Draft Sandy Shocks

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drizzle

formerly henguinie
is a Tiering Contributor
[overview]
**Draft order**: Round 4 onwards

**Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Entry hazard lead**: Threatening most entry hazard removers with its powerful STAB attacks, Sandy Shocks can reliably set entry hazards up thanks to Booster Energy boosting its Speed to a very high level, only matched by faster Choice Scarf or Booster Energy users.

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while having the ability to pivot away from unfavorable matchups, ready to get more hazards up later on.

**Late-game cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up late-game.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although it usually prefers to set entry hazards as a lead, Sandy Shocks is an unconventional dual screens setter that can set them as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: It's better on late game sweeper sets, as getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks's already high Speed, or even Special Attack in some cases, and boosts it to an even greater level. This item works best on sacrificial lead or late-game cleaner sets.

**Heavy-Duty Boots**: Sandy Shocks enjoys being able to continuously switch in and out without taking entry hazard damage, making Heavy-Duty Boots a premiere item for it.

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer, capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets.

**Damage-boosting items**: Although both of Sandy Shocks’s STAB types have a common immunity, Sandy Shocks can run a damage-boosting item such as Expert Belt or Choice Specs to make it a powerful wall-breaker. Sandy Shocks’s coverage is relatively limited, so this set works best with Sandy Shocks as a Tera Captain.

**Assault Vest**: Sandy Shocks' natural bulk can enable an Assault Vest set to work if needed.

**Focus Sash**: Focus Sash is an option if the goal is to guarantee multiple layers of entry hazards, especially when using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Due to Sandy Shocks's limited coverage, it is a viable mid-tier Tera Captain that greatly appreciates the extra STAB option to hit Pokemon that shrug off Ground- and Electric-type moves. Tera Ice, in particular, can deal with the Ground- and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move. A large variety of defensively-oriented types have their merits as well, including but not limited to: Tera Grass, which resists Water and Ground while hitting both types back super effectively, Tera Flying, which adds an immunity to Ground while also hitting Grass-types super effectively, Tera Water, which resists Water while hitting Ground-types super effectively, and Tera Fairy, which is overall a great type to have both defensively and offensively. Tera Ghost is also a good choice for lead Sandy Shocks, preventing the foe from using Rapid Spin to remove the entry hazards Sandy Shocks sets up. Despite all of its strengths, it should primarily be considered when paired alongside another mid-tier Tera Captain because there are better options in higher tiers.

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits in a lot of draft archetypes but requires additional support in addition to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support wincons that will need to finish the game, so be sure to draft Pokemon, such as Iron Boulder and Darkrai, that can fit this role.

**Spinblockers**: Gholdengo is a great partner for Sandy Shocks due to its ability to also prevent the use of Defog, but having any Ghost-type to spinblock will suffice most of the time. Annihilape and any Defiant or Competitive Pokemon are other great partners because the pressure to not give +2 to the respective attacking stat will assist in keeping the hazards on the field.

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely be present in a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks’ STAB types and threatening it back with a super effective move, Grass-types pose a problem to Sandy Shocks, especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move. Gliscor and Landorus are especially good counters to a Sandy Shocks that cannot Terastallize because of their immunities to both of Sandy Shocks's STAB moves.

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks, such as Iron Treads or Walking Wake, can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 
Last edited:

abriel

I’m with you.
is a Community Contributoris a Contributor to Smogon
remove add comment
[overview]
**Rounds 4-5**: **Draft order**: Round 4 onward

**11-12 points**: **Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. Draft this Pokemon for access to the highly sought after Stealth Rock and Spikes combination or if you need a mid-tier Tera Captain. don't really like the phrasing of this, rewriting With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Hazard lead**: Threatening most Defog users entry hazard removers with its powerful STAB attacks, Sandy Shocks will be able to can reliably get hazards up set entry hazards thanks to Booster Energy boosting its Speed to a nearly unreachable point very high level. wouldn't say nearly unreachable just because 101 isn't especially fast for scarfers in gen 9

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting away from unfavorable matchups, ready to get more hazards up later on.

