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Fusion_Blastoise
20th December 2010, 12:15 PM
Ok, so here's for round two of my Sand Storm team. First Draft is available in the spoiler at the bottom of this post :). Thanks to TheBlueRabbit for the help already given to me.


AT A GLANCE
http://floatzel.net/pokemon/black-white/sprites/images/450.png
http://floatzel.net/pokemon/black-white/sprites/images/73.png
http://floatzel.net/pokemon/black-white/sprites/images/530.png
http://floatzel.net/pokemon/black-white/sprites/images/623.png
http://floatzel.net/pokemon/black-white/sprites/images/248.png or http://floatzel.net/pokemon/black-white/sprites/images/445.png
http://floatzel.net/pokemon/black-white/sprites/images/385.png

http://floatzel.net/pokemon/black-white/sprites/images/450.png
Hippowdon (Hiphopod)@Lefties

Nature: Relaxed
Ability: Sand Stream
Moveset:

- Stealth Rock
- Slack Off
- Ice Fang
- Earthquake

Sets up sandstorm and stealth rocks. Ice Fang deals with dragons and checks enemy Doryuuzu holding balloon. Earthquake provides a nice STAB. – Speed Nature to insure that his weather goes through (do I really need this? I just thought I might because weather is meant to be more prevelant in gen 5).


http://floatzel.net/pokemon/black-white/sprites/images/73.png
Tentacruel (Squidly) @Black Sludge
Nature: Calm
EVs: 252 HP, 120 Defence, 64 Special Attack 72 Special Defence
Ability: Clear Body
Moveset:

- Toxic Spikes
- Confuse Ray
- Sludge Wave
- Surf

EV spread is kinda weird but the point is to provide bulk with the residual going into special attack. This deals with my weakness to fire and fighting types while allowing toxic spikes to be set up. Confusion can force switches, or provide an opportunity to switch in. Lefties is an option over sludge but meh. It heals off sandstorm damage. Stealth Rock plus toxic damage can be devastating if spread around. I ‘spose I could put rapid spin as an option, but seeing as Doryuuzu has it anyway I don’t see any use for it tbh. However, this set requires a spin blocker (although from what I’ve read rapid spin isn’t that common in 5th gen anyway).

http://floatzel.net/pokemon/black-white/sprites/images/623.png
Goruugu (Goguru)@Leftovers

Nature: Adamant
EVs: 224 HP, 252 Attack, 32 Speed
Ability: No Gaurd
Moveset

-Dynamic Punch
-Rock Polish
-Earthquake
-Stone Edge

Tentacruel has decent synergy with Goruugu taking the grass/water/ice attacks from him while he takes the electric and ground for Tentacruel. This guy also acts as a spin blocker. Rock Polish then sweep. Type coverage is limited but I should be okay with what's there. No Gaurd is an awesome ability but it's a dream world one so I'll have to wait till it's released before I can use it. Thanks TheBlueRabbit for this set suggestion! :D


http://floatzel.net/pokemon/black-white/sprites/images/248.png
Tyranitar (Tarty)@Leftovers

Nature : Careful
EVs : 252 HP, 136 Attack, 120 Special Defence
Ability: Sand Stream
Moveset:
- Substitute
- Hone Claws
- Focus Punch / Stone Edge / Crunch/ Earthquake
- Dragon Tail

This guy will force switches behind a sub. Third moveslot is up for debate. Focus Punch has the best base power, but Stone Edge’s accuracy loss is lessened when Hone Claws is considered. Then there’s always Crunch and quake too… Careful nature and 120 Special Defence allow for nice special bulk while 252 HP allows for substitutes containing 101 HP meaning they can’t be broken by S-Toss or Night Shade in one go. The remainder went in Attack. I could have put them in speed but it seemed rather redundant given dragon tail’s negative priority. Sub, Hone Claws, then sweep or force switch. If Hipopod gets KO'd and someone else sets up another weather, this guy can come in and set up sand again. This guy does add a fighting weakness but with Squidly and Goguru there he should be covered.


http://floatzel.net/pokemon/black-white/sprites/images/530.png
Doryuuzu (Dory)@Baloon

