As the title (sort of) implies, this is a recent sandstorm team that I created on PO. Since the Ubers tier is not very friendly to the likes of Tyranitar and Hippowdon, I figured I'd let them run in the tier where they belong. This team hasnt had a lot of testing, but has shone through in the battles I have done. I used it in the Wifi tier and it quickly raised my starting 1000 rank to 1137 and hopefully it will go even higher. So without further introduction, let's run through the details:
Tyranitar (Set-upper/Sp. Sweeper/Sp. Wall)
With a solid 354 Sp. Def stat with sandstorm, Tyranitar can take special attacks like a tank. I chose to utilize Tyranitar as a lead to set up stealth rock, but also be able to handle himself when the time comes. After thorough calculation, Tyranitar holds a unique issue of having a very high Attack stat, with weaker physical attacks, so much so that his special attacks are more powerful. Because of this, Fire Blast and Ice beam/Blizzard are his main coverage moves and Earth Power hits opposing sandstorm teams like a truck.
Jirachi (Support/Stall/Annoyer)
Jirachi's Serene Grace ability and powerful Iron Head STAB are a beautiful combination that have caused many rage quits. This, combined with thunder wave, means the opponent will either be paralyzed and cant move or flinch 70% of the time. This means that for 7 out of 10 turns I am also able to utilize Leftovers recovery so that even if Jirachi does get hit, it can quickly heal off the damage. Jirachi also can pass on wish, which is extremely useful for switching in with one of my other pokemon.
Forretress (Entry Hazard Setup & Remover)
Forretress fulfills its abilities to clear and set up entry hazards once again. With a solid defense stat (even when untouched), and enough power to fend for itself, Forretress makes a fine addition to the team. Although the threat of fire remains, any Rock/Ground type on my team quickly eliminates them, with Rock types having resistance. Having the field clear of entry hazards is extremely important for the next pokemon.
Aron (F.E.A.R sweeper)
For those that dont know what is, it stands for Focus Sash, Endeavor, quick Attack, Rattata. The strategy was to put a Focus Sash on a LV. 1 or 2 Rattata and use Endeavor and a quick attack to KO the opposing pokemon. It also has Sturdy as its ability, so it can use its "Focus Sash" indefinitely. Aron is perhaps one of the most annoying F.E.A.R. users out there because it can utilize residual sandstorm damage that would deliver the KO on anything that is not Rock, Ground, Steel, and has Magic Guard or Overcoat. For those that do have these types/abilities, I can simply switch out after an Endeavor, leaving them severely crippled for the next pokemon to take out.
Garchomp (Phy. Sweeper)
Though there is news that Smogon released Garchomp as Uber, Pokemon Online still considers it OU, so it is still here and usable. Garchomp is my main physical sweeper due to its blistering speed and worthy attack. With a Life Orb, Garchomp can use Swords Dance on a setup or wall and sweep with a ridiculous 708 attack.
Regirock (Mixed Wall/Phy. Sweeper)
This hunk of brick is my ace in the hole. He's pulled through for me even when things looked grim. With incredible 80/200/100 defenses, and Sp. Def increased from sandstorm, Regirock hits 364/436/492 right off the bat. Combine this with Curse and Drain Punch, and suddenly he's an unbreakable wall. At times, he's been able to take Hydro Pumps or Leaf Storms with ease and hit back with an incredible Drain Punch that heals off most of the damage.
Now let's expose this annihilation...
Tyranitar @ Chople Berry
Modest Nature
Sand Stream Ability
248 HP/252 Sp. Atk/8 Speed
- Stealth Rock
- Fire Blast
- Dark Pulse
- Ice Beam/Blizzard
After some calculations, I've found that with max Attack vs. Max Sp. Atk, Tyranitar holds better with Sp. Atk. For instance, Fire Blast is 125.26% as powerful than Fire Punch, Dark Pulse is 78.66% as powerful as Crunch, and Blizzard is 125.26% as powerful as Ice Punch. Ice beam is slightly weaker, but provides better accuracy. Despite Crunch's loss of power, it is covered up with the other 2 attacks, especially with the chance of flinch with Dark Pulse. The EV's are made to maximize bulk and Sp. Atk. 8 EVs in Speed allow me to outspeed opposing Tyranitar running no speed EVs. The loss of HP is insignificant and Tyranitar can still handle 4 Seismic Toss. The moves provided allow for maximimum coverage. Fire Blast covers opposing Sandstorm Steel types and set-uppers such as Ferrothorn and Forretress. Dark Pulse is STAB that covers Psychic as well as Ghost Types immune to Aron's Endeavor. Blizzard takes care of Ground and grass types that would otherwise have an edge, as well as Dragon and Flying.
