





After playing with the old version of this team, I found that Jirachi was barely putting in any work, as Magnezone + Fairy cores annihilated me, while Wish support was somewhat unnecessary for my team, as every member had very reliable recovery (about 1/10 games I actually wish passed). Furthermore, common stallbreakers such as Mega Heracross and Tornadus-Therian were putting in far too much work against this team, so I decided to use a Doublade to counter the same threats as Jirachi, while also walling other breakers. Furthermore, Curse was given to Quagsire, in order to give me an actual win condition that’s not “kill them with Stealth Rocks and status”. I also found that whenever I wanted to Toxic on Quagsire, the better play was often just to double out.
Introduction
After making alterations to my old version of this team, I have managed to peak #1
The Team

Gem Wall (Sableye) @ Sablenite
Ability: Prankster (pre-mega evolution)/Magic Bounce (mega-evolved)
EVS: 248HP / 112Def / 144 SpD / 4Spe
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Fake Out
Main Role: Mega Sableye first and foremost provides my team Magic Bounce, allowing me to wall many common hazard setters such as Skarmory, Ferrothorn and Landorus-T (giving me a huge edge in the hazard war), as well as being a huge annoyance to opposing fat/stall builds. The ability to bounce back Taunt is also extremely important, allowing me to play around common stall breakers that abuse taunt, such as Mew and Talonflame. The unique defensive typing and high defensive stats of Mega Sableye also allows him to switch into offensive stallbreakers such as Heatran and LO Gengar who would otherwise Taunt my team into oblivion.
Moves and EVS: Knock Off allows me to remove items from opposing pokemon, and is generally a very spammable move to cripple switchins. Will-O-Wisp is standard, crippling most physical threats, rendering them non factors for my team. Recover is a standard 50% recovery move which grants Mega Sableye crucial longevity. Finally, Fake Out has been chosen over Foul Play for the ability to Mega Evolve turn 1 against antileads such as Clefable and Keldeo, which can be vital for switching into certain threats like Ferrothorn and Gengar. It also provides a small amount of chip damage, which can be very useful in revenging extremely low health threats, or providing an extra turn of burn or poison damage.
The EV spread is standard, as it gives enough Special Defense to survive any two attacks from LO Gengar, Mega Alakazam, Heatran and AV Tornadus-Therian, while also maintaining physical bulk. 248 HP mimimises burn damage from Heatran/Scald, while 4 Speed creeps other Mega Sableye to improve the matchup, as well as non-Gyro Ball Ferrothorn.
Other Options: Fake Out can be replaced with Toxic (to improve the matchup vs fat Zard-X balance teams and Specially Defensive Talonflame) or Foul Play to hit Swords Dance Gliscor/DD Charizard X/SD Talonflame.

Fat Wall (Quagsire) @ Leftovers
Ability: Unaware
EVs: 248Hp / 252Def / 8SpD
Relaxed Nature
- Earthquake
- Curse
- Scald
- Recover
Main Role: Quagsire is my counter to the majority of physical sweepers, most of which cannot break past Quagsire. Threats such as Mega Charizard X, Swords Dance Bisharp, Swords Dance Garchomp, Mega Altaria, Belly Drum Azumarill, and Offensive Mega Scizor are all completely stopped in their tracks by Quagsire. Quagsire also has an immunity to Volt Switch, and is therefore my switch-in to common electric types such as Mega Manectric and Raikou who cannot generate free momentum onto Quagsire, despite his lacking special defense.
Moves and EV's: The spread maximises Quagsires physical bulk to beat the aforementioned threats.and Amoonguss). 248 HP EV’s results in an odd hp number, reducing burn damage and hazard damage, while maintaining the same physical bulk. Earthquake and Scald are obligatory stab moves, with Earthquake hitting threats weak to Ground like Charizard Mega X and Bisharp very hard, while Scald is one of the best and most spammable moves in the game, with its 30% chance to burn switch-ins. Curse Quagsire gives me a wincon, as well as a way to boost past Mega Gyarados in particular. It also helps me to check physical threats such as Mega Pinsir and Lopunny if required. Recover is obligatory 50% recovery to ensure longevity.
Other Options: Ice Beam can be used over Curse to improve the Gliscor matchup (I don't recommend this though). Toxic can also be used to cripple common switchins such as Latios and Tangrowth. An alternate spread with 84 spedef EV's can slso be used to survive 3 Moonblasts from standard Clefable 100% of the time, allowing for Quagsire to more reliably Curse up alongisde Clefable and defeat it.

