Okay guys, I built a fun UU stall team earlier today, and it isn't quite perfect. If you don't mind, I would like to know what I should change.
Here's The team!
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Tentacruel was the first mon I put on the team, and the one who eliminates hazards. This makes my team quite resistant to hazards, while he can do much, much more. Liquid Ooze annoys Grass types and anything that relies on draining, Toxic Spikes is there to keep the opponent on some sort of time limit, assuming they don't have a way to remove it. Scald is Scald, and Protect is Protect.
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect
Krookodile was my first physical wall. Intimidate provides a ton of bulk. Stealth Rocks allows me to eventually kill off most of the major threats in the metagame. Stone Edge is nice coverage, while Knock Off is STAB. The lack of recovery is annoying, however. However, his Dark and Ghost resists have proven invaliable.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Scald
- Toxic
- Mirror Coat
Alomomola is a nice wish passer. Its a shame that it can't use Heal Bell. Anyways, the set is pretty self explanitory; Scald is Scald, Wish is used to keep my teammates healthy, Toxic badly poisons my opponents, while Mirror Coat is nice for taking out special attackers who think they can easily take Alomomola easily. Regenerator is good for the recovery when he passes wishes. However, I'm starting to think that I might need to replace someone on my team with Florges, and I'm thinking that this might be the best one to replace with Florges. Thoughts?
Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Destiny Bond
- Pursuit
- Shadow Claw
- Sacred Sword
Doublade is used simply to deal with Bug, Fairy, Fighting, Grass, and Psychic types. While some of these are already resisted, you never know when that resistance will be defeated, so Doublade was used to help defeat those types. Destiny Bond makes my opponent think twice before they attack Doublade, Pursuit punishes switches, Shadow Claw is STAB, and Sacred Sword is great coverage.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dragon Pulse
- Flamethrower
- Thunderbolt
- Sludge Bomb
Goodra takes care of dangerous grass types. Anyways, this set should be self explanatory. Assault Vest means that almost nothing should take Goodra out, Dragon Pulse is STAB, Flamethrower has amazing coverage with Flamethrower, Sludge Bomb is filler, as is Thunderbolt. Honestly, Goodra is simply a filler Pokemon that resists grass.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
Shedinja's spot on the team wasn't there at first. It used to be Entei before I swapped it out for Shedinja, because that version of the team had a nasty weakness to ground. Now that that has been stabilized, Shedinja has served the team well since he was added. Protect is obvious, Will-O-Wisp fits this team's theme on using residual damage to win, X-Scissor is STAB, while Shadow Sneak is both STAB and priority. Sash is there to make weaknesses null and void for one attack.
That's my team! I do need to replace someone for Florges, though. Besides that, here is a basic list of threats to the team (as far as I know/have theorymoned):
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Scald
- Toxic
- Mirror Coat
Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Destiny Bond
- Pursuit
- Shadow Claw
- Sacred Sword
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dragon Pulse
- Flamethrower
- Thunderbolt
- Sludge Bomb
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Scald
- Toxic
- Mirror Coat
Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Destiny Bond
- Pursuit
- Shadow Claw
- Sacred Sword
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dragon Pulse
- Flamethrower
- Thunderbolt
- Sludge Bomb
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
Here's The team!
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect
Tentacruel was the first mon I put on the team, and the one who eliminates hazards. This makes my team quite resistant to hazards, while he can do much, much more. Liquid Ooze annoys Grass types and anything that relies on draining, Toxic Spikes is there to keep the opponent on some sort of time limit, assuming they don't have a way to remove it. Scald is Scald, and Protect is Protect.
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Earthquake
- Stealth Rock
- Protect
Krookodile was my first physical wall. Intimidate provides a ton of bulk. Stealth Rocks allows me to eventually kill off most of the major threats in the metagame. Stone Edge is nice coverage, while Knock Off is STAB. The lack of recovery is annoying, however. However, his Dark and Ghost resists have proven invaliable.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Scald
- Toxic
- Mirror Coat
Alomomola is a nice wish passer. Its a shame that it can't use Heal Bell. Anyways, the set is pretty self explanitory; Scald is Scald, Wish is used to keep my teammates healthy, Toxic badly poisons my opponents, while Mirror Coat is nice for taking out special attackers who think they can easily take Alomomola easily. Regenerator is good for the recovery when he passes wishes. However, I'm starting to think that I might need to replace someone on my team with Florges, and I'm thinking that this might be the best one to replace with Florges. Thoughts?
Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Destiny Bond
- Pursuit
- Shadow Claw
- Sacred Sword
Doublade is used simply to deal with Bug, Fairy, Fighting, Grass, and Psychic types. While some of these are already resisted, you never know when that resistance will be defeated, so Doublade was used to help defeat those types. Destiny Bond makes my opponent think twice before they attack Doublade, Pursuit punishes switches, Shadow Claw is STAB, and Sacred Sword is great coverage.
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Dragon Pulse
- Flamethrower
- Thunderbolt
- Sludge Bomb
Goodra takes care of dangerous grass types. Anyways, this set should be self explanatory. Assault Vest means that almost nothing should take Goodra out, Dragon Pulse is STAB, Flamethrower has amazing coverage with Flamethrower, Sludge Bomb is filler, as is Thunderbolt. Honestly, Goodra is simply a filler Pokemon that resists grass.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Will-O-Wisp
- X-Scissor
- Shadow Sneak
Shedinja's spot on the team wasn't there at first. It used to be Entei before I swapped it out for Shedinja, because that version of the team had a nasty weakness to ground. Now that that has been stabilized, Shedinja has served the team well since he was added. Protect is obvious, Will-O-Wisp fits this team's theme on using residual damage to win, X-Scissor is STAB, while Shadow Sneak is both STAB and priority. Sash is there to make weaknesses null and void for one attack.
That's my team! I do need to replace someone for Florges, though. Besides that, here is a basic list of threats to the team (as far as I know/have theorymoned):
Status Moves (I have no Cleric. If one of my Pokemon gets Toxic poisoning or burned, they're screwed.)
Dark/Ghost types (Shedinja and Doublade hate them, while I only have 1 resist.)
Dark/Ghost types (Shedinja and Doublade hate them, while I only have 1 resist.)