Tyranitar's biggest weaknesses lie in its many weaknesses, specifically Fighting. Although the Chople berry reduces Fighting attacks to the same level as its other weaknesses, many fighting type attacks come from very powerful and bulky opponents such as Conkeldurr. Even with the coverage moves provided, Tyranitar can't hit it's Water and Fighting type weaknesses for super effective damage and has to rely on its sheer power to win.
Jirachi @ Leftovers
Jolly Nature
Serene Grace Ability
252 HP/4 Atk/252 Speed
- Wish
- Iron Head
- Thunder Wave
- U-turn
With 252 Speed EVs and a Jolly Nature, Jirachi outspeeds a large chunk of the metagame. This allows for a quick Thunder Wave which not only helps Iron Head, but is good for spreading status in general. With a decent 237 attack stat, a STAB Iron Head not only leaves the opponent helpless 60% of the time, but it also packs a punch. Wish allows Jirachi to pass on 202 HP to a switch-in or just to a teammate in trouble. However, this is especiallyy useful for switching in to Aron since it will most likely take a hit upon entering and then heal back up to max health. U-turn provides Jirachi a damaging alternative to just switching out since the opponent would most likely be paralyzed or slower.
Jirachi falls victim to powerful Ground or Fire attacks, namely Earthquake and Fire Blast since they are the most common. Even with 236 in both defenses, Jirachi will almost always be 2HKOed by these attacks, especially since it cant paralyze Ground types and must rely entirely on Iron Head.
Forretress @ Leftovers
Careful Nature
Sturdy Ability
252 HP/4 Def/252 Sp. Def
- Rapid Spin
- Spikes
- Toxic Spikes
- Payback
Despite a horrendous weakness to fire, Forretress remains an effective Rapid Spinner and set-upper. Forretress can effectively fulfill his duty even in the presence of fire with proper prediction. Forretress can effectively come in on an enemy set-upper or sweeper locked into a resisted moveset. From here, Foretress gets 1 free turn to lay down entry hazards before the opponent switches into something better.
Forretress' biggest weakness obviously lies in fire, but also in anything that can launch a powerful, neutral special attack since he only has 240 Sp. Def. Even still, proper prediction allows Forretress to Rapid Spin or set up even in the presence of danger.
LV. 2 Aron @ Shell Bell
Sturdy Ability
Jolly Nature
252 Atk/4 Sp. Def/252 Speed
- Endeavor
- Protect
- Superpower
- Rock Slide
The EVs don't really matter for such a low level pokemon, but at LV. 2 it still makes a slight impact. With maxed out speed, Aron can hopefully outrun other F.E.A.R. users and its 2 attacks provide at least neutral coverage on all of them. The strategy, explained earlier, is to switch in, use Endeavor, and let the sandstorm do the rest. With 14 HP, this means that if the opponent doesnt attack and I still use Endeavor, they need to have at least 224 HP in order to get KOed by sandstorm. Many, if not all, LV. 100 pokemon in OU have higher HP than that, so it should work.
Aron's biggest threats are Ghost types, which must be dealt with by teammates, pokemon unaffected by sandstorm, which must be dealt with by a switch-in, and status users (specifically will-o-wispers), which must be taken out before Aron switches in.
Garchomp @ Life Orb
Sand Veil Ability
Jolly Nature
4 HP/252 Atk/252 Speed
- Swords Dance
- Dragon Claw
- Earthquake
- Stone Edge
This set allows Garchomp to utilize its speed without losing out on coverage. Though a Choice Scarf would be most reasonable, more often than not it has left me versing something that I can barely scratch. This Swords Dance set allows Garchomp to come in on a wall or set-upper and prepare a sweep. With STAB Dragon Claw and Earthquake, and Stone Edge complementing Earthquake, I have a moveset with near universal coverage. With Life Orb, Garchomp's Earthquake delivers 255-300 damage to max defense Ferrothorn, which usually runs max Sp. Def anyway.
Garchomp's biggest threat is, simply put, ice. Anything that can deliver even a decently powerful ice attack and is faster than Garchomp practically carries Garchomp's death sentence.
Regirock @ Leftovers
Clear Body Ability
Careful Nature
252 HP/4 Atk/252 Sp. Def
- Curse
- Drain Punch
- Stone Edge
- Fire Punch
Regirock has led me to come-from-behind victories more often than I can count. With his incredible defense and solid HP stat, as well as the boost to Sp Def from sandstorm, he becomes an impenetrable wall that grows in power with each Curse. The strategy is to bring him in on a Phy. Sweeper or wall and start Cursing. Stone Edge is his main STAB that has excellent coverage on its own. Fire Punch covers entry hazard set-uppers as well as provides decent coverage. Lastly, Drain Punch is his secondary form of recovery which, with Leftovers, allows him to heal off any damage lost.
Regirock's biggest threats are powerful special attackers and weather inducers. Changing the weather costs Regirock 164 Sp. Def, which causes it to succumb to many more special attacks. Even without weather change, a powerful Hydro Pump or Leaf Storm could 2HKO Regirock and eliminate all chances of setting up.
