Concept: Momentum Stall

Hello, as a lot of Smogon is gearing up for OST, I haven't been showing off some of my teams I'll be preparing/using for that tourney. However, this team is more something to prove a concept that I was discussing in the Stall topic in Overused. The basis of this specific team is outlined here.

That being said, this team is certainly a 'pioneer' of this idea, but not much more. It is very, very good but plays with subpar stats (explained that the concept of a switch stall team has a lesser group to pick from... still a good picking but more limited).

So, to the team building. This is going to be different from my previous RMTs, where the style was well defined and understood. This is by no means the best way to build this style team, but this is how I've done it and as of now I believe I'm one of two people to post this specific style in these forums.

-Three to four switch moves (VoltSwitch/Uturn)
-1 Cleric
-1 VERY SOLID defog/spinner
-1 All purpose wall (Non turner, rounds out as many threats as possible)
-Non turners need to have good pivot abilities (Frisk, natural cure, intimidate, regenerator)

The idea is you move fast enough to maintain momentum/not lose it. Every move gains you some advantage. More importantly, with all the late switches, you can always be in on the best option and stop set up sweeps from happening. Even the turners are generally slower to maintain the ability to gain that switch initiative.

Remember that Uturn/Volt Switch are chip damage, not kill damage.

All the specifics are in the thread linked in the first paragraph

Step 1: After getting the basic outline of what pokemon CAN be used, I decided to start with the most versatile pokemon in this style: Rotom. I decided that, due to fire's limited advance into uturn/volt switch moves, to use Rotom-h. Now, with an SR weak mon, I was going to need a defogger, but as this guy was the focal point, I wanted THE BEST defogger. In comes Scizor-mega.

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In all reality, Rotom-h is a heavy attacker first (wall breaking for me with overheat) and scizor is more utility (defog but a quick finisher with Bullet punch). I wanted a more utility user and something with incredible bulk and a great deal of utility. At this time, rotom-h was specially defensive so I had some need to take physical fires, and I needed something to better take mold breaker excadrill. At the same time, I wanted some more special bulk to take water type attacks. I also wanted a stealth rock setter to punish the opponents as I switched... something that would stay just as long as scizor-mega to set after defog.

In comes Mandibuzz, the best utility physical wall in the game. Added benefit for Uturn, too. Foul play, knock off and defog all give mandi a great move pool to stop threats from further damaging the team. Being able to take Char-X is an added benefit. Celebi was the second special wall and rock setter, having the rare combination of water resist, rocks and recovery. I added this set to be a second wall breaker, mainly for rock and water types that would resist overheat.
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The above is the four piece pivot core. Every one of them has volt switch/U-turn, but two spots were allotted for pokemon not having these moves. At this point, I had a few issues to round out. Mega lucario unboosted could crush me. Fire moves were too free to spam especially if rocks were up. I was down some special bulk and I wanted Rotom-h to handle pinsir/TF better and make it physically defensive. I needed to define the possibilities for these next slots... one of which probably had to be a cleric.

After experimentation with Clefable, I realized it just didn't pivot well. For the other slot, it was rather easy for a slowbro worshipper like me. What a marvelous pivot! Regenerator, AV for special bulk... even my switches would gain me momentum! Using the same concept, I figured I could use the only regenerator cleric... Audino (meet your based god).

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Thus we have the very basic team outline.

So let's begin the study of this.

Attacking Turner:
479-heat.png


So Rotom is THE staple of this style. His defenses, offense, and versatile typing makes him too useful. In this specific team, he is the pinsir-m counter/check (depends on health) and the TF counter. His overheat is an incredibly good wallbreaker for mega venusaur, gliscor (Who seems to switch in often), and other unresisted types, as well as just slaying Skarmory and Aegislash.

His issue with rocks is very notable, but pain split is a longer term alleviation than RestoChesto. He is my Blissey/Chansey stay in to stop their health regeneration from working.

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat


Covers: Scizor-mega's fire weakness, TornT/Slowbro's Electric Weakness, Slowbro's Bug weakness, TornT/Gliscor's ice weakness

Counters: Pinsir-mega at full, Talonflame at full, genesect, mega venusaur, Scizor, Thundrus-i, jirachi, non-knock off mandibuzz

Checks: Charizard X/Y, Thundurus-t (He can switch in but is limited in use vs Sub NP), Infernape, Non-stone edge mamoswine (aka most of them), Aegislash, Gyarados

Loses To: Excadrill, Rotom-w, Jolly Azumarill, Greninja, Starmie

Utility Turner:
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Scizor-mega is undoubtedly the best defog user in the current meta. While he costs you a mega slot, he only has one weakness and his physical defense is absolutely massive. Couple that with reliable recovery, technician priority and stab u-turn and you have a monster. While I don't generally need to bring him out, he's absolutely perfect at finishing off major issues like Tyranitar-mega, Azumarill, as well as almost every fairy.

