XY OU The Worst Cat - Hippo Sand Balance

Hogg

grubbing in the ashes
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Top Community Contributor Alumnusis a Top Metagame Resource Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Staff Alumnusis an Administrator Alumnus
tumblr_nc650bczzy1tlnaoto1_1280.jpg


UGH WHY IS THIS CAT SO SHINEY
PREFACE

I've been thinking for a while about building a sand team running both Stoutland and Excadrill. While it sounds redundant, Stoutland can punch through threats that Excadrill could only dream of, 2HKOing threats like Rotom-W and Skarmory with the proper coverage moves. My original thought was to make a hyper-offensive sand team... but when I was team building, I found myself moving more toward balance. In the brief period where I played Gen V, sand balance was always one of my favorite team archtypes, and it seemed like a better response to a lot of what I'm seeing played these days.

That said... I don't really actually battle much these days. With a two-month old baby at home, I end up having to forfeit a ton of battles halfway through, which makes laddering tough and tournaments impossible. At this point, I mostly build teams because I enjoy the process of teambuilding, and I like thinking about and tweaking the teams I build. I've only played maybe thirty matches with this team, which has given me a few areas to fine tune, but I thought I'd toss it out to see if anyone had any other feedback.

Anyhow, here's the team. From the little that I've played with it, it is surprisingly good at answering most threats in the current metagame. It has some problems, especially against stall, but it's a ton of fun to play.

...

Mom-and-baby-hippo-hippos-24490518-449-296.jpg


450MS.png
Hippowdon
@ Smooth Rock
450MS.png

Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Slack Off

What is sand balance without sand? There were, of course, only two choices here: Tyranitar or Hippo. My original thought for going with Hippo was simply to avoid compounding fighting weaknesses, since Conkeldurr and Breloom threaten both of my sand sweepers with priority Mach Punch. That decision is what evolved this into a bulky sand balance team, instead of more typical sand offense. Hippo has plenty of opportunities to switch in and out throughout the match, and is one of the most reliable SR setters around. It also serves as an excellent answer to myriad physical threats, including non-WoW Talonflame and Pinsir.

Not too much to say about the set. I'd love to have Roar over Rock Slide, but the latter is more or less necessary to threaten out Pinsir and Talon. Maximum defenses are required to deal with the strong physical threats of the tier.

0103123.jpg


508MS.png
Stoutland
@ Choice Band
508MS.png

Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch / Pursuit
- Wild Charge
- Superpower

The original idea was to run Stoutland and Excadrill to overwhelm each other's counters. In particular, Stoutland can threaten enemies that Excadrill can't really touch, like Rotom-W and Landorus-T, 2HKOing both (unless Lando goes Impish/max Defense). It also 2HKOs Skarmory with Wild Charge, which is more than a little handy.

Crunch and Pursuit is a tough decision. A dark move is necessary for a variety of reasons, with Gengar being one of the biggest. Pursuit gives me a checkmate against those same threats, and also lets me take out some common spinners and defoggers, but without STAB Stoutland can't do much damage if the enemy decides to stay in.

(And yeah, whatever, go with Frustration/0 Happiness for anti-Ditto reasons if you're heartless enough to make a dog cry, you MONSTER.)

af66b8_749ca3f4f2164295b3e11bb5677cb650.jpg_srz_311_249_75_22_0.50_1.20_0.00_jpg_srz


530MS.png
Excadrill
@ Air Balloon
530MS.png

Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Stoutland and Excadrill absolutely love each other. Most teams only have one really good answer to Excadrill, and when that answer is worn down by Stoutland, they pretty much fold to this guy in the sand. Air Balloon gives him more opportunities to switch in and spin when necessary, and more importantly is key in Sand v. Sand matchups, although I do miss the power that a Life Orb provides. Not much to say here... if you've spent any amount of time playing at all, you've seen this guy several times over.

Northern-Red-Salamander.jpg


006M.png
Charizard
@ Charizardite X
006M.png

Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- Roost

Bulky CharX is the first special wall, and, once Mega-Evolved, presents a fantastic switch-in to Rotom-W. With excellent defensive typing in Fire/Dragon and the threat of WoW neutering physical switch-ins, this guy shuts down so much it's hard to believe. In an older version of the team this was Heatran, to provide some special-based offense, but ZardX is just so much better for the team.
sad_durian_that_gets_no_hugs_dinner_plate-r0388fd85ba724b5a995512909d15bafc_ambb0_8byvr_512.jpg


598MS.png
Ferrothorn
@ Leftovers
598MS.png

Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Impish Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

I've been replacing the Steel Durian with either Chesnaught or Mega-Venu on most of my teams, mostly because they don't get immediately hosed by Magnezone, but Ferrothorn was a much better fit for this team. Her typing is ideal for this team, and gives me an excellent switch-in to everything from Scarf Lando to Azumarill. Spikes support is also pretty key for this team, and unlike Mega-Venu, she isn't hosed by sand.