So, there you have it. Again, this team has worked and has bagged me a very high win percentage thus far.
Tyranitar (Set-upper/Sp. Sweeper/Sp. Wall)
With a solid 354 Sp. Def stat with sandstorm, Tyranitar can take special attacks like a tank. I chose to utilize Tyranitar as a lead to set up stealth rock, but also be able to handle himself when the time comes. After thorough calculation, Tyranitar holds a unique issue of having a very high Attack stat, with weaker physical attacks, so much so that his special attacks are more powerful. Because of this, Fire Blast and Ice beam/Blizzard are his main coverage moves and Earth Power hits opposing sandstorm teams like a truck.
Jirachi (Support/Stall/Annoyer)
Jirachi's Serene Grace ability and powerful Iron Head STAB are a beautiful combination that have caused many rage quits. This, combined with thunder wave, means the opponent will either be paralyzed and cant move or flinch 70% of the time. This means that for 7 out of 10 turns I am also able to utilize Leftovers recovery so that even if Jirachi does get hit, it can quickly heal off the damage. Jirachi also can pass on wish, which is extremely useful for switching in with one of my other pokemon.
Forretress (Entry Hazard Setup & Remover)
Forretress fulfills its abilities to clear and set up entry hazards once again. With a solid defense stat (even when untouched), and enough power to fend for itself, Forretress makes a fine addition to the team. Although the threat of fire remains, any Rock/Ground type on my team quickly eliminates them, with Rock types having resistance. Having the field clear of entry hazards is extremely important for the next pokemon.
Aron (F.E.A.R sweeper)
For those that dont know what is, it stands for Focus Sash, Endeavor, quick Attack, Rattata. The strategy was to put a Focus Sash on a LV. 1 or 2 Rattata and use Endeavor and a quick attack to KO the opposing pokemon. It also has Sturdy as its ability, so it can use its "Focus Sash" indefinitely. Aron is perhaps one of the most annoying F.E.A.R. users out there because it can utilize residual sandstorm damage that would deliver the KO on anything that is not Rock, Ground, Steel, and has Magic Guard or Overcoat. For those that do have these types/abilities, I can simply switch out after an Endeavor, leaving them severely crippled for the next pokemon to take out.
Garchomp (Phy. Sweeper)
Though there is news that Smogon released Garchomp as Uber, Pokemon Online still considers it OU, so it is still here and usable. Garchomp is my main physical sweeper due to its blistering speed and worthy attack. With a Life Orb, Garchomp can use Swords Dance on a setup or wall and sweep with a ridiculous 708 attack.
Regirock (Mixed Wall/Phy. Sweeper)
This hunk of brick is my ace in the hole. He's pulled through for me even when things looked grim. With incredible 80/200/100 defenses, and Sp. Def increased from sandstorm, Regirock hits 364/436/492 right off the bat. Combine this with Curse and Drain Punch, and suddenly he's an unbreakable wall. At times, he's been able to take Hydro Pumps or Leaf Storms with ease and hit back with an incredible Drain Punch that heals off most of the damage.
Now let's expose this annihilation...
Tyranitar @ Chople Berry
Modest Nature
Sand Stream Ability
248 HP/252 Sp. Atk/8 Speed
- Stealth Rock
- Fire Blast
- Dark Pulse
- Ice Beam/Blizzard
After some calculations, I've found that with max Attack vs. Max Sp. Atk, Tyranitar holds better with Sp. Atk. For instance, Fire Blast is 125.26% as powerful than Fire Punch, Dark Pulse is 78.66% as powerful as Crunch, and Blizzard is 125.26% as powerful as Ice Punch. Ice beam is slightly weaker, but provides better accuracy. Despite Crunch's loss of power, it is covered up with the other 2 attacks, especially with the chance of flinch with Dark Pulse. The EV's are made to maximize bulk and Sp. Atk. 8 EVs in Speed allow me to outspeed opposing Tyranitar running no speed EVs. The loss of HP is insignificant and Tyranitar can still handle 4 Seismic Toss. The moves provided allow for maximimum coverage. Fire Blast covers opposing Sandstorm Steel types and set-uppers such as Ferrothorn and Forretress. Dark Pulse is STAB that covers Psychic as well as Ghost Types immune to Aron's Endeavor. Blizzard takes care of Ground and grass types that would otherwise have an edge, as well as Dragon and Flying.
Tyranitar's biggest weaknesses lie in its many weaknesses, specifically Fighting. Although the Chople berry reduces Fighting attacks to the same level as its other weaknesses, many fighting type attacks come from very powerful and bulky opponents such as Conkeldurr. Even with the coverage moves provided, Tyranitar can't hit it's Water and Fighting type weaknesses for super effective damage and has to rely on its sheer power to win.
