(Stall) Impenetrable Icebreakers

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.

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.

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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

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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.

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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


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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.


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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.



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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

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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.
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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.
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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


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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.

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.

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

So of course, any suggestions would be helpful.
 
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Aj its me thanks for heping out with my team it is nearly finished now....self promotion aside I think its a solid team overall but is rather weak to standar special mega luke if its carrying dark pulse. If it gets plus 2 it can 2hko your entire team and sweep you and if chanseys gone then it will absolutely destroy you. For this i would reccomend something such as SpD rest talk Ddos as it is one of the only counters to this monster and if you give it d-tail then you have a seondary phaser overall sold team as always.
 
As stated before, Azelf is strong and fast enough to ouspeed and OHKO with fire blast (min 100.3%). As long as it doesn't get hit by a +4 BP or +6 Vacuum wave (I think +6 is needed to bring it down... Not quite sure, never let it happen), it won't get sunk by priority. But yes, hoping for mega lucario to eventually get gone so I can avoid having to use a speed counter as frail as Azelf.

Changing Tangrowth to hidden power ice... Gliscor was starting to be an issue, so that should neutralize it. Out of 20 tests from yesterday night, I don't think I ever used ancient power.
 
It's nice to see another stall team from ya, I came early this time so I'll give this a rate before it gets too good :P

You have 2 resistances for almost every type except for ice, dark, dragon, and flying, so lets try to poke some holes here. I can see that a strong dark attacker, like a bisharp, can really wear down your team, as you have to rely on tangrowth to tank hits mostly, but zard x can tank a knock off pretty well. You just have to make sure to keep hazards off the field for him, so bisharp may not be too much of a problem.

All right, lets move onto the next possible weakness to this team, ice types. The only powerful ice type attackers you really have to worry about are mamoswine, greninja (i guess), and mega abomasnow. Ice STAB is pretty rare these days, but lets analyze these guys anyway. Skarmory can handle mamoswine, chansey has greninja locked down. But some mega abomasnow like to carry earthquake, that can take down the obvious char-x switch in after some prior damage and rocks. From there, wood hammer and Blizzard can maim your team.

Just from covering these two types, we can tell that there's quite a bit of pressure on the charizard-x, so I would suggest a bulkier spread:

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 96 Spd / 84 SDef / 80 Def
Jolly Nature
- Fire Punch
- Dragon Claw
- Roost
- Will-O-Wisp

This spread hits the speed number you wanted but takes the attack and splits it to special defense (to tank more rotom-w (they're friggin everywhere, doesn't hurt to have multiple answers to it)) and puts the rest into defense. This set also functions as a stronger check to aegislash, something that your team doesn't have a clean cut answer to. You don't suffer from flare blitz recoil either, so you're much less reliant on roost as well. He also takes talonflame's hits a little better:
Previous: 252+ Atk Choice Band Talonflame Brave Bird vs. 248 HP / 0 Def Mega Charizard X: 216-255 (60.1 - 71%) -- guaranteed 2HKO
Now: 252+ Atk Choice Band Talonflame Brave Bird vs. 248 HP / 80 Def Mega Charizard X: 199-235 (55.4 - 65.4%) -- guaranteed 2HKO

Speaking of talonflame, an SD variant, or even worse, a BU variant, can easily clean this team up. This concerns me a lot because this guy can just set up a BU or Taunt on 4 of your pokemon, and your frail azelf won't last too long. You can knock off its leftovers, but that won't bother it too much because it has roost, and dragon claw from char-x doesn't do too much:
156 Atk Tough Claws Mega Charizard X Dragon Claw vs. +1 212 HP / 0 Def Talonflame: 141-166 (40.2 - 47.4%) -- guaranteed 3HKO
Nor do jellicent's scalds...
0 SpA Jellicent Scald vs. 212 HP / 236 SpD Talonflame: 152-182 (43.4 - 52%) -- 14.1% chance to 2HKO

To be frank, once jellicent is worn down/dead, a BU talonflame can come in and clean this team up in a flash. I'm not sure how I want to fix this because I would probably just open you up to more threats, but I wanted to point out another potential guy to go into the threat list.

