ORAS OU Rain and Snow may break my bones (Sand/sun team peaked mid 1500)

I'm not very good at teambuilding so please help me improving this team! :]


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Sand offense is really popular right now, and for a good reason. It's really effective and easy to use! Nothing more really to say here

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While Exca cleans offense, YZard cleans stall. It might seem strange that have two types of weather on a team, but it's suprisingly good. T-tar deals with Lati@s and allow Char to reset sun upon swith-in, and Exca supports with Rapid Spin. In return Char kills Rotom-W and other bulky mons standing in the way of Exca's paws.

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Lando-T is a great mon in general and great support with SR which this team like while being an offensive pivot. Intimidate also weaken many serious threats.

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My team got 4 mons weak to water, what shall you do then? Add a 5TH member weak to water!! No but I really like set-up sweepers and my team already got 3 physical sweepers, so Volcarona fit the role perfectly. And water isn't really that big of a deal thx to the sun which btw powers up Volc's main spam-move.

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I can't lie, my team is pretty weak to water, and rain, and Scarf Lando-T, and Chomp, and Manaphy, and Keldeo to an extant. AV Tangrowth COUNTERS ALL of them without breaking a sweat. I was thinking of fast Chlorophyll sweeper in sun, but I reconsidered that b4 battling thankfully.

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G.D.F.R. (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Exca is an awesome sweeper who cleans offense like nothing. LO is providing great power and 29 IVs minimize the recoil damage. Max Atk for power and max Spe and Jolly outspeeds opposing Adamant Exca and speed-tying with the Jolly ones. Jolly also lets me outspeed neutral base 100s and below outside of sand such as M-Garde, Zards and Kyurem-B.
EQ and Iron Head are STABs and hits most most mos relatively hard. Rock Slide gives good coverage against T-flame, YZard and Volc. Rapid Spin makes sure that Char and Volc doesn't lose half their health upon switch in.

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Once a king (Tyranitar) (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Earthquake
- Superpower

If Exca shall be effective, he needs sand. For YZard to be effective, L@tios needs to be taken care of. Scarf-tar does this and more in countering T-flame, YZard not going for Focus Blast, Gengar, Torn-T, Stasrmie and (to an extant) Thundy to name a few.
Max Spe and Atk outspeeds base 115s and incresing potential Sweeping abilities. Stone Edge is an awesome STAB and hit all threats who dares to stay in. Pursuit traps those who doesn't dare to stay in. EQ hits Steels such as Heatran and opposing Exca. Superpower punishes opposing T-tar, Dark-types in general, Chansey and AB Heatran.

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Charlie (Charizard) (M) @ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Roost
- Focus Blast

Stall shits on Exca and T-tar, they need a bit of help YZard which takes on stall like nothing.
Max Sp.Atk and Spe maximze sweeping and speed-ties with opposing base 100s. Solar Power to gain a free Choice Specs thx to opposing sun because of the crazy power it gives:
252+ SpA Mega Charizard Y Fire Blast vs. 252 HP / 96+ SpD Clefable in Sun: 309-364 (78.4 - 92.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Solar Power Charizard Fire Blast vs. 252 HP / 96+ SpD Clefable in Sun: 351-414 (89 - 105%) -- 31.3% chance to OHKO
And the recoil in the end of the turn can be roosted of.
Fire Blast is a crazy strong STAB that 2HKOs everything unresited except for fat pink blobs (who I've not seen in eons). Solar Beam eats water-types who is a huge problem to this team. Roost for recovery, though I'm thinking about switching it out for Will-o-Miss or something for Bisharp. Focus Blast hits T-tar and Heatran upon switch-in.

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In da jungle (Landorus-Therian) (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Offensive Stealth Rock is needed that can eventually set up multible times, and Lando-T is probably the best at the job. Intimidate helps out with offensive threats like M-Altaria, T-tar, Exca, XZard and Chomp.
Adamant with max Atk and Spe is can help out is standard for a sweeper. I'm open for EV suggestion, just keep in mind that this is an Offensive pivot. Earth Plate strengthens EQ and potenially bluffing Band. EQ is mandatory STAB who few mons likes taking. U-turn lets me grab momentum. Stone Edge hits those who can switch into EQ. SR breaks opposing sturdies and sashes upon switch-in.

