A ship cannot sail easily through rough waters, but one can manage such if a captain is smart and capable. However, asking a captain to sail through a sheet can only result in the ship tanking like the Titanic. Special ships are needed to break the sheets of ice. These ships require a strengthened hull, a pointed bow, and some immense power to push through the tons of ice in their path.
But to become a true war machine, this powerful ship was outfitted with the tools to make it a true monster, allowing it to fire back at the true monsters of this generation.
Alrighty, so the Dreadnoughts basically play a 4 wall, 1 tank, one fast offensive killer. The walls being Chansey, Skarm, Heatran, Venusaur. The tank is Slowbro and Torn-t is the offensive poke. HS played out to have 3 tanks (Lanturn, Heatran, Donphan) two walls (Latias/Cofagrigus) and one sweeper (Virizion).
The Icebreakers follow a different format. One offensive pivot (Char-X), 3 walls (Hippo, Skarm, Chansey) and 2 tanks (Blastoise, Gourgeist-S). The reliance on Charizard-X is very real, as he is able to crack so many eggs. Any time he gets onto the field, the opponent is basically sac'ing a pokemon. His resistances generally give him time to find switches, usually against heatran or a 'wall'. The core is working well enough, but doesn't like faster paced offense as it can be hard to find a time to squeeze in recovery.
So, out of all my stall teams, this is actually the first 6th gen pokemon I've used (bar megas). It does pretty well, too. It takes the ghost typing of Jelli, the walling of tangrowth and gives it a support move. Ghost is a pretty good sub-type for grass, helping with poison and bug. Still, there are a goodly amount of weaknesses, but willowisp can neutralize the dark one when Tyranitar tries to switch in. Seed bomb is the best attack move even with sucky coverage as phantom force seems a tad predictable if the enemy has like chansey. I had to invest mixed again because of the limited special bulk on team, but I can take a few hits. Still trying to find something resembling reliable recovery, or what best to use as such.
Frisk is nice in the fact that I love the scouting it brings. One of the things I generally just use inherent knowledge to judge out, this can be a big help with Garchomp and tyranitar, and just randomly switching into pokemon to affirm I'm not playing anything stupid. That said, insomnia isn't a terrible option, just takes away rest as a recovery source.
Pumpkin Bunny (Gourgeist-Super) (F) @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Seed Bomb
- Pain Split
Adjusted Dec.30.2013. Changed from Tangrowth.
Apparently, no one has ever put an American Flag behind this bird and marveled at the irony of a pokemon fighter jet. Skarmory is part of this beast's defensive hull, and for good reason. It'll shrug off many physical attacks, and almost all that aren't SE (V-create victini hurts...) Nobody is going to ram this ship while this bird is around.
This is still fairly standard Skarm, though. It runs a similar same set from the Dreadnoughts, now that I have a different rock setter. Whirlwind is kind of the save-all right now, instead of taunting after they set up. Of course, Skarm is dedicated to stopping pinsir and hard stops Azumaril really bad (plus, funny to WW away Belly Drum sets).
Freedom Mobile (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Defog
I really dislike Quagsire... But unaware is too good to pass up. Mainly, he's another help for boosters, and has just about the same stats as Gastrodon. Same roles filled, still stops rotom, same typing. Toxic stall/recover, gives some switch leniency. Still can't stop manphy, unfortunately.
Clincally Stupid (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Waterfall
- Recover
- Toxic
Adjusted Jan.6.2014. Changed from Blastoise.
Hippowdon has long been one of the best tanks in game. While the team doesn't always appreciate the sand, his bulk is unreal. I needed a rock setter that could take talonflame, tangle with Zard-Y a bit, and provide some electric resistance (Which was, to be honest, a plague while readjusting this team.
He's running mixed bulk because I'm lacking on the special side. Struggling incredibly badly to salvage some special side bulk outside of chansey. He takes some special hits, but don't rely on him for too much. He replaced Azelf as the mega lucario check and basic wall. He alleviates skarm with stealth rocks and can probably take a hit from Pinsir mega at +2 if needed. He'll OHKO TF with Rock Tomb after recoil, 2hko X with EQ (flare blitzing goes OHKO, I believe) and is practically indestructible as a physical wall.
That said, Sand Stream is an ability I could do without, but as is it does counter Y a bit... Though Chansey is much preferred. Obviously, Chansey, Charizard-X, Blastoise (with AV) do not like Sandstorm too much.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Tomb
Adjusted Dec.30.2013, Changed from Azelf.
This blob isn't pink anymore, but it probably floats better than most water pokemon.
