





Huddle Formation
Just a quick note: this is pretty long. I got bored the other day so added loads more detail than I was planning on writing. Needless to say, a lot of the stuff (such as intro, teambuilding process etc) aren't really important at all, I just wrote them for the sake of it.
Despite using full-stall a lot in DPP, this team has been my first attempt at the playstyle in BW. I was very reluctant to try full-stall this generation due to the addition of a few threats who can generally ruin stall quite easily. CM Reuniclus is public enemy #1, taking no damage from entry hazards, Toxic and Sandstorm and setting-up all over the common stall members. For this reason, when I set-out to make this team, I was adamant to make Reuniclus easy to deal with, and I am happy with how the team turned out in that regard. Calm Mind variants are Roared away by Latias, who resists Psychic, Psyshock and Focus Blast. With Unaware, Quagsire can come in, ignore the SAtk and SDef boosts from Calm Mind, Encore it as soon as it tries to Recover and then PP stall it or wear it down with Earthquake. Although trying to switch it in is difficult, Choice Band Tyranitar can KO slightly weakened Reuniclus with Crunch.
The team peaked on the Smogon ladder in the low 1400s, before I lost like 4 -23 matches in a row to some unfortunate crits and freezes, and I completely lost motivation to try and get those points back, but thats just the nature of playing stall I guess. Although its been pretty successful for me, there are some pretty obvious flaws and I'm looking for some suggestions on patching up some weaknesses.
Team-building Process:
I knew my team was going to need Stealth Rock, Spikes, Toxic Spikes and a Rapid Spinner, as well as a ghost if I could find room for one. Although a ghost was pretty much necessary in DPP stall, I've found spinblocking far more difficult in BW because the only viable Ghost-types for stall are Jellicent, and at a push, Spiritomb. Add to this the fact that the most common Rapid Spinner is Excadrill, and neither of the aforementioned want to switch-in on a Swords Dance, expecting to block a Rapid Spin. I'm not a fan of having multiple hazards on the same Pokemon, as it puts a load of pressure on it and if the opposing team has multiple Pokemon to take it on then I don't really get many opportunities to set-up. For this reason, I decided to delegate the 3 entry hazards between 3 Pokemon. I really wanted to try out Nidoqueen as my Toxic Spikes user, after having been impressed by it on one of my UU teams. Nidoqueen's Ground/Poison-typing meant that it rivals Gliscor for the best Terrakion switch-in in the game, resisting both of its STAB attacks as well as X-Scissor. For Spikes, I decided to use Skarmory, as the ground-immunity and electric-weakness gives it decent defensive synergy with Nidoqueen. For Stealth Rock, I chose Blissey, as although it has some much better options for its 4th moveslot, its a very reliable user of the move, and can also sponge special attacks aimed at Nidoqueen and Skarmory very well. Gastrodon was a natural fit for the next slot due to its ability to effectively neuter a lot of rain threats such as Thundurus, Tornadus, Rotom-W, Politoed and Starmie. At this point I noticed I had a huge weakness to Calm Mind Reuniclus, and also to Psyshock variants of Latios, so I added the next 2 Pokemon to deal with these. Choice Band Tyranitar deals around 90% min to 252 HP / 252 Def Reuniclus, weakening it sufficiently such that pretty much anything else on the team can finish it off. Tyranitar also has the special bulk in Sandstorm to take a hit from Specs or Life Orb Latios and easily KO with Crunch, or catch-it switching out with Pursuit. Latias acts as more of a defensive pivot for Reuniclus, luring in a Psyshock or possible Shadow Ball for Tyranitar to switch-in on, and also being able to Roar it away if necessary. Latias can also outspeed and KO weakened Latios if they are running Hidden Power [Fire]. Both Tyranitar and Latias also help against Sun teams, with Tyranitar setting-up Sandstorm to switch-off Chlorophyll and the Fire-boost, and Latias acting as a very sturdy Fire- and Grass-type resist, which is invaluable when coming up against Sun sweepers such as Venusaur that lack Hidden Power [Ice] or Sludge Bomb.
This version of the team did not work nearly as well as I had hoped, with a huge weakness to the common sand sweepers: Landorus and Excadrill. Substitute Smack Down Landorus was particularly annoying to face as it could break through Skarmory with good prediction, with Latias the only Pokemon that could outspeed it but couldn't even 2HKO with Dragon Pulse with the spread I was using. Teams with both Landorus and Excadrill were especially difficult to play against. However, I had at least one thing to be happy about - the team had no problem with Reuniclus whatsoever. The first change I made was to replace Nidoqueen with Gliscor, who plays a very similar role in taking on Terrakion, but with the added bonus of acting as a secondary counter to Swords Dance Excadrill, although Landorus remained annoying to face. This meant losing out on Toxic Spikes however, so I made up for this by running Toxic on like 4/6 Pokemon, which worked for a while but ultimately wasn't a long-term solution, as it meant getting Toxic on Politoed and Ninetales became much more difficult. Gastrodon also wasn't pulling its weight too well, as with a little prior damage Thundurus could still muscle its way through with a +2 Focus Blast. The lack of Rapid Spin was also a pretty huge problem, as it meant a match-up against an opposing stall team would pretty much be an auto-lose for me, but I decided not to add one for the time-being. The team at this point was:
The team was still incredibly weak to Smack Down Landorus, but i had gotten used to playing against it, and eventually decided to add Surf over Reflect on Latias just as some extra insurance against it, as well as to help deal with Terrakion and Excadrill a little, taking some pressure off of Gliscor. Skarmory was replaced with a double spiking Roserade for a short while but I immediately starting having problems with Choice Band Dragonite and Haxorus due to the lack of Dragon-resists on the team. I finally got around to testing out Forretress on the team, as it also gave the team Toxic Spikes support once again which was invaluable in winning 'weather wars' against Sun and Rain teams by quickly wearing down Ninetales and Politoed respectively. Forretress also provided the Rapid Spin support I had been looking for, and although the lack of recovery outside Leftovers meant CB Haxorus and Dragonite could break through it over time, Wish on Blissey helped to remedy this a little. The other major change to the team was the replacement of Gastrodon with a Specially Defensive Quagsire, who turned out to be a much better answer to Nasty Plot. Although I began to have some more problems with Rain teams, Quagsire also helped in other areas, such as acting yet another answer to Calm Mind Reuniclus and other set-up sweepers. Therefore, the final team is:






