This is my first RMT for the OU Tier. My first RMT was a UU team, but I didn't really get that many comments on the matter. So I decided to move onto the faster paced OU and try to improve my team building there. But it seemed every team I build tended to incorporate Hippowdon for his incredible Physical bulk. So I decided on a Sandstorm Team due to my tendancy towards stall and wear down my opponent given enough time. Anyways, here is my team.
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In Depth(Changes in Bold)
SuperComp(Metagross) @ Iron Ball
Ability: Clear Body
Nature: Impish
EVs: 236 HP/144 Atk/130 Def
-Trick
-Earthquake
-Meteor Mash
-Stealth Rocks
Role
Metagross's main purpose is to simply lay down Stealth Rocks quickly and cripple his counters in Skarmory and Rotom. Earthquake is to hit against other Steel types for at least Neutral(Scizor and Forretress for Neutral) as well as hitting Fire pokemon that hope to switch into a STAB Meteor Mash. Meteor Mash is Meta's STAB move and also provides a chance for +1 Atk. Trick lets my give the Iron Ball onto frying and Levitating pokemon so they can be hit with EQs. The Defense EV lets him survive a Dynamic Punch from Lead Machamps, getting hit for only 38% max.
(Changed to a Customized Trick Iron Ball set for more defensive play)
Pooter(Swampert) @ Leftovers
Ability: Torrent
Nature: Relaxed
EVs: 248 HP/212 Atk/48 SpD
-Avalanche
-Earthquake
-Sleep Talk
-Rest
Role
Swampert acts as my Heatran counter as well as a status absorber. Earthquake is Swampert's main STAB move hitting most pokemon for massive damage, mainly you Heatran. Avalanche will hit anything that EQ cannot, and since Swampy here will be going last most of the time, it will most likely be hitting for double damage. Rest is his recovery move as well as helps him be my status absorber, and Sleep Talk finishes the set allowing him to hit some while he is still asleep. Though this is inconsistant since there is a chance he will Sleep Talk into an EQ when he's facing against a Flying-type. Any suggestions on how to fix him in particular would be much appreciated.
Hippwnage(Hippowdon) @ Leftovers
Ability: Sand Steam
Nature: Impish
EVs: 252 HP/152/106 SpD
-Ice Fang
-Earthquake
-Slack Off
-Roar
Role
The main tank on my team as well as providing my team with the much appreciated infinite sandstorm. Ice Fang, although fairly weak, makes it so I can deal with Dragons and Glisgor. Gliscor in particular would almost greatly wall my team otherwise. Slack Off is for recovery so he can get back up when he's about to go down. Or to just stall out my opponent for either damage from Sandstorm or to PP stall them. Roar makes Hippowdon my phazer here as well. Helping to scramble opposing pokes and to help get rid of pesky stats boosts. Like SD Scizor and DD Gyarados and Dragonites. It also helps get rid of counters that people might bring in when using U-Turn and to add on some residual damage with SR.
Long&Wet(Gyarados) @ Leftovers
Ability: Indimidate
Nature: Adamant
EVs: 156 HP/72 Atk/96 Def/184 Spe
-Waterfall
-Stone Edge
-Dragon Dance
-Taunt
Role
Usually serving as my early game physical threat, sometimes even turns out to be my sweeper. His life is usually not long lived, but he tends to force some switches by switching into Bulky Waters like Vaporeon and Suicune, who greatly threaten my team otherwise. Waterfall is his STAB move with the nice, but rare, side effect of potential flinching. Stone Edge is to deal with opposing Gyarados as well as other Flying pokes. Using DD on a switch usually makes him fast enough to either Taunt his "counters" preventing them from setting up, or making him fast enough to hit them with a +1 Waterfall or Stone Edge. Though he is played incredibely conservatively since I have to make sure I can get him out at least before I send out Hippowdon to get the sand going.
Tinkerbell(Celebi) @ Leftovers
Ability: Natural Cure
Nature: Bold
EVs: 252 HP/252 Def/6 SpD
-Leaf Storm
-Hidden Power Fire
-Heal Bell
-Recover
Role
Celebi serve mainly as my team cleric. With Natural Cure and Heal Bell, it can easily come in on a status move and proceed to heal. Or even come in on something it could counter and use Heal Bell as they switch out if necessary. Hidden Power Fire serves to check on Scizors and Forrestress as they switch as Scizor is usually a common counter to Celebi and sees her as Setup Fodder. Recover allows her to heal off any damage on an opposing switches and let her continue to do her job as a healer. She also serves to absorb incoming water attacks usually aimed at the rest of my team members, which most of my team greatly appreciate. And even helps to absorb the incoming EQs that plague Metagross, who repays the favor with a resistance to Ice. Whereas Swampert and Gyarados help to absorb Fire attacks aimed at this little Grass fairy.
Garuda(Aerodactyl) @ Leftovers
Ability: Pressure
Nature: Jolly
EVs: 248 HP/116 Atk/146 Spe
-Rock Slide
-Toxic
-Substitute
-Roost
Role
Aerodactyl, often seen as a lead in most teams, still serves as a great staller. Rock Slide is his STAB move as well as providing a small chance of flinch and though lacking in power has more PP than Stone Edge. Roar/Whirlwind help him do part of Hippowdon's job to phaze when Hippo isnt available, like before I've had a chance to use Gyarados. Subbing as the opponent switches helps him block statuses better as well as give him a shield against incoming attacks while he Roars away the opposition. Roost is to heal off damage done to him by his own substitutes and helps nullify his flying type, helping him resist ice a little better. He also benefits greatly with the 1.5x SpD boost granted from Hippowdon's infinite storm. Which helps him resist Fire from Heartran aimed at the ever important Cleric of my team, Celebi. Flying-typing also helps him block Ground attacks aimed at Metagross, who greatly returns the favor of resistances by providing even more Ice resistance.
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That's pretty much my team in a nutshell. Though since there is a great amount of Stall in here, I know it would be a great idea to have someone carry Toxic. The problem is, I couldn't really find a place to put it. Any help with that would be greatly appreciated. Hope you enjoyed my team. Looking forward to additional help.
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Team at First Glance
Team at First Glance






