ORAS OU M-Garchomp Sand team (1st RMT)

Hey guys, so i recently saw an uprising of mega garchomp teams and decided to make my own. I personally love the team but the more i ladder the more i feel like im missing something. So lets get started!
My Team:

N8tnr0r.jpg

Garchomp @ Garchompite
Ability: Rough Skin
Shiny: Yes
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge
So for my Garchomp i went with the mixed wall breaker set. This thing really punches holes through many walls. Dual STAB + coverage usually means im almost always hitting something
super effectively.
Tyranitar.full.399443.jpg


Tyranitar @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 104 Def / 156 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Superpower
Next is my obligatory sand setter + SR setter. Stone Edge is STAB and pursuit is for lat@s. i chose superpower over ice beam/fire blast simply because it suprises other ttars and bisharps and i felt i needed my fighting coverage
excadrill_wallpaper_by_natsuki_ki_ki-d3lky6c.jpg

Excadrill @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Every sand team needs excadrill. And once sand is up it almost always gets 2 kos. moves are pretty standard plus rapid spin to get rid of hazards.
talonflame_by_all0412-d6a1mv2.jpg

Talonflame @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- Roost
Next on my team is Talonflame. I chose it particularly because i was having huge problems with mega venusaur and keldeo which tflame helps me deal with. it is also my wow'er to stop slow physical mons.
Celebi.full.933561.jpg

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish
Celebi is my support mon and also the counter to opposing sand/rain teams. t wave was chosen to help mega chomp sweep without having to worry about speed. healing wish isnt used to often except for when im batting stall.
Keldeo.png

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
last but not least is keldeo. When it came to giving this thing i wasnt sure if i wanted speed or power so i picked the best of both worlds. moves are standard and i picked icy wind over hidden power because like t wave a speed drop is always beneficial to this team

any help and/or criticism is appreciated. im open to all options, thank you!!
Importable:
Excadrill @ Life Orb
Ability: Sand Rush
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Garchomp @ Garchompite
Ability: Rough Skin
Shiny: Yes
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge

Tyranitar @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 248 HP / 104 Def / 156 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Superpower

Talonflame @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- Roost

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
- Giga Drain
- Recover
- Thunder Wave
- Healing Wish

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
 
Last edited:
Hey cool team Trilodon, I thoroughly enjoy the use of Mega Garchomp on Sand Balance, especially when used correctly, utilizing multiple forms of Speed control for Mega Garchomp, and an efficient Defensive backbone. Honestly, the changes I will be making are minor details, but will complement the goal and function of the build.

Frankly, I personally find 4 Attacks Mega Garchomp to be inferior to SD 3 Attacks because it puts way more pressure on Defensively oriented teams as many common backbones are vulnerable to it. Pokemon like Hippowdon would no longer be capable of stalling it out Sand turns which makes Chomp noticeably weaker. Not only this, but it easily overwhelms checks to Excadrill it to sweep mid-late game with ease. Scarfed Grounds like Garchomp, Landorus-T, and Excadrill can potentially clean late-game with Celebi getting pressured by hazards and forced to repeatedly come in on resisted attacks. To remedy this issue slightly, I am recommending Air Balloon > Life Orb on Excadrill.

To cripple common switch-ins to your Offensive core of Mega Garchomp + Excadrill, prevent bulky win conditions like CM Reuniclus, Clefable, and Suicune from setting up, and disallow Recovery / Status moves from being used, you should opt for SpD Taunt + Will-o-Wisp Talonflame > your current set and spread. This change would not only help with the latter, but it would also aid in beating Stall, while checking Mega Alakazam, LO Gengar, Mega Altaria, Bisharp, and Mega Zard Y proficiently.

The next change that I am recommending is SD + Baton Pass Celebi > Utility Celebi, as well as modifying your spread to 248 HP / 156 Def / 64 SpD / 36 Spe. Baton Pass provides a Pivot which enables your offensive mons to come in without taking any damage, while all four of your Physical attackers appreciate an SD boost which pressures Stall, Balance, and Offense respectively. The spread aims to creep Neutral Natured base 70's, while the bulk easily takes on a plethora of threats such as Excadrill, Mega Diancie, Azumarill, Latios, and Mega Lopunny. You would lose out on a form of Speed control, but Sand Rush Excadrill + Scarf Keldeo revenge kills and outspeeds threats by hitting a great speed tier.

On Keldeo, a Timid Nature as opposed to Modest is preferred to ensure that it creeps opposing Choice Scarf users such as Garchomp, Terrakion, and opposing Keldeo, while also outspeeding Kabutops in the Rain. To further pressure checks to your Wallbreakers / cleaners, I'd recommend Ice Beam > Superpower, which is capable of luring TankChomp and Defensive Landorus-T.

