Not So Fast - a Stall BW2 Team






Changes will be in BOLD. I made a few changes and the team has been doing pretty well. There's a big weakness to Pokémon who have Focus Blast: Alakazam, Reuniclus, Gengar. There's still a big weakness to offensive Dragonite with the right coverage moves and Heatran as well. VoltTurn can also be an issue sometimes if the opponent is exceptionally skilled and doesn't let me get rocks up. Finally, if one of their sweepers is Scarfed and I don't realize it, Starmie (my cleanup sweeper) can be taken out and spell big trouble. All in all, the changes have been great, and I won something like 15 matches in a row tonight, breaking into the top 50. Thanks for your help and any more tips will be appreciated.
Introduction
Hey folks! I've been having a lot of fun playing around with this new BW2 metagame this summer. I find I'm usually too busy to play any Pokémon, so I jumped back into the game this summer after over a year of no play at all. I messed around a good deal before settling on my current team. I started with a wonderfully fun trapping team focused on giving a sweep to Dragon Dance Mixed Moxie Salamence or Calm Mind Reuniclus. It was fun, but for whatever reason I always seem to prefer playing stall. And boy is that a curse in this metagame. Stall is HARD. Anyway, with school starting up again in about a week, I'm probably not going to be playing ton more, so I figure I'd let it loose for you guys to see what you think.
Team Building Process
My original conception of the team was to stack Spikes and Stealth Rock, then use a collection of Regenerator Pokémon to force my opponents to switch and take damage, while I gained health. I used Slowbro to great effect way back in the beginning of BW, so I had high hopes for the ability to be a really useful one. I began initially with all the Regenerators. I then clearly needed some hazard layers, so Forretress fit the bill. And it's difficult to do much with Tornadus-T without Politoed, so he rounded out the team.
I was not too happy having two bulky waters on my team, but pulling Politoed meant Tornadus-T had to go. I decided to add a fire type to complete the defensive FWG combo of Amoonguss and Slowbro. The only defensive fire type is Heatran, so he joined in. Finally, Forretress was proving to be setup bait, so I switched him for Skarmory, who can at least Whirlwind people (and has reliable recovery). Finally, since I lost one Regenerator, I needed another way to force switches with little downside to me. Scizor was perfect, plus he provided wonderful last minute sweep-enders with his Bullet Punch.
My stall team was faring relatively well, but it was in desperate need of a spinner. Glancing over the team, the weak link was definitely Mienshao. I replaced him with a spinner who could cover his Fighting bases, while being more defensive: Hitmontop.
I was still having some troubles. Hitmontop with Intimidate could be invaluable some of the time, but he was sort of a one trick pony. He could spin, but not do much else. Tyranitar is not as prevalent as he used to be, so Fighting is less needed on a stall team. Plus, I had a bad Heatran weakness. I replaced him with Donphan so that I could threaten Heatran and polish off Dragons with Ice Shard. I also found I needed a spin-blocker. With many tears, I cut Slowbro, my old friend, for Jellicent. So much for a Regenerator team, eh?
One last change before I finished up. Donphan's lack of recovery and the fact that Rapid Spin is so important for a stall team made me very scared of losing him. I figured, if I'm going to be so scared of losing my spinner, he should at least do something worthwhile when he comes in. Starmie came in as a combination revenge killer, spinner, Heatran check, and status absorber. And the team was done!
At the suggestion of Superpowerdude, I added Tyranitar over Scizor, with promising results!






I was not too happy having two bulky waters on my team, but pulling Politoed meant Tornadus-T had to go. I decided to add a fire type to complete the defensive FWG combo of Amoonguss and Slowbro. The only defensive fire type is Heatran, so he joined in. Finally, Forretress was proving to be setup bait, so I switched him for Skarmory, who can at least Whirlwind people (and has reliable recovery). Finally, since I lost one Regenerator, I needed another way to force switches with little downside to me. Scizor was perfect, plus he provided wonderful last minute sweep-enders with his Bullet Punch.






