So I'll start by saying I'm a beginner to RU and I haven't really found my stride in competitive battling in any tier, so I'm pretty much open to any restructuring or even to scrap the whole thing. With that said; My RU Stall Team:
Crustle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off
Crustle is the premier entry hazard setter, setting both SR and spikes, Sturdy ensures at least one hazard is set up,and it has huge physical bulk and and few weaknesses (albeit to common rock and water types) and tanks the any neutral hit on the physical side like a champ. The bulk offsets his speed (or lack of it) and Rock Blast and Knock Off ensure he's not completely useless when encountering a taunt lead, and may even surprise KO/cripple some pokemon instead of setting up hazards. However due to it's lack of reliable recovery it is worn down quite easily and depends on wishes for long term survivability.
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dark Pulse
- Calm Mind
- Rest
- Sleep Talk
Spiritomb is one of the more bulky offensive pokemon which forces switches (and rage quits) by sitting on his single weakness and invested physical defenses, boosting his special defense and attack and spamming DP. Should he get worn down RestTalk allows him to continue setting up/dealing damage and Infiltrator allows him to damage Sub-anything, DualScreeners (Meowstic-M and Uxie/Azelf being the most common I've seen both sport a weakness to dark) and of course net a free turn when someone sets up a sub/screens in front of it forgetting that infiltrator is indeed a thing. Being a mono-attacker of course means his coverage is severely limited, but due to RestTalk it doesn't matter unless the pokemon can actually damage him, otherwise they either switch out, racking up entry hazard damage, or eventually die due to the ever-more-powerful DP.
Articuno @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Ice Beam
- Substitute
- Roar
- Roost
Articuno is Special Tank and Phazer #1. I decided not to run a straight SubToxic as Dragalge provides more than enough ways to poison pokemon, and so opted for the Ice Beam to deal late-game damage to Grass/Ground types to finish them off. Articuno's special defense allows it to tank anything that's not a Fire type move and phaze, racking up status and entry hazard damage on your opponent's team. This pokemon has single handedly won games in late-game phazing threats, killing stradlers and then roosting off the damage. Ofcourse it's crippling 4x rock weakness means most physical attackers can damage it and it loses 50% to SR but besides those weaknesses Uno has proved to be one of the teams MVP's when played right.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
- Wish
- Protect
- Heal Bell
- Double-Edge
Audino is the cleric and special tank. taking neutral damage from every special move except innacurate focus blast allows Audino to switch in, tank a hit and either set up a wish or heal the team's status ailments. She supports the teammates without reliable recovery namely: Dragalge, Crustle and Sandslash, thus ensuring key elements of the team are available for the long term. Regenerator gives her superb longevity and ensures she can serve her teammates for as long as possible.
Dragalge @ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sludge Wave
- Scald
- Toxic Spikes
- Dragon Tail
Dragalge is honestly the reason I started building this team. With it's invested Special bulk it can switch in on almost any special attack (even the stray Psychic), and set up a layer of toxic spikes or phaze with dragon tail (which has a 30% chance to poison with Poison Touch) and so is the premier status inducer in the team. Scald allows for burns to be inflicted which benefit the special tanks int he team which cannot take many physical hits, and allows for Steels not to get away from status. His only let down for me is his horrendous speed which forces him to take a hit before doing anything, and so gets worn down very easily.
Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Earthquake
- Knock Off
- Toxic
Sandslash is the team's spinner. The removal of SR (above anything else) helps this team immensely, with Articuno's 4x weakness and Crustle's 2x weakness. Entry hazards generally wear the team down as switches are made frequently and also complicate Audino's Wish passing. His physical bulk allows him to tank most hits to enable the spin. Knock off covers all spin-blockers bar Spiritomb, and EQ dents Steel types which are resistant to entry hazard damage and immune to poison. Again the lack of reliable recovery leads to a dependence on Audino for continued longevity throughout the match.
So as you can see the idea is simple enough. Set up an array of entry hazards:SR, usually at least 2 layers of spikes, and 1 layer of poison spikes; Make the correct changes to force switches/phaze, minimize and mitigate damage; finish up weakened mons whenever chance shows itself.
