Hello Everyone! This is my first RMT ever on Smogon's community forums, and I really appreciate the opportunity, as well as the comments/suggestions from fellow competitive battlers. Anyways, onto the team. So, I tried to recreate an effective sandstorm team as best I could in the UU tier. Without further ado, I'd like to introduce everyone to the team.
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CHANGES IN RED
THE LEAD: JAZZ
Hippopotas @ Focus Sash
Sand Stream
EVs: 252 HP, 164 Att, 92 Def (IVs = 12 speed)
Nature: Relaxed (+Def/-Speed)
-Stealth Rock
-Toxic
-Protect
-Earthquake
Hippopotas was the only viable option to lead a UU sandstorm team, as it is sadly the only Poke with the sand stream ability in the UU tier. Despite that, hippopotas can do its job very well. Stealth rock is the go-to first move, and should be up before hippy goes down or you're forced to switch. Toxic provides a blunting of certain physical sweepers for the rest of the team, as well as a nice damage output over time. Protect is great for stopping those pesky fake-out leads (particularly ambipom), and can stall a turn of SS/Toxic damage or can be used simply to scout a move. Lastly, Earthquake is for STAB damage, duh. EVs changed to underspeed Snover leads, providing more EQ damage.
THE MIXED SWEEPER: MIRAGE
Nidoking @ Life Orb
Poison Point
EVs: 252 SpA, 176 Speed, 80 Attack
Nature: Rash (+SpA/-SpD)
-Earth Power
-Ice Beam
-Thunderbolt
-Superpower
Nidoking replaces Omastar as a mixed sweeper, with a much needed typing because of the replacement of Claydol. Earth Power is for STAB damage. Ice Beam is to handle grass types (Venusaur and the like). Thunderbolt is for bulky waters. Superpower is for basic fighting type coverage.
THE REVENGE KILLER: SIDESWIPE
Hitmontop @ Life Orb
Technician
EVs: 252 Attack,252 HP, 4 Def
Nature: Adamant (+Attack/-SpA)
-Fake Out
-Mach Punch
-Revenge
-Bullet Punch
Priority moves. You name it, Hitmontop's probably got it. After a wall or another sweeper comes down, I can freely switch in to hitmontop to speedily RK, and move on to the next set up. Tech'd Fake Out provides a relatively good damage-dealing flinch. Mach and Bullet punch are situational, depending on the target. Revenge is for additional STAB damage, replacing sucker punch.
THE WALL: RATCHET
Cradily @ Chesto Berry
Suction Cups
EVs: 252 HP, 252 SpD, 4 Def
Nature: Careful (+SpD/-SpA)
-Curse
-Rest
-Seed Bomb
-Rock Slide
Cradily has been tested over shuckle, and remarkably provides more coverage and damage output, while still being a solid wall to opponent sweepers. Curse can destroy enemy teams depending on the opponent. Rest is for a 1-turn recovery to the hits I take while cursing. Seed Bomb is for heavy STAB damage, as is Rock Slide with a side of flinch.
THE SECOND WALL: IRONHIDE
Slowbro @ Leftovers
Own Tempo
EVs: 252 HP, 252 Def, 4 SpD
Nature: Bold (+Def/-Attack)
-Surf
-Psychic
-Slack Off
-Toxic
Slowbro replaces Claydol as a much more useful physical wall, with not to mention, WAY better typing. Surf is for STAB damage, as is Psychic to handle fighting types. Slack Off is to annoy as many teams as possible as a great recovery option. Toxic is for more damage output with SS up.
THE EVASIVE DANCER: PRIME
Cacturne @ BrightPowder
Sand Veil
Evs: 252 Attack, 252 Speed, 4 Def
Nature: Adamant (+Attack/-SpA)
-Substitute
-Sucker Punch
-Swords Dance
-Seed Bomb
The mid-to-endgame deathtrap that opposing teams are forced to deal with. Due to Cacturne's hold item and ability, he gains an extra 30% evasion, as long as a sandstorm is on the field. I've had opponents miss 100% accuracy moves four times in a row, followed by an immediate RAAAAGE in the chat log. Some call it hax. I call it......strategy? :D Substitute and high evasion provide excellent SD opportunity, allowing me to occasionally go +8 before finally hitting a target. Sucker Punch is for STAB priority. Seed Bomb replaces Focus Punch with Superpower and Revenge now on other pokes of the team.. If I play my cards right, I can pull off a 4-5 man sweep with this hellish fiend.
ENDING NOTES:
In terms of threats, I generally find myself having problems with Lead Sleep Powderers, and the occasional bulkier grass types, such as Venusaur. Before adding Claydol, I originally was using a paraflinch Regirock, but found myself vastly outclassed by Machamps and the like. The occasional dragon type can set up on me, seeing as I have no real coverage besides Ice Beam on Omastar, but I rarely find myself having any problems with them in UU. Taunt Gligars can be an occasional problem when I try to wall them, but usually find myself coming out on top. Lastly, Mismagius will occasionally anticipate and avoid my sucker punch from cacturne, and begin to set up on me. Luckily, I have great typing on cacturne, so it doesn't pose too much of a threat.
LASTLY! I encourage EVERYONE to rate this team, and feel free to leave any comments or suggestions that you think suitable to help improve this team.
Thank you!!






