Hi Smogon. I have made another team that i would like help with as there are quite a few threats that I have spotted that I feel are rather big threats, and I believe that some of you could help me fix these. Aside from that, this team has been doing pretty well on the ladder, and I wanted to try something different besides the boring volturn teams and other weather teams, namely sand offense and rain offense/stall. Sand stall is uncommon, and imo is underrated. I have always liked stall teams for some reason, and they normally win me a lot of battles. Thats all I have to say for now, so lets meet the team!
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EV's: 252 HP / 72 Def / 184 SDef
Careful Nature (+ SDef, - SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Ice Fang
Hippowdon is the lead of this team and works better than Tyranitar on these kind of teams as they usually pack more offensive power. An advantage of Hippo > TTar is that Hippo is not Dugtrio weak unlike its more offensive rival. Careful nature and a specially defensive spead allows me to take on Ninetales better, although the loss of physical bulk is higly noticeable. The moves are pretty standard on Hippowdon, SR provides hazards, EQ provides an attacking move as well as a pretty strong STAB attack, Slack Off for Recovery, and you get the idea. I have Ice fang > roar because it can hit things like Landorus and Dragonite for SE damage, as it will 2HKO both (unless Dnite still has multiscale intact). A good lead for any Sand Stall team, and still has some decent physical bulk.
Forretress (M) @ Leftovers
Ability: Sturdy
EV's: 252 HP / 160 Def / 96 SAtk
Bold Nature (+ Def, - Atk)
- Spikes
- Rapid Spin
- Hidden Power [Ice]
- Volt Switch
Forretress is here to provide Spikes and Spin support, both of which are normally seen on every stall team. This set is becoming more common now, as I have seen it on quite a few recent RMT's. Spikes is a staple on every stall team, as it will gradually wear down the opponents pokemon (unless of course they are flying types or levitators). Rapid Spin is a must for this team, as it can get rid of any hazards that my opponent tries to set up against me, and all of my pokemon are vulnerable to them. HP Ice may seem strange to some people, but it does work, as it 2HKO's Gliscor, Dragonite, Haxorus and a couple of other things too after some prior damage to entry hazards. Volt switch allows me to escape from trappers (barring Dugtrio, but it gets raped by HP Ice) like Magnezone, Wobbuffet, and Spinblockers (barring some random Golurks). The hazards from Forretress and Hippo can also harm some pokes on volturn teams such as Scizor, celebi, Mienshao's and other grounded volturners.
Jirachi @ Leftovers
Ability: Serene Grace
EV's: 252 HP / 212 SDef / 44 Spd
Careful Nature (+ SDef, - SAtk)
- Wish
- U-Turn
- Iron Head
- Body Slam
Jirachi is here to provide wish support for my team and is also a good special wall. You all know what this Jirachi does. It paraflinches annoying the opponent to death, and WishPasses to its teammates and has U-Turn to seal the deal by escaping from trappers and gaining switch advantage provided the opponent switches themselves. Jirachi also helps against Rain teams, walling the shit out of things like Tornadus, Jolteon, etc. Paralysis helps out my team a lot, as most of my teammates are slow, but then again, this is a stall team, so yeah. Not much else to say about this annoying thing but....
It's Evil.
Shaymin @ Leftovers
Ability: Natural Cure
EV's: 252 HP / 56 SAtk / 200 Spd
Modest Nature (+ SAtk, - Atk)
- Seed Flare
- Hidden Power [Fire]
- Leech Seed
- Protect
Shaymin is here for leech seed support, and has a more offensive touch to it as well. HP Fire is for steels like Scizor, Ferrothorn, Forretress and Skarmory, who all are severely injured by it (unless rain is up). Shaymin also loves special walls such as Blissey and Chansey, as they become health sources for my team and wont like the Special Defense drops from Seed Flare, despite the fact that it only has a 40% chance of doing so - No Serene Grace :[
However, its still a good choice for this team as it can deal with those pesky bulky water types that can give this team a lot of trouble, not to mention that most of them have high HP stats, meaning that they also become health sources for the team. Protect allows me to gain HP recovery as well as scout for what my opponent will do next. I run 200 spd EV's to outspeed base 80 speed pokes, mainly Mamoswine as they can be problematic for this team, and as long as Shaymin is at a good enough HP stat, it can survive a banded or LO ice shard due to its natural physical bulk and can fire off a Seed Flare, scoring an easy OHKO on the Mammoth.
Jellicent (M) @ Leftovers
Ability: Water Absorb
EV's: 248 HP / 112 Def / 148 Spd
Bold Nature (+ Def, - Atk)
- Scald
- Will-O-Wisp
- Taunt
- Recover
Since most stall teams rely on hazards to wear opposing pokes down, It is obvious to have a spinblocker on them, so Jellicent is probably the best you can get, as it also acts as a good stallbreaker, crippling opposing pokes with a combination of Taunt + WoW. The EV's are a little weird, but It allows us to outspeed Some specially defensive Heatrans as I know some people who like to run Calm 252 HP / 248 SDef / 8 Spd variants so we can taunt them before they try to taunt or toxic us. It can shut down many pokemon such as Ferrothorn, Scizor, Gliscor, Mamoswine, Jirachi, Lati@s, Slow bulky waters and the aforementioned Heatran. Recover allows us to outstall things like Lati@s and D-nites Draco meteors, even though it isn't common on D-nite, whilst also keeping its HP healthy.
'try to make them happy' - Sorry to burst your bubble blissey, but you make me upset.
Blissey (F) @ Leftovers
Ability: Natural Cure
EV's: 252 Def / 160 SDef / 96 Spd
Bold Nature (+ Def, - Atk)
- Flamethrower
- Seismic Toss
- Aromatherapy
- Softboiled
Ugh, I hate this thing. I've never ever used Blissey in my life. I would rather die than use this thing.
Jk. Blissey acts as the cleric of this team as well as a good supporter and special wall. It walls a lot of Special Attackers, and can even take a Specs Focus Blast from a Tornadus at worst. Flamethrower is here because it can roast Bulky steels such as (see Shaymin and Jellicent). Seismic toss is standard on Blissey as it deals some nice damage to Attackers who don't have too much HP. E.G lati@s, Tornadus, Dugtrio, Rotom-W. Aromatherapy is just to heal up our team as none of our guys appreciate being Poisoned or Burned. Softboiled is just to recover HP and keep the stalling going.
Threats
Orange indicates a medium threat
Red indicates a big threat
Celebi
Only Timid 252 Spd variants are threats, if not, i can handle them quite easily with hazards and possibly rachi.
Cloyster
If it has Hydro Pump, I'm screwed as Forretress can't take one and I don't think jellicent can take a rock blast with the spread I run.
Conkeldurr
It can be annoying, especially the Bulk Up variants, but I can play around it, although it may cost a team member or two.
Gengar
It can't destroy my whole team, but its just going to be annoying with its SubDisable combination, but not a serious threat.
Gliscor
Only the Sand Veil variants give me trouble as they can take advantage of Sand Stream and sweep me after an SD or two.
Hydreigon
Depends what variant it is. The sub variants give me the most trouble, so it may take some time for me to get this thing out of the way
Landorus
The SD or BU sets can sweep my entire team, and can fire off powerful STAB sand force boosted EQs which will hurt my team a lot.
Lucario
I have no answer to this monster. after it gets one SD up, its gg like (snaps fingers) that.
Mamoswine
Like Hydreigon, it depends on what set it is, although I do have pokes that can stop most different sets in their tracks.
Scrafty
DD or BU, It can sweep my team easily.
Terrakion
This thing is probably the biggest threat to my team, as even my Hippowdon wont like taking too many CB Stone edges. The SD variants are the worst though as it will destroy my whole team easily, just like Scrafty, Lucario and Landorus.
Venusaur
If it is a special variant, Blissey can flamethrower it. If its mixed, its gg.
Virizion
CM variants can be dealt with by Rachi. SD variants can sweep me with little effort.
So that's the team, I hope I explained everything into detail so that it meets up to the forums standards, as I don't really write that many RMTs :3. If anyone could give me a suggestion on how I can fix up my team to get rid of some of the threats I mentioned, that would be greatly appreciated. I will also put in an importable for you guys to try out and see if you can spot any large weaknesses. GL everyone, and I'l see you soon :].
PS - Shout out to Charlie Scene for helping me with this team :]