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In Depth(Changes in Bold)

SuperComp(Metagross) @ Iron Ball
Ability: Clear Body
Nature: Impish
EVs: 236 HP/144 Atk/130 Def
-Trick
-Earthquake
-Meteor Mash
-Stealth Rocks
Role
Metagross's main purpose is to simply lay down Stealth Rocks quickly and cripple his counters in Skarmory and Rotom. Earthquake is to hit against other Steel types for at least Neutral(Scizor and Forretress for Neutral) as well as hitting Fire pokemon that hope to switch into a STAB Meteor Mash. Meteor Mash is Meta's STAB move and also provides a chance for +1 Atk. Trick lets my give the Iron Ball onto frying and Levitating pokemon so they can be hit with EQs. The Defense EV lets him survive a Dynamic Punch from Lead Machamps, getting hit for only 38% max.
(Changed to a Customized Trick Iron Ball set for more defensive play)

Pooter(Swampert) @ Leftovers
Ability: Torrent
Nature: Relaxed
EVs: 248 HP/212 Atk/48 SpD
-Avalanche
-Earthquake
-Sleep Talk
-Rest
Role
Swampert acts as my Heatran counter as well as a status absorber. Earthquake is Swampert's main STAB move hitting most pokemon for massive damage, mainly you Heatran. Avalanche will hit anything that EQ cannot, and since Swampy here will be going last most of the time, it will most likely be hitting for double damage. Rest is his recovery move as well as helps him be my status absorber, and Sleep Talk finishes the set allowing him to hit some while he is still asleep. Though this is inconsistant since there is a chance he will Sleep Talk into an EQ when he's facing against a Flying-type. Any suggestions on how to fix him in particular would be much appreciated.

