Hello everybody, this is my first rate my team. I have been lurking around this website for many months before I joined and decided to create a Sandstorm stall team. The biggest question I have is about the EV's although any advice given is always helpful. I am also sorry if my English is not very good, as it is not my first language. So now, here is my team to rate.
http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=nStUTbykN4uChQeMy6jaCA

Hippowdon @ Leftovers
Ability- Sand Stream
EV's- 252 HP/ 252 Def/ 4 SDef
Nature- Impish (+ Def,- SAtk)
1. Stealth Rock
2. Roar
3. Slack Off
4. Earthquake
Your typical Hippowdon lead that has two main things that it does; set up sandstorm and stealth rock, both of which are need because my team is based on Sandstorm Stall. He does even better than because Roar can be used to phaze away any threat, plus rack up entry hazard damage. Slack Off is to recover from any attacks he may have taken during setup and earthquake to take care of that nice 112 attack and not be taunt bait.

http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=3StUTdqyBsmbhQe3ho3TCA
Ferrothorn @ Leftovers
Ability- Steel Barbs
EV's- 252 HP/ 128 Def/ 128SDef
Nature-Careful (+ SDef, - SAtk)
1. Spikes
2. Leech Seed
3. Protect
4. Power Whip
Ferrothorn is one of the most used pokemon of Generation V and that is with good reason, great support movepool and incredibly high defense and special defense make it a great wall. Mine has Spikes to lay down more entry hazards. It has the Leech Seed, which combined with Leftovers recovers 18.5 % health every turn. Protect is to stall for health and sandstorm damage. Power Whip is so I am not killed by taunt, plus it has a good base power.

http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=1yxUTdf4EIqLhQf7sOzcCA
Garchomp @ Leftovers
Ability- Sand Veil
EV's- 252 HP/ 164 Def/ 82 SDef
Nature- Impish (+Def, - SAtk)
1. Rest
2. Sleep Talk
3. Roar
4. Dragon Tail
This is a set that I saw someone post a few weeks ago and I thought it was a great set. We have all seen the Rest-Sleep Talk Combination before, but there is an added bonus to using it here. Since the moves are being used through Sleep Talk, they have a priority of 0, meaning that with Garchomp’s pretty good speed, he can use Sleep Talk and have a good chance of Phazing away a pokemon before it can attack. This is a little harder now that they screwed with the sleep mechanics, but it still works.

http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=UC5UTcLqMcOLhQehopneCA
Reuniclus @ Life Orb
Ability- Magic Guard
EV's 252 HP/ 174 SAtk/ 80 SDef
Nature- Bold (+ Def, - Atk)
1. Calm Mind
2. Recover
3. Psychic
4. HP Ice
Reuniclus, the Psychic Rabbit Ghost, or at least that’s what it look like. Main reason he is here is because he is a special wall that does not take damage to sandstorm. Calm Mind is to boost his Special Defense while also raising his special attack. Recover is for instant recovery. Psychic is your typically STAB move, although it is there over Psycho Shock because I already have plenty of physical pokemon. The last move has changed constantly, and is right now HP Ice to deal with dragon types like Garchomp and Salamence that can run roughshod over my team if Ferrothorn dies. I had Focus Blast here, but the shaky accuracy was a huge let down so I changed it.

Hitmontop @ Leftovers
Ability- Technician
EV’s- 252 HP/200 Atk/ 58 SDef
Nature- Careful (+SDef, - SAtk)
1. Fake Out
2. Rapid Spin
3. Mach Punch
4. Stone Edge
This is Hitmontop, my favorite pokemon ever. He looks so awesome spinning on his head and kicking the opponents to death. But he plays the utility role on this team. Fake Out is there for getting free damage whenever Hitmontop comes in. Rapid Spin is there to spin away the annoying entry hazards, especially toxic spikes for this team. Mach Punch is there because it can combine with Fake Out and be used to revenge kill many pokemon. The final moveslot is Stone Edge, but it is almost never used (I never see Gyarados), but I am thinking of maybe replacing it with Sucker Punch.