Nature : Jolly
EVs : 4 HP, 252 Attack 252 Speed
Moveset

- Sword Dance
- Earthquake
- Rock Slide
- Return / Rapid Spin

Pretty much a standard poke. Ridiculous in sandstorm, Dory is my main sweeper. Balloon is of course there to get rid of (temporarily) his ground weakness. Basically sword dance and sweep. Rapid Spin is an option but imo, my team doesn’t really need the support. It's there though... Jolly nature is used in preference to adamant in the hope that he’ll be faster than other Doryuuzu.

http://floatzel.net/pokemon/black-white/sprites/images/385.png
Jirachi (Chi) @Leftovers

Nature: Timid
EVs: 252 HP, 4 Special Attack, 252 Speed
Moveset:

- Charge Beam
- Wish
- Psychic / Energy Ball / Shadow Ball / Flash Canon
- Psychic / Energy Ball / Shadow Ball / Flash Canon

Charge Beam gets the guaranteed boost while Jirachi provides wish support for my team. The last two slots are a matter of personal preference. I think I’d go with Psychic and Flash Canon for STAB. Dory and Tenta in particular would enjoy being passed a wish.


Once again, I have this here poke which could replace T-Tar. I actually think it fills the role better. Thoughts?


http://floatzel.net/pokemon/black-white/sprites/images/445.png
Garchomp (Chompa)@Leftovers

Nature: Jolly
EVs: 204 HP, 104 Defence, 140 Special Defence, 60 Speed
Ability: Sandveil
Moveset:

- Substitute / Protect
- Dragon Tail
- Earthquake
- Swords Dance / Hone Claws / Protect

Sword dance seems far more superior here but hone claws does provide an accuracy boost which Dragon Tail (with it's 90 Accuracy) wouldn't mind. Protect on the other hand allows for toxic and sandstorm damage as well as lefties recovery to kick in. Dragon Tail forces switches with STAB while Earthquake is just another strong STAB move. 204 HP EVs gives 101 substitutes. 60 speed and jolly nature outrun neutral base 90s. I'm not so sure as far as the defensive stat distribution but I don't have a 5th gen damage calculator to work with and this seems decently bulky on both sides. Protect is also listed as an option instead of substitute but I think I like the idea of sub more. EDIT. It seems the damage calcs I did without a calculator are correct. This is just enough to withstand a +2 Doryuuzu earthquake while 1HKOing back with EQ or forcing a switch if given balloon variants. After a SD, KO is gaurunteed :).


Ok. This is my first team in almost forever [haven’t posted since the beginning of Gen 4] and I’m not all that familiar with gen 5 but here I go anyway. I wanted to make a team centred around two of my favourite Pokemon, Muurando and Shuckle. Then I realised that a sandstorm team would be the way to go. The name in brackets is the nickname I intend to give them. Suggestions and criticism are welcome so feel free. I’m not familiar with gen 5 threats so anyone willing to help in that regard is greatly appreaciated. So, here is my team;


AT A GLANCE
http://floatzel.net/pokemon/black-white/sprites/images/450.png http://floatzel.net/pokemon/black-white/sprites/images/332.png or http://floatzel.net/pokemon/black-white/sprites/images/598.png http://floatzel.net/pokemon/black-white/sprites/images/530.png http://floatzel.net/pokemon/black-white/sprites/images/508.png http://floatzel.net/pokemon/black-white/sprites/images/213.png http://floatzel.net/pokemon/black-white/sprites/images/385.png


http://floatzel.net/pokemon/black-white/sprites/images/450.png
Hippowdon (Hiphopod)@Lefties

Nature: Relaxed
Ability: Sand Stream
Moveset:

- Stealth Rock
- Slack Off
- Ice Fang
- Earthquake

Sets up sandstorm and stealth rocks. Ice Fang deals with dragons and checks enemy Doryuuzu holding balloon. Earthquake provides a nice STAB. – Speed Nature to insure that his weather goes through (do I really need this? I just thought I might because weather is meant to be more prevelant in gen 5).


