As the Striker the team is built around, Garchomp has an immensely important role. It wants to buff itself with “This Match Is Too Fun!” and X. Atk twice to reach +3 Critical Chance and +4 Speed/Atk before Mega Evolving and firing off Earthquakes until the opposing team no longer exists. The Passive Surging Sand 5 and Lucky Skill Surging Sand 3 combined with maximum Chance to Critical Hit means that in the sand, Garchomp’s already tremendously powerful Earthquakes deal more than twice the damage (on top of the +6 Attack buff this team is able to give it). This completely offsets the aoe penalty and allows Garchomp to deal great damage to all three opposing pairs at once, while also allowing it to pile obscene amounts of damage onto the Stage Boss once the side pairs are eliminated. Additionally, Hit And Run 2 combined with “This Match Is Too Fun!” makes it one of the few pairs able to reliably bring its own Speed to +6. This brings the team’s damage up to even more insane heights through Ramming Speed’s massive 30% damage bonus.
An example Sync Grid for a Garchomp used on this team can be found here:
Palossand is what makes Garchomp’s efficient setup and incredible damage possible. Setting up Sandstorm not only boosts its damage by 80 percent straightaway through Sand Rushes 5 and 3, it also gives Garchomp the ability to boost its own Speed to +4 and max out its Critical Chance through “This Match Is Too Fun!”. Note that Acerola’s Sync Grid is quite important to this team, since Sandstorm Flag Bearer is what gives the extra +2 to Garchomp’s Attack Stat that maxes it out and Sandstorm Mp Refresh is what allows you to put up permanent Sandstorms. Past that, X Def is a move Pallosand can quickly throw out once or twice before Garchomp Mega Evolves to make it a little Bulkier and lower the Sync Counter. If Reuniclus is knocked out, “Over Here!” provides a nice way to heal up and buy Garchomp more time to deal damage. Finally, Sync Grid Skills Sand Shelter and “Over Here!” Mp Refresh provide the team with better durability by making Palossand very difficult to knock out.
An example Sync Grid for a Pallosand used on this team can be found here:
Reuniclus is one of the game’s most obscenely bulky Strikers in Sand or Hail with its Grid and Lucky Skill, and its other abilities compliment this Team perfectly. The consistent healing provided by Catalytic Cure and Healthy Healing give it long-term survivability, and Move Gauge Refresh is the one thing missing from the Chomposand core. Garchomp’s Sands Of Time even gives the team the excess Gauge to allow Reuniclus to put its decent Sp.Atk stat to use every once in a while, especially against Stages with weaknesses to Psychic. In game, the main thing you’ll need your Reuniclus to do is buy Garchomp as much damage-dealing time as it can by soaking up as many hits as possible. All you’ll really need to do to accomplish this is outfit the pair with a solid Sync Grid and decent Lucky Skill and then use “Don’t Bore Me!” right out of the gate, but the pair is capable of a few other things on top of that. Move Gauge Boost should be saved for the late game when you’re juggling Astonish with Earthquake and occasional Psychics, although it often shouldn’t be necessary at all with Sands Of Time.
An example Sync Grid for a Reuniclus used on this can be found here:
Discussion: How to use this Team
This team does it all, folks. Maximum Offensive Stats on a powerful Striker, impressive bulk and Move Gauge Regeneration, damage reduction and Healing in the form of Sand Shelter and “Over Here!”, and the power of Weather to increase damage even further. It even has the unique strength of being able to deal huge amounts of aoe damage over a long period of time while mitigating damage lost to the aoe penalty through Sand Rush. This allows it to heavily impede the progress of its opponent’s Sync Move counter by quickly eliminating side Pairs, in turn giving the team even more impressive survivability. Because of all this, the team is one of the few able to both survive long Battle Villa runs AND use a Weather setting pair for increased damage on top of max buffs. Reuniclus’ Passives and healing along with Pallosand’s X Defense and Regen also contribute to this in a big way, combining with stalled Sync Moves to form an ironclad defense on top of colossal damage potential. In terms of using the team in game, you’ll want to make use of the Tactics feature here to prioritize in this order: Reuniclus>Palossand>Garchomp. This is heavily important because in terms of base stats alone, Mega Garchomp is actually bulkier than Palossand and will be targeted first unless this measure is taken. Once the Stage starts, you’ll want a buffing cycle leading up to Garchomp Mega Evolving that looks something like this:
|Turns||Move||Effect / Explanation|
|1||Palossand - Sandstorm||Sets Sand for the first time, allowing Garchomp to max its own Critical Chance and bring its Speed to +4. Also boosts the team’s Attack through Flag Bearer.|
|2||Garchomp - “This Match Is Too Fun!”||+2 to Critical Chance and Speed|
|3||Reuniclus - “Don’t Bore Me!”||Buffs up Reuniclus’ Defenses and Sp.Atk|
|4||Palossand - X Def||+2 Defense|
|5||Garchomp - “This Match Is Too Fun!”||+2 to Critical Chance and Speed|
|6||Reuniclus - “Don’t Bore Me!”||Buffs up Reuniclus’ Defenses and Sp.Atk|
|7||Garchomp - X Atk||+2 to Attack|
|8||Palossand - X Def||+2 to Defense|
|9||Garchomp - X Atk||+2 to Attack|
From here, throw out an Earthquake to finish off your Sync Grid counter and then Mega Evolve Garchomp. Post Mega, Keep on Quaking, refresh Sandstorm with Palossand whenever you need to and pop a Move gauge Boost if you somehow run low on Gauge. Garchomp’s Speed should max itself with Hit And Run 2, and Flag Bearer will max its Attack when Palossand uses Sandstorm again. Throughout the rest of the match, Reuniclus should be throwing in a Psychic or two whenever you have Gauge for a nice damage bonus. If Palossand starts being targeted for Attacks, have it use “Over Here!” and Astonish for sustain liberally and then return to leveling the entire surrounding area with Earthquakes until the opposing team gives in.