Brace yourself, the old clippers, war galleons and steamboats have come to make their cannons heard in the stormy seas of the pokebank. Bolstered with shiny cannons from distant lands, these old interceptors are more dangerous. Weapons archived as a footnote in history because of their sheer deadly force have been reawakened for the impending war. But our fleet has battleships outfitted with tested steel and flawless tactics. These unsinkable monsters are well commandeered and carry firepower that will sink the lightweight vessels that try to tame the stormy seas.
As much as I hate the decision that smogon made to allow threats like genesect, blaziken, deoxys, shaymin-s, soul dew lati@s, and all the banned incarnate forms back into OU, I was presented with a rare opportunity. I have been working on producing a team so good that it can sail the rough seas inhabited by these unspeakable monsters. And although some have been sent back to their proper watery depth, many still remain and show no sign of leaving. So, my work to develop a stall team that could not only hang with but defeat these monsters began. Load up the chain shot because we're about to tear down the once-proud sails of the navies in OU. My second fleeted team is ready for inspection on the Maiden Voyage.
To start a stall team, you must have a very solid core. This core might not show it, but solid is this core's middle name. Mega-venusaur, as it is my mega, is the best defensive grass type in the game. I say that with complete certainty, as the combination of thick fat and his huge defensive stats made him a tank only falling to psychic and flying types. Mandibuzz is one of the most fantastic defensive flying types which would wall psychic and can take any physical flying move. Offering dual immunities, Mandi also on paper would have plenty of times to come in and use defog or return fire.
Both Venusaur and Mandi have reliable recovery. Venusaur's is kind of rated as unreliable due to weather, but this is 6th gen and weather isn't as prominent. Nevertheless, any stall team better have a cleric, if not just for heal bell. Of course, chansey was a great choice giving wish bombs as well. Heatran was added as a mixed wall. Heatran is generally my one and only non-recovery stall weapon, having the useful double immunity and tons of resists. Also pairs well with venusaur and mandi. Mandi takes eq for heatran who takes fairies for mandi. Heatran takes psychic and flying for venusaur and venusaur can absorb fighting/eq for heatran. Also, non-mega venusaur baits fire moves.
I was looking to have some fight weakness, so I looked to solve that. The team was begging for a grass weakness, so I gave it two. Slowbro is my idea of a mega luc counter, or at least the best I can manage against a physical mega lucario. And then there's derpsire, who forever shall be burned from my team for his unholy inability to function. It should've been the crew plus the wackass platypus. But he was my last chance vs dragonite and anything that would set up on me. I really shouldn't have bothered, this team was so solid that setups were rare enough and he wasted a spot. Well, I would argue he was a wasted spot regardless.
Other former members:
After a brief tangent with trevenant, I went to a special defensive wall that fit solidly into whatever void quagsire MIGHT'VE made. Milotic had the base defenses to wall off a lot of threats and dragon tail to phaze anything to set up. Coupled with rest talk and chansey's heal bell, I had an acceptable set-up sweep stopper. Dnite replaced Milotic as he has more bulk off multiscale, a more powerful hit and more reliable recovery. He also develops himself as a second lucario counter (Lacking ice punch...). Mandi served long and hard for the dreadnoughts and may one day return for us in the crows nest. Unfortunately, the team needed a mega pinsir check. Mandi was the hero the dreadnoughts deserved but not the one they need right now. Clefable was really good as a dedicated dragon counter, but often had no place in the match. With huge upside but also games where clef wasn't even helpful beyond fodder, I needed to move away. Cofagrigus weathered the kangaskhan storm better than any other pokemon and gave this team hope in the darkest times. His place, while he'll no longer have any room on the team, was pivotal when he was here.
The current members:
The final variant is a little less pink than usual but has skarmory and Tornadus-T filling in and reporting for duty. Skarmory already has his sea legs and is running well. Tornadus-T may seem like an odd choice, but he fulfills his roles with no issues whatsoever. The team has changed a great deal since I began. However, the team functions as a unit and is running a heck of a lot better than it was. The team relies on keeping health and hazards and finding time to get attacks in. Phazing when you know the opponent is going to switch and forcing another switch if possible. This is the crew, and I think they work together pretty well.
