Hello and welcome to my rmt. As you can see based on the title, it's a sand team, and its one of my favorites. After playing with sand teams for a while, and with a life's worth of defeats and almost as much wins, I finally came to this team. At a glance~ Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Hippowdon @ Leftovers Trait: Sand Stream EVs: 252 HP / 4 Atk / 252 Def Impish Nature - Stealth Rock - Earthquake - Slack Off - Whirlwind Jellicent @ Leftovers Trait: Water Absorb EVs: 252 HP / 4 SpA / 252 SDef Calm Nature - Recover - Scald - Toxic - Shadow Ball Thundurus-Therian (M) @ Life Orb Trait: Volt Absorb EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature - Agility - Thunderbolt - Focus Blast - Grass Knot Terrakion @ Choice Scarf Trait: Justified EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature - Close Combat - Stone Edge - X-Scissor - Earthquake Reuniclus @ Life Orb Trait: Magic Guard EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature IVs: 30 Atk / 30 SAtk / 2 Spd - Trick Room - Focus Blast - Psychic - Hidden Power [Fire] Landorus (M) @ Expert Belt Trait: Sand Force EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature - Earthquake - Stone Edge - U-turn - Hidden Power [Ice] Hippowdon @ Leftovers Trait: Sand Stream EVs: 252 HP / 4 Atk / 252 Def Impish Nature - Stealth Rock - Earthquake - Slack Off - Whirlwind Case 1: Dem Hippos(Hippowdon) Every OU weather team needs a good weather inducer; for rain its the frog, and for sun its the fox. Yet sand is different in that there is 2 viable weather inducers. Hippowdon and Tyranitar. Each are both useful, but for my team I chose Hippowdon. There were many issues with my previous teams, and I thought of all of them when making this team. One was not being able to stop set-up attacker, and i also needed a Physical wall to deal with many metagame threats, like Scizor or Terrakion. And thus, I turned to Hippowdon. Oh and Tyranitar sucks Nature boosts Def and turns Hippowdon into an even better wall. The given evs make Hippowdon one of the greatest physical walls in history. There are not much Physical pokemon that can break through a Hippowdon without super effective hits. Alas, this leaves poor Hippo vulnerable to special hits but I do what I can do. Stealth rocks is almost a necessity in the current metagame, and Hippo was just saddled with it, being a defenensive mon and all. Earthquake is the attack of my choice, allowing me to attack when i have nothing else to do, but it can be useless when up against a flying or levitating pokemon. With Hippowdon's ATK and stab, its a reasonably powerful hit too. Whirlwind has helped me lots of times, either taking away a Dragonite's DD boosts, or sending away a flying pokemon that Hippowdon can't deal with, while acculumating SR damage. Slack off is there for recovery, and helps Hippowdon survive much longer then without it. Jellicent @ Leftovers Trait: Water Absorb EVs: 252 HP / 4 SpA / 252 SDef Calm Nature - Recover - Scald - Toxic - Shadow Ball Case 2: Dat Stache(Jellicent) Just look at that mustache! Those overflowing gorgeous locks of white hair, complimented with Jellicent's black eyes and obese blue body... er never mind me. Anyway, in a metagame overrun by Politoeds, Keldeos, and God knows what, it's important to have something that can take those hits. If you don't... well good luck with that. It was a problem on my old team (Yes I know, my old team sucked) and so I'm implementing it here. Other then just absorbing Water attacks, Jellicent has much more uses. It can spinblock, it can stall, it can burn, take down annoying psychic types, etc, etc, etc. Yeah, Jellicent's just that awesome. By putting these Ev's on, Jellicent is like Hippowdon's other brother. You know what I mean? Jellicent blocks all those nasty special attacks, and Hippowdon block those mean Physical attacks. These two make up the defensive core of my team. But kinda like Hippo, this leaves Jelly open to Physical attacks, such as T-tar's pursuit. I'm hoping Hippo and Jelly even each other out though. Nature boosts the SpD stat, so Jelly can be a even better wall. Recover does what it does best; and that is to make Jellicent last longer. Scald and Shadow ball are my attacking moves of choice, Shadow ball hitting Latias, Latios, Starmie, and others hard, while Scald's burn chance can hinder some pokemon, while giving a good stab. Toxic is for when up against another stalling monster, such as Chansey or its fat sister Blissey. Thundurus-Therian (M) @ Life Orb Trait: Volt Absorb EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature - Agility - Thunderbolt - Focus Blast - Grass Knot Case 3: Weird genie animal numero 1 (Thundurus Therian) As I was looking up special attackers to complete