5th Gen. stall proved to be quite the challenge. I remember, back with generation IV, when stall was more straightforward, that I had a stall team the faired very decently. Putting the ol' team back together and going for a couple test runs yielded less-than-jubilant results, and so, after much trial and error, I have come up with this Generation V stall team that has faired me relatively decently, with few exceptions. Now, without further adieu, onto the team!
Team Building
In my previous team, I had a running sandstorm which provided me with some good residual damage to the opponent. With this in mind, I chose my old favorite, Hippowdon.
Next, I despite Hippowdown's lovely defenses, I required a physical wall, and someone to complete the spike set. Skarmory and Forretress were both very applicable choices, but I decided to go with the Gen V wall for reasons to be explained later, Ferrathorn.
Now, because of the way Ferrathorn was set up, I required a healer for when he was too low on health, as long as a special wall. Obviously, I chose one my all-time favorite stall Pokemon (eff off Chansey, I don't care if you got a new item, you'll never be the same); Blissey.
With two spikers, a healer, and a defensive wall, it was time to get a Pokemon that could shuffle up their team with relative ease. I thought about Skarmory for this, but, with the apparent larger amount of fire moves going around, I decided against this. First I chose Dragonite, then it moved on to Garchomp, and then, finally, Salamence, who proved to be the most useful overall.
Now, I looked at my team, and noticed quickly that there would be no way to deal with new threats very easily such as Conkedurr (Sp?) and Renicullis (Sp?). Moreover, I only had one SpD wall. The Pokemon that I initially chose for this was Dusklops, as he also was rapid spin protection, but soon I changed to Latias, whom was much more useful and worked much better in synergy with my team.
With one slots left, I decided it was time to get a rapid spinner on my team, because, obviously it would not be good if I become out-stalled by another team. Oh Excadrill, you are a saint. Excadrill became my rapid spinner AND revenge killer because of his nice ability of doubling speed in a sandstorm. He really helped my team find its balance. With such insane speed, attack, and well placed defensive, he has served me extremely well in countering all threats.
In DepthLook
Hippowdon @ Sitrus Berry
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature (+Def, -SpA)
- Earthquake
- Slack Off
- Stealth Rock
- Ice Fang
Overview: This is the standard lead for my team. He starts off the battle strong with sandstorm, which usually gets its way because of Hippowdon's slower speed. He also is my initial spiker. Most of the time, Hippowdon starts out strong and leads the game in my favor without much effort.
Moveset: This is relatively simple. Earthquake should be pretty obvious, along with stealth rock and Slack Off. I use to have roar on this guy, but I've since changed it to Ice Fang after encountering an increase of taunters such as Azelf or Aerodactyl. The Ice Fang usually catches them off guard and cripples their lead. Moreover, it helps me rid myself of dragon threats and levitating foes.
EV's: I'm just using the EV's from the Hippowdon from my old team. I haven't really put them to too much of a test yet, and so they are subject to change. Advice would be much appreciated here.
Playing: Usually I keep to the prime directive (yes, my Pokemon are also named after Star Trek characters) and do as much as I can to get the stealth rock out there. Even when against a Politoed, it appears as though my EV's in special defense are enough to keep Hippowdon long enough to get out those rocks before switching. However, if the opponent leads with a sweeper that I know I cannot beat, I will usually switch to either Latias or Ferrathorn appropriately.
Comments: I don't really do much with this guy after the initial opening, which I know I shouldn't really do. I guess he does have his time to shine though. At times I will sacrifice him just to change the weather, which has, surprisingly worked. I have him equipped with a Sitrus Berry because he usually doesn't stay out for an exceedingly lengthy amount of time, and it gives him the extra health to survive some hard hits that would normally kill him so that he can get out those rocks.
Ferrathorn @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SpD
Relaxed Nature (+Def, -Spe)
Spe IV: 0
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Overview: This guy has served many purposes on my team. Whether it be killing that effing Politoed, countering that trick room team, or setting up spikes, this guy does it all. One thing to note is his basic set up. Switching Ferrathorn into a physical attack usually yields the opponent out over 1/2 of their health depleted after Iron Barbs, Rocky Helmet, Sandstorm, and hazards that I've set on their field.
