I would absolutely love to hear anybodies ideas on how this team could work/improve. I am loving the team so far, and I want it to keep going and changing throughout the meta.
Gigalith has always been one of my all-time favs. As soon as I saw he got the Sand Stream ability I started thinking of ways I could use him.. Number 1, as a counter to weather teams.. But I wanted to make a team that centralizes around him.
So here's my SandCore
Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
Shiny: Yes
EVs: 196 HP / 252 Atk / 60 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Rock Slide
- Earthquake
- Stone Edge
- Protect
Gigalith is Obv the way the team works, and I couldn't find a nice spot for the Z-Crystal. I didn't think Assault Vest Gigalith was a good choice here because he wasn't a rain counter on this team. I wanted massive damage output w/ Sand Stream. Stone Edge + STAB + Rockium Z = Nuke.
Brave was the choice for the nature even though I thought hard about Adamant. I decided to go with Brave in the case I was stuck in TR and wanted to underspend some more Neutral speed mons-40s 50s 60s etc at 0 Spe w/ Negative nature. (Which seems to be a lot in this format). The EVs for Gigalith are simple. Gigalith has natural bulk. I decided to put 252 into Atk to make my nuke even more powerful. The investment in Special Defense is to make Pelippers Scald a 3HKO in sand, in the case I need a switch into a certain slot.
252 SpA Pelipper Scald vs. 252 HP / 60 SpD Gigalith in Sand: 84-98 (43.7 - 51%) -- 6.3% chance to 2HKO
It's still an OHKO in rain, but I don't see myself getting into that situation. I put the rest of the EVs into HP in order to increase bulk as Gigalith doesn't need Speed or SpA investment. The Moveset is pretty standard.
Stone Edge is there for main Stab coverage. Rock Slide is a spread option. Under trick room it's a great Flinch chance if I need it. Earthquake is for Coverage. I almost went with Iron Head, but Earthquake seemed more efficient for this team in general. I don't have any mons who would love to take an earthquake but most of them have Protect or I could KO something in the off chance I need to.
Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Dazzling Gleam
- Power Gem
- Protect
Nihilego is a great fit for a Sand team. It has really good Special Bulk and Sand can boost it even further. Making Nihilego an excellent switch into certain special attacks. Plus its just plain powerful.
I thought long and hard about scarfing Nihilego to get Sludge Bombs off on Tapu Koko. I finally decided on Focus Sash because it's already very speedy in this format. I think Base 103 Speed for this 'mon is perfect. You can outspeed Garchomp, and then take the Earthquake with the Sash. That lets you get two attacks off in the time it takes Garchomp to KO.
I chose Timid nature in order to outspeed Jolly'Chomp. Of course in order to do that I had to invest 252 into Speed. The 252 into Special Attack is to maximize damage output. Oh and the last 4 EVs, btw, should not be in defense at all, but I didn't really know where they could benefit at the time and just picked a random spot.
Sludge Bomb and Power Gem are the main STAB options, and Dazzling Gleam is for spread/coverage. Once again, especially for Garchomp.
Stoutland @ Lum Berry
Ability: Sand Rush
Level: 50
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- After You
- Roar
- Return
- Fire Fang
Stoutland is a niche pick for the Sand core with his ability Sand Rush. I also thought about adding Sand Veil Garchomp w/ Assault Vest here, but I ended up choosing Stoutland for the speed. I choose the Mons before items in certain situations and couldn't find a better fit for Stoutland, other than a Lum Berry. Will-O-Wisp will make his damage output pathetic especially if Arcanine is threatening intimidates.
Adamant increases damage output. Jolly is unnecessary as I needed more for power, because Stoutland is only coming, when the sand is coming. That's his Niche. 92 Speed EVs under Sand puts me at 224, which outspeeds Jolly Pheromosa. I feel that's all I need for now until I feel a certain Scarf'mon threatens the team. I put 252 in Atk because Stoutlands attack and lack of STAB (except Return) is underwhelming, and the last 164 is for HP (Overall bulk). If I find a certain 'mon who threatens Stoutland I'll adjust into Def/SpD accordingly.
