SS OU Perhaps The Most Annoying Team Ever? Stall is OP (1749 and climbing)

Hey everyone, just posting my new stall team that is working well. Handles everything you throw against it pretty decently. However, I know that the team can improve and I welcome criticism.


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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature

- Taunt
- Heal Bell / Knock Off / Will-O-Wisp
- Roost
- Night Shade

Got this move set from watching Storm Zone's games the #1 player on the ladder currently. He runs this guy a lot on his teams. He runs knock off, but my team needed a place for heal bell, and this was the only place I could put it. I've seen others run Will-O-Wisp as well. This mon is basically a better version of Blissey. It basically walls every special attacker in OU tier not running a super effective move. Taunt keeps Calm Minders from setting up too, and Night shade provides consistent damage.

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Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Lunge / Toxic / Bulk Up
- Ice Punch
- Drain Punch / Close Combat
- Roost

This guy is my physical wall. Walls almost every physical attacker in OU tier that does not run a special effective move. Lunge is a cool move that lowers the attack of the mon it hits, but is used mostly to do more damage vs slowbro who walls him pretty hard. Otherwise Ice Punch and Drain Punch are typically your go to moves. I also like the idea of using Close Combat for more damage instead of drain punch. Have seen others use it but have not tried it myself.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 246 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Protect / Toxic
- Stealth Rock

Ah, Heatran. This is the most annoying mon in the metagame IMO. He is a great special wall especially vs things like Volcarona that Mew has trouble with because of Bug type moves. He also is very difficult to deal with. He switches into many mons, can setup rocks and wear people down with magma storm and protect afterwards to heal you and add chip damage to them. I personally like protect on him to help with his survivability, as my team is a more tanky stall team and focuses on survivability, but Toxic is good too.


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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Spikes
- Protect
- Leech Seed

Ferrothorn is a great mon as well. Very difficult for many teams to deal with and adds an extra layer of hazards with spikes. Protect is to help Ferrothorn survive with leftovers and Leech seed. I also like protect to help stall out trick room, Weather and other HO teams using reflect and Light Screen. However, you can not spam Protect all of the time as your opponent will punish it. Knock off is a great move as well.

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Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Scald
- Recover
- Toxic

Quagsire is suprisingly really good on this team. I use him over Toxapex any day. This is because Unaware is just too good as it really helps against many setup mons using Shell Smash, Belly Drum and other cheesy moves that could be a problem for you. Also, surprisingly, Quagsire is a decent answer to Gengar, as you prevent him from setting up with Nasty Plot and you OHKO with Earthquake. He also is my switch into Choice band Melmetal. This guy is very underrated.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Soft-Boiled
- Focus Blast

Clefable is my win condition in the mid to late game. Once any mons with steel type moves are gone. This guy can setup and do a lot of damage. Focus Blast is for Heatran, which would otherwise be super annoying. But if you get one calm mind off, you can typically win the 1 vs 1 vs Heatran pretty easily, unless Focus Miss decides to screw you that day. Clefable is also a good switch into Dragapult and Hydreigon which can give Mew some trouble with super effective moves.

Well that is it. This team is working very well so far. Just wanted to show it off so that others could try it and see if any improvements could be made. Also, the title is a joke, I know that there are probably much more annoying teams than this.
 
Hi, this is definitely an interesting stall team with some more fun approaches to mons, but I don't think it has what a good stall team needs in the current meta. As the post above says you don't have a Blissey, and while I don't think either slowtwins are necessary or even that good on stall tbh, you essentially always need a Blissey here as a specs Dragapult can just lead against this team and 6-0 with Shadow Ball. Additionally, you have no Defog support and few boots mons which means this team will be really easy to overwhelm with any hazard stacking balances which are quite common. It simply doesn't have good enough defensive utility against so many top threats that those mu's are really hard to outplay. To shore up those weaknesses I some fairly large suggestions.

