My Longtime Heavy Stall Team (UPDATED May 31st)

Hey guys, today I have the stall team I've used for quite some time now. You may have seen it sometime in the past. I laddered a fair amount with it or some variation of it (never too high) multiple times. I'm a lot busier now that I've graduated college and started a 9-5 job. I don't really have time to ladder or play competitive Pokemon to the extent that I used to. I'll always enjoy playing Pokemon though, and when I have the time, I'll enjoy a nice match.

Since I don't plan on being as competitive as I used to, I figured it was time to reveal the inner workings of a team I have used for a long time. It is a stall heavy RU team that was first created during the pre-ORAS XY era. I've tried many things, and this is what I consider to be my personal favorite to use. I want to make something very clear - this is not the best variation of this team for current RU play. The team that I am going to post has a major weakness to Slurpuff. It can be fixed, specifically by running Doublade instead of Spiritomb. Don't worry, I'll post a section that includes previously used mons! The problem is that using Doublade makes the team tormentingly stall heavy, and honestly, kind of boring to play. Usually I use this team in UU and sometimes even OU for the lulz, and I don't really expect to win, but I have fun seeing if this team can pull off an upset in a higher tier. It did win a tournament in UU once, which was fun. But please, don't take this team super seriously. I'm not really looking to improve this team, but it might help someone who is getting into stall in RU get an idea or two.

As you'll see, this team is very stall heavy. Five of the six Pokemon are bulky as hell and hard to bring down without setting up. Pokemon that set up can be an issue, but this can usually be overcome with smart prediction and strategy. Two Pokemon have Choice items and the move Trick to cripple opposing Pokemon for the duration of the match. Every single Pokemon on this team has some way of Statusing opposing Pokemon, as you wear them down throughout the match. Stealth Rock is also used to aid in this processing of wearing the opponent down. Two Pokemon on this team have the ability Regenerator to allow them to recover HP simply by switching out. Registeel knows Block to help defeat opposing stall teams (more on that later). Overall, this is an incredibly bulky team that is impossible to bring down without the correct weapons. I'm not going to lie, I love this team. I have had many great times using it, and I will continue to use it in the future. I love the idea of stall and wearing opponents out, and many become frustrated when they realize they can't put a dent in this team. This team certainly has been my favorite team of gen 6.

POST-SLOWKING BAN: I plan on updating this RMT to reflect the ban of Slowking. Other noteworthy bans that have affected this team include Doublade and Slurpuff. Another important update to the tier is the inclusion of Scrafty, which makes Golbat more important than ever.

I plan on providing an update to each Pokemon's description in order to explain how each of their roles may have altered following these bans. The team is still going very strong, performing up to my liking on the current RU Suspect ladder as well as in higher tiers.


Obviously with Slowking banned, I had to replace it, and I selected Gastrodon for the job. It has performed admirably, and I am happy with it so far. I'll admit, it is kind of a bummer that only one Pokemon on this team is currently a trick user, but it makes up for that by having a greatly-reduced weakness to Electric types. Any newly written material will be in red. I plan to keep all of the old text for reference purposes. So if something written in BLACK doesn't make sense, that's because it was written before the ban when Slowking was still on this team.

Anyway, I have nothing left to say, so onto the Pokemon! The order I'll be presenting them is whatever order they happen to be in on team builder. So here we go!

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Spiritomb (F) @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Trick
- Pursuit
- Sucker Punch
- Will-O-Wisp

Spiritomb is one of the most fun Pokemon to use. Yes, this set is very unusual, but hear me out. Spiritomb has fantastic Dark/Ghost typing, leaving it only weak to Fairy type. Its lack of weaknesses usually means that it can stand up to at least one strong attack. Additionally, its Ghost typing allows it to function as a Spin Blocker while giving it key immunities to Normal and Fighting attacks. This lets Spiritomb pair well with other Pokemon, as it often finds a way to switch in to opposing attacks.

As I said in the introduction, the best way to beat Slurpuff is to run Doublade instead of Spiritomb. But that makes the team boring! Spiritomb gives the team a more offensive option that, with the correct prediction, removes certain opposing Pokemon from the match. Many Psychic and Ghost Pokemon are essentially screwed when Spiritomb switches in. Unless they carry a Fairy type attack, they usually have no way of seriously harming Spiritomb without setting up. If they try to attack, they typically have a Sucker Punch waiting for them. If they try to switch, they are Pursuit trapped (Alakazam and Bronzong).