CHANGES IN RED
THE LEAD: JAZZ

Hippopotas @ Focus Sash
Sand Stream
EVs: 252 HP, 164 Att, 92 Def (IVs = 12 speed)
Nature: Relaxed (+Def/-Speed)
-Stealth Rock
-Toxic
-Protect
-Earthquake
Hippopotas was the only viable option to lead a UU sandstorm team, as it is sadly the only Poke with the sand stream ability in the UU tier. Despite that, hippopotas can do its job very well. Stealth rock is the go-to first move, and should be up before hippy goes down or you're forced to switch. Toxic provides a blunting of certain physical sweepers for the rest of the team, as well as a nice damage output over time. Protect is great for stopping those pesky fake-out leads (particularly ambipom), and can stall a turn of SS/Toxic damage or can be used simply to scout a move. Lastly, Earthquake is for STAB damage, duh. EVs changed to underspeed Snover leads, providing more EQ damage.
THE MIXED SWEEPER: MIRAGE

Nidoking @ Life Orb
Poison Point
EVs: 252 SpA, 176 Speed, 80 Attack
Nature: Rash (+SpA/-SpD)
-Earth Power
-Ice Beam
-Thunderbolt
-Superpower
Nidoking replaces Omastar as a mixed sweeper, with a much needed typing because of the replacement of Claydol. Earth Power is for STAB damage. Ice Beam is to handle grass types (Venusaur and the like). Thunderbolt is for bulky waters. Superpower is for basic fighting type coverage.
THE REVENGE KILLER: SIDESWIPE

Hitmontop @ Life Orb
Technician
EVs: 252 Attack,252 HP, 4 Def
Nature: Adamant (+Attack/-SpA)
-Fake Out
-Mach Punch
-Revenge
-Bullet Punch
Priority moves. You name it, Hitmontop's probably got it. After a wall or another sweeper comes down, I can freely switch in to hitmontop to speedily RK, and move on to the next set up. Tech'd Fake Out provides a relatively good damage-dealing flinch. Mach and Bullet punch are situational, depending on the target. Revenge is for additional STAB damage, replacing sucker punch.
THE WALL: RATCHET

Cradily @ Chesto Berry
Suction Cups
EVs: 252 HP, 252 SpD, 4 Def
Nature: Careful (+SpD/-SpA)
-Curse
-Rest
-Seed Bomb
-Rock Slide
Cradily has been tested over shuckle, and remarkably provides more coverage and damage output, while still being a solid wall to opponent sweepers. Curse can destroy enemy teams depending on the opponent. Rest is for a 1-turn recovery to the hits I take while cursing. Seed Bomb is for heavy STAB damage, as is Rock Slide with a side of flinch.
THE SECOND WALL: IRONHIDE

Slowbro @ Leftovers
Own Tempo
EVs: 252 HP, 252 Def, 4 SpD
Nature: Bold (+Def/-Attack)
-Surf
-Psychic
-Slack Off
-Toxic
Slowbro replaces Claydol as a much more useful physical wall, with not to mention, WAY better typing. Surf is for STAB damage, as is Psychic to handle fighting types. Slack Off is to annoy as many teams as possible as a great recovery option. Toxic is for more damage output with SS up.
THE EVASIVE DANCER: PRIME

Cacturne @ BrightPowder
Sand Veil
Evs: 252 Attack, 252 Speed, 4 Def
Nature: Adamant (+Attack/-SpA)
-Substitute
-Sucker Punch
-Swords Dance
-Seed Bomb
The mid-to-endgame deathtrap that opposing teams are forced to deal with. Due to Cacturne's hold item and ability, he gains an extra 30% evasion, as long as a sandstorm is on the field. I've had opponents miss 100% accuracy moves four times in a row, followed by an immediate RAAAAGE in the chat log. Some call it hax. I call it......strategy? :D Substitute and high evasion provide excellent SD opportunity, allowing me to occasionally go +8 before finally hitting a target. Sucker Punch is for STAB priority. Seed Bomb replaces Focus Punch with Superpower and Revenge now on other pokes of the team.. If I play my cards right, I can pull off a 4-5 man sweep with this hellish fiend.
ENDING NOTES:
In terms of threats, I generally find myself having problems with Lead Sleep Powderers, and the occasional bulkier grass types, such as Venusaur. Before adding Claydol, I originally was using a paraflinch Regirock, but found myself vastly outclassed by Machamps and the like. The occasional dragon type can set up on me, seeing as I have no real coverage besides Ice Beam on Omastar, but I rarely find myself having any problems with them in UU. Taunt Gligars can be an occasional problem when I try to wall them, but usually find myself coming out on top. Lastly, Mismagius will occasionally anticipate and avoid my sucker punch from cacturne, and begin to set up on me. Luckily, I have great typing on cacturne, so it doesn't pose too much of a threat.
LASTLY! I encourage EVERYONE to rate this team, and feel free to leave any comments or suggestions that you think suitable to help improve this team.
Thank you!!