Moveset: I first had him with protect so that he could get the extra leech seed in, but soon I noticed that this rather useless as the opponent would usually switch into something with fire, thus forcing my little guy to switch out, thus I changed to the much more useful Power Whip. Gyro Ball deals out heavy damage with Ferrathorn's total speed of 40; it usually gets its full power of 120, thus killing or crippling the enemy. Switching him in usually gives me a free spike set up, as well as a substantial amount of damage on the opponent. Leech Seed serves as recovery.
EV's: Just like Hippowdon, I'm unsure of whether or not I like the EV's on Ferrathorn. I liked leaning them a little more to the defensive side so that he would take very minimal damage while still being able to deal back large amounts of damage with rocky helmet + iron barbs (1/6 + 1/8 of opponents HP). Yet again, suggestions are welcome here.
Playing: Like I've said before, I tend to switch him in on a physical attack. Afterwards, I usually don't switch him out, at least, not for a long time. I usually misjudge the opponent which yields this guy dead, but he always takes down someone with him, not like that's any way to think. After setting up stealth rocks, I usually switch into him because he serves as a wall for both special and physical defense, and then proceed with spikes. Like with Hippowdon, I am rather reckless when spiking.
Comments: I think that I let this guy die too easily, I must remember to keep him around more, although, I don't know if it has something to do with his EV's; I'm much too lazy to do calculations at the moment. Gyro ball is very useful, I've tried to seep with him before, and it has worked on occasion.
Blissey @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature (+Def, -Atk)
- Toxic
- Wish
- Protect
- Seismic Toss
Overview: Probably my most basic team member, Blissey is relatively straight forward. Counter that special sweeper. Toxic stall them and then do constant damage with Seismic Toss. Wish helps heal my team and herself (himself?) Oh, and I don't know why, but I don't like Chansey, I tried her, and it didn't seem right, I will not change.
Moveset: Pretty easy to understand here:
Wish: Heal team.
Protect: Scout, heal self, extra Toxic damage.
Toxic: Wear down opponent.
Seismic Toss: Constant damage, wear down opponent (with 32 PP, how can you go wrong? And yes, this has saved me in PP battles)
EV's: Just like last gen, this gives her the added defensive to survive a hit and come back with wish. She has enough SpD, and the HP gives everyone on my team a full heal.
Playing: Switch into special attacker. Toxic or Seismic toss, wish if low on HP or want to wish pass, Protect if sandstorm/ toxic will become fatal. Pretty easy.
Comments: I may or may not want to change one of her moves to Heal Bell, I've been caught in a few situations where status affections plague me. Unsure of this though. . . Maybe Change Seismic toss to something else.
Salamence @ Leftovers
Trait: Intimidate
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature (+Def, -SAtk)
- Wish
- Protect
- Dragon Tail
- Flamethrower
Overview: This was an interesting choice for my team. I wanted something that would cover some of my weaknesses, ie, Breloom. While I tried Dragonite and Garchomp, both of them had flaws, and both could be killed without too much difficulty. Finally, I came across Salamence (no longer banned in gen V) who made my problems "go away." Quite literally as it seems.
Moveset: Wish + protect turns Salamence into nasty little wall, stalling out the opponent while staying alive. Flamethrower is there to keep threats such as Ferrathron and other defensives steels who get switched in in check. Dragon Tail is like a better version of roar, as it shuffles through the opponents Pokemon and also deals quite a bit of damage as well (after STAB and 306 base attack).
EV's: Relatively simple. HP and Defense EV's keep him alive as a defensive wall, while 32 Speed allows him to out speed Tyranitar so that I don't have any. . . problems. The impish nature is because I'd rather deal out an average amount of larger damage with dragon tail then to try to sweep with flamethrower, which is rarely used anyway.
Playing: I play with Salamence rather nonchalant. I switch him in whenever it seems appropriate, or when I need a defensive wall. Intimidate is extremely useful because having the opponent's attack is like doubling my defense, which makes Salamence a 393 HP 556 Def Wall, which means that the opponent will either switch, or, more commonly fight, which means that they will be switched while taking damage. The only problem I have sometimes with this is that he is sometimes afflicted with status problems which pose as quite a large problem for me.
