Stall ain't dead yet!

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Hi everybody, here's something really special: 2 teams at once! Isn't that rad? To be honest, one version of the team has already been posted, but I thought I might as well post it here for comparison purposes, though feel free to rate the older version of this team as well! Without further ado:

TIME TO STALL

The hazard setter
Team 1 =>

Garbodor @

Trait: Aftermath
EVs: 240 HP / 252 Def / 16 Spd
Impish Nature

Spikes / Rock Blast / Pain Split / Toxic Spikes
Garbo is the bulkier Spiker, and uses its better bulk and survivability to set up as many layers of entry hazards as possible. Spikes deals damage to anything that is grounded, whereas Toxic Spikes poisons those very same pokemon unless they happen to be Poison-type themselves. Garbodor uses Rock Blast mainly for Scolipede, but is also handy for taking on Armaldo, Torkoal and frail Substitute users such as Swoobat, Ninjask and Jnx that intend to setup. Pain Split is what gives Garbodor its survivability., well usually not so much 'survive', more like 'delaying the inevitable', but it does allow Garbo some more time to setup hazards until it goes down. EVs maximize Defense while outrunning Custap Golems.

A couple of moves could go over either Rock Blast or preferable Pain Split. Gunk Shot could be used to destroy Grass-types easier to stop the Leech Seed shenanigans and whatnot, as well as deterring Roselia from setting up on me willy-nilly. Toxic can be used to poison Levitators/Flying-types, badly poisons instead of mildly poisons via 1 Toxic Spikes layer, and deals with an unpoisoned Gurdurr much easier than setting up T-Spikes and then phazing it away with Mandibuzz, but Toxic can clash with Toxic Spikes. Other moves such as Seed Bomb and Drain Punch allow Garbodor to damage Ground or Steel type switch-ins, with the latter having the benefit of recovering some health.
<= Team 2
Scolipede @

Trait: Swarm
EVs: 248 HP / 36 Atk / 56 Def / 168 Spd
Jolly Nature

Spikes / Megahorn / Aqua Tail / Toxic Spikes

Scolipede is the faster Spiker, and can get quick hazards if I need them up ASAP. Spikes deals damage to anything that is grounded, whereas Toxic Spikes poisons those very same pokemon unless they happen to be Poison-type themselves. Scolipede is useful in that if the opposing team is dreadfully weak to Toxic Spikes, Scolipede can just rush into battle and set them up immediately. Megahorn is STAB and hurts Grass and Psychic-types which can trouble the team. Aqua Tail helps Scolipede to hurt Armaldo and Torkoal as well as hitting bulky Ground-types like Golem and Golurk harder. I put Swarm over Poison Point because I found myself able to trigger it pretty often since bulky Pede tends to hang on like that. 248 HP EVs lessens SR damage, 36 Attack 2HKOes Lefties Musharna, 168 Speed + Jolly outruns the Simi monkeys, the rest into Defense.

There isn't too much to add to a bulky Scolipede's movepool, since its offensive options are much less effective without full offensive investment. Scolipede does have access to Earthquake (for Poisons & Steels) and Rock Slide (for Flyings), but Aqua Tail offers greater 2-move coverage than either of them. Pursuit can be used to hound Haunter and Jynx which can be annoying to stall, but is pretty useless outside that role: Misdreavus often switch into Pede instead, whereas Kadabra is too fast for bulky Pede to outspeed.

The Sponge


Seismitoad @

Trait: Water Absorb
EVs: 200 HP / 56 Def / 252 SDef
Sassy Nature
Scald / Earthquake / Toxic / Knock Off or Stealth Rock
Seismitoad is my sponge, meaning it has the bulk soak up a good variety of hits. Its typing and ability are both really useful, providing Water, Fire, Electric and Rock resistances, all for a weakness to Grass, which is pretty worth it. Scald is Seismitoad's way of crippling physical sweepers by burning them, discouraging most from directly switching into Toad. Earthquake is chosen over Earth Power because of Jynx, but can still do solid damage to neutral/Ground-weak foes. Toxic is for opposing walls, who would otherwise shrug off the burn damage with their recovery moves and outstall Seismitoad. A specially inclined defensive build is used to better absorb Fire attacks and survive Grass Knots/Hidden Power Grasses, with some Defense EVs thrown in to take Rock moves better.

The last move option is the tricky one. Stealth Rock is a staple for stall teams, just to be able to hurt floating pokemon that avoid Spikes/Toxic Spikes, but Knock Off on Seismitoad has proven incredible by stunting many pokemon. Ludicolo and Serperior are a lot easier to handle without Life Orb. Tangela or Roselia dislike the loss of Eviolite, and of course Exeggutor is truly crippled if it loses its Berry for good. Toxic and Knock Off also puts quite a lot of pressure on opposing walls. Currently, Knock Off is on Team 1 whereas Stealth Rock is on Team 2, depending on Metang.

