Hey Rmters! So after (finally) deciding on my OU team, and liking it a lot, I decided to try a team idea that I've wanted to try for a long time, since I started really trying my hand in competitive battling about 4 months ago. It revolves around the beastly weather con, sand. I'm gonna launch into the team right away!
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch
T-tar. Obviously. Possibly the best sand setter in OU right now, with a really cool typing and huge defences to boot, this guy can reliably set the sand time and time again. Smooth rock to really get the most of the weather con. The EVs are a little odd, and I made them myself, so I'll give a quick explanation on them: The 252 Def is there to tank those physical leads, and is great for T-tar. His Sp. Def gets doubled in a sandstorm, so he gets 354 Sp. Def to go with his 319 Defence, and his attack EVs throw his large attack stat up to 378, while still having enough HP investment for a total of 365. His 4 main (and only relevant) stats are all in the 300 range, and he acts as a mixed wall-rock setter-sand setter-physical attack behemoth of doom. Standard moveset, pursuit because trapping is fun, and wipes out Lati@s and Mews (dealing about 53% of a bulky Latios' health, while receiving around 45% if D-meteor hits) and about 70% of Latias.' Rock slide > Stone edge for accuracy and flinch chance at the cost of 5 damage. Ice Punch for annoying Gliscors and Landorus', and SR for the chance to set if he can.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
Also obviously, G-chomp. I'm toying with the mega for this one, since my team lacks one unless I make S-bro my mega, but the speed drop is really going to cripple me. It won't outspeed Lati@s unless I scarf it, but I have T-tar for that, and apart from that it's the fastest dragon anyway with 92 speed, only being slower to Salamence, which is rare. So, I'm torn about whether or not to mega it. I think the base 130 attack stat is fine, and it gives me a Huge recoil chance with it's items and ability in standard form. Speed and Jolly nature to make is fast as possible, to outspeed Jolly Mence. I had a 4 move syndrome here and really picked S-dance as a filler, as the others are great and powerful coverage moves, although S-Dance does make his attacks pretty terrifying. Thoughts?
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect
I needed a secondary sand setter, and was delighted when a second sand setter entered OU after suspect tests. Hippo was really overlooked, as it's base stats were pretty cray-cray, being a really great mixed wall. I'm running this Hippo set as a sand setter-annoyer-tank, opting to invest largely in Sp Def as I already have a Defensive tank, but am open to mixing up the EVs on this one. I went for a really annoying move set, slack off for heal, EQ for a stab coverage move, toxic and protect to be able to poison them, hit them with sand, and alternate between protect and slack off, allowing me to scout their moves out if I survive long enough to take a hit. And with so many offensive mons on this team already, a good annoyer tank was pretty essential I felt.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
By this point, every team running a water mon will be sending it in, hoping for a quick clean up. Enter: Magnezone. Choice scarf was so common on this mon, and it wasn't until I saw it's base stats that I realised why. It's crazy to get 360 speed off someone with a base stat of 60, but it allows Magne to pull off some crazy fast KOs. Really standard moveset, really. HP fire to troll steel types trapped (though I'm not sure to do with a heatran - switch out probably). V-switch for mobility and T-bolt for the power, and flash cannon as a secondary fairy counter next to my E-Drill's iron head.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head
E-Drill. Perhaps my favourite mon of this gen, it's appeared on every one of my OU team trials, and has ended up on the final edit. In the sand though, this mon becomes a whole new beast. Boasting a speed stat of 550, and an adamant 405 life orb boosted attack stat, it's no slouch. Because of it's frailty and the LO, I'm getting 2 KOs max out of this thing; it's not going to survive very long, so I made it a sort of suicide bomber, but one that I'll keep alive as long as I can due to the rapid spin. Standard moveset really, Iron head is really useful for Diancie, without worrying about the Sp. Def increase in sand because of E-Drill's physical nature. Brick break for the ice types that are going to be all over this team, notably weaville, whom I resist and can OHKO (unless it has Focus sash).
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave
Finally, Slowbro. I needed someone who could switch into a water attack/fire attack/fighting attack, and S-bro fit the bill perfectly. Not only does it resist this team's major weaknesses, but with the ability Regen, it's a fantastic defensive pivot, able to heal off any damage it receives. It also gives me a win-con against Mega Lopunny and Chansey's due to scald and psyshock. T-wave is there for annoyance really, but I'm willing to swap that out for slack off to form the regen-slack core. EVs went into HP/Spa as it's defences are pretty average, and investing into HP makes it tankier, and Spa because I needed it to hit hard, to secure those OHKOS on gliscor and Landorus, with scald as a backup check for those two.
That's the team! The only mon that doesn't resist sandstorm is S-bro, but it has leftovers.
The most notable weaknesses to this team are grass types, especially Mega Venusaur, and my only chance against those is to send out Garchomp and either EQ/Fire fang them, or send out S-bro because to get the damage out Venu will giga drain, but it's much faster than S-bro and won't heal anything at full health, leaving me free to hit it with psyshock. The other weakness is Sableye, as I don't have a fairy move on the team, but I can just muddle through that and use Sp. Atk sweepers on it to limit the impact of Will-O-wisp. I think this team should be really fun to use, and also knocks off a large section of the OU threats. I haven't had time to test this team yet as it's freshly designed and I'm about to sleep off a heavy session of drink from the night before, but I'll leave it open to you guys in the hope you can see the good points of this team, and also which mon I should mega! (Chomp or Bro). I'll input the import code, but don't know how to put it into those yellow boxes that you click to open, so I'll pop it under this and edit that one when I find out how to do it (I'm a noob, sorry).
Peace out!