The last part of the ship's hull, Chansey's set is again standard and the only special wall on this team. That being said, this set is the exact same one as found on the Dreadnoughts. The main job is to take all the special threats that the other three don't resist (mainly, Tornadus-t, Thundy-t and the flying types) and toxic stall them if possible. The cleric help is mostly wish support for Azelf, Charizard, and Tang, and the heal bell helps Jelli most often (toxic bait to hell and back...). Well, if I'd learn to keep Chansey away from Knock off users, I'd probably keep her alive longer.
Elf (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Toxic
- Wish
- Soft-Boiled
- Heal Bell
The undisputed star of this team, MagicMissingno found a post by McGrrr showing off a tank set of mega zard-x. I tested it for a while and finally came up with a relatively workable spread.The speed outspeeds base 80 (dragonite, mostly, but Jolly mega heracross was an issue without any speed...), the attack always OHKOs Heatran with EQ. The rest is put into HP and SDef to give it passable bulk, as Mega-X has some really nice resistances most pokemon with his typing don't have. Neutral to water, neutral to ice, resists electric, 4x resists grass and is neutral to fairy. All of this makes for a very workable tank/sweeper/offensive pivot. Essentially, the spearhead.
Toothless (Charizard) (M) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 84 Def / 80 SDef / 96 Spd
Jolly Nature
- Earthquake
- Roost
- Dragon Claw
- Flare Blitz
Adjusted Dec.30.2013, Srn's EV spread.
The adjustment to this team lies more towards full stall now, with rocks again being important and generally available. The core of Water/Steel/Grass lacks recovery, but also has relief in Hippowdon (covering the two electric weaknesses, covering lack of rock resist, adding way to hit steels) and chansey (covering lack of special bulk, giving Gourgeist and Blastoise good recovery).
Hippo/Skarm, as seen from Meru's old team, does relatively well as a physical wall core. Gourgeist/Chansey work well together even though Gourgeist lacks special bulk.
So of course, any suggestions would be helpful.
But to become a true war machine, this powerful ship was outfitted with the tools to make it a true monster, allowing it to fire back at the true monsters of this generation.
Heh. Somethings never change. This team's idea was based off the 5th gen Haunting Synergy Stall team I made, but I quickly found the team to be very ineffective. At the time, I had already built the Dreadnoughts, so I started adding parts in a similar but different set.
This team took advantage of the format of the Synergy. Lanturn, the star of the Synergy team, couldn't suffice well but Cofagrigus was the only answer to Kan and his set largely remained unchanged from my first team. Latias/Lanturn got condensed into chansey, and Virizion was swapped out for Charizard-X (explained later). Donphan was a sad loss, but skarmory was going to be more consistent as a lead and it was still one of the things with the Dreadnoughts I wasn't happy with (All the EQ vs Heatran when he lead). Skarmory also took the physical bulk of Donphan and the spinner capabilities. Gyarados subbed in for Heatran, providing the phazing abilities Heatran had and also giving more reason for recovery. Tangrowth... I'm not sure why I subbed Tang in in the extra spot, but it worked well and I kept it (Twas a bulky grass).
http://replay.pokemonshowdown.com/pokebankoubeta-68741745
Kan was banned while I was working on this team, and Gyarados was only half-countering mega lucario. Well, I figured I could alleviate some stress on Chansey and condense some roles by switching to Jellicent and taking the ghost/water. I didn't know what I wanted, so this happened:
http://replay.pokemonshowdown.com/pokebankoubeta-70110954
A five pokemon test, which I won by a tad bit of luck and realized I needed some minor adjustments, mainly a tad bit of speed... To take Lucario and Latios. Well, I found my answer, and it was kind of hinted at in the Dreadnought threads. I added Azelf, who didn't add to the slight electrical problem I had and gave me an immense advantage in allowing Skarmory to phaze instead of set rocks.
And so I have the last version. The team runs very, very well, but drifts towards Semi-stall a tad. Well, once you see Char-X's EV spread, you'll understand I'm keeping it stall. I'm playing the waiting game a bit with Azelf, seeing what will happen to Lucario and if any spectacular developments come up that can help take care of Lucario-m. But this team immediately rivals the Dreadnoughts, with a bit more offense power and perhaps a little more reliance on chansey.
http://replay.pokemonshowdown.com/pokebankoubeta-71311136
http://replay.pokemonshowdown.com/pokebankoubeta-72127077
http://replay.pokemonshowdown.com/ou-72770176
This is the current version, with four natural recovers, one pseudo recovery and one relying on chansey. Much more stall-worthy and covers itself a bit better vs Talonflame, Mega charizard-x. While a huge adjustment to the core, the typing layout remains identical but for Azelf's slot, which is now more devoted to bulk and can take talonflame by itself.






