Introduction: As most (if not all) of you know, I made it to the ST5 finals and managed to lose to august in an extremely close game. Now that the results of the final battle are posted, I feel the need to post the team that has brought me so much success, not just in ST5, but in the last 6 months of my OU Pokemon "career". This has really been a great team for me and I love using it, now I have the chance to share it with all of you. So without further ado, here it is.
Team at a Glance
In Depth
Heatran (M) @ Focus Sash
Ability: Flash Fire
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Fire Blast
- Earth Power
- Stealth Rock
The lead is one of the most important parts of a Pokemon team. The lead is the Pokemon that sets the pace of the battle and can help you gain an advantage early in the game. Naturally, you'd want a lead to have moves that can help it set up for the team, rather than sweep. Whether it be Taunt, Screens, Stealth Rock, Toxic Spikes, Spikes, or inflicting status, a lead is always supposed to set something up that can aid the rest of the team later in the battle, and that's exactly what Heatran does.
Originally I had Tyranitar in this slot, but eventually I realized that it had too many weakness' to be a good lead and it just wasn't working well. I thought of common leads to replace him with but none of them seemed to fit well onto this team, though the idea of Heatran came to mind and I decided to try it. I'll just say right now that it works great. You may think that leads such as Azelf, Infernape or Aerodactyl do a better job, or even defensive Pokemon such as Swampert and Hippowdon, but I think Heatran is a very overlooked lead.
The moveset is pretty simple. Fire Blast for a good STAB move, Earth Power for good coverage, Stealth Rock (which is the whole point of Heatran) and of course Explosion as a final option to try and do some damage.
Heatran against other leads:
- Azelf is pretty much harmless against Heatran. Since Heatran resists all of its moves (excluding HP Fighting/Ground), I usually go straight for the Fire Blast (which OHKOs or 2HKOs with Sash) because I know it'll Taunt first.
- Once again, not really much of a threat to me. Most of the time Metagross wil Stealth Rock on turn 1, and I'll do the same. Then on the next turn I'll outrun with Fire Blast and OHKO (or 2HKO with Focus Sash or Occa Berry and KO on the next turn). My Focus Sash prevents me from being OHKOd by Earthquake, and not many lead Metagross carry Bullet Punch.
- When I see Aerodactyl, I know I have to switch. Aerodactyl resists Explosion and Fire Blast and is immune to Earth Power. Not only that, but it has Taunt to stop Stealth Rock.
- Infernape's Fake Out will get rid of Focus Sash, leaving me wide opened to a Close Combat, which isn't good. I'll usually go to Tentacruel on the first turn so Heatran stays alive.
- Hippowdon will almost always Stealth Rock first turn, which is why I usually use Fire Blast (which always 2HKOs). Once my opponent sees how much Fire Blast did, they'll have a choice of taking the risk and leaving Hippowdon in, or switching him out. Since they'll usually always switch him out, that gives me a free turn for Stealth Rock.
- Almost just like Hippowdon, Swampert will usually Stealth Rock first turn, and I do the same. Next turn I'll Earth Power to deal a good 30-35% (give or take a few) and then Explosion next turn for the KO (depending on the EVs of Swampert, of course). Switching in Skarmory after using Stealth Rock is also a good option, as it allows me to begin setting up Spikes early.
- Most people run Choice Scarf and Trick on a lead Jirachi, and once they see Heatran they'll usually U-Turn, which takes away my Focus Sash but gives me a free turn for Stealth Rock. If they decide to use Trick instead, I'm locked into Stealth Rock and I'm forced to switch, but that means I now have a ScarfTran with 3 usable moves, and that's not bad at all.
RazorWing (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/220 Def/36 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Whirlwind
- Spikes
- Roost
The key to playing stall is to set up risidual damage such as Spikes, Toxic Spikes and Stealth Rock and then stall out your opponent while their Pokemon slowly get weaker. Of course, you can't just use any Pokemon. You need to have Pokemon who are able to take several hits and have a way of recovering so that you can set up on your opponent with ease and still keep your Pokemon alive.
Ever since GSC, Skarmory has been a great Pokemon to use on any stall team, and that hasn't changed at all. Aside from Forretress, Skarmory is probably the most reliable Spiker in the game, and that's exactly why I put him on this team.
Skarmory is my second source of risidual damage and my physical wall. All of you know the basics of using Skarmory and what his purpose is, so there's no reason to go into huge detail.
The moveset is simple, it's standard and there's no explanation needed. As for the EV Spread, the only reason for 36 Speed is pretty much for outrunning other Skarmory with Whirlwind. I guess I only need something like 8 Speed, but some other Skarmory may run that as well, so I felt the need to use 36 EVs instead.
Poseidon (Tentacruel) (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Surf
- Toxic Spikes
- Rapid Spin
- Knock Off
Stealth Rock and Spikes may help my team, but in my opinion, no stall team is complete without Toxic Spikes. Having the opportunity to poison so many of your opponent's Pokemon is too good to pass up, and it's almost essential to stalling your opponent properly. With that said, it's time to introduce my third and last source of risidual damage on the team.
Tentacruel makes a big difference in a lot of my battles, as it is my Rapid Spinner and the only Pokemon on my team that sets up Toxic Spikes. As mentioned several times in the paragraph above, Toxic Spikes is extremely important, and setting 2 layers up makes my chances of winning a lot greater. In my opinion, Tentacruel is the best Pokemon to do this.
Thanks to Platinum, Knock Off and Rapid Spin are now usable on the same set, which makes Tentacruel that much better. Knock Off is a very overlooked move when it comes to playing stall. If used right, it can seriously cripple a lot of Pokemon on your opponent's team, as some Pokemon are almost useless without their item (best example: Blisisey). Rapid Spin is almost as important as Toxic Spikes. Stall teams are centered around Stealth Rock, Spikes and Toxic Spikes, but be warned that those moves can also be the downfall of them. That's exactly why Rapid Spin is needed, not just on a stall team, but I'd suggest it on almost any team. Not only does Tentacruel have Rapid Spin, but the fact that it can rid the field of Toxic Spikes thanks to it's Poison typing makes it a great Pokemon to have on the team. As for Surf, it provides Tentacruel with a good STAB move and helps KO Fire types such as Infernape if nessecary, though most of the time they'll just switch out and give me a free turn to set up Toxic Spikes.
MajinBuu (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Protect
- Wish
- Toxic
So far, I've been discussing the essentials of a stall team, and this Pokemon is the definition of stall. Just like Skarmory, Blissey has been huge in stall teams since GSC, and the same goes for DPPt. Blissey is one of the most seen Pokemon in OU, and I can guarentee that you'll see it on 90% of all stall teams. My team is no exception.
Blissey is pretty standard, there's really nothing much to explain here. The EV Spread that I use is a pretty commonly used EV Spread, and it isn't anything new. It maximizes both the defence and special defence of blissey so that it can take hits well from both sides of the attacking spectrum. The moveset is the standard for WishBliss, although I prefer Ice Beam instead of Flamethrower for the sake of killing Salamence and other Pokemon 4x weak to Ice. Toxic is there so that I can outstall other walls such as Zapdos and Togekiss, which without it my team can have some trouble with.

