SS OU Sandy Dinosaurs

Hey all! I've been experimenting with teams since the dynamax ban, and have found some success with this lineup. I'm no master teambuilder, and am also not a super skilled player, so any help y'all can offer is greatly appreciated!

Sandy Dinosaurs

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Thusly named for Lapras - a plesiosaur, and Dragapult - a Diplocaulus. The overall goal of the team is to slowly whittle down the opponent, through chip from sand, rocks, and smacking things on the switch, which this squad is really good at forcing.


Lapras

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Item: Chesto Berry
Ability: Water Absorb
EVs: 252 HP / 72 Atk / 180 Def / 4 SpA
Relaxed Nature (+Def, -Spe)
- Rest
- Iron Head
- Ice Shard
- Freeze Dry

Lapras' job on the team is to wall G-Darm and Dracovish, the 2 huge wallbreakers of the tier. Iron head smacks G-Darm, while Freeze Dry deals with Dracovish. The attack EVs are to ensure the 2HKO on both. Some calcs:

Vs. Scarf Darm
252 Atk Darmanitan-Galar Flare Blitz vs. 252 HP / 180+ Def Lapras: 124-146 (26.7 - 31.4%) -- guaranteed 4HKO
72 Atk Lapras Iron Head vs. 0 HP / 4 Def Darmanitan-Galar: 176-208 (50.1 - 59.2%) -- guaranteed 2HKO

Even taking 25% from rocks, Lapras can switch in and threaten G-Darm out, or rest up while it takes recoil. Ice Shard can be used to finish the job with priority if needed.

Vs. Band Darm
252 Atk Choice Band Darmanitan-Galar Flare Blitz vs. 252 HP / 180+ Def Lapras: 185-218 (39.8 - 46.9%) -- guaranteed 3HKO

With a choice band, things get a bit trickier - rocks have to be off the field for the counter to work. However, darm still doesn't nab the 2HKO, meaning Lapras can switch in, rest up, and go from there.

Vs. Scarf Dracovish
252 Atk Dracovish Outrage vs. 252 HP / 180+ Def Lapras: 136-162 (29.3 - 34.9%) -- guaranteed 3HKO after Stealth Rock
252 Atk Dracovish Low Kick (120 BP) vs. 252 HP / 180+ Def Lapras: 182-216 (39.2 - 46.5%) -- guaranteed 3HKO
4 SpA Lapras Freeze-Dry vs. 4 HP / 0 SpD Dracovish: 324-384 (100.6 - 119.2%) -- guaranteed OHKO

The 4 special attack EVs are necessary to get a 100% OHKO with Freeze Dry, but in any circumstance, Lapras can switch in and threaten to one-shot in return. Even with rocks up, Lapras can switch in on outrage and smack back. Against a choice band set, Lapras will still only have a low chance to be 2HKO'd by Outrage, though Low Kick becomes a bigger problem.

In matches where the opponent doesn't have a G-Darm or Dracovish, Lapras still does a great job revenge-killing with Ice Shard. Threats like Togekiss, Hydreigon, and Dragapult are all 3HKO'd. It functions ok as a generic wall, but mostly Lapras' job is to find opportunities to finish off enemies when the big wallbreakers are out of the picture. Lapras also works wonderfully along with Ferrothorn to counter opposing rain teams - Pelliper hates taking a freeze dry. Lapras is the absolute star of the team, and I've been super surprised and delighted by its performance.

Possible Changes:

- Leftovers, for more consistent recovery than ChestoResto, and freeing up a move slot to run liquidation/megahorn/outrage/etc.

Clefable

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Item: Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Healing Wish
- Fire Blast
- Thunderbolt

Originally, I ran a bulky set with Leftovers here, but ended up swapping it for a life orb set. Clefable's main job is to deal with defensive/utility threats, like the FerroPex core, Corviknight, Mandibuzz, and Grimmsnarl. It doesn't mind eating status, and can offer a teammate new life with Healing Wish after it's served its purpose. Clefable is definitely one of the weaker links of the team - I've sometimes wished that I had Togekiss here instead, but Clef helps with switching into toxic, limiting my rocks weakness, and offering healing wish, while packing quite the punch with STAB moonblast.

Possible Changes:

- Use Togekiss instead.
- Moonlight for consistent recovery, though sand blocks it.

