I've been working on this team for some time now, and it seems pretty solid so far. I know there are several weaknesses, but I am having trouble covering them (one of the main reasons I'm posting it). It is a full stall team (sandstorm) and I plan on using it in the VGC (meaning double battles). I am still not 100% sure whats banned from the tournaments.I wanted to get a team up early so I had plenty of time to tweak it...so...ya.
The Team:
Changes are in bold.
The Team:
Changes are in bold.
The Plague:
Hippowdon @ Yache Berry / Passho Berry
Sandstream Careful nature
148 HP; 108 Defense; 252 Sp. Defense
* Stockpile
* Slack Off
* Roar
* Toxic
This is probably the first time in history that someone uses a Hippowdon without Curse or Stealth Rock. As I said, this is a pure stalling team. I really don't see much of a problem with Hippowdon. I first used Care full and max Sp. Def. because I was nervous someone would attempt to destroy him from his lesser Sp. Def. It might be a little much, but it is nice when the enemy sends in Milotic, Manaphy, or even Varporeon and ubruptly find out Surf will only do about 2/3. The rest of the EVs are pretty self explanatory. Stockpile was one of the main building-blocks of this team. It helps get more bulk quickly. Since attacks will rarely take away more than half of it's health, it gives me time to Stockpile up. After Stockpile, Slack Off is usually second. Slack Off is a constant on all Hippowdon. It obviously buys me time for Toxi/Burn stalling and keeps him in the battle. Toxic and Roar is a nice combo and earned him the title of "the plague". Roar also stops enemies from setting up SD, DD, Subs, etc. Yache Berry is because a lot of stuff carries Ice Beam/Blizzard/Ice Punch to protect themselves from Salamence, Gliscor, Zapdos, ect. Seeing as the new VGC rules might allow Ubers and all levels, Passho would help against Water Spout and Hydro Pump. I only need the berrys to save me a turn to Stockpile. After that I'm bulky enough to take most of those attacks.
The Great Wall:
Cradily @ Lum Berry
Suction Cups Relaxed nature
220 HP; 160 Defense; 128 Sp. Defense
* Stockpile
* Substitute
* Recover
* Confuse Ray
Cradily is one of the best walls in the game. Hands down. If it wasn't for Skarm and Taunt's popularity, he would be OU. Suction Cups helps against Skarmory, but it is immune to poison. After a Stockpile, he is indestructible! 7 out of 8 Heatran explode when faced with a +2 Sp. Defense Cradily (no lie). It took me a while to choose between Stockpile or the Barrier/Amnesia combo, but i preferred to have that extra move slot. Toxic is for stalling (although, I might take Toxic off him or Shuckle, not both) and Cradily should never leave his Poke Ball w/o Recover (bar on Curse sets or Rest Talkers). Confuse Ray is kinda a filler. It's mainly for steels, and is surprisingly effective. As I mentioned, I may get rid of Toxic or Confuse Ray for Gastro Acid or the Barrier/Amnesia combo. Relaxed is for his lower defense stat. More is invested in Defense in HP because Cradily already has really good Special Defense (Highest of all Grass) and gets a Special Defense boost from SS.
*Cradily has survived trough Taunt. He usually has enough time to Recover after 3 turns of Struggling. Taunt should still be avoided, but I thought I should mention that....
The Cleric:
Clefable @ Flame Orb
Magic Guard Impish nature
168 HP; 180 Defense; 160 Sp. Defense
* Trick
* Aromatherapy
* Protect
* Wish
Clefable is an excellent status absorber, because it really doesn't care what it's hit with. Magic Guard protects it from SS damage and Burn damage. Aromatherpy is probably the most important part of this set. Having a pure stall team means that poison can destroy me. Aromtherapy stops that, as well as gets rid of anything else that might be an issue. Fling is the second most important step. Obviously, Steel types could completely wall me because of SS and Toxic immunity. Tricking Flame Orb will guarantee a Burn, unlike Will-O-Wisp w/ 75 accuracy. Clefable also can switch in more easily than Dusknoir can. Wish is unnecessary, but is extremely useful. Often times, switching my Pokemon in will cause them to lose a nice big chunk of health. By using Wish, they get healed after switching in. Protect is there to help stalling and for wish-healing. I would also love to run Recycle on this set, but I have no idea where to put it. 190 Defense and Impish is to pick up Clefables lower Defense stat (all though, none of them are that low or that high...). It already has good HP and Sp. Def.
