ORAS NU Staller nerd

Originally decided that I wouldn't bother making any teams until after January usage stats were out so naturally I've ignored that and ended up making this. NU used to be my main tier but leaving it for a while has made me lose track of the meta somewhat so I chose stall as the playstyle to get back into it since it's what I'm most comfortable with and the disappearance of Pangoro+Mega Glalie really persuaded me. Any feedback is appreciated, there's bound to be a few things that I need to tweak here and there.




Mega Steelix + Togetic looked really appealing now that Pangoro is no longer something to worry about and Hariyama is there to complete the core so that I don't have to worry about not having a fire spam switch in.

I'd consider Audino to be a necessity on NU stall, easily the best wish passer in the tier because Regenerator. Not a fan of Mega because then I'd have to either run a Calm Mind set (and therefore have a different wish passer) or survive without Regenerator which would make me cry. Especially relevant when 2/3 of the core lacks recovery.

Really needed a fighting resist at this point because poor little Togetic can't handle them all on its own. It was either this, Garbodor or Weezing, and I really liked the utility that Intimidate provides and having a (relatively) fast Taunt gave a better matchup vs opposing stall.

Wasn't entirely sure what to do with the last teamslot, I figured Uxie would suit the team by providing a wincon with a SubCM set since it appreciates the support that other teammates provide. Probably the mon that I'm most willing to replace.



Shower (Steelix) @ Steelixite
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar

I wanted the core to be something that has good offensive presence so naturally this came to mind immediately. Physical defensive investment is obviously redundant with such a high base Defense stat and being specially bulky puts the steel typing to good use. One of my favourite Stealth Rock users in the tier atm because it beats hazard removers like Cryo / Togetic. Heavy Slam is used over Gyro Ball because I don't like being outsped by Mega Camerupt and Heavy Slam hits most stuff harder any, the most relevant being Xatu which is also why I'm running Adamant since that gives an opportunity to 2HKO defensive variants. Adamant also guarantees the OHKO on Kabutops assuming no Waterfall flinch and also gives a larger chance to OHKO Mega Camerupt after Stealth Rock damage. 8 Spe over 8 Atk because winning the speed tie vs other Steelix is fun, and also lets me outspeed any Mega Camerupt that want to creep 0 Spe Steelix, which probably never even happens but I'm too paranoid since it's such a threat to the team. The last moveslot gets changed around a lot, I originally had Dragon Tail / Roar but never had a reason to use it but the final slot will rarely ever see much play whatever I pick. I might consider Rest purely because Audino can Heal Bell afterwards.
EDIT: Roar > Toxic. The moveslot was mainly filler but this gives some synergy with Qwilfish's ability to stack Spikes. Toxic doesn't hit much that I wouldn't rather just hit with a STAB. Props to marelli.

Xatu:
0+ Atk Mega Steelix Heavy Slam (120 BP) vs. 248 HP / 252+ Def Xatu: 154-183 (46.2 - 54.9%) -- 10.2% chance to 2HKO after Leftovers recovery
0+ Atk Mega Steelix Heavy Slam (120 BP) vs. 248 HP / 252+ Def Xatu: 154-183 (46.2 - 54.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0+ Atk Mega Steelix Heavy Slam (120 BP) vs. 248 HP / 252+ Def Xatu: 154-183 (46.2 - 54.9%) -- 62.1% chance to 2HKO

8 SpA Xatu Heat Wave vs. 248 HP / 252 SpD Mega Steelix: 108-128 (30.5 - 36.2%) -- 47.7% chance to 3HKO
252 SpA Xatu Heat Wave vs. 248 HP / 252 SpD Mega Steelix: 136-162 (38.5 - 45.8%) -- guaranteed 3HKO

Mega Camerupt:
0+ Atk Mega Steelix Earthquake vs. 252 HP / 0 Def Mega Camerupt: 288-338 (83.7 - 98.2%) -- 68.8% chance to OHKO after Stealth Rock

252+ SpA Sheer Force Mega Camerupt Earth Power vs. 248 HP / 252 SpD Mega Steelix: 372-440 (105.3 - 124.6%) -- guaranteed OHKO