My stall team was faring relatively well, but it was in desperate need of a spinner. Glancing over the team, the weak link was definitely Mienshao. I replaced him with a spinner who could cover his Fighting bases, while being more defensive: Hitmontop.






I was still having some troubles. Hitmontop with Intimidate could be invaluable some of the time, but he was sort of a one trick pony. He could spin, but not do much else. Tyranitar is not as prevalent as he used to be, so Fighting is less needed on a stall team. Plus, I had a bad Heatran weakness. I replaced him with Donphan so that I could threaten Heatran and polish off Dragons with Ice Shard. I also found I needed a spin-blocker. With many tears, I cut Slowbro, my old friend, for Jellicent. So much for a Regenerator team, eh?






One last change before I finished up. Donphan's lack of recovery and the fact that Rapid Spin is so important for a stall team made me very scared of losing him. I figured, if I'm going to be so scared of losing my spinner, he should at least do something worthwhile when he comes in. Starmie came in as a combination revenge killer, spinner, Heatran check, and status absorber. And the team was done!






At the suggestion of Superpowerdude, I added Tyranitar over Scizor, with promising results!
Closer Look

Jellicent @ Leftovers
Trait: Water Absorb
EVs: 206 HP / 216 Def / 88 Spd
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover
Jellicent, given how clearly NOT Slowbro he is, has turned out pretty good. Jellicent has always been a thorn in my side as someone who likes playing stall, so it was nice to be on the other side. Taunt is absolutely wonderful. With it and Recover, he can single-handedly massacre opposing stall teams. Just pull him in on Blissey or someone and Taunt them, then start tossing out Will-O-Wisp. Will-O-Wisp allows him to start building up the residual damage as well as neuter physical threats. If he catches Ferrothorn with it on the switch, Taunt and Recover allow him to outpace Power Whip.
Scald is there simply as a way to not be set-up bait. I find myself frequently disappointed by how little it does, even when super-effective (especially against Heatran who always gives me trouble). Really, he fills a different niche than Slowbro would and I have to remind myself to be less cavalier with him since he does not get the benefit of Regenerator.
I took some EVs out of HP and put them into speed to outspeed base 70s (Politoed, Skarmory). Now that Jelli can't taunt Toed's Toxic, he is a perfect counter to Toed, and can use Will-O-Wisp on whatever switches in. I know some have suggested Toxic over WoW, but I just can't do it. I would much MUCH rather have something burnt than Toxic'd. Toxic helps you bring down walls, which Jelli can just Taunt instead. WoW cripples Physical sweepers, which are a much bigger threat. My team can handle other stall teams with a great spinner and spin blocker, it's sweepers that are trouble. WoW > Toxic all the time. I tried Surf over Scald for a while, but the damage difference is not that great and Scald has the oft-forgotten utility of unfreezing me. This comes up surprisingly often since a taunted Politoed or Tentacruel will often spam Ice Beam in hopes of a freeze. This new EV spread has proven to be really useful!

Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 6 Def / 252 SDef
Calm Nature
- Clear Smog
- Giga Drain
- Hidden Power [Ice]
- Spore
This guy is just a barrel of fun. With this much Special Defense investment, he can tank hits like you wouldn't believe. He's my go-to guy on basically any special attacker that doesn't have a STAB Super Effective move. He can tank any hit and switch out none the worse for wear. He provides a perfect counter to Breloom and Keldeo, which is a huge boon in this metagame. He can stand up to Thundurus-T and other electrics with no problem, and can mess with most rain teams (along with Jellicent). Finally, Ferrothorn can do nothing to him, so if Jellicent burns or Taunts him, I'll jump over to Amoonguss for a free Spore.
Spore is the bread and butter of this set. Stall is so difficult in this generation, that putting an opponent to sleep to make it 5v6 makes things much easier to handle and really gives some breathing room. If the opponent doesn't have a Magic Bounce user, I'll typically lead with Spore once Amoonguss is in. Giga Drain is for STAB and a way to threaten Keldeo, Gastrodon, and Politoed. Clear Smog is a spectacular move to stop opponents from setting up. It's what makes him the ideal Breloom and Keldeo counter. Heck, it can work wonders against Conkeldurr too (especially if they have been Toxic'd or burned). Hidden Power Ice is a coverage move for Gliscor or the Genies.
But therein lies the trouble. Amoonguss needs all this defensive investment to make the Regenerator count. But once he's in, I find he can't do much but sponge. His attacks deal pathetic damage unless they are 4x effective, and once something has been Spore'd he doesn't have much else he can do. God knows I need him on the team to stand up to Keldeo, Breloom, Thundurus-T, and so on. But I wish he could do more.

