Hello all. I don't guess I can say I'm new to RMTs anymore, as this is around my fourth or fifth posted. Hopefully this RMT helps more than others, as I did put some thought into this team, though it's still not winning as much as I'd like it to (that's where you come in).
Anyway, this is my first Sandstorm team. I wanted to abuse the three main advantages that come from Sandstorm: the SpDef boost for Rock-types, residual damage, and the Sand Veil ability. Because the only OU with Sand Veil is Gliscor and I prefer Tyranitar to Hippowdon due to its greater defenses and better offense, I decided the best way to approach the team was to make one that could both stall and break stall, leading me to a semi-stallish team. So, without further ado, here's the team!
GLISCOR @ LEFTOVERS
Nature: Jolly
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spd
QUAGSIRE @ LEFTOVERS
Nature: Impish
Ability: Water Absorb
EVs: 252 HP/96 Atk/160 Def
TENTACRUEL @ LEFTOVERS
Nature: Calm
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SpDef
ROTOM-C @ LEFTOVERS
Nature: Timid
EVs: 252 HP/68 Def/188 Spd
LATIAS @ LEFTOVERS
Nature: Timid
EVs: 128 HP/128 SpAtk/128 Spd
Anyway, this is my first Sandstorm team. I wanted to abuse the three main advantages that come from Sandstorm: the SpDef boost for Rock-types, residual damage, and the Sand Veil ability. Because the only OU with Sand Veil is Gliscor and I prefer Tyranitar to Hippowdon due to its greater defenses and better offense, I decided the best way to approach the team was to make one that could both stall and break stall, leading me to a semi-stallish team. So, without further ado, here's the team!







TYRANITAR @ CHOICE SCARF
Nature: Hasty
EVs: 120 Atk/136 SpAtk/252 Spd
Nature: Hasty
EVs: 120 Atk/136 SpAtk/252 Spd
-Fire Blast
-Ice Beam
-Crunch
-Earthquake
-Ice Beam
-Crunch
-Earthquake
I knew I wanted to lead with Tyranitar, because I didn't want to wait to abuse Sandstorm, but also because I didn't want to have a hard time bringing Tyranitar in later. I didn't want Tyranitar to be predictable though, so I tried to think of a set that most people wouldn't predict or handle easily. I thought of a ScarfTar. It's worked decently well. Basically, Tyranitar starts the team at a fast pace and is capable of dealing with other leads quite well, OHKOing or 2HKOing most. For example, Azelf is the number one lead. Most will attempt to Taunt me to prevent me from setting up SR and then switch. Those who take this route with Azelf are promptly Crunched and lose their Azelf. If they intelligently switch, I act accordingly. Here's the plan of action on the other top 10 leads:
Metagross: This one's a coin flip. It's 2HKOed by Fire Blast, while I am 3HKOed by Bullet Punch. Sounds great. Except Fire Blast has accuracy issues. And most people switch to a Heatran after the first Fire Blast. This will require more testing.
Swampert: I switch to my Rotom-C, forcing it out and getting a Sub up.
Aerodactyl: Most will Taunt me or SR, so unless they Earthquake first turn, I can 2HKO with Ice Beam.
Jirachi: Tries to Trick most often, locking itself into Trick when it just gets another Choice Scarf. I can spam Earthquake meanwhile.
Infernape: I'm faster and can Earthquake to kill it, since the Sash will break (thank you Sandstorm!), but it almost always requires sacrificing Tyranitar to Close Combat.
Roserade: Haven't seen one. But I'm assuming Fire Blast can 2HKO.
Heatran: Promptly Earthquaked. Works beautifully.
Smeargle: Crunch OHKOes.
Hippowdon: I can only 3HKO with Ice Beam. I stay in and Ice Beam, because Earthquake 2HKOes me, not OHKOes, so I can see what they do. If they SR, I try to KO it. If they Earthquake, I take my almost half damage inflicted and bolt to Gliscor.
All in all, a decent lead, and it can even come back in late-game to revenge-kill and break stall/set a fast pace. I'm kind of wanting more though, so I'm open to suggestion as far as moves or EVs.