Kabutops:
0+ Atk Mega Steelix Earthquake vs. 0 HP / 4 Def Kabutops: 272-324 (104.2 - 124.1%) -- guaranteed OHKO

252+ Atk Life Orb Kabutops Waterfall vs. 248 HP / 0 Def Mega Steelix: 164-195 (46.4 - 55.2%) -- 66.8% chance to 2HKO

Feraligatr:
0+ Atk Mega Steelix Earthquake vs. 184 HP / 0 Def Feraligatr: 144-169 (40.3 - 47.3%) -- 47.7% chance to 2HKO after Stealth Rock

252+ Atk Feraligatr Waterfall vs. 248 HP / 0 Def Mega Steelix: 116-140 (32.8 - 39.6%) -- 99.8% chance to 3HKO

Sawk:
0+ Atk Mega Steelix Heavy Slam (120 BP) vs. 4 HP / 0 Def Sawk: 219-258 (75 - 88.3%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Mold Breaker Sawk Close Combat vs. 248 HP / 0 Def Mega Steelix: 300-354 (84.9 - 100.2%) -- 6.3% chance to OHKO



got no fans (Togetic) @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Dazzling Gleam
- Baton Pass

The second part of the core. Type synergy between this and Steelix is pretty good so they work well together in controlling hazards. The alternative to using this would be Cryogonal as the hazard remover but that would open the team to too many fighting weaknesses when assuming Audino is gonna be mandatory for NU stall. Choosing between Dazzling Gleam and Seismic Toss was pretty difficult, Dazzling Gleam is a lot less relevant now that Pangoro is gone but I still like being able to hit Sawk, Gurdurr and friends. The last moveslot is a bit of a gimmick, Baton Pass is just there to provide a bit of momentum and puts less of a strain on having to make correct double switches and stuff. It's obviously open to change, I will likely replace it with Toxic if I do decide to run Seismic Toss rather than something like Heal Bell because Audino is more suited to being a cleric. 8 Spe over 8 SpD to outspeed a random Probopass so I can Baton Pass away and to outspeed 0 Spe Gurdurr (assuming that's a thing), but I will go with 8 SpD if I do end up replacing Dazzling Gleam with Seismic Toss.

Gurdurr:
0 SpA Togetic Dazzling Gleam vs. 248 HP / 0 SpD Eviolite Gurdurr: 168-198 (45 - 53%) -- 84.8% chance to 2HKO after Stealth Rock

Hariyama:
0 SpA Togetic Dazzling Gleam vs. 0 HP / 128 SpD Assault Vest Hariyama: 120-144 (27.9 - 33.5%) -- 25.8% chance to 3HKO after Stealth Rock

252+ Atk Hariyama Stone Edge vs. 248 HP / 252+ Def Eviolite Togetic: 122-144 (38.9 - 46%) -- guaranteed 2HKO after Stealth Rock

Sawk:
0 SpA Togetic Dazzling Gleam vs. 4 HP / 0 SpD Sawk: 182-216 (62.3 - 73.9%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Mold Breaker Sawk Poison Jab vs. 248 HP / 252+ Def Eviolite Togetic: 150-178 (47.9 - 56.8%) -- guaranteed 2HKO after Stealth Rock

Sneasel:
0 SpA Togetic Dazzling Gleam vs. 0 HP / 0 SpD Sneasel: 182-216 (72.5 - 86%) -- 75% chance to OHKO after Stealth Rock

252 Atk Life Orb Sneasel Icicle Crash vs. 248 HP / 252+ Def Eviolite Togetic: 156-187 (49.8 - 59.7%) -- guaranteed 2HKO after Stealth Rock



Coconut (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 220 SpD / 36 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Stone Edge