EasyBake (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 SDef
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Thunderbolt
- Shadow Ball
Seeing as playing stall relies on having Spikes, Stealth Rock and Toxic Spikes set up at all times, Rapid Spinners can be a big threat. If your opponent manages to Rapid Spin at the right time, that could completely change the game, as you'd have to find a way to set up again, and that can be quite difficult. That's why it's extremely important to have a Ghost on your stall team to block any Pokemon that tries to Rapid Spin, which is where Rotom-H comes in.
Platinum brought the addition of 5 new Rotom forms to our OU Metagame, and they have changed things a lot. Dusknoir is now inferior and Spiritomb, despite having 0 weakness', is outdone by Rotom's superior stats. Not only that, but having Levitate makes a big difference. In my opinion, Rotom is the best Ghost to use on a stall team.
This Rotom set is pretty amazing. RestTalk really helps him last throughout the whole battle, which helps me continue to block Rapid Spins and keep my opponent on the edge. Not only that, but the reason I love using this set so much is for the fact that Blissey can't harm it at all. Thanks to Rotom's great defenses, Ice Beam will barely knock off 15%, and I can easily heal away status with Rest and PP Stall by not making a move while sleeping. To top it all off, Rotom is my answer to Gyarados, which gives my team a bit of trouble.
Ice Age (Mamoswine) (M) @ Choice Band
Ability: Snow Cloak
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Ice Shard
- Superpower
- Stone Edge
Throughout this RMT, I've been explaining bits and pieces of the basics of playing stall, and what every stall team needs. Though, my last Pokemon goes against all of that, but I believe it to be the secret to this team's success (and failure...).
Using Mamoswine, especially with Choice Band, is definetely not something commonly seen on stall teams. I originally had another Pokemon in this slot (I forget which one exactly), but I found out that I had a huge weakness to Lucario and Salamence. This is where Mamoswine comes in.
Thanks to STAB and Choice Band, Ice Shard easily lands a OHKO on Salamence, even after Intimidate. Though, most of the time my opponent will expect Ice Shard and they'll switch out, and causing switches is important when playing stall.
As for my Lucario weakness, I realized that Jolly Mamoswine with 252 EVs in speed is able to outrun Adamant Lucario, and seeing as most people overlook Mamoswine's decent speed, they leave Lucario against Mamoswine and end up getting OHKOd by Earthquake.
Salamence and Lucario were the main reasons for using Mamoswine, though they're not the only reasons. After using CB Mamoswine for a while now, I've come to the conclusion that he's an amazing late game sweeper to use on a stall team. Once Toxic Spikes, Spikes and Stealth Rock are all set up, anything that comes in will definetely be weakened (assuming this is late game, this probably won't be the first time they've lost HP), and Mamoswine doesn't have a hard time killing off the rest of my opponent's Pokemon.
Team at a Glance