This team's objective is to constantly keep it's members usable in any situation. A worn down stall team is a sweepable stall team and so all members will be as close to full health as possible at any time. All statuses must be accounted for eventually and keeping rocks up is very necessary so the phazing and switches can take a toll.
Venusaur is the hull of this massive ship. He's the new 'Old Iornside'. Punching through the thick fat of this monster is only useful if you can get through the hulls before they're patched up. Alright, yes. He isn't the most awesome looking mega ever, but he probably has the most leg strength of any mega. He carries a freaking palm tree on his back. Not only that, you could light the tree up like a candle and he wouldn't be bothered.
With incredible defensive bulk, the only thing mega venusaur DOESN'T stop (unboosted) is a psychic stab or flying stab pokemon. Earthquake was added to stop Heatran from checking my set. Mega venusaur must be commonly ran as a physical threat because all people do is try and burn me. These burns make it difficult to hit full powered EQs, but the set was otherwise walled by steels. The idea is to get him to mega as quickly as possible and then laugh as people can't do anything to him. Set up bait? Not when you add roar. Giga drain allows more recovery than his measly 8 synthesis can provide.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
Last edited November 21, Spread changed. Thanks to RDJcobian and McBarrett for the suggestions.
Comparable only to a mine sweeping jet, skarm provides the counter-air and counter-hazard support this team so desperately needs. Packed with ammo for air to air combat in brave bird, Skarmory is the best check to the unheralded best pokemon in the OU tier, mega pinsir. Equipped with 16 depth charges and counter-explosive munitions, skarmory can also clear the water of the sneaking hazards that can hurt this team.
Boasting a massive defense, this is one bird you don't want to mess with physically one on one. Skarmory is my last hope against huge offensive threats, providing great typing and massive defenses to win most tough fights. Battered and bruised, it can roost off some health given the chance to go again. Brave bird was decided to help more than Rock slide by multiple calcs and in practice the recoil is not enough to cause death to mega pinsir. Defog can get stalled out by rocks, so that is worrying.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Taunt
- Brave Bird
- Defog
Changed on November 24, 2013. Thanks to Yuttt, McBarrett, and Mitchhh for the assitance and help. BB selection suggested by Seevea, AdamLambert, Yuttt again and Gennosuke Fujiki.
Heatran is the same old same old lava tank. He is the essential main cannon of this dreadnought. He sets the depth charges, fires off the main cannons, and even has his own boat horn. Unfortunately, cannons get destroyed easily and are really difficult to repair. Realistically, his roll hasn't changed much. Be massive, be a tank, and wall everything that a steel type walls. Health recovery is an issue, but not when you have chansey. Talonflame is generally checked, but if it decides to stay in, talonflame can eat ancient power. And on the rare boosts, it's basically game over. EV set was adjusted to standard Special defense after acro gem was not found in XY.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Stealth Rock
- Roar
- Lava Plume
- Ancient Power
EVs adjusted. Thanks Articblast for the reminder. 12.20.13
November 18, 2013: Set update as suggested by Blue Cheez and Yuttt
Hey look! The most stereotypical stall pokemon ever! Chansey is obviously the supply ship accompanying the Dreadnought. Yes, chansey is literally not even a part of the boat. What's it going to do, fire it's seismic tossing lasers? Occasionally yes, but set up bait is all chansey is against a pokemon with recovery.
But let's be real, chansey is hands down the best non-weather cleric in the game. Most clerics are specially defensive (emphasized by fairy type) but chansey destroys the idea of specially defensive with her eviolite set. Huge health bombs, heal bell and the ability to switch into any special threat in the game. What more can you ask for from the world's pinkest sponge?