http://floatzel.net/pokemon/black-white/sprites/images/332.png
Cacturn (Cacky) @ Choice Band/Choice Scarf

Nature: ???
EVs: ???
Ability: Sand Veil
[/b]Moveset:[/b]

- Switcheroo
- Sucker Punch
- Seed Bomb
- Disable / Sword Dance / Spikes / Grass Whistle / Leech Seed

Basic premise is to switcheroo a choice onto something that can’t use it well, then proceed to sweep with sucker punch and seed bomb and hope sand veil hax kicks in. Swapping a scarf isn’t too bad as sucker punch comes in with priority but I think that choice band is generally the better option as it provides a nice boost to Cacturn in the event it doesn’t swap it. Seed bomb provides a nice physical STAB. The last slot has so many options. Disable works well with tricking a choice item as it’s ridiculously funny to see someone stuck in a struggle. Sword Dance could help increase Cacturn’s already decent attack stat. Spikes is nice but I’ve already got SRs. Grass whistle can be a god send but 55 accuracy is :/. And of course there’s always leech seed which can add to Cacky’s survivability. Cacturn as a grass type also checks - to some extent - some of the major threats a sandstorm team has in water types. Suggest EV / Nature spreads please! I want to keep him bulky while not sacrificing too much attack. Not sure how I go about this one :/ don’t really care about speed. Final move would be greatly appreciated as well.


http://floatzel.net/pokemon/black-white/sprites/images/530.png
Doryuuzu (Dory)@Baloon

Nature : Jolly
EVs : 4 HP, 252 Attack 252 Speed
Moveset

- Sword Dance
- Earthquake
- Rock Slide
- Return / Rapid Spin

Pretty much a standard poke. Ridiculous in sandstorm, Dory is my main sweeper. Balloon is of course there to get rid of (temporarily) his ground weakness. Basically sword dance and sweep. Rapid Spin is an option but imo, my team doesn’t really need the support ‘cept maybe Shuckle. Jolly nature is used in preference to adamant in the hope that he’ll be faster than other Doryuuzu.


http://floatzel.net/pokemon/black-white/sprites/images/508.png
Muurando (Murma)@Leftovers

Nature: Adamant
EVs: 40 HP, 52 Attack, 228 Speed
Ability: Sand Throw
[/b]Moveset:[/b]

- Return
- Wild Bolt
- Thunder wave / Yawn
- Ice Fang / Fire Fang

Sand throw makes Murma a force to be reckoned with doubling it’s speed :D. Although people generally tend to put Muurando on the shelf next to Doryuuzu, Murma has a vastly better move pool and no weakness to ground. The idea is that this is basically a revenge killer set. My hope is that Murma will come in on anything that kills Doryuuzu and revenge kill it with no mercy. Return of course is the main stab in both proposed sets while Wild Bolt is there to provide coverage. Status is always nice. While T-Wave halves speed and makes them set up fodder for someone else (Jirachi), yawn can force a switch as getting put to sleep is not something one can risk this gen. The choice of Fire Fang and Ice Fang just depends on what I’m trying to cover. I think I’ll go with Ice Fang though as it gives the most coverage tbh.


http://floatzel.net/pokemon/black-white/sprites/images/213.png
Shuckle (Shucks)@Lefties/Chesto Berry

Nature: Impish/Calm
EVs: 252 HP, 248 Defence, 8 Sp. Def.
IVs: 0 Attack, 0 Special Attack
Ability: Sturdy
Moveset

- Power Share
- Rest
- Toxic
- Knock Off / Wrap / Safeguard / Sand Tomb / Accupressure / Encore