Jirachi @ Leftovers
Jolly Nature
Serene Grace Ability
252 HP/4 Atk/252 Speed
- Wish
- Iron Head
- Thunder Wave
- U-turn
With 252 Speed EVs and a Jolly Nature, Jirachi outspeeds a large chunk of the metagame. This allows for a quick Thunder Wave which not only helps Iron Head, but is good for spreading status in general. With a decent 237 attack stat, a STAB Iron Head not only leaves the opponent helpless 60% of the time, but it also packs a punch. Wish allows Jirachi to pass on 202 HP to a switch-in or just to a teammate in trouble. However, this is especiallyy useful for switching in to Aron since it will most likely take a hit upon entering and then heal back up to max health. U-turn provides Jirachi a damaging alternative to just switching out since the opponent would most likely be paralyzed or slower.
Jirachi falls victim to powerful Ground or Fire attacks, namely Earthquake and Fire Blast since they are the most common. Even with 236 in both defenses, Jirachi will almost always be 2HKOed by these attacks, especially since it cant paralyze Ground types and must rely entirely on Iron Head.
Forretress @ Leftovers
Careful Nature
Sturdy Ability
252 HP/4 Def/252 Sp. Def
- Rapid Spin
- Spikes
- Toxic Spikes
- Payback
Despite a horrendous weakness to fire, Forretress remains an effective Rapid Spinner and set-upper. Forretress can effectively fulfill his duty even in the presence of fire with proper prediction. Forretress can effectively come in on an enemy set-upper or sweeper locked into a resisted moveset. From here, Foretress gets 1 free turn to lay down entry hazards before the opponent switches into something better.
Forretress' biggest weakness obviously lies in fire, but also in anything that can launch a powerful, neutral special attack since he only has 240 Sp. Def. Even still, proper prediction allows Forretress to Rapid Spin or set up even in the presence of danger.
LV. 2 Aron @ Shell Bell
Sturdy Ability
Jolly Nature
252 Atk/4 Sp. Def/252 Speed
- Endeavor
- Protect
- Superpower
- Rock Slide
The EVs don't really matter for such a low level pokemon, but at LV. 2 it still makes a slight impact. With maxed out speed, Aron can hopefully outrun other F.E.A.R. users and its 2 attacks provide at least neutral coverage on all of them. The strategy, explained earlier, is to switch in, use Endeavor, and let the sandstorm do the rest. With 14 HP, this means that if the opponent doesnt attack and I still use Endeavor, they need to have at least 224 HP in order to get KOed by sandstorm. Many, if not all, LV. 100 pokemon in OU have higher HP than that, so it should work.
Aron's biggest threats are Ghost types, which must be dealt with by teammates, pokemon unaffected by sandstorm, which must be dealt with by a switch-in, and status users (specifically will-o-wispers), which must be taken out before Aron switches in.
Garchomp @ Life Orb
Sand Veil Ability
Jolly Nature
4 HP/252 Atk/252 Speed
- Swords Dance
- Dragon Claw
- Earthquake
- Stone Edge
This set allows Garchomp to utilize its speed without losing out on coverage. Though a Choice Scarf would be most reasonable, more often than not it has left me versing something that I can barely scratch. This Swords Dance set allows Garchomp to come in on a wall or set-upper and prepare a sweep. With STAB Dragon Claw and Earthquake, and Stone Edge complementing Earthquake, I have a moveset with near universal coverage. With Life Orb, Garchomp's Earthquake delivers 255-300 damage to max defense Ferrothorn, which usually runs max Sp. Def anyway.
Garchomp's biggest threat is, simply put, ice. Anything that can deliver even a decently powerful ice attack and is faster than Garchomp practically carries Garchomp's death sentence.
Regirock @ Leftovers
Clear Body Ability
Careful Nature
252 HP/4 Atk/252 Sp. Def
- Curse
- Drain Punch
- Stone Edge
- Fire Punch
Regirock has led me to come-from-behind victories more often than I can count. With his incredible defense and solid HP stat, as well as the boost to Sp Def from sandstorm, he becomes an impenetrable wall that grows in power with each Curse. The strategy is to bring him in on a Phy. Sweeper or wall and start Cursing. Stone Edge is his main STAB that has excellent coverage on its own. Fire Punch covers entry hazard set-uppers as well as provides decent coverage. Lastly, Drain Punch is his secondary form of recovery which, with Leftovers, allows him to heal off any damage lost.
Regirock's biggest threats are powerful special attackers and weather inducers. Changing the weather costs Regirock 164 Sp. Def, which causes it to succumb to many more special attacks. Even without weather change, a powerful Hydro Pump or Leaf Storm could 2HKO Regirock and eliminate all chances of setting up.
So, there you have it. Again, this team has worked and has bagged me a very high win percentage thus far.