Darkspam remains an issue as your main check to it in Keldeo easily gets whittled throughout the match by coming in on resisted hits, Stealth Rock damage, and potentially Status. There are problematic Pokemon the build can lose to such as Manaphy and opposing Sand, but you have ways of counterplaying these threats through Offensive pressure and Celebi.
---------
Garchomp-Mega (M) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fire Fang
- Swords Dance
- Earthquake
- Dragon Claw

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 4 Atk / 224 SpD / 32 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Brave Bird
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 64 SpD / 36 Spe
Impish Nature
- Seed Bomb
- Swords Dance
- Baton Pass
- Recover

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
tl;dr:
445-m.png
SD 3 Attacks Mega Garchomp > All-out-Attacker
530.png
Air Balloon > Life Orb
663.png
SpD Taunt + Wisp > Offensive Wisp
251.png
SD + Baton Pass > Utility | Impish Nature > Bold Nature | 252 HP / 144 Def / 112 SpD > 248 HP / 156 Def / 64 SpD / 36 Spe
647.png
Timid Nature > Modest Nature
-----------

Although I made quite a few changes, they were all minor and did not alternate the goal of the team, but improve it is as well! Hope you liked it and have fun! n_n
 
Hi trilodon, really nice team you have there but here's a few suggestion to improve the team. :]
  1. The reason why Keldeo runs Icy Wind is because with a Choice Specs, it 2HKO Latios and Latias(if it isn't the bulky one) while out-speeding it on the second turn due to the speed drop, however, with a Modest natured Keldeo with Choice Scarf, you need Hidden Power Ice's power to guarantee a 2HKO on Latios after Stealth Rock's damage while Icy Wind does not. That aside, in fact your team doesn't even require a Keldeo with Icy Wind/Hidden Power Ice to lure in Latios since you have a Tyranitar to Pursuit trap it or get up Stealth Rock against it so what I'll suggest is Hidden Power Bug/Electric. Hidden Power Bug or Electric allows you to lure in things like Slowbro/Celebi/Starmie while Electric lures in Azumarill which your team doesn't really appreciate facing it.
    647.png


  2. For Talonflame, never run your remaining 4EVs into HP because it makes your Talonflame's HP an even number which means you can only come in with Stealth Rock on the field once and you'll die on the second. Always try to keep it an odd number so you can still live with 1HP when you bring it in the second time. That aside, to keep the team as offensive as it is, I'll actually recommend you using Talonflame with Swords Dance if you're going to use Sharp Beak. There is really no reason to be using Will-O-Wisp with Sharp Beak. If you are going with the Swords Dance variant, use the following spread:
    Talonflame @ Sharp Beak
    Ability: Gale Wings
    EVs: 88 HP / 252 Atk / 168 Spe
    Jolly Nature
    - Brave Bird
    - Flare Blitz
    - Roost
    - Swords Dance
    The set above allows you to have an odd number HP, gives you the power to 2HKO Raikou with Flare Blitz while out-speeding it or OHKO after a Swords Dance.
    663.png


  3. I will agree with what Nedor suggested regarding the Mega-Garchomp's set. An offensive Swords Dance 3 attack variant helps your team break fat balance/stall teams a lot easier while Celebi provides Healing Wish support to bring it back to health so that you can carry on the sweep if it gets weakened or afflicted with a status move.
    445-mega.png


  4. Lastly, you can try playing around Air Balloon Excadrill or even Leftovers so that it keeps your Excadrill slightly healthier to constantly provide Rapid Spin support because Rocky Helmet Garchomp is really popular and Excadrill doesn't appreciate Rapid Spinning against it and take 39% just from recoil.
    530.png
Good luck with the team :]
 
Last edited:
Hey cool team Trilodon, I thoroughly enjoy the use of Mega Garchomp on Sand Balance, especially when used correctly, utilizing multiple forms of Speed control for Mega Garchomp, and an efficient Defensive backbone. Honestly, the changes I will be making are minor details, but will complement the goal and function of the build.

Frankly, I personally find 4 Attacks Mega Garchomp to be inferior to SD 3 Attacks because it puts way more pressure on Defensively oriented teams as many common backbones are vulnerable to it. Pokemon like Hippowdon would no longer be capable of stalling it out Sand turns which makes Chomp noticeably weaker. Not only this, but it easily overwhelms checks to Excadrill it to sweep mid-late game with ease. Scarfed Grounds like Garchomp, Landorus-T, and Excadrill can potentially clean late-game with Celebi getting pressured by hazards and forced to repeatedly come in on resisted attacks. To remedy this issue slightly, I am recommending Air Balloon > Life Orb on Excadrill.

To cripple common switch-ins to your Offensive core of Mega Garchomp + Excadrill, prevent bulky win conditions like CM Reuniclus, Clefable, and Suicune from setting up, and disallow Recovery / Status moves from being used, you should opt for SpD Taunt + Will-o-Wisp Talonflame > your current set and spread. This change would not only help with the latter, but it would also aid in beating Stall, while checking Mega Alakazam, LO Gengar, Mega Altaria, Bisharp, and Mega Zard Y proficiently.

