Good, old Ground-type is a balanced type. On the negative side, Water, a common type has an advantageg against it and Flying-types have immunity from it. On the positive side it has an advantage against common types such as Fire and Steel, an immunity to Electric-type moves and deals heavy damage to Rock-type pokémon. Furthermore, Ground-type has its own weather condition, Sand Stream, and the tools to benefit from it in Sand Rush. With this information I set out to make a Monotype Ground team.
All help is welcome.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Hippowdon is my common lead, due to Sand Stream, which causes constant damage, aids Excadrill's Sand Rush and combined with Stealth Rock and Whirlwind can whittle the opponent team. Earthquake is a fine stab move and Slack Off allows Hippowdon to recover HP in a pinch. Leftovers adds some recovery power to it.
Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin
Excadrill hits like a truck with its superb attack and Choice Band. When it comes under the sandstorm, its decent speed doubles allowing it to sweep under the condition it is not hit by a priority move or a faster attack since such investement in attack and speed took its toll on its defenses. Iron Head is a stab and the flinching rate is a very welcome addition, and the other stab is Earthquake. Rock Slide allows Excadrill to KO flying threats and Rapid Spin takes entry hazards from the field.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Earthquake
- Scald
Gastrodon is my first odd choice. Since this is a Ground-type team, Water is always a point to consider. Gastrodon is a almost perfect counter to water since Storm Drain negates the attack and boosts its Special Attack (not very relevant but always good). Since Gastrodon isn't known for its attacking capabilities, it has to rely on Toxic and Recover in conjunction with Leftovers to drain the opponent of HP while recovering it itself. Earthquake and Scald are stabs, the lattrer with the added benefit of habing a burn chance.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Ice Beam
- Sludge Wave
- Earthquake
Nidoking is my second odd choice. I know it is not a perfect pokémon and its stats are somewhat lacking, especially on defense, but its versatility and attack options are a good argument for its use. Sheer Force, Life Orb and its jolly nature raise its Special Attack to the maximum and Flamethrower and Ice Beam give it coverage against a wide range of targets. Sludge Wave and Earthquake are powerful stabs.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Focus Blast
- Sludge Wave
unlike the former entry Landorus is a obvious choice. Gravity bring Flying-type pokémon to the Ground, so Earth Power can reach them, Focus Blast delas with Normal- and Steel-types and Sludge Wave (with some help from Nidoking) deals with Fairy-types. Like Nidoking, Landorus also uses Sheer Forcer and Life Orb to boost its Special Attack to hte limit.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang
Garchomp benefits the team because of its Dragon typing and fantastic stats. SInce Sand Force is illegal in teams with a Sand Stream user, Rough Skin is the only option. Earthquake and Outrage are its stabs and the former can use Dragonium Z to KO almost any threat that does not resist it. Swords Dance can be used to set up Garchomp to sweep and Fire Fang uses its high attack to deal with the menace from Ice and certain Steel types.
All help is welcome.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Hippowdon is my common lead, due to Sand Stream, which causes constant damage, aids Excadrill's Sand Rush and combined with Stealth Rock and Whirlwind can whittle the opponent team. Earthquake is a fine stab move and Slack Off allows Hippowdon to recover HP in a pinch. Leftovers adds some recovery power to it.
Excadrill @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin
Excadrill hits like a truck with its superb attack and Choice Band. When it comes under the sandstorm, its decent speed doubles allowing it to sweep under the condition it is not hit by a priority move or a faster attack since such investement in attack and speed took its toll on its defenses. Iron Head is a stab and the flinching rate is a very welcome addition, and the other stab is Earthquake. Rock Slide allows Excadrill to KO flying threats and Rapid Spin takes entry hazards from the field.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Recover
- Toxic
- Earthquake
- Scald
Gastrodon is my first odd choice. Since this is a Ground-type team, Water is always a point to consider. Gastrodon is a almost perfect counter to water since Storm Drain negates the attack and boosts its Special Attack (not very relevant but always good). Since Gastrodon isn't known for its attacking capabilities, it has to rely on Toxic and Recover in conjunction with Leftovers to drain the opponent of HP while recovering it itself. Earthquake and Scald are stabs, the lattrer with the added benefit of habing a burn chance.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Ice Beam
- Sludge Wave
- Earthquake
Nidoking is my second odd choice. I know it is not a perfect pokémon and its stats are somewhat lacking, especially on defense, but its versatility and attack options are a good argument for its use. Sheer Force, Life Orb and its jolly nature raise its Special Attack to the maximum and Flamethrower and Ice Beam give it coverage against a wide range of targets. Sludge Wave and Earthquake are powerful stabs.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Gravity
- Earth Power
- Focus Blast
- Sludge Wave
unlike the former entry Landorus is a obvious choice. Gravity bring Flying-type pokémon to the Ground, so Earth Power can reach them, Focus Blast delas with Normal- and Steel-types and Sludge Wave (with some help from Nidoking) deals with Fairy-types. Like Nidoking, Landorus also uses Sheer Forcer and Life Orb to boost its Special Attack to hte limit.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang
Garchomp benefits the team because of its Dragon typing and fantastic stats. SInce Sand Force is illegal in teams with a Sand Stream user, Rough Skin is the only option. Earthquake and Outrage are its stabs and the former can use Dragonium Z to KO almost any threat that does not resist it. Swords Dance can be used to set up Garchomp to sweep and Fire Fang uses its high attack to deal with the menace from Ice and certain Steel types.