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Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP / 32 Atk / 224 SpD
Adamant Nature
- Stealth Rock
- Payback
- Earthquake
- Stone Edge
Reasoning: T-Tar serves as a useful opening pokemon since it has pretty decent bulk, whip up sandstorm to deal with those pesky scarfers, has SR access and the ability to hit a fair few pokemon quite hard.
The logic behind SR is obvious enough. With 0 investment in speed Payback hits harder then Crunch and even with speed investment T-Tar would likely be attacking second anyway. Stone edge is a powerful STAB and EQ is for coverage.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Gyro Ball
- Earthquake
- Stealth Rock
Reasoning: This pokemon is so underrated it isn't funny. Not only is it just plain hard to kill but it counters/checks some flat out annoying pokemon in the OU tier such as Metagross, Diancie and Lando.
With 0 investment in speed, Gyro ball hits fairies and rock-types hard and does a decent amount of damage to several neutral pokemon as well. Earthquake is great for dealing with Metagross, Excadrill and any fire-types foolish enough to switch in. Stealth Rock is there to discourage frequent switching and is a back-up plan should T-Tar faint.
For the ability I use Levitate since it allows a free switch in to opposing ground-types whilst Heatproof only provides a resistance to fire attacks. Heavy Metal is useless.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 252 SpD / 4 Spe
Timid Nature
- Giga Drain
- Psychic
- Leech Seed
- Earth Power
Reasoning: Bulky Celebi, I honestly don't have much experience with Celebi but after having team after team struggle to adequately counter Keldeo enough was enough. Celebi is always a good way to deal with annoyances like leech seed and Slowbro.
Giga Drain hits fairly hard when combined with 252 Sp. Atk EVs and provides recovery. Psychic is a just great STAB. Leech Seed encourages potentially threatening pokemon to switch out and can provide recovery for pokemon like Heatran or Bronzong that can tank a lot but have no reliable recovery. Earth Power hits fire-type switch-ins and provides coverage.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Ancient Power
- Will-O-Wisp
- Taunt
Reasoning: Honestly, I needed something for Talonflame and I couldn't fit Slowbro in since I already have two psychic pokemon on this team and don't need a crippling weakness to Bug of all things. Heatran is also a good counter for those pesky fire and steel types and makes people regret using Celebi, Serperior or Ferrothorn.
Lava Plume is an accurate and fairly powerful Stab move with a good chance of burning my opponent. Ancient Power is to hit Talonflame or other opposing fire-types super-effectively whilst also potentially raising stats. Will-O-Wisp is great for crippling bulky foes and Taunt
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Waterfall
- Crunch
- Protect
- Ice Beam
Reasoning: Sharpedo is a great late game cleaner and rips through a lot of teams. With already high speed, after protect + speedboost there's very little that can outspeed it and with its new mega-evolution it murders a lot of pokemon.
Waterfall and Crunch are great STAB choices with Waterfall also carrying a possible flinch which proves very useful at times. Both easily hit weak pokemon and more often than not KO neutral or even occasionally resistant pokemon. Mega-Charizard-Y, Heatran, Rotom-H etc. fear Waterfall. Lati@s, Celebi, Jirachi, Metagross, Gengar, Alakazam all fear Crunch. Ice Beam OHKOs Lando and catches other intimidate pokemon by surprise also.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Reasoning: This is basically a staple pokemon. It can take a hit from a lot of threats, is a free switch-in on EQ and outspends a lot of pokemon.
Earthquake is a great STAB and hits a lot of pokemon very hard. U-Turn hits Slowbro and Starmie and allows Lando to avoid dangerous pokemon. Stone Edge is for flying types that avoid EQ and Knock Off is for being Knock Off.
Here's a video that sort of shows how some of the team should work: https://replay.pokemonshowdown.com/pokecommunity-ou-181689
Problems: I got absolutely wrecked by a mega-gallade and I still feel that a lot of hyper-offensive strategies are going to be really problematic. Not to mention that once one pokemon goes down the synergy of the team seems to completely fall apart.
Considering: Changing to a different Celebi set. Adding in Excadrill over Lando.
*Note: I don't mind this not being primarily a sand team, so if T-Tar needs to go I'm happy to switch it out.