**Late game cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late game.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although with hazards it serves as a better lead it usually prefers to set entry hazards as a lead, screens Sandy Shocks is an unconventional screen setter that your opponent will likely have to find an impromptu answer to. can set screens as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Photosynthesis Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: Better on late game sweeper sets, getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks’ already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level.

**Heavy-Duty Boots**: Considering you will rarely want a Defog user on a team with entry hazard support Sandy Shocks, it is safe to assume that hazards will often end up on both sides of the field. Keeping your pivots healthy by preventing that damage is always useful. don't think this is necessarily true and overemphasizes the point of hazards being up on both sides, just focus on the fact that offensive pivots like sandy shocks appreciate boots to repeatedly switch in and out safely

**Choice Specs**: Despite Although both of Sandy Shocks’ STAB-boosted types having have an common immunity that is common for teams to have, Flying and Ground-type, Sandy Shocks can still get away with running run Choice Specs to better serve as an offensive breaker. Sandy Shocks’ coverage is relatively limited so this set works best with Sandy Shocks as a Tera Captain. move to below scarf in top of niche

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets. , however Booster Energy Sandy Shocks functions in a similar way albeit only being able to revenge kill a Pokemon naturally faster than it once. Choice Scarf also misses out on the raw power Choice Specs has, making it a slightly less viable option.

**Assault Vest**: Having access to Mirror Coat, as well as respectable natural physical bulk, Assault Vest Sandy Shocks can catch an opponent that thinks a special attack will be enough to KO you off guard. should just generally be rephrased imo, just say that sandy shocks's solid bulk and offensive profile allows it to utilize av as needed

**Focus Sash**: If hazards are incredibly important and you are concerned about a Pokemon with a Choice Scarf outspeeding and KOing you even with Booster Energy, Focus Sash is an option if nearly guaranteeing multiple layers of hazards is desired, especially if using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Sandy Shocks is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option. be more clear about the offensive downsides of its base typing and how much it appreciates the extra stab option to hit the various relevant pokemon which can shrug off ground/electric stab A more offensively oriented type like Tera Ice in particular can deal with the Ground- and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move, while also removing all of the weaknesses it has, despite gaining all of the weaknesses Ice-type has. A large variety of defensively oriented types have their merits as well, including but not limited to: Grass; which resists Water and Ground while hitting both types back super effectively, Flying; which adds an immunity to Ground while also hitting Grass-types super effectively, Water; which resists Water while hitting Ground-types super effectively, and Fairy; which is overall a great type to have both defensively and offensively. Ghost-type is also a good choice for lead Sandy Shocks, preventing the opponent from using Rapid Spin to remove the hazards Sandy Shocks sets up.

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits a lot of draft archetypes but requires additional support to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support wincons will need to finish the game off, so be sure to draft a couple of Pokemon that can fit this role. this line in particular is way too vague for little timmy, name a couple of partner wincons that work particularly well with sandy shocks

**Hazard-removal blockersSpinblockers**: Gholdengo is a great partner for Sandy Shocks because it is the ultimate Pokemon to fit this role, but having any Ghost-type to spin block will suffice most of the time.

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks’ STABs and threatening it back with a super effective move, Grass-types cause an issue are problematic to a Sandy Shocks that isn’t a Tera Captain , especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move.

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks such as Iron Treads or Walking Wake can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. Pokemon like this, however, do have to be aware of the fact that Sandy Shocks is perfectly fine with getting hazards up with little response. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 

drizzle

formerly henguinie
is a Tiering Contributor
remove add comment
[overview]
**Rounds 4-5**: **Draft order**: Round 4 onward

**11-12 points**: **Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. Draft this Pokemon for access to the highly sought after Stealth Rock and Spikes combination or if you need a mid-tier Tera Captain. don't really like the phrasing of this, rewriting With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Hazard lead**: Threatening most Defog users entry hazard removers with its powerful STAB attacks, Sandy Shocks will be able to can reliably get hazards up set entry hazards thanks to Booster Energy boosting its Speed to a nearly unreachable point very high level. wouldn't say nearly unreachable just because 101 isn't especially fast for scarfers in gen 9

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting away from unfavorable matchups, ready to get more hazards up later on.