Major Changes:
:ferrothorn: --> :blissey:
IMO Ferrothorn isn't that great of a stall mon, lacking recovery outside of Leech Seed and being fairly susceptible to opposing Spikes. You already have a hazard weakness which means ideally you wanna Defog quite often against opposing spikes, so as a special wall I think this change is really helpful. Blissey covers the big thing in Dragapult, as well as Volcarona which you claimed Heatran was for, and with this I think Heatran can also be switched out. Blissey just provides such good role compression it's hard to give up.
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Toxic
- Stealth Rock

:Heatran: --> :Gastrodon:
Similar to Ferrothorn, Heatran's lack of reliable recovery and general more offensive nature doesn't really fit stall teams all too well. It only provides rocks utility which many other stall mons can, so I don't think it's the best fit. Gastrodon on the other hand gives you a water immunity, something I think you really needed given how Urshifu-R could just win against this team, so at least with this and Buzzwole you have room to outplay even Future Sight + Urshifu-R. Also gives a Heatran switch in which also could easily run through this team, so I think Gastrodon is a great stall fit here.

Minor Changes:
:clefable:
Magic Guard --> Unaware
Focus Blast --> Aromatherapy
:leftovers: --> :heavy-duty-boots:
Changing this to a common Unaware CM set that also provides a cleric is the way to go on this team imo. It lets you win CM wars against other things and is a great late game wincon that this stall probably needs to keep up progress making.

Optional Changes:
:mew:
Taunt --> Defog
323 Speed

OR

:Mew:
Taunt --> Spikes
323 Speed
:Quagsire: --> :corviknight:

I'll leave these here as optional, but to close it out the team 100% needs a defogger. I would almost always go with Corviknight here, but to keep more of the original core of the team around I think it's fine to explore some options. Defog Mew gives hazard control, and 323 speed outruns Urshifu-R in a pinch as well as making it a lot more sturdy against Specs Tapu Lele which the team otherwise has a hard time predicting around since a few good hits will go a really long way. Corviknight alternitavely gives a Ground-immunity as well as Pressure + Defog to stall out Spikes / Rocks, and since Clefable also has Unaware I'm not sold on Quagsire being needed. Might be something to consider trying both for. If Corviknight joins the team Mew can also be the Spikes user lost in Ferrothorn which is a cool bonus.

Updated Stall (Corviknight Version) (pokepast.es)
Updated Stall (Quagsire Version) (pokepast.es)

Here are the 2 versions I would take with this, I hope you like one of them! The core of Mew + Buzzwole + CM Clefable on stall is something I've never really seen but is quite cool, and I think just with fixing up some support that was lacking with the original Steel-types it should be better in quite a few really troubling MU's like the Dragapult one mentioned. The Quagsire one stays more true to the original like I mentioned, but the Corviknight one has more reliable defogging as well as it keeps Spikes pressure which can be good against other slow passive teams to let Clefable win more reliably.
 
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Hi, this is definitely an interesting stall team with some more fun approaches to mons, but I don't think it has what a good stall team needs in the current meta. As the post above says you don't have a Blissey, and while I don't think either slowtwins are necessary or even that good on stall tbh, you essentially always need a Blissey here as a specs Dragapult can just lead against this team and 6-0 with Shadow Ball. Additionally, you have no Defog support and few boots mons which means this team will be really easy to overwhelm with any hazard stacking balances which are quite common. It simply doesn't have good enough defensive utility against so many top threats that those mu's are really hard to outplay. To shore up those weaknesses I some fairly large suggestions.

Major Changes:
:ferrothorn: --> :blissey:
IMO Ferrothorn isn't that great of a stall mon, lacking recovery outside of Leech Seed and being fairly susceptible to opposing Spikes. You already have a hazard weakness which means ideally you wanna Defog quite often against opposing spikes, so as a special wall I think this change is really helpful. Blissey covers the big thing in Dragapult, as well as Volcarona which you claimed Heatran was for, and with this I think Heatran can also be switched out. Blissey just provides such good role compression it's hard to give up.
Blissey @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Soft-Boiled
- Toxic
- Stealth Rock

:Heatran: --> :Gastrodon:
Similar to Ferrothorn, Heatran's lack of reliable recovery and general more offensive nature doesn't really fit stall teams all too well. It only provides rocks utility which many other stall mons can, so I don't think it's the best fit. Gastrodon on the other hand gives you a water immunity, something I think you really needed given how Urshifu-R could just win against this team, so at least with this and Buzzwole you have room to outplay even Future Sight + Urshifu-R. Also gives a Heatran switch in which also could easily run through this team, so I think Gastrodon is a great stall fit here.