But, we're not done yet, lets move onto dragon types.
You have pointed this out in the threat list, but it's quite clear to see that this team is owned by a mega garchomp. Quite frankly, anytime this pokemon comes in your jellicent is not gonna have a fun time, making it even easier for said BU talonflame to clean shop. Other dragon types like opposing charizard-x can steamroll this team as well, some even carry thunderpunch so your jellicent isn't safe, not that it could do too much back.

Lastly, we have flying types. I have already covered talonflame but another terrifying user of flying STAB, mega pinsir, is not something this team wants to face. You have skarmory, but he can get worn down and forced out and as soon as he's below ~50%, he actually dies to a +2 return from pinsir. To be fair, your team can pressure it enough to make it tough to set up, but the boat only needs to rot a little before it is torn apart by the stormy waves.

This team drifts a little too much toward semi-stall and while the grass/water/steel core sounds cool, it seems to me only a little wear and tear is required for it to fall to some threatening sweepers. This is still a cool team regardless, because a defensive charizard-x is so effective, so I still think this team can get somewhere far. Good luck with this team, I hope I was able to help!
 
Yeah, Azelf is admittedly a weak link, but it is one of the few solid answers to mega-lucario. The issue is, to counter flying I have to add a fight weakness (unless I go bulky electric...) so I'm probably not going to bother that... I can add a bulky neutral to it, though...

I might try going Tentacruel (since it stops the fire, ice well, and adds a fairy resist). It would add a psychic issue, which apparently espeon is an issue (magic bounce sucks). The issue is, Tentacruel is STILL going to lose to physical lucario with a full physical spread (It probably loses special lucario, min 50% damage from +2 specials...)


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 4 SAtk / 252 HP / 252 Def
Bold Nature
- Scald
- Haze
- Ice Beam
- Rapid Spin

(skarm trades defog for stealth rock)

That's my best stab at what would cover the issues on Azelf and not lose too much to lucario. And I know it is a tad towards semi-stall, there isn't much choice right now until I find a more secure answer to mega lucario. Hell, I considered rotom-fan for a moment due to the double resist on fight... Rotom ghost would do fine if it didn't have such awful stats. But yes, as soon as Mega lucario is handled, this team will drift back easily.

Empoleon is another option if invested max defense, but takes 50+ from flare blitz (From choice band). It will OHKO back with the added recoil, however. 4x Ice resist, fairy, psychic and steel 4x resist, but electric weakness becomes 3 fold on the team (well, tenta has it as well, but he's a fantastic special wall as is). The question is, can my two resists and chansey cover electric well enough?

With Charizard-X, I will look into the EVs but I don't think losing flare blitz is ideal. The recoil is rarely too much and securing an OHKO generally results in less damage than taking a shot.
 
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Alright, some major changes. (In fact, the team looks different...)

Azelf, Jellicent, Tangrowth have all been removed from the team for Hippowdon, Blastoise and Gourgeist-S respectively (OP explains). There's too much work in the sets to be explained here, but essentially we neutralized a bit of a dark issue, stopped an electric issue, and can prevent the consistent harassment of EQ against this team through more bulky hippowdon and gourgeist being able to take earth power.

Chansey's reliance has been waned ever so slightly by switching in hippo over azelf and having pseudo recovery on a grass type not named regenerator. There are currently two pokemon that need chansey for consistent recovery, which is better than the previous, even though there were only two there as well.

The charizard spread is adjusted to Srn's suggestion, as it doesn't seem to lose any KO's (but Rotom wash, who needs a little bit of prior ware, aka stealth rocks, to get 2hko'd).

What I've learned:
Rhyperior has no special bulk whatsoever, which is killer on this team.
Solrock is actually somewhat viable (could even creep E rank if you wanted to force the issue >.>). Counters talonflame pretty hard and has recovery... However, it really was lacking in use outside of that.
Stunkfisk fucks with people's minds. Apparently, it being ground type is shocking, but his bulk is so awful and his attack nonexistent that his half-decent typing is all that saves him.
Tentacruel can't take a physical or special hit without constant recovery. It's pretty decent as a pure special wall when the opponent isn't running psyshock, though
Aegislash hates Landorus-i more than life itself. Also, it hates attempting to stall... It doesn't seem to work well with all the EQ/Fire moves... And especially knock off.
Suicune is SUPER VIABLE this generation. It was taking hits like a boss, taking names as well. Good versatility, good bulk, somewhat viable rest.
Clefable's inability to take a lucario is pretty damning when looking for a "fight counter".
Azumarill w/huge power still doesn't hit very hard if you don't invest in it. In fact, I'm not sure why i looked into it outside of taking charizard X... It has no support move pool. Literally none.

