Ay it's me sana, some of you know me as the rock user from imperium league. I've been maining rock for about 3 years now (I think) and it's about time I give some of my teams out. This team is my absolute favourite. When creating this team (a fuck long ago) the main idea was to create as bulky team as possible, meaning that i could have as many switch-ins as possible ,while still maintaing good offensive preserence.
Here's the team:
Darude (Tyranitar) @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 156 HP / 252 Atk / 20 Def / 40 SpA / 40 Spe
Naughty Nature
- Earthquake/Ice Beam
- Fire Blast
- Stone Edge
- Crunch
Tyranitar, an absolute wall that lives almost any (special)attack except stab fighting. Provides sandstorm, which makes my team bulkier on the special side. However, that ain't the main purpuse; the main purpose is weather control. Comes extremly handy vs SS water teams. Tyranitar also has great wallbreaking potential, coming from it's massive attack and diverse movepool, which comes especially hand vs steel teams as he hitsalmost every steel pokemon for SE damage. The Speed evs are there to outspeed and KO scizor, while the rest are put in attack to maxmize wallbreaking potential and bulk.
8 dicks =you lose gg (Cradily) @ Leftovers
Ability: Storm Drain
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 SpA
- Giga Drain
- Stealth Rock
- Recover
- Toxic
Cradily; the staple to every rock team. My second special wall, water attack absorber and stealth rock setter. This is a pokemon you don't want to die when facing water teams. Much like every other pokemon in this teams, it appreciates sandstorm.
Pussywhipped (Aggron) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Iron Head/Heavy Slam
- Sleep Talk
- Rest
Agrron, pure steel typing- what more could you ask for. It ressists grass and steel attacks, making him extremly valuable vs steel and grass teams. Aggron is also a great wincon, once major threats are removed. Whether you should use iron head or heavy slam is up to you. Iron head has more PP and it can do more damage vs heavy (literaly) threats such as Kyruem, terrakion, venusaur, hoopa-unbound.
(BAN ME PLEASE)face (Diancie) @ Expert Belt or Pixie Plate
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 184 Def / 72 SpA
Bold Nature
IVs: 0 Spe
- Earth Power
- Heal Bell
- Trick Room
- Moonblast
Diance is the glue that holds the team together, offensive- and defensive-wise. It's massive bulk and typing alows it to take even the strongest fighting attacks.
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 184+ Def Diancie: 199-235 (65.4 - 77.3%) -- guaranteed 2HKO - and diancie can KO back
Diancie is extremly useful when facing fighting and dark teams (for obvious reasons). Heal bell works great with rest aggron, and trick room alows diancie aswell as the rest of my slow team to sweep if possible. Trick room can really turn the game in your favour. Earth power can KO bisharp after stealth rock damage and can deal up to 77% vs excadrill.
Diabetes (Omastar) @ Air Balloon
Ability: Weak Armor
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Scald
- Ice Beam
- Shell Smash
Special attacker of the team and the ONLY pokemon that allows me to beat ground teams; omastar. The set is pretty standard. Some people prefer timid over modest, but since I'm using scald (Which is extremly useful, as the oponnent will always think twice before switching in venusaur, ferrothorn etc.) the extra power is needed and since I have trick room, the speed loss ain't that big of a deal. Feel free to run timid tho, as then you can outspeed some threats with +2 speed like latios for example.
I used to have focus sash, but air ballon, bloody immunity to ground attacks, is very useful. It stops excadrill, garchomp, landorus-t,mamoswine etc. sweeps while also provoding omastar with a lot more setup opprotunties. It isn't that useful againts grass and fighting teams, though.
Shagger (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Close Combat
- Stone Edge
I designed this set back when mew and weezing were prominent threats, as this set could counter them. However, the wallbreaking potential this Terrakion has conviced me to keep using it. While mew and weezing arent common as they used to be, M-sableye is, and terrakion can counter most sets. Not that Sableye is that big of a problem since i have diancie, but having LO terrakion behind a sub is very threatning for the opposing team, nonetheless. CC and stone edge provide almost perfect coverage, countered only by doublade and golurk.
Breaks every normal team, just don't let ditto transform into +2 attack +1 speed terrakion and you'll do fine
So that pretty much covers the basics. I have a lot of expereince with this team and could write a lot about how to beat certain team and types, so feel free to ask me questions, cuz I don't feel like writing so much.