Blob Wall (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Stealth Rock
- Soft Boiled
- Heal Bell
-Seismic Toss
Main Role: Chansey is the most specially bulky pokemon in the entire game, and therefore has been chosen as a catch-all wall to almost every specially offensive pokémon in the game. Chansey’s physical bulk with an eviolite is also incredible, able to absorb most Psyshocks and weak Pursuits with ease.
Moves and EVS: The standard EV spread has been used, to maximise Chansey’s bulk on both sides of the spectrum. Soft Boiled keeps up Chansey’s health, and allows longevity. Heal Bell clears my team of status, which is very important in stall mirrors, and is also useful in offense matchups where my pokemon have been burned with Scald and Lava Plume, as well as Thunder Wave and the like. Crucially, Heal Bell also cures Doublade’s sleep from Rest. Seismic Toss allows Chansey to break most substitutes, as well as providing a way of doing damage, and stopping Chansey from being taunt bait. Finally, Stealth Rock has been used on Chansey, to punish enemy switches, especially as Chansey forces many herself, and therefore has many opportunites to put up Stealth Rocks. I would like to fit Calm Mind (for the Manaphy matchup) and Skill Swap (for Gliscor and Clefable) on Chansey, but unfortunately I don’t have room.
Other Options: After testing, I have quite liked Dann3's suggestion of Toxic > Stealth Rocks on Chansey, although I found that with this change, it was much harder to set up Stealth Rocks on average.

Mushroom Wall (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 136 Def / 120SpD/ 4Spe
IV’s: 0Atk
Calm Nature
- Clear Smog
- Sludge Bomb
- Giga Drain
- Spore
Main Role: Amoonguss provides a large amount of mixed bulk, as well as crucial resistances to Water, Fairy and Grass. His main role on this team is to be the primary switch-in to Banded Azumarill, Serperior, Breloom, Rotom-Wash and Keldeo, all of whom can otherwise break my team open. Amoonguss is also a decent check to Mega Diancie, although Diamond Storm does a fairly large amount. He also hard counters all variants of Clefable not carrying a fire type move (although only LO Fire Blast threatens this spread).
Moves and EVS: A more specially defensive spread has been used to better eat up attacks from boosted Clefable, Serperior and Keldeo, while maintaining enough physical bulk to wall physical threats. This spread avoids 2hko’s from Breloom, +2 HP Fire Serperior, Banded Azumarill, Choice Specs Icy Wind Keldeo, as well as crucially gives me a 70% chance to survive a +3 Manaphy Psychic, allowing for a Spore or Giga Drain in retaliation. 4 Speed has been used to speed creep CM Slowbro by 1 point, allowing me to reset boosts with Clear Smog, or revenge kill with Giga Drain. Minimising damage from burn is also very important, since by switching into Rotom-Wash and Keldeo, Amoonguss is almost certain to be burned.
Clear Smog is used to continually reset the boosts of pokemon such as Clefable, Serp and CM Keldeo, allowing me to better counter the aforementioned threats. Sludge Bomb is a slightly stronger stab, allowing me to better threaten Fairy and Grass types (such as Serperior, Breloom and Clefable). The 30% poison chance can also punish common switch-ins to Amoonguss, such as Latios. Giga Drain provides Amoonguss with a STAB move to threaten water types that Amoonguss counters, such as Rotom-W and Keldeo. Finally, Spore is used to cripple a pokemon on the enemy team, and is often used to remove Amoonguss’s common switchins (such as Tornadus-Therian).
Other Options: Stun Spore is an option over Sludge Bomb, to cripple Heatran/Tornadus Therian that think they're safe after something has been sleepfoddered. It is notable that this weakens the matchup against CM Clefable and Wonder Trio (the team) though, so be careful if this change is implemented.