*I used Clefable over Blissey because Clefable isn't :
a) Crippled by Burn or Poison.
b) Isn't hurt by SS, as the VGC usually has the item clause so only 1 Pokemon can have Leftovers.
The Reaper:
Giratina @ Leftovers
Pressure Sassy nature
240 HP; 252 Defense; 16 Sp. Attack
* Calm Mind
* Rest
* Dragon Pulse
* Will-O-Wisp
Giratina is incredibly bulky, w/ excellent defenses and HP. He can't boost both defenses, like the rest of my Pokemon, but the heavy Defense investments, and Calm Mind easily fixes this downfall. Rest is his only form of Recovery, and helps him shrug of status w/ Clefable's help. It's also good for PP stalling, as Pressure will drain powerful, low accuracy and low PP attacks. Giratina won't have to bother wasting his own HP neither because it doesn't attack while it's asleep. Dragon Pulse is to put CMs Sp Attack boosts some use, as well as stopping Substitues from walling my status attacks. It can also quickly remove a threat, as there are no Pokemon that double resist Dragon, and only steels resist it at all. Will-O-Wisp is to burn enemies that Clefable can't handle, like Lucario adn Hitmontop. The EV's are to give it some incredible bulk. There is no Sp. Defense because CM increases it, and it can go above +3 (unlike Stockpile). It also has some Sp. Attack to make up for it's lower Sp. Attack stat. Near Max HP is for obvious reasons, and Defense isn't getting boosted like Sp. Defense is.
The Behemoth:
Shuckle @ Ganlon Berry
Gluttony Sassy nature
252 HP; 152 Defense; 104 Sp. Defense
* Rest
* Gastro Acid
* Toxic
* Wrap
I couldn't turn down Shuckle. With EXCELENT defensive stats and a Sp Defense boost in SS, he becomes a beast! Rest is Shuckle's only form of recover, and it makes him a good status absorber. I have been using Sleep Talk on him, but it rarely makes much of a difference. 2 turns of sleep isn't so bad since Shuckle isn't sweeping, and is more than bulky enough to wait two turns before he can heal. Wrap is to trap Pokemon, adds more damage to Toxic, and cancels out Leftovers in case the enemy is burned. Since Shuckle can't increase it's defenses, I thought Gluttony+Defense Boosting berry would help a little. But if OHKO moves start showing up, then I'll probably run Sturdy w/ Grip Claw or something. I never get lucky against OHKO attacks like Fissure (I'm not kidding). I put so little in Sp. Defense because of the SS boost and Sassy nature.
*I usually us Shuckle for PP stalling, as he usually has more than enough bulk to drain PP, and he doesn't use any. He doesn't have to lose PP when he can just sleep.
The Reinforcments
Tyranitar @ Babiri Berry
Sandstream Niave nature
252 Attack; 48 Sp. Attack; 208 Speed
* Crunch
* Stone Edge
* Superpower
* Flamethrower
As mentioned in one of my posts, this is a very funny Pokemon to have on a stall-based team. Tyranitar's main purpose on this team to drag out steel types such as Skarmory and Scizor who can't be poisoned. I know I have burn for that, but burn isn't going to phase Scizor or Skarm w/ Roost (although, Scizor hates the attack drop). He's probably the best Pokemon for this because of how common Scizor and Metagross are, and because SandStream helps out when Hippow is gone. Crunch and Stone Edge is for when the enemy is on their last 2 Pokemon, and I can't Roar away their boosts. They also help remove Subs, which my team loves so much. These attacks w/ the EV spread can guarantee it gets a few KOs. Superpower is to stop enemy Dark and Rock types, although, it's kind of a filler at the moment. I'm still testing Tyranitar to see if I need to change any moves around. The EVs are to guarantee lots of power in Crunch and SE, while the speed investment is to outrun Scizor, one of Tyranitar's faster threats.
This team was meant for double battles, but I have been testing it out on Shoddy. I have not done too much competitive double battling, so I'm not 100% sure what to expect.