Pokémon Rate My Team
1 vote
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(Imma be honest, I'm quite new to this; I've only started battling in community-hosted tournaments as of late, so if the team is straight up bad, I completely understand xD)

I've been genuinely struggling to make a good sandstorm team. Reason I am going with sandstorm is because I wanted some kind of base to start with instead of just dumping random Pokémon from the meta into the mix and praying I get a win or two. I want to have fun for sure, but I also wanna know what I am dealing with.



Pyra (Tyranitar) (F) @ Weakness Policy
Ability: Sand Stream
EVs: 252 HP / 132 Atk / 120 Def
adamant Nature
- Rock Slide
- Lash Out
- Superpower
- Protect

Tyranitar is a great sandstorm setter in all honesty. I mean, it's really damn bulky, especially in a sandstorm.
I tried making it more bulkier by increasing it's defense by a few instead of just maxing it's attack since it has a lot of weaknesses, one of the major ones being fighting. I assume it would be best to use the defense boost it gets in a sandstorm by also increasing it's defense EVs by a bit.
Moves: I don't have much of an explanation for the moves themselves, in all honestly I just checked what are the most commonly used moves for tyra and smacked a protect on it (just in case); but from what I have tested, rock slide and lash out are great stabs, with superpower being a p good defense against iron types.


Boop (Garchomp) (F) @ Bright Powder
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
adamant Nature
- Earthquake
- Scale Shot
- Rock Slide
- Swords Dance

I am very well aware the best choice here would most likely be excadrill, but honestly I had a much easier time with garchomp compared to excadrill when it comes to doubles. While I am not entirely sure it's good for doubles as much as it is for singles (I mean it's OU for a very good reason), I had a pretty easy time with it.
Moves: Earthquake is an obvious pick, this thing can wipe teams with just a single turn. Rock slide is mainly there to take care of mons such as togekiss who can be quite a threat.
Reason I picked scale shot was thanks to the wonderful suggestion by the user First Sinner, which I was way too curious to not test it out: you can wipe mons with just two hits with just a single swords dance. It's surprisingly powerful.


Floria (Gastrodon) (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
modest Nature
- Earth Power
- Ice Beam
- Recover
- Scald

Gastrodon is a good special bulk. Despite having a major weakness to grass, it can take a lot of hits. And since I wanted my team to be somewhat balanced, it was an obvious choice.
Moves: Earth power and scald are great stab moves in all honesty (at least from my experience ^^;); I mean with scald having a 30% chance to burn + earth power having 10% chance to lower SpD by 1, it was mandatory to have them. Ice bean is to yeet grass types out of the way, and recover is there for both, well, healing, and also max guard during g-max.


Helios (Cinderace) (M) @ Life Orb
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Pyro Ball
- Iron Head
- Low Kick

Ok let's be honest, it's cinderace. It's in Ubers for a reason. It is an amazing physical sweeper, it was hard for me to NOT put it on my team, especially with how OP Libero is.
Moves: Sucker punch is p much mandatory imo, it's a good way to yeet ghosts and psychics out of the way without a second thought; pyro ball is strong af already with stab, life orb just makes it far more terrifying.
I had a bit of an issue with high jump kick: since protect is p common, it can be a major weak point for cinderace, so I went with low kick instead: it's fantastic against heavy opponents, esp with the damage it gets from stab + life orb, so it's a p good replacement (thanks to my friend Blank for the suggestion!)
For the last move I was heavily debating between bounce and iron head, since on one hand, If I use bounce, I can have a major weakness to fairy (since I am using dark and fighting moves), but with iron head I'd have a more major weakness to fighting (iron and dark). I decided to go with iron head in the end since my team already has two mons that are weak to fairy, and it has a higher chance of success compared to bounce (which has higher base power but lower accuracy).


I don't know what to do for the fifth and sixth slot: I am p sure I might use Kartana (for the set in question, here's the pokepaste link with what I have so far), so I would highly appreciate any suggestions and critiques you guys might have :)

Thank you so much in advance, and I hope y'all have a fantastic day!

by
edited by
May want to consider Thundurus-Incarnate considering how physical your team is, since it helps with Defiant against the several intimdaters in the tier. Another option would be Togekiss as you can lead Garchomp and it and get a free swords dance up while Togkiss clicks follow me.
I might add togekiss actually. After testing it with friends and getting some tips I decided to add dracovish to the team as another sweeper, and maybe replace Gastrodon with Rillaboom since Rillaboom is a major threat to it anyways. Thank you so much!
Not that you've gotten rid of your only special attacker I'm now going to insist on Thundurus-Incarnate because now Landorus-T really likes switching in.

Thundurus (M) @ Lum Berry  
Ability: Defiant  
Level: 50  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- U-turn  
- Fly  
- Wild Charge  
- Superpower  

U-turn's a bit niche but due to Thundurus's high base speed it's a counter to other weathers(if they lead with an opposing weather setter and override sand you just lead Thundurus and U-Turn out). Also when maxed it provides Airstream and Knuckle boosts to your entire team and has the added bonus of being strong against sun, one of the most common archetypes of weather, especially due to it's Lum Berry negating a Venusaur clicking sleep powder into it.

