Gen 3 ADD IT UP Hariyama Forretress Stall



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ADD IT UP
Yama Forre Stall

Hello everyone, my name is LittleBlueHat and I'm a fairly decent ADV OU ladder player who usually just steals teams. However, I decided that I wanted to build my own team around Hariyama and Spikes. The team is built around racking up chip damage with sand, knock off, spikes, and phazing, which can make it a little passive, but I've found that making aggressive switches that put you in a position to either blank or threaten the opposing Pokemon is a way to alleviate this issue.

Teambuilding
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I knew that I wanted to build around bulky whirlwind Hariyama, and this set obviously can't do its job very well without sand.
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While a lot of Hariyama stall teams run Skarmory as the spiker, I opted to go for Forretress as I like the role compression that it offers as a spiker and spinner. Of course, with Forretress, I decided to run a pursuit set on Tyranitar.
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I then opted to add both Milotic and specially defensive Celebi. The two appreciate spin support from Forretress, and with leftovers being knocked off thanks to Hariyama, Recover spamming actually becomes a bit less passive as sandstorm damage takes its toll. Celebi's Leech Seed adds to the barrage of chip damage the team throws at its opponents and helps keep the team healthy.
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I decided to make my last Pokemon physically defensive CM Wish Jirachi. Wish facilitates other members of the team really nicely. Wish+spiker is always a nice combo, especially with Forretress which can't afford to run protect to generate its own healing. Hariyama is another excellent recipient of wishes. Calm Mind gives the team a much-needed offensive presence, and it really shines late game after the combination of Knock Off, Spikes, and sandstorm chips the opposing team. I chose a physically defensive variant as a way to be safer against Tar+Aero, as Hariyama, while being one of the best Tyranitar answers in the tier, is not enough to stop deadly double rock offenses.
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While Celebi's Leech Seed and 32 PP Recover are useful for the team, I found that, as a special check/answer, it got worn down way too quickly by Ice Beams and Fire Blasts. I'm a firm believer that Blissey is the 2nd best in the tier, and no Pokemon can match the blob as a special wall. With Wish on Jirachi and Pursuit support, it allowed me to explore options with my last two moveslots.

The Team
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day after day (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 Spe
IVs: 0 Atk
Modest Nature
- Pursuit
- Crunch
- Fire Blast
- Roar

Tyranitar is here to provide pursuit support for Forretress as well as sand to make spikes and knock off really hurt. Pursuit and Crunch are of course here to stop Gengar from spinblocking. Fire Blast is here mainly to deal with opposing Forretress, which can be annoying as the team has no spinblocker. I chose roar in the last slot because one can never have too many phazers on ladder. In all seriousness, it helps to rack up spikes damage after forcing something out and can be used to phaze against certain threats, although I usually tend to not bring it in on something with the purpose of phazing until after Gengar has been trapped. I opted to run Tar as my lead because getting up sand early is nice, and getting rid of the rare lead Gengar (with help from a hypnosis miss) is really beneificial for the team. EVs and nature are to maximize damage output from crunch and pursuit while remaining bulky enough to take some stray hits.

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I get angry (Hariyama) @ Leftovers
Ability: Thick Fat
EVs: 104 HP / 252 Def / 152 SpD
Impish Nature
- Brick Break
- Knock Off
- Whirlwind
- Rest

Hariyama is here for one purpose: knock off. It's really important for this team that Hariyama gets as many Knock Offs off as possible. Brick Break is here for fighting STAB that threatens Blissey and Tyranitar. Whirlwind is for phazing and spikes damage. Rest helps complete the mission as it gives Hariyama some longevity so it can come back later and knock off more items. I chose Thick Fat as it helps Hariyama not only become a counter to virtually all Tyranitar sets, but switching into a fire or ice move in order to fire off a Knock Off is useful as well. 104 HP and 252 Defense EVs with an Impish nature allow Hariyama to live a +1 Salamence HP Flying and whirlwind it out. The rest are poured into Spdef to be bulkier and able to live more hits and get off a Knock Off.