Ferrothorn

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Item: Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Ferrothorn acts as my rocker, while also hard walling a TON of threats, and doing very respectable damage with its stabs. In sand, it can take quite a lot of hits on the special side as well. Ferro works well with Lapras to hard counter any rain teams I may face. Frequently ends up spamming leech seed for chip, and to provide safer switch ins to other team members. Could maybe run spikes if TTar ended up with rocks instead, but overall does its job very well. Could also maybe run Toxic -

Potential Changes:

- Spikes, for extra hazard stacking.
- Rocky Helmet, for chip damage over longevity.

Tyranitar

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Item: Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Stone Edge
- Fire Punch

Tyranitar provides sand for excadrill, smacks things hard with earthquake, stone edge, and fire punch, and... that's about it. While I picked a DD set with the intent of using Tyranitar to sweep, I can never seem to get more than one boost up, and I'm still outsped and killed by a large part of the meta. The sand support and power TTar provides is absolutely necessary for the team to function, but I'm certain there's a better set I could be using here.

Potential Changes:

- Run AV, and grab another coverage move for better special walling of threats like Toxtricity.
- Run Smooth Rock for more turns of sand, with either a more defensive spread or keeping the DD set.
- Lefties with Stealth Rock, freeing up space for Spikes on Ferro.
- Run Hippowdon instead, which pushes the team more towards stall.

Excadrill

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Item: Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head

Excadrill and TTar are a classic combo, and they function great here. Excadrill has no difficulty finding opportunities to switch in and boost up or spin. With sand up, a +2 attack Excadrill is a very scary prospect, and it frequently serves as my primary win condition. Even just off of a rapid spin boost, excadrill can smack around quite a large portion of the metagame with stab EQ and Iron Head. One big problem I keep running into with the drill is that while I want it to consistently remove hazards throughout the game, I also need it to boost up and end the game. It puts in a ton of work, but usually only ends up able to perform one of those roles before it gets whittled down. This is by far the most frequent recipient of healing wishes from Clefable.

Potential Changes:

- TBH nothing comes to mind, drill really does its job well. A sash set maybe?

Dragapult

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Item: Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Shadow Ball
- Thunderbolt

Dragapult serves as a wallbreaker, revenge killer, and cleaner all in one. Its terrifying speed and power have the potential to beat nearly anything, and it really holds the team together. Most of the time, it'll switch in, draco, and switch out - nothing likes to take a hit from this thing. I've thought about adding U-Turn into the set, but wasn't sure which coverage move would be best to drop.

Potential Changes:

- Swapping a move for U-Turn
- A Life Orb set, for the flexibility it offers.

Threats & Issues

  • Aegislash: If it carries Sacred Sword, it's very difficult to play around. I can catch it with excadrill's earthquake, but if that's gone, I get absolutely shredded. It's even worse if it's a swords dance set.​
  • Conkelldurr/Fighting types in general: Clef can smack things down with a Moonblast, but an AV set on Conk can survive and hit back with a fat Bullet Punch. Overall, fighting stab is a large weakness of the team, with 4/6 members of the team weak to it. Luckily there's not too much of that running around, but it is scary.​
  • Moxie DD Gyarados: Most Gyarados I've seen run Waterfall, EQ, and Power Whip nowadays since Bounce isn't worth it with the Dynamax ban. While Ferro does wall it, and chip from rocks helps, it can absolutely run through my team if not handled very carefully. I've found it mostly better to get in Lapras on the DD and try to KO with Freeze Dry, but it only kills after stealth rocks.​
  • Trick Room teams: While I haven't run into many of them, they pose a HUGE threat to the team. Stuff like Scrappy Sirfetch'd is a nightmare to deal with.​
  • Opposing Dragapult - TTar can get in, but without Crunch can't effectively threaten a KO, and Draco hits hard enough that it can only happen once or twice in a game if I don't want to risk losing my sand.​
  • No ground resist - Strong ground stab can be spammed freely against me.​
  • Poor win conditions - The team relies on chip damage from sand, rocks, and forcing switches then hitting hard to win, but it would be nice to have something that can more consistently end games. Something carrying Toxic, or a better sweeper than DDance TTar would go a long way to fixing this issue.​


Thank you so much for reading! Any suggestions are appreciated. Feel free to give the team a try too, it's pretty fun to use.​
 

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If Clef is a weak link, as you say, maybe switch it for Sylveon? Hyper voice hits just as hard if not harder, and you can run leftovers/wish/protect for longevity, team support, and scouting. Mystical fire let's you let's you keep fire support, although it doesn't do as well against corviknight.

Also, I'd suggest flame orb/marvel scale milotic over Lapras. You can't ohko fish with freeze dry, but it hard checks anything fish and darm would through at it and can scare them out with scalds. Scald/dragon tail/protect/recover has worked wonders for me in the past
 
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