His spot is utility turner where Rotom-h is a wall breaker/attack turner. His attack is rather low, so he prefers to only start attacking late game. He's also a tad slow, but this won't matter unless he's in against a fire type.

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog


Covers: Slowbro's bug weakness, Slowbro's grass weakness, TornT/Gliscor's ice weakness.

Counters: Landorus-T, Sylveon, Azumarill, Tyarnitar-mega (be careful for general TTar having Fire blast), Celebi, Espeon not running HP fire, Alakazam, Mandibuzz (Shouldn't be bothered, doesn't do much back), Gliscor,

Checks: Bisharp, Terrakion, Conkeldurr, Gengar, Togekiss, Lati@s, Kyurem-B

Loses To: Heatran, Infernape, Offensive Deo-S, Jellicent, Charizard X/Y, Talonflame

Attacking/Regenerator Turner:

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Tornadus-therian is probably one of the strangest creatures to see on stall, and yet he's become my favorite go-to speedster to fulfill the neo-stall "All purpose revenger" role. More importantly, with assault vest and a pretty good single typing, he can find some pretty good switches that don't require him to check.

Even taking Aegislash's shadow ball, one of the strongest unboosted Special attacks (and also common), Tornadus-T fairs pretty well.
252+ SpA Spooky Plate Aegislash-Blade Shadow Ball vs. 0 HP / 72 SpD Assault Vest Tornadus: 142-168 (47.4 - 56.1%) -- 80.9% chance to 2HKO

All in all, this team absolutely makes him SHINE as it has so many slow turners, meaning he gets in and out almost always without being hit. Even when he takes hits, he doesn't get disabled too easily. With all the choice EQs, it isn't too hard to find a dry switch, too.

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off


Covers: Audino's fighting weakness, Slowbro's grass/bug weakness,

Counters: Very little outside of Mega-venu. It can come in on attacks, but it should be due to prediction.

Checks: Does 'everything' count? All psychics fear this set, Heracross/Pinsir-m have issues here, Lucario gets revenged with prior damage, heatran/darks get banged up badly by super power. Tyranitar won't get a shot off before Super power hits, too.

Loses To: Generally on switch ins, but Thundrus/Landorus-t probably are the best counters. Scarf Kyub/Chomp running ice beam/stone edge would wreck him.

Rock Setter, Utility Turner:


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Gliscor is one of the few rock users with u-turn/volt switch, but his access to roost this time around gives him much more options on a stall team. He steals celebi's role of rocker as well as a status absorber once the toxic is up. When invested specially, he can lean heavily on his natural physical bulk and become a very passable mixed wall, taking both special and physical hits with relative ease as long as they aren't super effective. More importantly, he can take a little more damage and just rely on poison heal to take care of it. His ability to switch in on all of cabalion's weaknesses (fire/ground/fight) gives him plenty of opportunities to switch in and set rocks multiple times after defog.

252 Atk Choice Band Talonflame Flare Blitz vs. 244 HP / 12 Def Gliscor: 175-207 (49.7 - 58.8%) -- 16% chance to 2HKO after Poison Heal
Not bad... doesn't take it too well, but still can live.
252+ SpA Aegislash-Blade Shadow Ball vs. 244 HP / 252+ SpD Gliscor: 138-163 (39.2 - 46.3%) -- guaranteed 3HKO
Hooray for good SDef investment!

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake


Covers: Slowbro/TornT's electric weakness, Audino's fight weakness, Slowbro's bug weakness

Counters: Excadrill, Zapdos, Aegislash, Rotom-h, Klefki

Checks: Lucario-m (I'm fairly confident in this)..., Volcarona, Tyranitar(-m), Mawile-m

Loses to: Mamoswine, rotom-w (Can stall out Hydro is protect, though), anything with ice/water.



Hybrid Wall
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If you read the Dreadnoughts, you'd recognize how much I love this guy. This spot is the special "hybrid" spot. As the limited turners do eventually restrict what you can choose, there was a need for real defensive pivots. But you're already losing momentum by not being able to turn out, so I wanted his switches to have some purpose. Recovery via regenerator is genius for this team as you don't have to waste turns recovering, limiting momentum lost when SWATbro comes in.

To note, Rotom-w does about as much damage on volt switch as Slowbro can regenerate.

This special spot is an all purpose wall, patching up any issues while not losing momentum. You try to get Frisk, Intimidate, Regenerator, Natural Cure, or Regenerator on these pokemon as the best pivot abilities.

Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald

Covers: Scizor's Fire weakness, Audino's Fight weakness, Glisc/TornT's ice weakness, Rotom-h's water weakness

Counters: Dragonite, Lucario-mega (best I can), Heatran, Charizard-X, Excadrill, Infernape, Gliscor, Starmie, Landorus-therian, Terrakion, Garchomp, Arcanine, Diggersby, Espeon, Haxorus... It goes on

Checks: Conkeldurr, Mega-Venusaur, Aegislash, Talonflame (It can actually counter, but suggested Check), Band locked scizor, Band locked Genesect, Mawile, Goodra, even Tyranitar.