Last part of the core, Hariyama gives the team a needed switch in to fire spam, and the offensive presence it has pairs nicely with Mega Steelix. Thick Fat over Guts because I lose to fire spam if Hariyama gets weak enough and I have no need for a status absorber because Audino carries Heal Bell. As long as Typhlosion&co aren't the goofy specs set then Hariyama should be at a safe HP level at all times thanks to Audino. Fake Out is there because chip damage helps with it (and Steelix) getting a KO on some relevant threats. Opted not to use Bullet Punch/Heavy Slam since Slurpuff isn't a thing anymore so it seems a bit redundant and I'm not worried about Mega Audino because I have Mega Steelix. There's Granbull to consider but my team already handles it fairly well. Stone Edge is here so that I can net a 2HKO on all Xatu variants because Colbur Berry is a bitch, and there's some other niche stuff like being able to guarantee a KO on Typhlosion if hazards aren't up. An alternative would be running EQ so that a combination of SR + Fake Out + EQ can kill Mega Camerupt but I consider Xatu to be a bigger priority. 36 Spe EVs is to outspeed Gourgeist-Super so I can beat it if it comes in at 55%~ health, and outspeeding other Hariyama is cool.

Typhlosion:
252 SpA Typhlosion Eruption (150 BP) vs. 0 HP / 220 SpD Assault Vest Thick Fat Hariyama: 82-97 (19.1 - 22.6%) -- guaranteed 5HKO after Stealth Rock
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 0 HP / 220 SpD Assault Vest Thick Fat Hariyama: 121-144 (28.2 - 33.5%) -- 35.1% chance to 3HKO after Stealth Rock
252 SpA Choice Specs Typhlosion Extrasensory vs. 0 HP / 220 SpD Assault Vest Hariyama: 174-206 (40.5 - 48%) -- 3.1% chance to 2HKO after Stealth Rock

252+ Atk Hariyama Close Combat vs. 0 HP / 4 Def Typhlosion: 249-294 (83.8 - 98.9%) -- guaranteed OHKO after Stealth Rock

Magmortar:
252+ Atk Hariyama Close Combat vs. 0 HP / 0 Def Magmortar: 282-333 (96.9 - 114.4%) -- guaranteed OHKO after Stealth Rock

4 Atk Life Orb Magmortar Earthquake vs. 0 HP / 0 Def Hariyama: 136-161 (31.7 - 37.5%) -- guaranteed 3HKO after Stealth Rock

Pyroar:
252 SpA Choice Specs Pyroar Hyper Voice vs. 0 HP / 220 SpD Assault Vest Hariyama: 145-172 (33.7 - 40%) -- guaranteed 3HKO after Stealth Rock

252+ Atk burned Hariyama Close Combat vs. 0 HP / 4 Def Pyroar: 265-313 (84.6 - 100%) -- guaranteed OHKO after Stealth Rock

Mega Camerupt:
252+ Atk Hariyama Close Combat vs. 252 HP / 0 Def Mega Camerupt: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Sheer Force Mega Camerupt Earth Power vs. 0 HP / 220 SpD Assault Vest Hariyama: 169-201 (39.3 - 46.8%) -- guaranteed 3HKO after Stealth Rock
4 Atk Mega Camerupt Earthquake vs. 0 HP / 0 Def Hariyama: 192-226 (44.7 - 52.6%) -- 82.4% chance to 2HKO after Stealth Rock



Staller Nerd (Audino) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell

Basically zero reason to not be running this thing in NU stall, easily the best wish passer because Regenerator means it doesn't have to waste turns using wish to heal itself up and has a very respectable HP stat. I'd consider this to be the most valuable member of the team and pulling a win without it is going to be near-impossible. Audino is particularly good here as both Steelix and Hariyama benefit a lot from wish passing and it generally does a goob job at preserving overall longevity for the team. Knock Off is here over Double Edge because being walled by Mismagius isn't fun, and removing potential Leftovers from mons helps with wearing stuff down, but this has become the standard for Audino now I think. EV spread is pretty basic, I am considering putting in some extra speed because I honestly only really need 232 HP EVs to put me at 405HP which puts me at a Regenerator number and also keeps Seismic Toss at a 5HKO, but I'm not sure if I'm ready for the commitment yet. Audino functions fairly well as a wall for most special attackers but it should be noted that there are some exceptions, specifically Mega Camerupt, specs users and Focus Blast mons. Thankfully it doesn't have to take hits all day, as long as it can consistently get of a Wish then its job is done.

