Hello, I've just gotten back to Pokemon after a long absence (I last played at the start of D/P, when Garchomp was still just a good OU). Been getting used to the game again, and would like to hear some opinions on a team that has been working well for me so far. It is fairly standard (maybe even boring) stuff and most of the movesets were straight up lifted from Smogon analyses, as I'm not yet ready to innovate too much (still don't know the types of many new gen pokes, forget some important abilities and moves some can carry etc). So read on if you have spare time.
Anyway, as the title says, it's a Sandstorm team (hate if you want) that has place in it for some decent Trick Room usage - however, Trick Room here is not the main focus of the team, but rather a support move to help out if the opposing team is too focused on outspeeding everything (eg Most Heavy offense teams), so it definetly doesn't need to be up all the time. I tried to cover most fronts at least a little bit, and use a good mix of walls and sweepers. So, without further ado:
Hippowdon (F) @ Leftovers
Ability: Sandstream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Slack off
- Roar
Standard as standard can be, this Hippowdon is the heart of this team and has become one of my favorite pokes ever. I use him to setup stealth rock, physical wall, phaze and generally annoy my opponent into death. He's amazing almost all opposing physical leads (especially tyranitars who think they can Ice punch him to death), and Roar allows me to see what he'll use to check Hippo and distribute some SR damage on the second turn (if I'm not afraid of his lead that is), and obviously phaze Sub and Boost users (eg SubSD garchomp) safely due to his bulk.
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
IVs: 0 Spe
Relaxed Nature (+Def, -Spe)
- Thunder Wave
- Spikes
- Power Whip
- Leech Seed
Another amazing wall, he's also the poke I switch in to if I see a big threat to Hippo from the get go (e.g. a Hydro Pump/Scald user). Since he'll switch to a fire or fighting user about 99% of the time, I often get to have a free Thunder Wave on one of his sweepers or, if I fear a switch to a ground poke (or Conkeldurr - I'll get to him later), a free spikes layer. He's also my best way to deal with Rain Dance users as I do not have an electric move on my team, unfortunately. Leech seed is there to stop an opposing wall from outstalling me, pretty much.
Bronzong (N) @ Leftovers
Ability: Levitate
EVs: 252 HP / 84 Atk / 80 Def / 92 SpD
IVs: 2 Spe
Sassy Nature (+SpD, -Spe)
- Trick Room
- Gyro Ball
- Earthquake
- HP Ice
A poke I'm very on the fence about. This is one of the few sets I didn't straight up lift from Smogon - instead of using the offensive trick room set, I simply took the tank one and replaced SR for Trick Room. The reason for this is that I wanted a bronzong more on the bulky side and with HP ice for almost the sole reason of keeping Excadrill, Garchomp and company in check; however, this could also lead me to get screwed by boosts, obviously. I might change this one to the offensive trick room one eventually, but thus far this guy has been working OK. He's great for setting up Trick Room safely, which helps him out, helps Ferrothorn out, helps Hippo in most cases, and helps this next guy immensely...
Reuniclus (F) @ Life orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Spe
Relaxed Nature (+Def, -Spe)
- Trick Room
- Focus Blast
- Shadow Ball
- Psychic
"Wtf noob", you might be saying, "why have 2 trick room users?". The reason is simply that I don't feel safe having it either only on Bronzong or only on Reuniclus, as 1) I use them to check different pokes and 2) One of them could always need to be sacrificed and then the other would be screwed. Switching to Reuniclus after some checks to Bronzong are sent out and Trick room is already set is always sweet.
This guy came into the team as a replacement for Terrakion and as an answer for goddamn fighting types, especially Conkeldurr, that were giving many problems to early iterations of this team. I'm liking him a lot thus far, due to his great coverage with those 3 offensive moves and a fairly good bulk, and the fact that he outslows many, many pokes - in fact, I remember reading in his analysis that only 0 spe ferrothorn outslows him (as mine does).
Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 Satk / 4 SpD/ 252 Spe
Timid Nature (+Spe, -Atk)
- Overheat
- Flamethrower
- Earth Power
- HP Ice
I love this guy. People will use Fire moves on Ferrothorn so fast it is not even funny, and if they decide to go for a neutral (for ferrothorn) Ground move, Air balloon has me covered. I'm only afraid of switching Ferro -> Heatran if I fear fighting moves, and there's Bronzong + Reuniclus for the Special ones and Hippo + Reuniclus for the Physical ones. I use both Overheat and Flamethrower for when I'm unsure whether he'll stay or swap a vulnerable poke and to what he'll switch, as Flamethrower allows me to keep heatran in the field if out comes something the other moves cover and he can survive. With good prediction, these 3 types work wonders on tons upon tons of pokes, and often catches people offguard for some reason (e.g. I switch Heatran in to kill Ferrothorn, knowing he has a Garchomp -> Dead garchomp).
Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Rock Slide
- Rapid Spin
I started this SS team because I wanted to try out this new Physical sweeper everyone was talking about. Strangely enough, he's the one I'm least comfortable with on the team right now. I don't know, maybe I just suck (at using him or in general), but I find that he is far too frail for my liking. Even when I predict nicely and can get a free swords dance off one of his pokes, his check to Excadrill will always make me switch out because he dies to strong breezes. I've had him be OHKO by a Power Whip from a Ferrothorn, I shit you not. Rapid spin is a move that my team needs, but I find I don't have to courage to use it (even when I know he'll switch) very often because I'm afraid he might die and leave me without a physical sweeper.
That's not to say this mole's bad, not that. He's won me a few games after I killed the opponent's checks for him, and he's definetly a beast when set up. However, Drizzle/Rain Dance and Drought pwn him hard, forcing a switch to Hippo if I want to use him, and people will often have bulky pokes that check him anyway (see my own team). I don't want to rely on Garchomp for this role, but I'm very open for suggestions regarding this guy.
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Well, that's it for the pokes themselves.
So far, the biggest problems my team has had were Rain dance teams (obviously - rain owns almost everyone here) and Conkeldurr. Not fighting types in general, just Conkeldurr. I've killed myself thunder waving him at least once, and nearly lost matches solely because of him a handful of times, so Reuniclus pretty much has to stay.
Aside from that, I've been having a fair amount of success - my losses are usually due to my own incompetence, not some gaping flaw on the team that I can see. You might say "but rain dance is like the 2nd most prevalent team these days after sandstorm" - and you'd be right. So I'm open to suggestions on how to deal with it, because so far I'm pretty much reliant on Ferrothorn and careful switching back to Hippo to beat them, aside from using types secondary to water and prediction to finish some of the rain dance pokes.
---------------
Thank you for having the patience to read such an unnoriginal team, and if you can also spare some constructive criticism, that'd be great :D.
Anyway, as the title says, it's a Sandstorm team (hate if you want) that has place in it for some decent Trick Room usage - however, Trick Room here is not the main focus of the team, but rather a support move to help out if the opposing team is too focused on outspeeding everything (eg Most Heavy offense teams), so it definetly doesn't need to be up all the time. I tried to cover most fronts at least a little bit, and use a good mix of walls and sweepers. So, without further ado:

Hippowdon (F) @ Leftovers
Ability: Sandstream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Slack off
- Roar
Standard as standard can be, this Hippowdon is the heart of this team and has become one of my favorite pokes ever. I use him to setup stealth rock, physical wall, phaze and generally annoy my opponent into death. He's amazing almost all opposing physical leads (especially tyranitars who think they can Ice punch him to death), and Roar allows me to see what he'll use to check Hippo and distribute some SR damage on the second turn (if I'm not afraid of his lead that is), and obviously phaze Sub and Boost users (eg SubSD garchomp) safely due to his bulk.

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
IVs: 0 Spe
Relaxed Nature (+Def, -Spe)
- Thunder Wave
- Spikes
- Power Whip
- Leech Seed
Another amazing wall, he's also the poke I switch in to if I see a big threat to Hippo from the get go (e.g. a Hydro Pump/Scald user). Since he'll switch to a fire or fighting user about 99% of the time, I often get to have a free Thunder Wave on one of his sweepers or, if I fear a switch to a ground poke (or Conkeldurr - I'll get to him later), a free spikes layer. He's also my best way to deal with Rain Dance users as I do not have an electric move on my team, unfortunately. Leech seed is there to stop an opposing wall from outstalling me, pretty much.

Bronzong (N) @ Leftovers
Ability: Levitate
EVs: 252 HP / 84 Atk / 80 Def / 92 SpD
IVs: 2 Spe
Sassy Nature (+SpD, -Spe)
- Trick Room
- Gyro Ball
- Earthquake
- HP Ice
A poke I'm very on the fence about. This is one of the few sets I didn't straight up lift from Smogon - instead of using the offensive trick room set, I simply took the tank one and replaced SR for Trick Room. The reason for this is that I wanted a bronzong more on the bulky side and with HP ice for almost the sole reason of keeping Excadrill, Garchomp and company in check; however, this could also lead me to get screwed by boosts, obviously. I might change this one to the offensive trick room one eventually, but thus far this guy has been working OK. He's great for setting up Trick Room safely, which helps him out, helps Ferrothorn out, helps Hippo in most cases, and helps this next guy immensely...

Reuniclus (F) @ Life orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 0 Spe
Relaxed Nature (+Def, -Spe)
- Trick Room
- Focus Blast
- Shadow Ball
- Psychic
"Wtf noob", you might be saying, "why have 2 trick room users?". The reason is simply that I don't feel safe having it either only on Bronzong or only on Reuniclus, as 1) I use them to check different pokes and 2) One of them could always need to be sacrificed and then the other would be screwed. Switching to Reuniclus after some checks to Bronzong are sent out and Trick room is already set is always sweet.
This guy came into the team as a replacement for Terrakion and as an answer for goddamn fighting types, especially Conkeldurr, that were giving many problems to early iterations of this team. I'm liking him a lot thus far, due to his great coverage with those 3 offensive moves and a fairly good bulk, and the fact that he outslows many, many pokes - in fact, I remember reading in his analysis that only 0 spe ferrothorn outslows him (as mine does).

Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 Satk / 4 SpD/ 252 Spe
Timid Nature (+Spe, -Atk)
- Overheat
- Flamethrower
- Earth Power
- HP Ice
I love this guy. People will use Fire moves on Ferrothorn so fast it is not even funny, and if they decide to go for a neutral (for ferrothorn) Ground move, Air balloon has me covered. I'm only afraid of switching Ferro -> Heatran if I fear fighting moves, and there's Bronzong + Reuniclus for the Special ones and Hippo + Reuniclus for the Physical ones. I use both Overheat and Flamethrower for when I'm unsure whether he'll stay or swap a vulnerable poke and to what he'll switch, as Flamethrower allows me to keep heatran in the field if out comes something the other moves cover and he can survive. With good prediction, these 3 types work wonders on tons upon tons of pokes, and often catches people offguard for some reason (e.g. I switch Heatran in to kill Ferrothorn, knowing he has a Garchomp -> Dead garchomp).

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Swords Dance
- Rock Slide
- Rapid Spin
I started this SS team because I wanted to try out this new Physical sweeper everyone was talking about. Strangely enough, he's the one I'm least comfortable with on the team right now. I don't know, maybe I just suck (at using him or in general), but I find that he is far too frail for my liking. Even when I predict nicely and can get a free swords dance off one of his pokes, his check to Excadrill will always make me switch out because he dies to strong breezes. I've had him be OHKO by a Power Whip from a Ferrothorn, I shit you not. Rapid spin is a move that my team needs, but I find I don't have to courage to use it (even when I know he'll switch) very often because I'm afraid he might die and leave me without a physical sweeper.
That's not to say this mole's bad, not that. He's won me a few games after I killed the opponent's checks for him, and he's definetly a beast when set up. However, Drizzle/Rain Dance and Drought pwn him hard, forcing a switch to Hippo if I want to use him, and people will often have bulky pokes that check him anyway (see my own team). I don't want to rely on Garchomp for this role, but I'm very open for suggestions regarding this guy.
----------------
Well, that's it for the pokes themselves.
So far, the biggest problems my team has had were Rain dance teams (obviously - rain owns almost everyone here) and Conkeldurr. Not fighting types in general, just Conkeldurr. I've killed myself thunder waving him at least once, and nearly lost matches solely because of him a handful of times, so Reuniclus pretty much has to stay.
Aside from that, I've been having a fair amount of success - my losses are usually due to my own incompetence, not some gaping flaw on the team that I can see. You might say "but rain dance is like the 2nd most prevalent team these days after sandstorm" - and you'd be right. So I'm open to suggestions on how to deal with it, because so far I'm pretty much reliant on Ferrothorn and careful switching back to Hippo to beat them, aside from using types secondary to water and prediction to finish some of the rain dance pokes.
---------------
Thank you for having the patience to read such an unnoriginal team, and if you can also spare some constructive criticism, that'd be great :D.