OU team that uses sand but doesn't thrive on it

jirachi
dragonite
hippowdon
starmie
forretress
stoutland


I have been trying to perfect a sand team for months now and the team has come to this but I am still totally new and continue to be gazumped by better players so I write this RMT for a couple of new ideas to improve this team. I am severely missing a trick with this team and just need some help.

There is no building process as I have chopped and changed mercilessly for a while and it has become a mish mash which has maintained a 60% win ratio which isn't too bad but I would like to see it improve.

It has had a better success rate than my previous sand team but it lacks in places which you can hopefully acknowledge and see.

jirachi

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 236 SDef / 252 HP / 22 Spd
Careful Nature
- Body Slam
- Iron Head
- Wish
- U-turn

Very effective special wall. Causes paralysis and flinch hax very frequently and has turned a few potential defeats into victories. Provides wish support too but I know people are too clued onto the mechanics of wish and I find it hard to keep it alive or the person I am keeping alive to appreciate the power but still, a mynx when I have used it properly.

dragonite

Dragonite (F) @ Leftovers
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- ExtremeSpeed
- Dragon Dance
- Fire Punch
- Outrage

Needed leftovers to survive in the sandstorm for any length of time. Can be switched in to dragon dance and take down Ferrothorn or anything that is getting on my nerves. Sadly takes time to make an impact because it is slow to start but I had a good spell of using it as a lead to get a switch out to DD and cause some early havoc and revenge kill with extreme speed. A move I kept to maintain some priority against some of the other priority assassins.

hippowdon

Hippowdon (F) @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Whirlwind
- Stealth Rock

Was a much better sand stormer than Tyranitar as it is a great physical wall. Can heal itself and set down hazards and this can infuriate the opponent. Unfortunately, I found it useless against anything that was immune to earthquake except whirlwinding it out but when you have your Hippo left versus Gliscor... You lose :(

starmie

Starmie @ Choice Scarf
Trait: Natural Cure
EVs: 252 SAtk / 252 Spd / 4 SDef
Modest Nature
- Psychic
- Trick
- Thunderbolt
- Scald

I like what Starmie offered. Wall trapper with trick and offensive powerhouse. If I switched in well, I could offload the scarf to a slow and defensive pokemon but still be able to speed and punch with 3 diverse attacks. If I couldn't, it would cause damage before its impending fall. It was a solid addition with a little bit of bulk to it. Doesn't last long though. Was added to give my team a special attacker as it was too physical

forretress

Forretress (F) @ Rocky Helmet
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 SpD
Impish Nature
IVs: 0 Spd
- Rapid Spin
- Volt Switch
- Spikes
- Toxic Spikes

Another physical wall really with the spin support needed to keep Dragonite alive another turn. It lays down hazards and then dies. Unfortunately that is all it can do and toxic spikes was a good move over just toxic so it could poison more than one pokemon in a battle. This physical wall lacks in attack and often found wanting if I haven't wasted it early game.

stoutland

Stoutland (F) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Crunch
- Return
- Superpower
- Wild Charge

Got recommended this brute and it never let me down. Anything attacking and not defensively EV invested and this guy just takes it down with return. Provides coverage with other moves but much success from spamming return and seeing him take down 4 pokemon in 4 moves is satisfying indeed. This guy is built for sandstorms.


Flaws that need work and threats

Gliscor and Heatran are thorns in my teams sides.

It was and is still too physical with 2 defensive walls aswell. I personally find it a bit much.

The team is slow other than Dragonites Extreme Speed and Starmie. My team has needed to take a hit. Stoutland is the fastest but he can only be used once I have the storm up.


Thanks for reading and just remember I am still new but really keen on becoming something on this site.

I really appreciate any help I do get. I have tried reaching for help before recently but it seems hard to find anyone willing to help me. Doesn't deter me. I will simply keep asking!
 
Hello.
First of all, if you want a powerful special attacker and insist on using Starmie, then use choice specs instead of choice scarf and change scald > hydro pump for the so much needed added power.
Also, change her nature to Timid to outspeed threats like terrakion and latios.
Another suggestion I have is to replace either spikes or toxic spikes with Gyro ball on your Forretress so that he would have some way to deal damage and not be a totall set up whore. It gives you the ability to break many nasty substitutes.
Forgive me if I couldn't give a full rate. My brain isn't functioning well right now.
 
