Its been a good while since my last RMT, and I'm basically making this one for a couple reasons.
1) Its a sandstorm team, which can be hard to make work in UU
2) People seem to have forgotten the viability of stall (which is good for me)
3) Im pretty much done laddering until suspect voting so I wanted to do something to take up some time
The timing is probably bad as I've seen what seems like a ton of Sandstorm teams lately, but its partially the reason I got motivated to post this.
Basically this team revolves around Shuckle in the sand (kinda obvious) as my primary wall, and using the rest of the team to cover stuff he cannot. It utilizes Sandstorm + Stealth Rocks + Spikes + Status + Leech Seed (added perk) + attacks from my mons to chip my opponent to death. Oddly enough, I use sandstream for only one poke. However, it goes along way to helping with walls and pokes with life orb so foregoing my leftovers recovery often pays off in helping kill offensive pokes a lot more quickly. The team has been working really well simply because Shuckle is very difficult for many UU pokes to take down. I know that some changes need to be made, but I've hit a snag and cant really figure out what else to add or take out. So, Im turning it over to you guys to help me fine tune it.
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*Note: All pokes that CAN be female ARE female on all of my teams for rivalry and the occasional attract shenanigans. Plus female Hippopotas reminds me of Oprah. :P
Hippopotas (F) @ Focus sash
Impish; 252 Hp/ 252 Def./ 4 Sp. Def.
Stealth Rock/ Slack Off/ Yawn/ Earthquake
Why Hippopotas?
Well, obviously its to start Sandstorm and keep it up for the rest of the match and its the only option in UU, so it made the cut by default. Focus Sash allows for me to live through and attack and get SR up even if an attack would normally k.o. me. I dont need to go into a list of what I do against certain leads... If they can prevent Hippo from setting rocks either from sleep like Roserade or flinching like Moltres, then I switch. Otherwise, I will stay in and set rocks and his job for the remainder of the match will be fodder.
Why Those Moves?
Basically Hippopotas has 2 jobs that he can accomplish in one turn.
1) Activate sandstorm
2) Set rocks
His other moves are essentially filler. His yawn is nice for causing switches and causing entry damage and Slack Off is because he is kind of bulky and can wall some weaker attackers. Focus sash lets him live long enough to set rocks. Also, if rocks aren't on my side of the field I can bring him in on a poke and get a guaranteed Attack or Yawn + Slack Off on the switch. I have to keep him alive somewhat for weather teams so Im not completely reckless with him.
Why Those Ev's?
Its not like he can be a major team player beyond making Shuckle nearly a juggernaut. I thought of running max attack and Adamant to have a stronger EQ, but I can't see that working so well, so I choose to go with a set similar to Hippowdon. This set isn't meant to be original or game breaking, and its not; its just helpful to this team.
Shuckle (F) @ Leftovers
Impish; 252 Hp/ 208 Def./ 48 Sp. Def.
Encore/ Rest/ Toxic/ Knock Off
Why Shuckle?
Shuckle becomes the best mixed wall in the game in sand in terms of just walling (not exactly move pool). Most UU pokes simply lack the power to beat him. Hes the reason the team was made to be honest. I made a mono bug team a long time ago, and loved Shuckle's walling ability, so I made a sandstorm team with him as the backbone. Normally speaking switching into rocks does more damage than an opponents attacks, which is why spin support is a big part of this team.
Why Those Moves?
This is the standard set for Shuckle. Encore is probably his most threatening move, and it allows me to beat stat up sweepers with relative ease as even after one boost a good portion of pokes STILL fail to threaten Shuckle (CM Missy for example). Knock off helps weaken LO attackers, and relieves walls of their Leftovers. Rest is the only form of recovery he has, but it works alright with his incredible bulk. Toxic is his main form of damage and helps to quickly kill pokes in conjunction with sandstorm.
Why Those Ev's?
Standard because it works. Like I said few poke can threaten Shuckle without using stat up moves which I have a solution for (somewhat).
Hitmontop (M) @ Leftovers
Impish; 252 Hp/ 196 Def./ 56 Sp. Def./ 4 Spe.
Foresight/ Rest/ Rapid Spin/ Close Combat
Why Hitmontop?