I sometimes miss Protect, but I added Knock Off to surprise the Latis who think they can get an easy defog off, and to help this team out somewhat versus stall and balance. So far it has been OK, although I still consider switching it back to Protect or Gyro Ball.

oarfish6.jpg


130MS.png
Gyarados
@ Leftovers
130MS.png

Ability: Intimidate
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Thunder Wave
- Waterfall
- Sleep Talk
- Rest

Oh goodness, I love this thing. I've been using this a lot on another team of mine, and it is amazing how many special threats she can switch in on with impunity. Greninja, Landorus, Keldeo? No friggin' problem. Even Latios LO Draco Meteor doesn't 2HKO, meaning that she can switch into a Draco Meteor, paralyze, and Rest (watch out for TBolt though). Her special bulk and typing are ideal, and Intimidate gives her easy switches on a myriad of physical threats as well.

Thunder Wave neuters Greninja, Keldeo and the Latis in particular, while Waterfall threatens Heatran and Landorus and can get some clutch flinches. I've considered dropping TWave for Dragon Tail to pick up some more residual damage via hazards and prevent set-up sweepers, but overall set-up sweepers hate being paralyzed just as much as they hate being phazed (and Substitute manages to shut down both). EVs are to maximize her special bulk while bringing her up to 200 Speed.

......

MATCHUPS

Vs. Offense

Hyper-Offense in general is probably this team's best matchup. The double threat of Stoutland and Excadrill in sand tend to overwhelm most HO teams pretty easily, while the ridiculous bulk of Hippo/CharX/Gyara/Ferro give me plenty of opportunities to switch in. Birdspam similarly hasn't been too much of an issue (although see PinsirMag below).

Against sand offense, again this team does fairly well. Excadrill doesn't particularly like Hippo, Gyarados or opposing Air Balloon Excadrills, and sand in general plays right into my hands.

Rain offense is a little bit trickier, although once again it's not a terrible matchup. Ferrothorn and Gyarados are pretty tough for most rain teams to handle, and there are only a handful of things that they can switch into Stoutland/Exca's attacks.

Double Bunny/PinsirMag require a little bit more care, since Hippo can be overwhelmed by too many physical threats, and Ferrothorn is always at risk of being trapped by Mag. In general I try to get some hazards down early and some surprise statuses in with Gyara/ZardX, since my team is pretty easy to confuse for offense if you're not paying attention, and then play aggressively with Stoutland and Exca. If I can break down one of their offensive threats while my walls are still fairly healthy, I can usually do alright... usually.

Vs. Balance

This one is tough, because it really depends on the team. Slowbro is the bane of this team's existence, and since balance seems to love running Bro, that can be problematic. Still, if I manage to keep hazards down, Bro is a lot less threatening - Stoutland has a 62.4% chance to 2HKO Bro with just rocks down, and if you add in sand or a layer of spikes, it's a guarantee.

Beyond that, the two megas I usually see at the core of balance teams are either Mega-Venu or Mega-Scizor. Mega-Venu isn't too hard to beat, but Mega-Scizor teams tend to be tougher.

In general, though, Balance v. Balance is all about who plays it better. Both teams tend to have pretty good answers to the other's main threats, so it's all about playing carefully and making good choices.

Vs. Stall

Luckily stall is kind of shit right now, because stall is this team's hardest matchup. There are just too many threats that are hard to break through. I pretty much have to control the hazards game to win this one. The type of team makes a big difference - teams that rely on Mega-Venu to check most threats are actually not too bad to deal with - but there's a particular team with Mandibuzz, Doublade and Slowbro that I've run into a couple of times, and it's ridiculously hard for my team to break through.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Stoutland @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Crunch
- Wild Charge
- Superpower

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Slack Off

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Knock Off
- Power Whip

Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Thunder Wave
- Waterfall
- Sleep Talk
- Rest
 
Last edited:
Currently, your RestTalk Gyarados sort of wastes sand turns with rest and sleep talk. It also does not have enough offensive presence. Assault Vest Azumarill takes care of this problem. It counters the same things that Gyarados does, mainly Greninja, Keldeo and lati twins. I would also recommend giving Ferrothorn rocky helmets, so it can act as a pseudo anti spinner. Since now you lack speed control outside of sand rush, I would also suggest taking out spikes for thunder wave.
184.gif

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
598.gif

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Impish Nature
- Thunder Wave
- Leech Seed
- Power Whip
- Knock Off


Everything else looks fine to me. This RMT was really nice to read through and this looks like a great team! Good luck!
 