This team took advantage of the format of the Synergy. Lanturn, the star of the Synergy team, couldn't suffice well but Cofagrigus was the only answer to Kan and his set largely remained unchanged from my first team. Latias/Lanturn got condensed into chansey, and Virizion was swapped out for Charizard-X (explained later). Donphan was a sad loss, but skarmory was going to be more consistent as a lead and it was still one of the things with the Dreadnoughts I wasn't happy with (All the EQ vs Heatran when he lead). Skarmory also took the physical bulk of Donphan and the spinner capabilities. Gyarados subbed in for Heatran, providing the phazing abilities Heatran had and also giving more reason for recovery. Tangrowth... I'm not sure why I subbed Tang in in the extra spot, but it worked well and I kept it (Twas a bulky grass).
http://replay.pokemonshowdown.com/pokebankoubeta-68741745





Kan was banned while I was working on this team, and Gyarados was only half-countering mega lucario. Well, I figured I could alleviate some stress on Chansey and condense some roles by switching to Jellicent and taking the ghost/water. I didn't know what I wanted, so this happened:
http://replay.pokemonshowdown.com/pokebankoubeta-70110954
A five pokemon test, which I won by a tad bit of luck and realized I needed some minor adjustments, mainly a tad bit of speed... To take Lucario and Latios. Well, I found my answer, and it was kind of hinted at in the Dreadnought threads. I added Azelf, who didn't add to the slight electrical problem I had and gave me an immense advantage in allowing Skarmory to phaze instead of set rocks.






And so I have the last version. The team runs very, very well, but drifts towards Semi-stall a tad. Well, once you see Char-X's EV spread, you'll understand I'm keeping it stall. I'm playing the waiting game a bit with Azelf, seeing what will happen to Lucario and if any spectacular developments come up that can help take care of Lucario-m. But this team immediately rivals the Dreadnoughts, with a bit more offense power and perhaps a little more reliance on chansey.
http://replay.pokemonshowdown.com/pokebankoubeta-71311136
http://replay.pokemonshowdown.com/pokebankoubeta-72127077
http://replay.pokemonshowdown.com/ou-72770176






This is the current version, with four natural recovers, one pseudo recovery and one relying on chansey. Much more stall-worthy and covers itself a bit better vs Talonflame, Mega charizard-x. While a huge adjustment to the core, the typing layout remains identical but for Azelf's slot, which is now more devoted to bulk and can take talonflame by itself.
Alrighty, so the Dreadnoughts basically play a 4 wall, 1 tank, one fast offensive killer. The walls being Chansey, Skarm, Heatran, Venusaur. The tank is Slowbro and Torn-t is the offensive poke. HS played out to have 3 tanks (Lanturn, Heatran, Donphan) two walls (Latias/Cofagrigus) and one sweeper (Virizion).
The Icebreakers follow a different format. One offensive pivot (Char-X), 3 walls (Hippo, Skarm, Chansey) and 2 tanks (Blastoise, Gourgeist-S). The reliance on Charizard-X is very real, as he is able to crack so many eggs. Any time he gets onto the field, the opponent is basically sac'ing a pokemon. His resistances generally give him time to find switches, usually against heatran or a 'wall'. The core is working well enough, but doesn't like faster paced offense as it can be hard to find a time to squeeze in recovery.