The Spinblocker


Misdreavus @

Trait: Levitate
EVs: 252 HP / 212 Def / 44 Spd
Bold Nature
IVs: 0 Atk

Shadow Ball / Will-O-Wisp / Pain Split / Perish Song

Where would I be without the best spinblocker in the tier to accompany me? Misdreavus has a favorable matchup against all the spinners and does more than that as well, walling Scolipede and various Fighting-types. It can spread burns to cripple sweepers, while Shadow Ball is reliable STAB to use against spinblockers (unlike Foul Play) and stuff like Musharna. Pain Split keeps a weakened Misdreavus healthy and robs the foes of their health, and if they are statused Missy can gain the upper hand. Perish Song goes in the last slot to provide the team with a win condition, and can also put the spinners which have gotten the better of Missy (Yawn) by putting them in a serious dilemma: switch or spin?

Perish Song can be replaced of course, though most of these move options are already occupied by teammates. Taunt can be used to give Misdreavus the upper hand against opposing stall, though Mandibuzz already does that, but it is still an option if Liepard is used instead. Heal Bell on the other hand allows Missy to cure the status she tends to get afflicted with and is fast enough to make use of it, but with 2 dedicated clerics on both teams, Misdreavus will be hard pressed to make use of it as well as they do.

The Cleric
Team 1 =>

Audino @

Trait: Regenerator
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature
Wish / Protect / Heal Bell / Double-Edge
Look at that, ain't it cute?...Ahem. While Audino here has slightly lesser HP and bulk than her pink cousin/competitor Licklicky, but she boasts one reat advantage: Regenerator. This means even in the presence of hazards or if Audino is weakened, Audino can still do her job at passing big Wishes to her teammates. This means Audino can alleviate some concern regarding its condition and instead prioritize its teammates' welfare instead. Wish can heal teammates, while Protect is used alongside Wish to heal itself or scout a Choiced opponent's attack. Heal Bell is an amazing move that cures your entire team's status, granting you the luxury to play a bit more recklessly when riddled by status. While Audino cannot phaze, it does have Double-Edge which can do some damage to non-bulky pokemon like Zebstrika or Charizard, and the recoil hardly matters due to high HP and Regenerator.


All of Audino's moveslots are pretty important, but Protect is likely the most replaceable move Audino has due to Regenerator somewhat making up for its self-healing. Encore could go in that slot as it gives Audino an option to phaze opponents and prevent setup. Toxic could also go in that slot, but ironically works best alongside Protect, so Audino really has no room for it.
<= Team 2

Lickilicky @

Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
Wish / Heal Bell / Protect / Dragon Tail
Licky2 has a lot of bulk to throw around and isn't afraid to show it, regularly taking on the likes of Rain Ludicolo and (non-Solar Power) Charizard on a daily basis, no f**ks given. Wish can heal teammates, while Protect is used alongside Wish to heal itself or scout a Choiced opponent's attack. Heal Bell is an amazing move that cures your entire team's status, granting you the luxury to play a bit more recklessly when riddled by status. Dragon Tail prevents direct setup and is its main form of offense when combined with hazards, potentially racking up a good load more damage than its STAB will.
That isn't to say Licklicky doesn't appreciate STAB though, as an unSTABed 60 base power move is all too easy for a Substitute user to come in and start boosting. While Licky2 usually has Encore Liepard to back it up, Body Slam is still a strong enough attack to deter most Sub-setup sweepers from doing much, and risk paralysis should they try anything else.
The Check


Metang @

Trait: Clear Body
EVs: 252 HP / 176 Atk / 80 SDef
Adamant Nature
Meteor Mash / Bullet Punch / Toxic / Stealth Rock or Sleep Talk

Metang is mainly in here because Jynx is a bitch, but it still does a great job at stopping Normal, Flying and Psychic types. Now you may be wondering: "Why is Metang considered the check while Toad is considered the sponge?" Good question, and it is mainly because Metang has some tricks up its sleeve aside from taking (resisted) hits all day. It has Attack investment (enough to OHKO Jynx after SR), which allows it to hit harder with its attacks and directly threaten the opposing poke; and it has Bullet Punch, which is a priority move that can come in handy for finishing a powerful but severe;y weakened threat off. Meteor Mash is its best STAB and does solid damage to the pokemon that it checks, such as Kangaskhan and Gardevoir. It also has enough power to break a +1 Braviary's Sub. Toxic is what I use to deal with BU Braviary once it discovers 1 Bulk Up isn't enough, to which I nail it with Toxic on the 2nd Bulk Up. Toxic also cripples defensive pokemon that like to switch in on Metang, such as Alomomola, Torkoal and Wartortle.


