with updated descriptions and I'll unlock this.
 
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