The moveset is another one of Stoutlands specialties. After you is especially for situations when I need Gigalith, or Gastrodon to make a move first. Stoutland in sand outspeeds everything so it makes a good fit for his moveset. Roar is of course for Trick Room, or the random Extreme Evoboost (or any other boost at that). I chose Return for STAB and Normal does solid Neutral Damage across most types, and Fire Fang is for Celesteela and Bulu coverage- plus random Flinches. Psychic Fangs came up a few times in my thoughts (mostly for Fighting Type Weakness), but Fire Fangs fits best in this situation.
Gastrodon @ Leftovers
Ability: Storm Drain
Level: 50
EVs: 244 HP / 108 Def / 68 SpA / 88 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Scald
- Toxic
- Recover
- Hidden Power [Grass]
Gastrodon can make rain teams or Araquanid Trick Room cores think twice before bringing it. His role on this team is soaking up all the water type moves with Storm Drain.
I wanted Gastrodon to have massive bulk and staying power to continuously threaten water types throughout the match. This is a very very standard Gastrodon EV spread. It allows Gastrodon to have the most bulk possible with damage output not entirely lacking. With this spread he ends up with 112 Def and 113 SpD which is very bulky alongside even his base HP stat.
For his moveset, I first went with Scald. This was a tie with Ice Beam for a while, but I felt like scald is more consistent, especially with its 30% burn chance. Toxic is there to damage Pokemon that are very bulky and want to stick around. Recover is pretty standard, and Hidden Power Grass is for other Water Types/Gastrodon.
Glaceon @ Sitrus Berry
Ability: Snow Cloak
Level: 50
EVs: 252 HP / 44 Def / 64 SpA / 148 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Icy Wind
- Helping Hand
- Protect
Glaceon actually is a pretty trivial point to where the team can revolve strategies.
Glaceon has good Physical Bulk, less so on the Special Side. In this team Glaceon wants to sit around and stay, so I went with a Calm nature to boost the special defense specifically, with a Sitrus Berry to keep him on the field. 252 went into HP to maximize bulk potential. 148 SpD EVs keeps Nihilego's Power Gem, Drampa's Fire Blast, and Arcanine's Flamethrower in check. 44 Def EVs still is able to keep Gigaliths Rock Slide in check. The last 68 went into SpA to keep his 130 base output relatively useful.
252 SpA Nihilego Power Gem vs. 252 HP / 140+ SpD Glaceon: 114-134 (66.2 - 77.9%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ SpA Drampa Fire Blast vs. 252 HP / 140+ SpD Glaceon: 116-138 (67.4 - 80.2%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ Atk Gigalith Rock Slide vs. 252 HP / 44 Def Glaceon: 96-114 (55.8 - 66.2%) -- 18% chance to 2HKO after Sitrus Berry recovery
Glaceon's moveset is what makes him work with this team. Icy Wind is his main attack and what he was chosen for. It controls speed and spreads damage to break sashes. Ice Beam is the main STAB and another check to Garchomp. Also, 'Mence or Bulu do not love taking an Ice Beam. Lastly, Helping Hand is great on this support Glaceon set to Maximize damage output, when Ice Beam won't do anything.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Volt Switch
Tapu Koko is the cherry on top to round the team out. I thought about using Lele here beside Stoutland with Psychic Fang, but I decided on Koko. My main reason was for Celesteela. Celesteela could very very easily wall this team.
This set was for Max Damage, Max Speed so 252/252/4 is the choice. I thought about using Specs and having the Life Orb on Stoutland, but this rounded the team out better.
Thunderbolt is the Main stab option. Dazzling gleam is for Coverage and spread damage. Taunt is here for the sole reason to shut down Trick Room when I'm not bringing the Sand. Volt Switch rounds out the set and allows me to Pivot with damage. It's very helpful with Koko because he outspeeds 90% of the current meta.
All in all I love this team, and I would love to hear different ideas about the team and how it could improve. It's always nice to step back, and look at something through someone else's eyes. Please- if you have any ideas I would love to hear them!
Thanks for reading this book, and I can't wait to hear all the suggestions!
