At a Glance






Introduction
Hello Guys! I am not a stall-oriented player. I have been playing offensive this past year, and I love the playstyle. However, I really wanted to try a stall team. After trying out a few stall teams to get a general idea of the playstyle, I found that I wanted to use the Hippo + Skarm + Jellicent combo. Hippo and Skarm can both set up hazards, while Jellicent can come in and block most spinners (beating Donphan, Starmie, and Hitmontop easily). This team has come a long way, and I hope you appreciate the time and effort I put into this RMT and the team itself. I'm writing this RMT now because Genesect has been released today and I am not sure how this team will fare against it now (although Hippo can take a +1 Ice Beam at -1 SDef... at least it did against some guy on PS, he might have forgotten investment, so I don't know). Anyways, I'm going to present a team-building process and jump right into the team. Here we go ~
Building Process



This was how the team started. I really admire this core, it certainly gets the hazards on the field. I also hate running rain teams, even offensive, because rain is just annoying to both use and fight. Anyways, so I'm looking at this team and I realize that a Rotom-W can pretty much sweep this little core I have put together. I can play around it at best, but guaranteed to be annoying. Furthermore, Politoed loves to toxic the Jellicent switch ins so I still need something to sponge rain stuff and poison.




Celebi was a good teammate. Its natural cure is nice, and also being on of the best Rotom-W counters out there is a nice perk. However, I realized that steel types like Ferrothorn can get very annoying, especially in rain. Also, I wanted something to wall break too, something to take advantage of the hazards I was trying so hard to put on the field. The solution, I thought, was obvious.





Terrakion seemed to go-to man. Being able to dent Ferrothorn after a few stabs from hazards is very nice. Gaining lots of KOs, including the easy 2HKO on Hippo with the spike stacked. It benefits from the sand, so it was nice in just about every way. Simply, I loved it. However, it still didn't have that speed to abuse the hazards. Sure, I'm building stall, (a semi-stall I suppose; its the offensive nature in me), but I wanted something to abuse the sand more and take advantage of the nice hazards.






I added Stoutland as the final member. It was working well, getting me higher and higher, until I stumbled upon a few problems. Technician Breloom + Tornadus-T were very annoying, U-turning from Celebi and instantly using Brelooms power to threaten a lot of my members. Scarf Rachi got the surprise kill on Terrakion, and walled Stoutland. Scizor was also a problem, resisting Frustrations, BP Terrakion and U-turning on Celebi. Jellicent may be good, but SD versions (sometimes with lum) very easily made Jellicent set up fodder before long. So I needed to fix these problems.






I decided to try special Landorus over Terrakion. It worked. I was originally using Rock Polish, but substitute escapes Breloom's spores and allows me to OHKO with HP [Ice] afterwards. Special Landorus was just what I needed, killing every steel types with ease apart from CM Jirachi (EP usually is a 2HKO unless it had prior boosts, but I have roar and whirlwind with Hippo and Skarm respectively ;] However, Celeb still was suffering from U-turns, or simply pursuit, from Scizor. So it needed to go ~






So here we are; the team. Amo can get me a spore or stun spore in there with ease, crippling my opponents team. Regenerator is an amazing ability to have, allowing it to sponge hits with ease. I made many set changes; ev spread changes, and move switches while using this team. However, this team is a very good stall, even if I say so myself.
The Team

Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Hippowdown is a very bulky Pokemon. Being an offensive-minded player, I've never used him very often. However, with my sudden interest in learning stall, I decided to give him a try. For starts, I seriously love how well he can take water hits very well! I've never found the loss of physical bulk important as he can walls those hits fairly well too. He almost always can set up Stealth Rocks - which is very important for the team. His slack off allows me to constantly use him as a punching bag, stalling out sand damage and LO damage occasionally when required. I use whirlwind over roar since roar is lame. Whirlwind allows me to make sure my punching-bag-rock-setter isn't set up bait for anything, although +1 Outrage still does a truckload of damage though! Its usually always worth it when I get up my rocks though.
His EV spread is very straight forward, allowing me to sponge surf as best as possible. I don't mind sending him on Politoed or Ninetales knowing I can get my weather up without taking too much (unless Poli is specs; but I usuallu always know the set Poli is before sending Hippo in on it). Its very nice to know that my weather inducer is Dugtrio immune, making sun that much easier to deal with.

Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
Even know this is off topic; I'm going to say it anyways: no one would use this thing if it didn't get roar (or WW). Yes, I gave it roar since Hippo can already send out powerful winds against my opponent! Anyways, I love Skarm, but without roar it becomes the biggest set up fodder for everything. Ok, with my short little speculation rant out of the way, I love Skarmory. Getting Roost is a big plus, allowing me to heal (which is vital; I might add, considering I'm not running leftovers). Which brings me to another point; Magnezone usually always use thunderbolt / volt-switch on this thing; when everyone should be running shed shell. With the rise of usage in Wobby, already high usage in Mag, and the new Gothitelle, Shed Shell is a very needed item for Skarmory this metagame. Skarm's main job, apart from laughing at Landorus and sometimes at Mamo (Icicle Crash always flinches or gets crits -____-) is to set up spikes. The main objective is to stack up as much hazards as I possibly can. Skarm does just that - set up spikes.
The EVs may not be straightforward, but I assure you they are. The speed EVs are not my design so I forget what it out speed (I forgot '-'), but I'm sure whatever I assume it out speeds it doesn't without the investment. I do know that I out speed Wobby with this spread and other Skarm (winning the Roar war against opp. Skarm helps). I put maximum investment in defense, and the rest in hp to it can survive as much as possible.

Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 140 HP / 212 SDef / 156 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow Ball
- Taunt
I love Pringles! Ok, that was a lie; I hate Pringles. But I love Jellicent! There aren't many viable spin blockers in the OU tier (Gengar could probably only spin block with Deo-S / Deo-D), which means that Rapid Spinning is a constant struggle for stall teams everywhere. We work so hard to set up 3 layers of spikes and SR, only to have a spinner (who commonly has sturdy -_____-) spin all your effort away. Well, let me tell you, Jellicent is godsend for stall. It's Shadow Ball is the perfect way to let Starmie know just how much its 30% thunderbolt was appreciated. Recover is a move that, again, is godsend. Allowing me to sponge weak Volt-Switches from bulky Rotom-W (or simply weak-scarf) and then healing up. Taunt is such a good move to carry, in case something like Heatran tries to use Toxic (damn them). It also stops Donphan from setting up SR, which believe me; they'll do despite scald. Taunt also helps against Reu, who just loves to CM all day and recover. Scald is pretty much just STAB and a free burn chance (saves me more games than I can count). I. Simply. Love. Jellicent.
EV's are not standard; no way. Speed investment speeding minimal invested Heatran is very awesome, allowing me to Taunt it in its tracks. I also outspeed Amonngus, allowing me to stop Spore / Stun, which is always fun (and seriously, I can take a Giga Drain). I forget what the special bulk does; just took it off the standard special defensive set, and dumped the rest into health to try and to make up for the huge speed investment I have. Seriously loves this pringle-face'd spinblocker, especially with water absorb, allowing me to sponge rain teams water / ice attacks aimed at my poor Hippo.

Amoonguss (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 28 SAtk / 40 Def / 184 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Spore
- Stun Spore
- Giga Drain
- Hidden Power [Ice]
Your ugly. I hate you. I love using you. Yeah, my relationship with this Pokemon is a love-hate one. I seriously hate facing this thing because is usually means that something is going to be put to sleep. Or stunned. This thing has a complex movepool, running Hidden Power [Ice], Hidden Power [Fire], Stun Spore, Clear Smog, Synthesis, Sludge Bomb, Toxic, and Rain Dance to name a few. You never know what this thing can run, considering that any good trainer would pick a move according to their team weaknesses (Hidden Power [Fire] makes it a Scizor check, Rain Dance is very unique for rain teams who fear losing the weather war, hell even a damp rock would work with regenerator, Synthesis could easily replace Stun Spore for sponging MORE hits, Sludge Bomb hits Celebi quite hard, and toxic is you running a ToxicScor teammate, and this goes on). Which is why I hate facing this thing. However, this thing is the best volt-switch / rain / Keldeo coutner in the universe. Spore / Stun combo is amazing, stunning the switch in! Some people send in their sleep fodder right away - I just stun it. Spore / Stun is also good when the opponent tries Poli / Torn-T tactic, thinking I'm stupid. Regenerator on this thing is insane! However, it take a LOT of damage from 3 layers of spikes and SR, so it is limited. Nonetheless, Amoonguss is an amazing Pokemon, sponging lots of hits!
The EV's are standard, but effective. The 28 SpA EVs is to break +1 Keldeo's Subs with Giga Drain 100% of the time, which is very nice I might add. It's HP is divisible by 8, so 248 minimizes residual damage, and allows me to invest 8 EVs in speed (which only allows me to out speed other Amo, which means I can spore it first if need be). The 40 Def allows Amo to comfortably sponge Breloom most of the time, and preserves more Special bulk. The rest was dumped into Special Def in order to wall as much as possible.

Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Earth Power
- Focus Blast
- Hidden Power [Ice]
This set works. To answer all your questions, I am not running Rock Polish because Landorus is not meant to late game sweep. I want it to punch holes in the opponents walls, more preferably, physical steel type walls. What people don't get is that this Lando is the best Rotom-W counter Lando there is bar Gravity set (as Smack Down requires very percise predicted switch). With substitute, I admit, it eases predictions. It also helps when LO doesn't give me any recoil (unless I use Hidden Power [Ice]). It also works when Ferrothorn tries to Leech me. Earth Power and FB both are 2HKO on that steel weed Pokemon, so I just use EP 2x. Generally I EP 1x, and predict the switch out by subbing. Focus Blast is godsend, send goodbye to Skarm folks! Also, FB does 66% To Rotom-W, so after sand damage and SR, your looking at possible 1-2HKO. With substitute, I can easily sponge a Hydro Pump too. EP also OHKO's Scizor (which IS a very annoying check to Landorus). With substitute, I can easily sponge off a BP if I have one, if not, well, non-banded ones don't do too much anyways, and LO recoil isn't a factor too much anymore. It checked before because EQ is a 2HKO -____-. What people don't understand is that this set goal is to dent physical walls. This is a solid combination with Stoutland, as I eliminate unsuspecting steel walls (Skarm, Ferrothorn, Jirachi, Magnezone, Magneton, and so on). Sure, Rachi is better handled by EQ, but it still eliminates. With substitute, I can also check Mamoswine if I need to, but I admit Lando rarely can get a sub before Mamo.
I run Timid because its speed tier is really important. I would love to run Modest ;~; It would do so much more to Ferro and Rachi, aw well. Life Orb + Sheer Force is a very powerful force on Lando, not to mention that most people assume Sand Force since he is in sand (and the fact that he isn't in Therian forme) and also the Sub makes them think: SubSD or Sub 3 attack, which are lesser common variants of Landorus, which means that Skarm is lured in. I have max investment in Special Atk as well so I can hit my hardest with Life Orb, and I put 4 EVs into HP because they don't really fit anywhere else.

Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Frustration
- Superpower
- Pursuit
- Wild Charge
I wish this thing had a higher attack stat. Life Orb would be more viable, and the idea of switching moves with Stout is very tempting, but CB is the only set that works. Stout loves the hazard support he gets from Skarm and Hippo, and the ability of Jellicent to keep the hazards from leaving our opponents. He easily tears through teams that are hazard weakened with CB STAB Frustration (which is way better than Return, just saying). He makes the best late-game sweep known to sand (alright I lied again; that's Excadrill, but Stout is still a close second). In BW1, he had no way of dealing with those steel types, which took a big chunk out of his usage stats. Thankfully, in BW2, he got superpower, allowing him to actually dent steels that are hazard weakened, although this is usually Lando's job, having extra insurance is never bad. Pursuit is just so godlike, and honestly I've never seen a Crunch Stout in my life. I love the idea of Crunch (counters Reu better and pesky WoW Mew), but Frustration does roughly enough damage to where Pursuit gains more use (Lati@s trapped and it traps other things... like Torn-T)! I never use Wild Charge. If anyone can give me a justified reason why I should change it for another move, I would change it in a heart beat. Since I never WC even if I predict Skarm just because that recoil + SR damage adds up. Big time.
EV's are, once again, a straightforward 252 / 252 4 spread. I run adamant only because its attack stat sucks, but being revenged by Scarf Latios and Scarf Terrakion is VERY ANNOYING! I don't really have an answer to Scarf Terrak other than hoping I keep Hippo and 'Cent alive long enough to beat it 2v1. Stout can reveneg a -2 Scarf Latios, so it isn't that bad, but still, it is annoying.
Conclusion






This team is amazing! The trick is to set up hazards, and combine it with phazing. The objective is to get rid of the opponents bouncer / spinner. After that, just go boom with Lando and Stout with the hazard support given, and occasional go into the 4 wall core I have built and you can easily sweep late game afterwards almost always. Scarf Latios and Scarf Terrakion will always have a spot in hell for this team, but I can check them alright. I have a importable below for anyone who wishes to try the team; however, please luvdisc if you do. Thank you all! (By the way: the sprites are from PS :P)
Importable:
Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 140 HP / 212 SDef / 156 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow Ball
- Taunt
Amoonguss (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 28 SAtk / 40 Def / 184 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Spore
- Stun Spore
- Giga Drain
- Hidden Power [Ice]
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Frustration
- Superpower
- Pursuit
- Wild Charge
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Skarmory (M) @ Shed Shell
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
Jellicent (F) @ Leftovers
Trait: Water Absorb
EVs: 140 HP / 212 SDef / 156 Spd
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow Ball
- Taunt
Amoonguss (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 28 SAtk / 40 Def / 184 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Spore
- Stun Spore
- Giga Drain
- Hidden Power [Ice]
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Stoutland (M) @ Choice Band
Trait: Sand Rush
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Frustration
- Superpower
- Pursuit
- Wild Charge