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Wish
- Heal Bell
- Toxic
- Soft-Boiled
Well, this guy is definitely not the ship's engine... but this slow monster is realistically the firefighters and resident commandos of the battleship. If someone manages to start setting up, slowbro can come in and tank most hits. Of course, in the case of mega lucario, slowbro has to come in the turn mega luc swords dances/nasty plot the first time to have any hope of winning (or have a teammate deal prior damage and take one +2 attack), but that's still pretty successful. The dedicated multi-purpose pivot and revenge killer, slowbro has great coverage with water/fire/psychic moves, walled only by specific dragons (Aka lati@s, hydreigon). I thought about ice beam to solve this but it really isn't worth it. Heatran is the go-to for the pokes that wall slowbro.
I haven't found many issues with slowbro but for his inability to handle rotom wash. I do actually let him take the volt switch unless I see a pursuit trapper because I can recover at least half the damage on switch out and waste no time switching over hazards. As a walling poke, his newly gained assault vest (courtesy of the Navy Spheals) gives him the ability to take on many threats.
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Updated 12.14.13
The latest captain of this ship, whom I nickname Nimitz for all intents and purposes. He does good, going after mega lucario, forming a regenerator core with slowbro, and steering the ship with his massive wings.
Tornadus-T was an interesting decision that I was uncomfortable with on a stall team but slowly grew to like. Every issue I had, Tornadus-t seemed to fill, besides the few dragons that bug me slightly. But his sheer speed and versatile move pool has made him the clear option to keep this ship on course. He doesn't counter many offensive pokemon, but he takes care of almost all of them. When not needed, he gives good momentum and damages pokemon severely even without using stab moves. When needed, however, he has yet to fail me. He doesn't mind not being a main switch-in, but serves his purpose well and is hard to wear down. I like his sheer ability and should new threats emerge, I believe TornT can't have a small adjustment to handle them as well.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Adjusted to Torn 12.20.13
http://www.smogon.com/forums/threads/stall-daunting-dreadnoughts.3492583/page-2#post-5039515
This is the reference of the ideal ways to beat all the OU threats with this team. Post 45 in this thread.
So yeah, reviews are nice. Still a few flaws here or there, but if you do decide to use this team, just remember that no pokemon here was designed to be a direct counter to any other pokemon. Every loss hurts, yes, especially on a team so intricately designed. That being said, the team can deal with a few different cores being set up if need be.
This team functions off a Fire/Water/Grass core to start, but can also be said to run a steel/water/grass (which allows for heatran or skarm to fill that core). Ghost/Steel/Flying is one of the core concepts if you lose Bro and Venu, as well as SkarmBliss+Cofagrigus, which not only covers special/physical well, but has bulky mixed support and covers all weaknesses to Cofagrigus/Chansey.
Slowbro, Chansey and venusaur most likely have final EV spreads.
As much as I hate the decision that smogon made to allow threats like genesect, blaziken, deoxys, shaymin-s, soul dew lati@s, and all the banned incarnate forms back into OU, I was presented with a rare opportunity. I have been working on producing a team so good that it can sail the rough seas inhabited by these unspeakable monsters. And although some have been sent back to their proper watery depth, many still remain and show no sign of leaving. So, my work to develop a stall team that could not only hang with but defeat these monsters began. Load up the chain shot because we're about to tear down the once-proud sails of the navies in OU. My second fleeted team is ready for inspection on the Maiden Voyage.
To start a stall team, you must have a very solid core. This core might not show it, but solid is this core's middle name. Mega-venusaur, as it is my mega, is the best defensive grass type in the game. I say that with complete certainty, as the combination of thick fat and his huge defensive stats made him a tank only falling to psychic and flying types. Mandibuzz is one of the most fantastic defensive flying types which would wall psychic and can take any physical flying move. Offering dual immunities, Mandi also on paper would have plenty of times to come in and use defog or return fire.
Both Venusaur and Mandi have reliable recovery. Venusaur's is kind of rated as unreliable due to weather, but this is 6th gen and weather isn't as prominent. Nevertheless, any stall team better have a cleric, if not just for heal bell. Of course, chansey was a great choice giving wish bombs as well. Heatran was added as a mixed wall. Heatran is generally my one and only non-recovery stall weapon, having the useful double immunity and tons of resists. Also pairs well with venusaur and mandi. Mandi takes eq for heatran who takes fairies for mandi. Heatran takes psychic and flying for venusaur and venusaur can absorb fighting/eq for heatran. Also, non-mega venusaur baits fire moves.
