UU Stall

Well this team is the result of me deciding that I wanted to make a team that could effectively stall in UU, with a combination of resistances, walls, and status infliction, and this team is what I ended up coming up with (I am not very good at making teams, and I see this to be one of my better teams, and this is the reason for which I am posting it, to improve it). I will add changes in Bold and any constructive Criticism is greatly appreciated.


At a Glance:
Crobat.gif
quagsire-f.png
442.png
379.png
chansey-f.png
hitmontop-m.png



Lead
crobat.png
Jolly Crobat @ Leftovers
Ability: Inner Focus
EV Spread: HP 104 / ATK 152 / SPE 252
- Brave Bird
- Roost
- Taunt
- U-Turn
Crobat is extremely useful as a lead, being able to outspeed basically every non-choice scarfed poke in UU (Besides those of which are using priority moves). He can hit hard with brave bird, force switches later in the game and roost for durability, and help to scout the opponents team some with U-Turn. He is also able to Taunt to help stop stall teams from setting up, and to keep Support Lead Roserade from using sleep powder on him.

Against Common Leads:

1. Roserade: Taunt, and then Brave Bird away.
2. Ambipom: Switch in Registeel or Spiritomb to absorb the Fake-out.
3. Crobat: I will generally either stick and try to brave bird it, or switch into Registeel to basically absorb the brave birds.
4. Uxie: I would just u-turn out to chansey in most cases.
5. Electrode: Just get out to either registeel or quagsire.


Stall
195.png
Impish Quagsire @ Leftovers
Ability: Water Absorb
EV Spread: HP 252 / DEF 4 / SpD 252 (Approximately evens out his Def / SpD stats)
- Stockpile
- Toxic
- Rest
- Water Pulse
Quagsire is also an extremely useful pokemon, I am able to switch him in to any water pokemon which is going to attempt to use a water move, he is 4x weak to grass, which can cause problems, but can be very useful once Roserades / Shaymins / HP Grass users are out of the game. When I switch him into a water poke, knowing that grasses in the game are gone, I attempt to force the water poke to switch, which will allow me to begin stockpiling, I generally look to stockpile twice, rest off any damage, and then poison, and stockpile for the third time once I get a chance, and it works very well, especially if he can get off all 3 stockpiles (Puts him up to around 567 Def / 572 SpD). Water Pulse is there for the STAB, the amount of PP, and also for the confusion support.


spiritomb.png
]Calm Spiritomb @ Leftovers
Ability: Pressure
EV Spread: HP 252 / DEF 98 / SpD 160
- Rest
- Sleep Talk
- WoW
- Shadow Ball
Spiritomb works effectively as a resttalker, allowing for a PP stall, or being able to stall out an opponents burn, he cripples physical attackers, and can take special hits well also. Shadow Ball is there for a strong STAB, and Rest / Sleep Talk are self explanatory.



527708registeel.png
Impish Registeel @ Leftovers
Ability: Clear Body
EV Spread: HP 252 / DEF 252 / SpD 4
- Earthquake
- Iron Head
- Rest
- Thunder Wave
Registeel has amazing DEF and SpD, which makes him very good at walling attacks. Iron Head is there for a strong STAB, Earthquake is on there for added coverage, Thunder Wave is there for support, and is very useful for crippling common switch ins. Rest is to increase lastability.


070415chansey.jpg
Calm Chansey @ Leftovers
Ability: Natural Cure
EV Spread: DEF 248 / SPE 8 / SpD 252
- Toxic
- Heal Bell
- Softboiled
- Seismic Toss
Chansey is amazing at taking special hits and can force a lot of switches, Seismic Toss effectively deals 25% on a lot of pokes, and softboiled allows for lastability, and allows Chansey to stall people out while toxic takes care of them. Heal Bell is for support, considering a lot of my pokemon rely on rest for recovery.


Rapid Spinner
hitmontop.png
Impish Hitmontop @ Leftovers
Ability: Intimidate
EV Spread: HP 252 / DEF 200 / SpD 56
- Brick Break
- Foresight
- Rest
- Rapid Spin
Well Hitmontop is to say the least, very effective. He is almost guaranteed to get his rapid spin off, unless he is killed, or the opponent has two ghosts on their team, but generally he will be able to get it off to remove any entry hazards. He is also able to switch in on many physical attack based pokemon, because of his ability and decent DEF. Close Combat is there for a strong STAB move.


Thanks for any rates / advice given beforehand.
 
Stall teams want spikes... Basically that means the inclusion of Roserade or Omastar. Quagsire could be taken out for either.

Spikes help reduce the number of turns big threats such as Blaziken can come in and switch out safely.

As it is... a well Played Blaziken can really cause this team trouble and potentially kill most of your pokes Sice you dont have something that can afford to take a miss prediction hit. Regirock can help with that, but then you open yourself to physical waters.

Thunderwave is generally not amazing on stall teams, though it CAN help, toxic is generally the better option... That makes Iron head pretty useless so it can be ice punch to hit enemy crobat.

I would also say max out your crobats HP ev's to aid in its bulk. That way it can act as a Moltress or Articuno by replacing U Turn for Toxic since Quagsire should most likely be taken out for a spiker. Toxic isn't needed on second thought... you have enough status on your team already.
252 Hp/ 40 in either Atk. or Def./ 216 spe. Lets you outpace everything in UU that regular Crobat can outspeed AND you gain alot more bulk for the cost of never getting a speed tie with most other Crobat (boo-hoo).

Spiritomb is not doing you any favors and actually loses to the most common rapid spinner in uu. I would say go Dusclops as it can night shade and threaten to K.O. hitmontop. hitmontops not packing rest should only be able to switch in safely once as long as you run a Dusclops. Also it helps against Articuno, Pinsir, etc.

Im pm'ing you a threat list containing common threats in UU... some of which you need to rework the team to find an answer for.
 
Thanks for the threat list, and advice, I'll be sure to look over the threat list you sent me and attempt to rework the team accordingly. I'm trying an anti-lead cloyster currently, he can 2HKO Crobat leads if they taunt, or stay in, and 2HKO Roserade leads as long as I'm not slept first turn, and has spiking capabilities.
 
One who has ever been successfull with any stall team will know that Stealth Rock, Spikes and Toxic Spikes are crucial to a stall team's success. Having at least 2 of the 3 residual damages above are almost compulsory, and as such there are many changes that can be made with this team.

Well this team is the result of me deciding that I wanted to make a team that could effectively stall in UU, with a combination of resistances, walls, and status infliction, and this team is what I ended up coming up with (I am not very good at making teams, and I see this to be one of my better teams, and this is the reason for which I am posting it, to improve it). I will add changes in Bold and any constructive Criticism is greatly appreciated.


At a Glance:
Crobat.gif
quagsire-f.png
442.png
379.png
chansey-f.png
hitmontop-m.png



Lead
crobat.png
Jolly Crobat @ Leftovers
Ability: Inner Focus
EV Spread: HP 104 / ATK 152 / SPE 252
- Brave Bird
- Roost
- Taunt
- U-Turn
Crobat is extremely useful as a lead, being able to outspeed basically every non-choice scarfed poke in UU (Besides those of which are using priority moves). He can hit hard with brave bird, force switches later in the game and roost for durability, and help to scout the opponents team some with U-Turn. He is also able to Taunt to help stop stall teams from setting up, and to keep Support Lead Roserade from using sleep powder on him.

Against Common Leads:

1. Roserade: Taunt, and then Brave Bird away.
2. Ambipom: Switch in Registeel or Spiritomb to absorb the Fake-out.
3. Crobat: I will generally either stick and try to brave bird it, or switch into Registeel to basically absorb the brave birds.
4. Uxie: I would just u-turn out to chansey in most cases.
5. Electrode: Just get out to either registeel or quagsire.

This is fine. The currently most effective lead of UU (probably soon to be BL) can fit on any team as its lead.


Stall
195.png
Impish Quagsire @ Leftovers
Ability: Water Absorb
EV Spread: HP 252 / DEF 4 / SpD 252 (Approximately evens out his Def / SpD stats)
- Stockpile
- Toxic
- Rest
- Water Pulse
Quagsire is also an extremely useful pokemon, I am able to switch him in to any water pokemon which is going to attempt to use a water move, he is 4x weak to grass, which can cause problems, but can be very useful once Roserades / Shaymins / HP Grass users are out of the game. When I switch him into a water poke, knowing that grasses in the game are gone, I attempt to force the water poke to switch, which will allow me to begin stockpiling, I generally look to stockpile twice, rest off any damage, and then poison, and stockpile for the third time once I get a chance, and it works very well, especially if he can get off all 3 stockpiles (Puts him up to around 567 Def / 572 SpD). Water Pulse is there for the STAB, the amount of PP, and also for the confusion support.

Why would you ever use Quagsire over Gastrodon? 111/68/82 defenses are definitely better than 95/85/65, and Quagsire's 65 SpA is way too weak to make use of Water Pulse. The confusion support will not be as successful, because you currently have no entry hazards.
I recommend the following:

Gastrodon @ Leftovers
Sticky Hold
Bold
252 HP / 128 Def / 128 SpD
~Stockpile
~Recover
~Toxic
~Water Pulse

Almost does exactly the same thing, but with way more bulk and an instant recovery move that will not leave you completely vulnerable to boosters like Drapion.

On a second glance, I am generally not very satisfied with this spot. I feel that this does not support the stall team's purpose very well, and, taking a look at the residue damage around, I recommend this over Quagsire/Gastrodon:

Roserade @ Leftovers
Natural Cure
Timid
136 HP / 116 Def / 252 Spe
~Spikes
~Substitute
~Energy Ball
~HP Fire

This Roserade set is one that I have created last month for my Stall team, and this has been more successful than expected, being able to come in more than once to set up 2-3 layers of Spikes. Substitute is generally unexpected on Roserade, and as its Specs Leaf Storm can devastate lots of 'mons, you WILL have time to set up a Sub. Energy Ball and HP Fire are there for consistent damage.

spiritomb.png
]Calm Spiritomb @ Leftovers
Ability: Pressure
EV Spread: HP 252 / DEF 98 / SpD 160
- Rest
- Sleep Talk
- WoW
- Shadow Ball
Spiritomb works effectively as a resttalker, allowing for a PP stall, or being able to stall out an opponents burn, he cripples physical attackers, and can take special hits well also. Shadow Ball is there for a strong STAB, and Rest / Sleep Talk are self explanatory.

This would have been alright, but as the changes I recommend requires the Ghost in this team spot to fulfill the role of a Spin-blocker, Spiritomb is not the optimal choice as it is vulnerable to Hitmontop's CC after Foresight which means that it cannot stay in to WoW, as CC will 2HKO.

Dusclops @ Leftovers
Pressure
Impish
252 HP / 252 Def / 6 SpD
~Rest
~Sleep Talk
~Fire Punch
~WoW

This does nearly exactly the same thing, exchanging a little bit of bulk for an ideal Spin-blocker. Dusclops can still Pressure stall well.

527708registeel.png
Impish Registeel @ Leftovers
Ability: Clear Body
EV Spread: HP 252 / DEF 252 / SpD 4
- Earthquake
- Iron Head
- Rest
- Thunder Wave
Registeel has amazing DEF and SpD, which makes him very good at walling attacks. Iron Head is there for a strong STAB, Earthquake is on there for added coverage, Thunder Wave is there for support, and is very useful for crippling common switch ins. Rest is to increase lastability.

I strongly recomend that you switch one of the moves for Stealth Rock, as again, residual damage is key to a stall team's success.

070415chansey.jpg
Calm Chansey @ Leftovers
Ability: Natural Cure
EV Spread: DEF 248 / SPE 8 / SpD 252
- Toxic
- Heal Bell
- Softboiled
- Seismic Toss
Chansey is amazing at taking special hits and can force a lot of switches, Seismic Toss effectively deals 25% on a lot of pokes, and softboiled allows for lastability, and allows Chansey to stall people out while toxic takes care of them. Heal Bell is for support, considering a lot of my pokemon rely on rest for recovery.

If you have followed my advice, then I believe that Heal Bell is quite unnecessary on this team. Chansey and Blissey will have Natural Cure, Registeel and Dusclops (and Hitmontop =S) has Rest, and Crobat has Roost and nothing except for T-Wave badly cripples it. I think Wish Support is a more important priority.

Chansey @ Leftovers
Natural Cure
Calm
252 Def / 252 SpD / 4 Spe
~Wish
~Protect
~Seismic Toss
~Toxic

You can put T-Wave over Toxic if you took T-Wave off Registeel in favour of Stealth Rock.

Rapid Spinner
hitmontop.png
Impish Hitmontop @ Leftovers
Ability: Intimidate
EV Spread: HP 252 / DEF 200 / SpD 56
- Brick Break
- Foresight
- Rest
- Rapid Spin
Well Hitmontop is to say the least, very effective. He is almost guaranteed to get his rapid spin off, unless he is killed, or the opponent has two ghosts on their team, but generally he will be able to get it off to remove any entry hazards. He is also able to switch in on many physical attack based pokemon, because of his ability and decent DEF. Close Combat is there for a strong STAB move.

Rest, seriously? Hitmontop does not have much bulk, and any STAB move pretty much 2HKOs it while asleep. This CAN work if you make smart switches, but a safer approach maybe to use Sucker Punch, as this may be unexpected and can kill some annoying weakened 'mons who switches in on you.

Thanks for any rates / advice given beforehand.

Hope my advice helped =)
 
DGlacia you mostly echo me, but some things you are not exactly correct on.

Firstly the Roserade:
No one uses it as a choice poke that often. Also, when you siwtch it in and they see its packing leftovers, then people will know its a spiker. I believe something closer to a standard Roserade set will be optimal as those ev's dont make roserade bulky at all which is what you want.
You either want a scarf'd version to act a revenge killer with justenough speed to outpace Crobat with:
Leaf storm
Sludge Bomb
Spikes
Rest
- rest is gimmicky but it can work

The other option would be to run a near max Sp. Defensive one with syntheis, spikes, Sludge Bomb, Energy ball

Regirsteel really needs something to hit crobat harder as it will be his main switch into Crobat. Ice punch in place of iron head helps hurt crobat. However, thunderwave can help against rain teams and if he loses Quagsire, then he needs a way to beat common swift swimmers, so iron head CAN be helpful. I guess it just what you want to cover, corbat wont be UU for much longer though.

With all the rest users he has on his team, Heal Bell is pretty important. Wish is less necessary than Heal Bell, because at any given time you will probably need to have a certain poke awake like Hitmontop and you wont... and wish passing isnt that helpful then. I would say go SR and Softboiled instead of wish and protect

Dusclops' suggested move set is not that stellar tbh. And actually, Dusclops is more bulky than spiritomb... he is gaining bulk. Night Shade works much better. Also, by putting 32 ev's into Atk. and giving him focus punch you can OHKO normal Chanseys should you ever be so lucky as to hit it.
Impish
252 HP/ 32 Atk./ 224 Def.
Rest
Focus Punch
WoW
Night Shade

The hitmontop is the spread I use on my stall team. It is actually quite bulky and can sponge hits well and still pose a threat to enemy spiritomb multiple times with rest. Those ev's allow it to not be 2HKO'd by a +1 missy shadowball so if it doesnt sub you can threaten it. With intimidate he can switch into physical threats and help cushion the blow for his other physical walls often either cutting a SD in half or taking a hit that usually does around 30 percent. Also its very helpful against sub punchers. Do not underestimate the bulk of Hitmontop and it should definatly carry rest so it can live to initmidate multiple pokes in the same match.

I didnt add swellow to that threat list I pm'd you... may wanna do that.
 
Burton what would you suggest that is closer to a standard Roserade set?

Also, @ DGlacia thank you for the advice, and I do like the Roserade suggestion, and with the given EVs and moveset it has been working well, but I do have to agree with BurtonEarny about chansey, I think heal bell/softboiled is more useful than wish/protect, as it allows me to keep my team free of status, and as I have been using it I havn't needed the wish support all that much, and as BurtonEarny has stated, Hitmontop is rather bulky, and with heal bell support from chansey, rest allows for intimidating many pokes in the same match.
 
Burton what would you suggest that is closer to a standard Roserade set?

Also, @ DGlacia thank you for the advice, and I do like the Roserade suggestion, and with the given EVs and moveset it has been working well, but I do have to agree with BurtonEarny about chansey, I think heal bell/softboiled is more useful than wish/protect, as it allows me to keep my team free of status, and as I have been using it I havn't needed the wish support all that much, and as BurtonEarny has stated, Hitmontop is rather bulky, and with heal bell support from chansey, rest allows for intimidating many pokes in the same match.

2 spreads are common.

1) this is the most bulky version and it plays something like a more fragile Chansey.
Calm
252 Hp/ 248 Sp.Def./ 8 Spe.
Spikes
Synthesis
Energy Ball/ Extrasensory
Sludge Bomb/ Extrasensory
- I said 8 speed because knowing your going to outpace opposing roserade should you end up fighting one with your roserade(always seemed to happen fairly often with me) is extremely helpful. You wont have to risk losing her to a speed tie, and since some players run 4 spe. 8 ev's in the stat is usually a gurantee that you dont speed tie. I saw you did this with your Chansey, which is very good as you should then outspeed hriyama that try to outspeed you and set up a sub, which is helpful to be sure. Extrasensory puts a respectable dent into any Crobat or Blaziken wanting to switch into roserade and scare it off so it is listed as an option. However, you cant hit Honchkrow that way so you could take out energy ball instead... Either way extrasensory just isnt the most practical option, but can really be helpful. its just a matter of what you want to hit, and as such, HP is also an option.

The other version is a leech seed variant that is used on more balanced/ offensive teams. It doesnt play so much like an inferior Chansey, but it also is more fragile than the last spread I listed.
Calm
252 Hp/ 136 Sp. Def./ 120 spe.
Leech Seed
Spikes
Sludge Bomb/ Extrasensory
Energy Ball
-this spread lets you come in on a Chansey and Spike away. Leech Seed + leftovers reduces Chansey's toss damage to lol. As I said, this variant is not so great for defensive teams, but it does out run the dedicated wall breaker variant of Blaziken, that and Crobat is why extrasensory is listed as an attack option. Also, dont be afraid to try a certain HP if you find you are getting forced out by some particular threat over and over.

The last one is a scarf variant:
Calm/ Modest (depends on if you want to hit harder or be able to switch into more attacks.)
252 Hp/ 192 Spe./ 64 in either Sp. Def. or Sp. Atk.(depends on the nature you select)
Rest
Spikes
Leaf Storm
Sludge Bomb/ Extrasensory
- this has been made fairly viable simply because the most common answer to Roserade is Crobat or some sp. wall. Either way Roserade cannot stay in much more than a turn w/o being forced to switch. These ev's allow you to outspeed modest magmortar with a scarf and everything slower such as Crobat and Swellow. Leaf Storm is for the boosted power and since your choiced, its not like you can stay in for very long anyway. Rest is included to help take advantage of natural cure and its decent bulk even with minimal investment, though a decent amount of prediction is involved in using it successfully. Extrasensory is again an option as you can then 2HKO Crobat easily if it switches into the move but you sacrifice general versatility and STAB. Again this means Honchkrow can switch in with impunity, so what moves you select hinge on what you wish to hit hard. HP is also and option depending on what you need to hit, but make sure you add 4 more spe. ev's if you use one that drops your speed IV.

*I listed extrasensory as an option on all sets MOSTLY because crobat is roserades most common switch in... However, Crobat will likely be BL very soon, so you should only really run it until that time if you do at all.

Phew, that was long winded... All 3 sets are good in their own right, you just need to pick the one that helps your team the most. Personally, I would like to try the scarf variant at least for a little while... I've not used it myself, but have wanted to ever since I read about it. Basically with move choice it boils down to what you want to be hurting. Roserade has the blessing of being bulky AND packing a punch, and she is also quite versatile as well making her set and spread tricky to select.

-UNRELATED-
As of now you still lack SR... Its basically the best move in the game and it needs to be on this team. Work it into either Registeels set or Chansey's set, though Chansey will likely be busy doing other things for your team. Perhapes drop Thunder wave for SR on Registeel, and then remove iron head making it Ice punch or Thunderpunch to better deal with Honchkrow and Crobat.

Also Marvo, make sure you are constantly updating the OP so more people can come in and help you. As of now, it appears the OP is a dated version of your team, so others wont know the changes and their rates will not be as effective. ; )
 
Alright, I'll update it, and thanks for posting the possible Roserade sets, I'll definitely be testing them.
 
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