Gen 7 Gen 7 Mega Garchomp Sand Balance

Garchomplte

Banned deucer.
Hello, I recently thought of making a gen 7 RMT on my Mega Garchomp sand balance. I have been using this team for quite a while and spammed an older version of it with slowbro and tangrowth when gen 7 was the main gen. This is an updated version that I have been using for maybe 6 months and I had a lot of success with it so I decided to post it here. At the moment I have 90 gxe in gen 7 OU but since I like preserving it I don't really get games, making my rank very decayed.

Proof of ladder success

unnamed (1).jpg
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Now that I'm done saying the ladder accomplishments, let's get to the team:

:sm/garchomp-mega:

I wanted to make a team with Mega Garchomp because it is my favorite Pokemon, I also wanted to use mixed because my older version of the team was Swords Dance.

:sm/garchomp-mega: :sm/hippowdon:

I decided to add Hippowdon because it gives me a reliable stealth rocker and a physical wall. It also offers sand support for Mega Garchomp to fully abuse Sand Force, making it do more damage to checks such as Clefable, Chansey, and Tapu Fini. It also offers a check to Mega Lopunny, Landorus-Therian, Garchomp, Tapu Koko, Magnezone, etc.

:sm/garchomp-mega: :sm/hippowdon: :sm/excadrill:

With Hippowdon on the team, Excadrill offers a lot of offensive utility and appreciates sandstorm because of sand rush. Excadrill can pick off weakened teams late game or can revenge kill set up sweepers such as Belly Drum Kommo-o, Dragonite, Mega Gyarados, Mega Tyranitar, and fast Pokemon. It also appreciates Mega Garchomp wearing down or killing its checks and counters such as Tangrowth, Landorus-Therian, Ferrothorn, and Rotom-Wash.

:sm/garchomp-mega: :sm/hippowdon: :sm/excadrill::sm/toxapex:


Toxapex is a good special wall for this team, checking things such as Greninja, Mega Charizard Y, Tangrowth, Tornadus-Therian, Tapu Fini, Blacephalon, and Keldeo. It also offers a better match up to stall or balance teams because of its ability to switch into things that are passive and shrug them off with regenerator and offers a water resist, which is great for sand teams. Finally, it fits perfectly with Celesteela, resisting fire for it and Celesteela resists ground and psychic for Toxapex.

:sm/garchomp-mega: :sm/hippowdon: :sm/excadrill::sm/toxapex: :sm/tornadus-therian:


Tornadus-Therian fits well on this team, it is a decent Choice Scarf Kartana check and can revenge kill Swords Dance variants. It helps with stall match ups, pairing very well with Toxapex, causing you to switch back and fourth and waste pp from passive Pokemon. Being a one time pivot into mega medicham is also pretty helpful.

:sm/garchomp-mega: :sm/hippowdon: :sm/excadrill::sm/toxapex: :sm/tornadus-therian::sm/celesteela:


The final member of the team is Celesteela. This gives you a reliable flying and psychic resist and it checks Magearna, Gliscor, Landorus-Therian, Mega Pinsir, Kartana, and most importantly Tapu Lele and Mega Alakazam, which otherwise obliterate this team.

The Team:

:sm/garchomp-mega:

Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Stealth Rock

:sm/hippowdon:

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

:sm/excadrill:

Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin


:sm/toxapex:


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic

:sm/tornadus-therian:

Tornadus-Therian (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

:sm/celesteela:

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower




Weaknesses: While the team is good it has its flaws but they can usually be played around, these flaws include being weak to things such as Gyarados, Mega Gyarados, Kyurem Black, and Mega Swampert. Manaphy, Swords Dance Kartana, Swords Dance Gliscor, and Mega Mawile are a little bit annoying but not too difficult to manage against.

