So I was fooling around with Megazard Z and we both decided to build around sand with Stoutland because it was a Pokemon we had fun using in PU and we wanted to see how well it would do in a higher tier. This is my rendition of the team:


I started out with Stoutland and decided to use Hippowdon for instant sand and access to Stealth Rock.

I added Magneton because of its immunity to sand as well as the ability to create momentum with volt switch as well as taking out bulky Steel types with Magnet Pull and bulky waters with Electric stab.

I added an Aerodactyl as sort of a fast support with taunt and something to take out Grass types, especially Chesnaught.

Noticing a weakness to Grass, Water, and Fighting Types, I added Roserade as a bulky switch-in which can cleric as well as set up Toxic Spikes.

I added Alakazam as a filler Pokemon and revenge killer that completed and held my team together.

Paco @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower
Stoutland is the main reason this team was created and is the main sweeper on the team. Facade is mostly for when Stout is statused and packs a huge punch to an opposing Pokemon. Frustration is the hard hitting STAB move which is the most commonly used on the team. Superpower is for hitting Steel and steel types like Aggron. Pursuit is the last move which is used to prevent pokemon like opposing Alakazam to switch out without taking damage.

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Hippowdon is my sand setter who supports Stoutland as well as setting up Stealth Rock and being my main answer to most physical hits. Earthquake is just so Hippowdon won't be useless if it's taunted and so it can get some damage off on opposing Pokemon. Slack Off Is just for getting Health Recovery and Whirlwind is for phasing out Pokemon trying to boost or get extra damage on the opposing team from hazards.

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Volt Switch (Yellow is Blinding)
- Flash Cannon
- Thunderbolt
Magneton is my Scarfer who I feel supports Stoutland the most. It can deal damage to Steel and Rock Types with either Hidden Power Fire or Flash Cannon, as well as gaining momentum or dealing with bulky water types with its electric type moves. Magnet Pull also allows it to trap in pokemon such as Empoleon, Forretress, and Aggron.

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Taunt
- Aqua Tail
- Stone Edge
- Aerial Ace
Aerodactyl is mainly for taunting opposing Pokemon and or putting out large amounts of damage with its high speed and Tough Claws. The speed allows it to outpace Jolly Mega Bee and Sceptile and kill them with Aerial Ace. It is also a solid check to Heracross which is a large threat to most of my team.

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Aromatherapy
- Giga Drain
- Toxic Spikes
- Sludge Bomb
Roserade contributes to the team by being a solid answer to Water and Grass moves which threaten my team. The 16 Speed EVs allow Roserade to outspeed maximum Speed base 60 Speed Pokemon with a neutral nature. Aromatherapy is for removing Status from the rest of the team and Toxic Spikes are another status put on the opposing team. Giga Drain and Sludge Bomb are just STAB moves for getting extra damage and possible gain HP back or poisoning an opposing Pokemon.

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Energy Ball
Alakazam is the Glue that holds my team together and the designated to come in an revenge kill. It can also do some heavy chunks of damage to steels with Focus Blast or waters with Energy Ball. With the ability Magic Guard it doesn't take Sandstorm damage or Damage from Hazards/Status.
Thanks for reading!


I started out with Stoutland and decided to use Hippowdon for instant sand and access to Stealth Rock.



I added Magneton because of its immunity to sand as well as the ability to create momentum with volt switch as well as taking out bulky Steel types with Magnet Pull and bulky waters with Electric stab.




I added an Aerodactyl as sort of a fast support with taunt and something to take out Grass types, especially Chesnaught.





Noticing a weakness to Grass, Water, and Fighting Types, I added Roserade as a bulky switch-in which can cleric as well as set up Toxic Spikes.






I added Alakazam as a filler Pokemon and revenge killer that completed and held my team together.

Paco @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower
Stoutland is the main reason this team was created and is the main sweeper on the team. Facade is mostly for when Stout is statused and packs a huge punch to an opposing Pokemon. Frustration is the hard hitting STAB move which is the most commonly used on the team. Superpower is for hitting Steel and steel types like Aggron. Pursuit is the last move which is used to prevent pokemon like opposing Alakazam to switch out without taking damage.

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Hippowdon is my sand setter who supports Stoutland as well as setting up Stealth Rock and being my main answer to most physical hits. Earthquake is just so Hippowdon won't be useless if it's taunted and so it can get some damage off on opposing Pokemon. Slack Off Is just for getting Health Recovery and Whirlwind is for phasing out Pokemon trying to boost or get extra damage on the opposing team from hazards.

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Volt Switch (Yellow is Blinding)
- Flash Cannon
- Thunderbolt
Magneton is my Scarfer who I feel supports Stoutland the most. It can deal damage to Steel and Rock Types with either Hidden Power Fire or Flash Cannon, as well as gaining momentum or dealing with bulky water types with its electric type moves. Magnet Pull also allows it to trap in pokemon such as Empoleon, Forretress, and Aggron.

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Taunt
- Aqua Tail
- Stone Edge
- Aerial Ace
Aerodactyl is mainly for taunting opposing Pokemon and or putting out large amounts of damage with its high speed and Tough Claws. The speed allows it to outpace Jolly Mega Bee and Sceptile and kill them with Aerial Ace. It is also a solid check to Heracross which is a large threat to most of my team.

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Aromatherapy
- Giga Drain
- Toxic Spikes
- Sludge Bomb
Roserade contributes to the team by being a solid answer to Water and Grass moves which threaten my team. The 16 Speed EVs allow Roserade to outspeed maximum Speed base 60 Speed Pokemon with a neutral nature. Aromatherapy is for removing Status from the rest of the team and Toxic Spikes are another status put on the opposing team. Giga Drain and Sludge Bomb are just STAB moves for getting extra damage and possible gain HP back or poisoning an opposing Pokemon.

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Energy Ball
Alakazam is the Glue that holds my team together and the designated to come in an revenge kill. It can also do some heavy chunks of damage to steels with Focus Blast or waters with Energy Ball. With the ability Magic Guard it doesn't take Sandstorm damage or Damage from Hazards/Status.
Thanks for reading!
Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Stoutland @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Energy Ball
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
- Thunderbolt
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Taunt
- Aqua Tail
- Stone Edge
- Aerial Ace
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Aromatherapy
- Giga Drain
- Toxic Spikes
- Sludge Bomb
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Whirlwind
- Stealth Rock
- Slack Off
Stoutland @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Frustration
- Pursuit
- Superpower
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Energy Ball
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
- Thunderbolt
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Taunt
- Aqua Tail
- Stone Edge
- Aerial Ace
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Aromatherapy
- Giga Drain
- Toxic Spikes
- Sludge Bomb
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