Introduction
I stepped away from playing competitively for a couple years around the time Platnium came out, but I have had some more time on my hands the past couple months so I figured it would be fun to give Pokemon a shot again. I quickly familiarized myself with all of the changes in Black and White. The biggest one I found was not all the Dream World abilities and the new threats, but the weather. Permanent sun and rain inducers made it so that whoever controlled the skies controlled the game. I ran several teams with each of the major weather conditions (excluding hail) and decided that sandstorm was the best because teams based on sand could function without it if they had to while sun and rain teams worked as effectively as a fish out of water. Once I knew that I wanted to use sandstorm, it came down to whether I wanted to run an offensive team, a defensive team, or something in between. I tested out all three and my favorite quickly became clear: stall. With opponents losing 1/16th of their health every turn, stalling would become much easier. I know that stall gets more and more difficult every generation, but I feel like if I can win the weather war, I can win the game, and there is no better way to do this than through stall. And like that SandStall was born.
Team Building Process
The most important part of any sandstorm team is a Pokemon with Sand Stream so I had two options: Tyranitar or Hippowdon. I tested out both, but Hippowdon is just so much more suited to play a defensive role with instant recovery and roar.
Now that I had my weather-inducer and Stealth Rock user, I needed a Pokemon to lay down Spikes. Originally I went with Ferrothorn, but his inability to do much more than lay down Spikes and then try to psuedo-phaze via Leech Seed made me scrap him for a long-time favorite. With his ability to not only lay down Spikes, but Phaze and recover health on demand made Skarmory a must.
Skarmory got me in a nostalgic mood, thinking back to the good old days of GSC. I think we know where I am going with this. No Skarmory can reach its potential without a Blissey by its side. I started off using a Chansey with an Eviolite, but switched to Blissey for the Leftovers which I needed to counter the health lost from Sandstorm and for its usable special attack which I needed to help me out with my weakness vs steel types.
With my core down, now I needed 3 more parts: a toxic spiker, a spin blocker, and a rapid spinner. Ideally I wanted to try to knock out all three birds with one stone, but there are no Pokemon that could do all three so I decided to take the best Pokemon that could do at least two of those. Tentacruel manages to provide rapid spin support and toxic spike support in one moveslot, and that was all the convincing I needed to add him.
Now that I had all 3 entry hazards covered, I needed to make sure not to get them removed. It would be a very important role that couldn't faint so I needed some bulk. I started to grow frustrated with the removal of ghost typing on the Rotom forms, but that all changed when I saw it sitting there in all of its hairy glory: Jellicent. It had reasonable bulk, access to instant recovery, and taunt with offensive stats that could at least leave a small dent in most things. The only thing that could even compete for that slot is Dusclops and the lack of Leftovers recovery and instant recovery made him completely outclassed by the mustached monster.
I had all of my essential roles filled and one extra slot. What would a stall team be without the best staller of this generation. In a sandstorm, nothing can stall better than a Gliscor. It can stall for at least 32 turns with Poison Heal between Protect and Substitute - enough time for Sandstorm alone to take out 2 Pokemon without even taking Stealth Rocks or Spikes or Toxic or direct damage into account. My team was complete.
The Team
Hippowdon (M) @ Leftovers Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Stealth Rock
- Roar
Hippowdown is essential to my team for his ability. He sets up Sandstorm, not only to help out my team, but to stop other teams from setting up their own weather. He tends to lead unless I see a Breloom or Venasaur on their team, in which case I'd start off with Gliscor to get his Toxic Orb activated so I can switch into their sleep-inducing moves later on and not fall asleep. Earthquake actually does a decent amount of damage and keeps Hippowdon from being competely shut down by taunt. Slack Off is vital for keeping him alive which is imperative, especially if I am involved in a weather war. Roar finally works to help me counter stat-boosters who tends to give stall teams problems.
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 180 Def / 76 Spd
Impish Nature (+Def, -SAtk)
- Protect
- Substitute
- Toxic
- Earthquake
This guy is one of the most insane things I've ever seen. With poison heal, protect, and substitute, it can stall for 32 turns unless it gets taunted or phazed. If I am playing against a rock or ground type who isn't afraid of sandstorm damage then toxic should do the trick. Against steel-types who are immune to both, Earthquake leaves a pretty big dent.
Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Charm
- Toxic
- Softboiled
- Flamethrower
I have always loved this Blissey. It's a set that barely sees any usage anymore, but it is great at surprising opponents. Charm is incompatible with Wish and Seismic Toss, but I think in this case it is worth it. By cutting the attack of the inevitable incoming physical attacker in half, it forces them to either switch back out or try to take on Blissey with half their attack stat. This allows me to go for a Calm nature over a Bold nature. The next 2 moves are self explanatory and Flamethrower helps me take on the steel types that are immune to toxic that give me so many problems.
Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 228 Def / 28 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Roost
- Brave Bird
Skarmory's ridiculous defense and great typing along with its instant recovery in Roost and access to Spikes make it hard not to include. Access to Whirlwind just makes the decision even easier, allowing me to take out dragons who get too many dragon dances under their belt, and helping me rack up entry hazard damage.
Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Rapid Spin
- Toxic Spikes
- Scald
- Ice Beam
Tentacruel's stats aren't anything spectacular and neither is its typing, but it fills a very specific niche and it does it well. It is the only viable Pokemon outside of Fortress who learns both Toxic Spikes and Rapid Spin. I didn't want to become too weak to fire-type moves and I enjoyed the speed that Tentacruel brought. Scald works well to potentially cripple physical attackers who try pick on Tentacruel's weaker defense stat. If they get burnt, it makes setting up my 2nd layer of Toxic Spikes much easier, usually allowing me to spin away the opponent's own hazards.
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Surf
- Toxic
- Taunt
- Recover
Last but not least, Jellicent has one real purpose on my team and that is blocking Rapid Spin. My team relies very heavily on entry hazards and I just can't afford to have them all knocked out in one move. Taunt makes most common spinners such as Fortress incapacitated while recover allows for obvious survivability and Toxic speeds up the demise of the opponent.
Problems
I put a lot of work into this RMT and ask that you please keep that in mind. I have identified a few of my problems above, but don't know how to fix them without opening my team up to another weakness or losing an essential part of my team.
The most important part of any sandstorm team is a Pokemon with Sand Stream so I had two options: Tyranitar or Hippowdon. I tested out both, but Hippowdon is just so much more suited to play a defensive role with instant recovery and roar.