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Helios (Volcarona) (M) @ Passho Berry
Ability: Flame Body
Shiny: Yes
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Fiery Dance
- Giga Drain
- Bug Buzz
- Quiver Dance

Volcarona is an impressive threat in this meta who sweeps both offensive and defensive teams after one QD, who is easily set-upped. Passho Berry makes so AzuBand can't revenge kill me and lets me set-up against weakened Rotom-W:
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 28 HP / 0 Def Passho Berry Volcarona: 169-201 (53.1 - 63.2%) -- guaranteed 2HKO
0 SpA Rotom-W Hydro Pump vs. 28 HP / 0 SpD Passho Berry Volcarona: 118-141 (37.1 - 44.3%) -- guaranteed 3HKO
Modest and Max Sp.Atk is for power, while 228 is for outspeeding Max Speed M-Alakazam (who has gained usage lately). Rest in HP for some bulk.
Fiery Dance>Fire Blast for for 100% and for 50% to raise my Sp. Atk. Sure I lose some power but w/e. Giga Drain hits water types who (as mentioned many times already) treatens my whole team, self-recovery is also always nice. Bug Buzz is a strong hitting STAB which hits L@tis, Mew and (M-)Alakazam hard. I tried running HP Ground, but I find Bug Buzz more effective and is threatend already by the rest of the team. Quiver Dance boosts 3 useful stats and giving Volc godly sweeping capabilities.

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George (Tangrowth) (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Ice]
- Earthquake

Almost all the mons my team has troubles with, Tangrowth can handle; Keldeo, Lando-T, Hippowdon etc.
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 4 Def Tangrowth: 171-202 (42.3 - 50%) -- 0.4% chance to 2HKO
252+ Atk Mega Swampert Ice Punch vs. 252 HP / 4 Def Tangrowth: 166-196 (41 - 48.5%) -- guaranteed 3HKO
+3 252 SpA Manaphy Ice Beam vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 294-348 (72.7 - 86.1%) -- guaranteed 2HKO
+2 252 Atk Garchomp Outrage vs. 252 HP / 4 Def Tangrowth: 322-381 (79.7 - 94.3%) -- guaranteed 2HKO
252+ SpA Heatran Overheat vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 338-398 (83.6 - 98.5%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 4 Def Tangrowth: 316-372 (78.2 - 92%) -- guaranteed 2HKO
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 4 Def Tangrowth: 181-214 (44.8 - 52.9%) -- 27.3% chance to 2HKO
252+ Atk Bisharp Knock Off (97.5 BP) vs. 252 HP / 4 Def Tangrowth: 139-165 (34.4 - 40.8%) -- guaranteed 3HKO
+2 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 4 Def Tangrowth: 270-318 (66.8 - 78.7%) -- guaranteed 2HKO
252+ SpA Mega Alakazam Psyshock vs. 252 HP / 4 Def Tangrowth: 148-175 (36.6 - 43.3%) -- guaranteed 3HKO
As you can see above, Tangrowth carrying AV is bulky af. And combined with 100/110 offenses he isn't a sitting duck. Regenerator is my only recovery as Leaf Storm>Giga Drain 'cause of get those KOs.
Max HP and Sp.Def together with Sassy nature to boost that pesky 50 base Sp.Def stat.
Knock of hits L@tios, Alakazam and Gengar for immense damage. HP Ice is to weaken Lando-Ts and Chomps for my other sweepers to take care of them later. EQ is there to weaken unsuspecting Heatran for my Volcarona.

(I used to have Torn-T in the last spot, but after during the first battle I remebered that Hurricane has 50% accuracy during any weather. So that was then I added George.)

