Hey Smogon, this is my second RMT. As the title suggests, this team is based around a stall playstyle in sandstorm. I've had quite a good degree of success with it, but from testing I'm unable to break through physical walls, and I lack true counters to rain teams. Any tips would be greatly appreciated, so without further ado, here we go 8D
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A closer look...






A closer look...
Hippowdon
Ability: Sand Stream
Item: Leftovers
Nature: Impish
EVs: 252 HP/100 Def/156 SpD
Attacks: Slack Off/Fire Fang/Earthquake/Roar

Ability: Sand Stream
Item: Leftovers
Nature: Impish
EVs: 252 HP/100 Def/156 SpD
Attacks: Slack Off/Fire Fang/Earthquake/Roar
I decided on using Hippowdon over Tyranitar as I felt despite Tyranitar's defensive buffs from Sandstorm, Hippowdon is much more suited to this team, with Roar for phazing and racking up entry hazard damage, and access to Slack Off which has aided me in many weather wars. Whilst most sets use Ice Fang, my personal preference is Fire Fang as it seems to catch many opponents off guard, and scares off enemy Abomasnow.
Jirachi
Ability: Serene Grace
Item: Leftovers
Nature: Careful
EVs: 252 HP/100 Def/92 SpD/64 Spe
Attacks: Wish/Protect/Thunder/Fire Punch

Ability: Serene Grace
Item: Leftovers
Nature: Careful
EVs: 252 HP/100 Def/92 SpD/64 Spe
Attacks: Wish/Protect/Thunder/Fire Punch
Jirachi is one of my two wishers, and with the above EV spread provides viable defense against both physical and special threats, whereas Blissey has to immediately switch out in the possibility of a physical hit. The 64 Speed EVs allow me to roast all but Scarfed Scizor with a Fire Punch, a very useful capability indeed. Thunder is there purely to have something to counter rain teams, with Serene Grace's increased paralysis chance being a nice addition too.
Forretress
Ability: Sturdy
Item: Leftovers
Nature: Impish
EVs: 252 HP/56 Def/200 SpD IVs: 0 Spe
Attacks: Rapid Spin/Gyro Ball/Toxic Spikes/Stealth Rocks

Ability: Sturdy
Item: Leftovers
Nature: Impish
EVs: 252 HP/56 Def/200 SpD IVs: 0 Spe
Attacks: Rapid Spin/Gyro Ball/Toxic Spikes/Stealth Rocks
Forretress seemed to me to be the best entry hazards user for this team. Toxic Spikes and Stealth Rock are my chosen combo, providing decent damage without the long set up required with Spikes, as even a single layer of T-Spikes can prove invaluable to my team. Rapid Spin is an obvious choice for drawn out battles, with Spikes posing a major threat as all but one of my team is grounded. Gyro Ball is a handy move to have, providing a nice chunk of damage to Magic Bounce Xatu ad Espeon on a switch in, and providing something other than Rapid Spin in the event of a Taunt.
Gliscor
Ability: Poison Heal
Item: Toxic Orb
Nature: Impish
EVs: 252 HP/252 Def/4 SpD
Attacks: Ice Fang/Earthquake/Protect/Substitute

Ability: Poison Heal
Item: Toxic Orb
Nature: Impish
EVs: 252 HP/252 Def/4 SpD
Attacks: Ice Fang/Earthquake/Protect/Substitute
Whilst this is a typical set it's one that has proved successful on numerous occasions. Ice Fang is to stop Landorus steamrolling this team entirely and to combat other Gliscor, with Earthquake acting as a devastating STAB move. Protect and Substitute combine with Poison Heal to make an extremely annoying stall, whilst racking up residual damage.
Blissey
Ability: Natural Cure
Item: Leftovers
Nature: Calm
EVs: 252 HP/252 SpD/4 Spe
Attacks: Wish/Softboiled/Seismic Toss/Light Screen

Ability: Natural Cure
Item: Leftovers
Nature: Calm
EVs: 252 HP/252 SpD/4 Spe
Attacks: Wish/Softboiled/Seismic Toss/Light Screen
Blissey is my usual switch-in to physical attackers or if I predict a status move incoming. Natural Cure has been a great asset to my team, with Blissey able to soak up many burns and poisons. Her wishes provide an invaluable support option for my team, and Softboiled is great for tanking any incoming hit. Seismic Toss is there to deal consistent damage, and is my go-to move when I expect a switch or weaker attack and no other team-mates require Wish support. Light Screen patches up the rest of my team's unspectacular Special Defense stat and further boosts Blissey's tanking capabilities. Whilst any sets seem to favour Defense EVs over Special Defense, I personally prefer Special Defense as even with max Defense investment, I rarely find Blissey lasting long against any physical threat at all.
Sableye
Ability: Prankster
Item: Usually Black Sludge (However, I occasionally utilise Choice Items, Iron Ball,or LAgging Tail too)
Nature: Impish
EVs: 252 HP/100 Def/156 SpD
Attacks: Recover/Taunt/Trick/Substitute

Ability: Prankster
Item: Usually Black Sludge (However, I occasionally utilise Choice Items, Iron Ball,or LAgging Tail too)
Nature: Impish
EVs: 252 HP/100 Def/156 SpD
Attacks: Recover/Taunt/Trick/Substitute
Ah, Sableye. I love this pokemon so much. It's been on many occasions my MVP, and I'm surprised it is so underrated. Prankster makes this into one of the biggest pains an enemy can face. Not only do I need to invest no EVs into Speed, but instant Recovery is extremely handy, or an instant Substitute to tank any hit. The lack of resistances further increase this survivability, but where Sableye truly shines is its capabilities to break down a team bit by bit. I usually lead with Sableye to hide the Black Sludge, and will proceed to trick this, unless it is likely to go onto a Poison pokemon. From here I can further displace the enemy's items, such as putting a Choice Item onto a wall, or ruining someone's ChestoRest. Enemy taunts are rendered useless by Sableye's priority Taunt, and it also forces many support pokemon to switch out.
Anyway, there we are. As said previously, my main priorities in improving this team are options to take down physical walls, and a way by way I can reliably counter rain. Any other advice would also be greatly appreciated. Many thanks in advance.