So I wanted to look at replays from my recent open set since all of those feature
Sandy Shocks on my opponent's team and I think it's generally important to see how its strengths and playstyle end up doing in an in-game scenario because you can't fully rely on just discussion. This should also probably help explain how I generally handle the mon.
Pokemon names underlined,
Tera types colored.
Replay 1
First replay I'd like to analyse is this one
https://replay.pokemonshowdown.com/smogtours-gen9uu-691405
Turn 3,
Scizor U-Turns as I switch to
Pelipper and that allows
Shocks to come out without damage. This is a pretty reliable method to get it in and threaten to setup hazards and pivot, but it also reveals to me that
Scizor is most likely Boots which notably makes it easy for a few of my mons to just stay in and punish pivot spamming if my opponent attempts to do so in the future.
Turn 4 is really important to show how
Sandy Shocks treat progress.
In this case, while I do miss my Hydro Pump, I can attempt to outright kill
Shocks because it can fail to make any progress if it attempts to Volt. Seeing as the
Gastrodon switch-in is the safe play here and I know my opponent knows that, I'm able to punish what also becomes a safe option, that being Spiking. For further context, this
Pelipper, like most offensive
Pelipper I run, is Tera
Ground, which I consider valuable to punish Electric and Rock types as it generally can just one shot those easily as well. This, of course, includes
Sandy Shocks, so that's also a tool I have at my disposal to punish it.
Anyway, since I miss my Pump,
Shocks gets to set up another layer as I switch to my
Gastro. Some switching around happens until I switch my
Mence and my opponent switches their
Shocks in at the same time on turn 9. They decide not to Volt Switch here, probably because they don't want
Gastrodon switching in, however, seeing as I stayed in last time, they also don't want to take a risk using Spikes or Earth Power. They switch to
Scizor to take a modest amount of damage from Earthquake rather than risking losing momentum or eating a lot of damage. I'm not sure I agree with this play, but I want to highlight how
Shocks could've been crippled from tanking an Earthquake. In this case, I'm using a mostly Special
Mence, so Earthquake wouldn't be especially strong. However, an average roll would do about 65% damage, bringing it in range of
Talonflame's Brave Bird 2HKO and
Tyranitar's Crunch 1HKO. Seeing as I'm +Spatk, Draco Meteor could even bring it in range of a
Pelipper Hurricane 1HKO and
Tyranitar Stone Edge 1HKO. This is pretty relevant as, while
Shocks is pretty bulky, it becomes a lot more difficult to use properly if it trades a big hit with a mon like
Mence. This leads me to another point which is clarifying how I think about
Shock's bulk vs how it's presented in the OP.
But the real difference is the bulk. Sandy Shocks is really bulky. Like, for an offensive Pokemon, it's actually kinda crazy how fat it is; 85/97 physical bulk is downright excellent, while 85/85 special bulk is just fine too. This makes it really easy for Sandy Shocks to not only trade with faster Pokemon like Pawmot, Noivern, and Gengar, but also to find switch-in opportunities on some passive walls that can't really hurt it much.
While it is true that
Sandy Shocks can trade with offensive mons and switch-into weak defensive mons, it can't do both.
Pawmot's CC brings it in range for
Tinkaton's Gigaton Hammer for example, and the other way around is also true. Getting hit by the wrong move can mean your
Shocks can have a really hard time finding switch-in opportunities or fighting faster mons in the future which I think this turn shows off well.
Anyway moving on,
Sandy Shock's Spikes get removed on turn 12 after
Scream Tail gives me an easy opportunity to do so. On Turn 14, I force out
Pelipper with
Lycanroc's Stone Edge and, once again, miss the
Shocks. Well since I'm done with it at this point, I decide to just Tera my
Lycanroc to
Fighting and one shot
Shocks. I can also use this opportunity to talk about
Shock's bulk more as Stone Edge would have brought it into range of non-tera'd Close Combat in this case. I think this shows that, while it can switch-into resisted moves from defensive mons, even resisted moves from offensive ones will rough it up a bit. In a similar vein,
Mence Hurricane into Draco can do a lot of damage and is very likely to kill if running +Spatk.
So anyway this replay was pretty good at showing off that
Shocks is surprisingly easy to kill even after cheating death twice.
Replay 2
Now let's look at a replay where it puts the user in a most likely game-winning state very early:
https://replay.pokemonshowdown.com/smogtours-gen9uu-691410
It's worth noting here that I'm using a team without an Electric immunity, but between
Rotom-Heat and
Brambleghast to take Electric moves and
Slither Wing having generally decent special bulk, I considered myself to be fine against
Shocks in Builder. Anyway let's get into the game.
Shocks gets forced out turn 1 by
Weavile as you'd expect. This highlights
Shocks's tendency to be a lead as well, though I don't have much to say about that. Anyway, it comes back into
Rotom-Heat on turn 3 from a
Talonflame U-Turn as I use Nasty Plot. However I get surprised by Power Gem hitting me for a lot of damage as I get greedy trying to predict a switch to a Fire resistance. This is a pretty big blunder on my part as
Rotom has an otherwise solid matchup in terms of wallbreaking and defensive utility and taking major damage this early on without any rewards is really bad. This team relies on
