So this is my first post, after lurking for quite a while. I started playing competitively about a month ago, using a hail stall team. I decided it was time to upgrade, so I made this. I kinda suck, so I'm posting it here for some advice (since there is no "help me build a better team" forum) Hippowdon@leftovers Sand Stream Impish nature 252 HP/4 Atk/252 Def Stealth Rock Earthquake Slack Off Protect So it wouldn't really be sand stall without sand, would it? I chose to play Hippowdon over Tyranitar because scarf-tar isn't fast enough to revenge kill most of the big treats, doesn't have near as good coverage as Stoutland, and can't take hits well enough to win the weather war. Specially defensive T-tar doesn't have any reliable recovery method (other than leftovers), and I need it to outlast their weather inducer. Hippowdon, on the other hand, is an excellent physical wall, has access to Steath Rock and Slack Off, in addition to scouting with Protect. Putting all my EV's into defense lets me take physical hits so much better, and I can just switch out when presented with a special attacker. Earthquake is the only decent STAB Hippowdon has access to, and I don't like having to switch out after a taunt. Heatran@Leftovers Flash Fire Calm nature 252 HP/ 252 SDef/ 4 Spe Stealth Rock Protect Roar Lava Plume I already have a wall, now I need a special wall. Heatran is perfect, because he also has Stealth Rock and Protect, letting me set up and scout. I don't like it when they try to set up on me, so I have Roar to fix that. Lava Plume is for hax, otherwise it would be Flamethrower. Max HP and SDef for taking Scalds like a boss, and I can just switch if they have a physical threat. Tentacruel@Black Sludge Rain Dish Calm nature 252 HP/ 4 SAtk/ 252 SDef Rapid Spin Toxic Spikes Protect Surf I need a Rapid Spinner, and being able to tank hits is nice. Tentacruel does both really well, acting as my second special wall. The moveset is kinda self-explanatory, Toxic Spikes gets off residual damage, Protect scouts and deals 6% damage under sand, or gives me an extra 18% under rain. Surf is for an offensive move, and Rapid Spin is Rapid Spin. Skarmory@Leftovers Sturdy Impish nature 252 HP/ 232 Def/ 24 Spe Brave Bird Roost Spikes Whirlwind Best. Wall. Ever. Only weak to fire and electric, and there aren't too many pokes that have those types and aren't checked/countered by Tentacruel or Hippowdon. Skarm also gets to take advantage of the free turns by laying spikes or roosting up. Whirlwind also counters set-up sweepers, which are a huge threat to this team. 24 speed ev's so I can whirlwind their skarm first, and I rarely miss the extra defense. Stoutland@Life Orb Sand Rush Adamant nature 4 HP/ 252 Atk/ 252 Spe Return Superpower Crunch Fire Fang This metagame has some threats that can't really be stalled out easily (anything with regenerator/a recovery move/steel typing). Stoutland helps with that a lot, in addition to providing late-game sweeps. He can also out-speed and OHKO just about any sweeper that might be giving me trouble. Celebi@Leftovers Natural Cure Timid nature 252 HP/ 84 Def/ 44 SPatk/ 84 SDef/ 44 Spe Giga Drain Psychic Recover Perish Song Celebi is great all-around, taking weak hits and OHKOing Rotom-W. Psychic isn't the greatest STAB, but it's the only (non-grass) one he has. Perish Song is great against set-up sweepers, and my only reliable method of killing CM Reuniclus.