Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 144 Atk / 116 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Toxic
- Explosion
Gigalith serves as the obligatory sand setter. It's absolutely critical for Stoutland and Dugtrio to function effectively, so keeping it healthy is paramount. Stone Edge is a hard-hitting attack that puts its impressive offenses to good use, Stealth Rock and Toxic provide useful support for the team. The most clutch move on this set is Explosion, allowing you to safely pivot into a cleaner (usually Stoutland) in the end-game. This particular spread avoids OHKO from Specs Kyurem Focus Blast after rocks.
Also, never lead with Gigalith. It just gets counter-lead, and half the team functions just fine without sand up anyways.
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Superpower
- Crunch
- Wild Charge
Stoutland is the team's cleaner of choice. When cleaning I'll pretty much always be spamming Return; the other three moves are there for when Stoutland needs to put in work in the middle of the match. Iron Head is another possible coverage option to better handle Diancie, but after trying different coverage combos I think Superpower/Crunch/Wild Charge edges it out.
Dugtrio-Alola @ Life Orb
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Stone Edge
- Pursuit
Sand Force bolsters Dugtrio-Alola's mediocre offensive power to exceptional levels. It has a paper-thin defense, however, so bringing it in can be tricky. Use it with the proper care, however, and it will create openings for Stoutland to win... or on occasion just sweep on its own.
Pursuit in the last slot allows Dugtrio to better eliminate threats for Stoutland. Sucker Punch and Aerial Ace are other options. Sucker Punch can be used to revenge or get chip damage on faster threats, while Aerial Ace can be used to beat Chesnaught. However, losing any move on this set is a big sacrifice.
Goodra @ Choice Specs
Ability: Sap Sipper
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Fire Blast
- Sludge Bomb
Goodra is a specially bulky nuke. There's really not much more to say about it. It pairs nicely with Nidoking, as the two often switch into each others' checks. The speed investment allows Goodra to outspeed Jolly Crawdaunt, which is not a pokemon I want to have to play around. If you want to lower its speed investment, don't drop it below 92, since you want Goodra to be able to outspeed Donphan and prevent it from getting a last-ditch spin in.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Ice Beam
- Thunderbolt
One of the things I found early in testing was that Goodra wasn't cutting it as the team's sole special attacker. It's great, but on its own it's not enough. So I went to one of my favorite gen 6 balance-breakers, Nidoking. I go with the all-out attacking set here. Very little enjoys switching into Nidoking, and he's one of the top picks to bring in on a double.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Spikes
- Roar
- Drain Punch
- Wood Hammer
The last member of the team is Chesnaught, and in many ways it's the backbone of the team. The large, spiky backbone of the team. At first glance it looks like a pretty standard spikes setter, but what sets it apart from your standard defensive Chesnaught fare is its 252+ offensive investment. This Chesnaught does not run Synthesis, due to the fact that the move is unreliable under sand. Instead it runs dual STAB to hit as hard as possible. If something like Donphan starts getting all uppity spinning in your face, hit it with a Wood Hammer and make it go away.