When Black and White were released in Japan and info got here to us, I was overjoyed for two reasons. Firstly, because I saw Muurando and was instantly brought in by its cuteness, and secondly because one of my favourite pokemon ever, Shuckle, was brought out of ambiguity and given some nice tools in this gen. Power share can cripple sweepers lowering their attacking stats to abysmal levels (Shuckle’s attack stat at level 100 with 0 IVs is close to 25). Sturdy insures that Shuckle gets that chance with the new buff. Rest heals off damage taken while toxic helps spread status around. The last slot is pretty open once again. Knock Off can ruin certain pokemon by getting rid of their item while wrap and Sand Tomb can keep the opponent trapped in for more toxic damage and leaving power share in effect. Accupressure can provide some defence boosts but I think the loss of evasion to the spectrum was a real hindrance. Safeguard seems rather redundant on a staller with rest but I ‘spose it could also be used to offer some nice support to everyone. Although chesto berry is a “one-time-use” I think it may come in handy considering the new sleep mechanics. Although the consistent lefties recovery is really nice… Suggestions are needed.


http://floatzel.net/pokemon/black-white/sprites/images/385.png
Jirachi (Chi) @Leftovers

Nature: Timid
EVs: 252 HP, 4 Special Attack, 252 Speed
Moveset:

- Charge Beam
- Wish
- Psychic / Energy Ball / Shadow Ball / Flash Canon
- Psychic / Energy Ball / Shadow Ball / Flash Canon

Charge Beam gets the guaranteed boost while Jirachi provides wish support for my team. The last two slots are a matter of personal preference. I think I’d go with Psychic and Flash Canon for STAB. Dory and Murma in particular would enjoy being passed a wish.



I was also considering this over Cacturn. Thoughts please?

http://floatzel.net/pokemon/black-white/sprites/images/598.png
Nattorei (Splikes)@Shed Shell

Nature: Sassy
EVs: 252 HP, 8 Defence, 248 Special Defence
IVs: 0 Speed
Moveset:

- Spikes
- Gyro Ball / Toxic / Power Whip ?
- Leech Seed
- Protect

Setting up spikes is always nice and leech seed health gain is excellent. This one works quite well with Shuckle if he spread around poison as this guy can stall it out with protect. However, there is the option for Splikes to spread toxic around himself. With Splikes’ horrible spead stat, gyro ball will almost always get 150 base power resulting in a nice STAB move. Power Whip is also an option but I’m pretty sure that if I used this I’d go with Gyro Ball. Shed Shell so I don’t get Magnet-Trap raped. Should I use this guy over Cacky? And if I do, Toxic, Gyro or Whip?



So, thanks for taking the time to read my team. Any comments would be appreciated so feel free :D.

Noctourniquet
20th December 2010, 12:39 PM
Ok so what I'm about to say is absolutely nothing but postcount+1 but I'll go ahead anyway, as I really want to give this team a good rate.

Is this going to be semi-competitive? I need to know this before I rate and completely screw up your team. ._.

Fusion_Blastoise
20th December 2010, 12:47 PM
Ok so what I'm about to say is absolutely nothing but postcount+1 but I'll go ahead anyway, as I really want to give this team a good rate.

Is this going to be semi-competitive? I need to know this before I rate and completely screw up your team. ._.

Yeah. Feel free to rate and tear away :D

Noctourniquet
20th December 2010, 1:06 PM
Cool.

Just scanning through your team members, I noticed that Shuckle is more or less useless here. It's a dead weight outside of the Battle Tower, and isn't nearly as bulky as most people hope due to its tragic HP. Additionally, with Power Trick, you will find that your opponent just kills you in a single turn. Besides Jirachi, your team really has no special attackers that can hit hard right off the bat so I'll help you out with that a bit later on once I've organised my thoughts a little bit.


Nice catch with Hippowdon's -Spe Nature, but why Relaxed? Iirc that boosts SpDef. With its naturally high but not outstanding Def, it would be benefitting more from a -Spe, +Def Nature (whichever this happens to be). Otherwise, that should be fine. If you're not sure about the EVs then I'd suggest you just max HP and Def, especially if you're worried about Doryuuzu and Dragons, the majority of which are physical.


None of Cacturne's fourth moves are completely ideal, but out of all of them I'd suggest Swords Dance. Switcheroo is an interesting strategy on an Evasion-based Cacturne which I haven't personally seen before, but you may find that you prefer Substitute, which I would recommend. If this is semi-competitive, the opponent will be switching out a lot anyway and so the choice item won't be able to do that much for you in the long run. As for the EVs, you can probably get away with 252 HP / 252 Atk / 4 Spe, Adamant unless you want to outspeed something specific, and replace the Choice item with Leftovers.


