With chi yu and annialape gone, we don't need hard checks to the two of them, making team building a lot easier.
This is my first team since then, and it went fairly well. But like all teams, it's got it's got it's weaknesses. So I would appreciate any and all help you can give me.
( Just a side note please don't judge my team making ability I'm a 1400 peak player and 1350 on average)
I felt bad for my boy sandy, it's got huge potential. The main thing stopping it from being used is ghold.
Upsides
- good speed tier (101 which outspeeds the crowded base 100 speed tier)
- good overall bulk
- unique STAB
- High base SpAtk ( base 125)
- Nobody expects scarf
Why ghold is used more
- Slightly more SpAtk than sandy
- Ghold's typing better defensively
- Ghold's ability's better

I wanted to use sandy, its very underrated and has good potential


Ting Lu gave hazard support to help sandy as well as a reliable wall and a way to stop set up sweepers



Ghold let us keep hazards up, as well as a solid breaker with specs




D-nite was out wincon, and another great hazard abuser.





Chien pao was added as another breaker, so we don't get walled by special walls.






Skele's reason was simple, to counter the many offensive threats and spread status.






Rotom could replace skele, being a slow pivoter to let in the teams attackers, but doesn't have the same longevity.
And without further ado, let's get onto the team.
Sandy Shocks @ Choice Scarf
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Volt Switch
- Power Gem
- Flash Cannon
Sandy gave the team suprise speed control, ko-ing threats such as








It's get respectable coverage and STAB combo, and a good user of terastalisation (did I spell that right?) This Mon is deadly versus opponent's sun teams, using their sun against them to give sandy a boost.
Ting-Lu @ Leftovers / Heavy Duty Boots
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 252 SpD / 4 Atk
Careful Nature
- Stealth Rock
- Spikes
- Earthquake
- Whirlwind
Ting Lu is for hazard support and overall bulk, stopping the many threats to the team by simply whirlwinding them out. Boots can be run since the team lacks a hazard removal option, but it lacks in longevity anyways so I personally prefer leftovers.
Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Thunderbolt / Recover / Nasty Plot
- Trick
Ghold is our breaker, I know I'm saying to use sandy over ghold, but it keeps hazards up so it does it's job well enough. Tera dark to beat opposing ghold's and other dark/ghost types. I've used the normal trick set here with t-bolt to hit corv even harder, although specs shadow ball hits hard enough to 2 hit KO, I haven't tried it against SpDef yet though. You can use recover or nasty plot in its place if you want.
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal / Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost / Fire Punch
- Earthquake
- Extreme Speed
D-nite is our main wincon, with roost for longevity, or fire punch to hit corv, balloon ghold and grass types hard, with tera fire being an option to not get burned by things like rotom and skele, while also boosting fire punch.
Chien-Pao @ Heavy-Duty Boots
Ability: Sword of Ruin
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Ice Spinner
- Ice Shard
- Swords Dance
Another hazard abuser, who could benefit off of slow pivoting from rotom. Tera poison removes all of it's weaknesses, and replacing fighting fairy and bug with resists. This can suprise the opponent and let you setup a more or less free SD.
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Will-O-Wisp
- Torch Song
- Yawn / Shadow Ball
Skele provides some much need bulk, as well as being an unaware Mon to stop a lot of potential sweeps. Just a standard set here, but Phys defensive over special. You can run Shadow Ball over yawn for another attacking option to make use of torch song boosts, but putting the opponent to sleep or forcing a switch is more useful.
Here's the rotom set as a bonus option
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpAtk
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Protect
- Hydro Pump
Rotom does somethings skele doesn't, such as resist water, be immune to ground and be a slow pivot. Tera steel to deal with meoscarada, and burn if it lands. Hydro pump for overall power against grounds who try to come in on a switch.
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpAtk
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Protect
- Hydro Pump
Rotom does somethings skele doesn't, such as resist water, be immune to ground and be a slow pivot. Tera steel to deal with meoscarada, and burn if it lands. Hydro pump for overall power against grounds who try to come in on a switch.
With the right predictions with sandy, this team can destroy it's competition. But it's still got a list of threats.



Pokepaste (rotom version)
https://pokepast.es/ceea1de4c31c0f43
Pokepaste (skele version)
https://pokepast.es/8ae8a28ef040606b
And that's the team, tell me which version you prefer in the comments as well as if you have any advice on how to change the team for the better. Thanks in advance!