I was looking to have some fight weakness, so I looked to solve that. The team was begging for a grass weakness, so I gave it two. Slowbro is my idea of a mega luc counter, or at least the best I can manage against a physical mega lucario. And then there's derpsire, who forever shall be burned from my team for his unholy inability to function. It should've been the crew plus the wackass platypus. But he was my last chance vs dragonite and anything that would set up on me. I really shouldn't have bothered, this team was so solid that setups were rare enough and he wasted a spot. Well, I would argue he was a wasted spot regardless.
Other former members:
After a brief tangent with trevenant, I went to a special defensive wall that fit solidly into whatever void quagsire MIGHT'VE made. Milotic had the base defenses to wall off a lot of threats and dragon tail to phaze anything to set up. Coupled with rest talk and chansey's heal bell, I had an acceptable set-up sweep stopper. Dnite replaced Milotic as he has more bulk off multiscale, a more powerful hit and more reliable recovery. He also develops himself as a second lucario counter (Lacking ice punch...). Mandi served long and hard for the dreadnoughts and may one day return for us in the crows nest. Unfortunately, the team needed a mega pinsir check. Mandi was the hero the dreadnoughts deserved but not the one they need right now. Clefable was really good as a dedicated dragon counter, but often had no place in the match. With huge upside but also games where clef wasn't even helpful beyond fodder, I needed to move away. Cofagrigus weathered the kangaskhan storm better than any other pokemon and gave this team hope in the darkest times. His place, while he'll no longer have any room on the team, was pivotal when he was here.
The current members:
The final variant is a little less pink than usual but has skarmory and Tornadus-T filling in and reporting for duty. Skarmory already has his sea legs and is running well. Tornadus-T may seem like an odd choice, but he fulfills his roles with no issues whatsoever. The team has changed a great deal since I began. However, the team functions as a unit and is running a heck of a lot better than it was. The team relies on keeping health and hazards and finding time to get attacks in. Phazing when you know the opponent is going to switch and forcing another switch if possible. This is the crew, and I think they work together pretty well.
This team's objective is to constantly keep it's members usable in any situation. A worn down stall team is a sweepable stall team and so all members will be as close to full health as possible at any time. All statuses must be accounted for eventually and keeping rocks up is very necessary so the phazing and switches can take a toll.
Venusaur is the hull of this massive ship. He's the new 'Old Iornside'. Punching through the thick fat of this monster is only useful if you can get through the hulls before they're patched up. Alright, yes. He isn't the most awesome looking mega ever, but he probably has the most leg strength of any mega. He carries a freaking palm tree on his back. Not only that, you could light the tree up like a candle and he wouldn't be bothered.
With incredible defensive bulk, the only thing mega venusaur DOESN'T stop (unboosted) is a psychic stab or flying stab pokemon. Earthquake was added to stop Heatran from checking my set. Mega venusaur must be commonly ran as a physical threat because all people do is try and burn me. These burns make it difficult to hit full powered EQs, but the set was otherwise walled by steels. The idea is to get him to mega as quickly as possible and then laugh as people can't do anything to him. Set up bait? Not when you add roar. Giga drain allows more recovery than his measly 8 synthesis can provide.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
Last edited November 21, Spread changed. Thanks to RDJcobian and McBarrett for the suggestions.
Comparable only to a mine sweeping jet, skarm provides the counter-air and counter-hazard support this team so desperately needs. Packed with ammo for air to air combat in brave bird, Skarmory is the best check to the unheralded best pokemon in the OU tier, mega pinsir. Equipped with 16 depth charges and counter-explosive munitions, skarmory can also clear the water of the sneaking hazards that can hurt this team.
Boasting a massive defense, this is one bird you don't want to mess with physically one on one. Skarmory is my last hope against huge offensive threats, providing great typing and massive defenses to win most tough fights. Battered and bruised, it can roost off some health given the chance to go again. Brave bird was decided to help more than Rock slide by multiple calcs and in practice the recoil is not enough to cause death to mega pinsir. Defog can get stalled out by rocks, so that is worrying.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Taunt
- Brave Bird
- Defog
Changed on November 24, 2013. Thanks to Yuttt, McBarrett, and Mitchhh for the assitance and help. BB selection suggested by Seevea, AdamLambert, Yuttt again and Gennosuke Fujiki.