Loses To: Thundrus-i/t, Manectric-mega, Mandibuzz, Hydreigon. Knock off hurts this thing a lot.


Cleric:
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Meet. Your. Based. God's. Mother. Audino is the oddest pokemon to see in an OU team and people question me using it. However, regenerating clerics are awesome, they don't need to heal themselves! Audino's bulk actually is right around Clefable's (a bit better specially, I think?) and allowed me to have a weirdly workable cleric. However, I only find myself using three moves on the set (wish/healBell/toxic) that I recently replaced dazzling gleam (Was for fight switch ins) for encore, just so I'm not boost fodder.

The special bulk allows me to have a second counter to rotom-w and toxic greninja. Full bulk one side or the other gives me more time to find a switchin and the immunities to ghost as well as the weakness to fight makes the special bulk better.


Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic


So yeah, this is the conceptual idea of what a switch stall is. Keep making good plays, decide when to switch and when to attack. The enemy should be on their heals taking some stealth rock damage, and even when they aren't afraid of your switches, you'll have your best walls out.

Some issues: Even though I have a style that prevents set-ups, subs can be an absolute monster to destroy. I'd like to find a place to get roar/whirlwind or haze. Mandibuzz might not be entirely necessary, but a replacement needs the above and voltturn.

I'm obviously a tad rock weak. I don't know if I should switch out mandi because of this to help remedy this issue.

Mega Lucario: If it sets up, I can't stop it... I'd have to hit with slowbro, switch out, sac something, switch back in and hope it doesn't boost. Now, this gets slightly easier because I can assure that boosting is a bad idea if I go to audino and lock it into that boost.

Pinsir-mega: After Rotom-h is worn down (which isn't terribly difficult), everything falls. Slowbro at perfect health does have a chance to survive.

Other than that, I haven't seen too much take care of this team without wearing it down over rocks. If you switch well, you shouldn't let the set ups happen...


Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- U-turn
- Roost
- Bullet Punch
- Defog

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 12 Def / 244 HP / 252 SDef
Careful Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake

Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald

Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Encore
- Toxic

So, what do you think? This is, in my mind, a good team and a style that, while it may have limitations on options, is incredibly potent. Any advice on fine-tuning this would be helpful.

Edit: I can't add a poll, but I was having a debate on whether or not Rotom-h is a counter to mega venusaur. Now, I personally believe it IS a counter because it can switch in and eventually win. It was argued that because he can't really kill it via Overheat and can return with leech seed and synthesis (of course, against willowisp/pain split, I believe Venu would eventually lose).
 
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I would first like to say that I had the same idea a while ago back in BW2 (I guess great minds think alike, heh heh). The main difference, however, is that my team had a spiker (this is a kind of stall, after all) because volturn forces a lot of switches. However, with defog wiping everything clean in X & Y, spike based teams are loosing their viability. Stealth rocks are still powerful, so it's good that your running them on your Celibii. Running a spiker is completely optional on your part, but if you want to consider running one it would be Deoxys-D @ leftovers, taunt, spikes, recover, [attacking move] with max speed and HP. (EDIT: He would be able to out speed defog users that come in with taunt. If you ever hit a defogger, always switch into a fast taunter with spikes up.)

Let me clear this up: What makes you gain momentum is when you force a switch. You force a switch by scaring the enemy with an offensive threat (and its ironic because its actually a stall play-style). And you already know this part, but when you volturn, you maintain your momentum.

You said yourself that many people have questioned why your running audino, and now I will. I would replace audino with eviolite chansey, because its soo much bulkier that regenerate really doesn't matter, and it does more than just heal bell. Chansey functions as a much better special wall, so it outclasses audino.

Chansey @ Eviolite
Ability: Natural Cure
EVs 252 HP / 0- Atk / 252+ Def / 4 Spe
IVs 0 Atk
-Heal bell
-Softboil
-Seismic toss
- Toxic/T-Wave

Also, I spot a weakness to u-turn in your own team. Both of your defensive pokemon would have trouble with Scizor.

I would also suggest rotom-w instead of rotom-h because of no weakness to SR, and much better typing, however it would worsen your weakness to u-turn so I wouldn't change that right away.

Finally, I wouldn't use your mega slot for m-scizor. You already have a defog user, (EDIT: replace foul play with defog on Mandibuzz.) so I would rather have a spinner (which would also have better synergy with SR). However, there aren't any good pokemon with both rapid spin and a pivot. A magic bouncer could also be considered, since there would be multiple opportunities to switch into one. MB Espeon could run baton pass if you really need it to pivot (it could pass a sub). In terms of good megas to use, I would use mega-manectric. He might be too offensive for your team, but he would force a lot of switches and spread intimidate like the plague.