Hippwnage(Hippowdon) @ Leftovers
Ability: Sand Steam
Nature: Impish
EVs: 252 HP/152/106 SpD
-Ice Fang
-Earthquake
-Slack Off
-Roar
Role
The main tank on my team as well as providing my team with the much appreciated infinite sandstorm. Ice Fang, although fairly weak, makes it so I can deal with Dragons and Glisgor. Gliscor in particular would almost greatly wall my team otherwise. Slack Off is for recovery so he can get back up when he's about to go down. Or to just stall out my opponent for either damage from Sandstorm or to PP stall them. Roar makes Hippowdon my phazer here as well. Helping to scramble opposing pokes and to help get rid of pesky stats boosts. Like SD Scizor and DD Gyarados and Dragonites. It also helps get rid of counters that people might bring in when using U-Turn and to add on some residual damage with SR.

Long&Wet(Gyarados) @ Leftovers
Ability: Indimidate
Nature: Adamant
EVs: 156 HP/72 Atk/96 Def/184 Spe
-Waterfall
-Stone Edge
-Dragon Dance
-Taunt
Role
Usually serving as my early game physical threat, sometimes even turns out to be my sweeper. His life is usually not long lived, but he tends to force some switches by switching into Bulky Waters like Vaporeon and Suicune, who greatly threaten my team otherwise. Waterfall is his STAB move with the nice, but rare, side effect of potential flinching. Stone Edge is to deal with opposing Gyarados as well as other Flying pokes. Using DD on a switch usually makes him fast enough to either Taunt his "counters" preventing them from setting up, or making him fast enough to hit them with a +1 Waterfall or Stone Edge. Though he is played incredibely conservatively since I have to make sure I can get him out at least before I send out Hippowdon to get the sand going.

Tinkerbell(Celebi) @ Leftovers
Ability: Natural Cure
Nature: Bold
EVs: 252 HP/252 Def/6 SpD
-Leaf Storm
-Hidden Power Fire
-Heal Bell
-Recover
Role
Celebi serve mainly as my team cleric. With Natural Cure and Heal Bell, it can easily come in on a status move and proceed to heal. Or even come in on something it could counter and use Heal Bell as they switch out if necessary. Hidden Power Fire serves to check on Scizors and Forrestress as they switch as Scizor is usually a common counter to Celebi and sees her as Setup Fodder. Recover allows her to heal off any damage on an opposing switches and let her continue to do her job as a healer. She also serves to absorb incoming water attacks usually aimed at the rest of my team members, which most of my team greatly appreciate. And even helps to absorb the incoming EQs that plague Metagross, who repays the favor with a resistance to Ice. Whereas Swampert and Gyarados help to absorb Fire attacks aimed at this little Grass fairy.

Garuda(Aerodactyl) @ Leftovers
Ability: Pressure
Nature: Jolly
EVs: 248 HP/116 Atk/146 Spe
-Rock Slide
-Toxic
-Substitute
-Roost
Role
Aerodactyl, often seen as a lead in most teams, still serves as a great staller. Rock Slide is his STAB move as well as providing a small chance of flinch and though lacking in power has more PP than Stone Edge. Roar/Whirlwind help him do part of Hippowdon's job to phaze when Hippo isnt available, like before I've had a chance to use Gyarados. Subbing as the opponent switches helps him block statuses better as well as give him a shield against incoming attacks while he Roars away the opposition. Roost is to heal off damage done to him by his own substitutes and helps nullify his flying type, helping him resist ice a little better. He also benefits greatly with the 1.5x SpD boost granted from Hippowdon's infinite storm. Which helps him resist Fire from Heartran aimed at the ever important Cleric of my team, Celebi. Flying-typing also helps him block Ground attacks aimed at Metagross, who greatly returns the favor of resistances by providing even more Ice resistance.
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That's pretty much my team in a nutshell. Though since there is a great amount of Stall in here, I know it would be a great idea to have someone carry Toxic. The problem is, I couldn't really find a place to put it. Any help with that would be greatly appreciated. Hope you enjoyed my team. Looking forward to additional help.