**Late game cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late game.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although with hazards it serves as a better lead it usually prefers to set entry hazards as a lead, screens Sandy Shocks is an unconventional screen setter that your opponent will likely have to find an impromptu answer to. can set screens as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Photosynthesis Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: Better on late game sweeper sets, getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks’ already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level.

**Heavy-Duty Boots**: Considering you will rarely want a Defog user on a team with entry hazard support Sandy Shocks, it is safe to assume that hazards will often end up on both sides of the field. Keeping your pivots healthy by preventing that damage is always useful. don't think this is necessarily true and overemphasizes the point of hazards being up on both sides, just focus on the fact that offensive pivots like sandy shocks appreciate boots to repeatedly switch in and out safely

**Choice Specs**: Despite Although both of Sandy Shocks’ STAB-boosted types having have an common immunity that is common for teams to have, Flying and Ground-type, Sandy Shocks can still get away with running run Choice Specs to better serve as an offensive breaker. Sandy Shocks’ coverage is relatively limited so this set works best with Sandy Shocks as a Tera Captain. move to below scarf in top of niche

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets. , however Booster Energy Sandy Shocks functions in a similar way albeit only being able to revenge kill a Pokemon naturally faster than it once. Choice Scarf also misses out on the raw power Choice Specs has, making it a slightly less viable option.

**Assault Vest**: Having access to Mirror Coat, as well as respectable natural physical bulk, Assault Vest Sandy Shocks can catch an opponent that thinks a special attack will be enough to KO you off guard. should just generally be rephrased imo, just say that sandy shocks's solid bulk and offensive profile allows it to utilize av as needed

**Focus Sash**: If hazards are incredibly important and you are concerned about a Pokemon with a Choice Scarf outspeeding and KOing you even with Booster Energy, Focus Sash is an option if nearly guaranteeing multiple layers of hazards is desired, especially if using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Sandy Shocks is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option. be more clear about the offensive downsides of its base typing and how much it appreciates the extra stab option to hit the various relevant pokemon which can shrug off ground/electric stab A more offensively oriented type like Tera Ice in particular can deal with the Ground- and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move, while also removing all of the weaknesses it has, despite gaining all of the weaknesses Ice-type has. A large variety of defensively oriented types have their merits as well, including but not limited to: Grass; which resists Water and Ground while hitting both types back super effectively, Flying; which adds an immunity to Ground while also hitting Grass-types super effectively, Water; which resists Water while hitting Ground-types super effectively, and Fairy; which is overall a great type to have both defensively and offensively. Ghost-type is also a good choice for lead Sandy Shocks, preventing the opponent from using Rapid Spin to remove the hazards Sandy Shocks sets up.

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits a lot of draft archetypes but requires additional support to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support wincons will need to finish the game off, so be sure to draft a couple of Pokemon that can fit this role. this line in particular is way too vague for little timmy, name a couple of partner wincons that work particularly well with sandy shocks

**Hazard-removal blockersSpinblockers**: Gholdengo is a great partner for Sandy Shocks because it is the ultimate Pokemon to fit this role, but having any Ghost-type to spin block will suffice most of the time.

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks’ STABs and threatening it back with a super effective move, Grass-types cause an issue are problematic to a Sandy Shocks that isn’t a Tera Captain , especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move.

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks such as Iron Treads or Walking Wake can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. Pokemon like this, however, do have to be aware of the fact that Sandy Shocks is perfectly fine with getting hazards up with little response. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
Implemented
 
QC 2/2
[overview]
**Draft order**: Round 4 onwards

**Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Hazard lead**: Threatening most entry hazard removers with its powerful STAB attacks, Sandy Shocks can reliably set entry hazards up thanks to Booster Energy boosting its Speed to a very high level, only matched by faster Choice Scarf or Booster Energy users.