This wraps up my RMT for gen 7 OU, I have no clue how to end this so I will just end it now, bye.
Yeah also free Garchomplte for fucks sake
 
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I'm not gonna put in some major changes or something like that since I only battle on weekends and I've only been battling since march so I can't exactly say I fully understand the ou meta, even tho I play on it a lot. I'll just instead write down some things you might want to consider since Mega Garchomp is also my favorite mega and my very first ou team was a sand team until I realized that Mega Garchomp also works without sand so I decided not to bother with it

So first suggestion is, replace rocks on Garchomp with stone edge. Hippowdon already has stealth rocks and I'd say it's a more reliable setter of it due to reliable recovery. Reliable recovery = reliable setter I always say. With stone edge, nothing is switching in to Garchomp unscathed and you can also hit Celesteela hard since most Celesteelas go for special defense. Those four moves would also give Garchomp a near perfect coverage

Personally, I'd go for roar over toxic on Hippowdon. With its monstrous bulk, you can usually take a strong hit and just force an opponent out, putting them in a hell of a situation and getting rocks up or maybe even securing a turn to heal yourself. I'd also suggest a full special defense since it's special defense sucks and its physical bulk is already a pain in the ass. That's just personal preference though

Excadrill is alright altho personally I wouldn't use it because of limited sand turns. I would recommend Ash Greninja over it but you're using Hippowdon and I feel that thing is easier to use than Godzilla

On Toxapex, I would recommend going for a physical defense set. You already have Celesteela in charge of special defense. Going physical would also allow you to live the earthquakes that would normally kill the special defense set. Again, personal preference but I would rather go for toxic spikes on it to force opposing Toxapex to switch in and absorb it but yeah, toxic is probably a better choice. Another option would be baneful bunker so you can cripple opposing Mega Medicham. Speaking of Medicham, it is also worth considering to use Slowbro over Toxapex since your team lacks a consistent switch in to it

If you do decide to go with Ash Greninja, then have Tornadus hold the z crystal in Excadrill's place. The other two look good to me since that's how I play them anyway

Like I said, these are just things to consider and not an outright team rate so I probably got a few things wrong. By the way, you mind if I copy this team and give it a shot with some minor adjustments? It's been a long time since I've last used Garchomp and Excadrill on the same team
 
I'm not gonna put in some major changes or something like that since I only battle on weekends and I've only been battling since march so I can't exactly say I fully understand the ou meta, even tho I play on it a lot. I'll just instead write down some things you might want to consider since Mega Garchomp is also my favorite mega and my very first ou team was a sand team until I realized that Mega Garchomp also works without sand so I decided not to bother with it

So first suggestion is, replace rocks on Garchomp with stone edge. Hippowdon already has stealth rocks and I'd say it's a more reliable setter of it due to reliable recovery. Reliable recovery = reliable setter I always say. With stone edge, nothing is switching in to Garchomp unscathed and you can also hit Celesteela hard since most Celesteelas go for special defense. Those four moves would also give Garchomp a near perfect coverage

Personally, I'd go for roar over toxic on Hippowdon. With its monstrous bulk, you can usually take a strong hit and just force an opponent out, putting them in a hell of a situation and getting rocks up or maybe even securing a turn to heal yourself. I'd also suggest a full special defense since it's special defense sucks and its physical bulk is already a pain in the ass. That's just personal preference though

Excadrill is alright altho personally I wouldn't use it because of limited sand turns. I would recommend Ash Greninja over it but you're using Hippowdon and I feel that thing is easier to use than Godzilla

On Toxapex, I would recommend going for a physical defense set. You already have Celesteela in charge of special defense. Going physical would also allow you to live the earthquakes that would normally kill the special defense set. Again, personal preference but I would rather go for toxic spikes on it to force opposing Toxapex to switch in and absorb it but yeah, toxic is probably a better choice. Another option would be baneful bunker so you can cripple opposing Mega Medicham. Speaking of Medicham, it is also worth considering to use Slowbro over Toxapex since your team lacks a consistent switch in to it

If you do decide to go with Ash Greninja, then have Tornadus hold the z crystal in Excadrill's place. The other two look good to me since that's how I play them anyway

Like I said, these are just things to consider and not an outright team rate so I probably got a few things wrong. By the way, you mind if I copy this team and give it a shot with some minor adjustments? It's been a long time since I've last used Garchomp and Excadrill on the same team
Thanks for the critiques, yeah go ahead and copy it it I made it public
 
Long time no see, friend! It's been a while since we've spoke, but I hope you're doing well.

