So far, the team is successful enough that I made it to 143rd place on the ladder, but I would like some tips on how to improve it even more.
Edit: I *peaked* at 143rd place. I am now being forced to battle stall teams, so I only saved one replay. Stall teams are tasteless and make this game horrible.
Hippodown (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
My Rocks and Sand setter. I try to keep him alive until Excadrill dies, so I can restart the sand, and try to win weather wars. It's bulky, and can Whirlwind away set-up sweepers, as long as it survives a hit, or goes first (fat chance). The other issue is that EQ is its only offense, so I usually forfeit if I'm up against a Flying team with Hippowdon my only remaining Pokemon.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Scald
- Earth Power
My main tank. This team is mostly HO, but I felt like adding a proper tank that can takes hits and use Toxic and Recover, or fish for burns with Scald.
Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
During Sand, this is my main sweeper, and my best answer to Ice teams. I tossed on Rapid Spin for hazard control. Sand Rush puts my speed above Choice Scarf levels, so I'm Banded instead.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Sludge Wave
- Psychic
My best Special sweeper, with Gravity for handling Flying teams better. Life Orb plus Sheer Force is an OP combo. Also is an answer to Grass teams.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Poison Jab
Another Grass-neutral, Physical powerhouse. Rough Skin is basically its only ability, due to evasion clause, and is good for physical attackers. Devastating Drake is a potential nuking move for Rotom-Wash, Slowbro/Slowking, and basically any Stallmon that doesn't resist it, that the rest of the team can't handle.
Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Surf
- Earth Power
- Sludge Wave
- Grass Knot
Another special attacker, and the bulkier one, with Assault Vest. My best answer for Offense Water teams.
My only saved battle. The link might be dead though:
Mono Ground vs Mono Psychic
Weaknesses:
- Rain Water Teams
(once my Water Pokemon die, and I can't use sand anymore, the team is fully screwed, even Garchomp)
- High-Ladder Grass Teams
(maybe I should touch more grass)
- High-Ladder Hail Ice Teams
(like Rain teams, I'm screwed if they outwit me and win the weather war, unless their Excadrill counters are slower and without Slush Rush)
Edit: I *peaked* at 143rd place. I am now being forced to battle stall teams, so I only saved one replay. Stall teams are tasteless and make this game horrible.
Hippodown (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
My Rocks and Sand setter. I try to keep him alive until Excadrill dies, so I can restart the sand, and try to win weather wars. It's bulky, and can Whirlwind away set-up sweepers, as long as it survives a hit, or goes first (fat chance). The other issue is that EQ is its only offense, so I usually forfeit if I'm up against a Flying team with Hippowdon my only remaining Pokemon.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Scald
- Earth Power
My main tank. This team is mostly HO, but I felt like adding a proper tank that can takes hits and use Toxic and Recover, or fish for burns with Scald.
Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
During Sand, this is my main sweeper, and my best answer to Ice teams. I tossed on Rapid Spin for hazard control. Sand Rush puts my speed above Choice Scarf levels, so I'm Banded instead.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Sludge Wave
- Psychic
My best Special sweeper, with Gravity for handling Flying teams better. Life Orb plus Sheer Force is an OP combo. Also is an answer to Grass teams.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Fire Fang
- Poison Jab
Another Grass-neutral, Physical powerhouse. Rough Skin is basically its only ability, due to evasion clause, and is good for physical attackers. Devastating Drake is a potential nuking move for Rotom-Wash, Slowbro/Slowking, and basically any Stallmon that doesn't resist it, that the rest of the team can't handle.
Seismitoad @ Assault Vest
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Surf
- Earth Power
- Sludge Wave
- Grass Knot
Another special attacker, and the bulkier one, with Assault Vest. My best answer for Offense Water teams.
My only saved battle. The link might be dead though:
Mono Ground vs Mono Psychic
Weaknesses:
- Rain Water Teams
(once my Water Pokemon die, and I can't use sand anymore, the team is fully screwed, even Garchomp)
- High-Ladder Grass Teams
(maybe I should touch more grass)
- High-Ladder Hail Ice Teams
(like Rain teams, I'm screwed if they outwit me and win the weather war, unless their Excadrill counters are slower and without Slush Rush)