If you do want to replace something probably go for Rillaboom due to it's similar offensive matchup.

Edit: Wait nvm Togekiss exists.

Extra tips:

The suggestion from First Sinner is very beneficial for singles, but in doubles it is generally more effective to drop it and just go protect. Why? Fini is ridiculous in this format, and having misty terrain halve the power of scale shot does really not help Garchomp's case. Max Airstream already provides speed support so IMO it is wholly unnecessary.

On that note, have you considered Fini? It provides a special attacker, which this team seems to be really lacking, and its misty terrain gets rid of Garchomp's dragon weakness. It also eats up ice moves aimed at Garchomp as well. If you do take my suggestion, probably get rid of Cinderace
Imma be honest I forgot Fini exists HAHA
I'm currently building multiple versions of my team, so I can test out which one is better. I'll keep those suggestions in mind while building it :)

1 Answer

4 votes

Paste: https://pokepast.es/f23033bb233c1ac6

So,

The recent metagame has seen an uprising shift in the usage of Landorus-T, Urshifu-Rapid strike, Incineroar, Rillaboom and Celesteela, all of which Tyranitar really struggles against. Sand teams used to be really dominant in the earlier series but due to the introduction of these aforementioned pokemon, they become really hard to use. If you really want to stick to Tyranitar, (I hope you do because I spent quite a while compiling this team), I'll explain my thoughts and decisions behind your current team and how I've modified it.

To begin with, your Tyranitar set is fine but just keep in mind that 120 defense is essentially equal to 116 defense EVs. The way EVs work with level 50s (I'm assuming you played a lot of doubles OU or just OU), is that:

total EVs = 8x + 4

When you are EVing your pokemon, make sure that the EVs you give them are in the form 8x + 4. e.g. 4, 12, 20, ... 244, 252

However, there are some things I would like to note about Tyranitar:
a) It is insanely bulky especially if dynamaxed - one of the main reasons why I would use Tyranitar is because it has such a good match up against offensive Spectrier:
252 SpA Life Orb Spectrier Helping Hand Max Quake vs. 252 HP / 4 SpD Dynamax Tyranitar in Sand: 177-211 (42.7 - 50.9%) -- 3.1% chance to 2HKO.
However, on the flip side, keep in mind that a handful of Spectrier are support and will most likely Will-o-wisp you. You'll have to judge accordingly but in open sheet tournaments, you should be fine.

b) It wants to outspeed common Incineroars.
I normally run 28 speed EVs on my Incineroar to outspeed other Incineroar and I have always gone first in terms of fake out turn 1. I suggest you invest 20 or 28 EVs into Tyranitar's speed so that you can launch a rock slide or max rockfall before Incineroar parting shots.

c) It loses to Landorus-T
This is one of the biggest reasons why people don't like using Tyranitar. Landorus-T is extremely common nowadays and Tyranitar doesn't really stand a chance even with ice beam. You'll see that the rest of the team is designed to mitigate Landorus-T's effectiveness.

In VGC, one of the main things that players hate is RNG. Bright Powder Garchomp is slightly gimmicky in my opinion and it isn't very reliable. However, I haven't personally tested Bright Powder Garchomp before so I don't know whether or not it is worth it. If you eventually think that a 28% chance to miss isn't good enough, feel free to switch to lum berry because it improves your Coalossal match up (Dragapult Will-o-wisp). Scale shot is definitely something else that is very interesting. However, it actually doesn't really do that much to be honest except hitting a few dragon types hard (you won't be hitting any of the top 14 most popular pokemon efficiently). Additionally, the defense drop probably puts you into Landorus KO range etc. I'm not saying that Garchomp can beat Landorus, but it can at least waste two turns of its max compared to one turn if you use scale shot. You can EV it to live certain things but I have included Garchomp in the final team for Coalossal match up and also because you seem to really like Garchomp.

I'm not including Gastrodon in the final team because:
a) To be honest, I would run a yawn/recover/scald/earth power set, ice beam doesn't actually help that much against grass types because they OHKO you first unless you are rindo berry which even still, you won't OHKO Rillaboom with ice beam.

b) although storm drain is really good, the only thing that you're probably doing to help Tyranitar is redirecting Kingdra's max geysers. Rain teams aren't popular enough to justify using Gastrodon and Urshifu-Rapid would click close combat not surging strikes.

c) This a bit less important but you already have a ground type in Garchomp

I also did not put Cinderace in the final team because:
a) It exacerbates your Landorus weakness
b) It exacerbates your Intimidate cycling weakness

However, if you are willing to give up Garchomp, Cinderace can replace Garchomp's slot because both of them are used to annihilate steel types. Also, keep in mind that Cinderace gets Giga Impact and Bounce and High Jump kick.