Heatran is the same old same old lava tank. He is the essential main cannon of this dreadnought. He sets the depth charges, fires off the main cannons, and even has his own boat horn. Unfortunately, cannons get destroyed easily and are really difficult to repair. Realistically, his roll hasn't changed much. Be massive, be a tank, and wall everything that a steel type walls. Health recovery is an issue, but not when you have chansey. Talonflame is generally checked, but if it decides to stay in, talonflame can eat ancient power. And on the rare boosts, it's basically game over. EV set was adjusted to standard Special defense after acro gem was not found in XY.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
- Stealth Rock
- Roar
- Lava Plume
- Ancient Power
EVs adjusted. Thanks Articblast for the reminder. 12.20.13
November 18, 2013: Set update as suggested by Blue Cheez and Yuttt
Hey look! The most stereotypical stall pokemon ever! Chansey is obviously the supply ship accompanying the Dreadnought. Yes, chansey is literally not even a part of the boat. What's it going to do, fire it's seismic tossing lasers? Occasionally yes, but set up bait is all chansey is against a pokemon with recovery.
But let's be real, chansey is hands down the best non-weather cleric in the game. Most clerics are specially defensive (emphasized by fairy type) but chansey destroys the idea of specially defensive with her eviolite set. Huge health bombs, heal bell and the ability to switch into any special threat in the game. What more can you ask for from the world's pinkest sponge?
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Wish
- Heal Bell
- Toxic
- Soft-Boiled
Well, this guy is definitely not the ship's engine... but this slow monster is realistically the firefighters and resident commandos of the battleship. If someone manages to start setting up, slowbro can come in and tank most hits. Of course, in the case of mega lucario, slowbro has to come in the turn mega luc swords dances/nasty plot the first time to have any hope of winning (or have a teammate deal prior damage and take one +2 attack), but that's still pretty successful. The dedicated multi-purpose pivot and revenge killer, slowbro has great coverage with water/fire/psychic moves, walled only by specific dragons (Aka lati@s, hydreigon). I thought about ice beam to solve this but it really isn't worth it. Heatran is the go-to for the pokes that wall slowbro.
I haven't found many issues with slowbro but for his inability to handle rotom wash. I do actually let him take the volt switch unless I see a pursuit trapper because I can recover at least half the damage on switch out and waste no time switching over hazards. As a walling poke, his newly gained assault vest (courtesy of the Navy Spheals) gives him the ability to take on many threats.
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Updated 12.14.13
The latest captain of this ship, whom I nickname Nimitz for all intents and purposes. He does good, going after mega lucario, forming a regenerator core with slowbro, and steering the ship with his massive wings.
Tornadus-T was an interesting decision that I was uncomfortable with on a stall team but slowly grew to like. Every issue I had, Tornadus-t seemed to fill, besides the few dragons that bug me slightly. But his sheer speed and versatile move pool has made him the clear option to keep this ship on course. He doesn't counter many offensive pokemon, but he takes care of almost all of them. When not needed, he gives good momentum and damages pokemon severely even without using stab moves. When needed, however, he has yet to fail me. He doesn't mind not being a main switch-in, but serves his purpose well and is hard to wear down. I like his sheer ability and should new threats emerge, I believe TornT can't have a small adjustment to handle them as well.
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Adjusted to Torn 12.20.13
http://www.smogon.com/forums/threads/stall-daunting-dreadnoughts.3492583/page-2#post-5039515
This is the reference of the ideal ways to beat all the OU threats with this team. Post 45 in this thread.
So yeah, reviews are nice. Still a few flaws here or there, but if you do decide to use this team, just remember that no pokemon here was designed to be a direct counter to any other pokemon. Every loss hurts, yes, especially on a team so intricately designed. That being said, the team can deal with a few different cores being set up if need be.