Mesprit:
252 SpA Life Orb Mesprit Psyshock vs. 248 HP / 0 Def Audino: 165-196 (40.3 - 47.9%) -- 3.1% chance to 2HKO after Stealth Rock and Leftovers recovery

Typhlosion:
252 SpA Typhlosion Eruption (150 BP) vs. 248 HP / 252+ SpD Audino: 172-204 (42 - 49.8%) -- 30.5% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Typhlosion Focus Blast vs. 248 HP / 252+ SpD Audino: 184-218 (44.9 - 53.3%) -- 89.1% chance to 2HKO after Stealth Rock and Leftovers recovery

Mega Camerupt:
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 252+ SpD Audino: 220-261 (53.7 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



Bloop Bloop (Qwilfish) @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Poison Jab
- Spikes
- Pain Split
- Taunt

Although Pangoro is now gone, fighting resists are still gonna be important and I like the little niches that Qwilfish provides. Poison Jab is used over Waterfall so I can do neutral damage to Feraligatr and hitting Mega Audino super-effectively is nice even though it won't be doing much unless I nab a poison. Taunt allows me to have slightly better matchup vs opposing stall by stopping Mega Audino from setting up as well as stopping regular Audino from passing any wishes. Also puts less pressure on Togetic by doing a semi-decent job at keeping hazards off the field. Spikes is particularly useful in allowing Hariyama and Mega Steelix to grab extra kills but I don't really need to explain it because it is the standard. Toxic Spikes were considered but I don't feel that they're necessary when I have Uxie as a win condition. originally had TWave here to allow Steelix and Hariyama to actually outspeed some stuff but ended up replacing it with Pain Split because it otherwise got worn down really quick and it's nice to have an alternative to relying on Audino to stay alive. 16 Spe is to outspeed base max speed neutral natured base 55s, specifically Exeggutor since Poison Jab 2HKOs it unless it's goofy Sitrus set.

Feraligatr:
0 Atk Qwilfish Poison Jab vs. 184 HP / 0 Def Feraligatr: 84-99 (23.5 - 27.7%) -- guaranteed 4HKO after Stealth Rock

+1 252+ Atk Feraligatr Return vs. 248 HP / 244+ Def Qwilfish: 137-162 (41.1 - 48.6%) -- 13.3% chance to 2HKO after Stealth Rock and Black Sludge recovery
-1 252+ Atk Feraligatr Return vs. 248 HP / 244+ Def Qwilfish: 62-73 (18.6 - 21.9%) -- possible 6HKO after Stealth Rock and Black Sludge recovery

Sawk:
0 Atk Qwilfish Poison Jab vs. 4 HP / 0 Def Sawk: 105-124 (35.9 - 42.4%) -- guaranteed 3HKO after Stealth Rock

-1 252+ Atk Choice Band Mold Breaker Sawk Close Combat vs. 248 HP / 244+ Def Qwilfish: 91-108 (27.3 - 32.4%) -- guaranteed 4HKO after Stealth Rock and Black Sludge recovery
-1 252+ Atk Choice Band Mold Breaker Sawk Earthquake vs. 248 HP / 244+ Def Qwilfish: 204-240 (61.2 - 72%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Hariyama:
0 Atk Qwilfish Poison Jab vs. 0 HP / 128 Def Hariyama: 103-123 (24 - 28.6%) -- guaranteed 4HKO after Stealth Rock

-1 252+ Atk Hariyama Close Combat vs. 248 HP / 244+ Def Qwilfish: 59-70 (17.7 - 21%) -- possible 6HKO after Stealth Rock and Black Sludge recovery
-1 252+ Atk Hariyama Earthquake vs. 248 HP / 244+ Def Qwilfish: 132-156 (39.6 - 46.8%) -- 0.4% chance to 2HKO after Stealth Rock and Black Sludge recovery

Kangaskhan:
0 Atk Qwilfish Poison Jab vs. 4 HP / 0 Def Kangaskhan: 100-118 (28.4 - 33.5%) -- 97.4% chance to 3HKO after Stealth Rock