Heatran @ Leftovers
Trait: Flash Fire
EVs: 250 HP / 252 SDef / 8 Spd
Calm Nature
- Roar
- Stealth Rock
- Protect
- Lava Plume
Specially defensive Heatran is a pretty standard set. He's wonderful at setting up Stealth Rock, since he forces a ton of switches. Roar and Toxic let him rack up residual damage, while Lava Plume lets him threaten Ferrothorn, Skarmory, Jirachi, and Scizor, while still providing a chance of burn. He can tank hits like no other and is my go-to guy for Jirachi, Skarmory, or Ferrothorn.
I debated between Air Balloon and Leftovers. With a stall team, the hope is that the game will go on more than 30 turns, so it was very disheartening to have an item that might in one turn become useless for the rest of the game. I found myself scared of losing my balloon and not switching him in. In a stall team, you should never have anything stopping you from switching in the right wall at the right time. The Leftovers gave him a lot more longevity as well so he can tank hits the whole game long.
I still have a pretty crushing Heatran weakness myself and my Heatran is usually my early switch in for enemy Heatran. Not a ton of them run Earth Power, but if they do, that means big trouble for my team.
I tried RestTalk with Shed Shell without great results. First, the pace of this metagame means very few things will be able to stay in more than a turn or two, which is too long to take advantage of RestTalk. Second, Heatran is better for Stealth Rock than Tyranitar. Both easily force switches, but Tyranitar will typically prefer to Pursuit on a switch than Stealth Rock. I opted for Protect, which lets me grab some more recovery as well as scout moves (though I am always nervous of letting a threatening enemy set up with it). It has proven to be pretty useful. Few teams have Dugtrio, and the tradeoff for Shed Shell over Leftovers is too high. I'd rather just play the prediction game in Dugtrio matches than give up recovery in all the others.

Skarmory @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 6 Spd
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
A classic. I find Skarmory always ends up on my stall teams. He just has everything stall wants: entry hazards (and the best one in my opinion), recovery, Phazing, and a spectacular typing. Skarmory can fight off many important threats, such as Gyarados, Choice-locked Dragons, Toxicroak, Breloom, Landorus, Landorus-T, and Terrakion. He usually has no trouble tossing up those spikes to rack up the damage. Once you have three layers, the damage adds up incredibly quickly.
Whirlwind allows him to fight off anything that might try to set up on him, while forcing some residual damage. Brave Bird is a great STAB that does surprisingly good damage. Finally, his ability, Sturdy, is a godsend. If he is at full health, he can function as an emergency evacuation method, by using Whirlwind against some sweeper that got too many boosts after tanking the hit to 1 HP. Plus, if Magnezone traps him, it lets him get one more layer of Spikes before dropping dead.

