Hey Smogon! Bloodwing here with an RMT of my favourite playstyle: Sand storm. This team's gonna feature some obvious (but classically effective) picks, as well as a few unorthodox picks designed to keep the team going. So, let's go!
The team at first glance:
Teambuilding Process:
The team:
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Ice Beam/toxic
The best sand setter, immo, still belongs to this guy. Apart from his glaring weakness to fighting (which is so easy to spot and should never be a problem) he functions as an amazing tank with solid defences, boosted even higher in the sand, with a bite too; 134 base attack bite, to be exact. With 0 attack investment, it gets a guarnateed ohko against Latios after stealth rock damage with a pursuit. Standard moveset, Stealth rock because damage is nice, and the combo of rocks and sand really starts to chip away after a while. Pursuit to keep lati@s off my Chomp's back, rock slide for stab, being a bird counter, and either Ice beam for Chompys or Toxic for major chip damage. T-tar > Hippo for me for the incredible ability to ohko Charizard Y even through sun with that huge special defence investment.
Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Dragon Claw
- Earthquake
I really wanted to use Mega Garchomp, as his art work is as ridiculous as his base attack stat. I really wanted to use him, but I'm pretty bummed as his only really viable set is using Sub+S-dance. However, this does get me an almost guaranteed swords dance. The speed creep is a big annoyance for me though; Base Chomp isn't exactly fast anyway, and I guess those claws must weigh a fair bit. Still, as long as fast dragons/ice are out of the way, it can do ok, especially with an SD Sand Force earthquake. Standard moveset and EV spread for chomp. At +2 it literally goes through anything it can outspeed: it ohkos ferrothorn, Keldeo, Charizard-Y, Talonflame, even can ohko Charizard-X, surviving a dragon claw, though not if it uses substitute: it deals 96% to my chomp. It basically kills anything weak to it's stabs unboosted, and rips through everything else at +2. Maybe the moveset needs changing about a bit though, as I'm not too hot on it losing health with substitute.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 164 Def / 96 SpD
Impish Nature
- Bullet Punch
- Roost
- Swords Dance
- Knock Off
A Bulky Scizor is essential in hitting those fairy types hard that cause trouble for my Garchomp. Because it's such a bulky set, it needs a swords dance to get going, but it has the bulk to do so, and once it does get to +2 it doesn't hesitate to go right through every single fairy in the current meta (though I have to be careful with Clefable's flamethrower - however I do get priority so it's an easy 2hko), and the only fairies used that don't fall to Bullet Punch are Whimsicott/Trevenant, and they both get dropped by a knock off, which is also my back-up Lati@s counter - because they are so popular, and outspeed my chomp at both stages I really need to keep on top of my Lati killing game. Standard moveset again, roost for longevity, SD for boost and BP/Knock off for stab/utility. Scizor is my fairy soak, but it also gives me a nice neutral EQ/Rock damage mon, able to soak up them nasty hits.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Iron Head
- Brick Break
I needed a good spinner really, especially since I'm running a Talonflame on this set, and of course sand force E-drill synergises so well with sand, attaining 550 speed with 405 attack. This accounts for massive damage potential, with only priority moves able to outspeed me. Standard Drill set, not much more can be said for this guy, nothing you guys haven't seen already.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Roost
- Flare Blitz
- Brave Bird
I wanted a fire resist, since 2 of my mons are weak to fire and this makes my team set-up fodder for these mons. T-flame also gives me really nice priority, and a counter to fighting types looking to set up on my T-tar. I can lead with T-flame if they predict me starting with T-tar, and usually get a bulk-up ff as they switch out, instantly giving me the upper hand. I went with a fully specially defensive set, as it can actually survive a scald from specs Keldeo, though this is an emergency check, and should never be used on the switch as I'd fail to ohko it with max health with an unboosted brave bird. At +1 I can kill it, but I have to reach that milestone first. Still, with a few boosts, I have a HP, Defence, Attack and Special Defence tank with recovery and priority, with a lovely fire resist and a way to switch in on steel types such as ferro-skarm stalls. He also gives me a way to set-up on grass types that can give me stick, most notably Serperior carrying dragon pulse and HP fire.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
Finally, I needed a back-up water check, since this was the next biggest thing I was weak too, and it also gives me a back-up check to fighting types that can phase my T-tar out. It's also a terrifying wall breaker even without belly drum, carrying 436 attack while still being a really tanky mon. Standard moveset and EVs for Azu; 16 Special Defence EVs and an assault vest lets me reach 300 special defence, turning this into a perfect Keldeo switch in, and keeping me topped up on my Lati@s/any dragon in general checks, carrying ice punch to literally smash my way through grass types on the switch and annoying Gliscor stalls.
Other team options:
To be honest, the only mon I'm not amazingly happy with on this team is Escadrill, since I already have Scizor and actually prefer it to E-drill as it lasts far longer and I don't need the EQ - M Chomp's hits harder. I was considering replacing E-Drill with a defogger bulky Zapdos or something - I was just wondering about a different utility mon that E-drill since it seems really counter productive having 3 mons on the team to do two jobs - hit hard with EQ and hit fairies.
Counters:
Keldeo gives this team massive trouble - I can remedy this to an extent with T-flame and Azumarill but this requires good planning and one mistake can leave me crippled.
Status moves - with a few sweepers, my team can get easily shut down with status control. With a Zapdos on my team I'd actually be immune to each status, it'll just be my job to predict them and switch accordingly.
Fast Dragons and ice mons - again these can be handled through the use of Azumarill, and in the case of ice, either Scizor or T-Flame, so not too much to worry about there - just requires forward thinking and a strong prediction game.
Conclusion:
I haven't extensively tested this team at all, really, but I think it's been pretty well constructed, with important checks taken care of and only Azumarill taking sand damage.
I'm open to all changes and criticism! Let's get this team (and the weather play style) back into the ladder. Thanks for reading!
The team at first glance:






Teambuilding Process:
I started with Tyranitar. Having the choice between two sand setters was actually quite hard; in the end, T-tar pipped the post for me with better bulk overall and a better attacking stat. The star of the team, and the inspiration for me re-doing a sand storm team was M-Chomp. In the sand he really shines, with a hugely powerful Earthquake coming off a base 170 attack. The next mon deserved a place on my team as secondary win-con, a great counter to Lati@s and being able to rip through any fairy in this meta, keeping them off Chomps's back. Obviously, what sand team doesn't have a sand force Excadrill? 550 speed and 405 attack is goodnight to anything that tries to stand in my way. I really needed some fire resists and a ground immunity would be nice, too - Enter Talonflame. Providing great resistances, defences and a set-up set is really appreciated, while being able to take out fighting types is a great asset. Finally, I needed a solid water resist, and a back-up check to fighting types wouldn't hurt, either.
The team:

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Stealth Rock
- Pursuit
- Rock Slide
- Ice Beam/toxic
The best sand setter, immo, still belongs to this guy. Apart from his glaring weakness to fighting (which is so easy to spot and should never be a problem) he functions as an amazing tank with solid defences, boosted even higher in the sand, with a bite too; 134 base attack bite, to be exact. With 0 attack investment, it gets a guarnateed ohko against Latios after stealth rock damage with a pursuit. Standard moveset, Stealth rock because damage is nice, and the combo of rocks and sand really starts to chip away after a while. Pursuit to keep lati@s off my Chomp's back, rock slide for stab, being a bird counter, and either Ice beam for Chompys or Toxic for major chip damage. T-tar > Hippo for me for the incredible ability to ohko Charizard Y even through sun with that huge special defence investment.

Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Dragon Claw
- Earthquake
I really wanted to use Mega Garchomp, as his art work is as ridiculous as his base attack stat. I really wanted to use him, but I'm pretty bummed as his only really viable set is using Sub+S-dance. However, this does get me an almost guaranteed swords dance. The speed creep is a big annoyance for me though; Base Chomp isn't exactly fast anyway, and I guess those claws must weigh a fair bit. Still, as long as fast dragons/ice are out of the way, it can do ok, especially with an SD Sand Force earthquake. Standard moveset and EV spread for chomp. At +2 it literally goes through anything it can outspeed: it ohkos ferrothorn, Keldeo, Charizard-Y, Talonflame, even can ohko Charizard-X, surviving a dragon claw, though not if it uses substitute: it deals 96% to my chomp. It basically kills anything weak to it's stabs unboosted, and rips through everything else at +2. Maybe the moveset needs changing about a bit though, as I'm not too hot on it losing health with substitute.

