ORAS OU TSS - Stalling with Sand (Reworked)

Ok, so it got a bit messy in the last thread because of the different versions and ideas, so here's the reworked version of my Sand Stall team (explanations for why I'm using the mons and sets I'm using included):

General Gameplan:

Just like other Stall teams, I want to outlast my opponent. This is achieved by using a lot of resilient Pokemon that can check a lot of common threats in the metagame, and by wearing down my opponent bit by bit with status, entry hazards and, in the case of this specific team, weather. UNLIKE other SAND teams though, I do NOT want to use the sand turns to sweep with a boosted Excadrill or Garchomp, but instead use the sand as an extra source of residual damage, while also using Pokemon that are either not affected or not bothered by the sand damage themselves.


1) Hippowdon:
450.gif


The cornerstone. Induces Sandstorm for residual damage; mixed wall; can PHaze to increase hazard damage; reliable recovery; checks many threats in the metagame. Stealth Rocks moved to Excadrill in favor of coverage with Stone Edge, and because the latter ignores Magic Bounce with Mold Breaker.

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Whirlwind
- Slack Off
- Stone Edge

2) Excadrill:
530.gif


The Spinner. Getting rid of enemy hazards is incredibly important for this team because I need to keep my Pokemon as healthy as possible to be able to outlast the enemy. Was chosen over other (arguably better) Spinners like Starmie because of Mold Breaker to prevent being spinblocked by Ghost-types; also Earthquake and Iron Head still hit hard (enough) without running the Sand Rush variant. Runs Stealth Rock for residual damage and because it can set them up through Magic Bounce.

Excadrill (F) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

3) Chansey:
113.gif


The Cleric. As stated above keeping my team as healthy as possible is one of my goals, and getting rid of status is a big part of that. It's also an insane wall, can spread Toxic and still do SOME damage with Seismic Toss to not be completely useless after being taunted. I chose not to run Wish because most of my team already has reliable recovery to not be relying on heals from Chansey.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell

4) Mega-Venusaur:
003m1.gif


The Jack of all trades. Checks a plethora of threats in the metagame, especially Fairies, Keldeo/similar bulky Water-types, as well as Grass-types with Hidden Power: Fire. Timing of using it is important though, because Sandstorm will reduce the healing it receives from Synthesis.

Venusaur-Mega (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

5) Skarmory:
227.gif


The Suppport. Sets up a second kind of entry hazards with Spikes; has reliable Recovery; is a special wall and can PHaze. Iron Head with Careful nature and specially defensive EVs to check Mega-Diancie.

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

6) Cofagrigus:
563.gif


The Spinblocker. This was the spot I had most trouble with filling, because I wanted so many things at once. I was thinking of running a bulky Water-type here, but I can check most Fire- and Ground-types with my other pokemons already. I was also considering a Defiant user to punish Defog, but since that would still not save my hazards from being removed, and having my hazards active is how I win the game, I went for the Spinblocking version. Cofagrigus is in my opinion the best defensive Ghost-type left for OU since Mega-Sableye was not an option anymore. It can set up a third kind of entry hazards if needed (TSpikes), is a physical wall and can spread another status with Will-o-Wisp. Hex was chosen over Shadow Ball because chances are good the enemy Pokemon are already affected by a status, so most of the time it will hit harder than Shadow Ball. Also has a quite nice niche of pissing off Pokemon that rely on their ability because of Mummy.

Cofagrigus (F) @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic Spikes
- Pain Split
- Hex
- Will-O-Wisp

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As always, any constructive criticism, praise about how I completely revolutionized the OU metagame, ideas and input is all appreciated ;) Already thanks for your replies.

Sart

Edit: Now with sprites, because... yo.
Edit2: Added a general Gameplan for those that did not read my first thread
 
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