Gigalith has always been one of my all-time favs. As soon as I saw he got the Sand Stream ability I started thinking of ways I could use him.. Number 1, as a counter to weather teams.. But I wanted to make a team that centralizes around him.
So here's my SandCore
Gigalith @ Rockium Z
Ability: Sand Stream
Level: 50
Shiny: Yes
EVs: 196 HP / 252 Atk / 60 SpD
Brave Nature
IVs: 0 SpA / 0 Spe
- Rock Slide
- Earthquake
- Stone Edge
- Protect
Gigalith is Obv the way the team works, and I couldn't find a nice spot for the Z-Crystal. I didn't think Assault Vest Gigalith was a good choice here because he wasn't a rain counter on this team. I wanted massive damage output w/ Sand Stream. Stone Edge + STAB + Rockium Z = Nuke.
Brave was the choice for the nature even though I thought hard about Adamant. I decided to go with Brave in the case I was stuck in TR and wanted to underspend some more Neutral speed mons-40s 50s 60s etc at 0 Spe w/ Negative nature. (Which seems to be a lot in this format). The EVs for Gigalith are simple. Gigalith has natural bulk. I decided to put 252 into Atk to make my nuke even more powerful. The investment in Special Defense is to make Pelippers Scald a 3HKO in sand, in the case I need a switch into a certain slot.
252 SpA Pelipper Scald vs. 252 HP / 60 SpD Gigalith in Sand: 84-98 (43.7 - 51%) -- 6.3% chance to 2HKO
It's still an OHKO in rain, but I don't see myself getting into that situation. I put the rest of the EVs into HP in order to increase bulk as Gigalith doesn't need Speed or SpA investment. The Moveset is pretty standard.
Stone Edge is there for main Stab coverage. Rock Slide is a spread option. Under trick room it's a great Flinch chance if I need it. Earthquake is for Coverage. I almost went with Iron Head, but Earthquake seemed more efficient for this team in general. I don't have any mons who would love to take an earthquake but most of them have Protect or I could KO something in the off chance I need to.
Nihilego @ Focus Sash
Ability: Beast Boost
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Dazzling Gleam
- Power Gem
- Protect
Nihilego is a great fit for a Sand team. It has really good Special Bulk and Sand can boost it even further. Making Nihilego an excellent switch into certain special attacks. Plus its just plain powerful.
I thought long and hard about scarfing Nihilego to get Sludge Bombs off on Tapu Koko. I finally decided on Focus Sash because it's already very speedy in this format. I think Base 103 Speed for this 'mon is perfect. You can outspeed Garchomp, and then take the Earthquake with the Sash. That lets you get two attacks off in the time it takes Garchomp to KO.
I chose Timid nature in order to outspeed Jolly'Chomp. Of course in order to do that I had to invest 252 into Speed. The 252 into Special Attack is to maximize damage output. Oh and the last 4 EVs, btw, should not be in defense at all, but I didn't really know where they could benefit at the time and just picked a random spot.
Sludge Bomb and Power Gem are the main STAB options, and Dazzling Gleam is for spread/coverage. Once again, especially for Garchomp.
Stoutland @ Lum Berry
Ability: Sand Rush
Level: 50
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- After You
- Roar
- Return
- Fire Fang
Stoutland is a niche pick for the Sand core with his ability Sand Rush. I also thought about adding Sand Veil Garchomp w/ Assault Vest here, but I ended up choosing Stoutland for the speed. I choose the Mons before items in certain situations and couldn't find a better fit for Stoutland, other than a Lum Berry. Will-O-Wisp will make his damage output pathetic especially if Arcanine is threatening intimidates.
Adamant increases damage output. Jolly is unnecessary as I needed more for power, because Stoutland is only coming, when the sand is coming. That's his Niche. 92 Speed EVs under Sand puts me at 224, which outspeeds Jolly Pheromosa. I feel that's all I need for now until I feel a certain Scarf'mon threatens the team. I put 252 in Atk because Stoutlands attack and lack of STAB (except Return) is underwhelming, and the last 164 is for HP (Overall bulk). If I find a certain 'mon who threatens Stoutland I'll adjust into Def/SpD accordingly.