GLISCOR @ LEFTOVERS
Nature: Jolly
Ability: Sand Veil
EVs: 252 HP/40 Def/216 Spd
-Earthquake
-Taunt
-Roost
-U-turn
-Taunt
-Roost
-U-turn
I LOVE this Gliscor. Most definitely the MVP. This is Smogon's Stallbreaker set, but it does an equally good job of stalling. The idea is for Gliscor to Taunt things slower than it hoping to use status moves (Rotom Subbing, Hippowdon SRing or Toxicing, Celebi Recovering, Blissey Softboling, etc.) and then Roosting to recover their attempts to damage it and/or spamming Earthquake for damage and/or U-turning to scout and get an advantageous switch. If I need to stall, I can just alternate Roost and Taunt. Stalling only works whenever Tentacruel's laid down Toxic Spikes, however. I'm considering replacing U-turn with Toxic however, so I can still stall out Levitators and Flying-types. U-turn is useful but not a necessity, so I'm open to change there besides Toxic if you think there's a better option. Still, Gliscor has done a great job overall.

QUAGSIRE @ LEFTOVERS
Nature: Impish
Ability: Water Absorb
EVs: 252 HP/96 Atk/160 Def
-Earthquake
-Ice Beam
-Yawn
-Recover
-Ice Beam
-Yawn
-Recover
Now, before you tell me to run a virtually identical set with Swampert, NO. I will not. This is why. The first two members of my team I decided on were Tyranitar and Gliscor. They shared a glaring Water weakness that I wanted to fix, but I still wanted the Pokémon to be immune to Sandstorm. Unlike Swampert, Quagsire has Water Absorb, allowing it to come in with impunity on Water attacks aimed at the two, and heal some damage. Not only that, Quagsire's movepool is better. Recover is great for both stalling (again, Toxic Spikes down is necessary) and keeping Quagsire alive to tank. Yawn lets me pHaze and send out something that either threatens Quagsire or isn't poisoned by the Toxic Spikes and thus can't be stalled to death. The EVs in Attack let Quagsire OHKO even 252 HP Heatran even without SR using Earthquake, so the Attack EVs and Earthquake stay. However, Ice Beam's not seen much use, so I am open to another attack. I've considered Stone Edge to help cover Gyarados.

TENTACRUEL @ LEFTOVERS
Nature: Calm
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SpDef
-Toxic Spikes
-Rapid Spin
-Sludge Bomb
-Surf
-Rapid Spin
-Sludge Bomb
-Surf
Tentacruel feels a little out of place on this team, and only does a mediocre job. While it does usually get the TSpikes up (if I manage to get it out early game and even then it isn't easy), afterward it contributes very little. It's pretty bulky and is something of a special sponge, but it still doesn't do much. I'm considering dropping Rapid Spin for something else, really anything else, because nothing on my team is weak to SR, two-thirds is immune to TSpikes and half is immune to Spikes, not to mention that half the team has reliable recovery. The question is with what to replace it. I'd even be open to another Toxic Spiker IF you can find a really good one, becuase this is also another much-needed Water resist for me, as well as being my only Ice resistant team member.

ROTOM-C @ LEFTOVERS
Nature: Timid
EVs: 252 HP/68 Def/188 Spd
-Substitute
-Will-O-Wisp
-Discharge
-Leaf Storm
-Will-O-Wisp
-Discharge
-Leaf Storm
This is my variation on Smogon's Defensive Substitute set. I needed a spin-blocker to keep my T-Spikes down, so I already knew I wanted a Rotom-Appliance. Then I realized that the most common one (Rotom-H) really didn't do anything more for my team, as I already had a Scizor counter in Gliscor (and to an extent Quagsire). However, I did see a slight problem with Swampert, and so Rotom-C came in. Quite honestly, it does the aforementioned jobs excellently but I feel this set doesn't help it reach its fullest potential. However, WoW is great for crippling physical attackers to keep the team alive and for stalling out burn damage (which still does substantial damage through Lefties when factoring in Sandstorm), and of course Leaf Storm can heavily damage bulky Waters and Grounds. The other two moveslots are just kinda there though, and I'm once again open to suggestion.

LATIAS @ LEFTOVERS
Nature: Timid
EVs: 128 HP/128 SpAtk/128 Spd
-Calm Mind
-Recover
-Dragon Pulse
-Refresh
-Recover
-Dragon Pulse
-Refresh
Ah, Latias. An old favorite of mine. She excels at so much. Anyway, I'm using a Defensive Calm Mind Latias. This works quite well, and the point is simple. Latias is another valuable Water resist and she can either stall by alternating CM and Recover or she can break stall and hit hard by taking only a couple CMs and then sweeping with her naturally high speed. Dragon Pulse's famed neutral coverage is fantastic and appreciated on a set like this, and Refresh rids her of annoying paralysis and poison. She's magnificent. I generally bring Latias out late-game when the Steels are gone or weakened and nothing can pose an immediate threat so she has time to set up enough CMs.
And that's the team! The main issues I think are synergy and move choices, but that's of course for you to decide. Credit goes to Arkeis.com for the images. Thanks for reading and rating!!