I know I have covered a few major team changing suggestions, so take the ones that you think would benefit your team the most.
 
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Just an idea, but to alleviate your rock weakness and fit a phazer onto your team, Cobalion could be an option. It has access to Roar and Volt Switch, so it meets the minimum requirement. It doesn't have immediate recovery or regenerator, but with it's fantastic bulk, it shouldn't be too hard to switch it in assuming it isn't hanging on by a thread. It also receives an attack boost with Justified when it gets hit by an omnipresent knock-off which would somewhat help your lack of offensive pressure. It does have a rather high natural speed so against other Volt-Turners like Rotom-W who are sure to come in on it a lot, it would be first to Volt-Switch which isn't great, but having a high natural speed does have its perks. With the same EV spread as Mandi it's taking roughly the same damage from neutral attacks. However Cobalion does have the opposite synergy of what Mandibuzz has, and it also has 3 rather common weaknesses. But I think it's worth a try. A set would look like this

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Volt Switch
- Roar
- Sacred Sword (ignores stat changes which is always a plus)
- Taunt/Thunder Wave/Toxic (whatever you want)

Hope I helped in some way
 
I think you should switch Defog and Knock Off on Scizor and Mandibuzz. Mandibuzz may be SR weak, but it has leftovers to compensate. It has more special bulk and can switch in on threats such as Heatran on the turn they put up rocks and get it off immediately. When you bring in Scizor you really don't want to be losing momentum to Defog because it has a strong U-Turn and can give a strong Knock off while Mandibuzz can't.
 
Really interesting team and playstyle.

I think Mandibuzz could use whirlwind instead of Foul play, could aleviate your weakness to SD Lucario. Or maybe toxik, it hasd the bulk to toxikstall many threats.

BP might be more interesting than U-turn on Celebi. Not doing any (weak) dammage seems less annoying than being traped by Scizor or TTar.

Conncerning more important potential changes, how about Lando-T instead of Celebi ? U-turn + intimidate is amazing, a much better offensive presence. You keep fight resist, you have electric and ground immunity. The only real issue is the water weakness, and more specifically an increased Rotom-W weakness. But might worse a try anyway.
 
I agree with Lando-T instead of Celebi, that would help you with the u-turn weakness in your defensive core, and then it would allow you to run Rotom-W over Rotom-H.

EDIT: Make sure to run the defensive pivot variant.

EDIT: I watched some of your replays, and I noticed you defogged even when there were SR on both sides of the field. Even though SR hurts all VolTurn based teams, its just as destructive on the enemy because theoretically, every time you volturn, your enemy also has to switch to their counter. Rapid spinners are still viable since teams aren't thinking about spin blockers as much.
 
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The idea is there but I see common problems for stall are still and issue for you. Stuff like Toxic Heatran, NP Thundurus-I/T, Char-Y (with a little residual damage Rotom can't come in as it does 44.4 - 52.3%), CroCune and other last pokemon boosters, and Mega Luc/Pinsir (especially Pinsir). The easiest fix for NP Thundy and Charizard would to just make Rotom-H specially defensive and making it chesto rest so you can stall out Heatran, but that would make you weaker to Pinsir (who, let's not forget, has mold breaker eq before he megas). The easiest fix to the rest would be to just add some actual offensive presence. Scarf Landorus-T over Celebi probably seems to be the best idea because it has Intimidate and can revenge all those threats. I'm not going to lie, Audino still seems useless. It offers no resistances, and only has Regenerator over the competition. IMO a SpD MG Clefable with Moon Blast / SR / Softboiled / Heal Bell would work better. If you don't want to do that you can put Rocks on the Scarfed Lando and bring back Celebi with U-Turn or Leaf Storm / Perish Song / Heal Bell / Recover to stop last poke boosters. Audino if it'll work ;].

So: SpD Chesto Rest Rotom-H, Scarf Lando-t > Celebi, and SpD Clef or bring back Celebi > Audino.
 
So, I think I'm going to start by defending audino here... Clefable was a literal deadweight (was actually the first cleric I tried and the reason I mentioned that Audino has similar stats). The amount of bulk here was irrelevant in testing because Audino's regenerator was able to allow me to not have the cleric in for more than one/two turns.

From the post I made, my comment about clerics in general was:
This spot is the weakest spot on a team and takes some creativity so as not to lose the team too much.

