Intro:
I decided to build around Mega Garchomp with less of a sand team approach and more with an offensive team approach. In the past I’ve tried to make Mega Garchomp work on a wack team which did alright, not the best but it did decent. Since then I’ve been working on my team building and got this team created. It may not look the best but I think I did a pretty good job on it. I’ve peaked around 1600’s with the team atm, but I’ve notice weaknesses to the team and feedback would be much appreciated.
Team Preview:
Team Building Process:
I started with Mega Garchomp and Banded Tyranitar for the core of the team. Tyranitar’s sand stream boosts the power of Mega Garchomp’s Earthquake. And the Choice Band increases Tyranitar’s attack to break through some walls Garchomp cannot.
Next I added Flyinium Z Landorus-T to break through AV Tangrowth, set up Rocks, & act as a pivot.
Next I notice that I needed a special wallbreaker on the team, something that has is able to shut down Toxapex or Mantine in a 1 on 1. With that on mind I decided to use Calm Mind + Taunt Keldeo. Suicine was my other option but Toxapex shuts it down with haze.
After adding Keldeo, I realized that most of my team is grounded and spikes would be the death of this team. With that in mind, I chose a bulky defogger for the team: Zapdos.
Lastly I need some sort of speed control for the team. I decided on Tapu Lele due to it being able to stop priority moves with it’s ability.
In depth analysis:
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Ability - Rough Skin
EVs - 252 Atk | 4 Def | 252 Spe
Nature - Jolly
Dragon Claw | Earthquake | Stone Edge | Swords Dance
Mega Garchomp is the mega of the team. With it’s high attack stat and being able to use Swords Dance, it’s a hard pokemon to switch into. Dragon Claw is for stab and other dragon types. Earthquake is for strong stab, especially under sand storm. Stone Edge is for completing the EdgeQuake core, mainly for Volcaronas or Charizard Y. Swords Dance boosts up Mega Garchomp’s high attack stat even more, giving it more damage.
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Ability - Sand Stream
EVs - 52 HP | 252 Atk | 204 Spe
Nature - Adamant
Stone Edge | Earthquake | Crunch | Pursuit
Tyranitar’s main purpose is to weaken walls for its teammates so they can clean up. Stone Edge is for flying types and strong stab. Earthquake completes the EdgeQuake core and is a strong move against steel and fire types. Crunch is it’s secondary form of stab, deals heavy damage to anything that doesn’t resist it. Lastly Pursuit is to trap choice lock psychic or ghost types in the game. Also the EV spread gives Tyranitar a chance to live a +1 Bug Buzz from Volcarona under Sand.
Landorus-T is a nice check for bulky grass types, a rock setter, and a pivot all in one. Fly is for creating Supersonic Skystrike which is a powerful nuke move for anything that does not resist it. Earthquake is for strong stab against grounded pokémon. Stealth Rocks is break sashes, sturdies, and cause chip every time the opponent switches out. Lastly U-Turn is for momentum which this team greatly appreciates.
Keldeo’s set acts as a weaker version of VinCune. Weaker as in less recovery but more coverage. Scald is just to spam against your opponent to get a burn and decent stab. Secret Sword is for special walls that have no defense. Calm Mind allows you to set up against special attackers that do not do as much damage. Lastly Taunt is to prevent Keldeo from lossing it’s stat and from being toxic.
Zapdos was chosen due to the fact of it can check non Stone Edge Hawlucha and it being able to PP stall physical attackers. Discharge is a strong defensive move that is used for its high chance to paralyze my opponent’s pokémon. Defog is for removing hazards and Aurora Veil / Dual Screens. Roost is to keep this wall alive and annoying. Lastly Heat Wave is for steel types that are out on the field. The 20 speed EVs are so Zapdos is able to outspeed Timid Magnezone.
Tapu Lele provides Psychic Terrain which stops priority moves and boosts its Psychic moves. Psychic is it’s main form of stab against physical walls, while Psyshock is for special walls. Moonblast is strong stab against anything that does not resist it. Lastly Hidden Power Fire is for coverage against steel types.
Conclusion:
The team has its weaknesses but some can be played around while others, not so much. Any suggestions would be very much appreciated.
Importable:
I decided to build around Mega Garchomp with less of a sand team approach and more with an offensive team approach. In the past I’ve tried to make Mega Garchomp work on a wack team which did alright, not the best but it did decent. Since then I’ve been working on my team building and got this team created. It may not look the best but I think I did a pretty good job on it. I’ve peaked around 1600’s with the team atm, but I’ve notice weaknesses to the team and feedback would be much appreciated.
Team Preview:






Team Building Process:


I started with Mega Garchomp and Banded Tyranitar for the core of the team. Tyranitar’s sand stream boosts the power of Mega Garchomp’s Earthquake. And the Choice Band increases Tyranitar’s attack to break through some walls Garchomp cannot.



Next I added Flyinium Z Landorus-T to break through AV Tangrowth, set up Rocks, & act as a pivot.




