First look
I did an RMT on a very similar team to this one I'm posting now. this is that team with those certain corrections. this team is extremely boss. for a while i was constantly top 15 on the ladder with this team. --but then i realized how dumb laddering on reborn is--. Well here it is.
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 80 Atk / 100 SAtk / 76 Spd
Brave Nature (+Atk, -Spd)
- Substitute
- Pursuit
- Ice Beam
- Focus Punch
I love this ttar. its a boah set because of the sub focus punch combo. pursuit is to catch ferrothorn. ice beam to take out any dragons. i use to run fire blast over ice beam but then i realized i want to kill dragons instead. chandelure
really takes care of anything that i would need fire blast for.
Chandelure (M) @ Choice Scarf
Trait: Shadow Tag
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Shadow Ball
- Hidden Power [ice]
- Energy Ball
Cahndelure = pro revenge killer. I usually don't wouldn't put a chandelure on a sand team, but if you combine him with my jellithorn core, it gives me a grass/ water/ fire core. it comes in super handy. but as far as his set, everyone knows how a chandelure scarf set works. come in after a kill or on a fighting move and just blast the opponent with super high sp attk and stab overheat. hidden power ice for gliscor and dragons. energy ball for swampert / gastradon / quagsire. shadow ball is stab and hits pretty hard.
Ferrothorn (M) @ Rocky Helmet
Trait: Iron Barbs
EVs: 4 HP / 252 Atk / 252 Def
Relaxed Nature (+Def, -Spd)
- Gyro Ball
- Power Whip
- Stealth Rock
- Thunder Wave
first part of the defensive core of the team. sets up up hazards. thunder wave sweepers. does huge damage to physical attackers thanks to rocky helmet. power whip in case of taunt. gyro ball for filler.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 236 HP / 224 Def / 48 Spd
Bold Nature (+Def, -Atk)
- Shadow Ball
- Scald
- Will-O-Wisp
- Recover
second part of the defensive core. together with ferrothorn and chandelure, i have pretty good coverage. this dude is a total wall because of his monster sp def ans well as the hp evs. i gave him evs in def too so he can tank a hit from a sp attacker and come back with a will o wisp. scald is there to burn as well. shadow ball for for stab. recover because every good tank needs it.
Garchomp (F) @ BrightPowder
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Dragon Claw
- Earthquake
- Fire Fang
This is where the big hitters of the team come in. Garchomp is a monster because of the extra evasion boost it gets in sand. add on bright powder and the misses will start coming left and right. i can usually squeeze in a SD before i start attacking. dragon claw for great stab, and earthquake for the same reason. fire fang is for skarmory, although it doesn't really help that much...
Excadrill (F) @ Air Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Swords Dance
- Rock Slide
- X-Scissor
standard sweeper for any sand team. super speed thanks to sand rush. swords dance to get his attack to sweeping standards. earthquake for most things. rock slide for flying pokemon. x-scissor for renicoulous, or however you spell it.
this team is pretty much perfect, or at least i think so. really the only reason i posted this RMT was to see if those occasional loses were due to my personal battle errors, or if there a couple flaws i could fix. any advice would be aprreciated.