In Depth

Heatran (M) @ Focus Sash
Ability: Flash Fire
EVs: 6 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Fire Blast
- Earth Power
- Stealth Rock
The lead is one of the most important parts of a Pokemon team. The lead is the Pokemon that sets the pace of the battle and can help you gain an advantage early in the game. Naturally, you'd want a lead to have moves that can help it set up for the team, rather than sweep. Whether it be Taunt, Screens, Stealth Rock, Toxic Spikes, Spikes, or inflicting status, a lead is always supposed to set something up that can aid the rest of the team later in the battle, and that's exactly what Heatran does.
Originally I had Tyranitar in this slot, but eventually I realized that it had too many weakness' to be a good lead and it just wasn't working well. I thought of common leads to replace him with but none of them seemed to fit well onto this team, though the idea of Heatran came to mind and I decided to try it. I'll just say right now that it works great. You may think that leads such as Azelf, Infernape or Aerodactyl do a better job, or even defensive Pokemon such as Swampert and Hippowdon, but I think Heatran is a very overlooked lead.
The moveset is pretty simple. Fire Blast for a good STAB move, Earth Power for good coverage, Stealth Rock (which is the whole point of Heatran) and of course Explosion as a final option to try and do some damage.
Heatran against other leads:








RazorWing (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/220 Def/36 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Whirlwind
- Spikes
- Roost
The key to playing stall is to set up risidual damage such as Spikes, Toxic Spikes and Stealth Rock and then stall out your opponent while their Pokemon slowly get weaker. Of course, you can't just use any Pokemon. You need to have Pokemon who are able to take several hits and have a way of recovering so that you can set up on your opponent with ease and still keep your Pokemon alive.
Ever since GSC, Skarmory has been a great Pokemon to use on any stall team, and that hasn't changed at all. Aside from Forretress, Skarmory is probably the most reliable Spiker in the game, and that's exactly why I put him on this team.
Skarmory is my second source of risidual damage and my physical wall. All of you know the basics of using Skarmory and what his purpose is, so there's no reason to go into huge detail.
The moveset is simple, it's standard and there's no explanation needed. As for the EV Spread, the only reason for 36 Speed is pretty much for outrunning other Skarmory with Whirlwind. I guess I only need something like 8 Speed, but some other Skarmory may run that as well, so I felt the need to use 36 EVs instead.

Poseidon (Tentacruel) (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Surf
- Toxic Spikes
- Rapid Spin
- Knock Off
Stealth Rock and Spikes may help my team, but in my opinion, no stall team is complete without Toxic Spikes. Having the opportunity to poison so many of your opponent's Pokemon is too good to pass up, and it's almost essential to stalling your opponent properly. With that said, it's time to introduce my third and last source of risidual damage on the team.
Tentacruel makes a big difference in a lot of my battles, as it is my Rapid Spinner and the only Pokemon on my team that sets up Toxic Spikes. As mentioned several times in the paragraph above, Toxic Spikes is extremely important, and setting 2 layers up makes my chances of winning a lot greater. In my opinion, Tentacruel is the best Pokemon to do this.
Thanks to Platinum, Knock Off and Rapid Spin are now usable on the same set, which makes Tentacruel that much better. Knock Off is a very overlooked move when it comes to playing stall. If used right, it can seriously cripple a lot of Pokemon on your opponent's team, as some Pokemon are almost useless without their item (best example: Blisisey). Rapid Spin is almost as important as Toxic Spikes. Stall teams are centered around Stealth Rock, Spikes and Toxic Spikes, but be warned that those moves can also be the downfall of them. That's exactly why Rapid Spin is needed, not just on a stall team, but I'd suggest it on almost any team. Not only does Tentacruel have Rapid Spin, but the fact that it can rid the field of Toxic Spikes thanks to it's Poison typing makes it a great Pokemon to have on the team. As for Surf, it provides Tentacruel with a good STAB move and helps KO Fire types such as Infernape if nessecary, though most of the time they'll just switch out and give me a free turn to set up Toxic Spikes.