Anyways, I came by to drop a rate because SM OU is one of 2 tiers that I feel remotely comfortable giving rates. Looking at the team, a few things stand out to me from preview.
  • Triple Ground types seem like a bad idea, offensive Water/Grass types kinda go ham vs this build, as overwhelming Toxapex is not hard to do, especially with Heatran being so prominent. Even with Excadrill functioning as a revenge killer to most of said Grass/Waters, most of the time vs these threats you'd have to sack Hippowdon and then hard Excadrill, which is abusable, especially if your opponent knows what you have to do, and reads it.
  • The lack of a dark resist here really bothers me. Especially now, but when I used to heavy build SM OU, I really liked using Pex+Dark resist, as it covers Ash Greninja well without having to dedicate a slot specifically for checking it (not that it's hard to do that with the abundance of mons like Tangrowth, Magearna, Fini, etc. in the tier).
  • Double Stealth Rocks is kinda wack, Especially when your physical wall (Hippo) is easy fodder for Kart without whirlwind. Same with Double Hazard Control, it seems really unnecessary. Generally, you only want double hazard control with stuff that really needs it, like Volcarona either of the Charizards (Y more then X).
That being said, there are a cou[ple of things I like that you did here, such as CelePex + regencore (allows kart to be a lot less of a threat). Anyways, here are some suggestions for improving these issues, as well as some of the ones you mentioned:

Major Changes

530.png
->
785.png


Like previously mentioned, the triple ground, lack of a ground resist, as well as lack of non-conditional speed control (torn being a more defensive variant doesn't count as speed control imo because you do like -12 damage to anything) really bothered me. I'm going to suggest changing Excadrill to Choice Specs Tapu Koko. It provides speed control (actually outrunning Greninja and co), a flying and dark resists with recovery (which frees up celesteela a lot vs stuff like LeleTorn builds), as well as a wallbreaker that's capable of capitializing on hard switches into Tangrowth or Ferro. Tangrowth in particular gets volted on into Torn, which really helps out Garchomp-Mega break at the end of the game. I added a few evs into spdef and hp, so the spread in the importable lives 2 pre-bb specs gren Dark Pulse after rocks from full. This allows you to consistently function as a Dark resist that can pivot in after Pex scouts the move.

Minor Changes

445-m.png
- [set change: mixed rocks -> SD]

With your rocker already being Hippowdon, as well as you already having a wallbreaker that abuses most of your answers, Garchomp-Mega makes the most sense here as a cleaner/wincon. The choice of the last slot is really up to you, as both Substitute and Fire Fang both have their benefits. Substitute makes you harder to revenge kill, as well as easier to setup on those strange Toxapex that don't run Scald (as well as Scald-less Alomomola's). Speaking of stall, you really wanna be careful with Garchomp and Hippowdon, as Garchomp-Mega can break stall under Sand, but if you throw away your hippo, the Stall matchup becomes a lot harder. You should be fine between your sand core and Taunt Tornadus-T, though.

450.png
- [move change: toxic -> whirlwind]

The simple move change from Toxic to Whirlwind allows you to not be setup fodder for everything in the world. Toxic is nice in theory, but you REALLY don't wanna be fodder for most of what is setting up in front of you, namely Mega Latias, Mega Scizor, Kartana, etc.

748.png
- [optional item change: sludge -> payapa berry]

I'm going to keep this one brief, because this is more of a how-you-play change, so think of it more as a suggestion. Volcarona is a pain in the ass, especially with Psychium sets being fairly common. With Pex being the one thing between you and it cleaning, I feel like a Payapa Berry would be optimal. However, if you feel like you can easily enough play around Volcarona without the berry, feel free to ignore this.