my team, this Genie caught my eye. He had an ginormous special stat, a great ability, a terrific movepool? So what stopped him from making every team? Apparently, it was his movepool. In an effort to make up for that, i made an Agility set for Thundurus-Therian. Thundurus gives me immunity to electric moves, yet he's mostly used for countering the ever present water types, flying types, and straight up sweeping once he's got the agility up. It's easier done then said if I switch into the right pokemon. The Ev's are really just the regular sweeper set. Max attacking evs for the power, and max speed for outrunning pokemon. Yay Thundurus! More power is better, and with Agility boosting speed, Modest was the best choice. Agility is the crux of the set, providing the seed boost Thundurus needs so badly. Like I said, It's not overly hard setting agility up. Once its up... GG. However Thundurus is extremely frail, and with LO and Sand damage, plus the possibility that Thundurus is statused, He isn't going to last long. But, there's not much we can do about that. The other three moves provide coverage, Thunderbolt being the stab move of choice, Focus blast, while inaccurate, deals with some threats quite easily, and grass knot impeccably takes care of gastrodons and other annoying pokemon. Three down, Three more to go! Case 4: I'm running out of names.. Rock'n'rolling Killer Terrakion @ Choice Scarf Trait: Justified EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature - Close Combat - Stone Edge - X-Scissor - Earthquake Terrakion is one of the best pokemon of the OU metagame, no matter how much you hate it or love it. I, personally love it. For this particular team, I have chosen it to be a revenge killer. It excells in this job, smiting weakened fores with its Stone edge and Close Combat. With sandstorm support, it able to survive a surf or two, which is one of the benefits of putting Terrakion on a sandstorm team. I'm so boring that I had Terrakion use a regular choice scarf ev spread. Yeah... Most of them except some are going to be like this... sorry. Speed boosting is not required on a scarf set, so i went with adamant. Terrakion has one of the best stabs in the whole pokemon universe, and thus he only has to pick and choose which move he is going to kill his foe with. Cower in fear, all ye unfaithful... Close Combat and Stone edge is really all he needs, so EQ and X-scissor is just extra fluff. Reuniclus @ Life Orb Trait: Magic Guard EVs: 252 HP / 252 SAtk / 4 SDef Quiet Nature IVs: 30 Atk / 30 SAtk / 2 Spd - Trick Room - Focus Blast - Psychic - Hidden Power [Fire] Case 5: The Blob The weird mushy thing. The most powerful of them all. The one who can rip through incompetent fools arrogant enough to think they can take on him. Reuniclus. Spouting the power unparelled by any other, Reuniclus is very, very powerful, and cannot be take likely by its foe. Reuniclus also performs admirably in weather, and can also function as a status absorber once poisoned or something. Once this blob gets TR up and going, there's no stopping him. To function well in TR, I need Reuniclus to be as slow as possible. But also wanted HP fire, so i adjusted the Iv's to accommodate for that. The other ivs give Blob the bulk he is known for, and gives him an amazing attacking ability as well. The quiet nature helps Blob become even slower while boosting his SpA. Trick room allows Reuniclus to support himself. There's not much slower then a Reuniclus, and so it allows Blob to be fast and powerful. The other moves give Reuniclus coverage, and the HP fire dispatches steels, grass-types, and bugs such as Scizor, Breloom, and other relevant threats. Landorus (M) @ Expert Belt Trait: Sand Force EVs: 252 Atk / 4 SAtk / 252 Spd Naive Nature - Earthquake - Stone Edge - U-turn - Hidden Power [Ice] Case 6: Dis genie (Landorus) To end my extremely long post, here is Landy! I used to have gliscor in here, but as gliscor was being next to useless, I scrapped him. Just like a Miltank. (It's okay if you don't get this joke) To put it simply, Landorus is the guy I go to when I need to take care of some threats, or scout. Is there a Garchomp that is being more annoying then usual? Send in Landy, use HP ice, and its gone. Need to scout for the opponents reaction to my moves? Send in Landy and use U-turn. The Given ev's boost both his special attacking and physical attacking, while his nature boost his speed without taking it out on an attacking stat. Expert belt helps in feigning a choice item as well, and fits well with U-turn. The following moves provide coverage, and allow Landorus to take care of specialized threats. Yeah. Well that's it! What do you think? Questions, comment, concerns, suggestions, anything is fine!