This team functions off a Fire/Water/Grass core to start, but can also be said to run a steel/water/grass (which allows for heatran or skarm to fill that core). Ghost/Steel/Flying is one of the core concepts if you lose Bro and Venu, as well as SkarmBliss+Cofagrigus, which not only covers special/physical well, but has bulky mixed support and covers all weaknesses to Cofagrigus/Chansey.
Slowbro, Chansey and venusaur most likely have final EV spreads.
Reuniculus has proven in some testing from others to be a huge issue. I don't think that it is worth adjusting the team for given the usage and commonness of the exact set needed (which, I won't discuss simply because that kind of hurts this team in doing so) but Torn-T can at least ware it down after every loss. Slowbro comes in clutch in tanking here, but the best hope is to get rid of all those focus blasts and then handle with Heatran/Chansey.
On the note of counters and issues, I'd say the biggest issue is mega lucario. His ability to be special or physical and my lack of having a move anywhere on the team that can OHKO him (lava plume might but GL with using heatran on luc...) make him an insane threat. Preferably, control him with Slowbro/Venu/Skarm and you can manage. It'll still hurt and nothing straight up counters him.
Mega Pinsir is now a huge threat. I mean come on, this guy has a monstrous base attack, an ability that makes his moves even more deadly, and huge BP normal moves to make use of aerialate. Skarm CAN hardcounter, but make sure skarm is working up full health vs him.
Kyurem-B deserves a spot as well. Basically, the bane of any stall team, if you don't outspeed, you're going to die. I kind of have to attempt dealing with him through heatran and praying he has no earth power.
Blissey and chansey are both incredibly difficult to kill. Neither are really offensive threats, but their ability to support the opponent's team is dangerous. Hopefully, skarm will keep these two at bay with brave bird/taunt.
Added:
Mixed Garcomp, I have no answer for. This thing is probably along the same lines of Kyurem, even sharing the stat mixture. It is probably even stronger, however, and has a better movepool to sport. I can kind of contain devoted attack variants.
Psyshock Latios/Alakazam are annoyingly hard to drop. Though I would imagine we won't even let Latiosite into the game on the grounds of it probably being stronger than soul dew, that is worrying once that is released. But still they both are incredibly difficult to drop.
A minor note: Pain split is ANNOYING. Especially on Rotom-wash. While this team really has no issues with rotom wash, he does generally rob the health if you've been careful to keep it making him a lose-lose situation vs pain split. Generally, use Venusaur to gigadrain back all that you lose, but if he turns out (and pivots are annoying), it's going to be rough. Suggested roar on all pivot turns.
Apparently, Bisharp. How? No idea. But if I'm not prepared for that thing, it's knock off is apparently strong enough to dish major damage. I was stunned to see it hit 40%+ on multiple physical walls with no boost (even if it was LO...)
Please help with adjusting the team for these threats are priority, especially underlined ones. They are more difficult to deal with and just their presence spells almost certain doom.
On the note of counters and issues, I'd say the biggest issue is mega lucario. His ability to be special or physical and my lack of having a move anywhere on the team that can OHKO him (lava plume might but GL with using heatran on luc...) make him an insane threat. Preferably, control him with Slowbro/Venu/Skarm and you can manage. It'll still hurt and nothing straight up counters him.
Mega Pinsir is now a huge threat. I mean come on, this guy has a monstrous base attack, an ability that makes his moves even more deadly, and huge BP normal moves to make use of aerialate. Skarm CAN hardcounter, but make sure skarm is working up full health vs him.
Kyurem-B deserves a spot as well. Basically, the bane of any stall team, if you don't outspeed, you're going to die. I kind of have to attempt dealing with him through heatran and praying he has no earth power.
Blissey and chansey are both incredibly difficult to kill. Neither are really offensive threats, but their ability to support the opponent's team is dangerous. Hopefully, skarm will keep these two at bay with brave bird/taunt.
Added:
Mixed Garcomp, I have no answer for. This thing is probably along the same lines of Kyurem, even sharing the stat mixture. It is probably even stronger, however, and has a better movepool to sport. I can kind of contain devoted attack variants.