The main wall on this team NEEDS rocks to be gone. So, Hitmontop is the best option for spinning. Simply put, he is the most reliable spinner in UU... ghosts generally arent able to prevent him from a successful spin. His ability is very helpful to the team as usually a pivot from him to another counter is a main strategy of this team. Hitmontop has proven to be one of the most important pokes on this team and really helps my other physical hit takers in their walling.
Why Those Moves?
This set is simple. It allows me to get a spin off even on ghosts which is vital to Shuckle so that pretty much explains Foresight and Rapid Spin. Close Combat in all honesty could be Brick Break and not cost me many ko's, but as it is I run Close Combat for the boosted power as I'm not running attack ev's anyway. Rest is so I can keep coming back in to spin over and over against opponents that run stall. Also, it lets me keep using(and abusing) his useful intimidate ability.
Why Those Ev's?
He is very helpful to this team and so I wanted as many ev's going into bulk as possible. The 56 ev's in Sp. Def. helps Hitmontop not be 2HKO'd by a plus one missy Shadowball... Intimidate in conjunction with those ev's let him live through nearly any non boosted physical attack.
Rotom @ Leftovers
Bold; 252 hp/ 252 Def./ 4 Sp. Def.
Rest/ Sleep Talk/ WoW/ Thunderbolt
Why Rotom?
This and Missy were my 2 options in ghosts as I wanted an immunity to ground on this team. He outclasses Missy in the "bulky ghost" department, which is what I was going for. He also has the added bonus of beating Hitmontop(Techni or otherwise) and Swellow which this team would have problems with otherwise. His typing is so useful and he fits into his niche quite snugly. Its a funny thing that I've noticed about myself and Rotom. I rarely use him in my teams, but when I do he often proves to be one of if not the favorite poke on the team.
Why Those Moves?
Sleep talking allows for maximum survivability on Rotom and doesn't necessarily leave me exposed to set up. WoW is my primary answer to physical attackers after I intimidate them. Thunderbolt hits things that come in on Rotom harder than shadowball for the most part, and has slightly higher base power and fewer pokes are immune/ resistant to it so it got the nod (Registeel for instance).
Why Those EV's?
Again, Im not trying to impress here. I just went with max/ max to take hits as best as I could. No things he needs to out speed that he doesn't already, so I didn't bother with any speed investment.
*GOING TO TRY A TRIK VERSION HERE*
Roserade (F) @ Leftovers
Calm; 252 Hp/ 240 Def./ 16 Spe.
Spikes/ Leech Seed/ Hp Ice/ Sludge Bomb
Why Roserade?
This poke plus her set/ spread is meant, primarily, to force switches from the opponent, ease switch ins for my pokemon, and lay spikes. I kind of play kamikaze with her because for this team, if she gets one layer of spikes up then she has done her job. Leech seed and getting ko's are really just a bonus. I chose her over Omaster because I wanted Spikes + Leech Seed, plus she comes in on most water types nicely that force out Shuckle.
Why Those Moves?
Leech Seed in the sand + entry hazards is a VERY quick way to weaken things without auto recovery. It also has the bonus of forcing switches which leads to more entry damage. Leech Seed is just about the best thing that could happen to Shuckle tbh. Spikes is pretty essential to UU stall. Sludge Bomb is the STAB attack of choice. As for hp ice, its admittedly meh for me, but it helps force out Stalltaria nicely, it really doesnt hit other grass types harder than Sludge bomb so I hardly see the point.
*Aromatherapy has been mentioned, not sure if I want it as Im lacking instant recovery, but Ill test it for sure... tell me what you think guys.
Why Those Ev's
Again this set provides maximum defensiveness... I ran 16 in speed to outrun other bulky Roserade and beat them to the Sludge Bomb. Other than that the spread is pretty generic.
Milotic (F) @ Leftovers
Bold; 252 Hp/ 216 Def./ 40 Spe.
Recover/ Surf/ Hp Electric/ Haze
Why Milotic?
I wanted a bulky water that could take sp. hits as well. Milotic immediately sprang to my mind as it can be ev'd to out speed the slow Blaziken, and can beat any Azumarill after imtimidate. Banded Double Edge has been an issue, but its never cost me a match.
