Monotype Excadrill Never Dies: Gen 8 Monotype Sand

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By LagSpike776
Introduction:
I started trying out competitive Pokemon around Gen 7 OU right before USUM hit. I struggled as much as you'd expect a complete novice to struggle, but it was fun. Something I'd always wanted to do but never really was able to pull off in OU was a proper sandstorm team. Then, later on, when I got into monotype, I realized that it was time to go for broke. I'd always heard legends of BW Excadrill and how strong it was, pushing sand to the top of the meta with Tyranitar's help, and I wanted to try to replicate that to some extent.

This is my first RMT pls go easy on me

Building Process:
My favorite mon of all time is Mamoswine. Don't ask why, I still don't really know. I was determined to make a sand team with Excadrill as the main sweeper, so I already had 3 slots filled in: Hippowdon to set sand, Mamoswine because I said so, and Excadrill.



The Squad

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Big mama (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def -Sp.Atk)
- Earthquake
- Body Press
- Whirlwind
- Stealth Rock


It would be pretty damn hard to build a sand team without sand, so I decided to pick Hippowdon because it's the only really consistent sand setter that ground type has. I was contemplating trying some wacky stuff with Sandaconda but that just sounds like madness and Sandaconda doesn't have the staying power that the hippo does. Earthquake is mandatory, Body Press is the new hotness and it means that I can get away with not investing into its attack much, whirlwind is to tell physical sweepers to fuck off, and slack off is some nice recovery.

Potential Changes:
  • I don't know what the hell I'm doing when I go to the EV screen so anything relating to that? Sure, you're probably right.​

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Speen (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature (+Atk -Sp. Atk)

- Earthquake
- Iron Head
- X-Scissor
- Rapid Spin

If you're running a sand team and you aren't running a mon that abuses it, then what are you doing? Excadrill is my go-to sand sweeper. This dude KILLS mfs. 135 base attack when you're able to safely run adamant because of sand rush is actually so disgusting. The rapid spin buffs mean that if I'm up against a weakened mon, I could just spin it and get more speed so maybe I could continue even once sand is gone, or if they have a Pokemon on their team that Excadrill can't really touch but I can force a switch in, I could get rid of some hazards in a pinch.

Potential Changes:
  • I really can't think of any mons that are so fast that I'd be forced to run Jolly but you never know
  • Sand Rush is epic but if I really wanted that extra oomph, I could run Sand Force choice scarf. However, as things stand, I sincerely doubt it'd be necessary.
  • Idk bro meteor beam??? X-Scissor is also kind of a scuffed option but coverage on grass types and also bulky mons like slowbro would be nice
  • I find myself having a bit of trouble fully wall-breaking with this mon. Swords dance might be necessary. I could also go choice band instead.

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Then Perish (Mamoswine) (M) @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature (+Spd, -Sp. Atk)

- Earthquake
- Icicle Crash
- Ice Shard

- Knock Off

This mon has NO chill. Mamoswine is one of those mons that puts in work in so many places that I would be remiss to not include it in favor of like, seismitoad or some shit. Band is here to absolutely put the pain on everything. Mamoswine forces switch-ins, and it abuses the hell out of that, with STAB Earthquake and Icicle crash, Ice shard for some priority just in case, and knock off to try to capitalize on enemies switching in a check to at least lower their effectiveness in the future.


Potential Changes:
  • Thick Fat is great and all; makes Mamo actually resist ice and be neutral to fire, but Oblivious might actually be the real play, especially considering it recently got buffed to ignore intimidate as well.
  • I have two whole ass mon in this team with rocks and one of them is a scarfer, and Mamo is a pretty reliable way to get up rocks.
  • Freeze-dry, if I knew what I was doing with my EVs, could be made to obliterate mons like Gyarados, Pelipper, Kingdra, Ludicolo, Swampert, opposing Gastrodon, you get the gist.

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Tier Whore (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature (+Spd, -Sp. Atk)
- Earthquake
- Knock Off
- U-turn
- Stealth Rock


When you have the opportunity to put a mon that's dominated the meta for a whole ass decade on your team, you take it. I'll be honest, I used to mostly chill in UU in gen 7 back when I played, so I don't even know what the hell you're supposed to do with this mon. Crobat used to be my Landorus. I decided that a revenge killer could be useful. Scarf jolly with Knock Off and U-Turn lets me keep up the pressure if necessary. If I can't really touch their switch in and I don't want to u-turn ( Rocky Helmet Ferrothorn or some shit), I can get up my rocks.

Potential Changes:
  • You can do a whole hell of a lot with a mon like this. I used to run Gliscor back in gen 7 Monotype so that I had an extra defensive mon that could stallbreak, but I don't have that luxury in gen 8. You could tell me that literally any Lando-T set is the one to run and I'd believe you.