Minor Changes:
:clefable:
Magic Guard --> Unaware
Focus Blast --> Aromatherapy
:leftovers: --> :heavy-duty-boots:
Changing this to a common Unaware CM set that also provides a cleric is the way to go on this team imo. It lets you win CM wars against other things and is a great late game wincon that this stall probably needs to keep up progress making.

Optional Changes:
:mew:
Taunt --> Defog
323 Speed

OR

:Mew:
Taunt --> Spikes
323 Speed
:Quagsire: --> :corviknight:

I'll leave these here as optional, but to close it out the team 100% needs a defogger. I would almost always go with Corviknight here, but to keep more of the original core of the team around I think it's fine to explore some options. Defog Mew gives hazard control, and 323 speed outruns Urshifu-R in a pinch as well as making it a lot more sturdy against Specs Tapu Lele which the team otherwise has a hard time predicting around since a few good hits will go a really long way. Corviknight alternitavely gives a Ground-immunity as well as Pressure + Defog to stall out Spikes / Rocks, and since Clefable also has Unaware I'm not sold on Quagsire being needed. Might be something to consider trying both for. If Corviknight joins the team Mew can also be the Spikes user lost in Ferrothorn which is a cool bonus.

Updated Stall (Corviknight Version) (pokepast.es)
Updated Stall (Quagsire Version) (pokepast.es)

Here are the 2 versions I would take with this, I hope you like one of them! The core of Mew + Buzzwole + CM Clefable on stall is something I've never really seen but is quite cool, and I think just with fixing up some support that was lacking with the original Steel-types it should be better in quite a few really troubling MU's like the Dragapult one mentioned. The Quagsire one stays more true to the original like I mentioned, but the Corviknight one has more reliable defogging as well as it keeps Spikes pressure which can be good against other slow passive teams to let Clefable win more reliably.

There are some holes that these changes open. In the second team, if your buzzwole ever gets too low, kartana will delete everything. Both new teams lack knock off, which severely hampers stall teams, and IMO unaware clef isn't really that good at switching into a lot of setup sweepers, as for example there is a decent chance that LO chomp EQ just 2 shots you if they predict the switch, and clefable needs to be at almost 100% to check them. quagsire is preferred for stall teams because it can actually switch into stuff much more easily than clef, which it will often want in stall since you are playing more reactively
 
There are some holes that these changes open. In the second team, if your buzzwole ever gets too low, kartana will delete everything. Both new teams lack knock off, which severely hampers stall teams, and IMO unaware clef isn't really that good at switching into a lot of setup sweepers, as for example there is a decent chance that LO chomp EQ just 2 shots you if they predict the switch, and clefable needs to be at almost 100% to check them. quagsire is preferred for stall teams because it can actually switch into stuff much more easily than clef, which it will often want in stall since you are playing more reactively
Yeah, if buzzwole the kartana counter does get low the team will lose to it, so ideally you keep that around if you're weak to kart. That's also somewhat why I said the corv version was what I preferred personally since it also somewhat helps with Future Sight, but I thought either could work. Also just preference but I like unaware clef a lot as a wincon, but even with it being the unaware mon I can't say the team is weak to chomp at all because it's not the sole check to it. Both versions either have U-turn Corviknight + Buzzwole or Quagsire + Buzzwole to complement it, so you don't have to throw clef at a Life Orb chomp.

I don't know if my changes actually left these holes seeing as the chomp and kart mu's stayed essentially the same with Buzzwole and one of quag / corv there covering for them, and I tried tackling other issues like the huge special mon weakness to pult / tran. If you have suggestions of alternative changes that would be great, options are always good for stuff like this since it's a cool premise that I think just needed some patching up in the excecution, but imo most of those things you listed are fairly doable mu's since you have sturdy switch ins.
 
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