OK, hello Smogon, let's get down to business. First RMT I believe, so don't bite too hard. I decided that Sand Rush was a very underrated ability, and I wanted to try it out in OU. Then, I realized why it's underrated- piss poor distribution. With options of either Sandslash or Stoutland, the choice seemed obvious to me. On a sand team, I don't need the extra Water and Ice weakness that Sandslash would bring, plus Stoutland is faster, and able to take neutral special hits. Now, currently the biggest problem the team faces is a Fighting weakness, which I'm considering solving by replacing Gastrodon with Jellicent. Now, let's get in depth. Stoutland (M) @ Life Orb Trait: Sand Rush EVs: 252 Spd / 252 Atk / 4 SDef Adamant Nature - Crunch - Wild Charge - Superpower - Return Stoutland here is the bread and butter of this team. Generally a revenge killer, he's got 518 speed with an Adamant nature, letting him outspeed up to base 105 speed Scarfers. Now, I'm sure a lot of you will say Jolly would be better, letting him outspeed all Scarfers up to 121 base speed, but the sad truth is that even with a Life Orb, a base 100 Attack stat doesn't quite hit hard enough without an Adamant nature. In place of Wild Charge I previously had Fire Fang, but I find that the Fangs are just too weak to use competitively. Obviously Crunch is for Ghosts and SP is for Rocks/Steels, and his type coverage is very nicely rounded out. What differentiates Stoutland from other fast sweepers is his decent bulk, being able to usually take a neutral hit (from either side) and continue on his rampage. Now, obviously, Sand Rush Stoutland is useless without sand, which leads us to... Hippowdon (F) @ Leftovers Trait: Sand Stream EVs: 252 Def / 252 HP / 4 Atk Impish Nature - Earthquake - Slack Off - Toxic - Protect Hippowdon, my preferred Sand Streamer. Obviously Ttar is the better choice for an offensive role, but I needed something to take physical hits, and that 4x Fighting weakness, plus a weakness to U-turn, is nasty. You may be wondering where Stealth Rock is, and I don't have a good answer for you. I prefer Toxic stall, and that's what this set does best. There are very few physical threats that Hippowdon can't sponge hits from and wear down with the combination of Toxic, Sandstorm, and often Life Orb damage. I like my weather starters to do more than start weather, and this hippo fills that role. However, being weak to Water and a bit lacking on the Special Defense side, I also needed to recruit... Gastrodon (F) @ Leftovers Trait: Storm Drain EVs: 252 SDef / 252 HP / 4 SAtk Calm Nature - Recover - Toxic - Clear Smog - Ice Beam Gastrodon, special wall extraordinaire. Mainly around to take any hits Hippowdon can't, and continue the Toxic stall rampage, Storm Drain alone makes Gastro a huge benefit to this team. A STABless set may seem a bit weird, but Gastro isn't here to do huge damage, it's here to absorb it. However, if need be, Ice Beam is good enough to take on any specially attacking Dragons, especially Lati@s, who frequently give Gastro a Sp. Atk boost with Surf. I can't think of a segue into my next Pokemon. Flygon (M) @ Choice Scarf Trait: Levitate EVs: 252 Atk / 252 Spd / 4 SDef Adamant Nature - Outrage - Earthquake - Fire Punch - U-turn There really isn't much to say about this, is there? Standard scarfed Flygon, though again, I run an Adamant nature, because that extra oomph can really come in handy. Scarfed Pokemon's roles are pretty obvious to anybody who plays this game, so I don't think I need to go in depth about it, but usually any team should have at least one scarfer, and Flygon fits the bill pretty well for this one. Dragon/Ground gets neutral coverage on everything besides Skarmory and Bronzong, and to deal with them (and other pesky Steels) we have... Magnezone @ Choice Specs Trait: Magnet Pull EVs: 252 SAtk / 4 Atk / 252 Spd Timid Nature - Flash Cannon - Volt Switch - Hidden Power [Fire] - Thunderbolt Another pretty standard set with a standard purpose, Magnezone's role in life is to fire off HP Fires and Volt Switches at any Steel type dumb enough to get trapped by its Magnet Pull. I choose Specs over Scarf mainly because Scarfed Magnezone's HP Fire can fail to OHKO a specially defensive Ferrothorn. I also like having the VoltTurn synergy going with Flygon to keep momentum, and hey, it's a UFO. It's awesome. Next. Lucario (M) @ Life Orb Trait: Inner Focus EVs: 252 Spd / 252 SAtk / 4 SDef Timid Nature - Aura Sphere - Vacuum Wave - Shadow Ball - Nasty Plot Finally, we have Nasty Plot Lucario. Generally, Physical Lucario is considered to be the superior option, but I needed more special power on my team, and Lucario has killer Special Attack, access to one of the best boosting moves in the game, a Special STAB priority move, and a typing that doesn't take Sandstorm damage. Shadow Ball is there because Fighting and Ghost coverage is unresisted, and obviously helps against Psychics and Ghosts. Well, there you have it. My best attempt at a Sand team. Obviously, it reqires tweaking, to deal with the Fighting and Ice weaknesses, and to deal with other weather teams better. Any feedback is appreciated!