Hey there! This is a cool sand team using the underrated dog Stoutland. Props for that. Onto the team. Looking at your stated defensive threats, Gliscor stands out as an absolute torture to take out. Taking a look at the rest of your team, I notice you are using Starmie as a Scarfer, when it could be much more efficient to use another set, a balanced Starmie:

121.png
Starmie @Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
-Surf
-Psyshock
-Recover
-Rapid Spin

By switching to this set, you can take on Gliscor easily, while shifting Rapid Spin duties to Starmie, consequently freeing up Forretress to be replaced by something that would contribute more to your team.

A more in-depth look at offensive threats to your team shows Rock Polish Landorus as a huge threat, and it can set up Rock Polish on Forretress with nothing to fear, then proceed to 6HKO the rest of your team. You are also relatively susceptible to Keldeo, which can switch in and out and smash your pokemon with high-powered STAB. To cover both these problems while maintaining offensive pressure, along with good defensive ability, I propose employing a Nasty Plot Celebi over Forretress. With Hippo already providing strong physical defense and Starmie taking over the Rapid Spin duties, you can make this switch safely. The addition of this Celebi also provides you with another win condition, while also covering the offensive threats I pointed out, and it can beat Gliscor. The set I recommend is as follows:

251.png
Celebi @Leftovers/Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
-Nasty Plot
-Giga Drain
-Earth Power
-Psychic/Recover/Hidden Power Ice

This set takes advantage of how easily it switches into offensive threats, sets up on the switches, and then takes out the incoming pokemon. Giga Drain + Earth Power allow it strong STAB and recovery, while also covering Steels. The last slot is up to personal preference. Recover is strongly advised if you choose Life Orb as your item, but if you run Leftovers, the choice is yours. Once this set is implemented, Landorus cannot set up on any of your pokemon, and is thus completely mitigated as a threat.

Regarding Stoutland, running max Speed with Adamant nature is pointless, because you will still never outspeed base 108 and above Scarfers. Thus, I recommend only running 236 Speed EVs and shifting the 16 to HP to make it a bit more bulky. Just a minor nitpick. Overall, this is a nice team, and I hope I helped. Good luck!

Tl;dr
Leftovers Starmie > Scarf Starmie
Nasty Plot Celebi > Forretress
New Stoutland EV set
 
I would like to mimic what ViktorNrv said about Starmie; a choice specs set would provide you with extra damage and make the team that much better. However I disagree with changing Scald to Hydro Pump. You're going to be really sorry when you want damage on something and your Hydro Pump misses. I always opt for Scald or Surf over Hydro Pump. I like Scald for the potential burn effect, but this is just my preference with accuracy. Also having trick seems sort of a waste of a move slot if your Starmie is choice scarfed or spec'd. Ice Beam allows for a little better coverage and keeps it competitive on Dragon-types that are very common.

Starmie @ Choice Specs
Natural Cure, Timid Nature
252 SpA, 4 SpD, 252 Spe
1. Surf/Hydro Pump/Scald
2. Thunderbolt
3. Psychic
4. Ice Beam

For Forretress I would recommend Stealth Rock over Spikes and Pain Split over Toxic Spikes. You don't need that many entry hazards which will most likely not get set up or will get rapid spun right out and there you're back to ground zero. Pain Split provides added recovery and Stealth Rock only takes one turn to set or reset.

I noticed you have a pretty good weakness to Heatran. If he switches in at the right time he could easily take out a wall or your Dragonite; he could possibly even take out your Hippowdon with HP Ice if it has Air Balloon. To fix this maybe replace Jirachi with Jellicent. Jellicent can absorb water attacks, block rapid spins and negate Fighting-type attacks.

Jellicent @ Leftovers
Water Absorb, Calm Nature
252 HP, 36 Def, 220 SpD
1. Scald
2. Recover
3. Toxic/Will-O-Wisp
4. Shadow Ball/Taunt

I hope these comments help and I like your team. I didn't want to sound like I wanted to change it too much. Best of luck :)
 
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