Hello all! The following is a Sandstorm team that I have been using for some time. It's been through numerous tweaks, and does quite well for me overall on Shoddy. However, I want to make it the best it can be, and that's where you people come in. So please, rate away!
Bronzong@ Leftovers
Heatproof
252 HP, 128 Atk, 128 Def
Relaxed
-Hypnosis
-Earthquake
-Gyro Ball
-Stealth Rock
Standard lead duties. Hypnosis if I figure it's worth it (don't want to prematurely activate Sleep Clause and regret it), and lay down Stealth Rock. Since Cradily is awesome at Special walling, I went with Defense and Relaxed. Now, I know it says Heatproof. That's not a typo. I already have an EQ switch with Celebi. Heatproof gives me a good Infernape counter, since Celebi cannot wall any version of it and Cradily can only take Nasty Plot versions that lack Close Combat without major risk. Infernape can give this team major trouble, so i figure losing an immunity I'm really not concerned with won't hurt me too bad. Since most will assume Bronzong has Levitate, assuming I don't switch in on an EQ I'll be fine. If it doesn't work out long run, I can always change it. Much of this team is unorthodox at times, but it DOES work, and makes it more fun that the usual.
Tyranitar@ Leftovers
Sandstream
252 HP, 64 Atk, 24 Spe, 168 Sp. Atk
Rash
-Substitute
-Dark Pulse
-Ice Beam
-Focus Punch
BoahTar that I try to get out ASAP, even just a quick switch-in after they get a kill, so my team mates can benefit early on. Boah has netted many a surprise kill, and with proper prediction getting a Sub up is a peace of cake, and catches many by surprise. That, and I simply enjoy the build in general. The normal Smogon build uses Quiet, but after some Blisseys getting the drop on me with + Speed natures and/or Speed EVs, among other things, I'd rather leave my Speed intact with Rash, for what it's worth. Ice Beam catches things that switch in expecting easy kill like Garchomp and Breloom with their pants down, especially if I have a Sub up.
Cradily@ Leftovers
Suction Cups
252 HP, 92 Def, 164 SpD
Careful
-Toxic
-Recover
-Rock Slide
-Earthquake
An absolute monster to bring down in SS. Toxic lets me do a lot of damage to things foolish enough to try and stay in on it, with Recover for staying power. I run both EQ and Rock Slide (Stone Edge has too low of PP for a wall) for coverage. I used to run Stealth Rock over both EQ and RS at different times, but ran into a problem. Without EQ, steels like Heatran walk all over it. Without RS, I can't through Levitators, Gengar, or Sub Mismagius. So, I decided to go without SR for the sake of not being helpless against certain threats.
Celebi@ Leftovers
Natural Cure
252 HP, 220 Def, 36 Spe
Bold
-Psychic
-Leech Seed
-Recover
-Heal Bell
Physical wall and cleric. With Leech Seed and Recover, it's an absolute titan to bring down by anything not called Megahorn or X-Scissor on the physical spectrum, and can often survive special hits without being KOed as well. Between Cradily's Toxic and Celebi's Leech Seed, things find themselves dying very quickly. I picked Psychic over Grass Knot or Energy Ball because it's handy to be able to take out Infernape and Heracross switch-ins more than taking out bulky waters, who usually pack Ice Beam anyway and Cradily can take.
Starmie@ Leftovers
Natural Cure
160 HP, 216 Spe, 132 SpA
Timid
-Rapid Spin
-Recover
-Ice Beam
-Thunderbolt
YES, I KNOW. I DON'T HAVE STAB. So before you yell at me for skipping Surf, hear me out. I prefer to have coverage. BoltBeam lets me take Gyarados, Garchomp, Salamence, and a myriad of other threats. The mere appearance of a Starmie is enough to scare Infernape out, since they don't want to eat a Surf. Not much else warrants a STAB Surf. Granted, in some cases it would be nice, but BoltBeam's coverage against major threats cannot be denied. It also nets surprise kills, since after seeing Rapid Spin and Recover they expect T-Bolt OR Ice Beam, not both. By the time they figure it out, the damage is done. Besides all that, he's my Spinner, and stops Toxic Spikes from ending my spree before it starts, since nothing here likes being poisoned.
Garchomp@ Choice Scarf
Sand Veil
4 HP, 252 Atk, 252 Spe
Hasty
-Earthquake
-Stone Edge
-Outrage
-Fire Blast
Ah yes, Garchomp. The much debated beast of OU. With Sand Veil he's made for SS teams, and it would be a shame to pass him up. The Scarf lets him reach awesome speeds, and Hasty makes damned sure he outruns pretty much anything not also Scarfed, since I had some trouble before with Infernape and the like when running Adamant. Hasty is taken over Jolly so Fire Blast hits harder. While it may not make a difference against it's intended targets, it will hit for more neutral damage if they switch. Everything else is pretty standard for coverage. I try to save Outrage for later on after Chomp killers are gone.