I should tell you about Spiritomb's Attack stat. With a Choice Band, Spiritomb's attack is 466. That's fantastic. This thing hits like a train. Somewhat reliable priority with Sucker Punch? Sign me up. Even if Spiritomb can't get the kill, unless the opposing Pokemon resists Dark type moves or has a seriously high Defense, they are taking a very hard hit.

But here's where things get interesting. In my opinion, Trick is phenomenal this generation. Yes, the addition of Mega Pokemon has somewhat hurt its viability. But it's so good for this team. It turns setup Pokemon that could cause serious trouble into Pokemon that can easily be worn down by other members of the party.

This description wouldn't be complete without talking about Will-O-Wisp. Yes, it is rather unusual to run a Status-Inflicting move on a Choiced Pokemon. However, I find that this is the best option for Spiritomb after it has traded items with an opponent. What else would it run - a Ghost type attack? Then it would be nothing more than an attacking oaf. Giving Spiritomb WoW lets it maintain a presence that can be felt for the duration of the match. The vast majority Pokemon that rely on a strong Physical Attack stat hate to be Burned. Thus, if Spiritomb can get it off, it can shut certain opposing Pokemon down. Not to mention, burns take away 12.5% of HP per turn. I'll be saying this a lot throughout this RMT - it wears the opponent down.

Finally, I need to discuss the ability Infiltrator. This renders Substitute useless. Any Pokemon that feels protected by a Substitute will instead meet a Choice Band, a Burn, or a Sucker Punch. This has saved me a number of times.

Update: With Slowking gone, Spiritomb is more important than ever, being the only Pokemon on the team with access to Trick. It is critical that Trick is used on the correct Pokemon, or else a match can easily be lost. Also with Slurpuff gone, Spiritomb is more viable than ever before. And since Doublade is banned, Spiritomb has no competition for its spot. It still performs the same role as before, but I will admit, it has less room to screw around since Slowking is gone.

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Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect

Oh boy, this is perhaps the star of the team. The core that holds it all together. It needs no introduction - you know how it works. Alomomola is one of the two original members of the team. It has a fantastic HP stat. Pair that with a respectable Defense, give it Wish and Protect, and you have yourself a great Physical Wall.

By passing Wishes to teammates, Alomomola is one of two Pokemon that keep this team healthy. Since most members of this team are very bulky, Wish Passing becomes an easy process. And obviously, Alomomola can use Wish to heal itself as well. Should Alomomola become too low on health to rely on wish, it can just switch out and regain health with Regenerator.

That Defense stat though. It's great. HP is 533 and Defense is 284. Beautiful. It takes a very strong Pokemon to seriously dent Alomomola with a Physical Attack. Meanwhile, Alomomola has the teammates to take Special Attacks. This strong Physical resistance makes Alomomola a key member of a very strong defensive core.

But it doesn't end there. Scald is incredible this generation. The 30% chance to burn is insanely useful. Even if an opponent can setup on Alomomola, they still have to face the risk that they'll be burned, and the odds are in my favor (Mega Absol). Finally, I must give kudos to Toxic - the ultimate wear-down weapon! Oh I love toxic. That's why 2/3 of the team has it.

Update: Because of Slowking leaving the team, Alomomola has no Regenerator partner. This isn't a huge problem, since I rarely allowed myself to be put into situations where the best option was a continuous switch between Alomomola and Slowking. But it is worth mentioning. Other than that, there haven't been any real changes to Alomomola. With Gastrodon now on the team, there is an extremely safe option to bring in on Electric type attacks.

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Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 SpA
- Seismic Toss
- Block
- Toxic
- Rest

One of the two original members for the team. A key member of the Defensive Core. I already talked about this Registeel in the Creative & Underused sets back in November:

http://www.smogon.com/forums/threads/ru-creative-underrated-sets-thread.3506246/page-7#post-5862755

Nevertheless, I'll give a quick summary of Registeel, a fantastic member of this team. It givess reliable damage with Seismic Toss, it wears the opponent down with Toxic, and it recovers HP and heals Status with Rest.

But what makes this Registeel special is Block. Not many people expect it. Unless the target has a way out (Volt Switch, U-Turn, Shed Bell) it basically becomes a one-on-one battle against Registeel. And Registeel can beat a lot of Pokemon. This single move can wreak havoc on opposing stall teams. Opposing Alomomola goes to Wish, and it gets Blocked. Aromatisse goes to Heal Bell, and it gets Blocked. That Pokemon is finished. Registeel will defeat it one-on-one. Yes, this can lead to some heavy PP stalling and bore the shit out of everyone involved (Articuno and Vaporeon). In such scenarios, using Rest whenever you get the opportunity helps win PP wars.

http://replay.pokemonshowdown.com/uu-210360850 see turn 13.