Next I notice that I needed a special wallbreaker on the team, something that has is able to shut down Toxapex or Mantine in a 1 on 1. With that on mind I decided to use Calm Mind + Taunt Keldeo. Suicine was my other option but Toxapex shuts it down with haze.





After adding Keldeo, I realized that most of my team is grounded and spikes would be the death of this team. With that in mind, I chose a bulky defogger for the team: Zapdos.






Lastly I need some sort of speed control for the team. I decided on Tapu Lele due to it being able to stop priority moves with it’s ability.
In depth analysis:

@

Ability - Rough Skin
EVs - 252 Atk | 4 Def | 252 Spe
Nature - Jolly
Dragon Claw | Earthquake | Stone Edge | Swords Dance
Mega Garchomp is the mega of the team. With it’s high attack stat and being able to use Swords Dance, it’s a hard pokemon to switch into. Dragon Claw is for stab and other dragon types. Earthquake is for strong stab, especially under sand storm. Stone Edge is for completing the EdgeQuake core, mainly for Volcaronas or Charizard Y. Swords Dance boosts up Mega Garchomp’s high attack stat even more, giving it more damage.

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Ability - Sand Stream
EVs - 52 HP | 252 Atk | 204 Spe
Nature - Adamant
Stone Edge | Earthquake | Crunch | Pursuit
Tyranitar’s main purpose is to weaken walls for its teammates so they can clean up. Stone Edge is for flying types and strong stab. Earthquake completes the EdgeQuake core and is a strong move against steel and fire types. Crunch is it’s secondary form of stab, deals heavy damage to anything that doesn’t resist it. Lastly Pursuit is to trap choice lock psychic or ghost types in the game. Also the EV spread gives Tyranitar a chance to live a +1 Bug Buzz from Volcarona under Sand.

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Ability - Intimidate
EVs - 252 Atk | 4 Def | 252 Spe
Nature - Adamant
Fly | Earthquake | Stealth Rock | U-Turn

Ability - Intimidate
EVs - 252 Atk | 4 Def | 252 Spe
Nature - Adamant
Fly | Earthquake | Stealth Rock | U-Turn
Landorus-T is a nice check for bulky grass types, a rock setter, and a pivot all in one. Fly is for creating Supersonic Skystrike which is a powerful nuke move for anything that does not resist it. Earthquake is for strong stab against grounded pokémon. Stealth Rocks is break sashes, sturdies, and cause chip every time the opponent switches out. Lastly U-Turn is for momentum which this team greatly appreciates.

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Ability - Justified
EVs - 252 SpA | 4 SpD | 252 Spe
Nature - Timid
Scald | Secret Sword | Calm Mind | Taunt

Ability - Justified
EVs - 252 SpA | 4 SpD | 252 Spe
Nature - Timid
Scald | Secret Sword | Calm Mind | Taunt
Keldeo’s set acts as a weaker version of VinCune. Weaker as in less recovery but more coverage. Scald is just to spam against your opponent to get a burn and decent stab. Secret Sword is for special walls that have no defense. Calm Mind allows you to set up against special attackers that do not do as much damage. Lastly Taunt is to prevent Keldeo from lossing it’s stat and from being toxic.

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Ability - Justified
EVs - 248 HP | 240 Def | 20 Spe
Nature - Bold
Discharge | Defog | Roost | Heat Wave

Ability - Justified
EVs - 248 HP | 240 Def | 20 Spe
Nature - Bold
Discharge | Defog | Roost | Heat Wave
Zapdos was chosen due to the fact of it can check non Stone Edge Hawlucha and it being able to PP stall physical attackers. Discharge is a strong defensive move that is used for its high chance to paralyze my opponent’s pokémon. Defog is for removing hazards and Aurora Veil / Dual Screens. Roost is to keep this wall alive and annoying. Lastly Heat Wave is for steel types that are out on the field. The 20 speed EVs are so Zapdos is able to outspeed Timid Magnezone.

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Ability - Justified
EVs - 252 SpA | 4 SpD | 252 Spe
Nature - Timid
Psychic | Psyshock | Moonblast | Hidden Power [Fire]

Ability - Justified
EVs - 252 SpA | 4 SpD | 252 Spe
Nature - Timid
Psychic | Psyshock | Moonblast | Hidden Power [Fire]
Tapu Lele provides Psychic Terrain which stops priority moves and boosts its Psychic moves. Psychic is it’s main form of stab against physical walls, while Psyshock is for special walls. Moonblast is strong stab against anything that does not resist it. Lastly Hidden Power Fire is for coverage against steel types.
Conclusion:
The team has its weaknesses but some can be played around while others, not so much. Any suggestions would be very much appreciated.
Importable:
Garchomp-Mega @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Fly
- Earthquake
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Taunt
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Hidden Power [Fire]
- Moonblast
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Fly
- Earthquake
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Taunt
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Hidden Power [Fire]
- Moonblast