Regi of the Sand(OU RMT)

Hey, so I have been playing around with a few stall teams and figured out I enjoy them, and came across a Pokemon that was thrown into the depths of UU, who I personally think is wrongly put there, Registeel. Here is my team!

Iron_wall (Registeel) @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Iron Head
- Curse
- Rest
- Sleep Talk

First off Registeel my core team member he is what my team is built from. He is able to survive almost any non buffed physical attack and once he begins to get a curse off and starts to rest/talk his defensive powers begin to shine. He only falls prey to Taunt and any Sp.attackers, which is where he struggles.

Mienshao @ Focus Sash
Trait: Regenerator
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Fake Out
- U-turn
- Swords Dance
- Stone Edge

Meinshao is what I would call my suicide lead, it gets out a Fake Out and a U-turn, then its job is more or less done. I added Sword dance and Stone edge (over a stab Hi-jump kick) mainly due to the whole Ghost being immune to it and then most ghosts would become a pure wall to it, also after 1 SD stone Edge work fairly well.

Stoutland @ Silk Scarf
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Return
- Crunch
- Wild Charge
- Superpower

Stoutland is my mid-late game sweeper, and normally comes out once Hippowdon leaves behind a nice sand storm. He is able to out-speed ALOT of pokemon in the meta-game. I chose crunch over ice fang so im able to hit Ghost types like Gengar who would normally pose a threat to him without it.

Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Rest
- Sleep Talk
- Curse
- Stone Edge

Hippowdon is my sand Summoner, I picked him over T-tar mainly due to the fact that i didnt want 2 key components of my sand team to have the same weakness of fighting. As for the Hippowdon set....YES I am aware of it being VERY unconventional I get told that alot(but not every advice on what to change to) however on that note he has caused alot of people to rage after he begins to set up. I originally had a Stealthrock and whirlwind set but it didn't seem to slow as well.

Ferrothorn @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 2 Atk / 252 SDef
Sassy Nature
IVs: 30 Atk / 30 SAtk / 0 Spd
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

With the Exception of fire moves, ferrothorn was places on my team due for 2 reasons, my first reason was no one on my team was able to sub into a water attack safe, and also non were able to deal good grass attacks(like power whip) making the likes of quagsire and Gastrodon a nightmare for my team, originally had metagross on my team filling this role but hp grass was abit lacking compared to this.

Gliscor @ Toxic Orb
Trait: Poison Heal
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Ice Fang
- Earthquake
- Protect

Gliscor is a double sided blade, was placed in the team to cover Stouland when it faces a Mach punch or a attack that can out speed it, and at the same time it is able to deal out and sweep with its own potential with its STAB EQ and cover move ice fang.


Main threats that I have noticed on my team is if I come across another team with a physical wall that I cannot power through, teams that have a trickster Pokemon with taunt, and any sweepers that use Sp.attacks.

Overall I find i win about 76%+ just looking to find a way to get past those obstacles listed more easily that i listed above.

Thanks for looking at my team and would appreciate any feedback.
 
Haaaay, I don't want to rate teams right now but it seems like you want it, so I'll forgive you. :D


Mienshao should just use an attacking move instead of SD, good moves to use there include Drain Punch for making the sash intact against weak attacks, Hi Jump Kick, or Hidden Power Ice to nail Gliscor, which pretty much walls the rest of your team. I prefer HP Ice because Gliscor is a huge threat to your team.

Stoutland is one of those Pokémons that cant hit hard enough, so using an Adamant Nature is recommended. Jolly has its perk though, outspeeding Scarf Terrakion(and PONY) and the Eon Duo is huge but it's pretty much the only good thing with Jolly Nature.

Your Hippowdon set is actually very good, the problem is, the attacking move is Stone Miss Edge, which is easily PP stalled, even with Sleep Talk. Substitute(or protect to a lesser extent) can easily PP stall Hippo. I prefer Earthquake as the attacking move but so many Pokémon are immune to it. :( If you do use Earthquake, don't boost up early in the game, just attack.
 
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Hey, thanks for the request Valin!

Ok, so this team has a number of issues where each Pokémon is not being used as effectively as it could be. I have many different changes that you should make to the team, some major and some minor, but all of which will help this team to better execute a specific goal. The first change I would make is to use Jellicent over your current Registeel. Jellicent has great defensive synergy with Ferrothorn, and works as a spinblocker for your team so the opponent racks up hazards damage + sand damage throughout the battle. It can also spread burns, further damaging the opponent. Registeel doesn't provide nearly this much support to the team, and a mono-attacking Curse set is simply not viable in OU. Next, your Mienshao set should be tweaked a little bit. If you want to keep Mienshao, then run the All Out Attacker set found onsite. It can clear the way of Steels and pesky Landorus-T that can wall your Stoutland with a powerful Life Orb Hi Jump Kick, and Life Orb and sand damage is negated by Regenerator. Stoutland looks ok, but you definitely need to run an Adamant nature, and I would suggest a Choice Band as well. This way, you can clean up late-game once everything has been worn down by your defensive core and Mienshao. As for Hippowdon, I think a standard defensive set would work best for the team. It can be your Stealth Rock setter to give Ferrothorn room for Spikes (which is my next suggestion). Between Slack Off and Whirlwind, Hippo can stall and phaze your opponents all day, once again weakening them from repeated hazards damage + sand. Ferrothorn should run Spikes over Stealth Rock and have an EV spread of 252 HP / 48 Def / 208 SDef with a Relaxed nature. This ensures it will never be OHKOed by Salamence's Fire Blast. Spikes give you additional hazards now that Hippo is running them instead. I would also give it Leftvers, since physical attackers are not going to be breaking through your team anyway with your defensive core the way ti is now. Lastly, I think offensive Gliscor can work really well for this team, as it absolutely demolishes sun teams, but not the set you're using. I wrote the analysis on Gliscor, and I think a Double Dance AcroBat set works better for your team. This set also appreciates the added hazards and sand damage the rest of your team provides, and can wear down physical walls for Stoutland. More importantly, it can sweep right through unsuspecting sun teams in case you lose the weather war.

Anyway, I know it's a lot of changes, but I think if you make them, then this team will work much MUCH better. Hope I was able to help, and good luck with the team!

Jellicent @ Leftovers
Trait: Water Absorb
EVs: 88 Spd / 252 HP / 168 SDef
Calm Nature
- Scald
- Recover
- Will-O-Wisp
- Taunt

Mienshao @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 252 Spd / 4 SAtk
Naive Nature
- Hi Jump Kick
- Hidden Power [Ice]
- Grass Knot
- U-turn

Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Gyro Ball
- Power Whip

Stoutland @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Return
- Crunch
- Superpower
- Wild Charge

Gliscor @ Flying Gem
Trait: Hyper Cutter
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Acrobatics
- Earthquake
- Swords Dance
- Rock Polish
 
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