641-s.png
- [set change: defensive -> bulky(ish) offensive]

With Hippo/Pex/Cele being your main defensive backbone, I felt like you needed some more offensive pressure. While still abusing Tornadus' defensive attributes with the spread that allows you to live Protean Gren's Ice Beam, offensive Tornadus-T takes a more proactive role in dealing with stall and walls with it's Z Hurricane allowing it to significantly dent or KO defensive pokemon, such as Landorus-Therian. I also opted for Taunt over U-turn, as you'll be defensively covered vs most of everything that Torn invites in, such as Mega Mawile or Heatran. Taunt also really helps with the stall matchup, disrupting Wishpassing, Hazards, Hazard removal attempts, and so on.

So yea, I hope you enjoy the changes! hmu sometime bro, I rarely see you anymore. Anyways, click the sprites for the importable. Cheers!

 
Long time no see, friend! It's been a while since we've spoke, but I hope you're doing well.

Anyways, I came by to drop a rate because SM OU is one of 2 tiers that I feel remotely comfortable giving rates. Looking at the team, a few things stand out to me from preview.
  • Triple Ground types seem like a bad idea, offensive Water/Grass types kinda go ham vs this build, as overwhelming Toxapex is not hard to do, especially with Heatran being so prominent. Even with Excadrill functioning as a revenge killer to most of said Grass/Waters, most of the time vs these threats you'd have to sack Hippowdon and then hard Excadrill, which is abusable, especially if your opponent knows what you have to do, and reads it.
  • The lack of a dark resist here really bothers me. Especially now, but when I used to heavy build SM OU, I really liked using Pex+Dark resist, as it covers Ash Greninja well without having to dedicate a slot specifically for checking it (not that it's hard to do that with the abundance of mons like Tangrowth, Magearna, Fini, etc. in the tier).
  • Double Stealth Rocks is kinda wack, Especially when your physical wall (Hippo) is easy fodder for Kart without whirlwind. Same with Double Hazard Control, it seems really unnecessary. Generally, you only want double hazard control with stuff that really needs it, like Volcarona either of the Charizards (Y more then X).
That being said, there are a cou[ple of things I like that you did here, such as CelePex + regencore (allows kart to be a lot less of a threat). Anyways, here are some suggestions for improving these issues, as well as some of the ones you mentioned:

Major Changes

530.png
->
785.png


Like previously mentioned, the triple ground, lack of a ground resist, as well as lack of non-conditional speed control (torn being a more defensive variant doesn't count as speed control imo because you do like -12 damage to anything) really bothered me. I'm going to suggest changing Excadrill to Choice Specs Tapu Koko. It provides speed control (actually outrunning Greninja and co), a flying and dark resists with recovery (which frees up celesteela a lot vs stuff like LeleTorn builds), as well as a wallbreaker that's capable of capitializing on hard switches into Tangrowth or Ferro. Tangrowth in particular gets volted on into Torn, which really helps out Garchomp-Mega break at the end of the game. I added a few evs into spdef and hp, so the spread in the importable lives 2 pre-bb specs gren Dark Pulse after rocks from full. This allows you to consistently function as a Dark resist that can pivot in after Pex scouts the move.

Minor Changes

445-m.png
- [set change: mixed rocks -> SD]

With your rocker already being Hippowdon, as well as you already having a wallbreaker that abuses most of your answers, Garchomp-Mega makes the most sense here as a cleaner/wincon. The choice of the last slot is really up to you, as both Substitute and Fire Fang both have their benefits. Substitute makes you harder to revenge kill, as well as easier to setup on those strange Toxapex that don't run Scald (as well as Scald-less Alomomola's). Speaking of stall, you really wanna be careful with Garchomp and Hippowdon, as Garchomp-Mega can break stall under Sand, but if you throw away your hippo, the Stall matchup becomes a lot harder. You should be fine between your sand core and Taunt Tornadus-T, though.

