Okay, so I decided I'd try my hand at a little bit of stall. It's my first time using it, but the team's turned out pretty nicely. Unfortunately Zapdos's DW ability isn't released yet, so it's 'No preview OU' for me.
Preview:
Okay so here goes:
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 244 HP / 88 Def / 176 SDef
Relaxed Nature (+Def, -Spd)
- Spikes
- Stealth Rock
- Power Whip
- Gyro Ball
I hate coming up against this guy, so I thought I'd give him a run out. He's so effective starting out as he can hit pretty darn hard agaist more offensive opposiiton, and set's up the needed Hazards. He makes up the popular defensive core with Jellicent. Generally only have time to set up a rocks a 1 layer of spikes at the start, usually midgame for the other spikes if needed.
Tentacruel (M) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Protect
- Scald
- Rapid Spin
That annoying Jellyfish that appears all the time when your surfing from town to town....yet he's actually underated I feel. So effective at walling some popular metagame choices, awesome against rain teams, stops Scizor in his tracks dead. Toxic spikes are his main function. He's my spinner too, if I ever need to dispatch hazards. Protect for the stalling, Scald over surf as he usually's pairs against pokes who are immune to toxic. Burn's also nice to stop Scizor for the game. EV spread is standard for the set, he falls to pretty much all EQ's though.
Zapdos @ Leftovers
Trait: Lightningrod
EVs: 248 HP / 228 Def / 8 SDef / 24 Spd
Bold Nature (+Def, -Atk)
- Roar
- Heat Wave
- Roost
- Thunderbolt
This is the reason I'm not allowed in standard OU. I can change his ability should I want to, but I'm awaiting it's release more then anything. He's my phazer, and acts at insurance for electric attacks that can have fun against Jellicent & Tenta. Lightningrod is so good, it gives me effectively a free specs boost, and leftovers recovers some rock damage upon switching into an electric attack. Also takes ground moves aimed at Tenta too.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Taunt
- Recover
- Surf
- Toxic
Another jellyfish I know. He's my much needed spinblocker. Taunt's not always useful, as he's pretty slow, but it's there incase. Recover is obviously to lengthen his lifespan. Surf over Scald, I value the power more, and also I have toxic, which is great for hitting floating things that can otherwise dodge the spikes. As said before, works amazingly well with Ferra.
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Counter
- Softboiled
- Seismic Toss
- Protect
This thing is just impossible to break. Counter is just unfair. Virtually nothing other than a pretty strong STAB fighting move kills her, and she counters back. That's the best bit, she can act as a stalling machine, walling the opposition, or actually a neat killer. No effective, Jellicent can switch to fighting moves, and likewise any Ghost moves aimed at jelli are taken by this egg poke.
Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Dragon Claw
- Fire Fang
- Earthquake
The end result of my team. all he needs is an opening and it's all over. He's my late game demon, but acts well as a revenge killer should I need it. Moxie is perfect, as it actually means he becomes a huge threat after revenge killing. If I've stalled properly, things should be weakened enough for a huge sweep. People seem to chuck fodder at it until Outrage burns out into confusion, which is stupid, as it's free ATT boosts.
Overall The side if fun to use. It has some problems though. Espeon can effectively stop the team. One with HP fire, Psyschock & Grass Knot (CM set) can often cause some trouble. Zapdos is an okay answer, it can Roar out or attack. Mence is ultimately if I feel it's better just to wipe it out, outright. I've faced it 3 times, I won 2 of the games. It can cause havok but I can play around it.
Things that arn't grounded can be a problem. The Spikes & Tspikes really help the team. Thankfully most of the things that don't take 25% + from rocks can easily be dealt with. Rotom-W is walled by Ferra, Mence, (Jellicent to some extent) & Chansey. Lati's arn't a problem, Mence can revenge kill them, and they are easily walled. Gengar's easy to handle for me too.
Opposing Ferrathorn are a small issue, Mence can deal with them, but they are immune to my toxic's, resist my water. Chansey's counter is a great hope, providing the Ferra doesn't KO (which it shouldn't).