Starmie @ Expert Belt
Trait: Natural Cure
EVs: 252 SAtk / 6 SDef / 252 Spd
Timid Nature
- Rapid Spin
- Ice Beam
- Thunderbolt
- Surf
My team's most recent addition. I'm still trying to get a feel for how she works. Since I realized that I was very protective of my spinner, I knew I wanted something fast, so that once it came in, it damn sure did it's job. Furthermore, I had a significant weakness to a number of threats - Dragonite with fire attacks, Mixed Salamence, Gliscor (if it had Taunt or was the last man standing), Heatran, and Jellicent. Starmie could outspeed and hit them all for super effective damage.
Since I wanted Starmie to serve as a revenge killer of sorts, I needed to give her some oomph. I maxed out her offensive stats. I stopped short of Life Orb and Choice Items, though. Choice Items are scary because I don't want to give any free turns, nor do I want to switch more than I have to. Life Orb was not great because I wanted my spinner to stick around for long. Plus the idea of dropping 10% when I use Rapid Spin was not at all appetizing. Because she has such great type coverage, I ended up settling on Expert Belt. This also lets me bluff a Choice Scarf set.
From time to time I wonder if I should switch to Leftovers or drop an attack for Recover. But each time, I think that this would severely hinder the offensive power of Starmie, while buffing her bulk, which is not really a strong point of hers in the first place.

Tyranitar @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 6 Def / 252 SDef
Careful Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Tyranitar has been a very useful addition to the team. He inherits Scizor's niche of Pursuit-trapping Lati@s, Espeon, and Xatu. It still threatens Reuniclus (although he is now more of an issue than he was with Scizor here). I have both Crunch and Pursuit as Pursuit is needed for fleeing enemies, while Crunch is needed if they opt to stay in, thinking I won't have both. Earthquake lets me take down grounded Heatrans (although they are still a huge issue, since they will likely not stay in to get killed and Ttar cannot switch in 10 times). Stone Edge is basically filler move. I may switch it for Fire Blast, but I'm not quite sure what it would accomplish. Hell, maybe even Dragon Dance? I dunno.
He also had the benefit of bringing weather to the team, but not for the reasons you'd expect. To be honest, I can sort of deal with rain and sun teams even with their weather up. What Tyranitar does do is he serves as a distraction. It is so satisfying to watch an opponent focusing most of their attention on the weather war, on bringing down Tyranitar, when I could care less if their weather is up in the end. Their focus on this lets me net a lead so that even if they do bring down Ttar, they have to see what it cost them. Tyranitar joined the team because he had Pursuit and high Special Defense, not because of Sand Stream. My lack of attachment to my weather is a big help most of the time.
Threat List
I'm not going to update my threat list (at least not tonight), maybe later.
























































Export to Text
Code:
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 206 HP / 216 Def / 88 Spd
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover
Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 6 Def / 252 SDef
Calm Nature
- Clear Smog
- Giga Drain
- Hidden Power [Ice]
- Spore
Heatran @ Leftovers
Trait: Flash Fire
EVs: 250 HP / 252 SDef / 8 Spd
Calm Nature
- Roar
- Stealth Rock
- Protect
- Lava Plume
Skarmory @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 6 Spd
Impish Nature
- Brave Bird
- Roost
- Spikes
- Whirlwind
Starmie @ Expert Belt
Trait: Natural Cure
EVs: 252 SAtk / 6 SDef / 252 Spd
Timid Nature
- Rapid Spin
- Ice Beam
- Thunderbolt
- Surf
Tyranitar @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 6 Def / 252 SDef
Careful Nature
- Stone Edge
- Crunch
- Earthquake
- Pursuit
Conclusion
I typically like to test a team much more before I make a RMT, but with my summer nearly over, and threats like Shadow Tag Gothitelle and Genesect here to ruin stall's day, I have to throw in the towel. I would like to know what tips or opinions you guys might have. I don't know what it is about stall that appeals to me so, but it is very difficult to be a stall player in this hyper-offensive metagame. Very difficult indeed. But incredibly rewarding. It is wonderful to see a poorly prepared team flounder against my army of sponges. And a stall vs stall match turns into what is, to me, a very enjoyable battle of attrition with chess-like characteristics (spinner vs spin blocker vs entry hazard stacking). I really love playing this game and stall is a lot of fun for me. I hope you enjoyed looking at my team and I look forward to your rates!