-1 252+ Atk Silk Scarf Kangaskhan Double-Edge vs. 248 HP / 244+ Def Qwilfish: 121-144 (36.3 - 43.2%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
-1 252+ Atk Kangaskhan Earthquake vs. 248 HP / 244+ Def Qwilfish: 112-134 (33.6 - 40.2%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery



Yellow Hat (Uxie) @ Leftovers
Ability: Levitate
EVs: 184 HP / 148 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psyshock
- Thunderbolt

The last team member and probably the most expendable despite being a win condition. Giga Drain is the coverage move so that I have some form of recovery outside of Leftovers although I've been trying out Imprison over it to guarantee the win vs other Calm Mind users, most notably Xatu, but in retrospect I already have mons in the form of Hariyama and Steelix who can handle that. I'm considering Thunderbolt to provide a better matchup vs Feraligatr since Giga Drain won't be doing much when Feraligatr has already SDed. Than being said, I might just replace Uxie with something that handles Gatr better. The speed investment lets me outspeed Jolly Banded Sawk but I'm pretty open about changing up the spread since I'm not too sure what to do with it. I've been thinking about changing to Bold so that stuff like defensive Granbull can't break a sub with Play Rough (unless max roll) while still outspeeding Adamant Sawk.
EDIT: Decided to have TBolt as the last option; hitting Gatr harder is appreciated and Steelix now has Roar to hit bulky psychics that Imprison would otherwise be used for. Recovery from Giga Drain rarely made a difference in practice. Props to marelli.

Feraligatr:
0 SpA Uxie Giga Drain vs. 184 HP / 0 SpD Feraligatr: 102-120 (28.5 - 33.6%) -- 0.1% chance to 3HKO

+2 252+ Atk Feraligatr Waterfall vs. 184 HP / 148+ Def Uxie: 160-189 (47.4 - 56%) -- 23% chance to 2HKO after Leftovers recovery

Sawk:
+1 0 SpA Uxie Psyshock vs. 4 HP / 0 Def Sawk: 258-306 (88.3 - 104.7%) -- 62.5% chance to OHKO after Stealth Rock

252 Atk Mold Breaker (Choice Scarf) Sawk Knock Off (97.5 BP) vs. 184 HP / 148+ Def Uxie: 134-158 (39.7 - 46.8%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery


And that concludes the team, folks! If there are any typos or other blatant mistakes it's because I'm typing this up at 4:00am.
Shower (Steelix) @ Steelixite
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

got no fans (Togetic) @ Eviolite
Ability: Serene Grace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Baton Pass
- Dazzling Gleam
- Defog

Coconut (Hariyama) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 220 SpD / 36 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Stone Edge

Staller Nerd (Audino) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Wish
- Protect
- Knock Off
- Heal Bell

Yellow Hat (Uxie) @ Leftovers
Ability: Levitate
EVs: 184 HP / 148 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psyshock
- Imprison

Bloop Bloop (Qwilfish) @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Poison Jab
- Spikes
- Pain Split
- Taunt



-----------------

Threat list:
[Just covering the basics, there are probably some threats that I haven't mentioned]

Hariyama handles it nicely and you should be able to keep it at good health with Audino. If Hariyama dies then options are pretty limited. Mega Steelix can check non-specs Typhlosion (assuming not full-HP) and Pyroar and Audino can slowly wear things down with Knock Off. Magmortar can be annoying if it's the standard mixed set, hence why it's called a wallbreaker, but keep Hariyama healthy and everything will be okay.


Steelix does a huge chunk of damage to it and KOs if any prior damage has been done. Probably lead with Hariyama if you see it in team preview since it's the only thing that beats it from full HP 1v1. It's a good thing Camerupt is slow as shit. Qwilfish can also bluff the Waterfall in a pinch...!


The bane of stall. Mega Steelix and Hariyama both beat it 1v1, it should honestly be fine as long as it doesn't manage to get up multiple Calm Minds. Uxie also beats it if you're running Imprison but I'd probably go straight into Steelix vs it in case it's a TWave variant as well as taking minimal damage if it is a variant with U-turn.