She is one of the best tanks from both sides of the spectrum UU has to offer so she fit right in. I miss leftovers recovery sometimes, but for the most part she doesn't really need them.
Why Those Moves?
Haze allows for a back up check against CM missy, Crotomb, Feraligatr, etc basically stat up pokes that can break through Shuckle meet Milotic. Beats CM Slowbro and is generally just a good check to not insanely powerful physical attacks.(which is where intimidate comes in) Surf + Hp electric gives Roserade a free switchin, but I have my own to take the grass hits or Leech seeds so I wasnt as concerned with Ice beam, I mostly just wanted to beat sub punch Azu, which she does beautifully.
Why Those Ev's
I wanted to make sure I out speed Marrowak, Torterra w/o a RP boost, and the slow Blaziken. The rest went into Hp and Defense to aid in hit taking. Her naturally high base sp. def. meant I didnt really need investment to sponge non super effective hits from the special side.
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Alright, there it is... Hope it was well organized/ presented. I tried to focus on clarity and being concise while not leaving out important pieces of information raters would potentially need. Tell me what you think, I really enjoy discussion.
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Mismagius- Look for leftovers. If it has them, shuckle. If not Hippo to take the trick
Blaziken- Milotic can beat the slower ones. Usually sacrifice Hippo and get Milotic in safely.
Roserade- Roserade can come in and set up on versions with spikes, shuckle walls it okay.
Registeel- Rotom
Milotic- Roserade to seed it then Milotic
Steelix- Rotom or Milotic
Ambipom- Rotom, Hitmontop, Shuckle
Hitmontop- Rotom
Spiritomb- Seed it and spike, then go to Milotic to Haze
Arcanine- Shuckle, Milotic
Clefable- Hitmontop generally beats all variants
Azumarill- Use Hitmontops intimidate and then go to Milotic
Claydol- Rotom
Espeon- Espyjump forced out by Shuckle. Look for leftovers to avoid trick
Regirock- Rotom
Uxie- Not threatening, just annoying. Try to Knock off it's Leftovers and then have whoever wall it. will rarely waste trick on Hippo so I can scout for lefties later in the match
Yanmega- Shuckle is my primary answer, Rotom can take 2 hits plus SR and hit back. Milotic as a last ditch attempt
Slowbro- Roserade to seed then Milotic
Chansey- Roserade to set up spikes and seed, Hitmontop is also a check
Umbreon- Hitmontop
Hariyama- Hitmontop to catch it before it subs, then Rotom.
Feraligatr- Hitmontop to Milotic beats it (or just or Milotic to be honest)
Toxicroak- Shuckle for NP variants; Hitmontop to Rotom for physical versions
Moltress- Shuckle to Milo
Ludicolo- Roserade
Kabutops- Hitmontop to Milotic
Absol- Hitmontop
Hitmonlee- Rotom
Venusaur- Roserade
Magmortar- Shuckle
Sceptile- Roserade
Swellow- Rotom
Nidoking- Shuckle
1) Its a sandstorm team, which can be hard to make work in UU
2) People seem to have forgotten the viability of stall (which is good for me)
3) Im pretty much done laddering until suspect voting so I wanted to do something to take up some time
The timing is probably bad as I've seen what seems like a ton of Sandstorm teams lately, but its partially the reason I got motivated to post this.
Basically this team revolves around Shuckle in the sand (kinda obvious) as my primary wall, and using the rest of the team to cover stuff he cannot. It utilizes Sandstorm + Stealth Rocks + Spikes + Status + Leech Seed (added perk) + attacks from my mons to chip my opponent to death. Oddly enough, I use sandstream for only one poke. However, it goes along way to helping with walls and pokes with life orb so foregoing my leftovers recovery often pays off in helping kill offensive pokes a lot more quickly. The team has been working really well simply because Shuckle is very difficult for many UU pokes to take down. I know that some changes need to be made, but I've hit a snag and cant really figure out what else to add or take out. So, Im turning it over to you guys to help me fine tune it.