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EV's: 252 HP / 72 Def / 184 SDef
Careful Nature (+ SDef, - SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Ice Fang
Hippowdon is the lead of this team and works better than Tyranitar on these kind of teams as they usually pack more offensive power. An advantage of Hippo > TTar is that Hippo is not Dugtrio weak unlike its more offensive rival. Careful nature and a specially defensive spead allows me to take on Ninetales better, although the loss of physical bulk is higly noticeable. The moves are pretty standard on Hippowdon, SR provides hazards, EQ provides an attacking move as well as a pretty strong STAB attack, Slack Off for Recovery, and you get the idea. I have Ice fang > roar because it can hit things like Landorus and Dragonite for SE damage, as it will 2HKO both (unless Dnite still has multiscale intact). A good lead for any Sand Stall team, and still has some decent physical bulk.

Forretress (M) @ Leftovers
Ability: Sturdy
EV's: 252 HP / 160 Def / 96 SAtk
Bold Nature (+ Def, - Atk)
- Spikes
- Rapid Spin
- Hidden Power [Ice]
- Volt Switch
Forretress is here to provide Spikes and Spin support, both of which are normally seen on every stall team. This set is becoming more common now, as I have seen it on quite a few recent RMT's. Spikes is a staple on every stall team, as it will gradually wear down the opponents pokemon (unless of course they are flying types or levitators). Rapid Spin is a must for this team, as it can get rid of any hazards that my opponent tries to set up against me, and all of my pokemon are vulnerable to them. HP Ice may seem strange to some people, but it does work, as it 2HKO's Gliscor, Dragonite, Haxorus and a couple of other things too after some prior damage to entry hazards. Volt switch allows me to escape from trappers (barring Dugtrio, but it gets raped by HP Ice) like Magnezone, Wobbuffet, and Spinblockers (barring some random Golurks). The hazards from Forretress and Hippo can also harm some pokes on volturn teams such as Scizor, celebi, Mienshao's and other grounded volturners.

Jirachi @ Leftovers
Ability: Serene Grace
EV's: 252 HP / 212 SDef / 44 Spd
Careful Nature (+ SDef, - SAtk)
- Wish
- U-Turn
- Iron Head
- Body Slam
Jirachi is here to provide wish support for my team and is also a good special wall. You all know what this Jirachi does. It paraflinches annoying the opponent to death, and WishPasses to its teammates and has U-Turn to seal the deal by escaping from trappers and gaining switch advantage provided the opponent switches themselves. Jirachi also helps against Rain teams, walling the shit out of things like Tornadus, Jolteon, etc. Paralysis helps out my team a lot, as most of my teammates are slow, but then again, this is a stall team, so yeah. Not much else to say about this annoying thing but....
It's Evil.

Shaymin @ Leftovers
Ability: Natural Cure
EV's: 252 HP / 56 SAtk / 200 Spd
Modest Nature (+ SAtk, - Atk)
- Seed Flare
- Hidden Power [Fire]
- Leech Seed
- Protect
Shaymin is here for leech seed support, and has a more offensive touch to it as well. HP Fire is for steels like Scizor, Ferrothorn, Forretress and Skarmory, who all are severely injured by it (unless rain is up). Shaymin also loves special walls such as Blissey and Chansey, as they become health sources for my team and wont like the Special Defense drops from Seed Flare, despite the fact that it only has a 40% chance of doing so - No Serene Grace :[
However, its still a good choice for this team as it can deal with those pesky bulky water types that can give this team a lot of trouble, not to mention that most of them have high HP stats, meaning that they also become health sources for the team. Protect allows me to gain HP recovery as well as scout for what my opponent will do next. I run 200 spd EV's to outspeed base 80 speed pokes, mainly Mamoswine as they can be problematic for this team, and as long as Shaymin is at a good enough HP stat, it can survive a banded or LO ice shard due to its natural physical bulk and can fire off a Seed Flare, scoring an easy OHKO on the Mammoth.

Jellicent (M) @ Leftovers
Ability: Water Absorb
EV's: 248 HP / 112 Def / 148 Spd
Bold Nature (+ Def, - Atk)
- Scald
- Will-O-Wisp
- Taunt
- Recover
Since most stall teams rely on hazards to wear opposing pokes down, It is obvious to have a spinblocker on them, so Jellicent is probably the best you can get, as it also acts as a good stallbreaker, crippling opposing pokes with a combination of Taunt + WoW. The EV's are a little weird, but It allows us to outspeed Some specially defensive Heatrans as I know some people who like to run Calm 252 HP / 248 SDef / 8 Spd variants so we can taunt them before they try to taunt or toxic us. It can shut down many pokemon such as Ferrothorn, Scizor, Gliscor, Mamoswine, Jirachi, Lati@s, Slow bulky waters and the aforementioned Heatran. Recover allows us to outstall things like Lati@s and D-nites Draco meteors, even though it isn't common on D-nite, whilst also keeping its HP healthy.

Blissey (F) @ Leftovers
Ability: Natural Cure
EV's: 252 Def / 160 SDef / 96 Spd
Bold Nature (+ Def, - Atk)
- Flamethrower
- Seismic Toss
- Aromatherapy
- Softboiled
Ugh, I hate this thing. I've never ever used Blissey in my life. I would rather die than use this thing.
Jk. Blissey acts as the cleric of this team as well as a good supporter and special wall. It walls a lot of Special Attackers, and can even take a Specs Focus Blast from a Tornadus at worst. Flamethrower is here because it can roast Bulky steels such as (see Shaymin and Jellicent). Seismic toss is standard on Blissey as it deals some nice damage to Attackers who don't have too much HP. E.G lati@s, Tornadus, Dugtrio, Rotom-W. Aromatherapy is just to heal up our team as none of our guys appreciate being Poisoned or Burned. Softboiled is just to recover HP and keep the stalling going.
Threats
Orange indicates a medium threat
Red indicates a big threat
Celebi

Only Timid 252 Spd variants are threats, if not, i can handle them quite easily with hazards and possibly rachi.
Cloyster

If it has Hydro Pump, I'm screwed as Forretress can't take one and I don't think jellicent can take a rock blast with the spread I run.
Conkeldurr

It can be annoying, especially the Bulk Up variants, but I can play around it, although it may cost a team member or two.
Gengar

It can't destroy my whole team, but its just going to be annoying with its SubDisable combination, but not a serious threat.
Gliscor
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Only the Sand Veil variants give me trouble as they can take advantage of Sand Stream and sweep me after an SD or two.
Hydreigon

Depends what variant it is. The sub variants give me the most trouble, so it may take some time for me to get this thing out of the way
Landorus

The SD or BU sets can sweep my entire team, and can fire off powerful STAB sand force boosted EQs which will hurt my team a lot.
Lucario

I have no answer to this monster. after it gets one SD up, its gg like (snaps fingers) that.
Mamoswine

Like Hydreigon, it depends on what set it is, although I do have pokes that can stop most different sets in their tracks.
Scrafty

DD or BU, It can sweep my team easily.
Terrakion

This thing is probably the biggest threat to my team, as even my Hippowdon wont like taking too many CB Stone edges. The SD variants are the worst though as it will destroy my whole team easily, just like Scrafty, Lucario and Landorus.
Venusaur

If it is a special variant, Blissey can flamethrower it. If its mixed, its gg.
Virizion

CM variants can be dealt with by Rachi. SD variants can sweep me with little effort.
So that's the team, I hope I explained everything into detail so that it meets up to the forums standards, as I don't really write that many RMTs :3. If anyone could give me a suggestion on how I can fix up my team to get rid of some of the threats I mentioned, that would be greatly appreciated. I will also put in an importable for you guys to try out and see if you can spot any large weaknesses. GL everyone, and I'l see you soon :].
PS - Shout out to Charlie Scene for helping me with this team :]