This version of the team did not work nearly as well as I had hoped, with a huge weakness to the common sand sweepers: Landorus and Excadrill. Substitute Smack Down Landorus was particularly annoying to face as it could break through Skarmory with good prediction, with Latias the only Pokemon that could outspeed it but couldn't even 2HKO with Dragon Pulse with the spread I was using. Teams with both Landorus and Excadrill were especially difficult to play against. However, I had at least one thing to be happy about - the team had no problem with Reuniclus whatsoever. The first change I made was to replace Nidoqueen with Gliscor, who plays a very similar role in taking on Terrakion, but with the added bonus of acting as a secondary counter to Swords Dance Excadrill, although Landorus remained annoying to face. This meant losing out on Toxic Spikes however, so I made up for this by running Toxic on like 4/6 Pokemon, which worked for a while but ultimately wasn't a long-term solution, as it meant getting Toxic on Politoed and Ninetales became much more difficult. Gastrodon also wasn't pulling its weight too well, as with a little prior damage Thundurus could still muscle its way through with a +2 Focus Blast. The lack of Rapid Spin was also a pretty huge problem, as it meant a match-up against an opposing stall team would pretty much be an auto-lose for me, but I decided not to add one for the time-being. The team at this point was:






The team was still incredibly weak to Smack Down Landorus, but i had gotten used to playing against it, and eventually decided to add Surf over Reflect on Latias just as some extra insurance against it, as well as to help deal with Terrakion and Excadrill a little, taking some pressure off of Gliscor. Skarmory was replaced with a double spiking Roserade for a short while but I immediately starting having problems with Choice Band Dragonite and Haxorus due to the lack of Dragon-resists on the team. I finally got around to testing out Forretress on the team, as it also gave the team Toxic Spikes support once again which was invaluable in winning 'weather wars' against Sun and Rain teams by quickly wearing down Ninetales and Politoed respectively. Forretress also provided the Rapid Spin support I had been looking for, and although the lack of recovery outside Leftovers meant CB Haxorus and Dragonite could break through it over time, Wish on Blissey helped to remedy this a little. The other major change to the team was the replacement of Gastrodon with a Specially Defensive Quagsire, who turned out to be a much better answer to Nasty Plot. Although I began to have some more problems with Rain teams, Quagsire also helped in other areas, such as acting yet another answer to Calm Mind Reuniclus and other set-up sweepers. Therefore, the final team is:






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In Detail:

Forretress (♀) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Spikes
- Toxic Spikes → Stealth Rock
- Rapid Spin
- Gyro Ball → Volt-Switch
Forretress is often overlooked in BW due to tough competition in the forms of Skarmory and Ferrothorn, who can both set-up Spikes as well as take on Sand teams and Rain teams respectively. However, Forretress still has its advantages; namely Toxic Spikes and Rapid Spin, which are vital to stall teams. Forretress is the only Steel-type on the team, which means it is often my best switch-in to most variants Haxorus and Dragonite. However, without recovery outside of Leftovers and Wish support from Blissey, it is far from the ideal check to these threats, as it gets worn down quite quickly by even their resisted Dragon-type attacks. Since Forretress is the sole Steel-type, I decided to go with a purely physically defensive EV spread and nature, just so that Outrage-locked Dragons are doing as little damage as possible.
The choice between Leftovers and Shed Shell was a difficult one, since no matter which I choose, I open up the team to some weaknesses. Without Leftovers, I am under a lot of pressure to go to Blissey and pass a Wish, otherwise Forretress won't be able to switch-in and check Haxorus and Dragonite as easily. Also, Forretress will inevitably be switching-in while hazards are up so she can spin them away, and without Leftovers she gets worn down quickly. In addition, Leftovers allows Forretress to get back to Sturdy easier, which has occasionally been useful against CB Dragonite if I don't have Stealth Rock up, as it means I am guaranteed to get in a Gyro Ball and break its Sturdy, which means I can later revenge-kill it easier with Latias. However, the lack of Shed Shell leaves the team with a huge weakness to teams such as 'Enter the Dragon' (i.e. Magnezone + loads of Dragons), as Magnezone can easily switch-in on Forretress, set up a Subsitute and then either Charge Beam to rack up SAtk boosts, or just finish me off with Hidden Power [Fire]. Once Ferrothorn is down, my team becomes much weaker to the Physical Dragons, with Gliscor as my best bet against them.
I went against my aforementioned personal rule of 'no Pokemon with 2 hazards' here since I realised I was using up too many Pokemon slots for setting up hazards and I ended up quite weak to a few threats, and this was the simplest solution to patch up those weaknesses. I am incredibly open to change on Forretress' moveset, as long as both Spikes and Toxic Spikes remain somewhere on the team, as I don't manage to set-up 3 layers of Spikes and 2 layers of Toxic Spikes in most battles since Forretress is very easy for a lot of set-up sweepers to set-up on.
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Tyranitar (♀) @ Choice Band
Trait: Sand Stream
EVs: 252 HP / 36 Atk / 220 SDef
Adamant Nature (+Atk, -SAtk)
- Crunch
- Stone Edge
- Pursuit
- Superpower

Tyranitar (♀) @ Choice Band
Trait: Sand Stream
EVs: 252 HP / 36 Atk / 220 SDef
Adamant Nature (+Atk, -SAtk)
- Crunch
- Stone Edge
- Pursuit
- Superpower
Choice Band Tyranitar is one of my favourite sets to use at the moment, as it maintains incredible SDef bulk whilst still packing incredible power. Tyranitar is the first Pokemon on my team that checks Reuniclus, KOing them if weakened or leaving them at low enough HP to be easy pickings for Gliscor, Latias, Quagsire or Blissey. Tyranitar also checks a myriad of other Special threats during Sandstorm, most notable Latias and Latios, who can break through Blissey with Calm Mind/Roar and Psyshock/Trick respectively.
Tyranitar is invaluable while playing against Drought teams, as it can easily sponge hits from Special Venusaur and can deal massive damage to whatever the opponent wants to bring in with Stone Edge. Even Choice Band Dugtrio fails to OHKO this Tyranitar with Earthquake, but even if I do lose Tyranitar against Sun, sun sweepers can still be handled between Latias and Blissey, with Quagsire providing some extra support against most variants of Volcarona.
The EV spread is focused on allowing Tyranitar to repeatedly switch-in to set up Sandstorm against Rain and Sun teams, in particular the latter. Although a more offensive EV spread has been tested (iirc 152 HP / 252 Atk / 104 Spe), I prefer this bulky one much more, as it plays a lot like SDef Tyranitar but without being ridiculously weak. The loss in power due to the low Atk investment is noticeable, but I find the bulk is much more important on a defensive team like this, particularly since Tyranitar's resistance to Fire, and 'pseudo-resistances' to Ice- and Electric-type attacks (due to great SDef), it is often used as a pivot switch between team members.
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Quagsire (♀) @ Leftovers
Trait: Unaware
EVs: 252 HP / 244 SDef / 12 Spd
Sassy Nature (+SDef, -Spd)
- Scald
- Earthquake
- Recover
- Encore → Toxic

