So the first few teams I've made in gen 6 haven't been working out so well, and nothings really feeling anywhere close to how powerful my gen 5 VoltTurn team was, which is a bit disappointing. That said, I've been having some decent success playing stall. Despite what everyone says about it, it's doing pretty well atm from what I've seen. The team I'm using is nothing new, it's just a FWG core alongside a SkarmBliss core with the almighty power of talonflame to clean up and provide insurance against those that are able to set up if shit hits the fan. The Team: Superlove (Blissey) @ Leftovers Ability: Natural Cure EVs: 252 Def / 252 SDef / 4 HP Calm Nature IVs: 0 Atk - Wish - Protect - Seismic Toss - Heal Bell While it may seem odd to not have any status moves on blissey, the rest of the team has no problem spreading status to help blissey whittle her enemies down so that she can focus entirely on doing her job as a cleric. The entire team appreciates wish support, especially Heatran who doesn't have any recovery moves of it's own, and venusaur who doesn't have leftovers and can tend to be worn down relatively easily compared to the rest of the team get the most mileage out of her massive wishpassing. Protect allows her to scout moves, selfheal with wish, and stall any status damage. Seismic Toss keeps her from being complete taunt bait and gives her a little damage output. Fighting: Venusaur, Slowbro, Talonflame Beat it (Skarmory) @ Leftovers Ability: Sturdy Shiny: Yes EVs: 252 HP / 252 Def / 4 SDef Bold Nature - Defog - Roost - Whirlwind - Spikes Skarmory is the team's hazard control, as well as one of the big reasons I'm giving stall another shot this generation as I no longer have to rely on spinners like starmie and forretress who don't really fit into my stall teams due to the formers lack of bulk and the latter's lack of recovery. Skarmory easily keeps the field clear of hazards and once the opponent's hazard layer is dead he can lay his own spikes down. Whirlwind allows him to phase setup sweepers that heatran cannot. Skarmory of course is still completely capable of pulling his weight as an incredible physical wall and partner in crime with blissey. Fire: Heatran, Slowbro, Talonflame Electric: Venusaur Still Alive (Slowbro) @ Leftovers Ability: Regenerator EVs: 252 HP / 252 Def / 4 SDef Bold Nature - Scald - Ice Beam - Toxic - Slack Off Probably my favorite pokemon to use on any stall team and one I'd never make a stall team without. Thanks to his fantastic ability in regenerator, he is, imo, a better physical wall than even skarmory, he never gets worn down and can take incredibly powerful, boosted attacks from the game's top tier physical attackers with ease (bar KyuB's fusion bolt). Scald+Toxic makes him very difficult to switch into and most things that face him will end up being status'd eventually. Ice Beam provides coverage against the dragons he walls and the grass types that like to switch into him. Ghost: Blissey Dark: - Electric: Venusaur Grass: Venusaur, Heatran, Talonflame Bug: Skarmory, Heatran The Bad Touch (Heatran) (F) @ Leftovers Ability: Flash Fire Shiny: Yes EVs: 252 HP / 252 SDef / 4 SAtk Calm Nature - Lava Plume - Protect - Roar - Stealth Rock Even though heatran took a rough hit losing his resistance to dark and ghost like all steel types had to deal with, his typing is still far above average with stats that complement it perfectly. Heatran functions as a backup special wall to blissey as it can do things blissey cannot, such as phasing, spreading burns, and setting up SR for the team. Between Skarmory and Heatran most threats can be phased out if they manage to set up. Even uninvested, Lava Plume hits very hard thanks to heatrans great base SpA and makes switching into heatran difficult. Protect allows heatran to scout for lethal coverage moves and stall for status damage. Ground: Skarmory, Talonflame Fighting: Venusaur, Slowbro Water: Venusaur, Slowbro Flower Power (Venusaur) @ Venusaurite Ability: Chlorophyll Shiny: Yes EVs: 252 HP / 56 Def / 200 SDef Careful Nature - Leech Seed - Synthesis - Knock Off - Toxic Venusaur complete's my FWG core, and has great synergy with slowbro and heatran. An underused mega, and while certainly not broken like Kangaskhan and Gengar are, he is quite solid for the intents and purposes of this team. Upon mega evolving he boosts his bulk up to base 80/123/120 and loses his weakness to fire and ice making him very difficult to take down. The difference in bulk is so great that I will often lead with him to make sure he mega evolves asap as switching in before evolving can be quite a bit harder. His typing also allows him to absorb toxic spikes, spores, sleep powders, and leech seeds for the team making him invaluable. A combination of leech seed, synthesis, and wish support help him make up for his lack of leftovers and his massive bulk carries him the rest of the way. Knock off hits surprisingly hard even without stab and uninvested attack, but more importantly it removes choice bands, choice specs, and life orbs allowing him and his team to take hits even easier as well as leftovers to wear the enemy down faster. It is a very high reward, low risk move. Toxic provides more residual damage for the team. Venusaur is mainly a special tank but he can take physical hits very well too, thanks to some key resistances to fighting, ground, and a bug neutrality. His ev spread is a bit random, I've run him with a physical spread, a special spread, and a few mixed spreads and he has performed very well with all of them. Flying: Heatran, Skarmory Psychic: Heatran, Skarmory, Slowbro War Dynamics (Talonflame) @ Leftovers Ability: Gale Wings EVs: 72 HP / 252 Atk / 184 Spd Adamant Nature - Flare Blitz - Brave Bird - Roost - Will-O-Wisp On a stall team? Yeah. Talonflame is just that good. Talonflame brings the team offensive pressure and speed which would be non-existant without it. His main job is to clean up lategame when everything is weakened and his checks are gone, but that doesn't stop him from coming in midgame to stop a potential sweep or toss out a couple burns. Skarmory is always there to remove stealth rock so he doesn't get worn down to quickly. Despite being the squishiest member of the team, he usually isn't the first to die, as long as you can find an opportunity to switch him in, he is very hard to touch from that point forward due to his amazing speed/priority and powerful attacks and has no trouble switching out when the matchup becomes unfavorable due to his bulky team mates to take an attack for him. Will-o-Wisp is an underrated and underused option for Talonflame that can give his usual counters tyranitar, hippowdon, Landorus-T, and Gliscor (prior to toxic orb activation) a really bad day, crippling them for the remainder of the match, and whittling them down so talonflame can come in again later to sweep once they are sufficiently weakened. His speed EVs allow him to reach 334 speed which allows him to outspeed and flareblitz Timid Thunderus-T and burn jolly Garchomp. The rest are put into his hp for his (surprisingly acceptable bulk (he won me a game by being able to switch into gengar's focus blast after SR damage once)). Electric: Venusaur Water: Venusaur, Slowbro Rock: - Threatlist (WIP) ***Kyurem-Black - With both Skarmory and Slowbro weak to Electric, Kyurem-Black with Fusion Bolt are a big issue. ***Gengarite - Perish Song Mega Gengar is a threat to 5/6 members of my team, the 6th of which can't switch into him. Destiny Bond threatens 3/6 members, and he can straight up beat both skarmory and slowbro if they end up getting trapped with shadow ball/thunderbolt. Thankfully most people I've run into aren't very good at using him. ***Kangaskhan - Particularily ones that run Seismic Toss, which can 2hko everything bar blissey, which can't take anything else Kanga runs.