This team has been a labour of love, since I got back into Pokemon a few months ago, Monotype appealed to me from the start, allowing me to use my favourite type, Ground, from the start. As I marched on, I learned many things. Excadrill isn't banned in Gen 6 and I don't have to use Sandslash. Dugtrio, my fav, is terribad. Landorus isn't banned so I don't have to use Nidoking. I managed to be more competitive than I had ever been since my old days on Pokemon Online gen 4 OU. I physically cannot make a team without a suicide lead now, so Golem replaces Mamoswine and does quite well with my team.
This is a hyper-offensive team, like most Ground teams should be, the priority is to keep up pressure on the opponent with every mon, to keep Stealth Rock up, and like any Ground team, break walls.
The names are ostensibly keyboard smashes, but I really tried super hard on the names and the real reason the names are like that is because I'm sponsored and they wanted names like that. I don't argue with cash and neither should any of you.
bgv hjgu980ijhb (Landorus) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Hidden Power [Ice]
- Knock Off
Mixed Landorus went oddly well on this team, I heard Knock Off was a good move in Gen 6 and after I got walled by Normal once, I settled on sacrificing Focus Blast and going mixed instead of using Mamoswine. It's what an average lando does, break walls with Earth Power and destroy things that resist it with Sludge Wave. HP Ice is there thanks to my self-imposed "1 random hp ice or random hp fire per team at least" rule, and it helps in the Dragon matchup, which I love to hate just like the rest of you. HP Ice also does a respectable 30ish% to Skarmory which can come in clutch if Skar thinks he's safe. Besides being this team's only chance against Normal, Knock Off is a good "safe option" to use against a slower low-health Psychic or Ghost, despite the orb recoil. It also throws Assault Vest Meloetta for a surprise. I love speed-creeping, so max speed is required, and I need it to fulfill the actual functions of a Landorus, so max Special Attack is required.
hbhiuojknb jikn b (Garchomp) @ Choice Band
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Dragon Claw
The first true meme set, Bandchomp destroys everything that is usually a reasonable Chomp check and can get surprise picks on some opposing win conditions.
252 Atk Choice Band Garchomp Earthquake vs. 248 HP / 0 Def Politoed: 310-366 (80.9 - 95.5%) -- 56.3% chance to OHKO after Stealth Rock (i.e. you can switch in hippo and they cant do shit to your weather because toed dies to rocks)
252 Atk Choice Band Garchomp Outrage vs. 252 HP / 232+ Def Slowbro: 202-238 (51.2 - 60.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Garchomp Outrage vs. 252 HP / 0 Def Mew: 294-346 (72.7 - 85.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Garchomp Outrage vs. 252 HP / 4 Def Mew: 292-345 (72.2 - 85.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Hopefully picks some juicy mon due to the "What the ****" factor, but if it's known, it puts pressure on the opponent to find some answer to it. Dragon Claw is there as a non-committal move, a resisted outrage does almost as much as Stone Edge and there is much less anxiety in using it. Fire Blast is there for Skarmory and maybe a 60-70% health Ferrothorn. Yes, Fire Fang does less than Fire Blast to Skarmory even with band.
uhiboijjuhb (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Sludge Wave
- Stealth Rock
- Earth Power
No Ground mono is complete without a Water counter, and Seismitoad is it. Seismitoad can uniquely beat Azumarill (the speed is to creep max speed adamant azu. if they go deep enough to cteam me with jolly azu, they deserve to win) and can also lay rocks, which I thought Quag could do but I guess not. I eschewed Grass Knot's coverage because I can either just Sludge Wave or go for a Scald Burn on whatever Grass Knot hits. It only really hits opposing Water counters in Ground dittos, which is often a crapshoot since its often another Seismitoad with Grass Knot. Rocks are there because Golem isn't always as reliable as I'd like it to be, and people often don't expect double rocks, then expect triple rocks on Hippo. Ultimate mind games that are now useless since I posted this team in plain sight as opposed to PMing random people it on request. This is also my best Skarmory counter when I don't feel like going for hard reads with Band Fire Blast.
