Hello everyone!! I made this team a few weeks ago which revolves around a cheap gimmick, a level one aron with shell bell. it's been a ton of fun to use and ladder with, although it certainly has its flaws, i'm pretty proud of it because although i'm sure it has been done before, i came up with the sandstorm + shell bell aron idea myself. I'm looking for help improving it without making massive changes (like changing 3+ pokes or something). Anyways lets get to the team!! Aron @ Shell Bell Trait: Sturdy Level: 1 Shiny: Yes - Endeavor - Iron Head - Stealth Rock - Toxic First up is the mvp of the team. The strategy is very simple, but strangely enough, many players don't know how to handle it, and in almost every situation i can get at LEAST one or two KO's using it. At full health, Aron has 12 hp, and after taking ANY hit in the entire OU metagame, Sturdy will bring him down to 1 hp. whether he has 12 or 1 hp, endeavor is the move of choice, which will bring your opponent down to very low hp (12 or 1 usually) and the Shell Bell will heal Aron back to full health. The tricky part of this team is that because of Hippowdon's sandstorm, all pokemon who are not steel, rock, or ground type (or those with magic guard) will faint because of sandstorm after one use of endeavor. this brings aron back to full health and the strategy can be reused on whatever poke is sent in. stealth rock is just an extra move for when you can obviously not switch out and will not be able to get a KO on whatever poke you're facing, and Toxic is basically just filler. Hippowdon @ Leftovers Trait: Sand Stream EVs: 252 HP / 252 SDef / 4 Def Careful Nature - Earthquake - Slack Off - Ice Fang - Whirlwind This is nearly always my lead. since it is the slowest weather starter, it guarantees that i get sandstorm up right away. It has exceptional bulk, and can often take out a few major threats, Landorus-T and Garchomp with ice fang. Hippowdon's weather starting ability is the cornerstone of this team, because both Stoutland AND aron depend on it to be able to get any KOs. Stoutland @ Choice Band Trait: Sand Rush EVs: 252 Spd / 252 Atk / 4 SDef Adamant Nature - Crunch - Return - Superpower - Pursuit This is my main revenge killer, who is extremely effective thanks to its ability, sand rush. with an Adamant nature, after sand rush, Stoutland can outspeed all pokemon with speeds lower than base 110 choice scarf users. Basically this means the entire tier, both boosted and unboosted. it's attack is formidable as well, and pursuit really comes in handy taking out pokemon who are immune to Aron's endeavor, namely Gengar and Jellicent. Xatu @ Rocky Helmet Trait: Magic Bounce EVs: 56 Spd / 248 HP / 204 Def Bold Nature - Roost - Toxic - U-turn - Heat Wave Xatu with magic bounce is the poke i chose over a rapid spinner, simply because he fits this team so well. this can occasionally mean trouble, because if hazards DO happen to get down, it means aron is almost useless without sturdy in tact, however it usually makes up for it in it's ability to nab a few key kills, namely scizor and ferrothorn, who are otherwise a huge threat to my team. I use rocky helmet because Xatu is somewhat a physical wall, AND because I can switch into it after Aron uses an endeavor and i know another physical attack is coming. Another perk to Xatu is that he stops EVERY BRELOOM SET in its tracks (besides the extremely rare choice scarf + stone edge set). He bounces back spore, and blasts him away with a super effective heat wave, often after breloom takes damage from the rocky helmet. roost is to increase survivability, and toxic can occasionally be useful. U-turn gets its use when Xatu is up against a faster pokemon, because it allows some damage to be dealt, and for the switch to aron to be more safe. Dugtrio @ Focus Sash Trait: Arena Trap EVs: 252 Spd / 252 Atk / 4 HP Jolly Nature IVs: 30 Atk / 30 SAtk / 30 Spd - Earthquake - Reversal - Stone Edge - Endure classic trapper, mostly for pesky steel types that don't take sandstorm damage and for opposing weather inducers (although politoed must be weakened first). I ran endure to help ensure maximum power Reversals, although earthquake is usually what sees the most use. Dugtrio is great to get rid of Jirachi, (especially those running thunder) who otherwise stops the rest of my team cold. Ferrothorn @ Leftovers Trait: Iron Barbs EVs: 252 HP / 168 SDef / 88 Def Relaxed Nature IVs: 0 Spd - Leech Seed - Spikes - Protect - Power Whip finally, Ferrothorn helps me take care of rain teams. The strategy tends to be that i use leech seed and powerwhip to phase opponents out while racking up spikes damage. At any sign of hazards or status inducers i switch to Xatu who can bounce them back. protect is for scouting, and power whip was chosen over gyro ball for the super effective damage vs water types, which is ferothorn's main job. Ferrothorn's iron spikes can be used just as xatu's rocky helmet, to eliminate physically attacking ground, rock, and steel types who can't be KOed by sandstorm after aron's endeavor. That's the team!! I would greatly appreciate any advice concerning Evs, movesets, or even major changes like a couple of pokes! feel free to steal it as much as you'd like, i would be flattered!!