Hello everyone who reads this and welcome to another of my RMTs. This time I bring you an more stronger version of my most successful and creative team I use in ou "so much sand and a puppy :D." Before we begin, there is three things you should know if you’re giving a rate.
1. The team is built around not taking residual damage at all. This has worked and has bugged me that a lot of sand teams take the residual damage.
2. This team is made with a goal of not using a single legendary on it since after it is complete on PO it will slowly be converted to cartridge where it will live on to say hi to those players.
Last but the most important
3. I encourage suggestions of replacements from the lower tiers. I like working with lower tiered pokemon and gives you more satisfaction when you win with them in ou.
Now that you know let’s get it started.
Also if you got a good nickname for these pokes, feel free to suggest them.
Team building process
Here is the first version of the team. This was the base for the upgrade
When the first version was released, a last second post before the team went inactive was to use cradily in place of bastiodon. I liked it and put on my team for a specific job that bastiodon required luck to do just that.
Next I need to get rid of claydol as I needed a way to absorb water attacks thanks to bastiodon’s departure. Then I decided to throw in a ferrothorn and that worked out well for me so I kept it in.
without a spinner it wasn’t safe to use archeops anymore. I also needed a backup in case an alakazam is about to sweep and stoutland got knocked out of the match. After a bit of searching I found the one poke that can beat alakazam with no care what so ever, Aerodactyl.
Lastly after tweaking hippowdon to be a mixed wall, I noticed and felt that reuniclus was out of place here. So I looked for someone who could inflict burn and not take residual damage. This ended with sigilyph being the best answer for this role.
That was the team building process. Now to the good part that is the individuals. These are the pokemon themselves.
Say hello to the dedicated lead, Hippowdon.
Hippowdon@ leftovers
Trait: Sand Stream
Evs: 252 hp, 4 def, 252 spdef
Moves:
Earthquake
Stealth rock
Slack off
Roar
Hippowdon was my choice for a weather inducer since tyranitar was just unnapealing for me. Now with its new mixed wall style, it does three things that I need to know so I can play around. A huge boon is to know what politoed I am facing based on the Stab. This variant of hippowdon I believe can survive any attack politoed throws and recover the damage. Also another thing is what answers to this defensive sand hippo they got. This tells me who to switch into so I get momentum immediately in the fight in 2 turns. Lastly, if I flat out don’t like what they lead off with, hippowdon can channel surf with roar until a poke I like come up. Then reason 2 will apply here sort of. As you can see, Hippowdon is my dedicated lead for three solid reasons aside from getting sand up immediately. It has never let me down in the lead spot and never will.
Now we will talk about my hunter, Aerodactyl.
Aerodactyl@ life orb
Trait: pressure
Nature: Jolly
Evs: 4 hp, 252 atk, 252 speed
Moves:
Hone claws/Taunt
Aqua tail
Stone edge
Roost
Say hello to the fossil that speed ties jolteon. This will virtually guarantee the opponent will bring out there scarfed poke. It is also part one of my aerothorn combo. Aerodactyl is offensive compared to the typical stealth rock lead as hippowdon can do that multiple times. The fossil has given me trouble of choosing between hone claws or taunt, both are very versatile for this teams momentum in different ways. Hone claws pressures the opponent to bring out there scarf against it. While taunt provides a way to prevent entry hazard setup. Aqua tail is one of my answers to gliscor. It can 2HKO it and sometimes OHKO the bat. I don’t care I don’t have ice type attacks. Most dragons, if not all OU dragons, die to rock type moves anyhow. Speaking of rock type moves, stone edge is its main stab. He comes in early to mid game to pressure the opponents and possibly make them panic.
How would you like to hear about my special wall, Cradily.
Cradily@ leftovers
Trait: suction cups
Nature: Careful
Evs: 252 hp, 16 atk, 240 spdef
Moves:
Curse
Stone edge
Seed bomb
Rest
When cradily is under the sand, drizzle toad, which is possible since hippowdon is slower thus wins the starting weather, fails to even 3HKO cradily. Thus the lily of the sand is capaple of seeting up on a wide variety of special attackers. Now I know it has a weird stab combination that I decided to use. This is where its special job comes in. Let’s think of what is weak to this stab combination. Fire, and ice are weak to rock and water, ground, and rock are weak to grass. So if you haven’t connected the dots its stab combination is powerful to every weather inducer in the game. This is my answer to every specs inducer in the game. Rest is for the fact it will at one point get statused while setting up so removing it is a great way to keep it in the fight. It comes in to kill weather inducers and absorb special hits. I might remove it since its job main job hasn’t needed as much as it use to.
Now it’s time for stoutland, or as I call it.
puppykill@ choice band
Trait: sand rush
Nature: adamant
Evs: 4 hp, 252 atk, 252 speed
Moves:
Wild charge
Return
Fire fang
Crunch
Reason for the nickname is because it reminds me of puppies and it kills stuff. That’s all I need to say on its nick name. On a more serious note, this dog proves that it is a hell of a revenge killer capable of shredding sweepers to kibbles and bits. (I had to do the pun. It was too tempting.) Fire fang is my answer to the steel types in the metagame. Return for a reliable stab. Wild charge allows puppy kill to hit tentacruel and the waters without pity or remorse. Crunch is to chew through psychics. Its role is to revenge kill and sweep late game.
Now it’s time for my burn inducer and sole special attacker of the team, sigilyph.
Sigilyph@ flame orb
Trait: magic guard
Nature: bold
Evs: 252 hp, 184 def, 16 spdef, 56 speed
Moves:
Psycho shift
Roost
Stored power
Cosmic power
The evs on this bad boy are tweaked so that it satisfies my need to have defenses of at least 200 each. Other than that it is standard of what it does. This patches the fighting weaknsess that would otherwise rain on my day. Sigilyph comes in on something it resists and burns the crap out of anything and precedes to 1v1 it, even tyranitar which the typing would suggest otherwise. Psycho shift is how it transmits its burns to others. Roost is its reliable recovery move of choice. Cosmic power is to buff it up to insane levels. Stored power is to unleash hell at plus 6 defenses. It comes in when the opportunity comes
Say hello to my little glue, Ferrothorn
Ferrothorn@ leftovers
Trait: iron barbs
Nature: relaxed
Evs: 252 hp, 72 def, 184 spdef
Moves:
Stealth rocks/toxic
Gyroball
Leech seed
Protect
Ferrothorn is what holds the team together thanks to the resists. It is a great wall and part 2 of the aerothorn combo. The aerothorn combo works like this. Force the scarfer switch to this bad boy and unleash a gyroball. This combo is a guaranteed 2HTKO for every scarfer in the metagame if not the entire game. It is back up rocks however I have been considering toxic in its place. Leech seed and protect to stall the crap out of defensive teams
This is the team. I have had major success with this team. I also haven’t really caught any significant threats to this team. I will also throw in the importable for this so you can all try it. Just to note if you want to try hone claws on aerodactyl you got to edit that in.
Importable:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Slack Off
- Roar
Cradily (F) @ Leftovers
Trait: Suction Cups
EVs: 252 HP / 16 Atk / 240 SDef
Careful Nature (+SDef, -SAtk)
- Curse
- Seed Bomb
- Stone Edge
- Rest
Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Wild Charge
- Fire Fang
- Return
- Crunch
Sigilyph (M) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 184 Def / 16 SDef / 56 Spd
Bold Nature (+Def, -Atk)
- Psycho Shift
- Cosmic Power
- Stored Power
- Roost
Aerodactyl (M) @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stone Edge
- Aqua Tail
- Roost
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Atk / 68 Def / 184 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Power Whip
- Gyro Ball
- Protect
1. The team is built around not taking residual damage at all. This has worked and has bugged me that a lot of sand teams take the residual damage.
2. This team is made with a goal of not using a single legendary on it since after it is complete on PO it will slowly be converted to cartridge where it will live on to say hi to those players.
Last but the most important
3. I encourage suggestions of replacements from the lower tiers. I like working with lower tiered pokemon and gives you more satisfaction when you win with them in ou.
Now that you know let’s get it started.
Also if you got a good nickname for these pokes, feel free to suggest them.
Team building process
Here is the first version of the team. This was the base for the upgrade