Comments: I play like a brute with this guy, which doesn't always seem to end in my favor. Sometimes I'll wish too late, which makes him dead, which is very unhelpful, because. So, I'm thinking about maybe having roost instead of wish, and then dragon claw instead of protect, but this is doubtful: double wish passing is really useful, and protect has also saved me a few times.
Latias @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature (+Spe, -Atk)
- Dragon Pulse
- Calm Mind
- Roar
- Recover
Overview: With the considerable lack of Rapid Spinners nowadays, I decided that I could replace my previous spin blocker with something of much more use (coupled with the fact that Rotom-h is now Fire/Electric type). Latias brings a lot to the table, and he pretty much secures the late game as well. His move set allows him to out preform other late game threats, as well as widdle away at the opponent's Pokemon.
Moveset: Calm mind is a very important move here, it allows Latias to match against common threats such as Reniclus (sp?). After a calm mind battle, I can easily just roar the foe away, leaving me with a +6/+6 and them with nothing (they usually forfeit after this). At endgame with spikes up, I can roar through their Pokemon (without calm mind) until they become nonexistent because of the constant small amounts amounts of damage. Dragon pulse provides me with an excellent move that can help me rid of troubles such as Conkedurr very quickly and effectively. It also can be used as a sweeping move after several calm minds. Recover keeps him afloat (literally), simple~
EV's: 252 HP allows Latias to be quite defensive and makes him a hard nut to crack. The 252 Spe EV's are especially important as they help to make sure that Latias moves first. This lets him set up his calm mind first, recover first, attack first--by making the first move, he makes sure that the battle is in my hands, not my opponents. (and control is what stall is all about, right?)
Playing: I switch in Latias kind of like I switch in Blissey. I'm rather reckless about it, but it usually ends well. If I get in a few calm minds I'm usually very negligent to switch out, and I'll also start to attack with Dragon Pulse. The only problem is that I sometimes find myself accidentally killing her in my puckish glee. Generally, I try to get in a calm mind or two, even if it doesn't seem very plausible, it strikes fear in the opponent and seems to make them think a little less. More predictable, good for me.
Comments: Overall, Latias has been really solid on my team, I don't think I'll switch him out as he has saved my arse quite a few times now. No real changes that I can think of for him at the moment, but I do require some more play testing. Oh, and Leftovers, of course, is to keep me afloat.
Excadrill @ Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spe, -SpA)
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin
Overview: Because the new generation is full of slow and very powerful Pokemon, I needed something that could take care of any major threats, anything that killed a member on my team had to be taken care of, thus, Excadrill was needed as a revenge killer, and by god, he fits the roll perfectly. Rapid spinner, sweeper, and able to come into status ailments (poison and paralysis) makes this guy a very fierce and substantial member of the team.
Moveset: When I bring out Excadrill, people are usually pretty predictable, thus yielding me a free rapid spin and/ or swords dance. Rapid spin should be of obvious use, and swords dance as well. If I predict right, I can usually sweep an entire team after one swords dance. Earthquake is the STAB move of choice, coupled with his 135 base attack, it's fearfully strong, even when "not very effective." Rock slide takes care of anything that Earthquake can't hit, simple.
EV's: 252 Atk and 252 Spe EV's put Excadrill at 369 Attack and 309 Speed. After sandstorm and (hopefully) a swords dance, that's 738 Atk and 618 Spe. Yeah, be afraid.
Playing: The balloon has proved to be an incredibly useful perk as it allows me to switch in on Earthquake along with status ailments. I'll also switch him in as a revenge killer. My method for him is pretty reckless like most of my other members of the team, and I also try to go for the win and/ or kill quite a lot instead of the rapid spin (which can be a mistake much of the time, but I get eager) This guy is great for killing many threats. I'll bring him in a lot against Pokemon who deal super-effective damage to me, just to surprise them with an Earthquake that kills them. I don't think that the sweeper is very expected on a stall team, and so I try to use that to my advantage.