Shocks not using Power Gem and I could've probably worked around it in some way had I accounted for it, so that's a mistake on my part for underestimating it.
Anyway I can shrug off the next Power Gem with
Slither Wing and then switch around until Turn 8.
This is pretty massive damage as it can't even switch into
Tinkaton anymore.
Shocks getting chipped to a crippling amount of damage seems to be a reoccurring theme with it. It's rather hard to make full use of it if your opponent keeps applying pressure. Anyway, it dies to
Salamence's Hurricane a little later on.
Replay 3
Let's look at the last replay:
https://replay.pokemonshowdown.com/smogtours-gen9uu-691399
So on turn 3,
Shocks can come in on
Scream Tail which is pretty passive, it sets up Spikes on turn 4 on my
Decidueye switch-in and it should now have a pretty easy Volt Swit-
Well it got lured by Scarf. There's not much to say about this besides that I've been having a good amount of success luring and killing
Shocks with Scarf
Decidueye, Scarf
Quaquaval and Tera
Ground Pelipper. These are sets that I generally consider at least decent and they do a pretty good job at grabbing surprise KOs on Shocks too.
Anyway I'll end this post with thoughts on
Shocks that haven't been addressed deeply in these replays.
Tera
First of all is obviously Tera. I stand by a lot of what I said in my post responding to QoB in February so I'll link it here as well:
https://www.smogon.com/forums/threads/np-sv-uu-stage-2-1-handclap.3715857/page-2#post-9516753
I think the loss in defensive utility from Tera is still the most important aspect. We've seen in this post already that
Sandy Shocks can get into killing ranges pretty quickly, but when you pick up a type like
Ice or
Grass that stop resisting what you want to and gain more weaknesses, it just gets so much worse. Sure Volt Switch becomes harder to block, but what's the point if switching in is so much more difficult and you can't trade with faster mons due to your new weaknesses. You may also be able to pick up a surprise kill with it, but this makes it much easier for your opponent to commit to their own tera to deal with that hole or to commit to a sweep now that you've lost many of your resistances. One example that sticks in my mind is this replay from UUPL where, after
Sandy Shocks decides to Tera to
Ice, that player's team gets immediately swept by
Scizor:
https://replay.pokemonshowdown.com/smogtours-gen9uu-679079.
Progress
I'd also like to talk about how it makes progress. It often has to choose between using Volt Switch and clicking Spikes, something that we've seen on Turn 4 of the first replay shown today. However, making progress consistently can get a bit difficult with the presence of hazard removal options such as
Decidueye and
Cyclizar that can usually switch into it well and remove its hazards while not fearing Volt Switch. Trading hazards with a Ground type like
Hippowdon and
Gastrodon is also not necessarily advantageous. Certain teams are also completely fine with
Shocks setting up hazards as they're fine just using Boots on every mon. Again,
Shocks can have trouble consistently making progress in this case.
Closing thoughts
None of this is to say that
Sandy Shocks is bad. At the end of the day, it's still S tier and doesn't look to be dropping down anytime soon. However, it has its fair share of issues that it has to play around. I'd like to highlight some of the aspects of the tiering policy to show why I don't think
Sandy Shocks is too much from the metagame to handle:
https://www.smogon.com/forums/threads/tiering-policy-framework.3628026/
II.) Uncompetitive - elements that reduce the effect of player choice / interaction on the end result to an extreme degree, such that "more skillful play" is almost always rendered irrelevant.
III.) Broken - elements that are too good relative to the rest of the metagame such that "more skillful play" is almost always rendered irrelevant.
- These aren't necessarily completely uncompetitive because they don't take the determining factor out of the player's hands; both can use these elements and both probably have a fair chance to win. They are broken because they almost dictate / require usage, and a standard team without one of them facing a standard team with one of them would be at a drastic disadvantage.
IV.) Unhealthy - elements that are neither uncompetitive nor broken yet are deemed undesirable for the metagame such that they inhibit "skillful play" to a large extent.
Sandy Shocks is obviously not uncompetitive, but I also doubt it's broken. Speaking from experience, you don't need to use it to be succesful and the player using it also has to take some meaningful decisions about setting hazards vs attacking as well as when and if it's worth to use your Tera. It's not a mon you can just click moves with and win, most teams will naturally offer obstacles to it and you'll have to be smart about how you approach them. It doesn't even force you to use an Electric immunity to play around Volt Switch, I've been able to deal with
Shocks without being able to block Volt Switch by applying offensive pressure, playing around it well or even just luring it. All that to say, I'll be voting DNB. Thank you for reading this post.
Teams
Oh and also I'd like to drop the teams I've shown off in these replays or that use examples of how I deal with Shocks.






(Heavy offensive pressure, Game 1)






(No Electric immunities, Game 2)






(Scarf Decidueye lure, Game 3)






(No Electric immunities, Scarf Quaquaval lure)