Hello to whoever is reading this, It is me again, and I am back with another RMT, this time it is a Sand Balance team which I have had decent success with, managed to peak somewhere in Mid 1600s with this so I ain't gonna talk anymore, here's the team.
I cba writing one of those huge detailed explanations so I'm just gonna dumb it down a little.
Team Building Process:
Wanted sand team. Put ttar and drill
Need a water resist. Put Fini
Need a physical wall which can deal with water and grass types. Put the spiky bird idiot.
Special sweeper was wanted. Put serp.
Finally, I wanted a strong physical breaker that doesn't rely on the sand and doesn't get ohkod by everything. Put MegaCham
And there you have it, there's the team. Now for the actual analysis of each pokemon. Here we go...
John O' Than (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Pursuit
Right yeah first up is Tyranitar obviously, he is usually my lead and because this is a sand team, he is of course the sand setter. I wanted to use the AV set because it allows tyranitar to eat up special attacks like a mad man, getting a boost from the sand as well. I've even managed to successfully bluff Band with this. +Spe Mega Diancie's Moonblast is a guaranteed 3hko against it from full, and ttar can strike back with a definite OHKO with EQ. Offensive Mag's Fleur Cannon (being used consecutively) and Flash Cannon have A chance to 3hko. Absolute Unit. He can even be a decent check to the widely feared Zam, as Focus Miss 2hkos it, and sometimes they won't want to stay in and depend on FB hitting again, so they swap, but Ttar is having none of that, and smacks him with an OHKO from Boosted Pursuit. Crunch is for general stab and the lucky defence drop, EQ is for Coverage, Fire Punch is to hit other steels such as Ferro and Mega Scizor, and Pursuit is to catch peoples switches and get that big double base power damage on them.
Sirene (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
- Defog
- Taunt
- Nature's Madness
- Moonblast
Now we have Tapu Fini. I chose Tapu Fini as an Ash Gren check, which it has successfully fulfilled, however I need to play it carefully in order to keep it alive throughout the game due to its lack of recovery. Tapu Fini is also my means of hazard removal, which is important on pretty much any team. It is also another mon that can take special attacks, as I have made it to do just that. For the EV's I'm just using the standard smogon spread, as its nice and spread out and fits its role just fine. Defog is for hazard removal as I have just said, Taunt and Nature's Madness is to help against stall, as I can disable their status moves and then get bigger damage with Nature's Madness. Moonblast is just a regular STAB attack, which can hit hard sometimes thanks to the misty terrain boost. The terrain can also help the rest of my team, stopping other mons from spreading status to my valuable mons.
Lemonk72 (Serperior) (M) @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Glare
- Leech Seed
Serperior. The MVP of the team. Everyone knows how sly this thing can be, and it sure does live up to that. Serperior is my teams special sweeper, and it definitely does its job well. The EV's are what you would expect, max speed and max special attack, making him a fast and hard hitting one. Leaf Storm is serperiors main STAB and is the reason who he is so strong. After a couple of these, it just snowballs its way to victory, unless something bad switches in. Hidden Power Fire is of course to hit things that Leaf Storm can't for better damage, and helps to get rid of steels which can be pests to the others such as Steela, Kart, and Mag. Glare and Leech seed go well since they can annoy the opposition quite nicely, slowing them down, making them unable to attack in some cases, and losing health while I recover some. I originally had the old SubSeed set on it, but I found myself relying on Paralysis too often, and I would end up wasting HP with my Substitutes.
Excredrill (Excadrill) (M) @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Next up, Man Of The Hour, It's Excadrill. It wouldn't be a sand team without this guy. Excadrill goes hand-in-hand with Tyranitar in any sand team, these two are the dynamic duo. Max speed with jolly so that I can outspeed everything except Lucha, and speed tie with opposing excadrills. The rest of the EV's are pretty obvious. SD is my setup move to boost Excadrill's sweeping potential. Iron Head and EQ are Excadrill's STAB attacks, which can hit hard after a SD. My last move was originally SR, but I decided to change this as I rarely had an opportunity to set them up, and I always got hard walled by stuff like Washtom, Skarmory, and Celesteela, So i went with rock slide to fair a little better against them. Excadrill is also the teams Z-Move user. The problem with him however is that he is difficult to swap in apart from an electric attack, due his defences being surprisingly frail for a steel type.
Tsuchiya (Medicham-Mega) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
On to Mega Medicham. MegaCham is a phenomenal pokemon to use, as it brings incredible sweeping ability and is an excellent physical wallbreaker. MegaCham is an important member of the team, as it can punch holes in the tough dickheads that ttar and excadrill struggle to dent. Ev's are self explanatory, Fake out is for Priority, High Jump Kick and Zen Headbutt are Mega Medichams STAB attacks, and Ice Punch is to bum stuff like Lando, Chomp, and Gliscor, which can otherwise be a pain. MegaCham is also my main answer to Pex, as the abundance of him is causing people to make their pokemon able to deal with him specifically, and you can't blame them. I'm running Jolly instead of Adamant to get extra speed to speed tie with zapdos, charizard, and outspeed gliscor , excadrill, and non scarf Lando.
Prickhead (Zapdos) @ Rocky Helmet
Ability: Static
Shiny: Yes
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Discharge
- Heat Wave
- Roost
- Volt Switch
Finally, we have the Prickhead himself, Zapdos. Zapdos is my Physical wall, dedicated Kartana check, and able to come in on other physical nuisances such as Chomp and MLop. Max defence lets him take their hits and then roost off the damage, as well as spreading that Paralysis to annoy the opposing team with Static, and Discharge. Heat wave is for steel types such as Mag and Kart after I get Paralysis on them. Roost as I have said is for healing, and Volt switch is for momentum, allowing me to pivot out into another member of the team. Overall, Zapdos is a pretty valuable member of the team, as he and Fini can wall Lucha which is quite threatening to the rest of my team, and then kill it with a Discharge, while dishing out extra damage from the Helmet to attackers who are still alive. However, it is important to play carefully with roost, as I've had to play many mind games with it with stuff like Lando and Chomp, some I have lost, and some I have won, but preserving this bird is important, as he soaks up attacks and then can pivot out into Excadrill and his mates to finish the game.
Weaknesses (which ive seen)
I don't have much to deal with these, my best bet is tyranitar but he still gets done by a focus blast. excadrill can come in, but It's still a difficult matchup.
This guy has given me a fair bit of trouble, specifically the z-move variant, and I hate it
And that's it, I hope you enjoyed this team! I am open to (almost) any advice, that's why we post this stuff on here, and I'll see you all again in about a month or something with another one of these probably, maybe not, never, I dont know. God I'm gonna miss Gen 7. Also, today is Bonfire Night, so happy bonfire night! Cheers to stopping a guy from blowing up a building. Thank you for reading!
I cba writing one of those huge detailed explanations so I'm just gonna dumb it down a little.
Team Building Process:
Wanted sand team. Put ttar and drill
Need a water resist. Put Fini
Need a physical wall which can deal with water and grass types. Put the spiky bird idiot.
Special sweeper was wanted. Put serp.
Finally, I wanted a strong physical breaker that doesn't rely on the sand and doesn't get ohkod by everything. Put MegaCham
And there you have it, there's the team. Now for the actual analysis of each pokemon. Here we go...
John O' Than (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Pursuit
Right yeah first up is Tyranitar obviously, he is usually my lead and because this is a sand team, he is of course the sand setter. I wanted to use the AV set because it allows tyranitar to eat up special attacks like a mad man, getting a boost from the sand as well. I've even managed to successfully bluff Band with this. +Spe Mega Diancie's Moonblast is a guaranteed 3hko against it from full, and ttar can strike back with a definite OHKO with EQ. Offensive Mag's Fleur Cannon (being used consecutively) and Flash Cannon have A chance to 3hko. Absolute Unit. He can even be a decent check to the widely feared Zam, as Focus Miss 2hkos it, and sometimes they won't want to stay in and depend on FB hitting again, so they swap, but Ttar is having none of that, and smacks him with an OHKO from Boosted Pursuit. Crunch is for general stab and the lucky defence drop, EQ is for Coverage, Fire Punch is to hit other steels such as Ferro and Mega Scizor, and Pursuit is to catch peoples switches and get that big double base power damage on them.
Sirene (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
- Defog
- Taunt
- Nature's Madness
- Moonblast
Now we have Tapu Fini. I chose Tapu Fini as an Ash Gren check, which it has successfully fulfilled, however I need to play it carefully in order to keep it alive throughout the game due to its lack of recovery. Tapu Fini is also my means of hazard removal, which is important on pretty much any team. It is also another mon that can take special attacks, as I have made it to do just that. For the EV's I'm just using the standard smogon spread, as its nice and spread out and fits its role just fine. Defog is for hazard removal as I have just said, Taunt and Nature's Madness is to help against stall, as I can disable their status moves and then get bigger damage with Nature's Madness. Moonblast is just a regular STAB attack, which can hit hard sometimes thanks to the misty terrain boost. The terrain can also help the rest of my team, stopping other mons from spreading status to my valuable mons.
