With Gen 5 being the era of Hyper Offense and almost nothing else; I quickly found myself leaving Gen5 OU; as a player who preferred Stall or Balanced playstyles. With Gen6 in it's infancy; however; I decided to give Gen6OU a fair shot; since the weather abilities had been heavily reduced. A few team building sessions later; and I have formed a solid stall team; with which I am slowly gaining rating on my testing account. This account was pretty low rating due to failed teams; and has now risen to the mid 1400's since using this team; which has only lost once. As such; I think this team has a solid foundation; but I am aware that work could be done to imprive it further. I am not a master stall player in any way. ==== The Team The pokemon are in the list in the order I added them to the team; thus; each pokemon will also include my thoughts on building the team at the time. Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 Def / 252 HP / 4 Atk Relaxed Nature IVs: 0 Spd - Spikes - Leech Seed - Protect - Gyro Ball On a stall team; Ferrothorn is basically a staple. Even with the resistances of Steel nerfed; and Rain no longer being almost omnipresent to mitigate his Quad weakness to fire; Ferrothorn is still a defensive behemoth. This is a pretty standard Ferrothorn; a Spiker instead of a Stealth Rocker. Leech Seed and Protect not only allow me to scout for random Fire Blasts and Fighting moves [Especially from commonly Choiced pokemon]; but also allows me to deal a large amount of passive damage while sustaining. I put this guy in the lead position for team preveiw purposes; but usually lead with Tyranitar. It is amusing how often people lead with something to handle Ferrothorn. Gliscor @ Toxic Orb Ability: Poison Heal EVs: 184 Def / 252 HP / 72 Spd Impish Nature - U-turn - Protect - Earthquake - Taunt Gliscor is another common pokemon; although it finds it's place on many types of teams. Gliscor plays multipleroles on the team; from stalling for more residual damage with Protect; to keeping momentum with U-Turn. It also counters things such as MegaLucario that lack Ice Punch; while Taunt messes up opposing stall teams; and pokemon such as opposing Ferrothorns; who can be troublesome to deal with otherwise; especially as a 'last mon'. Taunt is also nice for annoying things like Klefkis or pokemon who think they can set up. Klefki @ Leftovers Ability: Prankster EVs: 252 Def / 248 HP / 8 Atk Impish Nature - Substitute - Swagger - Torment - Foul Play Speaking of Klefki; the annoying keyring is the entire reason I decided to make a full stall team. I deviated from the 'norm' for Klefki; however; and swapped out Thunder Wave for Torment. Klefki only has two weaknesses; and they are to types that are not often seen together on the same pokemon. How the key works is it switches in on something that cannot hurt it; subs; and then uses Swagger/Torment as need be; Torment on pokemon who are only likely to carry one attack that can break Klefki's subs; and Swagger on anything else. Toxic Spikes was planned to be used; which was another reason I did not want to take Thunder Wave. Tyranitar @ Leftovers Ability: Sand Stream EVs: 252 SDef / 252 HP / 4 Atk Sassy Nature - Stealth Rock - Stone Edge - Pursuit - Roar At this point; I noticed I lacked real special bulk; so a natural response was to pick Tyranitar. I also noticed I was weak to being set-up on; and required Stealth Rock. As such; I moved to a slightly unorthodox Tyranitar; focused on shuffleing the enemy team. Tyranitar is often the lead of the team; and it messes with people quite often, especially as they expected Ferrothorn. When they see rocks for some reason most try to set up on it; which just leads to getting Roared. Pursuit was supposed to be so I could finish off low HP special attackers or Ghosts that could spinblock; but I've found by the time I'm in a position to use it; people stay in anyway thinking I'll just Roar again. Due to this I am considering switching to Crunch. Tentacruel @ Black Sludge Ability: Clear Body EVs: 240 Def / 252 HP / 16 Spd Bold Nature - Toxic Spikes - Rapid Spin - Scald - Sludge Bomb At this point I wanted four things; a Fighting Resist; a Spinner; another special sponge; and Toxic Spikes. One one pokemon provides all four; and thus; Tentacruel entered the team. There's not really a lot to say about Tentacruel. It's job is simple; switch in on things like the scouted fire attacks aimed at Ferrothorn; and lay down T-Spikes, maybe throw a Scald; and spin if need be. Sludge Bomb is mainly for coverage; and because it is a giant middle finger to pokemon such as Breloom who seem to think they an come in for free and have their way. It also allows a way of dealing damage to and poisoning fliers; if luck is on my side. [Especially Dragons; who Scald would tickle] Articuno @ Leftovers Ability: Pressure EVs: 252 SDef / 248 HP / 8 SAtk Calm Nature - Roost - Substitute - Roar - Ice Beam For my final pick; I bore in mind that I had both a spinner and a Taunter; meaning my side of the feild would be rather rocks-free. I also bore in mind I was pretty weak to Ground; lacked a special wall with any recovery at all; and was still weak to set-up. As such; I decided to put Articuno onto the team. Specifically; a SubRoost Shuffler. By the time Articuno comes out; I usually have multiple hazards up, so Articuno's job is therefor simple; make use of it's massive bulk and phaze and SubRoost until the cows come home. Ice Beam also has the added bonus of taking out pesky non-grounded foes who are immune to Spikes and T-Spikes; including the likes of Gliscor and Dragons [Which is the main reason I picked Articuno over Zapdos; Ice Beam]. With it's decent speed and good bulk; Articuno can also do a decent cleanup job; as can Gliscor. Articuno started out as an experiment for the team; as 2nd phazer; but it's turned out very strong. It's massive special bulk allows it to withstand even Flamethrowers/Fire Blasts and Thunderbolts from most pokemon. Articuno's main issue is the fact it loses 50% to rocks; but this team can prevent that from becoming a problem. Pressure is just a nice little bonus. ==== Issues: Sableye - This thing is irritating. Between Prankster Taunt and Prankster Recover it can almost single-handedly stop my entire team. Gliscor's taunt is outpaced; I can't Roar it out to shuffle it; and my attacks tend to not hit hard enough. I'm not sure what I can do about it; however. Usually I just force it into a Catch22 where it cannot recover and taunt at once; but this is difficult and takes time. Mega Lucario - This thing can sweep if Gliscor goes down. Ice Punch variants are also a major issue. Opposing Stall - In general; I have little to deal with opposing stall. My main form of damage is phazeing; and Gliscor has the only Taunt on the team. My relative lack of reliable recovery makes it difficult for me to face opposing stall.