The moveset is another one of Stoutlands specialties. After you is especially for situations when I need Gigalith, or Gastrodon to make a move first. Stoutland in sand outspeeds everything so it makes a good fit for his moveset. Roar is of course for Trick Room, or the random Extreme Evoboost (or any other boost at that). I chose Return for STAB and Normal does solid Neutral Damage across most types, and Fire Fang is for Celesteela and Bulu coverage- plus random Flinches. Psychic Fangs came up a few times in my thoughts (mostly for Fighting Type Weakness), but Fire Fangs fits best in this situation.
Gastrodon @ Leftovers
Ability: Storm Drain
Level: 50
EVs: 244 HP / 108 Def / 68 SpA / 88 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Scald
- Toxic
- Recover
- Hidden Power [Grass]
Gastrodon can make rain teams or Araquanid Trick Room cores think twice before bringing it. His role on this team is soaking up all the water type moves with Storm Drain.
I wanted Gastrodon to have massive bulk and staying power to continuously threaten water types throughout the match. This is a very very standard Gastrodon EV spread. It allows Gastrodon to have the most bulk possible with damage output not entirely lacking. With this spread he ends up with 112 Def and 113 SpD which is very bulky alongside even his base HP stat.
For his moveset, I first went with Scald. This was a tie with Ice Beam for a while, but I felt like scald is more consistent, especially with its 30% burn chance. Toxic is there to damage Pokemon that are very bulky and want to stick around. Recover is pretty standard, and Hidden Power Grass is for other Water Types/Gastrodon.
Glaceon @ Sitrus Berry
Ability: Snow Cloak
Level: 50
EVs: 252 HP / 44 Def / 64 SpA / 148 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Icy Wind
- Helping Hand
- Protect
Glaceon actually is a pretty trivial point to where the team can revolve strategies.
Glaceon has good Physical Bulk, less so on the Special Side. In this team Glaceon wants to sit around and stay, so I went with a Calm nature to boost the special defense specifically, with a Sitrus Berry to keep him on the field. 252 went into HP to maximize bulk potential. 148 SpD EVs keeps Nihilego's Power Gem, Drampa's Fire Blast, and Arcanine's Flamethrower in check. 44 Def EVs still is able to keep Gigaliths Rock Slide in check. The last 68 went into SpA to keep his 130 base output relatively useful.
252 SpA Nihilego Power Gem vs. 252 HP / 140+ SpD Glaceon: 114-134 (66.2 - 77.9%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ SpA Drampa Fire Blast vs. 252 HP / 140+ SpD Glaceon: 116-138 (67.4 - 80.2%) -- guaranteed 2HKO after Sitrus Berry recovery
252+ Atk Gigalith Rock Slide vs. 252 HP / 44 Def Glaceon: 96-114 (55.8 - 66.2%) -- 18% chance to 2HKO after Sitrus Berry recovery
Glaceon's moveset is what makes him work with this team. Icy Wind is his main attack and what he was chosen for. It controls speed and spreads damage to break sashes. Ice Beam is the main STAB and another check to Garchomp. Also, 'Mence or Bulu do not love taking an Ice Beam. Lastly, Helping Hand is great on this support Glaceon set to Maximize damage output, when Ice Beam won't do anything.
Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Taunt
- Volt Switch
Tapu Koko is the cherry on top to round the team out. I thought about using Lele here beside Stoutland with Psychic Fang, but I decided on Koko. My main reason was for Celesteela. Celesteela could very very easily wall this team.
This set was for Max Damage, Max Speed so 252/252/4 is the choice. I thought about using Specs and having the Life Orb on Stoutland, but this rounded the team out better.
Thunderbolt is the Main stab option. Dazzling gleam is for Coverage and spread damage. Taunt is here for the sole reason to shut down Trick Room when I'm not bringing the Sand. Volt Switch rounds out the set and allows me to Pivot with damage. It's very helpful with Koko because he outspeeds 90% of the current meta.
All in all I love this team, and I would love to hear different ideas about the team and how it could improve. It's always nice to step back, and look at something through someone else's eyes. Please- if you have any ideas I would love to hear them!
Thanks for reading this book, and I can't wait to hear all the suggestions!