Psyshock Latios/Alakazam are annoyingly hard to drop. Though I would imagine we won't even let Latiosite into the game on the grounds of it probably being stronger than soul dew, that is worrying once that is released. But still they both are incredibly difficult to drop.
A minor note: Pain split is ANNOYING. Especially on Rotom-wash. While this team really has no issues with rotom wash, he does generally rob the health if you've been careful to keep it making him a lose-lose situation vs pain split. Generally, use Venusaur to gigadrain back all that you lose, but if he turns out (and pivots are annoying), it's going to be rough. Suggested roar on all pivot turns.
Apparently, Bisharp. How? No idea. But if I'm not prepared for that thing, it's knock off is apparently strong enough to dish major damage. I was stunned to see it hit 40%+ on multiple physical walls with no boost (even if it was LO...)
Please help with adjusting the team for these threats are priority, especially underlined ones. They are more difficult to deal with and just their presence spells almost certain doom.
Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Roar
- Lava Plume
- Ancient Power
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Taunt
- Brave Bird
- Defog
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Toxic
- Soft-Boiled
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 68 Def / 188 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Roar
- Lava Plume
- Ancient Power
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Taunt
- Brave Bird
- Defog
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Toxic
- Soft-Boiled
I owe many thanks to McBarrett for tirelessly helping me test these stall teams. Through the finalizing part of a team, there is no one better than him to help perfect a team.
Tst_100 (Aka RDJacobian) for the same reason, but his help was more crucial to the overall shape of the team as he and I fought multiple 100+ turn matches (and even one 200+ turn) to figure out the weaknesses.
Yuttt for his stall suggestions and general comedic effects during long matches. Also, I'm taking you down on the 5th gen OU ladder. And now thanks for helping with that 430 turn battle. Not too many people have that kind of patience.
Blue cheez and Yuttt for insistence on toxic > seismic toss on blissey.
Orda for showing me the magic of mega venusaur.
RDJacobian and McBarrett again for their suggestions on the SDef Mega venu.
RS for introducing me to Mandibuzz. Watching him play is like an educational how-to of pokemon. Even without Mandi now on the team, the suggestion was critical to this team ever working in the beginning.
Seevea for going through the top 50 to check up on the threat lists to this team. Also, his suggestion of clefable may save this team a lot of issues from Kyurem-b and the still-strong dragons of OU.
And nog because he probably helped. I just don't know/remember how.
Yuttt, Mitchhh, and McBarrett for their suggestions on using skarmory and a mega pinsir counter. Mitchhh especially helped with looking for checks for mega pinsir. Seevea, Gennusuke Fujiki, Yuttt, and AdamLambert all suggested Brave bird to be soul attack as a better option for Mega pinsir.
Tst_100 (Aka RDJacobian) for the same reason, but his help was more crucial to the overall shape of the team as he and I fought multiple 100+ turn matches (and even one 200+ turn) to figure out the weaknesses.
Yuttt for his stall suggestions and general comedic effects during long matches. Also, I'm taking you down on the 5th gen OU ladder. And now thanks for helping with that 430 turn battle. Not too many people have that kind of patience.
Blue cheez and Yuttt for insistence on toxic > seismic toss on blissey.
Orda for showing me the magic of mega venusaur.
RDJacobian and McBarrett again for their suggestions on the SDef Mega venu.
RS for introducing me to Mandibuzz. Watching him play is like an educational how-to of pokemon. Even without Mandi now on the team, the suggestion was critical to this team ever working in the beginning.
Seevea for going through the top 50 to check up on the threat lists to this team. Also, his suggestion of clefable may save this team a lot of issues from Kyurem-b and the still-strong dragons of OU.
And nog because he probably helped. I just don't know/remember how.
Yuttt, Mitchhh, and McBarrett for their suggestions on using skarmory and a mega pinsir counter. Mitchhh especially helped with looking for checks for mega pinsir. Seevea, Gennusuke Fujiki, Yuttt, and AdamLambert all suggested Brave bird to be soul attack as a better option for Mega pinsir.
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