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Gastronaut (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature (+Sp. Def, -Atk)
IVs: 0 Atk

- Earth Power
- Surf
- Toxic
- Recover

Gastronaut actually knows quite a lot about rolling down in the deep, boasting Storm Drain to make the rain matchup approximately infinity times easier. This mon is my de facto specially defensive tank, and if they send out a special attacker, odds are I'm sending in Gastronaut. I've flip-flopped a bit on this set, going from Scald Clear Smog to Surf Toxic at the end. I want to be able to take out special attackers, so accidentally burning them with scald is probably not for the best.

Potential Changes
  • This mon could go kinda crazy if I decided to try some new stuff. Gastrodon gets Weather Ball access, and since literally everyone expects to run into Storm Drain, I could do some based Sand Force stuff.
  • The EVs could use some work I think but what the hell do I know.

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Robert (Nidoking) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spd, -Sp. Atk)
IVs: 0 Atk

- Sludge Wave
- Earth Power
- Thunderbolt
- Flamethrower

To mend the hole in my heart caused by Gliscor being removed in Gen 8, I decided to try out Nidoking. Sheer Force Nidoking is a well-known force in the world of Pokemon by now, and I'm not really trying to innovate here; I'm trying to make my life easier regardless of the matchup.

Potential Changes
  • Nidoking gets access to half the special moves in the game so I could really do a whole lot with this set, mixing it up.
  • Substitute maybe?
 
Hi!

A solid attempt at the team, you did a really good job, especially for your first rmt. There are a few changes I'd make to optimize the team.

:ss/hippowdon:
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Went with Slack Off as you need Hippowdon to live for as long as possible just so it can continue to set sand for Excadrill. The rest of the moves are the same as went with and your EV spread was fine tbh, you can continue to use yours if you'd like as the 4 evs won't matter regardless of where you put them.

:ss/excadrill:
Excadrill (M) @ Muscle Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

I originally wanted to put Choice band on this as well but honestly didn't want to go with double choice band on this team as I wanna keep the Mamoswine as it is. Muscle Band imo gives you good enough power while also not locking you into a move, which otherwise could force you to switch out. I went with Rock Slide as flying is everywhere so it's a great move to weaken flying / late game sweep it.

:ss/landorus-therian:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Substitute
- Earthquake
- Gravity

Completely agree with you when you say that this pokemon can do a lot. I liked the idea of scarfing it, but you need gravity. Gravity is great because it makes your Mamoswine even scarier as you can just spam earthquake freely for the most part. You want max HP > max Attack just so its harder for your opponent to break sub. Overall the Flying & Poison match up is eased because of this set.

:ss/gastrodon:
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scald
- Recover
- Earthquake
- Toxic

This just acts as your special defensive wall. Scald performs better than surf because of the burn chance (basically 90% chance to burn), the burn on any opponent pokemon just helps you to switch in pokemon you usually couldn't and make more aggressive plays. It would also help Hippowdown wall the pokemon with more ease.

:ss/nidoking:
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Ice Beam
- Sludge Wave

You have more than enough Ground STAB so I removed Earth Power. Ice Beam is great for bulky Landorus-T (which are slower than Nidokings) as well as the Dragon match-up (yes there is Mamoswine but it's always good to have a back up mon in case mamo gets sacked early by a crit).

Here is the full team: https://pokepast.es/4fd91b765a58f9f7 (Also bolded changes made to your sets in the spoilers just to make it easier)

Again solid attempt at making a sand team, I'd recommend trying sandless Ground right now if you get the time, it's been performing better in the meta. Good luck with the new team!
 
Hey there. I totally agree with Plunder, this team looks great. To add on to what he suggested I have a couple EV/move changes I'd suggest.

:Hippowdon:
I'd change Def investment to SpD. This gives you a more reliable switch in to special attacks and bolsters Hippowdon's weaker defense which should give you more general longevity.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 29 Spe
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

:Landorus-Therian:
With the spread I'm proposing you can Sub on Ferrothorns and other slower walls better because of the increased bulk. It makes you survive longer to be able to sweep or even just set Gravity for the team. Max HP, enough HP to Sub on a -1 Atk Ferrothorn then the rest into SpD to round out defenses.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 56 Def / 108 SpD / 96 Spe
Careful Nature
- Earthquake
- Bulk Up
- Substitute
- Gravity

:Nidoking:
This one is purely personal preference. I personally find better coverage with Earth Power over Sludge Wave on Nidoking even if this is a Ground team. The only time that it's really relevant is against Clefable which is still beatable via phasing with Hippowdon or raw attacks from Nidoking or Excadrill.
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Ice Beam
- Earth Power

Hopefully between my little additions and Plunder's suggestions you'll have great success with the team!

Paste with my changes:
:Hippowdon::Mamoswine::Excadrill::Landorus-Therian::Gastrodon::Nidoking:
 
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