Yeah, I'm not terribly concerned about the amount of bulk... Granted, it's nice, but after taking rock damage, something like chansey/blissey needs to stay in and recovery after two switch-ins.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 252+ SpD Audino: 157-187 (38.2 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 4 SpD Eviolite Chansey: 129-152 (18.3 - 21.5%) -- possible 5HKO

252 SpA Latias Psyshock vs. 252 HP / 4 Def Audino: 132-156 (32.1 - 38%) -- 0.5% chance to 3HKO after Leftovers recovery
252 SpA Latias Draco Meteor vs. 252 HP / 252+ SpD Audino: 150-177 (36.5 - 43.1%) -- 98.2% chance to 3HKO after Leftovers recovery

252 SpA Latias Psyshock vs. 252 HP / 252+ Def Eviolite Chansey: 154-183 (21.8 - 25.9%) -- 3.9% chance to 4HKO
252 SpA Latias Draco Meteor vs. 252 HP / 4 SpD Eviolite Chansey: 121-144 (17.1 - 20.4%) -- possible 5HKO

Now these seem like a huge difference, but when you consider the 33% gained on switching out, it isn't so bad. The sole idea for a cleric on this team, though, is to get out as quickly as possible and not effect what the team is trying to do. On special side, the difference for base 100-120 attackers seems to be about 20%. On the physical side (though I don't let audino take physical hits...) the difference is apparently about 10%. After leftover recovery, this is mitigated even more.

I made a team testing some of these ideas... Mainly wanting to look at a way to take away celebi by going with Higglybiggly's suggestion over Celebi. I switched mandi to SDef for a while and tried using her as a defogger (and replaced knock off on Scizor) as was suggested. Unfortunately, it didn't work well. Mandi got killed and would often leave Rotom-h dead. Mandi almost felt like deadweight all the time on the special side.

I haven't made any real adjustments, as Cobalion can't seem to get in to set rocks vs this EQ meta. EQ/Fight/Fire weaknesses is so damning right now that he just can't seem to even get in. I'll keep working on adjusting it, but trying to balance weaknesses out right now is really difficult with the mandi/celebi slots especially when I'm trying to get some special bulk.

Edit: I got the team to work for a while, here's what I'm at:
http://replay.pokemonshowdown.com/ou-79454505

Still looking for maybe a better spot to Torn-T, but it was one of those "Let's get rid of a ground weakness without adding a fire weakness" Deals and also rounded out lucario-m.
 
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I'll have to adjust that. After looking through the calcs, even on the turns I'd be able to force it to roost, I wouldn't be able to force enough damage on it. My original use of counters was to a pokemon that couldn't DO much to mine. Taunt doesn't much bother my team seeing as all the switching, so it seems the issue yours had was not getting rocks away before it came in and started. I think the main issue is in the fact that rotom/scizor had to switch over rocks.

tl:dr, I think the issue was more the rocks being up. Mandi is bulky enough you're not going to find a straight ohko physically. Also one of the reasons Chansey sucks... you could've gone Slowbro/Audino on regenerator until that thing stalled out after burn.

(The cobalion suggestion, ftr, finds one of it's few switches in on Mandi... since rock resist isn't helpful when edgequake exists)
 
Unfortunately if you're trying to look for something to help your rock weakness without being weak to common moves, still find opportunities to come in, have Volt Switch/U-Turn, and a phazing move, your pool of Pokemon becomes very scarce. In fact the only Pokemon who can somewhat fulfill these roles is Pangoro who gets Parting Shot, but it'd be even tougher to make Pangoro work in OU than Cobalion. I mean you could give it a try, but if Cobalion isn't working for you then I suggest going back to Mandibuzz and fitting on Whirlwind instead of Knock Off or Foul Play.
 
Interesting concept. I agree that this has potential; but for constructive criticism's sake, I'll just list some major flaws of this playstyle.

First of all, your team lacks offensive presence. Of course, you have good momentum going on in your VT chain, but the fact remains that none of your attacks will really threaten balanced teams. Sure, LS and OH may have some good damage going on, but they're one-use, after all, and if the opponent manages to survive the initial onslaught, they'll have a free turn (since after a -2 VT will do crap damage). Of course, you could increase the offensive power of your pokemon, but at that stage, it'll be nothing but a standard, balanced VoltTurn team.

Looking at your replays, I agree that the team performed remarkably well. However, you can't deny that the opponents were quite bad. They made very large misplays on dealing with VoltTurn, allowing them to be caught off guard. Offensive teams only need one free turn to set up to deal large amounts of damage. Your SR weakness and the lack of overpoweringly powerful attacks means that you'll be placed in a checkmate quite easily; either you keep up VT to stop setups and get raped by SR, or the opposite.

Finally, this team is critically weak to (ironically enough) offensive VoltTurn. See, you have 2 UT weaknesses and 2 VT weaknesses; and one of the remaining can't do anything but (sorry Audino) give you tremendous amounts of EXP. In all seriousness, however, once you lose the momentum (which isn't very rare since your attacks can't really 1HKO any pokemon) it's only a matter of time until your team is worn down. If you try and support with Wish, offensive VT teams usually carry one or two setup sweepers.

Though it may seem I'm bashing this, I'm really not; I'm just listing some flaws that might need to be covered.
 