- MaChew94
Importable:
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch
T-tar. Obviously. Possibly the best sand setter in OU right now, with a really cool typing and huge defences to boot, this guy can reliably set the sand time and time again. Smooth rock to really get the most of the weather con. The EVs are a little odd, and I made them myself, so I'll give a quick explanation on them: The 252 Def is there to tank those physical leads, and is great for T-tar. His Sp. Def gets doubled in a sandstorm, so he gets 354 Sp. Def to go with his 319 Defence, and his attack EVs throw his large attack stat up to 378, while still having enough HP investment for a total of 365. His 4 main (and only relevant) stats are all in the 300 range, and he acts as a mixed wall-rock setter-sand setter-physical attack behemoth of doom. Standard moveset, pursuit because trapping is fun, and wipes out Lati@s and Mews (dealing about 53% of a bulky Latios' health, while receiving around 45% if D-meteor hits) and about 70% of Latias.' Rock slide > Stone edge for accuracy and flinch chance at the cost of 5 damage. Ice Punch for annoying Gliscors and Landorus', and SR for the chance to set if he can.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
Also obviously, G-chomp. I'm toying with the mega for this one, since my team lacks one unless I make S-bro my mega, but the speed drop is really going to cripple me. It won't outspeed Lati@s unless I scarf it, but I have T-tar for that, and apart from that it's the fastest dragon anyway with 92 speed, only being slower to Salamence, which is rare. So, I'm torn about whether or not to mega it. I think the base 130 attack stat is fine, and it gives me a Huge recoil chance with it's items and ability in standard form. Speed and Jolly nature to make is fast as possible, to outspeed Jolly Mence. I had a 4 move syndrome here and really picked S-dance as a filler, as the others are great and powerful coverage moves, although S-Dance does make his attacks pretty terrifying. Thoughts?

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect
I needed a secondary sand setter, and was delighted when a second sand setter entered OU after suspect tests. Hippo was really overlooked, as it's base stats were pretty cray-cray, being a really great mixed wall. I'm running this Hippo set as a sand setter-annoyer-tank, opting to invest largely in Sp Def as I already have a Defensive tank, but am open to mixing up the EVs on this one. I went for a really annoying move set, slack off for heal, EQ for a stab coverage move, toxic and protect to be able to poison them, hit them with sand, and alternate between protect and slack off, allowing me to scout their moves out if I survive long enough to take a hit. And with so many offensive mons on this team already, a good annoyer tank was pretty essential I felt.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
By this point, every team running a water mon will be sending it in, hoping for a quick clean up. Enter: Magnezone. Choice scarf was so common on this mon, and it wasn't until I saw it's base stats that I realised why. It's crazy to get 360 speed off someone with a base stat of 60, but it allows Magne to pull off some crazy fast KOs. Really standard moveset, really. HP fire to troll steel types trapped (though I'm not sure to do with a heatran - switch out probably). V-switch for mobility and T-bolt for the power, and flash cannon as a secondary fairy counter next to my E-Drill's iron head.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head
E-Drill. Perhaps my favourite mon of this gen, it's appeared on every one of my OU team trials, and has ended up on the final edit. In the sand though, this mon becomes a whole new beast. Boasting a speed stat of 550, and an adamant 405 life orb boosted attack stat, it's no slouch. Because of it's frailty and the LO, I'm getting 2 KOs max out of this thing; it's not going to survive very long, so I made it a sort of suicide bomber, but one that I'll keep alive as long as I can due to the rapid spin. Standard moveset really, Iron head is really useful for Diancie, without worrying about the Sp. Def increase in sand because of E-Drill's physical nature. Brick break for the ice types that are going to be all over this team, notably weaville, whom I resist and can OHKO (unless it has Focus sash).

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave
Finally, Slowbro. I needed someone who could switch into a water attack/fire attack/fighting attack, and S-bro fit the bill perfectly. Not only does it resist this team's major weaknesses, but with the ability Regen, it's a fantastic defensive pivot, able to heal off any damage it receives. It also gives me a win-con against Mega Lopunny and Chansey's due to scald and psyshock. T-wave is there for annoyance really, but I'm willing to swap that out for slack off to form the regen-slack core. EVs went into HP/Spa as it's defences are pretty average, and investing into HP makes it tankier, and Spa because I needed it to hit hard, to secure those OHKOS on gliscor and Landorus, with scald as a backup check for those two.
That's the team! The only mon that doesn't resist sandstorm is S-bro, but it has leftovers.
The most notable weaknesses to this team are grass types, especially Mega Venusaur, and my only chance against those is to send out Garchomp and either EQ/Fire fang them, or send out S-bro because to get the damage out Venu will giga drain, but it's much faster than S-bro and won't heal anything at full health, leaving me free to hit it with psyshock. The other weakness is Sableye, as I don't have a fairy move on the team, but I can just muddle through that and use Sp. Atk sweepers on it to limit the impact of Will-O-wisp. I think this team should be really fun to use, and also knocks off a large section of the OU threats. I haven't had time to test this team yet as it's freshly designed and I'm about to sleep off a heavy session of drink from the night before, but I'll leave it open to you guys in the hope you can see the good points of this team, and also which mon I should mega! (Chomp or Bro). I'll input the import code, but don't know how to put it into those yellow boxes that you click to open, so I'll pop it under this and edit that one when I find out how to do it (I'm a noob, sorry).
Peace out!
- MaChew94
Importable:
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 96 HP / 160 Atk / 252 Def
Adamant Nature
- Pursuit
- Rock Slide
- Stealth Rock
- Ice Punch
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
IVs: 30 HP
- Earthquake
- Toxic
- Slack Off
- Protect
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 30 HP
- Earthquake
- Brick Break
- Rapid Spin
- Iron Head
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 HP
- Ice Beam
- Scald
- Psyshock
- Thunder Wave