And none of these quite fit this team... Right now, though, the only issues to speak of is getting worn down a bit by constant pivots. I'm looking for some stops to that, but I don't want to do another 7 hour span of redesigning.
 
Maybe you should just run Sand Force on Hippowdon, Eviolite Chansey and AV Blastoise really hate sand, really the only pokemon on this team that enjoys it aside from Hippowdon is Skarm. With Sand Force Hippowdon doesn't work against your team, and is a lot more useful when you're playing against sand teams.
 
The team looks good Aj. The biggest hole-puncher I can think of are Belly Drum Azumarill, who sweeps if Gourgeist doesn't kill it first. And if said Azumarill has Sitrus Berry, well...
4 Atk Gourgeist-Super Seed Bomb vs. 252 HP / 0 Def Azumarill: 210-248 (51.9 - 61.3%) -- guaranteed 2HKO
My suggestion would be to swap Gourgeist-S ---> Zapdos
While you do lose the Ghost typing, you gain the ability to beat the stupid thing, all while adding reliable recovery and a wider support movepool. I'd suggest

Zapdos @ Leftovers
Ability: Pressure
EVs: 188 HP / 236 Def / 84 SAtk
- Roost
- Thunderbolt
- Heat Wave
- Toxic

The HP EVs are a Leftovers number, the SAtk is enough for Thunderbolt to deal at least 74.7% damage to Azumarill, and the rest go in to Defense to increase survivability. If you'd prefer a more mixed Zapdos, keep in mind that you need at least 56 Defense EVs to avoid an OHKO from Aqua Jet with 188 HP EVs. Also, Zapdos has access to Defog and Roar, if you'd prefer those.
 
Ok I am not very knowledgable on stall teams but after watching your replays it seems like an interesting way to play, and I think I will get started on making my own stall team. Anyway I dont think gourgeist is the best choice to fill that slot on your team. I agree that the typing is interesting and because of that I recommend...lum berry/harvest trevenant.

Trevenant @ Lum Berry
Ability: Harvest
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Curse/ Horn Leech
- Substitute/ Protect
- Rest
- Will-O-Wisp

This set is amazing there are just so many situations where this would come in handy especially on a stall team, it is a good answer to rotom-w that way you can keep your zard set because I really like it. The only reason you should get rid of curse is because then youd be taunt bait, but I think it is worth experimenting different moves until you find one that fits your team perfectly.

My other question is, is there a reason you are running chansey instead of blissey?....I only ask because knock off is running rampant this gen and I think chansey would lose that eviolite real quick.
 
Once again i bring up the point of special mega lucario who destroys this team especially if it carrys dark pulse. At +2 which aint that hard to get it 2hko your entire team and now without azelf you have nothing that can outspeed and ko this problem will probably be solved in the future when m-luke is banned but untill then idk what to do.
 
Once again i bring up the point of special mega lucario who destroys this team especially if it carrys dark pulse. At +2 which aint that hard to get it 2hko your entire team and now without azelf you have nothing that can outspeed and ko this problem will probably be solved in the future when m-luke is banned but untill then idk what to do.
Mega Charizard X can avoid the OHKO and OHKO in return, mate.
 
Hey man, got the request! As I told you, I don't play stall, so my advice might not be as good as others, however I can still see some things that are bad. For starters, Blastoise is really bad. It isn't OU viable at all, regardless of its expanded movepool. It just doesn't hit hard enough, especially since bulky Ghosts like Gourgeist or Jellicent really don't are about the Dark Pulse. You also have a pretty big weakness to something like Belly Drum Azumarill, as a common partner I find for it is Charizard Y which manhandles Gourgeist. Once Gourgeist is out of the way, its Good Game. A quick Fix to this is running Tentacruel>Blastoise. If you want you can run an Assault Vest set as well, though you lose out on Toxc Spikes (or just pain Toxic). This also gives you a second Toxic switchin, putting less pressure on Chansey to Aromatherapy. Tentacruel is a far more reliable as a spinner than Blastoise is. With its Poison Typing, it gives you excellent switchins. It also gives you a second Check to Lucario's special variants.