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting away from unfavorable matchups, ready to get more hazards up later on.

**Late game cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late game.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although it usually prefers to set entry hazards as a lead, Sandy Shocks is an unconventional screen setter that can set screens as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: Better on late game sweeper sets, getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks’ already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level. (expand a bit to explain when you'd want to use these boosts)

**Heavy-Duty Boots**: Pivots such as Sandy Shocks enjoy being able to continuously switch in and out without taking entry hazard damage, making Heavy-Duty Boots a premiere item for it.

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer, capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets.

**Choice Specs**: Although both of Sandy Shocks’ STAB-boosted types have a common immunity, Sandy Shocks can run Choice Specs to make for a powerful breaker. Sandy Shocks’ coverage is relatively limited so this set works best with Sandy Shocks as a Tera Captain. (Expand to include other damage-boosting items like ebelt/lorb/magnet)

**Assault Vest**: Sandy Shocks' natural bulk can enable an Assault Vest set to work if needed.

**Focus Sash**: Focus Sash is an option if nearly guaranteeing multiple layers of hazards is desired, especially if using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Due to Sandy Shocks' limiting coverage, it is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option to hit Pokemon that shrug off Ground and Electric-type moves. Tera Ice in particular can deal with the Ground and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move. A large variety of defensively oriented types have their merits as well, including but not limited to: Grass; which resists Water and Ground while hitting both types back super effectively, Flying; which adds an immunity to Ground while also hitting Grass-types super effectively, Water; which resists Water while hitting Ground-types super effectively, and Fairy; which is overall a great type to have both defensively and offensively. Ghost-type is also a good choice for lead Sandy Shocks, preventing the opponent from using Rapid Spin to remove the hazards Sandy Shocks sets up. (Clarify somewhere here that it should not be your first choice of captain and only taken as one if it can be afforded alongside a top tier)

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits a lot of draft archetypes but requires additional support to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support wincons will need to finish the game off, so be sure to draft Pokemon such as Iron Boulder or Darkrai that can fit this role.

**Spinblockers**: Gholdengo is a great partner for Sandy Shocks due to its ability to also prevent Defog, but having any Ghost-type to spin block will suffice most of the time. (Mention fast taunt and/or defiant/competitive as other options to deal with defog)

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks’ STABs and threatening it back with a super effective move, Grass-types are problematic to Sandy Shocks, especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move. (Mention ones that fly like lando and gliscor are especially bad because they can't be chipped by earth power)

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks such as Iron Treads or Walking Wake can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 

drizzle

formerly henguinie
is a Tiering Contributor
QC 2/2
[overview]
**Draft order**: Round 4 onwards

**Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Hazard lead**: Threatening most entry hazard removers with its powerful STAB attacks, Sandy Shocks can reliably set entry hazards up thanks to Booster Energy boosting its Speed to a very high level, only matched by faster Choice Scarf or Booster Energy users.

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting away from unfavorable matchups, ready to get more hazards up later on.

**Late game cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late game.

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although it usually prefers to set entry hazards as a lead, Sandy Shocks is an unconventional screen setter that can set screens as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: Better on late game sweeper sets, getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks’ already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level. (expand a bit to explain when you'd want to use these boosts)

**Heavy-Duty Boots**: Pivots such as Sandy Shocks enjoy being able to continuously switch in and out without taking entry hazard damage, making Heavy-Duty Boots a premiere item for it.

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer, capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets.