So, out of all my stall teams, this is actually the first 6th gen pokemon I've used (bar megas). It does pretty well, too. It takes the ghost typing of Jelli, the walling of tangrowth and gives it a support move. Ghost is a pretty good sub-type for grass, helping with poison and bug. Still, there are a goodly amount of weaknesses, but willowisp can neutralize the dark one when Tyranitar tries to switch in. Seed bomb is the best attack move even with sucky coverage as phantom force seems a tad predictable if the enemy has like chansey. I had to invest mixed again because of the limited special bulk on team, but I can take a few hits. Still trying to find something resembling reliable recovery, or what best to use as such.
Frisk is nice in the fact that I love the scouting it brings. One of the things I generally just use inherent knowledge to judge out, this can be a big help with Garchomp and tyranitar, and just randomly switching into pokemon to affirm I'm not playing anything stupid. That said, insomnia isn't a terrible option, just takes away rest as a recovery source.
Pumpkin Bunny (Gourgeist-Super) (F) @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Seed Bomb
- Pain Split
Adjusted Dec.30.2013. Changed from Tangrowth.

Apparently, no one has ever put an American Flag behind this bird and marveled at the irony of a pokemon fighter jet. Skarmory is part of this beast's defensive hull, and for good reason. It'll shrug off many physical attacks, and almost all that aren't SE (V-create victini hurts...) Nobody is going to ram this ship while this bird is around.
This is still fairly standard Skarm, though. It runs a similar same set from the Dreadnoughts, now that I have a different rock setter. Whirlwind is kind of the save-all right now, instead of taunting after they set up. Of course, Skarm is dedicated to stopping pinsir and hard stops Azumaril really bad (plus, funny to WW away Belly Drum sets).
Freedom Mobile (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Defog

I really dislike Quagsire... But unaware is too good to pass up. Mainly, he's another help for boosters, and has just about the same stats as Gastrodon. Same roles filled, still stops rotom, same typing. Toxic stall/recover, gives some switch leniency. Still can't stop manphy, unfortunately.
Clincally Stupid (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Waterfall
- Recover
- Toxic
Adjusted Jan.6.2014. Changed from Blastoise.

Hippowdon has long been one of the best tanks in game. While the team doesn't always appreciate the sand, his bulk is unreal. I needed a rock setter that could take talonflame, tangle with Zard-Y a bit, and provide some electric resistance (Which was, to be honest, a plague while readjusting this team.
He's running mixed bulk because I'm lacking on the special side. Struggling incredibly badly to salvage some special side bulk outside of chansey. He takes some special hits, but don't rely on him for too much. He replaced Azelf as the mega lucario check and basic wall. He alleviates skarm with stealth rocks and can probably take a hit from Pinsir mega at +2 if needed. He'll OHKO TF with Rock Tomb after recoil, 2hko X with EQ (flare blitzing goes OHKO, I believe) and is practically indestructible as a physical wall.
That said, Sand Stream is an ability I could do without, but as is it does counter Y a bit... Though Chansey is much preferred. Obviously, Chansey, Charizard-X, Blastoise (with AV) do not like Sandstorm too much.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Tomb
Adjusted Dec.30.2013, Changed from Azelf.
This blob isn't pink anymore, but it probably floats better than most water pokemon.
The last part of the ship's hull, Chansey's set is again standard and the only special wall on this team. That being said, this set is the exact same one as found on the Dreadnoughts. The main job is to take all the special threats that the other three don't resist (mainly, Tornadus-t, Thundy-t and the flying types) and toxic stall them if possible. The cleric help is mostly wish support for Azelf, Charizard, and Tang, and the heal bell helps Jelli most often (toxic bait to hell and back...). Well, if I'd learn to keep Chansey away from Knock off users, I'd probably keep her alive longer.
Elf (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Toxic
- Wish
- Soft-Boiled
- Heal Bell