It's a bit of a shame that you have to run Max Spe on Doryuuzu since if this was purely in-game you could have gone with a much bulkier spread but never mind. This is fine as far as I can see, although I'm not completely sure on the mechanics behind Balloon yet.


At present, your whole team has a very large Fire and Fighting weak. Swords Dance Lucario holding a Focus Sash (if they even do that lol) will take one look, laugh, and sweep. The same really goes for anything that can survive Doryuuzu's Earthquake which is in all honesty the only great attacking force on this team. I'll work with you to sort that out at a later point.


For now, that's all I'm doing. I'll come back and help out with the rest later, after I get your thoughts on this first. Hope it helps.

Fusion_Blastoise
20th December 2010, 1:30 PM
Cool.

Just scanning through your team members, I noticed that Shuckle is more or less useless here. It's a dead weight outside of the Battle Tower, and isn't nearly as bulky as most people hope due to its tragic HP. Additionally, with Power Trick, you will find that your opponent just kills you in a single turn. Besides Jirachi, your team really has no special attackers that can hit hard right off the bat so I'll help you out with that a bit later on once I've organised my thoughts a little bit.


Nice catch with Hippowdon's -Spe Nature, but why Relaxed? Iirc that boosts SpDef. With its naturally high but not outstanding Def, it would be benefitting more from a -Spe, +Def Nature (whichever this happens to be). Otherwise, that should be fine. If you're not sure about the EVs then I'd suggest you just max HP and Def, especially if you're worried about Doryuuzu and Dragons, the majority of which are physical.


None of Cacturne's fourth moves are completely ideal, but out of all of them I'd suggest Swords Dance. Switcheroo is an interesting strategy on an Evasion-based Cacturne which I haven't personally seen before, but you may find that you prefer Substitute, which I would recommend. If this is semi-competitive, the opponent will be switching out a lot anyway and so the choice item won't be able to do that much for you in the long run. As for the EVs, you can probably get away with 252 HP / 252 Atk / 4 Spe, Adamant unless you want to outspeed something specific, and replace the Choice item with Leftovers.


It's a bit of a shame that you have to run Max Spe on Doryuuzu since if this was purely in-game you could have gone with a much bulkier spread but never mind. This is fine as far as I can see, although I'm not completely sure on the mechanics behind Balloon yet.


At present, your whole team has a very large Fire and Fighting weak. Swords Dance Lucario holding a Focus Sash (if they even do that lol) will take one look, laugh, and sweep. The same really goes for anything that can survive Doryuuzu's Earthquake which is in all honesty the only great attacking force on this team. I'll work with you to sort that out at a later point.


For now, that's all I'm doing. I'll come back and help out with the rest later, after I get your thoughts on this first. Hope it helps.

Hey thanks for that :) Look forward to more.

Just one comment, I had shuckle using Power Share, not Power Trick. Power Share adds together the Attack stat of you and your opponent and then divides it by two rather than just swapping Attack and Defense and Sp. Attack and Sp. Defence. If you think the same still applies than thanks :). The original idea was to power share and force a switch, if they didn't switch, poison, trap and rest off damage.

I'll have a look into the fighting and Fire weakness maybe replace Shuckle with something?

Also, as far as balloon goes from what I've heard it works like this:

- Behaves as levitate would until struck by a move that is Counter/Mirror Coat-able
- Entry hazards and status do nothing
- Upon entry into battle a message comes up (like with levitate) saying "X is floating using a balloon"

Noctourniquet
20th December 2010, 1:50 PM
Just one comment, I had shuckle using Power Share, not Power Trick. Power Share adds together the Attack stat of you and your opponent and then divides it by two rather than just swapping Attack and Defense and Sp. Attack and Sp. Defence. If you think the same still applies than thanks :). The original idea was to power share and force a switch, if they didn't switch, poison, trap and rest off damage.