When the first version was released, a last second post before the team went inactive was to use cradily in place of bastiodon. I liked it and put on my team for a specific job that bastiodon required luck to do just that.






Next I need to get rid of claydol as I needed a way to absorb water attacks thanks to bastiodon’s departure. Then I decided to throw in a ferrothorn and that worked out well for me so I kept it in.






without a spinner it wasn’t safe to use archeops anymore. I also needed a backup in case an alakazam is about to sweep and stoutland got knocked out of the match. After a bit of searching I found the one poke that can beat alakazam with no care what so ever, Aerodactyl.






Lastly after tweaking hippowdon to be a mixed wall, I noticed and felt that reuniclus was out of place here. So I looked for someone who could inflict burn and not take residual damage. This ended with sigilyph being the best answer for this role.






That was the team building process. Now to the good part that is the individuals. These are the pokemon themselves.
Say hello to the dedicated lead, Hippowdon.

Hippowdon@ leftovers
Trait: Sand Stream
Evs: 252 hp, 4 def, 252 spdef
Moves:
Earthquake
Stealth rock
Slack off
Roar
Hippowdon was my choice for a weather inducer since tyranitar was just unnapealing for me. Now with its new mixed wall style, it does three things that I need to know so I can play around. A huge boon is to know what politoed I am facing based on the Stab. This variant of hippowdon I believe can survive any attack politoed throws and recover the damage. Also another thing is what answers to this defensive sand hippo they got. This tells me who to switch into so I get momentum immediately in the fight in 2 turns. Lastly, if I flat out don’t like what they lead off with, hippowdon can channel surf with roar until a poke I like come up. Then reason 2 will apply here sort of. As you can see, Hippowdon is my dedicated lead for three solid reasons aside from getting sand up immediately. It has never let me down in the lead spot and never will.
Now we will talk about my hunter, Aerodactyl.