Now, Charizard seems really out of place here. Like, what the hell lol? Charizard just adds an unneeded Rocks weakness, and by investing in bulk, you lose out on a lot of power. Yeah, you 2hko most things that you want to, but however, outside of that its just underwhelming. its not even incredibly bulky barely getting by the OHKO 2hko mark on a lot of pokemon, and doesnt seem to offer much to your team. I recommend trying out Air Balloon Heatran. This gives you just more utility, against things like Excadrill, Talonflame, Genesect, Aegislash, and opposing Heatran. It also beats Char Y, which is nice. Your team seems pretty cool man, and I hope these changes help you out! Good Luck!
 
Maybe you should just run Sand Force on Hippowdon, Eviolite Chansey and AV Blastoise really hate sand, really the only pokemon on this team that enjoys it aside from Hippowdon is Skarm. With Sand Force Hippowdon doesn't work against your team, and is a lot more useful when you're playing against sand teams.

Yeah, changed this. No reason to keep sand up for me.

The team looks good Aj. The biggest hole-puncher I can think of are Belly Drum Azumarill, who sweeps if Gourgeist doesn't kill it first. And if said Azumarill has Sitrus Berry, well...
4 Atk Gourgeist-Super Seed Bomb vs. 252 HP / 0 Def Azumarill: 210-248 (51.9 - 61.3%) -- guaranteed 2HKO
My suggestion would be to swap Gourgeist-S ---> Zapdos
While you do lose the Ghost typing, you gain the ability to beat the stupid thing, all while adding reliable recovery and a wider support movepool. I'd suggest

Zapdos @ Leftovers
Ability: Pressure
EVs: 188 HP / 236 Def / 84 SAtk
- Roost
- Thunderbolt
- Heat Wave
- Toxic

The HP EVs are a Leftovers number, the SAtk is enough for Thunderbolt to deal at least 74.7% damage to Azumarill, and the rest go in to Defense to increase survivability. If you'd prefer a more mixed Zapdos, keep in mind that you need at least 56 Defense EVs to avoid an OHKO from Aqua Jet with 188 HP EVs. Also, Zapdos has access to Defog and Roar, if you'd prefer those.

The number one issue with zapdos is it is slightly redundant with skarmory and also supplies a second rock weakness (With charizard-x). I also doubt Azumaril is punching through Charx with Aqua jet, which would be needed for charizard not just punch it back with EQ/Flare Blitz (not sure which would do more given the tough claws and added BP on flareblitz).

You also exchange an immunity and two electric resists (covering two weaknesses) for an immunity and a resist for two weaknesses. Outside of Azumarill, what does Zapdos give me but a rock weakness and a shaky check to Pinsir? It isn't resisting rotom wash or passing burns... Plus, the grass steel water core gets shot, badly.

Ok I am not very knowledgable on stall teams but after watching your replays it seems like an interesting way to play, and I think I will get started on making my own stall team. Anyway I dont think gourgeist is the best choice to fill that slot on your team. I agree that the typing is interesting and because of that I recommend...lum berry/harvest trevenant.

Trevenant @ Lum Berry
Ability: Harvest
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Curse/ Horn Leech
- Substitute/ Protect
- Rest
- Will-O-Wisp

This set is amazing there are just so many situations where this would come in handy especially on a stall team, it is a good answer to rotom-w that way you can keep your zard set because I really like it. The only reason you should get rid of curse is because then youd be taunt bait, but I think it is worth experimenting different moves until you find one that fits your team perfectly.

My other question is, is there a reason you are running chansey instead of blissey?....I only ask because knock off is running rampant this gen and I think chansey would lose that eviolite real quick.

Why would I use harvest over Natural cure with the same set? I mean, yeah, it has staying power but am I going to to be in that long? Generally, I'm not sure I'd go curse (tried with Spiritomb, it lowed the livability too much) over like leech seed (he gets that, right?).