Now that I had my weather-inducer and Stealth Rock user, I needed a Pokemon to lay down Spikes. Originally I went with Ferrothorn, but his inability to do much more than lay down Spikes and then try to psuedo-phaze via Leech Seed made me scrap him for a long-time favorite. With his ability to not only lay down Spikes, but Phaze and recover health on demand made Skarmory a must.


Skarmory got me in a nostalgic mood, thinking back to the good old days of GSC. I think we know where I am going with this. No Skarmory can reach its potential without a Blissey by its side. I started off using a Chansey with an Eviolite, but switched to Blissey for the Leftovers which I needed to counter the health lost from Sandstorm and for its usable special attack which I needed to help me out with my weakness vs steel types.



With my core down, now I needed 3 more parts: a toxic spiker, a spin blocker, and a rapid spinner. Ideally I wanted to try to knock out all three birds with one stone, but there are no Pokemon that could do all three so I decided to take the best Pokemon that could do at least two of those. Tentacruel manages to provide rapid spin support and toxic spike support in one moveslot, and that was all the convincing I needed to add him.




Now that I had all 3 entry hazards covered, I needed to make sure not to get them removed. It would be a very important role that couldn't faint so I needed some bulk. I started to grow frustrated with the removal of ghost typing on the Rotom forms, but that all changed when I saw it sitting there in all of its hairy glory: Jellicent. It had reasonable bulk, access to instant recovery, and taunt with offensive stats that could at least leave a small dent in most things. The only thing that could even compete for that slot is Dusclops and the lack of Leftovers recovery and instant recovery made him completely outclassed by the mustached monster.