The celbei issue in particular, I'm working on fixing. On slowbro, the other weakness, he's so damn bulky the only Uturn I even think about turning him out of the way of is Gene's +1. Rotom does about as much as needs to be recovered by regenerator (but audino... Why does everyone hate on audino :/ )

As for the rock issue, Mandi probably needs to go for this particular team. I've actually gone to search for something and ended up using Torn-T (since rock weakness doesn't matter when you just regen it away on next switch...). I'm still trying to find a last placement there that can take some special hits, which might just be an AV attacker.

For offensive pressure, Slowbro applies a lot of it even with no investment. It's one of those things where such great coverage moves/stabs just make him an absolute monster to switch into (Except rotom... why not give slowbro energy ball, GF? He has grass knot!). I've considered gastrodon and going three turners/Three walls... but gastro has an interesting issue of being a second water type (though the version I'm testing then would have three grass resists (two of them 4x) and 1 elec immunity, 1 elec resist).
 
Hi Ajwf, nice to see your momentum stall team is having some success. I agree that you should get rid of Celebi; now that rain is practically gone, specially defensive Grass types are not very useful in this metagame. Tangrowth or Gourgeist-Huge would be better Grass types, with the former having great physical bulk and regenerator and the latter being able to take advantage of frisk on the switch-in as well as being immune to Fighting type attacks and neutral to U-turn. As for a replacement for Mandibuzz, you could try Umbreon. If you invest max HP and defense, mixed variants of Aegislash cannot 2HKO with Sacred Sword, and Umbreon can support the team with Wish and Heal Bell, and can maintain momentum with Baton Pass. I also recommend that you replace Audino; while the regenerator niche is nice, Audino cannot repeatedly take strong, boosted, or fighting special attacks like Chansey, Blissey, and Clefable can. In this physically dominated metagame, it is nice to have that one special wall that can take almost everything from the special side and focus the rest of your team on the physical threats.
 
Nice, I've been waiting for this for quite a while. I've always wanted to use rotom-h on a team, but could never really make it work.
I suggest you have at least one pokemon with offensive investment, and/or scarf/band, or maybe switch defog over to mandibuzz and run a more offensive scizor.
How do you deal with kyurem-b after scizor's been weakened a bit?
Fast threats with good coverage like starmie and greninja seem to make things very difficult; something like greninja with taunt/icebeam/hydropump/darkpulse seems to run through the team fairly easily. The only thing that can kinda handle it is scizor, but that's physically defensive (haven't run calcs though).
I really love the concept and the team. It feels like you either do really well, or you get wrecked by a couple offensive threats on the other team (as is with most types of stall).
 
Okay, here is the deal: Mega-Scizor is basically just a more specially-defensive regular scizor. Yes, the 20-point attack jump is something, but it is not significant.

As a matter of fact, Life Orb regular Scizor does more damage than Mega-Scizor.

The reason that one would ever run a Mega-Scizor set is because it is a little bit more bulky on the Special Side. Basically, MegaSciz is more of a late-game set-up sweeper: it comes-in after all the STAB fire-users are gone and it throws up a Swords Dance while Roosting-back health, then kills everything with Bullet Punch and Bug Bite (because it is a STAB move which still proc's Technician).

So first of all, your EV spread is a bit of a disappointment--max HP and Defense may sound nice and bulky, but it fails to capitalize on any of MegaSciz's strengths.

The build you are running is some kind of bulky U-Turn Revenge-killer (as described by yourself), which kind of goes with your wacky Volt-Turn Stall Team, but MegaSciz is a waste in this capacity--outclassed in every way by his unevolved form.

Choice Band (or even Life Orb) Scizor would be better in this capacity as Revenge-killer and U-Turner. Alternatively, Gliscor could fill your role as Defoger if you are adamant about keeping your Uturn Mandibuzz (which is also pretty silly).
 
Okay, here is the deal: Mega-Scizor is basically just a more specially-defensive regular scizor. Yes, the 20-point attack jump is something, but it is not significant.

As a matter of fact, Life Orb regular Scizor does more damage than Mega-Scizor.

The reason that one would ever run a Mega-Scizor set is because it is a little bit more bulky on the Special Side. Basically, MegaSciz is more of a late-game set-up sweeper: it comes-in after all the STAB fire-users are gone and it throws up a Swords Dance while Roosting-back health, then kills everything with Bullet Punch and Bug Bite (because it is a STAB move which still proc's Technician).

So first of all, your EV spread is a bit of a disappointment--max HP and Defense may sound nice and bulky, but it fails to capitalize on any of MegaSciz's strengths.

The build you are running is some kind of bulky U-Turn Revenge-killer (as described by yourself), which kind of goes with your wacky Volt-Turn Stall Team, but MegaSciz is a waste in this capacity--outclassed in every way by his unevolved form.