Now it's time to explain my thought process in rebuilding the Tyranitar team:

Tyranitar:

As aforementioned, Tyranitar is weak to Landorus-T, Urshifu-Rapid strike, Incineroar, Rillaboom and Celesteela
If I was running a sand team, the first thing I would want is something which can abuse the sand. Surprisingly, Dracozolt does a decent job at this and it is quite underrated.

I would run (yours is fine too, just keep in mind the EVs):

Tyranitar @ Weakness Policy
Ability: Sand Stream
Level: 50
Shiny: Yes
EVs: 236 HP / 244 Atk / 4 Def / 4 SpD / 20 Spe
Adamant Nature
- Protect
- Rock Slide
- Lash Out
- Superpower

Dracozolt:
Aside from intimidate cycling between Incineroar and Landorus, Dracozolt does really well with Tyranitar despite not having really tried it personally:

252+ Atk Life Orb Dracozolt Bolt Beak (170 BP) vs. 4 HP / 4 Def Dynamax Celesteela: 335-398 (96.8 - 115%) -- 81.3% chance to OHKO

252+ Atk Life Orb Dracozolt Bolt Beak (170 BP) vs. 4 HP / 0 Def Urshifu-Rapid-Strike: 351-413 (199.4 - 234.6%) -- guaranteed OHKO

I understand why Excadrill doesn't really work too well as I have tried it before and Dracovish kind of dies to Rillaboom and can be stopped relatively quickly. As a result, that only left Dracozolt and it has worked in James Baek's Ho-oh Sand team in series 8 so it could definitely also work in this series. Dracozolt has the option to both dynamax and not dynamax and you can lead e.g. Dracozolt + Incineroar and switch Incineroar into Tyranitar and pick up a quick KO etc.

Dracozolt @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Bolt Beak
- Outrage
- Rock Slide

It is up to you whether you choose dragon claw or outrage (Dragon claw is probably better imo) and rock slide is for interesting endgame scenarios where you can take the oppressive 30% flinch chance to your advantage.

Urshifu-Rapid
After finalizing the core of Tyranitar + Dracozolt, you may notice that there is a glaring weakness to Landorus and Incineroar. This is the exact reason why Urshifu-Rapid became popular. The set is very self-explanatory:

Urshifu-Rapid-Strike-Gmax @ Focus Sash
Ability: Unseen Fist
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Detect
- Surging Strikes
- Close Combat
- Aqua Jet

It also helps against Glastrier, Stakataka and Coalossal.

Celesteela:
Most teams like to carry a bulky steel type and I realized that the current core didn't have one so Celesteela was my go-to pokemon. It walls Landorus, Rillaboom, can beat Urshifus when dynamaxed and is overall a really good alternate max option/mode. Its weaknesses, electric and fire are covered by Dracozolt, Urshifu and Tyranitar as well which is really nice. Assault Vest is the standard set:

Celesteela @ Assault Vest
Ability: Beast Boost
Level: 50
Shiny: Yes
EVs: 36 HP / 4 Def / 180 SpA / 36 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Air Slash
- Meteor Beam
- Flamethrower

Garchomp is already covered but here is the build:

Garchomp @ Lum Berry
Ability: Sand Veil
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Swords Dance
- Earthquake
- Rock Slide

I was hesitating between earthquake and stomping tantrum but judging by the fact that Urshifu, Dracozolt and Tyranitar can all protect, I decided to choose Earthquake because of its raw strength.

Finally, I wanted to round the edges to this team by including Incineroar. Incineroar mainly covers for sun match up, taunting trick room setters, a great lead option and you can wear down opposing Rillaboom/Landorus with intimidate as well.

Incineroar @ Safety Goggles
Ability: Intimidate
Level: 50
EVs: 236 HP / 4 Atk / 116 Def / 140 SpD / 12 Spe
Careful Nature
- Fake Out
- Flare Blitz
- Parting Shot
- Taunt

The main thing I would say about the team is that you can choose Cinderace over Garchomp because it also does help against opposing Celesteela match ups but you would have to use White Herb Cinderace as Life Orb should definitely go to Dracozolt.

In the comment section, Togekiss + Garchomp is definitely very interesting as another mode and I definitely agree. You can try Safety Goggles Togekiss with a protect/yawn/follow me/dazzling gleam set over Incineroar.

I would say that Thundurus isn't as strong as it used to be because of offensive Dynamax Regieleki, trick room setters, Glastrier, Raichu, Celesteela, offensive and support Spectrier and Thundurus paired alongside Coalossal, Metagross, etc. Most people are using support Thundurus now although you could also potentially consider using Thundurus but I think Urshifu is sufficient as well as Celesteela.

Hope I helped!

by
It sure as hell did!! Thank you so much! Like I said in my reply I am building multiple versions of my team so I can use it in real time in future tournaments, so I'll keep these suggestions in mind. Once again thank you so much, I really appreciate it!