Sandstorm OU v.2

Ok let's try this again. Thank you haunter for pointing out to me that I need to do a better job explaining my team, so here goes. The basic idea is to get sandstorm going right off the bat, and then take advantage of its benefits. This team has the ability to stall, but with the right pokemon out of the way, this team will find it very easy to sweep the opposing pokemon.

Tyranitar (F) @ Focus Sash
Ability: Sand Stream
EVs: 240 HP/36 Atk/48 Def/184 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Fire Punch
- Taunt
- Counter
--- Tyranitar's sand stream ability allows me to get permanent sandstorm up right from the start, that way I don't have to worry about setting it up myself. Tyranitar has enough bulk to take a hit from the opposing lead, or survive with her focus sash and retaliate with counter. Taunt is used to prevent other leads from setting up entry hazards. Crunch gets STAB, plus is pretty good against other common leads. Fire punch also is useful against common leads.

Metagross @ Light Clay(?)
Ability: Clear Body
EVs: 252 HP/244 Def/12 Spd
Impish nature (+Def, -SAtk)
- Explosion
- Light Screen(?)
- Earthquake
- Meteor Mash
---Metagross is one of the pokemon I am not quite sure about with my team. He can take hits, especially from fighting types, and can dish out damage as well. EQ and Meteor Mash get decent type coverage, and explosion is to go out with a bang when death is inveitable. Im not sure if light screen is the right choice for that slot, even though it takes advantage of the weaker SpD of some of my pokemon. I try to switch Metagross in reasonably early so he can set up LS, then normally either switch out or take out my opponent. His bulk allows him to soak up hits, and his base stat of 135 in Att is threatening even without any ev's to back it up. The light clay extends LS, but I am unsure if it is worth it.

Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit
---My main and late game sweeper, Scizor packs a lot of power for my team. Bullent Punch along with his technician and choice band pack some serious power. Pursuit is for those unlucky ghosts who think are caught in when scizor comes in. U-turn is mainly for scouting purposes, also benefitting from STAB in the process. Superpower allows scizor to smack blissey and normal types nicely, along with magnezone who might try to trap me. The hp plays to scizor switching in easier, because his good defence stats are often overlooked for his att. The speed is just enough to outspeed blissey I believe. Choice Band gives Scizor a lot of power, and I think he has teammates who can cover his weaknesses well allowing him to switch as needed.

Heatran (M) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Explosion
- Flamethrower
- Hidden Power [Grass]
---Heatran is a bit of a wildcard on my team. He can outright sweep, but is also a very good revenge killer. Switching him in is simple enough because i have enough steel types on this team to be drawing Fire type attacks, activating his Flash fire. earth power and flamethrower for good coverage, HP grass for swamper and gastrodon, and explosion to take out something I am having trouble taking down. The choice scarf and speed ev's means it's gonna outspeed just about everything it faces.

Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Roost
- Stealth Rock
- Toxic
---After skarmory, I normally try to bring in Gliscor if I can. Set up stealth rock along with the spikes that are already down, and you will be taking some serious damage upon switch-ins. Toxic on its opponent, especially walls, to add even more damage to that mix. Key ground resistance for this team besides skarmory. The bulk allows gliscor to be able to stall a little, while still outspeeding threats and dishing out some damage. Leftovers is so if it comes down to a stall war, the opponent will be hard pressed to add damage on gliscor because of leftovers and roost.

Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Spikes
- Whirlwind
---Normally after TTar faints or I can switch it in on a resistance, I will send in my pHazer/physical wall skarmory. Start by gettings some spikes down, whirlwind if the opponent has a sweeper trying to set up on me, roost to recover any damage, and then switch so I can save this wall for later. Enough bulk to be a physical wall, along with enough attack and speed to KO some threates if I need to. The last thing I need is for skarmory to be trapped by magnezone, so shed shell is to prevent this from happening. I like to keep skarmory alive, because he is a great wall for this team.

This is my first team that I have created on my own, and I have found success using it on shoddy. I feel that someone may find something to improve on that I missed, allowing for even more success. As this is a RMT, don't be afraid to criticize and offer corrections and suggestions, but don't berate me for every single mistake, as I am fairly new to team building on my own. Thank you to everyone who takes the time to RMT, and thanks again to Haunter for suggesting I remake this with more details and explanations
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