And so it does. My mistake, I misread your post. Although I still don't think it's all that viable. Once the Power Share has been done, Shuckle is simply mediocre both offensively and defensively given its horrible Base Spe and HP respectively; you'll have something well-rounded but actually incapable of doing either job. It'll be dead quickly.


I'll have a look into the fighting and Fire weakness maybe replace Shuckle with something?

Yeah, I'd say that Shuckle and possibly Muurando are the team's weak points. They can probably both go. If you want something to fit in with your team by not taking damage from Sandstorm, consider Goruugu > Shuckle;

• Goruugu @ Leftovers
• Adamant Nature
• No Guard
• 224 HP / 252 Atk / 32 Spe
- Earthquake
- Stone Edge
- Dynamicpunch
- Rock Polish

This should work out nicely. An immunity to Fighting coupled with a STABbed answer to Fire will help you out. It fills a fairly bulky sweeping role with Rock Polish, outspeeding a Max Spe Base 90 after one use and then more or less anything else after the second. No Guard works nicely by solving the accuracy issues presented with Dynamicpunch and Stone Edge. While Ground + Fighting provides pretty poor coverage, Dynamicpunch kills off the Ice types that may threaten you and in all honesty 100% accuracy on a powerful moves that will always confuse is too good to pass up on.


As for Muurando, you'll want a special attacker for sure. You may have to digress away from your Sandstorm theme here to get what you want, though. Slowbro is an exceptional counter to most of the Fire and Fighting types that can stop you, for example, as are the Lati@s (although idk if you'd be allowed to use them at all).

• Slowbro @ Leftovers
• Bold Nature
• Regeneration
• 252 HP / 252 Def / 4 Spe
- Psychic
- Surf
- Cal Mind
- Slack Off

The recovery should be adequate in the sandstorm.


By the way, Gliscor and Garchomp (yes.) both do Cacturne's job far better.

Fusion_Blastoise
20th December 2010, 6:08 PM
Ok. So I took what you said and came up with this :) I'll be editing my OP with this. Any new input would be appreciated.

Tentacruel (Squidly) @Black Sludge
Nature: Calm
EVs: 252 HP, 120 Defence, 64 Special Attack 72 Special Defence
Ability: Clear Body
Moveset:

- Toxic Spikes
- Confuse Ray
- Sludge Wave
- Surf

EV spread is kinda weird but the point is to provide bulk with the residual going into special attack. This deals with my weakness to fire and fighting types while allowing toxic spikes to be set up. Confusion can force switches, or provide an opportunity to switch in. Lefties is an option over sludge but meh. It heals off sandstorm damage. Stealth Rock plus toxic damage can be devastating if spread around. I ‘spose I could put rapid spin as an option, but seeing as Doryuuzu has it anyway I don’t see any use for it tbh. However, this set requires a spin blocker (although from what I’ve read rapid spin isn’t that common in 5th gen anyway).

So that’s where the Goruugu set you suggested comes in. Tentacruel has decent synergy with Goruugu taking the grass/water/ice attacks from him while he takes the electric and ground for Tentacruel.

I was also thinking more and I thought that perhaps T-Tar would be a much better option than Cacturn.

Tyranitar (Tartin)@Leftovers

Nature : Careful
EVs : 252 HP, 136 Attack, 120 Special Defence
Ability: Sand Stream
Moveset:
- Substitute
- Hone Claws
- Focus Punch / Stone Edge / Crunch/ Earthquake
- Dragon Tail

This guy will force switches behind a sub. Third moveslot is up for debate. Focus Punch has the best base power, but Stone Edge’s accuracy loss is lessened when Hone Claws is considered. Then there’s always Crunch and quake too… Careful nature and 120 Special Defence allow for nice special bulk while 252 HP allows for substitutes containing 101 HP meaning they can’t be broken by S-Toss or Night Shade in one go. The remainder went in Attack. I could have put them in speed but it seemed rather redundant given dragon tail’s negative priority.

Also... relaxed does raise defence. Just checked it up again.


Then I was thinking again, I could also run basically the same set on a garchomp but he'd get STAB and no fighting weakness.