The next change that I am recommending is SD + Baton Pass Celebi > Utility Celebi, as well as modifying your spread to 248 HP / 156 Def / 64 SpD / 36 Spe. Baton Pass provides a Pivot which enables your offensive mons to come in without taking any damage, while all four of your Physical attackers appreciate an SD boost which pressures Stall, Balance, and Offense respectively. The spread aims to creep Neutral Natured base 70's, while the bulk easily takes on a plethora of threats such as Excadrill, Mega Diancie, Azumarill, Latios, and Mega Lopunny. You would lose out on a form of Speed control, but Sand Rush Excadrill + Scarf Keldeo revenge kills and outspeeds threats by hitting a great speed tier.

On Keldeo, a Timid Nature as opposed to Modest is preferred to ensure that it creeps opposing Choice Scarf users such as Garchomp, Terrakion, and opposing Keldeo, while also outspeeding Kabutops in the Rain. To further pressure checks to your Wallbreakers / cleaners, I'd recommend Ice Beam > Superpower, which is capable of luring TankChomp and Defensive Landorus-T.

Darkspam remains an issue as your main check to it in Keldeo easily gets whittled throughout the match by coming in on resisted hits, Stealth Rock damage, and potentially Status. There are problematic Pokemon the build can lose to such as Manaphy and opposing Sand, but you have ways of counterplaying these threats through Offensive pressure and Celebi.
---------
Garchomp-Mega (M) @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fire Fang
- Swords Dance
- Earthquake
- Dragon Claw

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 4 Atk / 224 SpD / 32 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Brave Bird
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 64 SpD / 36 Spe
Impish Nature
- Seed Bomb
- Swords Dance
- Baton Pass
- Recover

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
tl;dr:
445-m.png
SD 3 Attacks Mega Garchomp > All-out-Attacker
530.png
Air Balloon > Life Orb
663.png
SpD Taunt + Wisp > Offensive Wisp
251.png
SD + Baton Pass > Utility | Impish Nature > Bold Nature | 252 HP / 144 Def / 112 SpD > 248 HP / 156 Def / 64 SpD / 36 Spe
647.png
Timid Nature > Modest Nature
-----------

Although I made quite a few changes, they were all minor and did not alternate the goal of the team, but improve it is as well! Hope you liked it and have fun! n_n

i do agree with most of your changes except for celebi. the thing with celebi is it helps me deal with really mons like loppunny who could otherwise wreck this team outside of sand and if talonflame is down. the other things is that i feel if as if i would healing wish/ heal bell more now that garchomp is a pure physical attacker
 
Hi trilodon, really nice team you have there but here's a few suggestion to improve the team. :]
  1. The reason why Keldeo runs Icy Wind is because with a Choice Specs, it 2HKO Latios and Latias(if it isn't the bulky one) while out-speeding it on the second turn due to the speed drop, however, with a Modest natured Keldeo with Choice Scarf, you need Hidden Power Ice's power to guarantee a 2HKO on Latios after Stealth Rock's damage while Icy Wind does not. That aside, in fact your team doesn't even require a Keldeo with Icy Wind/Hidden Power Ice to lure in Latios since you have a Tyranitar to Pursuit trap it or get up Stealth Rock against it so what I'll suggest is Hidden Power Bug/Electric. Hidden Power Bug or Electric allows you to lure in things like Slowbro/Celebi/Starmie while Electric lures in Azumarill which your team doesn't really appreciate facing it.
    647.png


  2. For Talonflame, never run your remaining 4EVs into HP because it makes your Talonflame's HP an even number which means you can only come in with Stealth Rock on the field once and you'll die on the second. Always try to keep it an odd number so you can still live with 1HP when you bring it in the second time. That aside, to keep the team as offensive as it is, I'll actually recommend you using Talonflame with Swords Dance if you're going to use Sharp Beak. There is really no reason to be using Will-O-Wisp with Sharp Beak. If you are going with the Swords Dance variant, use the following spread:
    Talonflame @ Sharp Beak
    Ability: Gale Wings
    EVs: 88 HP / 252 Atk / 168 Spe
    Jolly Nature
    - Brave Bird
    - Flare Blitz
    - Roost
    - Swords Dance
    The set above allows you to have an odd number HP, gives you the power to 2HKO Raikou with Flare Blitz while out-speeding it or OHKO after a Swords Dance.
    663.png


  3. I will agree with what Nedor suggested regarding the Mega-Garchomp's set. An offensive Swords Dance 3 attack variant helps your team break fat balance/stall teams a lot easier while Celebi provides Healing Wish support to bring it back to health so that you can carry on the sweep if it gets weakened or afflicted with a status move.
    445-mega.png


  4. Lastly, you can try playing around Air Balloon Excadrill or even Leftovers so that it keeps your Excadrill slightly healthier to constantly provide Rapid Spin support because Rocky Helmet Garchomp is really popular and Excadrill doesn't appreciate Rapid Spinning against it and take 39% just from recoil.
    530.png
Good luck with the team :]
I am very much willing to make those small changes but one thing iv noticed that i am very weak to fairys, any suggestions
 
The SpD Talonflame change that I made along with Excadrill check Fairies proficiently, while Celebi is also capable of dealing with Mega Diancie. You don't necessarily have to run SD Pass Celebi, there are other options such as Perish Song which would help check fatter set-up mons, but with the addition of a Pivot you pressure defensively oriented teams to a greater degree.
 
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