Lemonk72 (Serperior) (M) @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Glare
- Leech Seed
Serperior. The MVP of the team. Everyone knows how sly this thing can be, and it sure does live up to that. Serperior is my teams special sweeper, and it definitely does its job well. The EV's are what you would expect, max speed and max special attack, making him a fast and hard hitting one. Leaf Storm is serperiors main STAB and is the reason who he is so strong. After a couple of these, it just snowballs its way to victory, unless something bad switches in. Hidden Power Fire is of course to hit things that Leaf Storm can't for better damage, and helps to get rid of steels which can be pests to the others such as Steela, Kart, and Mag. Glare and Leech seed go well since they can annoy the opposition quite nicely, slowing them down, making them unable to attack in some cases, and losing health while I recover some. I originally had the old SubSeed set on it, but I found myself relying on Paralysis too often, and I would end up wasting HP with my Substitutes.
Excredrill (Excadrill) (M) @ Steelium Z
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Rock Slide
Next up, Man Of The Hour, It's Excadrill. It wouldn't be a sand team without this guy. Excadrill goes hand-in-hand with Tyranitar in any sand team, these two are the dynamic duo. Max speed with jolly so that I can outspeed everything except Lucha, and speed tie with opposing excadrills. The rest of the EV's are pretty obvious. SD is my setup move to boost Excadrill's sweeping potential. Iron Head and EQ are Excadrill's STAB attacks, which can hit hard after a SD. My last move was originally SR, but I decided to change this as I rarely had an opportunity to set them up, and I always got hard walled by stuff like Washtom, Skarmory, and Celesteela, So i went with rock slide to fair a little better against them. Excadrill is also the teams Z-Move user. The problem with him however is that he is difficult to swap in apart from an electric attack, due his defences being surprisingly frail for a steel type.
Tsuchiya (Medicham-Mega) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
On to Mega Medicham. MegaCham is a phenomenal pokemon to use, as it brings incredible sweeping ability and is an excellent physical wallbreaker. MegaCham is an important member of the team, as it can punch holes in the tough dickheads that ttar and excadrill struggle to dent. Ev's are self explanatory, Fake out is for Priority, High Jump Kick and Zen Headbutt are Mega Medichams STAB attacks, and Ice Punch is to bum stuff like Lando, Chomp, and Gliscor, which can otherwise be a pain. MegaCham is also my main answer to Pex, as the abundance of him is causing people to make their pokemon able to deal with him specifically, and you can't blame them. I'm running Jolly instead of Adamant to get extra speed to speed tie with zapdos, charizard, and outspeed gliscor , excadrill, and non scarf Lando.
Prickhead (Zapdos) @ Rocky Helmet
Ability: Static
Shiny: Yes
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Discharge
- Heat Wave
- Roost
- Volt Switch
Finally, we have the Prickhead himself, Zapdos. Zapdos is my Physical wall, dedicated Kartana check, and able to come in on other physical nuisances such as Chomp and MLop. Max defence lets him take their hits and then roost off the damage, as well as spreading that Paralysis to annoy the opposing team with Static, and Discharge. Heat wave is for steel types such as Mag and Kart after I get Paralysis on them. Roost as I have said is for healing, and Volt switch is for momentum, allowing me to pivot out into another member of the team. Overall, Zapdos is a pretty valuable member of the team, as he and Fini can wall Lucha which is quite threatening to the rest of my team, and then kill it with a Discharge, while dishing out extra damage from the Helmet to attackers who are still alive. However, it is important to play carefully with roost, as I've had to play many mind games with it with stuff like Lando and Chomp, some I have lost, and some I have won, but preserving this bird is important, as he soaks up attacks and then can pivot out into Excadrill and his mates to finish the game.
Weaknesses (which ive seen)
I don't have much to deal with these, my best bet is tyranitar but he still gets done by a focus blast. excadrill can come in, but It's still a difficult matchup.
This guy has given me a fair bit of trouble, specifically the z-move variant, and I hate it
And that's it, I hope you enjoyed this team! I am open to (almost) any advice, that's why we post this stuff on here, and I'll see you all again in about a month or something with another one of these probably, maybe not, never, I dont know. God I'm gonna miss Gen 7. Also, today is Bonfire Night, so happy bonfire night! Cheers to stopping a guy from blowing up a building. Thank you for reading!