Comments: This guy is amazing, one of my favorite new guys. I will definitely be using him in teams-to-come.
Team Building
In my previous team, I had a running sandstorm which provided me with some good residual damage to the opponent. With this in mind, I chose my old favorite, Hippowdon.
Next, I despite Hippowdown's lovely defenses, I required a physical wall, and someone to complete the spike set. Skarmory and Forretress were both very applicable choices, but I decided to go with the Gen V wall for reasons to be explained later, Ferrathorn.
Now, because of the way Ferrathorn was set up, I required a healer for when he was too low on health, as long as a special wall. Obviously, I chose one my all-time favorite stall Pokemon (eff off Chansey, I don't care if you got a new item, you'll never be the same); Blissey.
With two spikers, a healer, and a defensive wall, it was time to get a Pokemon that could shuffle up their team with relative ease. I thought about Skarmory for this, but, with the apparent larger amount of fire moves going around, I decided against this. First I chose Dragonite, then it moved on to Garchomp, and then, finally, Salamence, who proved to be the most useful overall.
Now, I looked at my team, and noticed quickly that there would be no way to deal with new threats very easily such as Conkedurr (Sp?) and Renicullis (Sp?). Moreover, I only had one SpD wall. The Pokemon that I initially chose for this was Dusklops, as he also was rapid spin protection, but soon I changed to Latias, whom was much more useful and worked much better in synergy with my team.
With one slots left, I decided it was time to get a rapid spinner on my team, because, obviously it would not be good if I become out-stalled by another team. Oh Excadrill, you are a saint. Excadrill became my rapid spinner AND revenge killer because of his nice ability of doubling speed in a sandstorm. He really helped my team find its balance. With such insane speed, attack, and well placed defensive, he has served me extremely well in countering all threats.
In DepthLook
Hippowdon @ Sitrus Berry
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature (+Def, -SpA)
- Earthquake
- Slack Off
- Stealth Rock
- Ice Fang
Overview: This is the standard lead for my team. He starts off the battle strong with sandstorm, which usually gets its way because of Hippowdon's slower speed. He also is my initial spiker. Most of the time, Hippowdon starts out strong and leads the game in my favor without much effort.
Moveset: This is relatively simple. Earthquake should be pretty obvious, along with stealth rock and Slack Off. I use to have roar on this guy, but I've since changed it to Ice Fang after encountering an increase of taunters such as Azelf or Aerodactyl. The Ice Fang usually catches them off guard and cripples their lead. Moreover, it helps me rid myself of dragon threats and levitating foes.
EV's: I'm just using the EV's from the Hippowdon from my old team. I haven't really put them to too much of a test yet, and so they are subject to change. Advice would be much appreciated here.
Playing: Usually I keep to the prime directive (yes, my Pokemon are also named after Star Trek characters) and do as much as I can to get the stealth rock out there. Even when against a Politoed, it appears as though my EV's in special defense are enough to keep Hippowdon long enough to get out those rocks before switching. However, if the opponent leads with a sweeper that I know I cannot beat, I will usually switch to either Latias or Ferrathorn appropriately.
Comments: I don't really do much with this guy after the initial opening, which I know I shouldn't really do. I guess he does have his time to shine though. At times I will sacrifice him just to change the weather, which has, surprisingly worked. I have him equipped with a Sitrus Berry because he usually doesn't stay out for an exceedingly lengthy amount of time, and it gives him the extra health to survive some hard hits that would normally kill him so that he can get out those rocks.
Ferrathorn @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SpD
Relaxed Nature (+Def, -Spe)
Spe IV: 0
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Overview: This guy has served many purposes on my team. Whether it be killing that effing Politoed, countering that trick room team, or setting up spikes, this guy does it all. One thing to note is his basic set up. Switching Ferrathorn into a physical attack usually yields the opponent out over 1/2 of their health depleted after Iron Barbs, Rocky Helmet, Sandstorm, and hazards that I've set on their field.