I would regret it if I didn't make a note on Registeel's phenomenal Special Defense. It has 363 HP and 438 Special Defense. Bulky. As. Fuck. There is a downside to using Registeel, and that is the presence of Dugtrio. If you face a team with a Dugtrio, you basically cannot send out Registeel for any reason until Dugtrio is KO’d. Luckily Alomomola destroys Dugtrio so that gives you a bit of a solution to this problem.

Update: Gastrodon does not have as strong of a Special Defense as Slowking, meaning that Registeel has to sometimes step up its game and take more hits. But Gastrodon returns the favor by handling more Electric and Water type attacks. Registeel maintains a highly critical role on this team, as it eliminates key threats with a fantastic effort of PP stalling. Many battlers forfeit as soon as they realize what is happening because they have no desire to sit through a Registeel PP war.

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Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Heal Bell
- Stealth Rock

I'm not a fan of totally dedicated leads, but I think having a Pokemon to plan on leading the vast majority of the time is a good idea. Uxie is my planned lead. Getting off Stealth Rock begins the wearing-down process of my opponent from turn one. Having fantastic Physical Defense lets it stand up to almost any Physical Attack and get Rocks up. Afterwards, Alomomola can just heal it later in the match with Wish. Here's an extreme example:

252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Uxie: 265-315 (74.8 - 88.9%) -- guaranteed 2HKO after Leftovers recovery

Besdies using Stealth Rock, Uxie has one other major job: keep the team Status-Free. Heal Bell is critical on any team that is heavy stall. Paired with Alomomola's wishes, this can make the team invincible unless the opposing team can find a way to wallbreak some seriously bulky Pokemon. Also, this pairs fantastically well with Registeel, since it can wake up Registeel after it uses Rest.

The other moves aren't as important, but they are worth discussing. Some might believe that Thunder Wave would get in way for a team that is mostly based on Toxic Poison and Burn. But Thunder Wave can be a quick way of crippling Steel or Poison Pokemon when a Burn would be difficult to achieve. It also makes Uxie more likely win some key matchups that otherwise can cause problems (Cobalion and Virizion).

Psychic is nothing more than a filler STAB attack. It comes in handy against Crobat and stuff like that. Sometimes a good option is to let Uxie wear an opposing Pokemon down slowly with a combo of Paralysis and Psychic. But overall, Uxie is a strong support member that helps this team function properly.

Update: Uxie's role is basically the same. It is usually my lead. It puts up Stealth Rock and keeps the team status-free with Heal Bell. I sometimes bring it in on Physical Attacks due to its remarkable Defense. I usually use Thunder Wave against Steel types such as Heatran and Cobalion depending upon the tier. The tier changes haven't really affected Uxie.

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Golbat (F) @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Brave Bird
- Roost
- Toxic
- Defog

First I'd like to take a moment to talk about Golbat's bulk. With Eviolite, Golbat's Defense reaches 393. Pair that with 353 HP and reliable recovery in Roost, and you have a Pokemon that can stand up to some serious hits. Golbat definitely fits this team well. My only complaint is that it gives my team a noticeable weakness to Electric types. Nevertheless, I feel that Golbat does a fine job.

Any decent stall team needs a way to remove hazards, and that's where Golbat comes in. Unfortunately, Defog removes my Stealth Rock as well, but it's a necessary sacrifice against Spikes users. Other than that, you just have a very bulky Pokemon. It wears opponents down with Toxic, and it recovers HP with Roost. Simple as that. Brave Bird can be useful (Mega Heracross). Finally, Golbat has Infiltrator to sneak past Substitutes. Twice, I have faced a Cresselia setting up Calm Mind behind a Substitutes. Both times they were Badly Poisoned, and they couldn't knock out Registeel or Slowking.

Update: The inclusion of Scrafty into RU has made Golbat more important than ever. Golbat really is the only Pokemon on the team that is able to handle a Dragon Dance / Bulk-Up Scrafty with Shed Skin and/or Rest. I've really come to respect the power that Golbat's Brave Bird brings to the team. Additionally, having Gastrodon on team provides a safe switch-in when Golbat is matched against an Electric Type.