Quagsire (♀) @ Leftovers
Trait: Unaware
EVs: 252 HP / 244 SDef / 12 Spd
Sassy Nature (+SDef, -Spd)
- Scald
- Earthquake
- Recover
- Encore → Toxic
Maaaan Quagsire needs so much more usage. This guy is the only viable Pokemon with the Unaware ability, giving it a niche in the current metagame. Where Gastrodon is used to counter Thundurus and other Rain threats with Storm Drain, Quagsire can reliably take on a lot of set-up sweepers in the game 1v1, including Thundurus, Calm Mind Reuniclus and CM Rain Abuser Jirachi. Despite the SDef-inclined EV spread, Quagsire can still also beat SD Excadrill and SD Toxicroak as long as it is at high enough HP.
Despite the Encore nerf in BW, now only lasting 3 turns as opposed to 2-5 turns in previous generations, it still gets plenty of use on this set and has brilliant utility. Although Quagsire has very low speed, it is just fast enough to outspeed Ferrothorn and Reuniclus, which I can Encore into Stealth Rock/Thunder Wave/Spikes and Calm Mind/Recover respectively. Quagsire and Tyranitar work very well here to dispatch of Reuniclus, by Encoring it into any move other than Focus Blast with Quagsire, then switching to Tyranitar and firing off powerful Choice Band Crunches and Pursuits to finish it off or catch it on the switch.
With the exception of Encore, the rest of the set is standard. Scald is nice just for STAB and catching stuff like Ferrothorn with a burn on the switch, making it much easier to wear down. Scald also gives me a way to hit balloon Excadrill and Thundurus, and packs surprising power in Rain. Earthquake is the most powerful move on the set, and also allows Quagsire to hit both Bulk Up and Swords Dance variants of Toxicroak for decent damage. I shouldn't need to explain why Recover is here, right? I originally used Toxic over Encore, but didn't find too many oppurtunities to use it, as I already have Toxic Spikes support from Forretress and Gliscor is very good at spreading around status on the opponent's team thanks to Substitute easing prediction.
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Gliscor (♀) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature (+Def, -SAtk)
- Earthquake
- Toxic
- Protect
- Substitute → Ice Fang

Gliscor (♀) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature (+Def, -SAtk)
- Earthquake
- Toxic
- Protect
- Substitute → Ice Fang
If you haven't tried out this set yet then you really need to. Gliscor is infinitely better than Breloom at abusing Poison Heal, and alternating between Substitute and Protect allows you to PP stall a wide range of choiced Pokemon, most notably Rotom-w. There are few things in this game more satisfying than PP stalling a Rotom-w out of Hydro Pumps. Gliscor is here as my main switch-in to Terrakion, non-balloon Excadrill and Conkeldurr, and he can tank their attacks nicely (with the exception of CB Terrakion Stone Edge). Although I really want to use Ice Fang over Toxic so that I can beat Balloon Excadrill 1v1, but Toxic is pretty vitally important to help wear down stuff like Latias, Rotom-W and other Pokemon that aren't affected by Toxic Spikes, which are difficult to take down otherwise. Ice Fang would also be useful against DragMag teams who can easily remove Forretress from the battle early. However, I just love this set to do anything about these problems. It is likely in the future that I will go on to use a Protect / Ice Fang / Earthquake / Toxic set, but without Substitute it becomes harder to spread Toxic around the opponents team.
The Speed EVs allow Gliscor to outspeed max speed Tyranitar and Adamant Breloom, but again I'm very open to some other EV spreads. The main reason for this is because without Ice Fang or Taunt, Gliscor can't do anything to Breloom anyway, and the only time Tyranitar tends to run max speed this generation is when it is a Choice Scarf set, which outspeeds Gliscor regardless of how much Speed investment I have. I think I remember undisputed using like 20 Speed EVs on his Gliscor in 'Rain Man', so chances are I'll test out that EV spread sometime in the near future.
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Blissey (♀) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock → Toxic
- Wish
- Protect
- Seismic Toss