Any suggestions/guidance welcome,
mikexcelsior
Crustle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off
Crustle is the premier entry hazard setter, setting both SR and spikes, Sturdy ensures at least one hazard is set up,and it has huge physical bulk and and few weaknesses (albeit to common rock and water types) and tanks the any neutral hit on the physical side like a champ. The bulk offsets his speed (or lack of it) and Rock Blast and Knock Off ensure he's not completely useless when encountering a taunt lead, and may even surprise KO/cripple some pokemon instead of setting up hazards. However due to it's lack of reliable recovery it is worn down quite easily and depends on wishes for long term survivability.
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dark Pulse
- Calm Mind
- Rest
- Sleep Talk
Spiritomb is one of the more bulky offensive pokemon which forces switches (and rage quits) by sitting on his single weakness and invested physical defenses, boosting his special defense and attack and spamming DP. Should he get worn down RestTalk allows him to continue setting up/dealing damage and Infiltrator allows him to damage Sub-anything, DualScreeners (Meowstic-M and Uxie/Azelf being the most common I've seen both sport a weakness to dark) and of course net a free turn when someone sets up a sub/screens in front of it forgetting that infiltrator is indeed a thing. Being a mono-attacker of course means his coverage is severely limited, but due to RestTalk it doesn't matter unless the pokemon can actually damage him, otherwise they either switch out, racking up entry hazard damage, or eventually die due to the ever-more-powerful DP.
Articuno @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Ice Beam
- Substitute
- Roar
- Roost
Articuno is Special Tank and Phazer #1. I decided not to run a straight SubToxic as Dragalge provides more than enough ways to poison pokemon, and so opted for the Ice Beam to deal late-game damage to Grass/Ground types to finish them off. Articuno's special defense allows it to tank anything that's not a Fire type move and phaze, racking up status and entry hazard damage on your opponent's team. This pokemon has single handedly won games in late-game phazing threats, killing stradlers and then roosting off the damage. Ofcourse it's crippling 4x rock weakness means most physical attackers can damage it and it loses 50% to SR but besides those weaknesses Uno has proved to be one of the teams MVP's when played right.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
- Wish
- Protect
- Heal Bell
- Double-Edge
Audino is the cleric and special tank. taking neutral damage from every special move except innacurate focus blast allows Audino to switch in, tank a hit and either set up a wish or heal the team's status ailments. She supports the teammates without reliable recovery namely: Dragalge, Crustle and Sandslash, thus ensuring key elements of the team are available for the long term. Regenerator gives her superb longevity and ensures she can serve her teammates for as long as possible.
Dragalge @ Black Sludge
Ability: Poison Touch
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sludge Wave
- Scald
- Toxic Spikes
- Dragon Tail
Dragalge is honestly the reason I started building this team. With it's invested Special bulk it can switch in on almost any special attack (even the stray Psychic), and set up a layer of toxic spikes or phaze with dragon tail (which has a 30% chance to poison with Poison Touch) and so is the premier status inducer in the team. Scald allows for burns to be inflicted which benefit the special tanks int he team which cannot take many physical hits, and allows for Steels not to get away from status. His only let down for me is his horrendous speed which forces him to take a hit before doing anything, and so gets worn down very easily.
Sandslash @ Leftovers
Ability: Sand Veil
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Earthquake
- Knock Off
- Toxic
Sandslash is the team's spinner. The removal of SR (above anything else) helps this team immensely, with Articuno's 4x weakness and Crustle's 2x weakness. Entry hazards generally wear the team down as switches are made frequently and also complicate Audino's Wish passing. His physical bulk allows him to tank most hits to enable the spin. Knock off covers all spin-blockers bar Spiritomb, and EQ dents Steel types which are resistant to entry hazard damage and immune to poison. Again the lack of reliable recovery leads to a dependence on Audino for continued longevity throughout the match.
So as you can see the idea is simple enough. Set up an array of entry hazards:SR, usually at least 2 layers of spikes, and 1 layer of poison spikes; Make the correct changes to force switches/phaze, minimize and mitigate damage; finish up weakened mons whenever chance shows itself.
Any suggestions/guidance welcome,
mikexcelsior