Finally, a VERY important thing to remember is to NEVER let Golbat be hit by Knock Off. Losing Eviolite on Golbat is awful, and it can cost you the entire match. Golbat needs all the bulk that it can get, and losing Eviolite can EASILY be the difference between being able to stall out your opponent and losing to a hard hit. Golbat ABSOLUTELY MUST keep its Eviolite throughout the entire match. Instead, let Alomomola or Registeel take the Knock Off. Losing Leftovers on Alomomola or Registeel is highly desirable over allowing Golbat to lose its Eviolite. Such an occurrence can very quickly lead to a loss. With the tier the way it is right now, Golbat is without a doubt one of the most important members on this team. It must remain bulky throughout its lifespan of a match. It already gets worn down enough by Stealth Rock.


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Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Clear Smog

The new Pokemon on the team, Gastrodon has performed much better than expected. The most important thing to remember is that it is NOT as bulky as Slowking, and expectations must be kept in check. The good news is that its Water and Ground typing with immunity to Water type attacks meshes with the team extremely well, perhaps better than Slowking's typing. My team now has a much easier time dealing with Pokemon such as Houndoom, Clawitzer, and most Electric types. Gastrodon is also extremely effective at defeating with Mega-Camerupt.

The thing to watch out for is Grass type attacks. A Hidden Power Grass is very sneaky, and while Gastrodon usually has the bulk to handle such an attack, it is not desirable. Luckily, Registeel can handle all Grass type attacks with total ease.

Breaking down the set, it's easy to see why Gastrodon performs its job well. A Special Defense of 289 and an HP stat of 425 gives Gastrodon admirable special bulk. It has a very strong moveset as well. Scald is phenomenal this generation, and the Burn chance is very appreciated. Status moves are a staple on this team, and Gastrodon does its part in adding valuable Toxic support. Recover keeps Gastrodon healthy and able to win Stall wars. These three moves are critical to this Gastrodon set, and they are what make it a fine member of this Stall team.

The final move, Clear Smog, is mostly filler. I had plenty of options for this final move, others being Ice Beam, Yawn, and Earth Power. However, I selected Clear Smog because my team can be weak to Setup Sweepers, and Clear Smog gives me a way to deal with this problem. It has come in handy against things like Shell Smash Omanyte, though to be honest, I probably would be capable of beating it without Clear Smog anyway. But fourth move is fourth move I suppose. Clear Smog is also incredibly useful against Clefable when I play in OU.

Overall, I am extremely satisfied with Gastrodon. It meshes very well with the remainder of the team, and I am extremely excited that I no longer have a glaring weakness to Electric types. When I put it on the team, I was afraid that it wouldn't be bulky enough, but its fantastic typing has more than made up for its lesser bulk than that of Slowking. Needless to say, Gastrodon has exceeded my expectations.


Previously Used Pokemon
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Slowking @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Trick
- Toxic
- Slack Off

Here's Slowking. I'll be the first to admit, this set is very unusual. But I think it works wonderfully. No really, Slowking is super useful, as it performs a variety of useful roles.

With Choice Specs, Slowking's Special Attack reaches an impressive 354. Not many people expect that kind of power out of a Slowking. Furthermore, when they get hit by Scald, they face that infamous 30% Burn chance. Does Slowking miss not having a Psychic STAB attack? Not really. This team isn't about strong attacks; it is about wearing the opponent down. And Slowking does exactly that.

While Slowking CAN attack with Scald, the better option is to usually Trick the Choice Specs onto an opposing Pokemon. I've already explained this in the Spiritomb analysis - this can essentially make an opposing Pokemon useless, and that kind of potential is amazing. After Slowking has used Trick, it operates in a more Stall-based role, wearing opponents down with Toxic and recovering with Slack Off.

But there's more! Slowking is another Regenerator Pokemon. This makes it a good partner with Alomomola, as switching between the two is free HP. Finally, I'd like to discuss Slowking's Special Defense. It has 393 HP and 350 Special Defense. It's no pushover. Pairing it with Registeel often forces the opponent to play guessing games.

One thing to keep in mind, Slowking was added to the team when Moltres was still a big thing in RU. Slowking countered Moltres perfectly. But if I wanna take this team into a UU match or perhaps even push my luck in OU, then I want this Slowking around. Its typing and stats match it almost perfectly with Registeel. Adding Wish Support from Alomomola and Heal Bell from Uxie results in Slowking being tough to bring down.

Update: Obviously with its ban, Slowking had to go. I still use it sometimes in OU, but it sucks that I have to say my team is UU rather than RU. However, I'm starting to grow very fond of Gastrodon for its ability to better handle Raikou and Thudurus-T. But I really miss having a second Trick user!


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Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick

This Pokemon was used in place of Slowking. It functioned as a Trick user, and it made the team a bit more aggressive. Basically, it was an “answer” to opposing Alomomola before I thought of Block Registeel, which is definitely the better solution. Rotom-M was never really bulky enough for this team. It did a decent job as a revenge killer, and it kept momentum going with Volt Switch, but it just wasn’t a good fit for this team.

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Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Protect

Believe it or not, this was the original Golbat. I originally thought that the team didn’t need hazard control, citing the fact that there are few Spikes users in RU. Well there are some, and one day an opponent that set up Spikes proceeded to beat me silly. I knew then a Defogger was needed, and Swellow was the weakest link at the time. I liked Swellow; it made the team more mixed than strictly stall. It won me many matches. But in the end, it was the weakest link and it had to be replaced by a Defog user.

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Meganium @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Synthesis
- Giga Drain
- Toxic

Ew. The pre-Uxie model. At least it had reliable recovery in Synthesis. Uxie is just so much Bulkier, and its Psychic typing pairs well with Registeel.

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Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Gyro Ball
- Toxic
- Sacred Sword
- Rest

The safe option over Spiritomb. If you face a Slurpuff, and you have Spiritomb instead of Doublade, you will most likely lose. Not necessarily, but the odds aren’t in your favor. And that sucks.

This is a great set for a great Pokemon. Doublade fits this team super well. It’s bulky, it can wear the opponent down, and it can rest and be woken up by Uxie later. I actually think it’s a better option in terms of viability than Spiritomb.

But all of that said, Spiritomb is just more fun to use! Using Doublade gives you one Trick user instead of two. One is probably all you need, but there’s a special satisfaction in using Trick; Doublade obviously does not allow for such satisfaction. And if you use Trick on the wrong Pokemon, you could be screwed. Spiritomb gives you a 2nd chance at using Trick, and it’s often surprising for the opponent, since not many people expect two trick users. Another thing, Doublade performs a role that almost every other Pokemon on this team already performs. Slowking, Golbat, Registeel, AND Alomomola all do the same thing. They Badly Poison the opponent and Heal their HP. Did I really want a FIFTH Pokemon to do the EXACT SAME THING?

One last thing, I did consider a Swords Dance set. The thing with that is that such a set didn’t fit the philosophy of the team. This team isn’t about setting up or wall-breaking. This team is about wearing the opponent down!

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Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Earthquake
- Defog
- Toxic

As you can probably guess, this was the original Golbat. Then it got sent to UU. So I turned to Golbat. But you know what, I actually like Golbat as a replacement. Infiltrator comes in handy more than you would think. Yeah, with Golbat my team does have a weakness to Electric types, but usually they can be managed using Registeel. But Gligar did make Volt-Turn easier to contain!

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Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Substitute

Remember when this guy was RU? I made good use of it while it was in the tier. Picture it in place of Slowking. Actually it originally replaced Rotom-M. It was so good! But with the ban, it needed to go.

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Amoonguss

Amoonguss @ Black Sludge (Assault Vest?)
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Spore (Toxic?) (Sludge Bomb?) (Hidden Power Fire?)
- Giga Drain
- Clear Smog
- Synthesis (Foul Play?)

Okay, this guy was never on the team. But I’ve considered it many times, usually in place of Slowking or Spiritomb. Either way, that would mean losing a Trick user, which would displease me. Losing Slowking for Amoonguss would make this team too Fire-weak for my liking (Moltres, Typhlosion). Trading Spiritomb for Amoonguss would make the team Calm Mind bait in many cases (Suicune, Slowbro). I’ll admit, since I never tested Amoonguss, it might be a very good option. I just didn't see the potential. Finally, the main selling point of Amoonguss is to put the opponent to Sleep with Spore. Unfortunately, Sleep doesn't help my team much, as no Pokemon are designed to set up, and the only hard hitters are Spiritomb and Slowking, one of which would have to go for Amoonguss. Perhaps it could run Toxic instead? Or Maybe I would give it an Assault Vest and use it that way?

