As the title says, I refuse to use legendaries/mythical on my team (f*ck Jirachi, in particular). I am trying a classical sandstorm hazard team, and after multiple iterations this is the team I came up with:
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Thunder Wave
- Stealth Rock
- Pursuit
Standard lead. Sets up sandstorm from turn 1 and can set up stealth rock. Scarf allows to paralyze faster threats and setup. Choice pursuit is also useful to take down Starmie/Gengar/Latias before retaliation. This lead can also sponge Latias' trick if predicted properly. Other than that, Choice forces Tyranitar into a support role.
Skarmory (F) @ Shed Shell
Ability: Keen Eye
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
Standard physical defense Skarmory set. Shed shell is a nice surprise against Magnezone.
Quagsire (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 100 Def / 156 SpD
Impish Nature
- Earthquake
- Encore
- Recover
- Toxic
Checks Gyarados, Swampert, and other water threats. Encore shuts down setup sweepers, specially DD Gyarados.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Seismic Toss
- Thunder Wave
- Soft-Boiled
- Knock Off
Special tank and annoyance of the highest caliber. Removes items, spams paralysis, and it has decent damage against anything except ghost types or Blissey. Can effectively check some Jirachi sets. It is also a very good Heatran check, although it's usually a target of explosion.
Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Toxic Spikes
- Protect
- Earthquake
- Ice Beam
Fighting-type counter plus toxic spikes setter/cleaner. I have found Nidoqueen to be very effective against Machamp and Infernape. Nidoqueen also threatens Breloom, but spore and leech seed are still a problem (I don't have a way to properly deal with that tbh). Poison point sometimes lands a free poison on non-metal physical threats. Ice beam is also useful in taking down Flygon and Dragonite.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Flash Cannon/Explosion
Steel trapper. Useful to deal with Scizor and Lucario if it can switch in. It can also take down some Jirachi sets (again, f*ck Jirachi). Bronzong's earthquake is a problem though. Magnezone can also take down Skarmory after Clefable's knock off or if it has leftovers. The last move is for occasional non-steel opponents. Flash cannon is safer but explosion can secure a kill.
I would like to get my team rated, and if possible also advice on how I can improve it. As I mentioned at the start, my only restriction is no legendaries/mythical. Thanks in advance!
Tyranitar (M) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Thunder Wave
- Stealth Rock
- Pursuit
Standard lead. Sets up sandstorm from turn 1 and can set up stealth rock. Scarf allows to paralyze faster threats and setup. Choice pursuit is also useful to take down Starmie/Gengar/Latias before retaliation. This lead can also sponge Latias' trick if predicted properly. Other than that, Choice forces Tyranitar into a support role.
Skarmory (F) @ Shed Shell
Ability: Keen Eye
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
Standard physical defense Skarmory set. Shed shell is a nice surprise against Magnezone.
Quagsire (F) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 100 Def / 156 SpD
Impish Nature
- Earthquake
- Encore
- Recover
- Toxic
Checks Gyarados, Swampert, and other water threats. Encore shuts down setup sweepers, specially DD Gyarados.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Seismic Toss
- Thunder Wave
- Soft-Boiled
- Knock Off
Special tank and annoyance of the highest caliber. Removes items, spams paralysis, and it has decent damage against anything except ghost types or Blissey. Can effectively check some Jirachi sets. It is also a very good Heatran check, although it's usually a target of explosion.
Nidoqueen @ Black Sludge
Ability: Poison Point
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Toxic Spikes
- Protect
- Earthquake
- Ice Beam
Fighting-type counter plus toxic spikes setter/cleaner. I have found Nidoqueen to be very effective against Machamp and Infernape. Nidoqueen also threatens Breloom, but spore and leech seed are still a problem (I don't have a way to properly deal with that tbh). Poison point sometimes lands a free poison on non-metal physical threats. Ice beam is also useful in taking down Flygon and Dragonite.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Flash Cannon/Explosion
Steel trapper. Useful to deal with Scizor and Lucario if it can switch in. It can also take down some Jirachi sets (again, f*ck Jirachi). Bronzong's earthquake is a problem though. Magnezone can also take down Skarmory after Clefable's knock off or if it has leftovers. The last move is for occasional non-steel opponents. Flash cannon is safer but explosion can secure a kill.
I would like to get my team rated, and if possible also advice on how I can improve it. As I mentioned at the start, my only restriction is no legendaries/mythical. Thanks in advance!
Last edited: