Quoted By:
Rape My Team
Tar gets 1hko on standard Ferrothorn and Chomp, sets up sneaky pebbles and THE HOT WIND BLOWING JAGGED LINES ACROSS THE SAND. Pursuit frail things.
+0 Scolipede outspeeds +0 Rotom-W, +1 Scolipede outspeeds +1 Rotom-W. Set was shamelessly ripped from Smogon. Hopes to pass subs to Chomp without dancing sometimes, so that Chomp can scare things off and abuse sand support asap, while still being able to dance if necessary.
Thundurus has Prankster Taunt and Twaves offensive threats with MAGNETIC FORCE, JACK. NATURE'S FORCE to give the other guys more breathing room. If the enemy hits through a taunt or twave, Thundurus switches out and something else gets to set up (ideally subs) due to easy prediction and/or parahax. Also taunts and zaps defoggers.
Aegislash is FUCKIN INVINCIBLE and is a good switchin for Thundurus who got pushed out by Foul Play, since it doesn't break his subs in shield form. Toxic puts a timer on bulky things and Aegislash overall provides a nice answer to priority users who lack boosting and status moves, and most other offense.
Excadrill is a spinner and Rotom bait, as players will assume it to run Sand Rush or Force after seeing a sand team. Jolly is to outspeed even max speed timid Rotoms lacking a scarf, while a speed boost from Scolipede will let it beat scarfs, and Life Orb guarantees kills even on somewhat physically bulky ones. Iron Head wrecks fairies who might attempt to stop Chomp's rampage.
Megachomp is the big man on campus. Speed lets him beat base 130s and scarf base 70s after a speed boost, HP and defense let him survive an Adamant Life Orb Mamoswine's Ice Shard if hazards are gone as well as letting him dance a bit more easily against walls and such, and the attack EVs let Outrage kill 252/252+ Slowbro 100% of the time after Sneaky Pebbles. Sand Force just makes the numbers bigger, and he might be able to dodge a move while setting up his own SD before going mega.