Choice Band (or even Life Orb) Scizor would be better in this capacity as Revenge-killer and U-Turner. Alternatively, Gliscor could fill your role as Defoger if you are adamant about keeping your Uturn Mandibuzz (which is also pretty silly).
Ok this is all wrong mega scizor is better at being overall bulkier and a hazard clearer. second of all mega scizor uninvested hits harder then uninvested bulky scizor which is the point of this. next u-turn on mandi is to provide a slow bulky pivot that can knock of items and help with set up sweepers via foul play. Next time read what the RMT is about then putting in standard sets that wouldn't fit because after all this is stall.




Now onto the team after testing out something like this myself (inspired by you) i can conclude that you may want to use clefable over audino as unaware stops set up sweepers (which wrecks this team) with unaware and stops dragon types (see previous statement) with fairy typing and if u use magic guard it becomes a great defensive pivot and status asorber and also gets all of audino's movepool. Then i would replace mandibuzz with your old torn-t set which is suprisingly bulky and gets knock off+u-turn. Other then that its really solid and wouldnt expect anything less from you.
 
Actually, I just had today off to start tweaking things (11 hours of college classes yesterday, but it keeps two days completely clean).

Cobalion had to go... His three main weaknesses just hurt too much on this team. But Tornadus-T, as always, worked. Worked like crazy, in fact. He's my custom spread from my Dreadnoughts, and so he has that bulk. But I added some bulk up here with SDef Gliscor... who for whatever reason is legitimately good.

http://replay.pokemonshowdown.com/ou-80169759

Just to show one of the early examples... He fills a few complaints: He's bulky, actually will counter, and stops VoltSwitch teams.

The set uses roost right now, but I could adjust it to protect... or toxic, as I didn't even have to take advantage of it.


Okay, here is the deal: Mega-Scizor is basically just a more specially-defensive regular scizor. Yes, the 20-point attack jump is something, but it is not significant.

As a matter of fact, Life Orb regular Scizor does more damage than Mega-Scizor.

The reason that one would ever run a Mega-Scizor set is because it is a little bit more bulky on the Special Side. Basically, MegaSciz is more of a late-game set-up sweeper: it comes-in after all the STAB fire-users are gone and it throws up a Swords Dance while Roosting-back health, then kills everything with Bullet Punch and Bug Bite (because it is a STAB move which still proc's Technician).

So first of all, your EV spread is a bit of a disappointment--max HP and Defense may sound nice and bulky, but it fails to capitalize on any of MegaSciz's strengths.

The build you are running is some kind of bulky U-Turn Revenge-killer (as described by yourself), which kind of goes with your wacky Volt-Turn Stall Team, but MegaSciz is a waste in this capacity--outclassed in every way by his unevolved form.

Choice Band (or even Life Orb) Scizor would be better in this capacity as Revenge-killer and U-Turner. Alternatively, Gliscor could fill your role as Defoger if you are adamant about keeping your Uturn Mandibuzz (which is also pretty silly).

I understand the concern of lack of power, but his main job is still to defog and just be bulky as hell. Realize that I'm not concerned about grabbing KOs on this team, I want to keep my HP and force switches. The chip damage from turning and forcing switches will eventually do what a stall team was.

Now: Yes, this team has some differences from a stall team. The whole team is lighter, it is meant to maneuver into the proper walls and pressure people out. Check the replays: very rarely am I letting someone have TIME to get a dance off of any sort. The team style is quicker, lighter, and relies on getting in the proper walls THE TURN the opponent brings a threat out. This the whole reason this team hasn't devoted much to whirlwind (and roar was never that helpful once Torn-T started wrecking EVERYTHING).

So, the OP is updated... Celebi/Cobalion < Gliscor and Mandibuzz < Tornadus-T (Who carries knock off and can take on any set up sweeper with sheer move pool).
 
Hey AJ, I dont know how helpful this review will be since i will be commenting more on the concept opposed to the team itself. But I just wanted to point out a few things ive been noticing that could prove difficult for this type of team. I would first like to say that i more or less agree with all of backstreet tabbys points.

But the main thing I think you should focus on are pokes that only need one turn to set up and start wrecking (ie: sub kyub,mega pinsir, manaphy, shift gear/rock polish genesect, charx, etc...) I am not sure how you could hope to handle some of these threats but imo if a team has 2 or more of the aforementioned threats you will lose 9/10 times.

That being said I think this concept team just needs more offensive presence, it doesnt need to be much more, but relying on "wallbreaking" moves like OH or LS to do any serious damage is just not enough. I mean seriously the only other attacks you have are foul play/volt-turn/bullet punch and then slowbro who is an underwhelming special attacker to say the least.

On a side note. i run mega pinsir alot and physically defensive mandibuzz is a good stop to him, if he swords dances in your face just foul play and i think it OHKOs or pretty darn close. here are a few calcs...