Iron Wall (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252Hp/ 252Def / 4SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- Whirlwind
Main Role: Skarmory’s main role is to switch into powerful physical wallbreakers that Quagsire is unable to, such as Banded Tyranitar, LO SD Excadrill, Mega Lopunny and Grass Knot Mega Metagross, while also providing hazard removal, punishing U-Turn, and phasing set-up threats. Rocky Helmet has been chosen over Shed Shell, as the chip damage from Rocky Helmet is extremely useful in almost all matchups to punish contact moves (especially U-Turn), while most threats that Skarmory beats for my team are usually not paired with Magnezone. Typical Gardevoir+ Magnezone/Pinsir + Magnezone cores are handled by Doublade (who cannot be trapped). Rocky Helmet comes particularly in useful against U-Turn spam cores, who would otherwise generate too much momentum for my team to handle.
Moves and EV's: Brave Bird is chosen to OHKO Mega Lopunny after a round of Rocky Helmet damage, as well as provide significant damage on Mega Heracross, Mega Pinsir and defensive Venusaur. Brave Bird also makes Skarmory less passive, and allows for the revenging of low health threats with the aid of Sturdy. Roost is used to provide standard recovery and longevity. Defog is used to clear hazards against teams that can get hazards past Mega Sableye, as well as a safety net against hazard stacking teams, especially since this team does not run Spikes. Whirlwind is used as a nice way to rack up chip damage if I have put up rocks, as well as preventing Skarmory from being set-up bait. Sturdy Whirlwind is also a nice safety net, if something has gotten too out of control. Standard EV’s have been used to maximise physical bulk.
Other Options: Counter is a viable option over Brave Bird to deal with Bisharp/Crawdaunt better, although I do dislike how passive this makes my Skarmory. If Toxic has been put onto Chansey, Stealth Rocks is required over Whirlwind on the last slot to maintain hazard pressure. Spikes can also be used over Defog if you want to pressure fatter balance teams better (Wish Killer's team in particular) although this weakens the team to other hazard stacking teams.