The undisputed star of this team, MagicMissingno found a post by McGrrr showing off a tank set of mega zard-x. I tested it for a while and finally came up with a relatively workable spread.The speed outspeeds base 80 (dragonite, mostly, but Jolly mega heracross was an issue without any speed...), the attack always OHKOs Heatran with EQ. The rest is put into HP and SDef to give it passable bulk, as Mega-X has some really nice resistances most pokemon with his typing don't have. Neutral to water, neutral to ice, resists electric, 4x resists grass and is neutral to fairy. All of this makes for a very workable tank/sweeper/offensive pivot. Essentially, the spearhead.
Toothless (Charizard) (M) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 84 Def / 80 SDef / 96 Spd
Jolly Nature
- Earthquake
- Roost
- Dragon Claw
- Flare Blitz
Adjusted Dec.30.2013, Srn's EV spread.
The adjustment to this team lies more towards full stall now, with rocks again being important and generally available. The core of Water/Steel/Grass lacks recovery, but also has relief in Hippowdon (covering the two electric weaknesses, covering lack of rock resist, adding way to hit steels) and chansey (covering lack of special bulk, giving Gourgeist and Blastoise good recovery).
Hippo/Skarm, as seen from Meru's old team, does relatively well as a physical wall core. Gourgeist/Chansey work well together even though Gourgeist lacks special bulk.
Kyub... Of course he's here! I can't stand this thing, his set is too unpredictable to nail down immediately. Gastrodon and Chansey can generally handle him.
Lucario-mega. Hippo needs to be near/at full health to stop him.
Garchomp-mega: Too much fire power... Jellicent can contain decently, and Tangrowth/Skarm can take physical side chomp... I haven't seen enough to really know how this team acts to him, but I'm guessing the results won't be fun.
Genesect's existence bothers this team. The special/physical goings of genesect is really hard to play with but you can more or less guess what they're going to do since I have so many individual attacks I don't like from Genesect. Charizard can take it almost indiscriminately, but rocks up means you aren't going to like the result much if it simply turns out before you can catch it.
Talonflame and Mega Charizard X are a hassle to take care of, even when gearing pokemon to stop them. Anything that can consistently force me to take damage on blastoise and not let me get into chansey to send a wish over is going to break this team right now. Water is too useful defensively and Blastoise doesn't have quite the recovery needed to stay in on more than 4-5 attacks without getting restocked by wish.
Lucario-mega. Hippo needs to be near/at full health to stop him.
Garchomp-mega: Too much fire power... Jellicent can contain decently, and Tangrowth/Skarm can take physical side chomp... I haven't seen enough to really know how this team acts to him, but I'm guessing the results won't be fun.
Genesect's existence bothers this team. The special/physical goings of genesect is really hard to play with but you can more or less guess what they're going to do since I have so many individual attacks I don't like from Genesect. Charizard can take it almost indiscriminately, but rocks up means you aren't going to like the result much if it simply turns out before you can catch it.
Talonflame and Mega Charizard X are a hassle to take care of, even when gearing pokemon to stop them. Anything that can consistently force me to take damage on blastoise and not let me get into chansey to send a wish over is going to break this team right now. Water is too useful defensively and Blastoise doesn't have quite the recovery needed to stay in on more than 4-5 attacks without getting restocked by wish.
McBarrett, who helped me initially revise this team from Synergy.
ShootingStarmie, who suggest Jellicent over Gyara/Cofagrigus... After beating me, of course.
Yuttt, who not only inspired the tangrowth set but explained it.
McGrrr/MagicMissingno, for producing/bringing charizard-x's tank form to my attention
Srn9130 for the Mega Zard X EV spread.
ShootingStarmie, who suggest Jellicent over Gyara/Cofagrigus... After beating me, of course.
Yuttt, who not only inspired the tangrowth set but explained it.
McGrrr/MagicMissingno, for producing/bringing charizard-x's tank form to my attention
Srn9130 for the Mega Zard X EV spread.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Tomb
Pumpkin Bunny (Gourgeist-Super) (F) @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Seed Bomb
- Pain Split
Clinically Stupid (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Waterfall
- Recover
- Toxic
Freedom Mobile (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Defog
Elf (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Heal Bell
Toothless (Charizard) (M) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 84 Def / 80 SDef / 96 Spd
Serious Nature
- Earthquake
- Roost
- Dragon Claw
- Flare Blitz
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Tomb
Pumpkin Bunny (Gourgeist-Super) (F) @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
IVs: 0 Atk
- Leech Seed
- Will-O-Wisp
- Seed Bomb
- Pain Split
Clinically Stupid (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Waterfall
- Recover
- Toxic
Freedom Mobile (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- Whirlwind
- Roost
- Defog
Elf (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Heal Bell
Toothless (Charizard) (M) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 248 HP / 84 Def / 80 SDef / 96 Spd
Serious Nature
- Earthquake
- Roost
- Dragon Claw
- Flare Blitz
So of course, any suggestions would be helpful.
Last edited: