Re: Sandstorm team
Hello fellow pokémon fan,
The sandstorm boosts the special defense for any rock type pokemon by 50%, so your ttar gets a special df boost. Furthermore steel type pokemon do not take damage from the sandstorm as well as ground types. Any other type does take damage ( 1/16 max hp ). Sandstorm does have some other special stuff but the only viable thing here is the evasion boost sand veil gives in sandstorm, and i'm sorry to say that all evasion based abilities are banned from competetive pokemon ( sand veil, snow cloak etc ). But enough about sandstorm.
I think you have a potent team in 3d gen and i appreciate your interests in 3d gen weather teams. This is not overused in 3d gen and thus very original.
Your team is very weak against water type moves and i suggest using a defensive suicune ( calm mind, sub, surf, ice beam/hp grass. 252 hp 252 df bold @leftovers ). Leftovers negate the sandstorm damage as the opponent might take damage. A specially defensive suicune is also a good option because it takes powerfull water moves better. ( rest, hp grass, toxic, sleep talk/surf. 252 hp 252 sp df @ leftovers ). This set doesn't plow as hard trough enemies after a couple calm minds as the first set but it provides the very much needed special defensive core.
And finaly i'll give you my ideas for a good sandstorm team.
Ttar. Lonely/naughty ( naughty might be better because of 50% sp df boost in sand )
156 speed, 100 hp, 200 att, 52 sp att ( for the perfect ev's look up 'tyranitar r/s' ) @leftovers
Skarmory ( takes earthquakes ttar doesn't and takes fight moves fairly well because of 140 df. ). 252 hp, 252 defense. @ leftovers impish
-protect/roar ( roar preferably )
Suicune ( special defensive core and skarmory defensive core, takes all specially oriëntated moves ment for ttar and friends. Watch out for zapdos. 252 hp 252 sp defense @leftovers nature +special defense -att ( don't know it by hard, calm? ).
-hp grass, or ice beam if you play on a gameboy and don't feel like iv breeding
Flygon @ choice band. Switch in on zapdos and jolteon if you don't fear hp ice. 252 speed 252 att jolly.
-fire blast/flamethrower/hp ghost-fight
Fire blast detroyes skarmory even after the negative nature. Hp ghost for gengar, watch out for ice punch. Fire blast is the best option.
Magneton @ leftovers. Magneton is a good option because flygon and skarmory take ground moves and mag doesn't. He traps steel types that would maybe stall you out because they do not take damage from the sandstorm. So use magnet pull ability, not sturdy. 156 speed, 252 sp att, 100 hp. Modest
Hidden power grass hits swampert and OHKO's after the much needed spikes provided by skarmory. Hp ground hits other trapped steel types such as metagross-steelix-aggron etc even fellow magneton.
Dugtrio @ choice band. The man, the myth, the dude allways having a threeway, night and day. Dugtrio is so needed. Whatever you do, please take my advice here, use this sweet-ass moleman. Dugtrio is a revenge killer. Trap an opponent with arena trap and KILL, not faint, kill the opponent. Choice band earthquake hits hard. Be carefull with swampert, but if you have several layers of spikes up it's unlikely that swampert lives an EQ because he is a defensive core and he is switched out and in a lot. 252 att 252 speed 4 hp adamant/jolly.
-slugde bomb/aerial ace
So this is what i had in mind. Of course other pokemon are usefull such as aggron and his sp defense boost because of the sandstorm and claydol and cradily ( cradily replaces suicune nicely but you wanted something resisting water moves ). The skarmory and suicune provide a good defensive core but make sure you keep suicune alive at all costs. Suicune stops a lot of sweepers that would plow through this team otherwise after speed and attack boost such as saladance and agilygross ( if magneton fails to outspeed, using max speed and timid nature might be a good idea instead of some hp ev's ).
Use tyranitar as an explosive lead without explosion. Sand stream provides infinite sandstorm. Ttar is bulky enough to take some hits as he sets up some dd's, and after that attempt a sweep. He isn't stopped by skarmory because of fire blast and after 1 or 2 dragon dances medicham is OHKO'd by earthquake. Breloom might be painfull as he OHKO's ttar with a choice banded mach punch. So set up and sweep and don't weep when he gets taken out. simply revenge kill breloom with slugde bomb/aerial ace dugtrio and if medicham takes ttar out, use earthquake. Salamence and gyarados lose due to rock slide by dugtrio, but both of them can switch out because they're not affected by arena trap. Flygon is a powerhouse with choice band and can be used as a late game sweeper because of the toxic from skarmory and suicune and the spikes. If you need to switch out flygon, let suicune take ice beams and let skarmory take outrages and physical moves. So make good use of spikes and let skarmory set them up slowly ( use toxic to fear sweepers away and set up some more spikes ). Magneton's duty is simple yet dangerous. Trap steel types and be carefull with metagross.
Furthermore, watch out for gengar, salamence, metagross and other magneton.
I hope my advice was ( besides way to long and boring ) usefull and i hope you have a lot of fun using sandstorm teams in the 3d generation.