450.png
- [move change: toxic -> whirlwind]

The simple move change from Toxic to Whirlwind allows you to not be setup fodder for everything in the world. Toxic is nice in theory, but you REALLY don't wanna be fodder for most of what is setting up in front of you, namely Mega Latias, Mega Scizor, Kartana, etc.

748.png
- [optional item change: sludge -> payapa berry]

I'm going to keep this one brief, because this is more of a how-you-play change, so think of it more as a suggestion. Volcarona is a pain in the ass, especially with Psychium sets being fairly common. With Pex being the one thing between you and it cleaning, I feel like a Payapa Berry would be optimal. However, if you feel like you can easily enough play around Volcarona without the berry, feel free to ignore this.

641-s.png
- [set change: defensive -> bulky(ish) offensive]

With Hippo/Pex/Cele being your main defensive backbone, I felt like you needed some more offensive pressure. While still abusing Tornadus' defensive attributes with the spread that allows you to live Protean Gren's Ice Beam, offensive Tornadus-T takes a more proactive role in dealing with stall and walls with it's Z Hurricane allowing it to significantly dent or KO defensive pokemon, such as Landorus-Therian. I also opted for Taunt over U-turn, as you'll be defensively covered vs most of everything that Torn invites in, such as Mega Mawile or Heatran. Taunt also really helps with the stall matchup, disrupting Wishpassing, Hazards, Hazard removal attempts, and so on.

So yea, I hope you enjoy the changes! hmu sometime bro, I rarely see you anymore. Anyways, click the sprites for the importable. Cheers!

Yo I haven’t seen you in a while man, but yeah I been perma banned for 3 months and I appealed a day ago and it’s getting looked into by the staff so I might have a chance.

To get started, the double sr I was also considering of changing it, but to hidden power ice actually because of how much this team hates sd gliscor and it also ohkos landorus, which can be helpful. The dark resist I highly agree with because greninja can be very annoying with flinches, which people on ladder usually fish for. I like triple ground because hippo, drill, and chomp work together well and drill gives an option against fast sweepers. Thinking about it scarf koko as weird as it sounds can be very nice here because of how weak I am to gyra and I can run dazzling for kommo-o. Payapa berry seems lackluster on pex because of how situational it seems. For the half a year I used this team volcarona never ran psy z vs me but maybe I just got lucky. I also like the idea of taunt on tornadus, it is free set up fodder for mmaw and once mmaw sets up it basically wins if chomp is chipped, which makes koko an even better idea on the team.

Thanks a lot, I appreciate people commenting on my rmt and I hope to see you soon.
 
Hey dude, awesome team - mega chomp is v cool. I thought i'd weigh in since USM is one of the few tiers that I am not terrible at and I have been playing a lot of recently.

I think that Sickest has done a very good job at highlighting most of the potential changes to the team that make sense, but i'll drop a few minor suggestions to build off of their post. This post might be a little calc heavy, but I assure you they are spreads I actually use.

785.png
-> Firstly, even with whirlwind on Hippowdon (which I think is an excellent change), Hawlucha can still pose a threat to the team if it is conserved well throughout the match, or if Hippo is weakened within range of an attack. A simple change to Tapu Koko's EV spread to 16HP/ 236SpA/ 4SpD allows you to always tank a +2 HJK after rocks, while still avoiding the 2HKO from specs greninja dark pulse:
+2 252+ Atk Hawlucha High Jump Kick vs. 16 HP / 0 Def Tapu Koko: 210-248 (73.6 - 87%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Greninja Dark Pulse vs. 16 HP / 4 SpD Tapu Koko: 105-124 (36.8 - 43.5%) -- guaranteed 3HKO after Stealth Rock


This change, while minor, provides a second layer of defense against Hawlucha for very little investment.