Preview:
Okay so here goes:
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 244 HP / 88 Def / 176 SDef
Relaxed Nature (+Def, -Spd)
- Spikes
- Stealth Rock
- Power Whip
- Gyro Ball
I hate coming up against this guy, so I thought I'd give him a run out. He's so effective starting out as he can hit pretty darn hard agaist more offensive opposiiton, and set's up the needed Hazards. He makes up the popular defensive core with Jellicent. Generally only have time to set up a rocks a 1 layer of spikes at the start, usually midgame for the other spikes if needed.
Tentacruel (M) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 240 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic Spikes
- Protect
- Scald
- Rapid Spin
That annoying Jellyfish that appears all the time when your surfing from town to town....yet he's actually underated I feel. So effective at walling some popular metagame choices, awesome against rain teams, stops Scizor in his tracks dead. Toxic spikes are his main function. He's my spinner too, if I ever need to dispatch hazards. Protect for the stalling, Scald over surf as he usually's pairs against pokes who are immune to toxic. Burn's also nice to stop Scizor for the game. EV spread is standard for the set, he falls to pretty much all EQ's though.
Zapdos @ Leftovers
Trait: Lightningrod
EVs: 248 HP / 228 Def / 8 SDef / 24 Spd
Bold Nature (+Def, -Atk)
- Roar
- Heat Wave
- Roost
- Thunderbolt
This is the reason I'm not allowed in standard OU. I can change his ability should I want to, but I'm awaiting it's release more then anything. He's my phazer, and acts at insurance for electric attacks that can have fun against Jellicent & Tenta. Lightningrod is so good, it gives me effectively a free specs boost, and leftovers recovers some rock damage upon switching into an electric attack. Also takes ground moves aimed at Tenta too.
Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Taunt
- Recover
- Surf
- Toxic
Another jellyfish I know. He's my much needed spinblocker. Taunt's not always useful, as he's pretty slow, but it's there incase. Recover is obviously to lengthen his lifespan. Surf over Scald, I value the power more, and also I have toxic, which is great for hitting floating things that can otherwise dodge the spikes. As said before, works amazingly well with Ferra.
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Counter
- Softboiled
- Seismic Toss
- Protect
This thing is just impossible to break. Counter is just unfair. Virtually nothing other than a pretty strong STAB fighting move kills her, and she counters back. That's the best bit, she can act as a stalling machine, walling the opposition, or actually a neat killer. No effective, Jellicent can switch to fighting moves, and likewise any Ghost moves aimed at jelli are taken by this egg poke.
Salamence (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Dragon Claw
- Fire Fang
- Earthquake
The end result of my team. all he needs is an opening and it's all over. He's my late game demon, but acts well as a revenge killer should I need it. Moxie is perfect, as it actually means he becomes a huge threat after revenge killing. If I've stalled properly, things should be weakened enough for a huge sweep. People seem to chuck fodder at it until Outrage burns out into confusion, which is stupid, as it's free ATT boosts.
Overall The side if fun to use. It has some problems though. Espeon can effectively stop the team. One with HP fire, Psyschock & Grass Knot (CM set) can often cause some trouble. Zapdos is an okay answer, it can Roar out or attack. Mence is ultimately if I feel it's better just to wipe it out, outright. I've faced it 3 times, I won 2 of the games. It can cause havok but I can play around it.
Things that arn't grounded can be a problem. The Spikes & Tspikes really help the team. Thankfully most of the things that don't take 25% + from rocks can easily be dealt with. Rotom-W is walled by Ferra, Mence, (Jellicent to some extent) & Chansey. Lati's arn't a problem, Mence can revenge kill them, and they are easily walled. Gengar's easy to handle for me too.
Opposing Ferrathorn are a small issue, Mence can deal with them, but they are immune to my toxic's, resist my water. Chansey's counter is a great hope, providing the Ferra doesn't KO (which it shouldn't).