So This is a NU(never used tier) sandstorm team, I decided since the forums don't have much going yet, this might help spark something and get more posts ^^ Tell me what you guys think, I have the team and reasons for the sets ready for you, so yeah. Read up and tell me what you think! thanks~
Hippopotas @ Focus Sash
Ability: Sand Stream
EVs: 252 HP/164 Atk/92 Def
(speed IV of 12)
This is the lead for my team. It accomplishes a few crucial goals, such as gettting a permanent Sandstorm going, and laying down the rocks. I like Yawn because it can force switches, which is great with all the entry hazards this team runs. Roar is there for more entry hazard abuse and to reveal my opponent's team, and Earthquake is so my little hippo isn't complete Taunt bait. The nature and speed IV ensure that I'm slower than any Snover leads, meaning sand will be active, not hail.
Possible changes: I was considering Protect over Roar. When I had Roar, I found myself wanting Protect, and as soon as I switched, I wanted Roar back. I run so bad. Any advice here would be appreciated.
Cacturne @ BrightPowder
Ability: Sand Veil
EVs: 252 Atk/252 Spe/4 SpD
This set is kinda different, and it's lead me to have mixed results. Basically, with Sand Veil, BrightPowder, and Substitute, this guy tries to stack as many layers of Spikes as he can. Sub is there to guarentee a layer if I sub on a switch, plus it combines nicely with Sucker Punch, as my opponent is forced to attack to break my Sub, and then I smack them with a strong STAB priority attack. Originally I had Leech Seed over Seed Bomb to try and do a Spiking/SubSeeding set, but I like being able to deal massive damage to Pokémon like Quagsire better. For the EVs I just maxed speed to try and get the Spikes down ASAP, and max attack plus Adamant so Cacturne can hurt things.
Possible changes: I was considering Encore over Sub, as if I Encore something like a set-up move, it would could help me getting more Spikes on the field. Also, if I keep Sub, maybe Focus Punch over Seed Bomb for some SubPunching action? And lastly I've been toying with the notion of swapping Adamant for Jolly so I get quicker Spikes, but Cacturne is slow as it is, so I'm not sure that reducing it's much more promising Attack stat would be worth it.
Sandslash @ BrightPowder
Ability: Sand Veil
EVs: 252 HP/252 Atk/4 Def
This is similar to the SD/Spin set posted here on the Smogon analysis. The one change I made was ditching Night Slash for Rock Slide. The reason being that the analysis has Night Slash as something to hit levetating ghosts like Rotom and Mismagius that try and come in to block my spin. However, since this is NU, the only levetating ghost I really think I'd see would be Haunter, and it's defense isn't exactly sky high, so Rock Slide will still hurt it. The other ghosts in the tier like Dusclops are still hit hard by a STAB Earthquake, especially if I find time to Swords Dance. Rock/Ground also gives me awesome coverage, and lets me smash the flying types that thing they can come in on a quake. Adamant and max attack are so I can hit as hard as I can, especially since Sand Veil and BrightPowder usually allow me to get a Swords Dance in, and max HP is for some bulk, since Sandslash already has pretty high defense.
Possible changes: Nothing that I can think of right now, but I'm always open to suggestions!
Quagsire @ Leftovers
Ability: Water Absorb
EVs: 252 HP/4 Atk/252 Def
This team really appreciates the addition of a bulky water, especially one that is immune to the water attacks hat are super effective against a lot of the team. Recover is for healing, Toxic takes care of other bulky waters, and Earthquake is for STAB. In the last slot I used to be running Ice Punch to hit flying and grass type switch-ins, but after testing out Encore, it replaced Ice Punch. It's so good, Encoring Substitute is the best feeling ever. Also if I Encore a set-up move, Cacturne comes in and lays more Spikes. EVs and nature are to make it as physically bulky as possible.
Possible changes: Not any more, I truly believe this to be Quaggy's best set.
Dusclops @ Leftovers
EVs: 252 Def/4 SpA/252 SpD
This used to be the spot for Rock Polish Armaldo, but he has since been replaced with Dusclops as a spin blocker. Since my goal is to lay down enough entry hazards to cover a small city, having something come in and spin them all away would be terrible. Dusclops solves this problem. I used to be running a COMPLETELY different set on Dusclops, but I gave him a total overhaul. My old set was Night Shade/WoW/Torment/Protect. I loved Torment + Protect shenanigans which let me beat stuff like Cacturne by Protecting on Sucker Punch, but I didn't like not having a recovery move. Dropped Torment for Pain Split to heal myself and hurt my foe simultaniously. In the last slot I dropped Protect for Ice Beam. Since I dropped Ice Punch from Quagsire, I don't really have anything to hit Gligar. Ice Beam has the potential to OHKO after Gligar switches into Rocks (76.6% to 91%). Switched Night Shade for Seismic Toss so I can hit normals, as there's far more of those than ghosts. For the EVs I just went max/max on both defenses since I figured lowest possible HP was most beneficial for Pain Split. Threw the last 4 in special attack to pump Ice Beam. Calm nature to boost special defense without weakening Ice Beam.
Possible changes: Perhaps a more effective EV spread? Or was my old set just outright better?
Regirock @ Chesto Berry
Ability: Clear Body
EVs: 252 HP/4 Atk/252 SpD
Regirock is a fucking beast. If he sets up, it sweeps. Once he starts Cursing, he's almost impossible to take down, and Clear Body prevents his attack from being lowered. Curse is to boost up, Rock Slide is for STAB, Earthquake is for coverage, and Rest is to heal up. Chesto Berry wakes him up right away, and the beatdown commences. Basically the same nature and EV spread that Cradily had (except 4 EVs into attack instead of defense, but whatever) for the same reasons. He's already going to boost his defense and attack, so max out the HP and special defense for maximum bulk.
Possible changes: Sleep Talk over Earthquake lets me run Leftovers as the item, but again, I really hate having only one attacking move, and Quake has proved to be useful, so I doubt I'll change the set.
Hopefully you've enjoyed reading this RMT as much as I've enjoyed making it, and I would appreciate as much constructive criticism as you have to offer!