**Choice Specs**: Although both of Sandy Shocks’ STAB-boosted types have a common immunity, Sandy Shocks can run Choice Specs to make for a powerful breaker. Sandy Shocks’ coverage is relatively limited so this set works best with Sandy Shocks as a Tera Captain. (Expand to include other damage-boosting items like ebelt/lorb/magnet)

**Assault Vest**: Sandy Shocks' natural bulk can enable an Assault Vest set to work if needed.

**Focus Sash**: Focus Sash is an option if nearly guaranteeing multiple layers of hazards is desired, especially if using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Due to Sandy Shocks' limiting coverage, it is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option to hit Pokemon that shrug off Ground and Electric-type moves. Tera Ice in particular can deal with the Ground and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move. A large variety of defensively oriented types have their merits as well, including but not limited to: Grass; which resists Water and Ground while hitting both types back super effectively, Flying; which adds an immunity to Ground while also hitting Grass-types super effectively, Water; which resists Water while hitting Ground-types super effectively, and Fairy; which is overall a great type to have both defensively and offensively. Ghost-type is also a good choice for lead Sandy Shocks, preventing the opponent from using Rapid Spin to remove the hazards Sandy Shocks sets up. (Clarify somewhere here that it should not be your first choice of captain and only taken as one if it can be afforded alongside a top tier)

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits a lot of draft archetypes but requires additional support to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support wincons will need to finish the game off, so be sure to draft Pokemon such as Iron Boulder or Darkrai that can fit this role.

**Spinblockers**: Gholdengo is a great partner for Sandy Shocks due to its ability to also prevent Defog, but having any Ghost-type to spin block will suffice most of the time. (Mention fast taunt and/or defiant/competitive as other options to deal with defog)

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks’ STABs and threatening it back with a super effective move, Grass-types are problematic to Sandy Shocks, especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move. (Mention ones that fly like lando and gliscor are especially bad because they can't be chipped by earth power)

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks such as Iron Treads or Walking Wake can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
Implemented, let me know if everything looks good.
 

ken

gm
is a Tournament Directoris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Top Dedicated Tournament Hostis a Battle Simulator Moderator
Monotype Leader
1/1 GP Team done
add remove comment

[overview]
**Draft order**: Round 4 onwards

**Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Entry hazard lead**: Threatening most entry hazard removers with its powerful STAB attacks, Sandy Shocks can reliably set entry hazards up thanks to Booster Energy boosting its Speed to a very high level, only matched by faster Choice Scarf or Booster Energy users.

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting having the ability to pivot away from unfavorable matchups, ready to get more hazards up later on.

**Late-game (ah) cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late-game (ah).

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although it usually prefers to set entry hazards as a lead, Sandy Shocks is an unconventional dual screens setter that can set screens them as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: It's better on late-game (ah) sweeper sets, as getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks's already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level. This item works best on sacrificial lead or late-game cleaner sets.

**Heavy-Duty Boots**: Pivots such as Sandy Shocks enjoys being able to continuously switch in and out without taking entry hazard damage, making Heavy-Duty Boots a premiere item for it.

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer, capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets.

**Damage-boosting items**: Although both of Sandy Shocks's STAB-boosted types have a common immunity, Sandy Shocks can run a damage-boosting item such as Expert Belt or Choice Specs to make for it a powerful wallbreaker. Sandy Shocks's coverage is relatively limited, (ac) so this set works best with Sandy Shocks as a Tera Captain.

**Assault Vest**: Sandy Shocks's natural bulk can enable an Assault Vest set to work if needed.

**Focus Sash**: Focus Sash is an option if nearly guaranteeing the goal is to nearly guarantee multiple layers of entry hazards is desired, especially if when using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Due to Sandy Shocks's limited limiting coverage, it is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option to hit Pokemon that shrug off Ground- (ah) and Electric-type moves. Tera Ice, (ac) in particular, (ac) can deal with the Ground- (ah) and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move. A large variety of defensively-oriented (ah) types have their merits as well, including but not limited to: Tera Grass, (rsc, ac) which resists Water and Ground while hitting both types back super effectively, Tera Flying, (rsc, ac) which adds an immunity to Ground while also hitting Grass-types super effectively, Tera Water, (rsc, ac) which resists Water while hitting Ground-types super effectively, and Tera Fairy, (rsc, ac) which is overall a great type to have both defensively and offensively. Ghost-type Tera Ghost is also a good choice for lead Sandy Shocks, preventing the opponent foe from using Rapid Spin to remove the entry hazards Sandy Shocks sets up. Despite all of its strengths, it should primarily be considered when paired alongside another mid-tier Tera Captain because there are better options in the higher tiers.

