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Sandstorm team in need of assistance!

Hey guys

Here's a sandstorm team I've been playing with for a few weeks. It's not bad, but I'm finding myself outpaced, and, at the same time, I'm having trouble beating the other sandstorm teams I always seem to find on the battle thread.

Any constructive criticism is appreciated!

Tyranitar @/Life Orb
Ability: Sand Veil
Evs:
Hp: 252
Atk: 252
Def: 4
Nature: Adamant
Moveset:
Stone Edge
Fire Punch
Superpower
Crunch

Tyranitar leads immediately to get off the sandstorm immediately, and begin claiming any possible sandstorm damage. And if not immediately threatened by the opposing lead, it can score some serious damage with a life orb'd anything. The life orb also comes in handy later, where Tyranitar acts as my primary physical attacker.

Bronzong @/ Light Clay
Ability: Levitate
Evs:
Hp: 252
Atk: 152
Def: 8
Sp. Def: 96
Moveset:
Reflect
Light Screen
Gyro Ball
Earthquake

Bronzong sets up screens, which I've found important on my team, as we use so many stallers. This helps add to their already awesome bulkiness, which gives me more times to set up.

I do find, however, that if I fight a team that taunts Bronzong before the screens are raised (and taunters in general), I have a hard time pulling that match back.

Forretress @/ Shed Shell
Nature: Impish
Ability: Sturdy
Hp: 252
Atk: 112
Def: 144
Moveset:
Stealth Rock
Spikes
Payback
Rapid Spin

Forretress is another key point in my strategy. He puts down as many entry-hazards as possible, which we use in tandem with the sandstorm to rack up as much extra damage as possible. And as a rapid spinner, he's pretty solid, keeping my side of the field clear. Overall: basic Forretress strategy.

Sorry! Accidentally posted before I put the whole team on. Going to do that now.

Metagross @/Choice Scarf
Ability: Clear Body
Nature: Naughty
Evs:
Atk: 252
Sp. Atk: 124
Spd: 132
Moveset:
Meteor Mash
Earthquake
Shadow Ball
Grass Knot

Metagross carries the moves that allow the team to deal with the pokes that the others may have trouble with. However, I almost never use Shadow Ball, and I hardly encounter anything worth using Grass Knot on. Would it be more beneficial to run a purely physical Metagross, or will those special attacks still catch people unawares and get an unorthodox kill or two? Anyway, Metagross is there for disruption and revenge killing, and absolutely loves to draw in non-Choice Scarfed Heatrans, whom it outruns and easily destroys with Earthquake.

Latias @/ Leftovers
Ability: Levitate
Nature: Calm
Evs:
Hp: 252
Def: 116
Sp. Def: 112
Spd: 28
Moveset:
Roar
Wish
Protect
Surf

Latias provides overall support. She packs wish, which we try to use behind the screens to keep the stallers going, and roar to deal with anyone hiding behind a sub, as she can usually take hits from whoever that may be, and roar them off, so the entry hazards can help deal with them upon reentry. I chose protect over dragon pulse, as I was tired of Latias not being able to efficiently heal herself without it on this set, and she is so very vital to this team. I have seen other sandstorm teams packing Vaporeon; which is better for overall wish/roar support, and should I use multiple guys for those jobs?

Flygon @/ Life Orb
Ability: Levitate
Nature: Adamant
Evs:
Atk: 252
Spd: 252
Hp: 4
Moveset:
Dragon Claw
Earthquake
Fire Blast
Roost

Flygon is strong enough to be a threat, and behind the screens, has taken some seriously strange hits. The dragon-ground-fire typing of his moves allows me to hit a wide variety of threats to my team, and roost helps deal with the necessary life orb recoil.

So that's the team. I seem to get caught in the middle time wise; either I'm outpaced by aggressive teams, or other stall teams manage to outstall me. How may I fix these problems, and the others that were mentioned here and there throughout the listing? Please and thank you!
 
You only have one spiker, and you don't have a spin blocker.

A sandstorm team is generally stalling until you can sweep them with a fast enough Pokemon. I suggest Skarmory or Tentacruel for some extra spikes and toxic spikes. I also suggest you change your lead to a Hippowdon to immediately get Stealth Rock up. Your current Tyranitar will probably have leads dancing all around him.

Look into Rotom-A's for a good spinblocker. Preferrably one that can Burn/Paralyze to further support your team.
 
Are there any other recommended spin-blockers than the Rotom forms? I have no idea how to shift their forms if necessary.

And for the entry stuff, I would have Hippowdon for stealth rock, and Forretress for spikes, probably taking off Forretress' Stealth Rock in the process. And if I am trying to use a ghost to spin-block and inflict some status, do I really want toxic spikes? That might actually turn out to hurt me more than help me.
 
Half of the OU metagame isn't affected by toxic spikes being flying/levitating or steel. You can abuse that by burning or paralyzing.

Looking at your team, it seems you have a bulky water weakness. Look up Rotom-C, he's a decent enough spin blocker with Will-O-Wisp, Discharge, and Leaf Storm.
 
And again, are there other ghosts that might work? I can use them, but are there any other options besides it? And should I keep both Forretress and Skarmory?
 
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