Garchomp (Chompa)@Leftovers

Nature: Jolly
EVs: 204 HP, 104 Defence, 140 Special Defence, 60 Speed
Ability: Sandveil
Moveset:

- Substitute / Protect
- Dragon Tail
- Earthquake
- Swords Dance / Hone Claws / Protect

Sword dance seems far more superior here but hone claws does provide an accuracy boost which Dragon Tail (with it's 90 Accuracy) wouldn't mind. Protect on the other hand allows for toxic and sandstorm damage as well as lefties recovery to kick in. Dragon Tail forces switches with STAB while Earthquake is just another strong STAB move. 204 HP EVs gives 101 substitutes. 60 speed and jolly nature outrun neutral base 90s. I'm not so sure as far as the defensive stat distribution but I don't have a 5th gen damage calculator to work with and this seems decently bulky on both sides. Protect is also listed as an option instead of substitute but I think I like the idea of sub more.

Noctourniquet
21st December 2010, 6:10 PM
However, this set requires a spin blocker
Goruugu


The Tyranitar set you have there is interesting. You can try it out but I'd suggest making a few modifications to it if you're running it this way.

• Tyranitar @ Leftovers
• Adamant Nature
• 252 HP / 252 Atk / 4 Spe
- Focus Punch
- Substitute
- Crunch
- Dragon Tail

FP + Crunch give spectacular coverage together. I don't really see the use in Hone Claws when none of your moves have imperfect accuracy, assuming you don't use Stone Edge (which is inferior to Crunch + Focus Punch imo, not to mention the PP and reliability).


Don't bother trying to bulk up Chomp which is a wonderful attacker.

• Garchomp @ Leftovers / Brightpowder
• Jolly nature
• 4 HP / 252 Atk / 252 pe (or enough Spe to beat a +ve base 100 if you're not too worried about other Chomp)
- Dragon Claw
- Swords Dance
- Earthquake
- Stone Edge / Rock Slide

I know it's your second Swords Dancer with a similar moveset too, but really if you're going to use Chomp then try to make the best out of it, and imo this is the best set it can run. It could also Scarf but this to me defeats the point of using Sandstorm to boost up your evasiveness given how much you'll have to be switching out.

Although remember that you don't need something with a move to force switches. Playing well, you'll be able to get your opponents into tricky spots anyway and make them switch out. And also remember that using Ttar will give you a Ground weakness.


Still slightly worried about the lack of Special firepower on here, and also noticing that Doryuuzu is becoming more and more redundant. I think that Tenta can go, it's not like you're running a Stall team where it really finds its niche. For a solid special attacker that can function in a Sandstorm, give Togekiss a go.

• Togekiss @ Leftovers
• Modest Nature
• 64 HP / 252 SpAtk / 192 Spe
- Aura Sphere
- Air Slash
- Nasty Plot
- Roost

Roost soaks up damage so you don't have to worry too much about setting up while Leftovers prevents residual damage from Sandstorm from effecting you. The moveset is pretty straightforward, and the 192 Spe EVs outspeed a Max Spe Tyranitar which you can OHKO with Aura Sphere pretty easily.

KentuckyFriedTorchic
23rd December 2010, 7:43 PM
Decent team, sandstorm always provides for strong opponents, I agree with this (with brightpowder because its really annoying to fight one with it)


• Garchomp @ Brightpowder
• Jolly nature
• 4 HP / 252 Atk / 252 pe (or enough Spe to beat a +ve base 100 if you're not too worried about other Chomp)
- Dragon Claw
- Swords Dance
- Earthquake
- Stone Edge / Rock Slide


Next to that, a little nitpick, Clear body on tentacruel is kinda useless imo.
Almost nobody uses -statt moves competivly, only thing it negates is intimidate.... So, i can tell you that you should run liquid ooze. Why you ask?
Leech seed is more common than ever, Roobushin with drain punch is pretty common, so is that yellow gangster snake zuzuruskin(?) and you have your occasional giga drain once in the 100 years. But overall, i scored some ko's with liquid ooze, and your team will be rooboshin proof which is always nice.