Threats:
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BD+Jet sweeps through my team without any effort. I have to keep pressure so it don't have the chance to set up. The only way for Azu to set up is if T-tar is locked into Pursuit or Superpower, or if Tang has his Sp. Atk dropped.

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Rain isn't fun to deal with, all I can do is to bring my YZard in against Poli and fire of a Solar Beam.

Bulky water in general is a problem, as you probably figured out by now.


G.D.F.R. (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Once a king (Tyranitar) (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Earthquake
- Superpower

Charlie (Charizard) (M) @ Charizardite Y
Ability: Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Roost
- Focus Blast

Helios (Volcarona) (M) @ Passho Berry
Ability: Flame Body
Shiny: Yes
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Fiery Dance
- Giga Drain
- Bug Buzz
- Quiver Dance

In da jungle (Landorus-Therian) (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

George (Tangrowth) (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Ice]
- Earthquake
 
To be honest, I looked at this team for a while, I love dual weather teams so I really wanted to help out, and I couldn't really think of much, although after coming back, I think I have a few worthwhile suggestions.

Firstly, This team is Very Weak to birds. Yes you have Landorus, but it's the offensive version so every time you bring it in on rocks, youre losing HP, and even after the intimidate, because of the high base power of Bird's STABS like Pinsir's Return, and Talonflame's Brave Bird, it's pretty easy to wear down. Yes I see the Scarf Ttar, but that is also easily worn down, and has even less switchin opportunities, especially because Ttar will likely be used to trap the Defogger, with birds being weak to rocks, its often youll see a Latios or a Starmie on a Birdspam team. My first suggestion to somewhat remedy this, is to Change Landorus-T for Physically Defensive Hippowdon. Not only does this help with birdspam, it also helps vs Bisharp, Mega Lopunny (which you're not great vs) and also Volt Turn, which is somewhat of a problem seeming your only ways to block it, are either crushed by ice coverage which electric's type to carry (Landorus-T), or doesn't want to be worn down (Drill). It also is a better check to opposing sand, which you can be weak to if your team is broken down a bit (similar scenario to BirdSpam). Hippowdon also benefits from the sand Ttar brings, as it can utilise Sand force, over sand stream, and also benefits from sun, as it weakens water attacks aimed at Hippo, must you stay in. Hippowdon is also a more reliable rocker than Landorus-T, something your team appreciates because it allows sand Drill and Zard to pick up extra Ko's with rocks up.

Secondly, this one is much smaller, Run Crunch over EQ on Ttar. Reason being, Crunch is your best STAB in terms of power + accuracy combined, and also is a great typing in Dark, it hits many prominent threats in OU for good damage, such as Metagross, Lati@s, Celebi, Jirachi, Slowbro (Basically all the psychics that ravage the OU metagame) Often Crunch is a great move you can come in and Spam, resisted by very little in the tier, and I think provides better utility, when EQ only hits Heatran, which doesn't like taking any of your other attacks anyway, + you have 2 ground types.

And lastly, (sorry I write so much) I think, on the innovative side, Focus Sash Alakazam over Volcarona could be a great addition to this team. The set I suggest has Twave, which has great utility with this team Paralysing setup sweepers in case they get out of hand (also helps a lot vs rain, letting you twave the swift swimmers). It also provides a nice speed tier + offensive presence without having to deal with sand or hazards, and gives a mon with a bit more immediate offensive presence than Volc, and also lessens ur rock weaknesses (I think having 2 rock weaks + a frail spinner is not the greatest of ideas).

I like the team, you've done a good job, good luck with further testing, I hope it all works out for you :]

Sorry I wrote so much TL;DR
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Crunch over EQ on Ttar

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Hippowdon @ Leftovers
Ability: Sand Force
EVs: 236 HP / 252 Def / 20 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off

The exact spread on Hippo can be tweaked, I just went PhyDef to best handle stuff like Pinsir, Bisharp and Lopunny

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Shadow Ball
- Focus Blast
- Thunder Wave

Thx, I shall test out the team with those changes! :]
 
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