I considered AV Azu pretty strongly when working this team up, but ended up going with Gyara so that I would have a decent status absorber. I don't like switching CharX right into Heatran because it usually predicts the switch and leads with Toxic, and Scald means Azu has a 1 in 3 chance to be neutered when it switches into Keldeo. I'll give it a shot the next time I have a chance to play, though.

Rocky Helmet might work on Ferro now that I'm not running Protect, especially so that I can discourage Scarfdog from spamming U-turn. My only concern is Excadrill - without Lefties, LO Earthquake has a pretty good chance of 2HKOing. I may have to rejigger the EVs a bit to add some more defense if I go that route.

Thanks, I'll try these out and see how they do!
 
I second the changes for Ferrothorn, Rocky Helmet allows it to act better as death fodder mid to late game also, taking 20%+ off a physical attacker. Also Thunder Wave seems to add more than Spikes, as there doesn't seem to be any OHKOs or 2HKOs dependant on rocks and spikes.
 
I second the changes for Ferrothorn, Rocky Helmet allows it to act better as death fodder mid to late game also, taking 20%+ off a physical attacker. Also Thunder Wave seems to add more than Spikes, as there doesn't seem to be any OHKOs or 2HKOs dependant on rocks and spikes.

Spikes are pretty essential against stall and balance, and a layer of spikes also helps a lot against double bunny offense. There are also a number of bulkier threats that need spikes to break through. I should be able to play around most of these if spikes aren't up, but it makes things a lot easier if they are.

In particular...

  • SLOWBRO: Stoutland can 2HKO with just rocks and sand, but needs a layer of spikes if sand isn't up. Excadrill can NOT 2HKO with just rocks and sand, and needs at least one layer of spikes to even have a chance of 2HKOing (and needs three layers of spikes or some prior damage to guarantee the 2HKO).
  • FERROTHORN: Excadrill needs at least one layer of spikes to 2HKO Ferrothorn if it's packing lefties (and if it has lefties and Protect, it needs three layers). Stoutland always 2HKOs with Superpower, but needs rocks and a layer of spikes to OHKO.
  • AV AZUMARILL: Wild Charge is a guaranteed OHKO, but bulkier versions (ie, the 240/0 Azumarill that the Smogdex recommends) require both SR and a layer of spikes to get a reliable OHKO with Return... which is good, because Wild Charge is a crappy move to get locked into, and Waterfall + Aqua Jet hurts.
  • DIGGERSBY: Excadrill needs spikes and rocks to net an OHKO with EQ... which is good, because +2 Return followed by Quick Attack is a guaranteed kill on Excadrill. Stoutland can always OHKO, but takes 60-70% from +2 QA, so it's not exactly the best idea.
  • KELDEO: As with Azumarill, Wild Charge is a guaranteed OHKO, but Return only has a 25% chance of OHKOing with just rocks. A layer of spikes turns it into a guarantee. Three layers are needed for Excadrill's EQ to OHKO.
  • HIPPOWDON: 3 layers of spikes gets a 99.6% chance to 2HKO 252/252+ lefties Hippo with Return.
  • MEGA-SCIZOR: Rocks and one layer of spikes is required to get a reliable 2HKO on 248/116 Mega-Scizor with EQ.
 
I tried out AV Azu, but in the end it didn't really work for the team. It was too easy to wear down, which isn't great for something that needs to be able to switch in multiple times. I mean, it can only switch into a Lando Earth Power once if rocks are up. Also, the threat of Scald burns made it kind of a poor answer to Keldeo, one of the main things I had Gyarados in to check.

So, I'm back to using Resttalk Gyara. Rocky Helmet on Ferro has been working out well, though. The risk of being 2HKOd by Exca hasn't been much of a problem, since I usually just double switch to Gyarados for Intimidate, after which point Ferro has no trouble with the little mole. Having Rocky Helmet really discourages the spamming of U-Turn, which makes things a lot easier on my end.
 
Back
Top