The last move is once again interchangeable. Stealth Rock important yada-yada, especially for weakening Flying-types and Fire-types to alleviate Metang's burden. Sleep Talk is again mainly for Jynx, but is also handy for absorbing Sleep Powders. Currently, Stealth Rock is on Team 1 and Sleep Talk is on Team 2, depending on Seismitoad.

The Disruptor
Team 1 =>

Mandibuzz (F) @

Trait: Big Pecks
EVs: 248 HP / 148 Def / 112 Spd
Bold Nature
IVs: 0 Atk
Taunt / Roost / Whirlwind / Foul Play

Mandibuzz has proven her worth time and time again, very few things straight up OHKO her and she can lay a beating down on slower teams. With Taunt, Roost, great bulk and decent speed, she can certainly live up to the disruptor name. Taunt stops status and healing, 2 things that impede Mandibuzz and can screw up walls who struggle to damage Mandibuzz. Roost for healing yay. Whirlwind is usefulfor getting rid of Substitutes or boosts while racking up hazard damage, and can shuffle around a hapless team that only has 1 answer to Mandibuzz while the rest are helpless against her. Foul Play is STAB that can hurt stuff, as well as OHKOing Golurks. Speed EVs for Timid Gorebyss to Taunt it before Shell Smash, while the rest is for physical bulk, the HP EVs minimizing the damage from Stealth Rock.

Toxic is certainly an option over Whirlwind, but since Toxic Spikes and other hazards have been provided, Whirlwind can still see plenty of use, though poisoning opposing Mandibuzz is very useful. Torment can be used to improve Mandibuzz's survivability by disabling consecutive uses of the foe's most effective move and disrupt Choice attackers, giving time for Mandibuzz to Roost for more net gain in health. It also works with Torment to force alternate-turn Struggling from mono-attack pokemon.
<= Team 2
Liepard @

Trait: Prankster
EVs: 80 HP / 56 Def / 120 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
Encore / Substitute / Foul Play / Toxic

Liepard may not look the part, but it works wonderfully on stall. Don't worry, this isn't a set that uses Swagger or T-Wave or any of that crap to force switches for hazard damage. No, this set has been developed by yours truly to not only disrupt the heck out of stall (albeit not as good as Mandibuzz) but also poses a threat to offense at the same time. Pranskter Encore is how Liepard finds its place on stall, as a timely switch-in allows Liepard to halt dangerous setup sweepers in their tracks. Sunny Day Charizard? Bulk Up Braviary? Coil Eelektross? Calm Mind Swoobat? Pfft, nothing in the face of Liepard. Substitute takes advantage of the subsequent free turn, or is used to block status and Trick, and proceed to Encore the former for another free turn, or even scouting Choice pokemon. Foul Play is standard fare on Liepard, granting great offensive power with absolutely no investmemt in offenses. Its last move is what allows Liepard to really harass stall. All those bulky switch-ins like Tangela, Alomomola, Torkoal, Wartortle, Mandibuzz...that don't take squat from Foul Play? Now they'll eat a Toxic to the face which will cripple them. The best part is that any attempt to counteract the poison would be Encored, forcing them out to expose their teammates to Liepard's cheeky wrath. The HP and Special Defense EVs are for surviving Misdrevaus's Shadow Ball and Alomomola's Scald, maximum speed is used for Kadabra, and the rest of the EVs into Defense.

But that's not even all Liepard has to offer. Torment is a fun move that, with a prior Substitute, infuriates Choice users, and can combine with Encore to force Struggling, but timing it right while keeping Liepard safe from the right move can be tricky. Knock Off can be used to cripple damn near anything that wants to take Liepard's Foul Play, but doesn't actually help Liepard to beat down said pokemon most of the time, since Liepard would be taking far more damage than Liepard deals back. Yawn is yet another option Liepard has that can force switches, but currently it conflicts somewhat with Toxic Spikes though it is handy if an opposing Poison-type prevents the use of Toxic Spikes (focus on setting up other entry hazards).
Threatlist:

Heal Bell + Milk Drink + Scrappy Body Slam = annoying f**ker to take down. Usually I just Perish Song her to death, unless I can Knock Off her Leftovers while Toxic Spikes is on the field and time my Liepard into her Heal Bell / Milk Drink.


Physically defensive Roselia can set up Spikes whenever it damn well pleases on me. Synthesis keeps it alive, while Sludge Bomb isn't favored much by Mandibuzz who Taunts it. I need Scolipede to take it down quick.


Fast/Lucky speedtie-winning ones are a pain, as one would expect when using a defensive team to face this vulture. Best way to deal with her is Liepard's Toxic.

Feel free to import and rate!
 
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