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 164 Def / 96 SpD
Impish Nature
- Bullet Punch
- Roost
- Swords Dance
- Knock Off
A Bulky Scizor is essential in hitting those fairy types hard that cause trouble for my Garchomp. Because it's such a bulky set, it needs a swords dance to get going, but it has the bulk to do so, and once it does get to +2 it doesn't hesitate to go right through every single fairy in the current meta (though I have to be careful with Clefable's flamethrower - however I do get priority so it's an easy 2hko), and the only fairies used that don't fall to Bullet Punch are Whimsicott/Trevenant, and they both get dropped by a knock off, which is also my back-up Lati@s counter - because they are so popular, and outspeed my chomp at both stages I really need to keep on top of my Lati killing game. Standard moveset again, roost for longevity, SD for boost and BP/Knock off for stab/utility. Scizor is my fairy soak, but it also gives me a nice neutral EQ/Rock damage mon, able to soak up them nasty hits.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Iron Head
- Brick Break
I needed a good spinner really, especially since I'm running a Talonflame on this set, and of course sand force E-drill synergises so well with sand, attaining 550 speed with 405 attack. This accounts for massive damage potential, with only priority moves able to outspeed me. Standard Drill set, not much more can be said for this guy, nothing you guys haven't seen already.

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Roost
- Flare Blitz
- Brave Bird
I wanted a fire resist, since 2 of my mons are weak to fire and this makes my team set-up fodder for these mons. T-flame also gives me really nice priority, and a counter to fighting types looking to set up on my T-tar. I can lead with T-flame if they predict me starting with T-tar, and usually get a bulk-up ff as they switch out, instantly giving me the upper hand. I went with a fully specially defensive set, as it can actually survive a scald from specs Keldeo, though this is an emergency check, and should never be used on the switch as I'd fail to ohko it with max health with an unboosted brave bird. At +1 I can kill it, but I have to reach that milestone first. Still, with a few boosts, I have a HP, Defence, Attack and Special Defence tank with recovery and priority, with a lovely fire resist and a way to switch in on steel types such as ferro-skarm stalls. He also gives me a way to set-up on grass types that can give me stick, most notably Serperior carrying dragon pulse and HP fire.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
Finally, I needed a back-up water check, since this was the next biggest thing I was weak too, and it also gives me a back-up check to fighting types that can phase my T-tar out. It's also a terrifying wall breaker even without belly drum, carrying 436 attack while still being a really tanky mon. Standard moveset and EVs for Azu; 16 Special Defence EVs and an assault vest lets me reach 300 special defence, turning this into a perfect Keldeo switch in, and keeping me topped up on my Lati@s/any dragon in general checks, carrying ice punch to literally smash my way through grass types on the switch and annoying Gliscor stalls.
Other team options:
To be honest, the only mon I'm not amazingly happy with on this team is Escadrill, since I already have Scizor and actually prefer it to E-drill as it lasts far longer and I don't need the EQ - M Chomp's hits harder. I was considering replacing E-Drill with a defogger bulky Zapdos or something - I was just wondering about a different utility mon that E-drill since it seems really counter productive having 3 mons on the team to do two jobs - hit hard with EQ and hit fairies.
Counters:
Keldeo gives this team massive trouble - I can remedy this to an extent with T-flame and Azumarill but this requires good planning and one mistake can leave me crippled.
Status moves - with a few sweepers, my team can get easily shut down with status control. With a Zapdos on my team I'd actually be immune to each status, it'll just be my job to predict them and switch accordingly.
Fast Dragons and ice mons - again these can be handled through the use of Azumarill, and in the case of ice, either Scizor or T-Flame, so not too much to worry about there - just requires forward thinking and a strong prediction game.
Conclusion:
I haven't extensively tested this team at all, really, but I think it's been pretty well constructed, with important checks taken care of and only Azumarill taking sand damage.
I'm open to all changes and criticism! Let's get this team (and the weather play style) back into the ladder. Thanks for reading!