Moveset: I first had him with protect so that he could get the extra leech seed in, but soon I noticed that this rather useless as the opponent would usually switch into something with fire, thus forcing my little guy to switch out, thus I changed to the much more useful Power Whip. Gyro Ball deals out heavy damage with Ferrathorn's total speed of 40; it usually gets its full power of 120, thus killing or crippling the enemy. Switching him in usually gives me a free spike set up, as well as a substantial amount of damage on the opponent. Leech Seed serves as recovery.
EV's: Just like Hippowdon, I'm unsure of whether or not I like the EV's on Ferrathorn. I liked leaning them a little more to the defensive side so that he would take very minimal damage while still being able to deal back large amounts of damage with rocky helmet + iron barbs (1/6 + 1/8 of opponents HP). Yet again, suggestions are welcome here.
Playing: Like I've said before, I tend to switch him in on a physical attack. Afterwards, I usually don't switch him out, at least, not for a long time. I usually misjudge the opponent which yields this guy dead, but he always takes down someone with him, not like that's any way to think. After setting up stealth rocks, I usually switch into him because he serves as a wall for both special and physical defense, and then proceed with spikes. Like with Hippowdon, I am rather reckless when spiking.
Comments: I think that I let this guy die too easily, I must remember to keep him around more, although, I don't know if it has something to do with his EV's; I'm much too lazy to do calculations at the moment. Gyro ball is very useful, I've tried to seep with him before, and it has worked on occasion.
Blissey @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 248 Def / 8 SpD
Bold Nature (+Def, -Atk)
- Toxic
- Wish
- Protect
- Seismic Toss
Overview: Probably my most basic team member, Blissey is relatively straight forward. Counter that special sweeper. Toxic stall them and then do constant damage with Seismic Toss. Wish helps heal my team and herself (himself?) Oh, and I don't know why, but I don't like Chansey, I tried her, and it didn't seem right, I will not change.
Moveset: Pretty easy to understand here:
Wish: Heal team.
Protect: Scout, heal self, extra Toxic damage.
Toxic: Wear down opponent.
Seismic Toss: Constant damage, wear down opponent (with 32 PP, how can you go wrong? And yes, this has saved me in PP battles)
EV's: Just like last gen, this gives her the added defensive to survive a hit and come back with wish. She has enough SpD, and the HP gives everyone on my team a full heal.
Playing: Switch into special attacker. Toxic or Seismic toss, wish if low on HP or want to wish pass, Protect if sandstorm/ toxic will become fatal. Pretty easy.
Comments: I may or may not want to change one of her moves to Heal Bell, I've been caught in a few situations where status affections plague me. Unsure of this though. . . Maybe Change Seismic toss to something else.
Salamence @ Leftovers
Trait: Intimidate
EVs: 248 HP / 228 Def / 32 Spe
Impish Nature (+Def, -SAtk)
- Wish
- Protect
- Dragon Tail
- Flamethrower
Overview: This was an interesting choice for my team. I wanted something that would cover some of my weaknesses, ie, Breloom. While I tried Dragonite and Garchomp, both of them had flaws, and both could be killed without too much difficulty. Finally, I came across Salamence (no longer banned in gen V) who made my problems "go away." Quite literally as it seems.
Moveset: Wish + protect turns Salamence into nasty little wall, stalling out the opponent while staying alive. Flamethrower is there to keep threats such as Ferrathron and other defensives steels who get switched in in check. Dragon Tail is like a better version of roar, as it shuffles through the opponents Pokemon and also deals quite a bit of damage as well (after STAB and 306 base attack).
EV's: Relatively simple. HP and Defense EV's keep him alive as a defensive wall, while 32 Speed allows him to out speed Tyranitar so that I don't have any. . . problems. The impish nature is because I'd rather deal out an average amount of larger damage with dragon tail then to try to sweep with flamethrower, which is rarely used anyway.
Playing: I play with Salamence rather nonchalant. I switch him in whenever it seems appropriate, or when I need a defensive wall. Intimidate is extremely useful because having the opponent's attack is like doubling my defense, which makes Salamence a 393 HP 556 Def Wall, which means that the opponent will either switch, or, more commonly fight, which means that they will be switched while taking damage. The only problem I have sometimes with this is that he is sometimes afflicted with status problems which pose as quite a large problem for me.