Importable
Spiritomb (F) @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Trick
- Pursuit
- Sucker Punch
- Will-O-Wisp

Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect

Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 0 SpA
- Seismic Toss
- Block
- Toxic
- Rest

Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Heal Bell
- Stealth Rock

Golbat (F) @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Brave Bird
- Roost
- Toxic
- Defog

Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Clear Smog

Conclusion

So yeah, that's the team. I'm not really looking to change or "improve" this team - it's more just to show what I've been using for most of gen 6. But if you want to make your own changes or use this team, please go ahead! I'm not going to be playing as much Pokemon as I used to, so it's time to put my team out there. I hope you enjoyed looking at it, and if you choose to use this team, I wish you the best of luck. Have fun guys, and I'll see you around.

Update: Overall, I am still extremely happy with this team, perhaps even more so than ever. This current lineup is the best variation that I can think of. I still encourage others to mess around with it in their own time. I'm still not really looking to "improve" upon on it; I'm happy with the way it is. Plus with my job, I still don't have as much time for Polemon as I used to. But I'm hoping this update can help somebody out. Have fun battling guys, and I will see you around.
 
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Hey guys, I have updated this RMT to reflect recent bans & inclusions in the RU tier, particularly the banning of Slowking. Enjoy!
 
spiritomb mola registeel golbat uxie gastrodon

The first thing i can see is that tour team struggles quite a bit against entry hazards since Golbat osnt exactly a great defogger because of its bad matchup against common setters. For example Qwilfish can come in on all your team but Uxie and get up FULL entry hazards without you being able to defog because of Taunt. The case is the same with Pokemon such as Accelgor since it can simply finalgambit and then Golbat is forced out. Secondly your team lacks a strong win condition or way to win the game especially against bulkier teams that for example pack a cleric to which you just lose eventually. A solution to this first problem is using Curse + Toxic Registeel over your current set. The one you are running doesn't look to be accomplishing much of anything and using Curse + Toxic would give you a strong win condition against opposing fat teams. Your team also struggles a lot against physical attackers that can gest past Alomomola such as Substitute + SD cobalion and SD Drapion which just smash your team right after. The solution to this is definitely changing Gastrodon to Quagsire which gives you a compete stop with its curse set and also a reliable Durant check (and a decent Houndoom emergency check too). This would take away a lot of Special Defense from your team so you should use Specially Defensive Alomomola over your current (inefficient and bad) spread so that it can counter Clawitzer effectively and act as a pivot vs Exploud and Meloetta and the like. Finally you could free up Trick since Quagsire with Curse murders Reuniclus but up to you, really.

Sets and spreads

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@ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Iron Head
- Toxic
- Rest

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@ Leftovers
Ability: Unaware
EVs: 252 HP / 108 Def / 148 SpD
Impish / Relaxed Nature
- Curse
- Recover
- Earthquake
- Ice Punch / Scald

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@ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Scald
- Toxic
 
Hey everyone, Dugtrio/Microwave Oven here! I switched over to this username, because I hardly ever use my NASCAR alt. These days I'm mostly on Dugtrio or Microwave Oven. But anyway, I'm sorry to revive such an old RMT, but I had to because I recently made a nice accomplishment with this team.

After 70 battles on my Microwave Oven alt, I made the OU ladder. That's right; I achieved OU ladder status using a RU team. I didn't think it was possible, but it happened thanks to the magic of heavy stall!

I needed to celebrate somehow. I thought about rewriting the entire RMT, but I figured this would be quicker, plus the mods might frown upon me posting the same RMT twice.

The ONLY change I've made to this team is I switched Seismic Toss on Registeel to Hammer Arm, and I switched it to a Careful nature and gave it 31 Attack IVs. The reason that I did this is because Seismic Toss wasn't really needed, and Hammer Arm gives my team a better chance against Bisharp, a major threat for me. I could go into more detail about how this affects PP stalling, but I'll keep things brief.

Anyway, I just wanted to share this accomplishment. This really is the best team I have ever made in any sort of tier. I leave you with an updated importable, some recent replays (be sure to watch if you like stall!), a screenshot of the OU ladder and an image I made in paint.

Dugtrio / Microwave Oven

Spiritomb (F) @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Trick
- Pursuit
- Sucker Punch
- Will-O-Wisp

Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect

Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Hammer Arm
- Block
- Toxic
- Rest

Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Heal Bell
- Stealth Rock

Golbat (F) @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Brave Bird
- Roost
- Toxic
- Defog

Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Clear Smog
- Recover
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