kgkliijhukgjcxfhjk (Golem) @ Custap Berry
Ability: Sturdy
Shiny: Yes
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Fire Punch
- Explosion
- Stealth Rock
- Earthquake
The star of the show. The one and only. The reason Golem is at 7.66% usage is because of this team. I lead with him 99% of the time, not really against Fighting with Breloom because of the obvious Bullet Seeding, so I lead with Garchomp instead. (Landorus can get Keldeo'd in lead). The strats with this are often self-eplanatory, lay rocks and blow up. There are occasions where you do not want to blow up in Custap or when you don't want to lay rocks immediately. Fire Punch Skarmories immediately to scout for items, Fire Punch Ferrothorns to show them who's the real suicide lead in this battle, Earthquake slower mons weak to Earthquake immediately that don't seem like they have sashes/Sturdy, lay rocks when you feel like it in these situations, it's often just intuition I go off of about when to lay rocks. There's no real rhyme or reason to it, I'm not sure how to tell someone to use it. When the opponent obviously has priority, lay rocks then switch to whatever resists the priority and save the Golem in Custap for a rainy day. The EVs are there to speed creep mons that speed creep uninvested base 70's, and can also survive a +0 lead Cloyster's Icicle Spear about 70% of the time, that chance being that none of them crit. Explode immediately against Azumarill. Explode immediately against any setup sweeper that seems like it can hurt your team that Earthquake doesn't already kill. Explode immediately against Whimsicott, you don't want to deal with that shit. Explode immediately against Cloyster if it lives an Icicle Spear. Explode against Balloontran, picking off the Balloon is actually pretty important and puts more pressure on keeping Skarmory up. I'm sure there are other things to explode against and use specific moves on, but there are
gvhbjohbvghuhu8ijh (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Crunch
- Slack Off
- Whirlwind
Generic Hippo for the most part, Crunch is there to hit Balloontran on switches, hit Lati@s on switches, get some of that $$$ defense drop hax for which I feel no shame, and also it checks every variant of Gengar, since sand breaks Sashes. Otherwise self-explanatory, Earthquake things that don't resist it and don't threaten you, Slack Off when your health gets a little low, Whirlwind to take nasty meanies out of the battle.
cleansed (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
The other meme that throws people for a loop, Assault Vest Excadrill walls things that Seismitoad is too weak to handle (read: anything with Energy Ball). It beats Thundurus and Thundurus-T without Superpower, Latios unless it's a meme physical set or a more likely Specs Surf. This can take a Scarf Keldeo's Scald as well, that is, it has a 70% chance of beating Scarf Keldeo. Best move in the game.
The only thing I truly miss from orb is the ability to 2HKO Mega Scizor and the ability to do enough damage to kill Keldeo at a realistic health in sand, which both pain me endlessly.
Threats:
Knowing about Custap Golem is a fantastic way to not get your win condition killed by Golem, but when Golem is used well, it can be a threat to even knowledgeable players with good teams. I wouldn't outright say knowledge is a counterplay to this team, but god damn if it doesn't help.
252 SpA Life Orb Serperior Leaf Storm vs. 0 HP / 0- SpD Landorus: 257-304 (80.5 - 95.2%) -- guaranteed 2HKO
If Serperior sets up Leaf Storm, you still have a 28% chance to win (flinch or leaf storm miss since giga drain doesn't kill [+2 252 SpA Life Orb Serperior Giga Drain vs. 0 HP / 4 SpD Assault Vest Excadrill: 211-250 (58.2 - 69%) -- guaranteed 2HKO]) by sacing Hippowdon and Iron Heading with Excadrill. The problem is that good people will switch out. The good part is that good people have hopefully figured out by now that Hyper Offensive Grass is terribad against every type except for Ground and maybe some other types I don't play.
Also, everything above base 102 speed will give you a headache, as Excadrill is the only thing that can outspeed it Things that Excadrill cannot OHKO will give you a double headache. Mega Pinsir, Starmie, and Weavile are all headaches. Also, any scarf as fast or faster than Boufflant outspeeds all the mons but Exca in sand. Mega Diancie can stall sand with Protect, so for that reason Rock is a headache which I frequently lose.
I made this team on my own, I can credit some random person in Alliance for saying "why don't you have fire blast, fire fang does less to skar" when my nooby ass was using Fire Fang on Skar and some random person on ladder showing me that Lando and Excadrill aren't banned by example.
This team works the finest on mid-ladder, low ladder leaves me getting memed on, as well as not being able to punish people giving you free setup turns since this team has no setup moves, and high ladderers often know my plays. It only adds Yomi levels, but that also makes this team inconsistent as hell with the big, bad Psychic and Flying mains on high ladder, this team isn't awful against the types themselves, but prepare to try to git gud if you want to use this team to beat them. I believe in you!
bgv hjgu980ijhb (Landorus) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Hidden Power [Ice]
- Knock Off
hbhiuojknb jikn b (Garchomp) @ Choice Band
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Dragon Claw
uhiboijjuhb (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Sludge Wave
- Stealth Rock
- Earth Power
kgkliijhukgjcxfhjk (Golem) @ Custap Berry
Ability: Sturdy
Shiny: Yes
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Fire Punch
- Explosion
- Stealth Rock
- Earthquake
gvhbjohbvghuhu8ijh (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Crunch
- Slack Off
- Whirlwind
cleansed (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Sludge Wave
- Hidden Power [Ice]
- Knock Off
hbhiuojknb jikn b (Garchomp) @ Choice Band
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Dragon Claw
uhiboijjuhb (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 192 HP / 252 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Sludge Wave
- Stealth Rock
- Earth Power
kgkliijhukgjcxfhjk (Golem) @ Custap Berry
Ability: Sturdy
Shiny: Yes
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Fire Punch
- Explosion
- Stealth Rock
- Earthquake
gvhbjohbvghuhu8ijh (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Crunch
- Slack Off
- Whirlwind
cleansed (Excadrill) @ Assault Vest
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
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