641-s.png
-> Another change that I would advance, though not necessarily say is absolutely required, is keeping a more defensive spread on TornT. While Koko gives you another mon to check a Mega Medicham HJK, it does not like taking Zen Headbutt and is in fact KO'ed after rocks:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 16 HP / 0 Def Tapu Koko: 250-295 (87.7 - 103.5%) -- guaranteed OHKO after Stealth Rock

Presently, the more offensive TornT spread cannot itself switch into a zen headbutt after rocks:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 88 HP / 0 Def Tornadus-Therian: 262-310 (81.6 - 96.5%) -- guaranteed OHKO after Stealth Rock

However, a utility spread that I often run on TornT is 136HP/180Def; this allows you to stomach things like Mega Medicham's Zen headbutt after rocks a good portion of the time:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 136 HP / 180 Def Tornadus-Therian: 213-252 (63.9 - 75.6%) -- 6.3% chance to OHKO after Stealth Rock

It also allows you to take an Ice Punch + Sand if rocks are off the field, while a more offensive tornt cannot take an ice punch;
252 Atk Pure Power Medicham-Mega Ice Punch vs. 88 HP / 0 Def Tornadus-Therian: 328-388 (102.1 - 120.8%) -- guaranteed OHKO
VS
252 Atk Pure Power Medicham-Mega Ice Punch vs. 136 HP / 180 Def Tornadus-Therian: 268-316 (80.4 - 94.8%) -- guaranteed 2HKO after sandstorm damage

To get the required Ev's, I usually drop TornT's speed to +192Spe, which is enough to outspeed Serperior, but not specs Zone (you would have to scout for that). It has the added benefit of providing a slow u-turn against other tornt, should you choose to run it.
With Flyinium, it still dents mons like Lando-T - just not quite as hard as offensive variants. This will probably be something for you to weigh on.

748.png
-> The last change that I am going to list here is shifting some Ev's into Speed so that you have a second emergency button against CM reuniclus. While Hippo can whirlwind it out, a small reshuffling of Ev's can give you an extra layer of defense. I normally try to creep up to 119Spe with Pex, which is 52Ev's and a neutral nature in speed. This beats out the most common 'fast' Reuni that utilize 88Spe Ev's to hit 118.

Also, imo, on a sand team I don't think dropping black sludge for papya is really worth it. Z Psychic Volc hasn't been that common for a while - I haven't seen it for over a year myself. It's definitely a change to keep in mind if Z Psy starts popping up a lot, but for now I think you are good with black sludge.

445-m.png
-> Actually, one last thing. It's an idea, more than a change, but you could consider running Aqua Tail or HP Ice on SD mega chomp if you are still concerned about Gliscor.
If running HP Ice, I'd say pick a Naive nature and EV to 2HKO SD Glisc - Dropping Sub or Fire Fang;
16 SpA Garchomp-Mega Hidden Power Ice vs. 244 HP / 244 SpD Gliscor: 200-236 (56.8 - 67%) -- guaranteed 2HKO after Poison Heal

If using Aqua Tail, then just keep an offensive spread.


Anyway, hope some of those ideas were useful, let me know if they weren't. I've plugged the paste below in Garchomp!
 
Hey dude, awesome team - mega chomp is v cool. I thought i'd weigh in since USM is one of the few tiers that I am not terrible at and I have been playing a lot of recently.

I think that Sickest has done a very good job at highlighting most of the potential changes to the team that make sense, but i'll drop a few minor suggestions to build off of their post. This post might be a little calc heavy, but I assure you they are spreads I actually use.

785.png
-> Firstly, even with whirlwind on Hippowdon (which I think is an excellent change), Hawlucha can still pose a threat to the team if it is conserved well throughout the match, or if Hippo is weakened within range of an attack. A simple change to Tapu Koko's EV spread to 16HP/ 236SpA/ 4SpD allows you to always tank a +2 HJK after rocks, while still avoiding the 2HKO from specs greninja dark pulse:
+2 252+ Atk Hawlucha High Jump Kick vs. 16 HP / 0 Def Tapu Koko: 210-248 (73.6 - 87%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Greninja Dark Pulse vs. 16 HP / 4 SpD Tapu Koko: 105-124 (36.8 - 43.5%) -- guaranteed 3HKO after Stealth Rock


This change, while minor, provides a second layer of defense against Hawlucha for very little investment.

