(UU) Climate Change
A UU sand team
Good boy
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return / Facade
- Crunch/Superpower
- Play Rough/Fire Fang
- Wild Charge
Stoutland is the first mon I put on this team. Stoutland hits a blazing 518 speed under sand and has a similarly high attack stat. Return is an easily spammable STAB and great coverage moves like wild charge. Wild charge is what really makes this set go from decent to good, allowing you to hit mons that otherwise slow down the other members of the team such as Primarina and Mega Pidgeot. Crunch or superpower was one of my toughest choices I had to make on earlier versions of the team, however when I started running Mega-Steelix in later versions of the build, I found that Steelix hit most of what superpower was hitting, and that crunch was more reliable when dealing with threats like Chandelure or Rotom-H. The removal of superpower left dark types wide open however and that leads to the other option I find myself switching between. Play rough or fire fang. Fire type moves are hard to come by in this sort of sand build so for a while I was running fire fang as a slight scizor check. however Hydregon became hard to answer after I dropped superpower so sometimes I run play rough in fire fangs spot.
The Standard Setter.
Hippowdon @ Smooth Rock / Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
This is the smogon dex Hippo, there is not anything fancy about it. Hippowdon has always been the best sand setter in the tier, and with my initial pick of Stoutland a good rocker was needed. Smooth rock is preferred over leftovers because it can be hard to get stoutland in, and smooth rock allows for 3 more turns where I have a chance. Toxic is there over whirlwind because whirlwind is too slow, and getting a toxic off on Alolamola, another threat to the team, is far more useful then rocks chip. Initially this mon had far to much to do. it was the only sand setter for a long time, and the only rocker, and it still needed to be a defensive check, this mon was overloaded, however that is fixed in the final version of the team. Hippowdon and Stoutland formed the core the team was going to be based on, and from there I had tried many mons before deciding on the next one.
A Shocking partner
Zeraora @ Zap Plate
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot / Hidden Power [Ice]
- Close Combat / Volt Switch
- Knock Off
Zerora helps cover some of sand's biggest weaknesses, water types. bulky waters such as primarina and suicune could 6-0 my team until I started running this mon. It helps deal with the EQ immune flying types like Mega-Pidgeot and Tornadus. in addition, knock off makes dealing with gligar go from impossible to do-able. plasma fists is a great stab, and CC helps deal with dark type so that I can run fire fang on Stoutland. Grass knot or HP ice is there for coverage. now lets talk about that item. "Why zap plate?" you might ask yourself. Initially I was banded but having 2 choice banded fast physical sweepers on the team was redundant, so then I switched to life orb. Life Orb lets me hit very hard, but the sand chip + life orb gave this mon realistically 6-7 turns at best before it died from its own recoil, not leaving me enough time for this mon to do anything, so zap plate was chosen.
The Iron Curtain
Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse / Stone Edge
- Rest / Ice Fang
- Heavy Slam
- Earthquake
The Mega of the team, Mega Steelix. For a while there was a lead Mega-Aerodactyl in this spot, but as time went on, 9/10 games all it did was get up rocks then get sacrificed later on. From there I tried Mega Sharpedo, and while it worked, I found myself time and time again where I wished I had a tiny bit more stopping power, and another fast physical attacker was defiantly not needed. This is where I tried Mega Steelix. Initially I was a curse rest set, but my team ran into trouble with Gligar and I started running Ice fang in order to hit it. Stone edge is the other move thats usable instead of the curse rest package. Stone edge gets the sand force boost, hits waters, and deals with switch ins such as Rotom very hard. Dispite being a ground type this mon also share very little in the way of weaknesses with teammates. This is also a ground type that is a reliable way to deal with faster ice types such as frosslass, who before were annoying to the team.
Mega Aerodactyl: If you replace crobat, I would strongly suggest replacing Mega Steelix with Mega Aerodactyl, as it is a defoger that gets the advantage of the spdef boost from sand. You can also run coverage for some problematic mons.
Mega Sharpedo: If you cut Zeroura I would suggest running Mega Sharpedo. Mega Sharpedo is a very good mon, but on this team its roll is filled by two other mons in the form of Stoutland and Zeroura.
Mega Sceptile: This is a nice psuedo check to some of the rain teams running around. I say psuedo check because it still looses to Kingdra. in addition it gives the team that fast special attacking mon that it wants so badly, and it gives the team a way to deal with water types easily.
Aerial Dominance.
Crobat @ Flyinium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Defog / Taunt
- Brave Bird
- U-turn / Taunt
I needed hazards controls. there was no way around it. With Mega Aerodactyl out of the picture spike stacking and webs teams had a field day against this team, and my problems against gligar only got worse as it also set rocks. I wanted a fast defogger that could also function as a pivot into either Steelix or Stoutland depending on the situation, and I wanted to be able to do that throughout the whole game. I tried Noivern, but I found it to be too weak when I needed to throw out the odd draco or hurricane. from there I tried a bulkier Scizor, but I felt I lost too much momentum whenever I tried to defog. Crobat had the best of both worlds where you are able to drop a nuke on a switch in, defog away rocks, and then piviot out into one of your sweepers. This mon can also form a small volt turn core if you choose to run it alongside volt switch on Zeroura.
The Flex Spot
Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Toxic
- Superpower
This is the flex spot of the team, and can be adjusted to whatever you expect to be going against. I am currently running Gigalith in this spot. I am currently running Gigalith here because of the sheer amount of weather that is present. This team really wants to have sand up, and since drizzle is running around everywhere, a second sand setter is almost key right now for this team to function. Gigalith, aside from setting up sand, helps alleviate pressure on other mons to do too much work. remember how I said earlier that initially hippowdon was overworked? Gigalith lets hippowdon run leftovers, and makes it so that Steelix doesnt need to run stealth rocks. However running gigalith makes Gligar / Hippowdon a much greater challenge to deal with.
A UU sand team
Hello RMT, I would like to preface this by explaining why I made the team.
UU has always been a tier I have liked, it gives me vibes of a modern take on DPP OU with a bit of black and white thrown in. With the suspect testing of drizzle and drought as of recent I felt the tier started to become less DPP and More B/Wish. One of my favorite play styles in b/w was and has always been sand with stoutland. So when I saw the weathers suspect I figured now would be the best time to make a sand team, to relive pre sand rush ban.
UU has always been a tier I have liked, it gives me vibes of a modern take on DPP OU with a bit of black and white thrown in. With the suspect testing of drizzle and drought as of recent I felt the tier started to become less DPP and More B/Wish. One of my favorite play styles in b/w was and has always been sand with stoutland. So when I saw the weathers suspect I figured now would be the best time to make a sand team, to relive pre sand rush ban.

Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return / Facade
- Crunch/Superpower
- Play Rough/Fire Fang
- Wild Charge
Stoutland is the first mon I put on this team. Stoutland hits a blazing 518 speed under sand and has a similarly high attack stat. Return is an easily spammable STAB and great coverage moves like wild charge. Wild charge is what really makes this set go from decent to good, allowing you to hit mons that otherwise slow down the other members of the team such as Primarina and Mega Pidgeot. Crunch or superpower was one of my toughest choices I had to make on earlier versions of the team, however when I started running Mega-Steelix in later versions of the build, I found that Steelix hit most of what superpower was hitting, and that crunch was more reliable when dealing with threats like Chandelure or Rotom-H. The removal of superpower left dark types wide open however and that leads to the other option I find myself switching between. Play rough or fire fang. Fire type moves are hard to come by in this sort of sand build so for a while I was running fire fang as a slight scizor check. however Hydregon became hard to answer after I dropped superpower so sometimes I run play rough in fire fangs spot.

Hippowdon @ Smooth Rock / Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
This is the smogon dex Hippo, there is not anything fancy about it. Hippowdon has always been the best sand setter in the tier, and with my initial pick of Stoutland a good rocker was needed. Smooth rock is preferred over leftovers because it can be hard to get stoutland in, and smooth rock allows for 3 more turns where I have a chance. Toxic is there over whirlwind because whirlwind is too slow, and getting a toxic off on Alolamola, another threat to the team, is far more useful then rocks chip. Initially this mon had far to much to do. it was the only sand setter for a long time, and the only rocker, and it still needed to be a defensive check, this mon was overloaded, however that is fixed in the final version of the team. Hippowdon and Stoutland formed the core the team was going to be based on, and from there I had tried many mons before deciding on the next one.

Zeraora @ Zap Plate
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot / Hidden Power [Ice]
- Close Combat / Volt Switch
- Knock Off
Zerora helps cover some of sand's biggest weaknesses, water types. bulky waters such as primarina and suicune could 6-0 my team until I started running this mon. It helps deal with the EQ immune flying types like Mega-Pidgeot and Tornadus. in addition, knock off makes dealing with gligar go from impossible to do-able. plasma fists is a great stab, and CC helps deal with dark type so that I can run fire fang on Stoutland. Grass knot or HP ice is there for coverage. now lets talk about that item. "Why zap plate?" you might ask yourself. Initially I was banded but having 2 choice banded fast physical sweepers on the team was redundant, so then I switched to life orb. Life Orb lets me hit very hard, but the sand chip + life orb gave this mon realistically 6-7 turns at best before it died from its own recoil, not leaving me enough time for this mon to do anything, so zap plate was chosen.

Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse / Stone Edge
- Rest / Ice Fang
- Heavy Slam
- Earthquake
The Mega of the team, Mega Steelix. For a while there was a lead Mega-Aerodactyl in this spot, but as time went on, 9/10 games all it did was get up rocks then get sacrificed later on. From there I tried Mega Sharpedo, and while it worked, I found myself time and time again where I wished I had a tiny bit more stopping power, and another fast physical attacker was defiantly not needed. This is where I tried Mega Steelix. Initially I was a curse rest set, but my team ran into trouble with Gligar and I started running Ice fang in order to hit it. Stone edge is the other move thats usable instead of the curse rest package. Stone edge gets the sand force boost, hits waters, and deals with switch ins such as Rotom very hard. Dispite being a ground type this mon also share very little in the way of weaknesses with teammates. This is also a ground type that is a reliable way to deal with faster ice types such as frosslass, who before were annoying to the team.

Crobat @ Flyinium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Defog / Taunt
- Brave Bird
- U-turn / Taunt
I needed hazards controls. there was no way around it. With Mega Aerodactyl out of the picture spike stacking and webs teams had a field day against this team, and my problems against gligar only got worse as it also set rocks. I wanted a fast defogger that could also function as a pivot into either Steelix or Stoutland depending on the situation, and I wanted to be able to do that throughout the whole game. I tried Noivern, but I found it to be too weak when I needed to throw out the odd draco or hurricane. from there I tried a bulkier Scizor, but I felt I lost too much momentum whenever I tried to defog. Crobat had the best of both worlds where you are able to drop a nuke on a switch in, defog away rocks, and then piviot out into one of your sweepers. This mon can also form a small volt turn core if you choose to run it alongside volt switch on Zeroura.


Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Toxic
- Superpower
This is the flex spot of the team, and can be adjusted to whatever you expect to be going against. I am currently running Gigalith in this spot. I am currently running Gigalith here because of the sheer amount of weather that is present. This team really wants to have sand up, and since drizzle is running around everywhere, a second sand setter is almost key right now for this team to function. Gigalith, aside from setting up sand, helps alleviate pressure on other mons to do too much work. remember how I said earlier that initially hippowdon was overworked? Gigalith lets hippowdon run leftovers, and makes it so that Steelix doesnt need to run stealth rocks. However running gigalith makes Gligar / Hippowdon a much greater challenge to deal with.
These mons can also be run over gigalith if you struggle against certain match ups.
Primarina: A nice special attacker, deals with some of the big threats to this team such as Gligar. Provides another check to Latias. If keeping rain off wasn't so crucial this is what I would normally run.
Seismitoad: This is the other option I like currently over gigalith. it prevents rain from spamming hydro pump, and can get up rocks. unfortunatly Ludicolo seems very popular on rain, invalidating this mon frequently.
Gengar: Specs gengar hits like a truck, and with energy ball you are able to hit water types that would otherwise switch in. Unfortunately kingdra is faster and just kills Gengar.
Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Fang
- Stone Edge
- Heavy Slam
- Earthquake
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Toxic
- Superpower
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Fire Fang
- Wild Charge
Crobat @ Flyinium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Taunt
- Brave Bird
- U-turn
Zeraora @ Zap Plate
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot
- Close Combat
- Knock Off
Ability: Sand Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Fang
- Stone Edge
- Heavy Slam
- Earthquake
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Gigalith @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Stone Edge
- Toxic
- Superpower
Stoutland @ Choice Band
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- Fire Fang
- Wild Charge
Crobat @ Flyinium Z
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Taunt
- Brave Bird
- U-turn
Zeraora @ Zap Plate
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot
- Close Combat
- Knock Off
A quick overview of mons that this team does not appreciate what so ever.
Kingdra: simply put, under rain this comes in, and 9/10 times says "pick one" Specs pump just hits too hard to deal with
Rotom Heat: The immunity to EQ and resistance to steel makes it hard to consistently hit this mon hard without potentialy over predicting and falling behind.
Gligar: Simply put, this walls half the team if it has eviolite.



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