----------------------
*Note: All pokes that CAN be female ARE female on all of my teams for rivalry and the occasional attract shenanigans. Plus female Hippopotas reminds me of Oprah. :P

Hippopotas (F) @ Focus sash
Impish; 252 Hp/ 252 Def./ 4 Sp. Def.
Stealth Rock/ Slack Off/ Yawn/ Earthquake
Why Hippopotas?
Well, obviously its to start Sandstorm and keep it up for the rest of the match and its the only option in UU, so it made the cut by default. Focus Sash allows for me to live through and attack and get SR up even if an attack would normally k.o. me. I dont need to go into a list of what I do against certain leads... If they can prevent Hippo from setting rocks either from sleep like Roserade or flinching like Moltres, then I switch. Otherwise, I will stay in and set rocks and his job for the remainder of the match will be fodder.
Why Those Moves?
Basically Hippopotas has 2 jobs that he can accomplish in one turn.
1) Activate sandstorm
2) Set rocks
His other moves are essentially filler. His yawn is nice for causing switches and causing entry damage and Slack Off is because he is kind of bulky and can wall some weaker attackers. Focus sash lets him live long enough to set rocks. Also, if rocks aren't on my side of the field I can bring him in on a poke and get a guaranteed Attack or Yawn + Slack Off on the switch. I have to keep him alive somewhat for weather teams so Im not completely reckless with him.
Why Those Ev's?
Its not like he can be a major team player beyond making Shuckle nearly a juggernaut. I thought of running max attack and Adamant to have a stronger EQ, but I can't see that working so well, so I choose to go with a set similar to Hippowdon. This set isn't meant to be original or game breaking, and its not; its just helpful to this team.

Shuckle (F) @ Leftovers
Impish; 252 Hp/ 208 Def./ 48 Sp. Def.
Encore/ Rest/ Toxic/ Knock Off
Why Shuckle?
Shuckle becomes the best mixed wall in the game in sand in terms of just walling (not exactly move pool). Most UU pokes simply lack the power to beat him. Hes the reason the team was made to be honest. I made a mono bug team a long time ago, and loved Shuckle's walling ability, so I made a sandstorm team with him as the backbone. Normally speaking switching into rocks does more damage than an opponents attacks, which is why spin support is a big part of this team.
Why Those Moves?
This is the standard set for Shuckle. Encore is probably his most threatening move, and it allows me to beat stat up sweepers with relative ease as even after one boost a good portion of pokes STILL fail to threaten Shuckle (CM Missy for example). Knock off helps weaken LO attackers, and relieves walls of their Leftovers. Rest is the only form of recovery he has, but it works alright with his incredible bulk. Toxic is his main form of damage and helps to quickly kill pokes in conjunction with sandstorm.
Why Those Ev's?
Standard because it works. Like I said few poke can threaten Shuckle without using stat up moves which I have a solution for (somewhat).

Hitmontop (M) @ Leftovers
Impish; 252 Hp/ 196 Def./ 56 Sp. Def./ 4 Spe.
Foresight/ Rest/ Rapid Spin/ Close Combat
Why Hitmontop?
The main wall on this team NEEDS rocks to be gone. So, Hitmontop is the best option for spinning. Simply put, he is the most reliable spinner in UU... ghosts generally arent able to prevent him from a successful spin. His ability is very helpful to the team as usually a pivot from him to another counter is a main strategy of this team. Hitmontop has proven to be one of the most important pokes on this team and really helps my other physical hit takers in their walling.
Why Those Moves?
This set is simple. It allows me to get a spin off even on ghosts which is vital to Shuckle so that pretty much explains Foresight and Rapid Spin. Close Combat in all honesty could be Brick Break and not cost me many ko's, but as it is I run Close Combat for the boosted power as I'm not running attack ev's anyway. Rest is so I can keep coming back in to spin over and over against opponents that run stall. Also, it lets me keep using(and abusing) his useful intimidate ability.
Why Those Ev's?
He is very helpful to this team and so I wanted as many ev's going into bulk as possible. The 56 ev's in Sp. Def. helps Hitmontop not be 2HKO'd by a plus one missy Shadowball... Intimidate in conjunction with those ev's let him live through nearly any non boosted physical attack.