641-s.png
-> Another change that I would advance, though not necessarily say is absolutely required, is keeping a more defensive spread on TornT. While Koko gives you another mon to check a Mega Medicham HJK, it does not like taking Zen Headbutt and is in fact KO'ed after rocks:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 16 HP / 0 Def Tapu Koko: 250-295 (87.7 - 103.5%) -- guaranteed OHKO after Stealth Rock

Presently, the more offensive TornT spread cannot itself switch into a zen headbutt after rocks:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 88 HP / 0 Def Tornadus-Therian: 262-310 (81.6 - 96.5%) -- guaranteed OHKO after Stealth Rock

However, a utility spread that I often run on TornT is 136HP/180Def; this allows you to stomach things like Mega Medicham's Zen headbutt after rocks a good portion of the time:
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 136 HP / 180 Def Tornadus-Therian: 213-252 (63.9 - 75.6%) -- 6.3% chance to OHKO after Stealth Rock

It also allows you to take an Ice Punch + Sand if rocks are off the field, while a more offensive tornt cannot take an ice punch;
252 Atk Pure Power Medicham-Mega Ice Punch vs. 88 HP / 0 Def Tornadus-Therian: 328-388 (102.1 - 120.8%) -- guaranteed OHKO
VS
252 Atk Pure Power Medicham-Mega Ice Punch vs. 136 HP / 180 Def Tornadus-Therian: 268-316 (80.4 - 94.8%) -- guaranteed 2HKO after sandstorm damage

To get the required Ev's, I usually drop TornT's speed to +192Spe, which is enough to outspeed Serperior, but not specs Zone (you would have to scout for that). It has the added benefit of providing a slow u-turn against other tornt, should you choose to run it.
With Flyinium, it still dents mons like Lando-T - just not quite as hard as offensive variants. This will probably be something for you to weigh on.

748.png
-> The last change that I am going to list here is shifting some Ev's into Speed so that you have a second emergency button against CM reuniclus. While Hippo can whirlwind it out, a small reshuffling of Ev's can give you an extra layer of defense. I normally try to creep up to 119Spe with Pex, which is 52Ev's and a neutral nature in speed. This beats out the most common 'fast' Reuni that utilize 88Spe Ev's to hit 118.

Also, imo, on a sand team I don't think dropping black sludge for papya is really worth it. Z Psychic Volc hasn't been that common for a while - I haven't seen it for over a year myself. It's definitely a change to keep in mind if Z Psy starts popping up a lot, but for now I think you are good with black sludge.

445-m.png
-> Actually, one last thing. It's an idea, more than a change, but you could consider running Aqua Tail or HP Ice on SD mega chomp if you are still concerned about Gliscor.
If running HP Ice, I'd say pick a Naive nature and EV to 2HKO SD Glisc - Dropping Sub or Fire Fang;
16 SpA Garchomp-Mega Hidden Power Ice vs. 244 HP / 244 SpD Gliscor: 200-236 (56.8 - 67%) -- guaranteed 2HKO after Poison Heal

If using Aqua Tail, then just keep an offensive spread.


Anyway, hope some of those ideas were useful, let me know if they weren't. I've plugged the paste below in Garchomp!
Thanks for the advice, I will run some speed on pex, that is a great idea that I have never thought of because reuni does infact have a 6-0 match up vs me. My mega Garchomp is actually mixed so hp ice with mild would do a ton to gliscor and landorus, the torn is max hp max speed helmet but defensive that lives lucha seems like a wise idea, considering my weakness to it. My team also doesnt have koko on it, it was just a recomendation of sickist but yeah, thanks for the comment, it means a lot!
 
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