Well, that's all I can think to say about that. Now it's up to you guys.
Bronzong@ Leftovers
Heatproof
252 HP, 128 Atk, 128 Def
Relaxed
-Hypnosis
-Earthquake
-Gyro Ball
-Stealth Rock
Standard lead duties. Hypnosis if I figure it's worth it (don't want to prematurely activate Sleep Clause and regret it), and lay down Stealth Rock. Since Cradily is awesome at Special walling, I went with Defense and Relaxed. Now, I know it says Heatproof. That's not a typo. I already have an EQ switch with Celebi. Heatproof gives me a good Infernape counter, since Celebi cannot wall any version of it and Cradily can only take Nasty Plot versions that lack Close Combat without major risk. Infernape can give this team major trouble, so i figure losing an immunity I'm really not concerned with won't hurt me too bad. Since most will assume Bronzong has Levitate, assuming I don't switch in on an EQ I'll be fine. If it doesn't work out long run, I can always change it. Much of this team is unorthodox at times, but it DOES work, and makes it more fun that the usual.
Tyranitar@ Leftovers
Sandstream
252 HP, 64 Atk, 24 Spe, 168 Sp. Atk
Rash
-Substitute
-Dark Pulse
-Ice Beam
-Focus Punch
BoahTar that I try to get out ASAP, even just a quick switch-in after they get a kill, so my team mates can benefit early on. Boah has netted many a surprise kill, and with proper prediction getting a Sub up is a peace of cake, and catches many by surprise. That, and I simply enjoy the build in general. The normal Smogon build uses Quiet, but after some Blisseys getting the drop on me with + Speed natures and/or Speed EVs, among other things, I'd rather leave my Speed intact with Rash, for what it's worth. Ice Beam catches things that switch in expecting easy kill like Garchomp and Breloom with their pants down, especially if I have a Sub up.
Cradily@ Leftovers
Suction Cups
252 HP, 92 Def, 164 SpD
Careful
-Toxic
-Recover
-Rock Slide
-Earthquake
An absolute monster to bring down in SS. Toxic lets me do a lot of damage to things foolish enough to try and stay in on it, with Recover for staying power. I run both EQ and Rock Slide (Stone Edge has too low of PP for a wall) for coverage. I used to run Stealth Rock over both EQ and RS at different times, but ran into a problem. Without EQ, steels like Heatran walk all over it. Without RS, I can't through Levitators, Gengar, or Sub Mismagius. So, I decided to go without SR for the sake of not being helpless against certain threats.
Celebi@ Leftovers
Natural Cure
252 HP, 220 Def, 36 Spe
Bold
-Psychic
-Leech Seed
-Recover
-Heal Bell
Physical wall and cleric. With Leech Seed and Recover, it's an absolute titan to bring down by anything not called Megahorn or X-Scissor on the physical spectrum, and can often survive special hits without being KOed as well. Between Cradily's Toxic and Celebi's Leech Seed, things find themselves dying very quickly. I picked Psychic over Grass Knot or Energy Ball because it's handy to be able to take out Infernape and Heracross switch-ins more than taking out bulky waters, who usually pack Ice Beam anyway and Cradily can take.
Starmie@ Leftovers
Natural Cure
160 HP, 216 Spe, 132 SpA
Timid
-Rapid Spin
-Recover
-Ice Beam
-Thunderbolt
YES, I KNOW. I DON'T HAVE STAB. So before you yell at me for skipping Surf, hear me out. I prefer to have coverage. BoltBeam lets me take Gyarados, Garchomp, Salamence, and a myriad of other threats. The mere appearance of a Starmie is enough to scare Infernape out, since they don't want to eat a Surf. Not much else warrants a STAB Surf. Granted, in some cases it would be nice, but BoltBeam's coverage against major threats cannot be denied. It also nets surprise kills, since after seeing Rapid Spin and Recover they expect T-Bolt OR Ice Beam, not both. By the time they figure it out, the damage is done. Besides all that, he's my Spinner, and stops Toxic Spikes from ending my spree before it starts, since nothing here likes being poisoned.
Garchomp@ Choice Scarf
Sand Veil
4 HP, 252 Atk, 252 Spe
Hasty
-Earthquake
-Stone Edge
-Outrage
-Fire Blast
Ah yes, Garchomp. The much debated beast of OU. With Sand Veil he's made for SS teams, and it would be a shame to pass him up. The Scarf lets him reach awesome speeds, and Hasty makes damned sure he outruns pretty much anything not also Scarfed, since I had some trouble before with Infernape and the like when running Adamant. Hasty is taken over Jolly so Fire Blast hits harder. While it may not make a difference against it's intended targets, it will hit for more neutral damage if they switch. Everything else is pretty standard for coverage. I try to save Outrage for later on after Chomp killers are gone.
Well, that's all I can think to say about that. Now it's up to you guys.