Keep in mind that all the sets in the team were made by me. The idea for aggron's set I got from my boy crashy, so shout-outs to him.
Importable:
(How do u make that importable shit?)
Here's the team:
Darude (Tyranitar) @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 156 HP / 252 Atk / 20 Def / 40 SpA / 40 Spe
Naughty Nature
- Earthquake/Ice Beam
- Fire Blast
- Stone Edge
- Crunch
Tyranitar, an absolute wall that lives almost any (special)attack except stab fighting. Provides sandstorm, which makes my team bulkier on the special side. However, that ain't the main purpuse; the main purpose is weather control. Comes extremly handy vs SS water teams. Tyranitar also has great wallbreaking potential, coming from it's massive attack and diverse movepool, which comes especially hand vs steel teams as he hitsalmost every steel pokemon for SE damage. The Speed evs are there to outspeed and KO scizor, while the rest are put in attack to maxmize wallbreaking potential and bulk.
8 dicks =you lose gg (Cradily) @ Leftovers
Ability: Storm Drain
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 SpA
- Giga Drain
- Stealth Rock
- Recover
- Toxic
Pussywhipped (Aggron) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Iron Head/Heavy Slam
- Sleep Talk
- Rest
(BAN ME PLEASE)face (Diancie) @ Expert Belt or Pixie Plate
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 184 Def / 72 SpA
Bold Nature
IVs: 0 Spe
- Earth Power
- Heal Bell
- Trick Room
- Moonblast
Diance is the glue that holds the team together, offensive- and defensive-wise. It's massive bulk and typing alows it to take even the strongest fighting attacks.
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 184+ Def Diancie: 199-235 (65.4 - 77.3%) -- guaranteed 2HKO - and diancie can KO back
Diancie is extremly useful when facing fighting and dark teams (for obvious reasons). Heal bell works great with rest aggron, and trick room alows diancie aswell as the rest of my slow team to sweep if possible. Trick room can really turn the game in your favour. Earth power can KO bisharp after stealth rock damage and can deal up to 77% vs excadrill.
Diabetes (Omastar) @ Air Balloon
Ability: Weak Armor
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Scald
- Ice Beam
- Shell Smash
I used to have focus sash, but air ballon, bloody immunity to ground attacks, is very useful. It stops excadrill, garchomp, landorus-t,mamoswine etc. sweeps while also provoding omastar with a lot more setup opprotunties. It isn't that useful againts grass and fighting teams, though.
Shagger (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Close Combat
- Stone Edge
I designed this set back when mew and weezing were prominent threats, as this set could counter them. However, the wallbreaking potential this Terrakion has conviced me to keep using it. While mew and weezing arent common as they used to be, M-sableye is, and terrakion can counter most sets. Not that Sableye is that big of a problem since i have diancie, but having LO terrakion behind a sub is very threatning for the opposing team, nonetheless. CC and stone edge provide almost perfect coverage, countered only by doublade and golurk.
Breaks every normal team, just don't let ditto transform into +2 attack +1 speed terrakion and you'll do fine
So that pretty much covers the basics. I have a lot of expereince with this team and could write a lot about how to beat certain team and types, so feel free to ask me questions, cuz I don't feel like writing so much.
Keep in mind that all the sets in the team were made by me. The idea for aggron's set I got from my boy crashy, so shout-outs to him.
Importable:
Code:
Pussywhipped (Aggron) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Iron Head
- Sleep Talk
- Rest
(BAN ME PLEASE)face (Diancie) @ Expert Belt
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 184 Def / 72 SpA
Bold Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Heal Bell
- Trick Room
- Moonblast
Diabetes (Omastar) @ Air Balloon
Ability: Weak Armor
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Scald
- Ice Beam
- Shell Smash
8 dicks =you lose gg (Cradily) @ Leftovers
Ability: Storm Drain
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk / 30 SpA
- Giga Drain
- Stealth Rock
- Recover
- Toxic
Darude (Tyranitar) @ Assault Vest
Ability: Sand Stream
Shiny: Yes
EVs: 156 HP / 252 Atk / 20 Def / 40 SpA / 40 Spe
Naughty Nature
- Earthquake
- Fire Blast
- Stone Edge
- Crunch
Shagger (Terrakion) @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Close Combat
- Stone Edge