Team Overview- The basis of this team is to have an extremely defensive team that slowly wears down the opponent with my 3 walls and a "raging" sandstorm. Then, bring in one of the two sweepers to put away the weakened opponents.
Team Building- I started this team with the idea of a base defensive pair of Quagsire and Ferrothorn. So, realizing the potential to make the entire team a defensive nightmare with the time 1.5 Sp. Defense of the defensive core with sandstorm, I decided to add Hippowdon. From there, I decided to come up with a lead that could come out and set the tone, with an actually all out attacking mentality, hopefully preventing any hazards from being set up, therefore, I selected Shell Smash Crustle as my lead. Then as my two sweepers I selected Excadrill (pretty much a given in sandstorm), and Togekiss.
The Team!
Crustle @ Lum Berry
Trait: Sturdy
EV's: 252 Atk/252 Spd/ 4HP
Adamant Nature (+Atk, -Sp. Atk)
- Shell Smash
- X-Scissor
- Stone Edge
- Earthquake
A good old fashioned shell smash lead. Crustle can actually be a bit of a surprise to opposing teams, expecting a spikes or stealth rock set up, and then one turn later it becomes a serious attacking threat. Shell Smash is there of course to boost the speed and attack. X-Scissor has STAB, Destroys T-tar and Azelf, Uxie, etc. Stone Edge is for flyers and STAB. Earthquake for coverage, especially steels.
Weakeness: Water, Rock, Steel
Covered by: Quagsire, Ferrothorn, and maybe Hippowdon (depends)
Hippowdon @ Leftovers
Trait: Sand Stream
EV's: 252 HP/252 Def/4 Atk
Impish Nature (+Def, -Sp. Atk)
- Slack Off
- Roar
- Earthquake
- Thunder Fang
Hippowdon is possibly one of the most annoying pokemon to take down. Therefore, this is why the good ol' hippo is my sand streamer. I know he can stay in the game for a long time, and if it comes down to a weather team versus a weather team, which happens a lot in Gen V, I can set my sandstorm up again. Slack Off is for reliable recovery, along with leftovers. Roar is just for phazing. Earthquake is STAB and the best attacking option available, while Thunder Fang is for coverage. *Considering changing Toxic for Roar*
Weaknesses: Water, Grass, Ice
Covered by: Ferrothorn, and maybe Quagsire (depends)
Quagsire @ Leftovers
Trait: Water Absorb
EV's: 252 HP/252 Def/4 Sp. Def
Bold Nature (+Def, -Atk)
- Stockpile
- Ice Beam
- Scald
- Recover
Quagsire's main goal is to just be annoying, burn things, and survive. With just one or two stockpiles under it's belt, Quagisire is almost inpenetrable in sandstorm. The reason I chose to go only EV's on Def is because the sandstorm will increase it's Sp. Def. *Do you think I should change this?* Quagsire can easily Recover off damage and it's reliable. Ice Beam is for dragons, never for grass (unless it's a last resort). And Scald if for STAB and that wonderful burn that can destroy physical attackers.
Weaknesses: Grass
Covered By: Ferrothorn, Togekiss
Ferrothorn @ Rocky Helmet
Trait: Iron Barbs
EV's: 252 HP/ 252 Def/ 4 Sp. Def
Careful Nature (+ Sp. Def, - Sp. Atk)
- Leech Seed
- Thunder Wave
- Stealth Rock
- Power Whip
The defensive counterpart with Quagsire, Ferrothorn is a beast to take down. Leech Seed is for recovery and more residual damage with sandstorm. Thunder Wave slows down opponents and the 25 percent chance of full paralysis can cripple an opponent. Stealth Rock is to set up my own hazards and rids the opponent of any Sashes for when I get ready to sweep. Power whip is STAB, and makes me less of Taunt/Set-Up bait.
Weaknesses: Fighting, Fire
Covered By: Quagsire, Hippowdon
Excadrill @ Choice Band
Trait: Sand Rush
EV's 252 Spe/252 Atk/4 HP
Adamant Nature (+Atk, -Sp. Atk)
- Earthquake
- Rock Slide
- Return
- X-Scissor
With a sandstorm up, Excadrill can easily be considered one of the most dangerous threats in the game. The mole has massive attack and it's ability can bring its speed up into the 500's. Choice band is for added power and complete destruction of the opponent. Earthquake for STAB, power. Rock Slide for fliers and flinch possibilty is nice. Return and X-Scissor for coverage.
Weakenesses: Fire, Water, Fighting, Ground
Covered By: Quagsire, Ferrothorn, Togekiss, Hippowdon
Togekiss @ Choice Scarf
Trait: Serene Grace
EV's 252 Spe/ 252 Sp. Atk/ 4 HP
Modest Nature (+Sp. Atk, -Atk)
- Air Slash
- Shadow Ball
- Aura Sphere
- Flamethrower
Togekiss with a Choice Scarf is not necessarily the fastest pokemon you've ever seen, but it is quite a surprise and can take out many an opponent. The speed makes the need for Thunder Wave speading not as important for the flinch chance with Air Slash. Togekiss is the only Special Attacker on the team, and is not used until late in the game. Air Slash for STAB, flinch. Shadow Ball for coverage. Aura Sphere for synergy with Air Slash. Flamethrower for Forretress, Ferrothorn, and awesomeness.
Weaknesses: Electric, Ice, Rock
Covered By: Quagsire, Ferrothorn, Hippowdon, Excadrill
And that is my defensive sandstorm team. Thanks for reading this and please give me a rate. I'm open to any suggestions for changes and let me know what you think!
