This is a bit of an extension on the last team I posted here, though I think of the original team 2 members remain, and 1 with her moveset unaltered (it should be obvious who that is). As the thread title suggests this is a stall team, more specifically, a sandstorm stall team. And with its two Sandstream users, it's very fun to use this on a Rain or Hail team :]
Anyways...
TEAM AT A GLANCE
@ Leftovers
Ability: Sand Stream
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Roar
- Slack Off
I haven't see too many Hippowdon leads lately, maybe because of the suicide leads, but I deal with both efficiently and neither trouble me since they're both predictable as hell. I'm actually less concerned with putting Stealth Rocks up in the first few turns than just getting a Sandstorm started, which really has a big effect on the stalling process of quite a few of my walls. In short, this thing ensures that - if walled correctly - everything my opponent sends out without Leftovers won't last terribly long.
@ Leftovers
Ability: Natural Cure
EVs: 120 HP/252 Def/138 SDef
Calm nature (+SDef, -Atk)
- Wish
- Ice Beam
- Protect
- Toxic
Queen fat whore. But regardless, as much as you love to hate the fat pink blob, she is integral to my team's strategy if only for absorbing nearly every special attack in the game like an obese sponge, and moreso for Wish. Wish, man. Healing broken walls in a snap and generally pissing off my opponent. Toxic is there because of the reasons everyone uses Toxic on Wisbliss.
@ Shed Shell
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Spikes
- Rapid Spin
- Earthquake
- Toxic Spikes
Spiker/Toxic Spiker. It walls physical hits about as well as Skarmory used to and lays spikes like the dickens as well. I might run Rest or Explosion over Earthquake or something because I don't use it often but that's in the air at the moment.
@ Light Clay
Ability: Levitate
EVs: 252 HP/208 Def/44 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Rest
- Sleep Talk
This guy changed from a largely utility poke to a pretty decent wall who also spreads burns on stuff. I don't really have to worry about Heatran because of my copious amount of special walls so Will-o-wisp is generally my first move and hopefully can catch a physical attacker off guard. This guy can tank decently and Thunderbolt destroys Gyarados, which is nice.
@ Leftovers
Ability: Levitate
EVs: 252 HP/116 Def/140 SDef
Calm nature (+SDef, -Atk)
- Dragon Pulse
- Roar
- Recover
- Psycho Shift
In a word: incredibly fun. If only for the fact that this is often the Latias set that my opponent did NOT expect, this little bugger can wreak havoc on unprepared teams and has. Latias is a status magnet and that's my reasoning for Psycho Shift...I didn't find much of a terrible use for an attacking move in the last slot, and Psycho Shift can effectively fuck the thing that was meant to be my counter, as well as bulky walls who think they can stall me out with Toxic and the like.
@ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Perish Song
- Heal Bell
- Grass Knot
- Leech Seed
Cleric and Perish Song. Celebi usually doesn't come out until the late game but is very useful, if only for the combination of Heal Bell and Leech Seed in the mid game and Perish Song in the late game. Leech Seed likes to cause switches, which gives me an opportunity to put Forretress in, and Heal Bell gets rid of the nasty Toxic on Hippowdon or something else of the like. All in all, a solid Poke.
Anyways...
TEAM AT A GLANCE







Ability: Sand Stream
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Roar
- Slack Off
I haven't see too many Hippowdon leads lately, maybe because of the suicide leads, but I deal with both efficiently and neither trouble me since they're both predictable as hell. I'm actually less concerned with putting Stealth Rocks up in the first few turns than just getting a Sandstorm started, which really has a big effect on the stalling process of quite a few of my walls. In short, this thing ensures that - if walled correctly - everything my opponent sends out without Leftovers won't last terribly long.

Ability: Natural Cure
EVs: 120 HP/252 Def/138 SDef
Calm nature (+SDef, -Atk)
- Wish
- Ice Beam
- Protect
- Toxic
Queen fat whore. But regardless, as much as you love to hate the fat pink blob, she is integral to my team's strategy if only for absorbing nearly every special attack in the game like an obese sponge, and moreso for Wish. Wish, man. Healing broken walls in a snap and generally pissing off my opponent. Toxic is there because of the reasons everyone uses Toxic on Wisbliss.

Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Spikes
- Rapid Spin
- Earthquake
- Toxic Spikes
Spiker/Toxic Spiker. It walls physical hits about as well as Skarmory used to and lays spikes like the dickens as well. I might run Rest or Explosion over Earthquake or something because I don't use it often but that's in the air at the moment.

Ability: Levitate
EVs: 252 HP/208 Def/44 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Rest
- Sleep Talk
This guy changed from a largely utility poke to a pretty decent wall who also spreads burns on stuff. I don't really have to worry about Heatran because of my copious amount of special walls so Will-o-wisp is generally my first move and hopefully can catch a physical attacker off guard. This guy can tank decently and Thunderbolt destroys Gyarados, which is nice.

Ability: Levitate
EVs: 252 HP/116 Def/140 SDef
Calm nature (+SDef, -Atk)
- Dragon Pulse
- Roar
- Recover
- Psycho Shift
In a word: incredibly fun. If only for the fact that this is often the Latias set that my opponent did NOT expect, this little bugger can wreak havoc on unprepared teams and has. Latias is a status magnet and that's my reasoning for Psycho Shift...I didn't find much of a terrible use for an attacking move in the last slot, and Psycho Shift can effectively fuck the thing that was meant to be my counter, as well as bulky walls who think they can stall me out with Toxic and the like.

Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Perish Song
- Heal Bell
- Grass Knot
- Leech Seed
Cleric and Perish Song. Celebi usually doesn't come out until the late game but is very useful, if only for the combination of Heal Bell and Leech Seed in the mid game and Perish Song in the late game. Leech Seed likes to cause switches, which gives me an opportunity to put Forretress in, and Heal Bell gets rid of the nasty Toxic on Hippowdon or something else of the like. All in all, a solid Poke.