I've always liked sandstorm teams, and have used quite a few in OU. However, i do not play UU much and once i gave it a try, i liked the differing metagames. I missed the prevalence of sandstorm, so i sought to create a team which can abuse sandstorm in the UU environment. So, i created this team.
The team:
Hippopotas (F) @ Focus Sash
Ability: Sand Stream
EVs: 252 HP/164 Atk/94 Def | 13 Spe IVs
Relaxed nature (+Def, -Spd)
- Earthquake
- Protect
- Yawn
- Stealth Rock
There isnt much to expect from poor ol' Hippopotas, as he typically is eliminated quite quickly. Protect prevents fake-out leads from ruining his rock laying while earthquake gives him a chance against electrode leads. Yawn is against non anti-leads, and allows him to be useful by either putting something to sleep or forcing a switch. Nevertheless, his exclusive ability to setup permanent sandstorm in UU is nothing to scoff at.
Gligar (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Aerial Ace
- Knock Off
- Roost
Gligar is often used as a pure BP'er, or as some sort of offensive poke. I opt for a more defensive role, one which he easily fills with his 105 base defense and awesome ability; sand veil. Knock off is ALWAYS annoying, as nothing likes their choice band knocked off and without leftovers, many walls will suffer greatly in sandstorm. Roost is obligatory reliable recovery. His high defense allows him to even roost-stall donphans ice shard, as once it misses i can apply toxic to him. I opted for dual STAB Earthquake / Aerial Ace because Earthquake is... well... Earthquake and is nice against the multitude of poison types found in this tier, rocks types as well... Aerial Ace may seem like a poor choice due to its low power but it is massively useful against pokes like hitmontop, hariyama, and the like who love to spam close combat against my team. I must be careful with Hariyama though, as they often pack ice punch which can cleanly OHKO Gligar. It can serve as an anti-grass attack in a pinch too.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/46 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Seismic Toss
- Wish
- Protect
- Aromatherapy
Clefable's specially defensive bulk is something sorely needed on this team, and her ability Magic Guard gives her immunity to indirect damage, including sandstorm. I had originally used Cosmic Power on this set because i liked the defense boost, but in the end Protect proved to be the more useful move. It has saved me more than once against Magnetons who figure their use has expired and vie to end with a bang against my Clefable. Aromatherapy goes without saying and with two sleep talkers on my team it can be abused quite well.
Drapion (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Crunch
- Earthquake
- Toxic Spikes
- Whirlwind
Drapion, alongside Gligar, forms my physically defensive core. Drapion is also useful in that he sets up, removes, and abuses toxic spikes for my team which is incredibly useful even factoring in the abundance of poison-absorbing pokes in UU. Crunch allows him to deal with annoying ghost and psychic types, assuming they lack a ground-type or boosted move. Earthquake is useful against other drapions or just poison types in general, and helps drapion from being setup bait.
Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/200 Def/58 SDef
Calm nature (+SDef, -Atk)
- Surf
- Ice Beam / Recover / Haze
- Sleep Talk
- Rest
Resttalk Milotic solves her common problem of being slapped with toxic and allows her to abuse her ability, Marvel Scale. While asleep, Milotic is actually MORE physically defensive than specially defensive meaning that she becomes a near impenetrable omni-wall. Surf and Ice Beam provide nice coverage, walled only by opposing water types. However, an option suggested to me by shrang has proven not to only be a cool idea, but from my experience actually somewhat practical. using recover alongside resttalk means my Milotic is enormously hard to take down as not even a 3HKO is guaranteed to eliminate her if sleep talk decides to pick recover. It also allows me to stay awake if im not statused or if i have a somewhat beneficial status like burn (in the end, usually more useful than harmful). Another option is Haze which though i have only used once or twice, has proven its worth against the likes of Calm Mind Slowbro.
Cradily (M) @ Leftovers
Ability: Suction Cups
EVs: 252 HP/6 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Stone Edge
- Curse
- Sleep Talk
- Rest
Cradily is, as Narulyg pointed out, the "true master of the ancient art of Sitting There and Not Dying". Cradily is a lot more vulnerable to fighting type moves than Regirock, so i must take care in eliminating them before Cradily enters the field. Unlike Regirock though, Cradily does not fear powerful Hydro pumps and Leaf Storms which often plagued him.... fearing only ice beam, which is rarely STABed and thus has lackluster power. Stone Edge was chosen over Rock Slide because Cradily needs the more powerful move due to having lower attack than Regirock. Resttalk somewhat alleviates the low PP problem anyways as when Stone Edge is chosen asleep it doesnt use any SE pp. Lastly, Stone Edge's high crit chance means that in a curse vs curse war, Cradily is more likely to win than the opponent.
Retired pokes (once used in team, but no longer)
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP/6 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Rock Slide
- Curse
- Sleep Talk
- Rest
REPLACED BY CRADILY
Thanks for taking the time to read, please leave a rate! I'm a bit new to the UU metagame, so try not to be too harsh. Both negative and positive rates help, just keep it constructive!
The team:






Hippopotas (F) @ Focus Sash

Ability: Sand Stream
EVs: 252 HP/164 Atk/94 Def | 13 Spe IVs
Relaxed nature (+Def, -Spd)
- Earthquake
- Protect
- Yawn
- Stealth Rock
There isnt much to expect from poor ol' Hippopotas, as he typically is eliminated quite quickly. Protect prevents fake-out leads from ruining his rock laying while earthquake gives him a chance against electrode leads. Yawn is against non anti-leads, and allows him to be useful by either putting something to sleep or forcing a switch. Nevertheless, his exclusive ability to setup permanent sandstorm in UU is nothing to scoff at.
Gligar (M) @ Leftovers

Ability: Sand Veil
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Aerial Ace
- Knock Off
- Roost
Gligar is often used as a pure BP'er, or as some sort of offensive poke. I opt for a more defensive role, one which he easily fills with his 105 base defense and awesome ability; sand veil. Knock off is ALWAYS annoying, as nothing likes their choice band knocked off and without leftovers, many walls will suffer greatly in sandstorm. Roost is obligatory reliable recovery. His high defense allows him to even roost-stall donphans ice shard, as once it misses i can apply toxic to him. I opted for dual STAB Earthquake / Aerial Ace because Earthquake is... well... Earthquake and is nice against the multitude of poison types found in this tier, rocks types as well... Aerial Ace may seem like a poor choice due to its low power but it is massively useful against pokes like hitmontop, hariyama, and the like who love to spam close combat against my team. I must be careful with Hariyama though, as they often pack ice punch which can cleanly OHKO Gligar. It can serve as an anti-grass attack in a pinch too.
Clefable (F) @ Leftovers

Ability: Magic Guard
EVs: 252 HP/46 Def/212 SDef
Careful nature (+SDef, -SAtk)
- Seismic Toss
- Wish
- Protect
- Aromatherapy
Clefable's specially defensive bulk is something sorely needed on this team, and her ability Magic Guard gives her immunity to indirect damage, including sandstorm. I had originally used Cosmic Power on this set because i liked the defense boost, but in the end Protect proved to be the more useful move. It has saved me more than once against Magnetons who figure their use has expired and vie to end with a bang against my Clefable. Aromatherapy goes without saying and with two sleep talkers on my team it can be abused quite well.
Drapion (M) @ Leftovers

Ability: Battle Armor
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Crunch
- Earthquake
- Toxic Spikes
- Whirlwind
Drapion, alongside Gligar, forms my physically defensive core. Drapion is also useful in that he sets up, removes, and abuses toxic spikes for my team which is incredibly useful even factoring in the abundance of poison-absorbing pokes in UU. Crunch allows him to deal with annoying ghost and psychic types, assuming they lack a ground-type or boosted move. Earthquake is useful against other drapions or just poison types in general, and helps drapion from being setup bait.
Milotic (F) @ Leftovers

Ability: Marvel Scale
EVs: 252 HP/200 Def/58 SDef
Calm nature (+SDef, -Atk)
- Surf
- Ice Beam / Recover / Haze
- Sleep Talk
- Rest
Resttalk Milotic solves her common problem of being slapped with toxic and allows her to abuse her ability, Marvel Scale. While asleep, Milotic is actually MORE physically defensive than specially defensive meaning that she becomes a near impenetrable omni-wall. Surf and Ice Beam provide nice coverage, walled only by opposing water types. However, an option suggested to me by shrang has proven not to only be a cool idea, but from my experience actually somewhat practical. using recover alongside resttalk means my Milotic is enormously hard to take down as not even a 3HKO is guaranteed to eliminate her if sleep talk decides to pick recover. It also allows me to stay awake if im not statused or if i have a somewhat beneficial status like burn (in the end, usually more useful than harmful). Another option is Haze which though i have only used once or twice, has proven its worth against the likes of Calm Mind Slowbro.
Cradily (M) @ Leftovers

Ability: Suction Cups
EVs: 252 HP/6 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Stone Edge
- Curse
- Sleep Talk
- Rest
Cradily is, as Narulyg pointed out, the "true master of the ancient art of Sitting There and Not Dying". Cradily is a lot more vulnerable to fighting type moves than Regirock, so i must take care in eliminating them before Cradily enters the field. Unlike Regirock though, Cradily does not fear powerful Hydro pumps and Leaf Storms which often plagued him.... fearing only ice beam, which is rarely STABed and thus has lackluster power. Stone Edge was chosen over Rock Slide because Cradily needs the more powerful move due to having lower attack than Regirock. Resttalk somewhat alleviates the low PP problem anyways as when Stone Edge is chosen asleep it doesnt use any SE pp. Lastly, Stone Edge's high crit chance means that in a curse vs curse war, Cradily is more likely to win than the opponent.
Retired pokes (once used in team, but no longer)
Regirock @ Leftovers

Ability: Clear Body
EVs: 252 HP/6 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Rock Slide
- Curse
- Sleep Talk
- Rest
REPLACED BY CRADILY
Thanks for taking the time to read, please leave a rate! I'm a bit new to the UU metagame, so try not to be too harsh. Both negative and positive rates help, just keep it constructive!