Blissey (♀) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock → Toxic
- Wish
- Protect
- Seismic Toss
With the new Wish Mechanics, Blissey just got even better, with the ability to pass on crazy big Wishes on to teammates, most importantly Forrtress who can be healed back up to full HP and activate Sturdy with just 1 Wish. Tyranitar is also another prime candidate for receiving a Wish, due to the complete lack of recovery on the set. Blissey is mainly just here to sponge special attacks, and although it doesn't have any resistances or immunities outside Ghost-type attacks, it still makes a great switch-in to special oriented Rain and Sun sweepers such as Starmie and Venusaur respectively.
Although Stealth Rock isn't ideal here, its pretty much the only place I can fit it on the team. There are a few options I would rather have over Stealth Rock on the set. The first is Toxic, which would help to wear down Flying-typing and Levitate Pokemon who aren't affected by Toxic Spikes. A second attacking move such as Flamethrower or Ice Beam would also be useful; the former helps a lot against Ferrothorn, who can just set-up Leech Seed and hazards up against Blissey who can't really do much in return, and Ice Beam would help a lot against stuff like Gliscor and Landorus who are immune to Spikes (and in Gliscor's case, Toxic) so are naturally more difficult to beat with this team that many grounded threats. Flamethrower and Ice Beam would also be useful against the apparently increasingly popular SubSplit Gengar. Seismic Toss is just useful for getting a guaranteed 100 damage on any non-Ghost-type, which is nice of a defensive Pokemon like this who often only gets 1 moveslot free for an attack.
The decision between Blissey and Chansey is always a difficult one, but I decided to go with Blissey here due to having Tyranitar on the team, and the Leftovers recovery has proven invaluable countless times. I have used Mail in the past just to troll stuff like Rotom-w and Latios with Trick, but the lack of Leftovers recovery forced me to play much more conservatively with Blissey, so I ended up changing it back.
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Latias (♀) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Dragon Pulse
- Roost
- Roar

Latias (♀) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Dragon Pulse
- Roost
- Roar
This was originally a Calm Mind Latias, used to clean-up late game as an alternate win route to 'Toxic stall the fuck out of everything'. However, I rarely found myself using Calm Mind, since the main reason I wanted it was to boost alongside Reuniclus and then Roar it out, but since most Reuniclus seem to have Psyshock, this never really worked out for me. I also needed some extra insurance against stuff like Excadrill (without X-Scissor), Terrakion, Gliscor and Landorus, so decided to go with Surf over Calm Mind to provide an extra check to these threats. I also used Reflect for a while but it was never particularly useful.
Latias is the sole Water-resist on the team, meaning it is incredibly useful against Rain teams. Its Fire- and Grass-resists also means it nicely checks common Sun sweepers such as Venusaur. For this reason, the moveset complements its role as an anti-rain and anti-sun Pokemon. Roost and Roar are particularly useful, with Roost recovering back 50% HP and helping to rack-up Toxic damage, and Roar forcing away Pokemon that try to set-up on Latias, and also spreading around more entry hazard damage, and Toxic on grounded Pokemon. Latias also has very nice defensive synergy many Pokemon on the team, in particular Tyranitar, who attracts Ground- and Fighting-type moves which Latias can take with ease. Tyranitar can also switch-in on special Dragon-type attacks from Latios if I'm not willing to risk the speed tie (assuming its not running Hidden Power [Fire], and also is immune to Psyshock making it easier to switch-in on Calm Mind Reuniclus, who often won't risk predicting the risk fearing Roar.
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Conclusion and Considered Changes:
This team has been good for me so far but as with all teams, there are flaws. There are a few problem Pokemon which are incredibly difficult for me to play around. The first is Choice Band Terrakion, who can 2HKO Gliscor with Stone Edge, and also makes me play very carefully with Tyranitar so as not give it a free attack boost with Justified. The second major threat is Mamoswine, whose Ice- and Ground-type STABs really hurt this team. Choice Band sets aren't too difficult to play around, but Life Orb sets are really troublesome. I just have to make sure I get up Toxic Spikes and Spikes early game before it comes and then make smart switches to stall it out with Toxic and Life Orb recoil. Protect on Blissey and Gliscor also comes in handy a lot here. The changes I am currently considering are:
- Forretress: Move Toxic Spikes somewhere else on the team, Shed Shell.
- Tyranitar: Different EV Spread, possibly more Atk EVs.
- Quagsire: Curse/Toxic over Encore.
- Gliscor: Fewer Spd EVs, Ice Fang over Substitute/Toxic.
- Blissey: Move Stealth Rock somewhere else, Flamethrower over Stealth Rock.
- Latias: Test Calm Mind/Reflect over Surf again.
- Jellicent/other Ghost somewhere?