Hey guys, this is my first RMT, so be gentle. I'll try not to look like a complete moron while I display my team and thought process behind building it. Anyho, before you say "lol this team sux" it's gotten me as high as 1450 (peaked at 23 iirc) on the PO server. (which is where I mainly battle) It mostly has issues against other stall teams, hail, and Deo - D, so I figured this would be the best place to fix all the glaring problems.
H.H. Hippo ~ (Hippopotas) (F) @ Eviolite
Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Toxic
- Earthquake
- Slack Off
Well, I can't have a sand team without this little girl, soo that's why she's here. Blah Blah you know what she does, walls physical attacks and sets up rocks. I have been thinking about replacing either Toxic or Earthquake with Roar since I very rarely even attack with her though. :L
Seed U Later (Ferroseed) (F) @ Eviolite
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Protect
- Leech Seed
- Spikes
- Gyro Ball
This little bugger is my number 1 switch in to anything lacking fighting and fire moves. She sets up Spikes and Leeches health. I put protect on her for scouting purposes and Gyro Ball to rip chunks out of everything that doesn't resist the hit. Even with its low base attack and no investment, Gyro Ball is hitting things like offensive Celebi for 30% or more which is nothing to sneeze at.
L.A. Noir ~ (Dusknoir) (F) @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Will-O-Wisp
- Pain Split
- Seismic Toss
- Shadow Sneak
There's almost no reason not to run Spikes in UU with all the excellent Spikers available so of course I'd need a spin blocker to keep them on the field. I picked Noir over Clops because the lack of leftovers recovery combined with Sandstorm and its low HP stat really whittled it down quickly. It's obvious what this set is for, so I won't waste time explaining it.
Dat Bat ~ (Crobat) (F) @ Black Sludge
Trait: Inner Focus
EVs: 232 HP / 56 Def / 76 SDef / 144 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Super Fang
- Roost
- Brave Bird
Well, looking at my team, I could see that I was pretty freaking stall weak myself, so I slapped on this stall breaking Crobat to help with this problem. Taunt is for stopping those nasty Twaves and other walls from setting up hazards, and Super Fang is to take a meaty chunk out of their HP. BB is stab and Roost is much needed to recover off all that damage. I used to have Aerodactyl in this spot, but it sucked shit and was dead weight most of the time so I kicked it to the curb.
Shrt n Stout (Stoutland) (F) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Wild Charge
- Crunch
- Retaliate
- Return
What kind of sand team would this be without Stoutland? This little pup is for late game clean up and revenging all in one. Retaliate hits harder than Return if something's been KO'd and Crunch is for those smug asshole ghosts that think the can switch in willy nilly. Wild Charge hits bulky waters and Registeel harder than any of the other moves here. But she's stopped cold by the all too common Rhyperior. ):
Fairy Tail (Clefable) (F) @ Leftovers
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Protect
- Toxic
- Wish
- Heal Bell
This little baby is suuuuuch Taunt bait I know. ): But she's the team's cleric that's immune to entry hazards, unlike Chansey's fat ass. Not much to say really, she passes wishes and Toxic stalls. I did try out Clefairy over Clefable for a while, but the lack of lefties really hurt her in the long run.
So anyways, that's my boring sand team. I got tired of being wrecked by Xatu and other defensive things so I figured you guys would be able to help me out. I figure it's more of a team issue than skill, although I do have my days where I play like crap.
Team at a glance:







H.H. Hippo ~ (Hippopotas) (F) @ Eviolite
Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Toxic
- Earthquake
- Slack Off
Well, I can't have a sand team without this little girl, soo that's why she's here. Blah Blah you know what she does, walls physical attacks and sets up rocks. I have been thinking about replacing either Toxic or Earthquake with Roar since I very rarely even attack with her though. :L

Seed U Later (Ferroseed) (F) @ Eviolite
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Protect
- Leech Seed
- Spikes
- Gyro Ball
This little bugger is my number 1 switch in to anything lacking fighting and fire moves. She sets up Spikes and Leeches health. I put protect on her for scouting purposes and Gyro Ball to rip chunks out of everything that doesn't resist the hit. Even with its low base attack and no investment, Gyro Ball is hitting things like offensive Celebi for 30% or more which is nothing to sneeze at.

L.A. Noir ~ (Dusknoir) (F) @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Will-O-Wisp
- Pain Split
- Seismic Toss
- Shadow Sneak
There's almost no reason not to run Spikes in UU with all the excellent Spikers available so of course I'd need a spin blocker to keep them on the field. I picked Noir over Clops because the lack of leftovers recovery combined with Sandstorm and its low HP stat really whittled it down quickly. It's obvious what this set is for, so I won't waste time explaining it.

Dat Bat ~ (Crobat) (F) @ Black Sludge
Trait: Inner Focus
EVs: 232 HP / 56 Def / 76 SDef / 144 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Super Fang
- Roost
- Brave Bird
Well, looking at my team, I could see that I was pretty freaking stall weak myself, so I slapped on this stall breaking Crobat to help with this problem. Taunt is for stopping those nasty Twaves and other walls from setting up hazards, and Super Fang is to take a meaty chunk out of their HP. BB is stab and Roost is much needed to recover off all that damage. I used to have Aerodactyl in this spot, but it sucked shit and was dead weight most of the time so I kicked it to the curb.

Shrt n Stout (Stoutland) (F) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Wild Charge
- Crunch
- Retaliate
- Return
What kind of sand team would this be without Stoutland? This little pup is for late game clean up and revenging all in one. Retaliate hits harder than Return if something's been KO'd and Crunch is for those smug asshole ghosts that think the can switch in willy nilly. Wild Charge hits bulky waters and Registeel harder than any of the other moves here. But she's stopped cold by the all too common Rhyperior. ):

Fairy Tail (Clefable) (F) @ Leftovers
Trait: Magic Guard
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Protect
- Toxic
- Wish
- Heal Bell
This little baby is suuuuuch Taunt bait I know. ): But she's the team's cleric that's immune to entry hazards, unlike Chansey's fat ass. Not much to say really, she passes wishes and Toxic stalls. I did try out Clefairy over Clefable for a while, but the lack of lefties really hurt her in the long run.
So anyways, that's my boring sand team. I got tired of being wrecked by Xatu and other defensive things so I figured you guys would be able to help me out. I figure it's more of a team issue than skill, although I do have my days where I play like crap.