Re: Bell, I OU's is obviously a pun on "REBELLIOUS" and "bell" (Bronzong), which translates to being an OU team that features Bronzong.
Introduction:
Hello people, I basically am a very casual player who doesn't usually ladder because there are tons of scrubs up there. Usually I would just battle with a bunch of people which I know, and I'm pretty sure they know what they are doing. Anyways, when ORAS came out to be an extremely hyper offensive metagame, I wanted to challenge myself with Stall to see how it does. And surprise, surprise, turns out fabulous.
Overview:
This team is basically based off the core of Chesnaught + Bronzong which has just amazing type synergy together in general, walling multiple huge threats in the metagame. Charizard X provides lots of useful resistances as well as having extremely good type synergy with Chesnaught as well. Tentacruel rounds off the FWG defensive core as well as providing spin support for Charizard. The last 2 members give more trouble to slower teams since the defensive core takes on most offensive teams really well already. Gliscor is the catch all for slower teams, and finally Clefable is there to provide Wish support and get easy surprise kills against Defoggers in general.
A Detailed Look:
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Spiky Shield
- Leech Seed
- SpikesChesnaught literally only gained Drain Punch in the tier shift, while the threat in the form of Metagross, Salamence, Altaria etc., all pose some threat to it. Yet, I have to say that gaining Drain Punch move than makes up for it, especially when paired with a partner that can take on all of the 3 aforesaid mons. Thanks to its fantastic typing and well distributed stats, Chesnaught is capable of taking on Swampert, Lopunny, Mega Gyarados, Sharpedo, and even some Keldeo if they lack HP Flying. The biggest immediate benefit of using Chesnaught is how it literally makes opposing Ferrothorns into a massive burden for the opponent, easily setting up Spikes on it. Since Ferrothorn literally does nothing on Chesnaught, it can even go for the Leech Seed because the switch is super obvious. These factors combined, means that Sand teams pretty much lost at team preview unless they have something like HP Flying Landorus-T.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- ToxicBronzong is the obligatory second part of the defensive core, covering up Metagross, Altaria, and Salamence that would otherwise pose a problem to Chenaught. In ORAS OU, Bronzong is simply amazing right now. With toxic Toxic easily beats Salamence which is one of the greatest threats out there. Even SubDD versions cannot reliably beat it because its sub is easily broken, you threaten a 2HKO after rocks, while Salamence cannot 2HKO even at +1. Metagross, Diancie and Sceptile struggle to get past it while it can hit back with EQ, Gyro Ball and Gyro Ball respectively. Mega Altaria's is walled unless it has Fire Blast, at which Bronzong still has a good chance of surviving, and KO-ing return with Gyro Ball. SubCM Mega Latias, which is one top tier stallbreaker, cannot set up effectively on Bronzong because it 4x resists Stored Power, and can consistently break its subs, and eventually Toxicing it when it is forced to heal up instead of subbing.
Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- RoostHaving 2 mons weak to Fire, it is obligatory to have a Fire resist. Charizard X is the pick here because of its amazing defensive synergy with the 2. Between Chesnaught and Bronzong, Charizard's weakness to EdgeQuake is more than mitigated, while Bronzong takes on all the Dragon attacks it wants. On the other hand, Charizard soaks up burns meant for Chesnaught and Bronzong like no ones business, and handy VoltSwitch resistance makes it less prone to being worn down when against such teams. Charizard also gives stallbreakers a really hard time, being able to switch into Talonflame and Mew easily and knocking them out with 2 Dragon Claws.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Knock OffTentacruel is the obligatory spinner for Charizard to switch in more easily. Other than creating a FWG defensive core alongside Chesnaught and Charizard, it's typing has a really fantastic type synergy with Bronzong. Ground and Psychics hits are all taken by Bronzong with little to no problem, while Tentacruel easily switches into any fire attacks. Tentacruel is not meant to be taking physical hits in the first place, so it is built to be specially defensive. Acid Spray is especially useful to defeat CM Clefable, CroCune, and CroBro, which are very real threats for defensive teams in general. Scald is Scald and Knock Off is Knock Off so it is not necessary to explain those 2. Liquid Ooze makes it a good switch into Venusaur, and subsequently getting the Acid Spray on anything else, though Clear Body and Rain Dish both have their fair share of utility, so this part is not really obligatory.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Taunt
- Roost
- Knock Off
- EarthquakeWhile the former 4 members covered the most relevant offensive threats, Gliscor just serves as a catch-all for slower teams. Because of its crazy recovery, Gliscor is extremely difficult to take down for any slow teams. Gliscor takes on the very dangerous Landorus with a specially defensive spread, as well as the troublesome Gengar. With a combination of Taunt, Knock Off and Roost, Gliscor effectively shuts down recovery of anything slower than it, which makes life really hard for bulky offense teams in general. When used in conjunction with the hazard support from Chesnaught and Bronzong, Gliscor is capable of racking up a lot of residual damage in opponent teams. Toxic is less necessary because hazard support is generally enough for racking up damage, and Knock Off makes quick work of Gengar, whom otherwise Gliscor cannot touch. Playstyle-wise, Gliscor plays really similar to Charizard, basically playing the same role; i.e. being a Knock Off sponge and to deal with stallbreakers, like Talonflame and Mew, which it actually does better than Charizard. Additionally, it also serves as a status absorber, which is crucial since my team lacks a user of Heal Bell.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 244 HP / 160 Def / 104 SpA
Modest Nature
- Moonblast
- Fire Blast
- Softboiled
- WishThis Clefable is an rather unorthodox one, being an offensive CM variant. The reason for an offensive variant is that since Greninja now has Gunk Shot, 96 SpD Lefties Clefable could no longer beat it, so going for an offensive variant that doesn't kill momentum as much is more appealing. Clefable's main purpose in the team is actually as a Wish passer for Bronzong, Chesnaught, and Tentacruel, who can switch into a lot of common switch ins for Clefable, which makes passing wishes to them extremely easy. For a stall oriented team, CM Clefable hardly does anything until late into the game, and for a stall team, the game would have already been decided by then. Hence, I use a Life Orb offensive one, such that it can defeat stuff like Skarmory, and Scizor who likes to come in and Defog. EVs allows it to tank a +2 Zen Headbutt from Mega Gallade, and OHKO in return with Moonblast. This Clefable makes a very effective emergency button to take on dangerous sweepers if it is kept healthy enough, and hence I tend to preserve it if the opponent has something I want to hit with it. An option I am considering is to give it Thunder Wave over Wish or Softboiled so that it can play a bigger role, but it is rather hard to decide which move to forsake.
This basically concludes the RMT. I typed this at midnight, so pardon for any bad phrasing and stuff. Will polish it up tomorrow when I am awake.
Introduction:
Hello people, I basically am a very casual player who doesn't usually ladder because there are tons of scrubs up there. Usually I would just battle with a bunch of people which I know, and I'm pretty sure they know what they are doing. Anyways, when ORAS came out to be an extremely hyper offensive metagame, I wanted to challenge myself with Stall to see how it does. And surprise, surprise, turns out fabulous.
Overview:
A Detailed Look:
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Spiky Shield
- Leech Seed
- Spikes
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Toxic
Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- Roost
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Acid Spray
- Scald
- Rapid Spin
- Knock Off
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Taunt
- Roost
- Knock Off
- Earthquake
Clefable @ Life Orb
Ability: Magic Guard
EVs: 244 HP / 160 Def / 104 SpA
Modest Nature
- Moonblast
- Fire Blast
- Softboiled
- Wish
This basically concludes the RMT. I typed this at midnight, so pardon for any bad phrasing and stuff. Will polish it up tomorrow when I am awake.
Last edited: