
I know, I know.... This team looks very familiar, or so I've been told as I posted this RMT on another forum.... This looks very similar to Obi Stall (or at least a Platinum revamp to it), but just take a look at the sets. This is TOTALLY different to Obi Stall. TOTALLY. My strategy is to try to keep my team alive for as long as possible, to keep it living "throughout the ages". With this strategy in mind, this team, as a whole, is able to heal themselves, thus being able to stall many other teams effectively, even opposing stall teams.
With me being banned on Marriland (for organizing trolls and spamming, lol) just in time for my retirement, I am pleased to announce that I am officially retiring, (maybe) for good this time. My last team and its RMT as well as an Uber RMT (found here) sparked me to reenter the world of Pokemon. I purposely did not ladder with this team on Shoddy, since I wanted to keep this kind of stall from spreading everywhere and thus ruining my fun (thus the same logic was behind me when I decided not to post battles with this team on YouTube). I just wanted to post this team to see if there were any other possible changes that could have been made by my stupid ass, and if any good rates are received, I may play with it again as a revamped edition when I want to fuck around with common YouTube pricks.
I tried to make this more entertaining by describing it somewhat similar to the movie "9". So without any further ado, I present to you Team "For the Ages - A Guide to Survival".
Over The Horizon







It is now 2012. The world has faced sure destruction, and everything is in ruins. The world has been destroyed by a single machine armed with only human intelligence. The human race had managed to put the machine into hibernation mode, but did do with their dying breath. The only remnants of the human race were 6 puppets, destined to destroy the machine once and for all.
Programming Their Functional Capabilities



Hippowdon AKA #1 @ Leftovers
Trait: Sand Stream
Nature: Impish (+Def, -SpA)
EV's: 204 HP / 216 Def / 88 SpD
~ Stealth Rock
~ Roar
~ Slack Off
~ Earthquake
With the fall of the human race, one leader knew he had to be in charge. He knew that to keep the others alive, he would need to keep the others hidden and safe, but most importantly, ALIVE.~ Roar
~ Slack Off
~ Earthquake
Hippowdon is a very reliable lead on Stall teams. It can basically do its job, which is to set up rocks, against many other leads. Although residual damage from Sandstorm may seem like a bad idea on Stall teams, it would benefit me more in the long run since my whole team is able to heal itself. This is such a great lead, since it is able to bash out most Focus Sash leads, as well as set up SR.
I hate Azelf leads, so I usually play it safe and send in Rotom-H to take the Explosion/SR and OHKO with Shadow Ball. And against Swampert, I just set up rocks since Ice Beam can only manage 30.0% - 35.7% and Surf deals 67.1% - 79.0%. And against Ape leads, I just switch out to Rotom-H to take the Close Combat/Grass Knot and proceed to Will-O-Wisp or I can just send in Tentacruel.
Defense EVs are for effectively dealing with Salamence, particularly DDMence. A Smogon standard DDMence Outrage will deal 46.6% - 55.1% to Hippowdon, assuming I have full health and someone has sacrificed themselves for Hippowdon to enter in on a free switch. This pretty much hurts like a bitch, but all I hope for is Hippowdon to get a free switch and phaze him out to let him take SR damage. But if Gyarados was able to get in somehow and Intimidate Salamence, his Outrage would deal 31.1% - 37.0% to Hippowdon, thus allowing Gyarados to get the fuck out, sacrifice someone, bring in Hippowdon, and have Outrage 3HKO Hippowdon.



Gyarados AKA #5 @ Leftovers
Trait: Intimidate
Nature: Impish (+Def, -SpA)
EV's: 248 HP / 232 Def / 28 SpD
~ Waterfall
~ Roar
~ Rest
~ Sleep Talk
To survive, the 6 realized they needed someone to someone strong enough to brave the foes ahead. At first no one stepped up, but #5 soon stepped up onto the plate.~ Roar
~ Rest
~ Sleep Talk
RestTalk Gyara.... Never expected that he would be viable on a stall team. Basically, my original team was practically weak to many offensive threats available, yet when someone from another forum helped me with the threats list for this team, he said I had many of them handled.... WTF...
This set helps against things like Scizor, Salamence, Lucario, Infernape, Heatran, and several other attackers.
RestTalk combo for absorbing status while Roar exists for phazing.



Rotom-H AKA #4 @ Leftovers
Trait: Levitate
Nature: Timid (+Spe, -Atk)
EV's: 252 HP / 164 Def / 12 Spe / 80 SpD
~ Shadow Ball / Thunderbolt
~ Will-O-Wisp
~ Rest
~ Sleep Talk
To haunt... To spite.... To spook... 'Tis the role of #4. None shall dare venture near their sanctuary, for fear of this ninja... Implementing fear... A staple to survival...~ Will-O-Wisp
~ Rest
~ Sleep Talk
On a stall team, it is essential to have a spin blocker, thus the reason for Rotom's existance on this team. Rotom-W can scare away the likes of Infernape and Gyarados, and anything else fearing a Will-O-Wisp to cut away their attack, thus allowing the entry hazards' damages to stack up and allowing me to easily KO them.
If I feel bored, I will choose Thunderbolt over Shadow Ball to take out Gyarados once and for all. But Shadow Ball is default because of my fear against Celebi, which no one on this team can effectively scare away. And Shadow Ball serves a check against opposing Rotom as well... Well... sorta...
The EV spread was suggested to me by vashta. Given the Speed EV's, it's just enough to outpace most Suicune, Tyranitars, and opposing Defensive Rotom-Appliances.



Forretress AKA #2 @ Shed Shell / Leftovers
Trait: Sturdy
Nature: Careful (+SpD, -SpA)
EV's: 252 HP / 4 Atk / 252 SpD
~ Spikes
~ Payback
~ Rapid Spin
~ Toxic Spikes
Shields... Fortress.... Shelter... She needs me...~ Payback
~ Rapid Spin
~ Toxic Spikes
Forretress takes care of my weakness to Refresh Latias as well HP Fire-less Gengar. With Forretress I also get a great rapid spinner that can actually harm and damage the spin blocker the opposing team has, for example Rotom-A and Gengar, it sets up spikes just like Skarmory can do, and can even set up Toxic Spikes to take care of Tyranitar.
Rest is a viable option over Toxic Spikes since my whole strategy is to keep myself alive, but that's why Blissey exists.



Blissey AKA #3 @ Leftovers
Trait: Natural Cure
Nature: Bold (+Def, -Atk)
EV's: 212 HP / 252 Def / 44 SpD
~ Wish
~ Protect
~ Toxic
~ Seismic Toss
Cleric... Scouting... Survival... ~ Protect
~ Toxic
~ Seismic Toss
A staple to stall teams, and partner-in-crime to Forretress.
Toxic is to wound opposing stall pokes. Wish/Protect is for healing as well as scouting.
LO Outrage from Mild Mixmences does 59.80% - 70.45%, allowing me to Wish/Protect my HP back to normal. Max Attack CB Scizor U-Turn deals 48.58% - 57.24% damage, another perfect opportunity to Wish/Protect.
vashta pointed out that I was weak to LO Tran, so I decided to put back my original option of Seismic Toss on Blissey. But I would have trouble against the likes of Salamence with this. But I guess I can use Hippowdon to roar Salamence away and let him take SR damage.
Ice Beam is for putting Salamence into check. An Ice Beam coming from Blissey will do: 186 Atk vs 176 Def & 331 HP (95 Base Power): 292 - 344 (88.22% - 103.93%) against a Rash Min HP / Min SpD Salamence, an easy OHKO after Stealth Rock.
I put Aromatherapy as an inferior option over Protect to help Forretress and the other RestTalkers on my team if they ever need to wake up and rest some more.



Celebi AKA #6 @ Leftovers
Trait: Natural Cure
Nature: Bold (+Def, -Atk)
EV's: 252 HP / 220 Def / 36 Spe
~ Perish Song
~ Recover
~ Reflect
~ Grass Knot
The chosen one... The one destined to finish the machine once and for all... Mankind's last and final hope in seeking revenge against the machine... Sacrifice for the greater good... ~ Recover
~ Reflect
~ Grass Knot
Celebi is a finisher on this team, when I need to sacrifice myself for the good of the team.
Perish Song is default here because it is the Smogon standard for stall, but Heal Bell works as a cleric to heal my team from Toxic Spikes if Tentacruel has fallen victim to death and can no longer rid the field of Toxic Spikes. Heal Bell is also viable for those RestTalkers on my team who need to be awake to counter when Celebi is dead.
Reflect is to effectively counter Gyarados. Without Reflect, Celebi takes 55.45% - 65.84% from an Adamant Life Orb'd Ice Fang Gyarados, whereas with Reflect, Celebi only takes 28.22% - 33.17%. Gyarados is 2HKO'ed back with Grass Knot, while factoring in SS and SR.
They Are Ready. Now What?






With all their functions fully programmed, the 6 puppets are now ready to face anything in its path. But what lies ahead is unknown. They must now lie and wait until the time comes to strike once more. They must wait. They must wait. Wait to die. Wait to live. Wait for a resolution that may never come......
Stall.... I never thought I would immerse myself into stall... But after trying it out for several months, I find myself loving stall, simply because you don't need luck to play stall; it's all about skill.
If I see that people took interest in this RMT, and gave it good rates, I may play with it again, if I ever do come back to Pokemon. But as for now, I want to retire with a good team on my shoulders. Comment. Rate. Critique.
Credits
I want to thank the following:
Global Trade Station Plus for the sprites.
MetalKid's Gaming Resources for the damage calculations.
Psypokes for their Nature chart.
Polelover44 and Astrith for providing a threats list for me.
Marriland for his Team Builder.
Jibaku for inspiring me to make a Stall Team.
Obi for giving me a guideline to follow for stall playing.
Me for making the banners.
MetalKid's Gaming Resources for the damage calculations.
Psypokes for their Nature chart.
Polelover44 and Astrith for providing a threats list for me.
Marriland for his Team Builder.
Jibaku for inspiring me to make a Stall Team.
Obi for giving me a guideline to follow for stall playing.
Me for making the banners.