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits in a lot of draft archetypes but requires additional support in addition to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support that wincons will need to finish the game off, so be sure to draft Pokemon, (ac) such as Iron Boulder or and Darkrai, (ac) that can fit this role.

**Spinblockers**: Gholdengo is a great partner for Sandy Shocks due to its ability to also prevent the use of Defog, but having any Ghost-type to spinblock (rs) will suffice most of the time. Annihilape (rc) or and any Defiant or Competitive Pokemon (rc) are other great partners because the pressure to not give +2 to the respective attacking stat will assist in keeping the hazards on the field.

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to be present in a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks's STAB types STABs and threatening it back with a super effective move, Grass-types are problematic pose a problem to Sandy Shocks, especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move. Gliscor and Landorus are especially good counters to a Sandy Shocks that cannot (rs) Terastallize because of their immunities to both of Sandy Shocks's STAB moves or types if you prefer STABs.

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks, (ac) such as Iron Treads or Walking Wake, (ac) can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
 

drizzle

formerly henguinie
is a Tiering Contributor
1/1 GP Team done
add remove comment

[overview]
**Draft order**: Round 4 onwards

**Price range**: 11-12 points

**Overview**: Sandy Shocks is a fast entry hazard support Pokemon that can also serve as a strong pivot with its unique and powerful offensive typing. With access to both Stealth Rock and Spikes alongside its solid offensive profile, Sandy Shocks is a potent entry hazard setter with good potential as a mid-tier Tera Captain.

Common Roles
========
**Entry hazard lead**: Threatening most entry hazard removers with its powerful STAB attacks, Sandy Shocks can reliably set entry hazards up thanks to Booster Energy boosting its Speed to a very high level, only matched by faster Choice Scarf or Booster Energy users.

**Offensive pivot**: With a very powerful Volt Switch, Sandy Shocks can get a layer of Spikes up and then deal big damage while pivoting having the ability to pivot away from unfavorable matchups, ready to get more hazards up later on.

**Late-game (ah) cleaner**: Using its access to two STAB attacks with generally great coverage, a Tera Captain Sandy Shocks has no problem finding a single Tera type that covers whatever it needs to and cleaning up in the late-game (ah).

Common Moves
========
**Primary STAB moves**: Thunderbolt, Earth Power, Discharge, Volt Switch, Scorching Sands

**Setup moves**: Iron Defense

**Utility moves**: Stealth Rock, Spikes, Thunder Wave

**Coverage**: Body Press, Power Gem, Tera Blast, Flash Cannon

Niche Moves
========
**Light Screen / Reflect**: Although it usually prefers to set entry hazards as a lead, Sandy Shocks is an unconventional dual screens setter that can set screens them as necessary.

**Sunny Day**: If the item slot is important in a matchup, Sandy Shocks can activate its Protosynthesis manually while also reducing the power of super effective Water-type attacks used against it.

**Charge Beam**: It's better on late-game (ah) sweeper sets, as getting +1 Special Attack in addition to the +1 Speed from Booster Energy can make Sandy Shocks a cleaner that is especially hard to deal with.

Common Items
========
**Booster Energy**: Booster Energy takes Sandy Shocks's already high base Speed, or even Special Attack in some cases, and boosts it to an even greater level. This item works best on sacrificial lead or late-game cleaner sets.

**Heavy-Duty Boots**: Pivots such as Sandy Shocks enjoys being able to continuously switch in and out without taking entry hazard damage, making Heavy-Duty Boots a premiere item for it.

Niche Items
========
**Choice Scarf**: Choice Scarf makes Sandy Shocks a viable revenge killer, capable of outspeeding most foes multiple times throughout the game, unlike Booster Energy sets.

**Damage-boosting items**: Although both of Sandy Shocks's STAB-boosted types have a common immunity, Sandy Shocks can run a damage-boosting item such as Expert Belt or Choice Specs to make for it a powerful wallbreaker. Sandy Shocks's coverage is relatively limited, (ac) so this set works best with Sandy Shocks as a Tera Captain.