This is what I fear the most. Qwilfish deals with it relatively well but needs to be kept at full health for when it comes out because Qwilfish hates being worn down. Mega Steelix can take a +2 Waterfall and do roughly less than half to Gatr, Togetic can get off 2 DGleams from full HP when Gatr is +2, Hariyama can Fake Out and Uxie can survive a +2 hit and do 30%+ damage. Basically I can beat it but it's likely going to kill some stuff before it dies, best to never give it a setup opportunity, i.e. never get a kill with Audino so Gatr can switch in. Hopefully they're running the crappy DDance set in which case the threat is gone.


The extent in which this threatens me depends entirely on the set. Audino packs just enough natural bulk to LO-recoil stall Psyshocks from it. Mega Steelix is a consistent answer to it assuming it lacks HP fire which you should probably scout for, which 3HKOs. Mesprit is more of an annoyance than a "run for the hills and hide yo kids" kind of thing. Healing Wish is bleh.


A threat for basically any team. The good thing about seeing Mega Steelix is that there won't be Mega Camerupt to deal with. Let's hope the 8 Spe investment on my Steelix lets me win the speed tie. Aside from my own Steelix+Hariyama, the team can't touch it at all which is something I currently need to fix.
 
Last edited:

marilli

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Cool stall!

You should keep Dazz Gleam on Togetic because right now it hits Malamar which is generally good vs Stall and it'd kind of suck to lose to it for doing like 10 more damage to other things.

You don't need imprison because Spikes + Roar on M-Steelix beats Musharna anyways. Talking of Roar, I feel that having Roar is kind of good on stall especially against non-Xatu Psychics

Pretty sure Stone Edge will not beat Roosting Xatu but if it's been working for you, good for you I suppose. You should use TBolt as last move on Uxie because it beats Xatu, does more damage to Gatr which can be troublesome, etc.

You might want to consider having something to switch into offensive MegaLix without getting 2HKOed, and it forces you to cripple your MegaLix / Hariyama just to get damage on it. Something like Phydef Mantine > Togetic could be something to consider! It covers your Fire Spam weakness further, including Mega Camerupt. You keep your Fighting resistance and Defog as well, and you get a Mega Steelix check. It leaves you wide open to malamar though which sucks. You can try to check with Signal Beam on Uxie instead but that in turn leaves you open to other stuff because you cant carry both SubCM Psychic STAB, TBolt and Signal Beam. Well can't cover them all!
 
Cool stall!

You should keep Dazz Gleam on Togetic because right now it hits Malamar which is generally good vs Stall and it'd kind of suck to lose to it for doing like 10 more damage to other things.

You don't need imprison because Spikes + Roar on M-Steelix beats Musharna anyways. Talking of Roar, I feel that having Roar is kind of good on stall especially against non-Xatu Psychics

Pretty sure Stone Edge will not beat Roosting Xatu but if it's been working for you, good for you I suppose. You should use TBolt as last move on Uxie because it beats Xatu, does more damage to Gatr which can be troublesome, etc.

You might want to consider having something to switch into offensive MegaLix without getting 2HKOed, and it forces you to cripple your MegaLix / Hariyama just to get damage on it. Something like Phydef Mantine > Togetic could be something to consider! It covers your Fire Spam weakness further, including Mega Camerupt. You keep your Fighting resistance and Defog as well, and you get a Mega Steelix check. It leaves you wide open to malamar though which sucks. You can try to check with Signal Beam on Uxie instead but that in turn leaves you open to other stuff because you cant carry both SubCM Psychic STAB, TBolt and Signal Beam. Well can't cover them all!
Roar on Steelix looks more appealing when realizing it makes Imprison redundant, which now means I can opt for a coverage move. Gonna go with TWave > Giga Drain, the recovery that Giga Drain gave rarely mattered and anything that makes Feraligatr slightly less of a threat is good.

Stone Edge is there to beat Xatu on the switch in, I must have dun goof'd when I looked at the calcs originally but it's still a guaranteed win when following up with Knock Off assuming no Colbur Berry, although I may feel more inclined to run EQ over it.

Mantine sounds really interesting actually, definitely helps with some of the teams weaknesses but I'll have to change up a few other things before I'm happy with it. Thanks for the help :]
 

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