Chansey has more physical bulk before knock off. Yeah, I need to be careful, but Blissey is way more squishy than Chansey if I can keep that eviolite. I'm not sure I can justify taking away from this team's bulk right yet for some security from trick/knock off. Blissey also needs Protect to make full use of it's ability.

Hey man, got the request! As I told you, I don't play stall, so my advice might not be as good as others, however I can still see some things that are bad. For starters, Blastoise is really bad. It isn't OU viable at all, regardless of its expanded movepool. It just doesn't hit hard enough, especially since bulky Ghosts like Gourgeist or Jellicent really don't are about the Dark Pulse. You also have a pretty big weakness to something like Belly Drum Azumarill, as a common partner I find for it is Charizard Y which manhandles Gourgeist. Once Gourgeist is out of the way, its Good Game. A quick Fix to this is running Tentacruel>Blastoise. If you want you can run an Assault Vest set as well, though you lose out on Toxc Spikes (or just pain Toxic). This also gives you a second Toxic switchin, putting less pressure on Chansey to Aromatherapy. Tentacruel is a far more reliable as a spinner than Blastoise is. With its Poison Typing, it gives you excellent switchins. It also gives you a second Check to Lucario's special variants.

Now, Charizard seems really out of place here. Like, what the hell lol? Charizard just adds an unneeded Rocks weakness, and by investing in bulk, you lose out on a lot of power. Yeah, you 2hko most things that you want to, but however, outside of that its just underwhelming. its not even incredibly bulky barely getting by the OHKO 2hko mark on a lot of pokemon, and doesnt seem to offer much to your team. I recommend trying out Air Balloon Heatran. This gives you just more utility, against things like Excadrill, Talonflame, Genesect, Aegislash, and opposing Heatran. It also beats Char Y, which is nice. Your team seems pretty cool man, and I hope these changes help you out! Good Luck!

I mean, there is one major issue with tentacruel and that's psychic, which I really have few-to-no answers to, and adding weaknesses isn't terribly helpful... As it is, Espeon is actually dangerous to this team (Yes, Espeon... It has magic bounce and I can't toxic stall it). As far as spinning, it is nice to have but I'm not going to limit myself to having one if I can have a better option. Blastoise carries it because he has it. I can change it easily, but I want a water type with some recovery if I do, preferably not Jellicent (give the two dark weaks). Gastrodon MIGHT work (I really dislike quag...). The thing is, I really don't NEED a water immunity, I have one weakness to it. I mean, tentacruel isn't BAD persay, it just has some terrible weaknesses for the metagame of ground users and LO Defog lati@s...

As for Heatran, it wouldn't work unfortunately. For stall, he'd HAVE to take hits, making air balloon last one or two turns at most. It is incredibly useful but as soon as that balloon is gone, excadrill and a host of ground types come to have a feast (Lando-i has been a consistent issue). I also kind of like what Charizard has been able to accomplish. His bulk is very deceptive because of his host of resistances (fire and dragon both have incredible amount of resistances to begin with). Yeah, the EQ weakness exists still, but I don't have an issue with aegi/exca/TF (Hippo solves all of them, actually) to begin with. Genesect is a definite issue, though, though the best he does is hit Zard for neutral.
 
Why would I use harvest over Natural cure with the same set? I mean, yeah, it has staying power but am I going to to be in that long? Generally, I'm not sure I'd go curse (tried with Spiritomb, it lowed the livability too much) over like leech seed (he gets that, right?).

hmm I see what your saying, I think my problem is I have always used trev as a stall poke to just stall as long as he can by himself, but you have a stall team so I think you are right in that a better set to suit your team would be Natural cure with horn leech/WoW/Leech seed/ Rest. I mean if anything it isnt much different from gourgeist but it is more reliable healing and horn leech hits harder than seed bomb and provides additional recovery.
 