MajinBuu (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Protect
- Wish
- Toxic
So far, I've been discussing the essentials of a stall team, and this Pokemon is the definition of stall. Just like Skarmory, Blissey has been huge in stall teams since GSC, and the same goes for DPPt. Blissey is one of the most seen Pokemon in OU, and I can guarentee that you'll see it on 90% of all stall teams. My team is no exception.
Blissey is pretty standard, there's really nothing much to explain here. The EV Spread that I use is a pretty commonly used EV Spread, and it isn't anything new. It maximizes both the defence and special defence of blissey so that it can take hits well from both sides of the attacking spectrum. The moveset is the standard for WishBliss, although I prefer Ice Beam instead of Flamethrower for the sake of killing Salamence and other Pokemon 4x weak to Ice. Toxic is there so that I can outstall other walls such as Zapdos and Togekiss, which without it my team can have some trouble with.

EasyBake (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 SDef
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Thunderbolt
- Shadow Ball
Seeing as playing stall relies on having Spikes, Stealth Rock and Toxic Spikes set up at all times, Rapid Spinners can be a big threat. If your opponent manages to Rapid Spin at the right time, that could completely change the game, as you'd have to find a way to set up again, and that can be quite difficult. That's why it's extremely important to have a Ghost on your stall team to block any Pokemon that tries to Rapid Spin, which is where Rotom-H comes in.
Platinum brought the addition of 5 new Rotom forms to our OU Metagame, and they have changed things a lot. Dusknoir is now inferior and Spiritomb, despite having 0 weakness', is outdone by Rotom's superior stats. Not only that, but having Levitate makes a big difference. In my opinion, Rotom is the best Ghost to use on a stall team.
This Rotom set is pretty amazing. RestTalk really helps him last throughout the whole battle, which helps me continue to block Rapid Spins and keep my opponent on the edge. Not only that, but the reason I love using this set so much is for the fact that Blissey can't harm it at all. Thanks to Rotom's great defenses, Ice Beam will barely knock off 15%, and I can easily heal away status with Rest and PP Stall by not making a move while sleeping. To top it all off, Rotom is my answer to Gyarados, which gives my team a bit of trouble.

Ice Age (Mamoswine) (M) @ Choice Band
Ability: Snow Cloak
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Ice Shard
- Superpower
- Stone Edge
Throughout this RMT, I've been explaining bits and pieces of the basics of playing stall, and what every stall team needs. Though, my last Pokemon goes against all of that, but I believe it to be the secret to this team's success (and failure...).
Using Mamoswine, especially with Choice Band, is definetely not something commonly seen on stall teams. I originally had another Pokemon in this slot (I forget which one exactly), but I found out that I had a huge weakness to Lucario and Salamence. This is where Mamoswine comes in.
Thanks to STAB and Choice Band, Ice Shard easily lands a OHKO on Salamence, even after Intimidate. Though, most of the time my opponent will expect Ice Shard and they'll switch out, and causing switches is important when playing stall.
As for my Lucario weakness, I realized that Jolly Mamoswine with 252 EVs in speed is able to outrun Adamant Lucario, and seeing as most people overlook Mamoswine's decent speed, they leave Lucario against Mamoswine and end up getting OHKOd by Earthquake.
Salamence and Lucario were the main reasons for using Mamoswine, though they're not the only reasons. After using CB Mamoswine for a while now, I've come to the conclusion that he's an amazing late game sweeper to use on a stall team. Once Toxic Spikes, Spikes and Stealth Rock are all set up, anything that comes in will definetely be weakened (assuming this is late game, this probably won't be the first time they've lost HP), and Mamoswine doesn't have a hard time killing off the rest of my opponent's Pokemon.