This is my sandbox

So after a considerable amount of time of messing about with things in this generation and finding somethings that worked and some things that didn't I found that one thing was always going to be a problem for any team I created. Weather. So I decided to form a team that used weather itself, but without relying on it. The objective is simple, I take out the forms of the other team getting it's weather through however long it takes, and then bring out the tyranitar and use my own to crush what is left of them.



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Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Iron Head
- Trick
- U-turn

The lead- Naturally I needed something that can cripple a weather starting lead as well as many others in the metagame. For this I decided I needed to use a trick lead, that way countering the lead would be a lot easier. After using trick the obvious thing to do is to set up rocks assuming survival of the move they are tricked into using, ten U-turn out. Iron head is filler but with choice scarf we all know how annoying jirachi can be. After that I use it as a dragon resist and mainly use U-turn, often into flygon unless I feel another dragon attack is coming obviously.

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Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Crunch
- Fire Punch
- Dragon Dance

My weather starter. I picked sand as it has, in my opinion the best starter for a team not based entirely on that weather, and here it is. Considering it's use is meant for later in the game, I thought I would go for a DD tar. By the time this comes into use, I should be able to adequately predict what my opponent is doing and act accordingly, timing the switch in to get a good DD in before the sweep. This is missing Earthquake which I sometimes wish it had, but the 3 moves here have the best coverage offered as far as I have seen. Usually allows for a late game sweep unless a good counter is still knocking about.

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Poliwrath (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Hypnosis
- Focus Punch
- Waterfall

Every team running sand needs to deal with water, no matter what, so here is how I deal with it. Switch in on a water attack, or any other resist. Use hypnosis or sub next turn depending on the predict, then the other next turn assuming hypnosis hits (damn that bad accuracy) then use whichever attacks you feel necessary, once in danger switch out, water absorb will later get back the sub HP loss with good play. Focus punch will put a HUGE dent in pretty much anything while waterfall is good stab for ghosts or 4x resists.

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Cacturne (M) @ Leftovers
Trait: Sand Veil
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Swords Dance
- Sucker Punch
- Seed Bomb

Furthering the ability to beat water, and also one of my favourite sand abusers this cacturne wins me so many games, get the sub up and this will take down almost anything, strong ice shard users sometimes cause problems, as does extremespeed, but other than that SD STAB sucker punch will start taking things down that have any real amount of damage gone and seed bomb is for massive STAB damage elsewhere to take down resists or slow pokemon. Usually used late game unless it's opportunity is presented a lot earlier.

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Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Earth Power
- Psychic
- Focus Blast
- Calm Mind

The classic sand sweeping pokemon, but with a set that doesn't need sand. The scarf variant is usually preferred but I have enough scarf on this team as it is. At +1 this will OHKO pretty much anything you care to try and beat it with that doesn't dodge the focus blast as everything always seems to >.> The coverage works well except for on D-nite, but most don't carry ice so I can usually get the 2HKO except on especially bulky variants.

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Flygon (M) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Outrage
- Earthquake
- Stone Edge
- U-turn

Finally, my scouter. On a team based on late game sweeping by ruining the opposing team's strategy, it is important to see what they are doing quickly to get a good idea of how to break them down, flygon helps with this hugely, almost immune to entry hazards and with a fast U-turn and some strong scarfed moves for taking down lower HP opponents this was the obvious pokemon of choice.​
 
First of all, three of your pokes are weak to ice. I know you have a resist in Jirachi but from what you said it sounds like you kinda throw him around in the beginning to trick and set up rocks. Also, you might want to consider running a slower Tyranitar because if you both switch in on the same turn, There weather goes up not yours. Now that probably wont be a problem since you're using it as a late game sweeper but you never know.
Good team overall. If i could say one last things it would be that you could try switching Flygon for a Scarf Mienshao. It fills almost the same roll and stops that ice weakness even further. Hope i helped.
 
Since your team is weak to Ice, I would switch Flygon for Infernape, since it 4x resists iceand is a better U-turner because of its good speed and attack.
 
Hi.

I've got a few suggestions. First of all your team is soo weak to Landrous. A Landrous set with HP Ice / EQ / Stone Edge / U-turn wrecks this team. Jirachi seems to be replaceable. You should try Skarmory over Jirachi as Skarmory checks Landrous and other physical threats you have problem with. Also, Skarmory can set up Spikes, which is always helpful. Next, I suggest you change your Landrous set to a Choice Scarf variant. It can abuse Sand really nicely and is a great scout. If you use a Choice Scarf set, you won't have any special attackers. Therefore, I suggest you change Flygon for Latios, since you already have a scout (Scarf Landrous). Latios is an amazing special attacker that can take down physical walls such as Skarmory and Gliscor, as well as hit other Dragon-types for super-effective damage. Lastly, you can try using a Jellicent over your Poliwrath, but that's up to you. Jellicent has better bulk, and is a decent special wall, which your team is lacking.

Skarmory @Leftovers
252 HP / 252 Def / 4 SpD
Trait: Sturdy
Impish
Brave Bird / Roost / Spikes / Whirlwind


Landrous @Choice Scarf
252 Atk / 4 Def / 252 Spe
Trait: Sand Force
Naive
Earthquake / Stone Edge / U-turn / Hidden Power Ice


Latios @Life Orb
4 HP / 252 SpA / 252 Spe
Trait: Levitate
Timid
Draco Meteor / Hidden Power Fire / Thunderbolt / Psyshock

You could use Recover over Thunderbolt on Latios as Life Orb + Sand Storm damage wears it down quickly.

Good Luck!
 
Nice team here, though I have a quick suggestion. Instead of Poliwrath, I would use SubSeed or SubPunch Breloom, with a few medications to handle hits. While you lose a Water immunity, Breloom often only needs to get in; the rest is easy. Benefits are a 100% accurate Spore, the ability to set up on Ferrothorn, actual recovery in sandstorm still, and overall more annoyance and power. With this, however, you bring another Fire weakness and lose a Water immunity. right now I would go with SubPunch (Spore, Sub, Focus Punch, and Seed Bomb) with 236 HP / 212 SDef / 60 Spe Careful for outspeeding Rotom variants and taking Special Water hits. Anyway, good luck!
 
Thanks guys, I'll be sure to test these things out properly, although the breloom seems to have made a pretty big difference after a tiny bit of testing, same goes for the latios, may keep those changes when I've come up against a bit more variety with them. The landorus is seeming to be easily predicted, but that'll likely change as I get more used to playing with it
 
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