**Assault Vest**: Sandy Shocks's natural bulk can enable an Assault Vest set to work if needed.

**Focus Sash**: Focus Sash is an option if nearly guaranteeing the goal is to nearly guarantee multiple layers of entry hazards is desired, especially if when using Sandy Shocks as a sacrificial lead.

**Leftovers**: If running an Iron Defense + Body Press set, the consistent recovery from Leftovers can allow Sandy Shocks to stay on the field for a longer time.

Tera
========
Due to Sandy Shocks's limited limiting coverage, it is a viable mid-tier Tera Captain option that greatly appreciates the extra STAB option to hit Pokemon that shrug off Ground- (ah) and Electric-type moves. Tera Ice, (ac) in particular, (ac) can deal with the Ground- (ah) and Grass-type Pokemon that threaten Sandy Shocks with a super effective STAB move. A large variety of defensively-oriented (ah) types have their merits as well, including but not limited to: Tera Grass, (rsc, ac) which resists Water and Ground while hitting both types back super effectively, Tera Flying, (rsc, ac) which adds an immunity to Ground while also hitting Grass-types super effectively, Tera Water, (rsc, ac) which resists Water while hitting Ground-types super effectively, and Tera Fairy, (rsc, ac) which is overall a great type to have both defensively and offensively. Ghost-type Tera Ghost is also a good choice for lead Sandy Shocks, preventing the opponent foe from using Rapid Spin to remove the entry hazards Sandy Shocks sets up. Despite all of its strengths, it should primarily be considered when paired alongside another mid-tier Tera Captain because there are better options in the higher tiers.

Draft Strategy
========
Sandy Shocks is a relatively inflexible glue Pokemon, so it fits in a lot of draft archetypes but requires additional support in addition to the entry hazard support it provides.

**Strong physical attackers**: Sandy Shocks can easily pivot away from special walls and enable physical attackers to safely get their attacks off.

**Wincons**: Sandy Shocks provides the entry hazard support that wincons will need to finish the game off, so be sure to draft Pokemon, (ac) such as Iron Boulder or and Darkrai, (ac) that can fit this role.

**Spinblockers**: Gholdengo is a great partner for Sandy Shocks due to its ability to also prevent the use of Defog, but having any Ghost-type to spinblock (rs) will suffice most of the time. Annihilape (rc) or and any Defiant or Competitive Pokemon (rc) are other great partners because the pressure to not give +2 to the respective attacking stat will assist in keeping the hazards on the field.

**Knock Off support**: A Knock Off user to remove the Heavy-Duty Boots that will likely come to be present in a game with Sandy Shocks is useful to get the continuous chip damage that wincons need.

Checks and Counters
========
**Grass-types**: Resisting both of Sandy Shocks's STAB types STABs and threatening it back with a super effective move, Grass-types are problematic pose a problem to Sandy Shocks, especially if it cannot Terastallize.

**Ground-types**: With an immunity to Electric, Ground-types threaten to stop Sandy Shocks from freely pivoting with Volt Switch and threaten it with a super effective move. Gliscor and Landorus are especially good counters to a Sandy Shocks that cannot (rs) Terastallize because of their immunities to both of Sandy Shocks's STAB moves or types if you prefer STABs.

**Faster Pokemon**: Choice Scarf or Booster Energy users faster than +1 Sandy Shocks, (ac) such as Iron Treads or Walking Wake, (ac) can threaten to OHKO Sandy Shocks before it has an opportunity to take action.

**Special walls**: Although Sandy Shocks has a high base Special Attack, a special wall like Florges or Scream Tail can take a hit and heal the damage back. However, Sandy Shocks can set up entry hazards on predicted switches to these special walls.

[credits]
Written by:
https://www.smogon.com/forums/members/henguinie.313217/
Quality checked by:
https://www.smogon.com/forums/members/abriel.473082/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
Implemented and ready for publishing.
 
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