Rotom @ Leftovers
Bold; 252 hp/ 252 Def./ 4 Sp. Def.
Rest/ Sleep Talk/ WoW/ Thunderbolt
Why Rotom?
This and Missy were my 2 options in ghosts as I wanted an immunity to ground on this team. He outclasses Missy in the "bulky ghost" department, which is what I was going for. He also has the added bonus of beating Hitmontop(Techni or otherwise) and Swellow which this team would have problems with otherwise. His typing is so useful and he fits into his niche quite snugly. Its a funny thing that I've noticed about myself and Rotom. I rarely use him in my teams, but when I do he often proves to be one of if not the favorite poke on the team.
Why Those Moves?
Sleep talking allows for maximum survivability on Rotom and doesn't necessarily leave me exposed to set up. WoW is my primary answer to physical attackers after I intimidate them. Thunderbolt hits things that come in on Rotom harder than shadowball for the most part, and has slightly higher base power and fewer pokes are immune/ resistant to it so it got the nod (Registeel for instance).
Why Those EV's?
Again, Im not trying to impress here. I just went with max/ max to take hits as best as I could. No things he needs to out speed that he doesn't already, so I didn't bother with any speed investment.
*GOING TO TRY A TRIK VERSION HERE*

Roserade (F) @ Leftovers
Calm; 252 Hp/ 240 Def./ 16 Spe.
Spikes/ Leech Seed/ Hp Ice/ Sludge Bomb
Why Roserade?
This poke plus her set/ spread is meant, primarily, to force switches from the opponent, ease switch ins for my pokemon, and lay spikes. I kind of play kamikaze with her because for this team, if she gets one layer of spikes up then she has done her job. Leech seed and getting ko's are really just a bonus. I chose her over Omaster because I wanted Spikes + Leech Seed, plus she comes in on most water types nicely that force out Shuckle.
Why Those Moves?
Leech Seed in the sand + entry hazards is a VERY quick way to weaken things without auto recovery. It also has the bonus of forcing switches which leads to more entry damage. Leech Seed is just about the best thing that could happen to Shuckle tbh. Spikes is pretty essential to UU stall. Sludge Bomb is the STAB attack of choice. As for hp ice, its admittedly meh for me, but it helps force out Stalltaria nicely, it really doesnt hit other grass types harder than Sludge bomb so I hardly see the point.
*Aromatherapy has been mentioned, not sure if I want it as Im lacking instant recovery, but Ill test it for sure... tell me what you think guys.
Why Those Ev's
Again this set provides maximum defensiveness... I ran 16 in speed to outrun other bulky Roserade and beat them to the Sludge Bomb. Other than that the spread is pretty generic.

Milotic (F) @ Leftovers
Bold; 252 Hp/ 216 Def./ 40 Spe.
Recover/ Surf/ Hp Electric/ Haze
Why Milotic?
I wanted a bulky water that could take sp. hits as well. Milotic immediately sprang to my mind as it can be ev'd to out speed the slow Blaziken, and can beat any Azumarill after imtimidate. Banded Double Edge has been an issue, but its never cost me a match.
She is one of the best tanks from both sides of the spectrum UU has to offer so she fit right in. I miss leftovers recovery sometimes, but for the most part she doesn't really need them.
Why Those Moves?
Haze allows for a back up check against CM missy, Crotomb, Feraligatr, etc basically stat up pokes that can break through Shuckle meet Milotic. Beats CM Slowbro and is generally just a good check to not insanely powerful physical attacks.(which is where intimidate comes in) Surf + Hp electric gives Roserade a free switchin, but I have my own to take the grass hits or Leech seeds so I wasnt as concerned with Ice beam, I mostly just wanted to beat sub punch Azu, which she does beautifully.
Why Those Ev's
I wanted to make sure I out speed Marrowak, Torterra w/o a RP boost, and the slow Blaziken. The rest went into Hp and Defense to aid in hit taking. Her naturally high base sp. def. meant I didnt really need investment to sponge non super effective hits from the special side.
----------------------
Alright, there it is... Hope it was well organized/ presented. I tried to focus on clarity and being concise while not leaving out important pieces of information raters would potentially need. Tell me what you think, I really enjoy discussion.
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