Ability: Sand Stream
EVs: 252 HP / 32 Atk / 224 SpD
Adamant Nature
- Stealth Rock
- Payback
- Earthquake
- Stone Edge
Reasoning: T-Tar serves as a useful opening pokemon since it has pretty decent bulk, whip up sandstorm to deal with those pesky scarfers, has SR access and the ability to hit a fair few pokemon quite hard.
The logic behind SR is obvious enough. With 0 investment in speed Payback hits harder then Crunch and even with speed investment T-Tar would likely be attacking second anyway. Stone edge is a powerful STAB and EQ is for coverage.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Gyro Ball
- Earthquake
- Stealth Rock
Reasoning: This pokemon is so underrated it isn't funny. Not only is it just plain hard to kill but it counters/checks some flat out annoying pokemon in the OU tier such as Metagross, Diancie and Lando.
With 0 investment in speed, Gyro ball hits fairies and rock-types hard and does a decent amount of damage to several neutral pokemon as well. Earthquake is great for dealing with Metagross, Excadrill and any fire-types foolish enough to switch in. Stealth Rock is there to discourage frequent switching and is a back-up plan should T-Tar faint.
For the ability I use Levitate since it allows a free switch in to opposing ground-types whilst Heatproof only provides a resistance to fire attacks. Heavy Metal is useless.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 252 SpD / 4 Spe
Timid Nature
- Giga Drain
- Psychic
- Leech Seed
- Earth Power
Reasoning: Bulky Celebi, I honestly don't have much experience with Celebi but after having team after team struggle to adequately counter Keldeo enough was enough. Celebi is always a good way to deal with annoyances like leech seed and Slowbro.
Giga Drain hits fairly hard when combined with 252 Sp. Atk EVs and provides recovery. Psychic is a just great STAB. Leech Seed encourages potentially threatening pokemon to switch out and can provide recovery for pokemon like Heatran or Bronzong that can tank a lot but have no reliable recovery. Earth Power hits fire-type switch-ins and provides coverage.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Lava Plume
- Ancient Power
- Will-O-Wisp
- Taunt
Reasoning: Honestly, I needed something for Talonflame and I couldn't fit Slowbro in since I already have two psychic pokemon on this team and don't need a crippling weakness to Bug of all things. Heatran is also a good counter for those pesky fire and steel types and makes people regret using Celebi, Serperior or Ferrothorn.
Lava Plume is an accurate and fairly powerful Stab move with a good chance of burning my opponent. Ancient Power is to hit Talonflame or other opposing fire-types super-effectively whilst also potentially raising stats. Will-O-Wisp is great for crippling bulky foes and Taunt
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Waterfall
- Crunch
- Protect
- Ice Beam
Reasoning: Sharpedo is a great late game cleaner and rips through a lot of teams. With already high speed, after protect + speedboost there's very little that can outspeed it and with its new mega-evolution it murders a lot of pokemon.
Waterfall and Crunch are great STAB choices with Waterfall also carrying a possible flinch which proves very useful at times. Both easily hit weak pokemon and more often than not KO neutral or even occasionally resistant pokemon. Mega-Charizard-Y, Heatran, Rotom-H etc. fear Waterfall. Lati@s, Celebi, Jirachi, Metagross, Gengar, Alakazam all fear Crunch. Ice Beam OHKOs Lando and catches other intimidate pokemon by surprise also.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Reasoning: This is basically a staple pokemon. It can take a hit from a lot of threats, is a free switch-in on EQ and outspends a lot of pokemon.
Earthquake is a great STAB and hits a lot of pokemon very hard. U-Turn hits Slowbro and Starmie and allows Lando to avoid dangerous pokemon. Stone Edge is for flying types that avoid EQ and Knock Off is for being Knock Off.
Here's a video that sort of shows how some of the team should work: https://replay.pokemonshowdown.com/pokecommunity-ou-181689
Problems: I got absolutely wrecked by a mega-gallade and I still feel that a lot of hyper-offensive strategies are going to be really problematic. Not to mention that once one pokemon goes down the synergy of the team seems to completely fall apart.
Considering: Changing to a different Celebi set. Adding in Excadrill over Lando.
*Note: I don't mind this not being primarily a sand team, so if T-Tar needs to go I'm happy to switch it out.