Jellicent @ Leftovers
Ability- Water Absorb
EV’s- 252 HP/ 4 Def/ 252 SDef
Nature- Calm
1. Will-o Wisp
2. Recover
3. Surf
4. Ice Beam
I think Jellicent may be the worst name for a pokemon ever, but it is a great fit for this team. It literally absorbs the water attacks that are sent for Hippowdon, and shakes off the Ice Beam with ease. Will-o-Wisp is there to try and burn any physical attacker that attempts to come in and set up. Recover is there for a reliable source of health recovery. Surf was at one point Boiling Water and Will-o-Wisp was Toxic, for a pseudo duel status, but that changed after I realized that the burn rate for Boiling water was 3 % for me, not 30%. So surf is there now to be backed by STAB and be a reliable attack. Ice Beam is the last attack and is more there for coverage than anything.
So that is my team. Any recommendations are welcome, especially in the EV’s of the pokemon. Also any way in which I could improve my writing of an RMT for the future is also welcome.
http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=nStUTbykN4uChQeMy6jaCA
Hippowdon @ Leftovers
Ability- Sand Stream
EV's- 252 HP/ 252 Def/ 4 SDef
Nature- Impish (+ Def,- SAtk)
1. Stealth Rock
2. Roar
3. Slack Off
4. Earthquake
Your typical Hippowdon lead that has two main things that it does; set up sandstorm and stealth rock, both of which are need because my team is based on Sandstorm Stall. He does even better than because Roar can be used to phaze away any threat, plus rack up entry hazard damage. Slack Off is to recover from any attacks he may have taken during setup and earthquake to take care of that nice 112 attack and not be taunt bait.
http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=3StUTdqyBsmbhQe3ho3TCA
Ferrothorn @ Leftovers
Ability- Steel Barbs
EV's- 252 HP/ 128 Def/ 128SDef
Nature-Careful (+ SDef, - SAtk)
1. Spikes
2. Leech Seed
3. Protect
4. Power Whip
Ferrothorn is one of the most used pokemon of Generation V and that is with good reason, great support movepool and incredibly high defense and special defense make it a great wall. Mine has Spikes to lay down more entry hazards. It has the Leech Seed, which combined with Leftovers recovers 18.5 % health every turn. Protect is to stall for health and sandstorm damage. Power Whip is so I am not killed by taunt, plus it has a good base power.
http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=1yxUTdf4EIqLhQf7sOzcCA
Garchomp @ Leftovers
Ability- Sand Veil
EV's- 252 HP/ 164 Def/ 82 SDef
Nature- Impish (+Def, - SAtk)
1. Rest
2. Sleep Talk
3. Roar
4. Dragon Tail
This is a set that I saw someone post a few weeks ago and I thought it was a great set. We have all seen the Rest-Sleep Talk Combination before, but there is an added bonus to using it here. Since the moves are being used through Sleep Talk, they have a priority of 0, meaning that with Garchomp’s pretty good speed, he can use Sleep Talk and have a good chance of Phazing away a pokemon before it can attack. This is a little harder now that they screwed with the sleep mechanics, but it still works.
http://www.google.com/imgres?imgurl...299US305&tbs=isch:1&ei=UC5UTcLqMcOLhQehopneCA
Reuniclus @ Life Orb
Ability- Magic Guard
EV's 252 HP/ 174 SAtk/ 80 SDef
Nature- Bold (+ Def, - Atk)
1. Calm Mind
2. Recover
3. Psychic
4. HP Ice
Reuniclus, the Psychic Rabbit Ghost, or at least that’s what it look like. Main reason he is here is because he is a special wall that does not take damage to sandstorm. Calm Mind is to boost his Special Defense while also raising his special attack. Recover is for instant recovery. Psychic is your typically STAB move, although it is there over Psycho Shock because I already have plenty of physical pokemon. The last move has changed constantly, and is right now HP Ice to deal with dragon types like Garchomp and Salamence that can run roughshod over my team if Ferrothorn dies. I had Focus Blast here, but the shaky accuracy was a huge let down so I changed it.
Hitmontop @ Leftovers
Ability- Technician
EV’s- 252 HP/200 Atk/ 58 SDef
Nature- Careful (+SDef, - SAtk)
1. Fake Out
2. Rapid Spin
3. Mach Punch
4. Stone Edge
This is Hitmontop, my favorite pokemon ever. He looks so awesome spinning on his head and kicking the opponents to death. But he plays the utility role on this team. Fake Out is there for getting free damage whenever Hitmontop comes in. Rapid Spin is there to spin away the annoying entry hazards, especially toxic spikes for this team. Mach Punch is there because it can combine with Fake Out and be used to revenge kill many pokemon. The final moveslot is Stone Edge, but it is almost never used (I never see Gyarados), but I am thinking of maybe replacing it with Sucker Punch.
Jellicent @ Leftovers
Ability- Water Absorb
EV’s- 252 HP/ 4 Def/ 252 SDef
Nature- Calm
1. Will-o Wisp
2. Recover
3. Surf
4. Ice Beam
I think Jellicent may be the worst name for a pokemon ever, but it is a great fit for this team. It literally absorbs the water attacks that are sent for Hippowdon, and shakes off the Ice Beam with ease. Will-o-Wisp is there to try and burn any physical attacker that attempts to come in and set up. Recover is there for a reliable source of health recovery. Surf was at one point Boiling Water and Will-o-Wisp was Toxic, for a pseudo duel status, but that changed after I realized that the burn rate for Boiling water was 3 % for me, not 30%. So surf is there now to be backed by STAB and be a reliable attack. Ice Beam is the last attack and is more there for coverage than anything.
So that is my team. Any recommendations are welcome, especially in the EV’s of the pokemon. Also any way in which I could improve my writing of an RMT for the future is also welcome.