Team Building- I started this team with the idea of a base defensive pair of Quagsire and Ferrothorn. So, realizing the potential to make the entire team a defensive nightmare with the time 1.5 Sp. Defense of the defensive core with sandstorm, I decided to add Hippowdon. From there, I decided to come up with a lead that could come out and set the tone, with an actually all out attacking mentality, hopefully preventing any hazards from being set up, therefore, I selected Shell Smash Crustle as my lead. Then as my two sweepers I selected Excadrill (pretty much a given in sandstorm), and Togekiss.
The Team!
Crustle @ Lum Berry
Trait: Sturdy
EV's: 252 Atk/252 Spd/ 4HP
Adamant Nature (+Atk, -Sp. Atk)
- Shell Smash
- X-Scissor
- Stone Edge
- Earthquake
A good old fashioned shell smash lead. Crustle can actually be a bit of a surprise to opposing teams, expecting a spikes or stealth rock set up, and then one turn later it becomes a serious attacking threat. Shell Smash is there of course to boost the speed and attack. X-Scissor has STAB, Destroys T-tar and Azelf, Uxie, etc. Stone Edge is for flyers and STAB. Earthquake for coverage, especially steels.
Weakeness: Water, Rock, Steel
Covered by: Quagsire, Ferrothorn, and maybe Hippowdon (depends)
Hippowdon @ Leftovers
Trait: Sand Stream
EV's: 252 HP/252 Def/4 Atk
Impish Nature (+Def, -Sp. Atk)
- Slack Off
- Roar
- Earthquake
- Thunder Fang
Hippowdon is possibly one of the most annoying pokemon to take down. Therefore, this is why the good ol' hippo is my sand streamer. I know he can stay in the game for a long time, and if it comes down to a weather team versus a weather team, which happens a lot in Gen V, I can set my sandstorm up again. Slack Off is for reliable recovery, along with leftovers. Roar is just for phazing. Earthquake is STAB and the best attacking option available, while Thunder Fang is for coverage. *Considering changing Toxic for Roar*
Weaknesses: Water, Grass, Ice
Covered by: Ferrothorn, and maybe Quagsire (depends)
Quagsire @ Leftovers
Trait: Water Absorb
EV's: 252 HP/252 Def/4 Sp. Def
Bold Nature (+Def, -Atk)
- Stockpile
- Ice Beam
- Scald
- Recover
Quagsire's main goal is to just be annoying, burn things, and survive. With just one or two stockpiles under it's belt, Quagisire is almost inpenetrable in sandstorm. The reason I chose to go only EV's on Def is because the sandstorm will increase it's Sp. Def. *Do you think I should change this?* Quagsire can easily Recover off damage and it's reliable. Ice Beam is for dragons, never for grass (unless it's a last resort). And Scald if for STAB and that wonderful burn that can destroy physical attackers.
Weaknesses: Grass
Covered By: Ferrothorn, Togekiss
Ferrothorn @ Rocky Helmet
Trait: Iron Barbs
EV's: 252 HP/ 252 Def/ 4 Sp. Def
Careful Nature (+ Sp. Def, - Sp. Atk)
- Leech Seed
- Thunder Wave
- Stealth Rock
- Power Whip
The defensive counterpart with Quagsire, Ferrothorn is a beast to take down. Leech Seed is for recovery and more residual damage with sandstorm. Thunder Wave slows down opponents and the 25 percent chance of full paralysis can cripple an opponent. Stealth Rock is to set up my own hazards and rids the opponent of any Sashes for when I get ready to sweep. Power whip is STAB, and makes me less of Taunt/Set-Up bait.
Weaknesses: Fighting, Fire
Covered By: Quagsire, Hippowdon
Excadrill @ Choice Band
Trait: Sand Rush
EV's 252 Spe/252 Atk/4 HP
Adamant Nature (+Atk, -Sp. Atk)
- Earthquake
- Rock Slide
- Return
- X-Scissor
With a sandstorm up, Excadrill can easily be considered one of the most dangerous threats in the game. The mole has massive attack and it's ability can bring its speed up into the 500's. Choice band is for added power and complete destruction of the opponent. Earthquake for STAB, power. Rock Slide for fliers and flinch possibilty is nice. Return and X-Scissor for coverage.
Weakenesses: Fire, Water, Fighting, Ground
Covered By: Quagsire, Ferrothorn, Togekiss, Hippowdon
Togekiss @ Choice Scarf
Trait: Serene Grace
EV's 252 Spe/ 252 Sp. Atk/ 4 HP
Modest Nature (+Sp. Atk, -Atk)
- Air Slash
- Shadow Ball
- Aura Sphere
- Flamethrower
Togekiss with a Choice Scarf is not necessarily the fastest pokemon you've ever seen, but it is quite a surprise and can take out many an opponent. The speed makes the need for Thunder Wave speading not as important for the flinch chance with Air Slash. Togekiss is the only Special Attacker on the team, and is not used until late in the game. Air Slash for STAB, flinch. Shadow Ball for coverage. Aura Sphere for synergy with Air Slash. Flamethrower for Forretress, Ferrothorn, and awesomeness.
Weaknesses: Electric, Ice, Rock
Covered By: Quagsire, Ferrothorn, Hippowdon, Excadrill
And that is my defensive sandstorm team. Thanks for reading this and please give me a rate. I'm open to any suggestions for changes and let me know what you think!