Comments: I play like a brute with this guy, which doesn't always seem to end in my favor. Sometimes I'll wish too late, which makes him dead, which is very unhelpful, because. So, I'm thinking about maybe having roost instead of wish, and then dragon claw instead of protect, but this is doubtful: double wish passing is really useful, and protect has also saved me a few times.
Latias @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature (+Spe, -Atk)
- Dragon Pulse
- Calm Mind
- Roar
- Recover
Overview: With the considerable lack of Rapid Spinners nowadays, I decided that I could replace my previous spin blocker with something of much more use (coupled with the fact that Rotom-h is now Fire/Electric type). Latias brings a lot to the table, and he pretty much secures the late game as well. His move set allows him to out preform other late game threats, as well as widdle away at the opponent's Pokemon.
Moveset: Calm mind is a very important move here, it allows Latias to match against common threats such as Reniclus (sp?). After a calm mind battle, I can easily just roar the foe away, leaving me with a +6/+6 and them with nothing (they usually forfeit after this). At endgame with spikes up, I can roar through their Pokemon (without calm mind) until they become nonexistent because of the constant small amounts amounts of damage. Dragon pulse provides me with an excellent move that can help me rid of troubles such as Conkedurr very quickly and effectively. It also can be used as a sweeping move after several calm minds. Recover keeps him afloat (literally), simple~
EV's: 252 HP allows Latias to be quite defensive and makes him a hard nut to crack. The 252 Spe EV's are especially important as they help to make sure that Latias moves first. This lets him set up his calm mind first, recover first, attack first--by making the first move, he makes sure that the battle is in my hands, not my opponents. (and control is what stall is all about, right?)
Playing: I switch in Latias kind of like I switch in Blissey. I'm rather reckless about it, but it usually ends well. If I get in a few calm minds I'm usually very negligent to switch out, and I'll also start to attack with Dragon Pulse. The only problem is that I sometimes find myself accidentally killing her in my puckish glee. Generally, I try to get in a calm mind or two, even if it doesn't seem very plausible, it strikes fear in the opponent and seems to make them think a little less. More predictable, good for me.
Comments: Overall, Latias has been really solid on my team, I don't think I'll switch him out as he has saved my arse quite a few times now. No real changes that I can think of for him at the moment, but I do require some more play testing. Oh, and Leftovers, of course, is to keep me afloat.
Excadrill @ Balloon
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spe, -SpA)
- Swords Dance
- Earthquake
- Rock Slide
- Rapid Spin
Overview: Because the new generation is full of slow and very powerful Pokemon, I needed something that could take care of any major threats, anything that killed a member on my team had to be taken care of, thus, Excadrill was needed as a revenge killer, and by god, he fits the roll perfectly. Rapid spinner, sweeper, and able to come into status ailments (poison and paralysis) makes this guy a very fierce and substantial member of the team.
Moveset: When I bring out Excadrill, people are usually pretty predictable, thus yielding me a free rapid spin and/ or swords dance. Rapid spin should be of obvious use, and swords dance as well. If I predict right, I can usually sweep an entire team after one swords dance. Earthquake is the STAB move of choice, coupled with his 135 base attack, it's fearfully strong, even when "not very effective." Rock slide takes care of anything that Earthquake can't hit, simple.
EV's: 252 Atk and 252 Spe EV's put Excadrill at 369 Attack and 309 Speed. After sandstorm and (hopefully) a swords dance, that's 738 Atk and 618 Spe. Yeah, be afraid.
Playing: The balloon has proved to be an incredibly useful perk as it allows me to switch in on Earthquake along with status ailments. I'll also switch him in as a revenge killer. My method for him is pretty reckless like most of my other members of the team, and I also try to go for the win and/ or kill quite a lot instead of the rapid spin (which can be a mistake much of the time, but I get eager) This guy is great for killing many threats. I'll bring him in a lot against Pokemon who deal super-effective damage to me, just to surprise them with an Earthquake that kills them. I don't think that the sweeper is very expected on a stall team, and so I try to use that to my advantage.
Comments: This guy is amazing, one of my favorite new guys. I will definitely be using him in teams-to-come.