Sword Wall (Doublade) @ Eviolite
Ability: No Guard
EVs: 252HP/4Atk/ 252SpD
Sassy Nature
IVs: 0 Spe
-Gyro Ball
-Toxic
-Pursuit
-Rest
Main Role: The real MVP of my team, Doublade’s main role on this team is to counter a huge number of wallbreakers used in OU, such as Banded Terrakion, Adamant Mega Medicham, , Mega Gardevoir, Mega Pinsir and Mega Heracross by virtue of Doublade’s high natural bulk backed up by Eviolite, as well as its unique typing. Doublade also checks Kyurem-Black (especially banded versions), all versions of Tornadus-Therian, Latios, CM Slowbro and Mega Diancie.
Moves and EVs: Gyro Ball is used with minimum speed to provide a huge amount of damage on most fast pokemon in the tier, especially those weak to Steel. Although Iron Head has more PP, Gyro Ball’s much higher power against almost all threats makes it the superior option.I prefer Toxic as my filler move, as it allows me to cripple non steel type switch-ins to Doublade such as Garchomp and Talonflame. Pursuit is used to provide damage on threats such as Mega Gardevoir and Latios, weakening them and preventing them from slowly chipping down Doublade with impunity. The final move used is Rest, as it is Doublade’s only method of recovery.
Although the two sleep turns can result in Doublade’s uselessness, when paired with Chansey’s Heal Bell, Doublade is typically able to remain healthy long enough in most offensive matchups, as Doublade’s role is typically just to defeat a threatening wallbreaker. The EV spread used serves simply to minimise speed (maximising the power of Doublade’s Gyro Ball) while maximising Doublade’s special bulk to help defeat Mega Gardevoir, Tornadus and Latios, as Doublade has sufficient natural physical bulk.
Other Options:
The Pursuit slot can be replaced with multiple other options, such as Sleep Talk (to allow Doublade to not be useless when asleep), Sacred Sword (to hit Bisharp/Tyranitar on the switch, as well as provide damage against Heatran and Ferrothorn on the switch) and Shadow Claw (to 2hko max defense Espeon, a set that NJNP used in his baton pass RMT and which is gaining popularity as a result).
Volcanion/Zard Y + Bandtar: My only switch-in to special fire types is Chansey, who then gets heavily weakened by Bandtar’s pursuit, meaning that it cannot switch back in to safely eat Volcanion’s attacks, who then simply 5-0’s my team.
Crawdaunt: At +2, my entire team is taken out in two hits without any prediction required. My only real way of defeating this monster is to burn it with a prankster Will-O-Wisp or Scald, or stalling it out of LO recoil.
Banded Weavile : My team lacks a pokemon that can avoid a 3hko from Weavile’s Icicle Crash, excepting Doublade (who is taken out with Knock Off’s). Weavile’s Pursuit also does a large amount to Chansey, meaning that a well played Weavile can destroy my team, with a little luck with Icicle Crashes.
Gliscor: I lack a way of killing this thing, so my only recourse is pp stalling with Mega Sableye (if taunt) or Skarmory and Quagsire (if swords dance).
Tail Glow + Rain Dance Psychic/Ice Beam Manaphy: A ludicrously powerful wallbreaker who blows back Chansey at +6 and with a rain boost, and the rest of my team at +3. My main method of beating this thing is to hit it on the switch in, and harass it with Seismic Toss from Chansey.
Mega Sableye: I lack an effective way of pressuring enemy stall, especially a Mega Sableye backed up with cleric support.
Taunt + Wisp Talonflame: Although this set cannot actually break through my team, a well played spedef Talonflame can pressure my team very hard.
Crawdaunt: At +2, my entire team is taken out in two hits without any prediction required. My only real way of defeating this monster is to burn it with a prankster Will-O-Wisp or Scald, or stalling it out of LO recoil.
Banded Weavile : My team lacks a pokemon that can avoid a 3hko from Weavile’s Icicle Crash, excepting Doublade (who is taken out with Knock Off’s). Weavile’s Pursuit also does a large amount to Chansey, meaning that a well played Weavile can destroy my team, with a little luck with Icicle Crashes.
Gliscor: I lack a way of killing this thing, so my only recourse is pp stalling with Mega Sableye (if taunt) or Skarmory and Quagsire (if swords dance).
Tail Glow + Rain Dance Psychic/Ice Beam Manaphy: A ludicrously powerful wallbreaker who blows back Chansey at +6 and with a rain boost, and the rest of my team at +3. My main method of beating this thing is to hit it on the switch in, and harass it with Seismic Toss from Chansey.
Mega Sableye: I lack an effective way of pressuring enemy stall, especially a Mega Sableye backed up with cleric support.
Taunt + Wisp Talonflame: Although this set cannot actually break through my team, a well played spedef Talonflame can pressure my team very hard.
http://replay.pokemonshowdown.com/ou-382252812 I defeat a team carrying both Stallbreaker Heatran and Mega Heracross thanks to Doublade and Mega Sableye.
http://replay.pokemonshowdown.com/ou-382250486 Doublade annihilates LO Tornadus-Therian 1v1, paving the way for a clean victory.
http://replay.pokemonshowdown.com/ou-382243001 Curse Quagsire puts in work against a Mega Gyarados team.
http://replay.pokemonshowdown.com/ou-381758673 An example of this team’s excellent matchup against offense.
http://replay.pokemonshowdown.com/ou-382288791 Peak game against an offensive version of Wish Killer’s team.
http://replay.pokemonshowdown.com/ou-382250486 Doublade annihilates LO Tornadus-Therian 1v1, paving the way for a clean victory.
http://replay.pokemonshowdown.com/ou-382243001 Curse Quagsire puts in work against a Mega Gyarados team.
http://replay.pokemonshowdown.com/ou-381758673 An example of this team’s excellent matchup against offense.
http://replay.pokemonshowdown.com/ou-382288791 Peak game against an offensive version of Wish Killer’s team.
Conclusion
After quite a bit of ladder play, I believe that this team is a very good stall team for laddering, as it preys on the ladder’s lack of tendency to prepare for stall, as well as their inability to make effective doubles to break the core. This team especially has a very good matchup against standard offensive teams, who often do not carry a way to break my defensive core. However, fatter balance teams and stall do give this team some issues, as it is primarily geared towards the offense matchup.
Gem Wall (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 112 Def / 144 SpD / 4 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out
Fat Wall (Quagsire) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Recover
- Curse
- Scald
Blob Wall (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Heal Bell
- Seismic Toss
- Soft-Boiled
Mushroom Wall (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 136 Def / 120 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Clear Smog
- Giga Drain
- Sludge Bomb
- Spore
Iron Wall (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird
- Defog
- Roost
- Whirlwind
Sword Wall (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Pursuit
- Gyro Ball
- Rest
Ability: Prankster
EVs: 248 HP / 112 Def / 144 SpD / 4 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out
Fat Wall (Quagsire) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Recover
- Curse
- Scald
Blob Wall (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Heal Bell
- Seismic Toss
- Soft-Boiled
Mushroom Wall (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 136 Def / 120 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Clear Smog
- Giga Drain
- Sludge Bomb
- Spore
Iron Wall (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird
- Defog
- Roost
- Whirlwind
Sword Wall (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Toxic
- Pursuit
- Gyro Ball
- Rest
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