I had all of my essential roles filled and one extra slot. What would a stall team be without the best staller of this generation. In a sandstorm, nothing can stall better than a Gliscor. It can stall for at least 32 turns with Poison Heal between Protect and Substitute - enough time for Sandstorm alone to take out 2 Pokemon without even taking Stealth Rocks or Spikes or Toxic or direct damage into account. My team was complete.






The Team

Hippowdon (M) @ Leftovers Trait: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Stealth Rock
- Roar
Hippowdown is essential to my team for his ability. He sets up Sandstorm, not only to help out my team, but to stop other teams from setting up their own weather. He tends to lead unless I see a Breloom or Venasaur on their team, in which case I'd start off with Gliscor to get his Toxic Orb activated so I can switch into their sleep-inducing moves later on and not fall asleep. Earthquake actually does a decent amount of damage and keeps Hippowdon from being competely shut down by taunt. Slack Off is vital for keeping him alive which is imperative, especially if I am involved in a weather war. Roar finally works to help me counter stat-boosters who tends to give stall teams problems.

Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 180 Def / 76 Spd
Impish Nature (+Def, -SAtk)
- Protect
- Substitute
- Toxic
- Earthquake
This guy is one of the most insane things I've ever seen. With poison heal, protect, and substitute, it can stall for 32 turns unless it gets taunted or phazed. If I am playing against a rock or ground type who isn't afraid of sandstorm damage then toxic should do the trick. Against steel-types who are immune to both, Earthquake leaves a pretty big dent.

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Charm
- Toxic
- Softboiled
- Flamethrower
I have always loved this Blissey. It's a set that barely sees any usage anymore, but it is great at surprising opponents. Charm is incompatible with Wish and Seismic Toss, but I think in this case it is worth it. By cutting the attack of the inevitable incoming physical attacker in half, it forces them to either switch back out or try to take on Blissey with half their attack stat. This allows me to go for a Calm nature over a Bold nature. The next 2 moves are self explanatory and Flamethrower helps me take on the steel types that are immune to toxic that give me so many problems.

Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 228 Def / 28 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Roost
- Brave Bird
Skarmory's ridiculous defense and great typing along with its instant recovery in Roost and access to Spikes make it hard not to include. Access to Whirlwind just makes the decision even easier, allowing me to take out dragons who get too many dragon dances under their belt, and helping me rack up entry hazard damage.

Tentacruel (F) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Rapid Spin
- Toxic Spikes
- Scald
- Ice Beam
Tentacruel's stats aren't anything spectacular and neither is its typing, but it fills a very specific niche and it does it well. It is the only viable Pokemon outside of Fortress who learns both Toxic Spikes and Rapid Spin. I didn't want to become too weak to fire-type moves and I enjoyed the speed that Tentacruel brought. Scald works well to potentially cripple physical attackers who try pick on Tentacruel's weaker defense stat. If they get burnt, it makes setting up my 2nd layer of Toxic Spikes much easier, usually allowing me to spin away the opponent's own hazards.

Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Surf
- Toxic
- Taunt
- Recover
Last but not least, Jellicent has one real purpose on my team and that is blocking Rapid Spin. My team relies very heavily on entry hazards and I just can't afford to have them all knocked out in one move. Taunt makes most common spinners such as Fortress incapacitated while recover allows for obvious survivability and Toxic speeds up the demise of the opponent.
Problems
- Steel types are hard for me to take out as they resist Stealth Rocks and are immune to Toxic (Spikes) and sandstorm.
- I don't have a true Breloom counter. Gliscor can come in and try to stall it out, but there has to be a better, more consistent way.
- Reuniclus can just run circles around me. With Magic Guard, it takes no damage from toxic, hazards, or sandstorm. Meanwhile it can recover off any damage that I can do to it. This is another case where I am forced to just stall it out of its PP which is annoying, and difficult if it runs calm mind.
I put a lot of work into this RMT and ask that you please keep that in mind. I have identified a few of my problems above, but don't know how to fix them without opening my team up to another weakness or losing an essential part of my team.