I think it might be worth considering a rest-talk gyarados. He can check mega luke with his good sp. def and intimidate while taking over blastoise's role as a somewhat decent attacker as well. I mean, its not like and uninvested non-mega blastoise will hit that hard anyway. This would also ease the pressure on chansey to pass wishes and stuff, as gyarados can heal up on his own, and the pressure to aromatherapy<the pressure to wish pass, if that's even necessary. You would still have enough pokes to cover his electric weakness and the extra rock weakness is cushioned by hippowdon as well, while the fighting resistance he brings puts a lot of pressure off of gourgeist.
It also brings another rocks weak poke and you lose out on a spinner, but hazards are so easy to remove with defog, I don't think a rapid spinner is really worth it, and you can just put defog back on skarmory. The benefits, in my eyes, are outweighing the cons here. Some relevant calcs~

+1 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Gyarados: 178-210 (45.1 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery

+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 0 SpD Gyarados: 184-217 (46.7 - 55%) -- 13.3% chance to 2HKO after Leftovers recovery

-1 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Gyarados: 138-163 (35 - 41.3%) -- 75% chance to 3HKO after Leftovers recovery
(you don't wanna see it boosted ;_; mega pinsir is a scary thing)

-1 252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 252+ Def Gyarados: 106-126 (26.9 - 31.9%) -- 40.2% chance to 4HKO after Leftovers recovery

-1 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Gyarados: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Leftovers recovery

-1 252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 252+ Def Gyarados: 132-156 (33.5 - 39.5%) -- 17.3% chance to 3HKO after Leftovers recovery

Just gyarados facing off against some of the tiers most relevant physical attackers.
It may seem like an odd change, but try it out and see how it fares n_n
EDIT: Happy new year :P
 
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Yeah, definitely looking for a blastoise replacement, but I can't have another rock weakness right now. It just hurts too much to switch to one if I can't get rid of rocks. Reliable recovery is the best thing we can do, although I still might use suicune. Just looking through, Alomomola, Suicune, Milotic (which can recover or sleep talk, either or), Vaporeon, Slowbro/King, quagsire (bleh, I still dislike this duck) and gastrodon all have some sort of merit.

The only other thing is I want the one to have ice beam. Chomp needs to be OHKOd if I get the chance.

----

On the subject of Trevenant, right now I like Frisk and Gourgeist. I'll save the Trev suggestion if I need more special bulk, but I do like the physical bulk side.
 
Yeah, definitely looking for a blastoise replacement, but I can't have another rock weakness right now. It just hurts too much to switch to one if I can't get rid of rocks. Reliable recovery is the best thing we can do, although I still might use suicune. Just looking through, Alomomola, Suicune, Milotic (which can recover or sleep talk, either or), Vaporeon, Slowbro/King, quagsire (bleh, I still dislike this duck) and gastrodon all have some sort of merit.

The only other thing is I want the one to have ice beam. Chomp needs to be OHKOd if I get the chance.

----

On the subject of Trevenant, right now I like Frisk and Gourgeist. I'll save the Trev suggestion if I need more special bulk, but I do like the physical bulk side.

I agree that quagsire is just not that cool :( He takes around 70% from an unboosted play rough from mega mawile, which is simply unacceptable if he is to be taking on a primary defensive role. His ability is cool, and his typing is excellent, but he does simply not have the raw base stats to support his attractive perks.
Alomomola is complete set-up fodder, it makes you even weaker to things like sub-bulk up and sub-calm mind mons, don't use him.
Slowbro/King are cool options, they have reliable recovery and what not, but that gives you another ghost/dark weakness which you don't have covered too well. Gourgeist would have to go if you wanna use these guys.
Milotic is a decent option as well, but eh, a secondary typing would offer more resistances, she still falls to powerful neutral hits.
Gastrodon is excellent this generation with all the rotom-w around. While its base stats aren't that impressive, a +1 scald, even uninvested, will sting. I am definitely recommending him.
Suicune and Vaporeon seem like solid options that do the same thing, but vaporeon can wish pass too, putting a lot of pressure off of your chansey. However, suicune can actually sweep if necessary with the crocune set, which could work too...
 
MegaSlug (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Ice Beam
- Scald
- Recover
- Toxic

Been trying to use gastrodon, has not been bad at all. Very few typing weaknesses as obvious, but has the most important recovery. Ice beam/scald combo as I have eqs everywhere and just another good toxic stall option on the team (Well, I actually don't know what else to put there). Banzai?
 
MegaSlug (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Ice Beam
- Scald
- Recover
- Toxic

Been trying to use gastrodon, has not been bad at all. Very few typing weaknesses as obvious, but has the most important recovery. Ice beam/scald combo as I have eqs everywhere and just another good toxic stall option on the team (Well, I actually don't know what else to put there). Banzai?

I like the idea of gastrodon, he gives you another way to actually spread toxic. Which is basically the main way stall wins nowadays.
 
MegaSlug (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Ice Beam
- Scald
- Recover
- Toxic

Been trying to use gastrodon, has not been bad at all. Very few typing weaknesses as obvious, but has the most important recovery. Ice beam/scald combo as I have eqs everywhere and just another good toxic stall option on the team (Well, I actually don't know what else to put there). Banzai?

If you are really concerned with Kyurem-B, then this is perfect set-up bait for the Sub variant, since it lacks a neutral stab to break its Sub.

4 SpA Gastrodon Earth Power vs. 56 HP / 0 SpD Kyurem-B: 100-118 (24.6 - 29.1%) -- possible 5HKO after Leftovers recovery

Ice Beam wouldn't do it. Kyurem B's Ice typing has some defensive utility :-p

-------

I really like Hippowdon... seems really underrated as it a good mixed wall as it could tank specially attacks well, except super-effective STAB or hits from a boosted Lucario. I wonder if you should try Suicune. It doesn't suit my playing style, but since Vaporeon, Gastrodon, and Jellicent are much less prevalent in this Gen and would better sleep mechanics, CroCune seems viable. The mere presence of Fairies makes physical Dragons quite reluctant to use Outrage so there are fewer things present that can overpower it.



Just the spamming on Scald on physical targets would be very advantageous for you, since you said in the stall thread that for a stall team, it is better than using Will-O-Wisp because you could protract the battle and eventually land a burn on a high valued target.

You should also mention Pressure, since it is an invaluable asset in Stall vs. Stall.
 
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The only issue with Suicune is when you're trying to slow down high pressure teams, having even one free turn is hard to gain, so not only does the resistances of Gastrodon help (plus two immunities) but having one free turn for recover may be all I get.

Realistically, I think the team is basically to about the best I can do without VenuTran cores. Unless someone has an idea for how to more solidly handle kyurem-b as a stall breaker (I mean, Earth power is nice and all, but I said going in that any water replacement would have to have an ice stab for dragons [not named Kyub? Mainly to destroy that weakness policy Dnite]).

Generally, I don't worry about stall v stall, it is really just the driver's ability to predict switches and cut patterns short. There is already an incredible stall breaker on this team in Mega Zard X, I don't feel like I need to devote something else to stop stall as Zard is just going to smash walls whenever he gets in.

Also, going to adjust Gastrodon as part of the OP. This thing is pretty damn good at ticking rotom off. Burn for a toxic and a free switch every time. Grass is covered often enough on this team with two 4x resists, one 2x resist and two weaknesses (4x, 2x). Electric immunities everywhere now save this team from ever being bothered by Thundy... Well, grass knot sucks but that has gotten rare.

I'm not sure what more to do. It certainly isn't the Dreadnoughts in terms of stallish nature, but it does have some benefits in offensive power, statuses and resistances (really, the dreadnoughts solve things by bulk, this team seems to solve by resistances... which makes the damned Kyub issue a bit more noticable). I would imagine writing up a threat list sometime here would be a good idea just to see where I stand... But yeah, where the Dreadnoughts can handle their issues with some fine play, this team isn't going to handle Kyub as far as I know. Granted, I have yet to see Kyub one time since UU opened up. Find a band set and Skarm solves it, I guess.
 
AJ, have you suffered any problems do the slow nature of this team? You no longer have Tornadus-T now to revenge kill offensive threats, and your fastest Pokemon is Mega Charizard X.

Gastrodon and Hippowdon are slow, and regarding the former, the main reason you choose it was a counter-metagame decision to act as a counter to Rotom-W and also that Grass-type moves are not as prevalent and it is unlikely that powerful unboosted attacks such as Close Combat and Outrage due to the introduction of Fairies and Talonflame, concerning that the former users are checked by it.