Aerodactyl@ life orb
Trait: pressure
Nature: Jolly
Evs: 4 hp, 252 atk, 252 speed
Moves:
Hone claws/Taunt
Aqua tail
Stone edge
Roost
Say hello to the fossil that speed ties jolteon. This will virtually guarantee the opponent will bring out there scarfed poke. It is also part one of my aerothorn combo. Aerodactyl is offensive compared to the typical stealth rock lead as hippowdon can do that multiple times. The fossil has given me trouble of choosing between hone claws or taunt, both are very versatile for this teams momentum in different ways. Hone claws pressures the opponent to bring out there scarf against it. While taunt provides a way to prevent entry hazard setup. Aqua tail is one of my answers to gliscor. It can 2HKO it and sometimes OHKO the bat. I don’t care I don’t have ice type attacks. Most dragons, if not all OU dragons, die to rock type moves anyhow. Speaking of rock type moves, stone edge is its main stab. He comes in early to mid game to pressure the opponents and possibly make them panic.
How would you like to hear about my special wall, Cradily.

Cradily@ leftovers
Trait: suction cups
Nature: Careful
Evs: 252 hp, 16 atk, 240 spdef
Moves:
Curse
Stone edge
Seed bomb
Rest
When cradily is under the sand, drizzle toad, which is possible since hippowdon is slower thus wins the starting weather, fails to even 3HKO cradily. Thus the lily of the sand is capaple of seeting up on a wide variety of special attackers. Now I know it has a weird stab combination that I decided to use. This is where its special job comes in. Let’s think of what is weak to this stab combination. Fire, and ice are weak to rock and water, ground, and rock are weak to grass. So if you haven’t connected the dots its stab combination is powerful to every weather inducer in the game. This is my answer to every specs inducer in the game. Rest is for the fact it will at one point get statused while setting up so removing it is a great way to keep it in the fight. It comes in to kill weather inducers and absorb special hits. I might remove it since its job main job hasn’t needed as much as it use to.
Now it’s time for stoutland, or as I call it.

puppykill@ choice band
Trait: sand rush
Nature: adamant
Evs: 4 hp, 252 atk, 252 speed
Moves:
Wild charge
Return
Fire fang
Crunch
Reason for the nickname is because it reminds me of puppies and it kills stuff. That’s all I need to say on its nick name. On a more serious note, this dog proves that it is a hell of a revenge killer capable of shredding sweepers to kibbles and bits. (I had to do the pun. It was too tempting.) Fire fang is my answer to the steel types in the metagame. Return for a reliable stab. Wild charge allows puppy kill to hit tentacruel and the waters without pity or remorse. Crunch is to chew through psychics. Its role is to revenge kill and sweep late game.
Now it’s time for my burn inducer and sole special attacker of the team, sigilyph.

Sigilyph@ flame orb
Trait: magic guard
Nature: bold
Evs: 252 hp, 184 def, 16 spdef, 56 speed
Moves:
Psycho shift
Roost
Stored power
Cosmic power
The evs on this bad boy are tweaked so that it satisfies my need to have defenses of at least 200 each. Other than that it is standard of what it does. This patches the fighting weaknsess that would otherwise rain on my day. Sigilyph comes in on something it resists and burns the crap out of anything and precedes to 1v1 it, even tyranitar which the typing would suggest otherwise. Psycho shift is how it transmits its burns to others. Roost is its reliable recovery move of choice. Cosmic power is to buff it up to insane levels. Stored power is to unleash hell at plus 6 defenses. It comes in when the opportunity comes
Say hello to my little glue, Ferrothorn

Ferrothorn@ leftovers
Trait: iron barbs
Nature: relaxed
Evs: 252 hp, 72 def, 184 spdef
Moves:
Stealth rocks/toxic
Gyroball
Leech seed
Protect
Ferrothorn is what holds the team together thanks to the resists. It is a great wall and part 2 of the aerothorn combo. The aerothorn combo works like this. Force the scarfer switch to this bad boy and unleash a gyroball. This combo is a guaranteed 2HTKO for every scarfer in the metagame if not the entire game. It is back up rocks however I have been considering toxic in its place. Leech seed and protect to stall the crap out of defensive teams
This is the team. I have had major success with this team. I also haven’t really caught any significant threats to this team. I will also throw in the importable for this so you can all try it. Just to note if you want to try hone claws on aerodactyl you got to edit that in.
Importable:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Slack Off
- Roar
Cradily (F) @ Leftovers
Trait: Suction Cups
EVs: 252 HP / 16 Atk / 240 SDef
Careful Nature (+SDef, -SAtk)
- Curse
- Seed Bomb
- Stone Edge
- Rest
Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Wild Charge
- Fire Fang
- Return
- Crunch
Sigilyph (M) @ Flame Orb
Trait: Magic Guard
EVs: 252 HP / 184 Def / 16 SDef / 56 Spd
Bold Nature (+Def, -Atk)
- Psycho Shift
- Cosmic Power
- Stored Power
- Roost
Aerodactyl (M) @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Stone Edge
- Aqua Tail
- Roost
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Atk / 68 Def / 184 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Power Whip
- Gyro Ball
- Protect