Sandaconda
Base Stats: 72 HP / 107 Atk / 125 Def / 65 SpA / 70 SpD / 71 Spe
Abilities: Sand Spit | Shed Skin | Sand Veil (Hidden Ability)
Notable Moves:
• Earthquake
• StoneEdge
• Body Press
• Coil
• Glare
• Stealth Rock
• Iron Defense
• Rest
Pros:
• Rest + Shed Skin provides a niche recovery option that has a 33% chance to heal you full for no drawback.
• Sandaconda is especially good at Glare-ing opposing Ground- or Grasstypes that want to switch into it. If this suits your sweeper, it might be worth playing 'conda over other Groundtypes.
• It's a cute danger noodle.
Cons:
• While its physical bulk is respectable, ít lacks on the special side.
• Rest + Shed skin is not as reliable as "classic" recovery options.
• Power Creep might wash this into PU/ZU over time as Sandaconda got no additional tools.
Terastalizing Potential:
• Do not waste your Terastalization on Sandaconda, unless you are forced too.
• Terra-Dragon + Outrage (yes it learns outrage) in combination with a coil set takes away defensive weaknesses and adds the STAB for extra power.
Potential Sets:
Physical Defensive
Sandaconda @ Rocky Helmet
Ability: Shed Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge / Body Press
- Rest
This is the prime set you might wanna use. Able to spread Para as well as set rocks. Rocky helmet benefits from sandacondas potential longlivety by dealing chipdamage.
Offensive Lead [Glare into SR + EdgeQuake is pretty potent]:
Sandaconda @ Focus Sash
Ability: Sand Spit/
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Glare
Coil:
Sandaconda @ Rocky Helmet/Soft Sand/Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Earthquake
- Stone Edge
- Coil
- Rest / Stealth Rock / Outrage / Dragon Rush
Teamoptions and other options
When you play Sandaconda, you wanna have a good time. Find Teampartners that enjoy Sandacondas ability to spread Para on defensive Ground, Grass and water Types. Last Gen for example, a Para on opposing Amoongus gave Sub-CM Primarene an opening in an otherwhise unwinnable matchup. Walls like Hippowdown also very much dislike the chance of having a turn taken away from them. Pair this with moves like iron head or dark pulse and you can test your luck in reasonable situations.
Glare is one of the best moves in the game and I will rock this favourite 'mon of mine in this Gen, too.
Have great fun!
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