You said it yourself:

It certainly isn't the Dreadnoughts in terms of stallish nature, but it does have some benefits in offensive power, statuses and resistances (really, the dreadnoughts solve things by bulk, this team seems to solve by resistances...

You are using Gastrodon due to its typing, fairly good natural bulk (with its high HP stat), and its synergy with Skarmory and Hippowdon, as with proper prediction can cover the typing issues of Hippowdon and Skarmory by Storm Drain and its Electric resistance against Rotom-W.

Of course, a stall player knows that speed is valuable, and any player who finds Gliscor annoying finds that one needs an Ice Beam user that outspeeds it in order to reliably check it (or something like Gengar who is immune to Earthquake and Toxic). Its speed is one reason that makes Gliscor a deadly stallish Pokemon (although some dedicated stall players said that is not a good Pokemon for dedicated stall teams due to its suboptimal typing and average defensive bulk) since it effectively stops slower offensive threats such as Conkeldurr, whose only hope against it is to hit it with Ice Punch on the switch (IIRC, the Life Orb, Sheer Force/Iron Fist KOs it, while the Assault Vest set is too weak).

In contrast, unlike Gliscor who has some redeemable speed, a Hippowdon at 30% is a dead Hippowdon, who could, at best only act as death fodder because it cannot use Slack Off or has to rely on Wish support to have a second shot a life; Gliscor on the other hand, can at least get a Toxic off some slower Pokemon before it is KOed.

===

Regarding Kyurem-B (and I use Kyurem-B in general terms not referring to the specific Sub set), how effective is it against stall? It does have a powerful Choice Band Outrage (and all players know this) and one wrong move against it will result in the loss of your Pokemon. I ask because I want to know how is it effective against stall. Indeed a competent stall player can play around it once the set is known, but is it something like Mega Lucario whose surprise factor makes it difficult to play around? Does the existence of both the Choice Band set and Sub set make a stall player more likely to commit errors against both variants and give valuable free turns to the opponent.

Of course, a player using Kyurem-B should know that it is not a panacea against stall: it is just a tool (a rather powerful one) a team has, and one has to exploit it judiciously in order to break stall. Other teammates need to contribute to the offensive pressure, such as Gengar who can scout moves by forcing Pokemon to break its Sub while extracting information about which Pokemon are set-up bait for Kyurem-B, or Conkeldurr who can also take care of Chansey/Blissey.

Also, a Kyurem-B user needs to know who to extract the most use out of it against more offensive teams, so it does not become a niche Pokemon who is only useful against stall teams.

===
I would be interesting in some replays to see how you solve the speed issues with your team's typing and bulk. Thanks.
 
I can say from experience that Kyurem-B is an absolute nightmare for stall. The only foolproof counter in OU is Clefable. It can be played around if you know its moveset, Hidden Power [Fire] is uncommon and Ferrothorn/Mega-Scizor can take advantage of that, Dragon Claw isn't a main option in the top two sets in the Kyurem-B analysis and without it Chansey/Blissey wall it. Aside from that there is nothing relevant that I can think of without resorting to revenge killing, other fairies lose to Life Orb Fusion Bolt and Heatran falls to Earth Power. I struggled to fit Clefable into my team, I wasn't satisfied with what it gave to the team as I have every other dragon in OU well covered between Skarmory, Slowbro, Tangrowth, Heatran.
 
Well, as this team goes, I was actually thinking of going unaware clefable cleric, removing hippo (rocks on clefable, and then moonblast over toxic [or maybe keep toxic... that helps more with manaphy]), and then going back to hippowdon and replacing him with something. He just has to be too healthy to take on lucario.

Clefable actually resists fighting and I have double protection on her weaknesses in skarm and gastrodon. I could go with a speedier option for lucario (something like a trick scarf? The other option is taking out earthquake on Char-x, going dragon dance and installing fire punch over flare blitz (Should do similar damage after +1, no recoil).

Scarf lando-t seems like a rudimentary option, as it would resist the vacuum wave from special side and could outspeed with ease (and no speed investment, to be honest...). I could go earthquake, uturn, stealth rocks, stone edge or something.

The team's special bulk is absolute garbage, though.
 
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