4 Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Mega Pinsir: 153-180 (56.2 - 66.1%) -- guaranteed 2HKO

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mandibuzz: 172-204 (40.5 - 48.1%) -- guaranteed 3HKO after Leftovers recovery

this is pinsir at plus 2...not mandi...you know how foul play works though lol +2 4 Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Mega Pinsir: 303-357 (111.3 - 131.2%) -- guaranteed OHKO

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mandibuzz: 345-406 (81.3 - 95.7%) -- guaranteed 2HKO after Leftovers recovery

so i dont know where the problems are with mega pinsir when you have mandibuzz but anyway im off topic.

back to getting more offensive presence. I aree that maybe an agressive av user would be nice, but it is hard to find one that alos has volt-turn. Another thing I want to mention is that I think this concept would be waaayyyy more viable if you simply had a better list of pokes to choose from.
Ok dont laugh at me for this but an AV hitmontop or something would be good because it has intimidate which mean it can nip a dragon dance and then eat up a hit and answer back with a strong move. Obviously I dont think you should put hitmontop on your team but im just saying something like that might be nice.

Thats more or less all i wanted to say other than that guy who was talking about non mega scizor being better for your team was wrong. I am not the best at any of this stuff especially stall so feel free to disregard my entire post lol. I just thought it was interesting and wanted to comment.. Cheers.

Edit: I just saw that replay though and the team already looks much better, but like i said now mega pinsir kind of run trains on this team without mandibuzz. Because before he mevos he is not taking much from volt-turn.
 
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So aj to expand upon my earlier point i have tried and loved using audino that being said its complete set up fodder for the likes of char x and garchomp whicch detroy this team. This is why i reccomend clefable as it ignores set up with unaware has a whole bunch of easy switch ins thanks to its new fairy typing and decent defenses.This will allow you to check any dragon types that want to set up on you and sweep your team and allows you to just check nearly every single set up sweeper in the game. Also if you decide to use magic guard you have free easy switches into any status and can make a very good cleric too with its wish passing heal belling shenanigans.
 
Liquid... I've tried Clefable. It wasn't that great. In an unaware stage, it needs wish/protect/aromatherapy/stab, and that coverage really isn't much to talk about. It required it's own recovery so as not to get warn down easily whereas Audino is just recovering on switches. The bulk isn't even that different and tough claws charizard-x will rip clefable apart with flare blitz.

Also, you do realize Garchomp is OHKO'd by slowbro, right? If we assume it runs outrage on SD sets (Rare, if not unseen), it takes to +4 to get a KO. More likely, Earthquake is the used attack.

+6 252 Atk Garchomp Earthquake vs. 252 HP / 220+ Def Slowbro: 450-531 (114.2 - 134.7%) -- guaranteed OHKO
+4 252 Atk Garchomp Outrage vs. 252 HP / 220+ Def Slowbro: 406-478 (103 - 121.3%) -- guaranteed OHKO

The only set up sweeper I fear is Azumarill simply if I can't get it to 50% before it goes BD.

MegaScizor and I already had a battle easier in which I handled Mega Pinsir pretty handily. He did, however, completely trick me on his Greninja not having HP fire. I hope that addressed concerns with Pinsir-m, having both an excellent check (TornT) and counter (Rotom-h, though I do need to avoid mold breaker on it).
 
Ok this is all wrong mega scizor is better at being overall bulkier and a hazard clearer. second of all mega scizor uninvested hits harder then uninvested bulky scizor which is the point of this. next u-turn on mandi is to provide a slow bulky pivot that can knock of items and help with set up sweepers via foul play. Next time read what the RMT is about then putting in standard sets that wouldn't fit because after all this is stall.

Congratulations, you skipped over everything I wrote.

Of course uninvested Scizor is weaker than uninvested MegaSciz--their base stats are different. It takes exactly one moron to point this out. Good job, kid.

But between bulky scizor with life orb and bulky scizor with mega stone there is no contest in strength--bulky regular scizor is stronger. This is not an opinion, this is a fact.



Ok, done with you, time for my final recommendation for this team:
Your concept is to keep opponents from setting up by forcing them out and "keeping your deck shuffled" right? You mentioned keeping momentum and chipping away opponents--how about adding a pokemon or two with "intimidate"?

The reason I recommend this is that intimidate more than really anything else barring ridiculous type mismatch (or yawn and leech seed, I suppose) really forces physical opponents to switch--that attack drop really rustles their jimmies.

As a matter of fact, while we are talking about leech seed, consider mega-venusaur. I know you really like your megasciz and I'm not trying to get you to change that, but megavenus does a great job of making your opponent switch out--and really is one of the kings of stall--keeping momentum on your side.

You could even make it a bulky support set:

Megavenus @ The Venus Rock
Ability: Thick Fat
Calm (252 HP/252 SpDef/4 Def)
-Leech Seed
-Giga Drain
-Synthesis
-Sleep Powder


Known issues: completely walled by opposing venusaur/stall-ties mandibuzz. It hates talonflame's brave bird, but wears it down if you get off a leech seed or sleep powder. Also, this takes up a mega slot--you would have to run regular bulky defog scizor rather than mega.

Also I am unsure of who you would want to take out for this pokemon.

Good luck
 
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