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city is restless (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Earthquake
- Explosion

Forretress offers three very important roles in one pokemon. It helps rack up chip damage with spikes and keeps spikes off its side of the field, which is very important for this team, as no member is spikes-immune. Furthermore, it has one of the best moves in the game: explosion. Boom allows the team to be somewhat better against setup threats, as well as endgame Pokemon like Snoralx and Suicune. Earthquake in conjunction with its EVs give it the best chance of living HP Fire from Magneton and KOing it in return.

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share a smoke (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Refresh

Milotic is here to put a stop to mixed threats that otherwise rip through the team. Surf is for water STAB, and coming off a high base Special Attack, it can actually do some damage that sticks thanks to sand and spikes. Recover is a broken move that, as mentioned before, gets better thanks to knock off. If the opposing Pokemon is not sand immune and without leftovers, six percent adds up while Milo is recovering off any damage. Toxic is to chip down Pokemon even further, and it can put dangerous pokemon like DD Salamence on a timer. Refresh keeps Milotic healthy which is crucial for it to function as a mixed wall.

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make a joke (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Counter
- Seismic Toss
- Aromatherapy

Blissey is of course the team's special wall. It shuts down so many dangerous calm mind users like SuperRachi, SuperBi, and Offensive Suicune. These are things that a special wall Like Celebi just can't do. Soft-Boiled and Seismic Toss are nearly mandatory moves on Blissey, and thanks to pursuit support, I wasn't forced to run Ice Beam to have a move to hit Gengar. Therefore I opted for Counter, as it lets Blissey surprise many physical threats, and better deal with Dugtrio. For the final move, I opted for Aromatherapy, as Jirachi already offers Wish support and waking up Hariyama after a rest is really nice. Furthermore, status in general cripples this team, as a paralyzed Milotic unable to recover against a mixed threat can spell disaster. EVs are to maximize the utility of Counter and just make Blissey better equipped to take stray physical hits.

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just one kiss (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Calm Mind
- Ice Punch
- Thunder

Jirahi provides the team with Wish support, which is very important. While having great utility, Forretress gets worn down fairly quickly and Wish helps keep it alive in longer games where it may need to spike and spin over and over again before its time to boom. Additionally, Hariyama appreciates Wish so it can stay healthy and get rid of more items. Calm Mind with Bolt Beam coverage was chosen mostly because I needed a pokemon with an Ice Move, and Thunder is nice to spread paralysis. EVs are to allow Jirachi to come in on many more hits. I went with a physically defensive set because it gives me another Rock Resist, and it's far better against Dugtiro.

Threats

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Beat Up Dugtrio
Dugtrio in general is troublesome for the team, as all Pokemon are grounded, but Beat Up Dugtrio in combination with special attackers like Suicune, Jirachi, and Celebi is really dangerous, as Blissey can't Counter Beat Up. The best way to avoid this is to be cautious switching Blissey in on Zapdos early game, and try to KO or status one or two Pokemon so Duggy is forced to EQ.

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Choice Band Salamence and Flygon
With all Pokemon being grounded, these two spamming Earthquake is pretty scary for the team. While you live EQ from full from both and KO back with Jirachi or Counter with Blissey, making sure neither gets worn down beforehand is crucial to counterplay. Additionally, the two are immune to spikes and Flygon is immune to sand, meaning it's a lot tougher to wear them down. You may consider running Ice Beam over Aromatherapy on Blissey.

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Heracross
The Beetle rips apart stall, and this team is no exception. Your best bet for counterplay is Jirachi, and I was toying with running Psychic over Thunder to help mitigate this problem.

Thanks for reading my first RMT! I hope to write more in the future as I explore more with building my own teams. Here's a paste of the team.
 
Last edited:
Not a rate but wanted to say I won my adv ssnl game last round with this team.

https://replay.pokemonshowdown.com/gen3ou-1286431176-b1pvywhh3vxlheda2emjtcfja68fxdwpw

Even with the above threatlist I think everything has good synergy I feel even though its labeled as a “stall” you’ll probably play a bit semi-aggressive to keep things in check and get Hariyama in to Knock Off items to get a long term win going in combination with sand. The game I played eventually I came to the conclusion that beating late game Suicune would require a CM war with Rachi barring any crits or booming with Forretress. I feel like this is maybe a tougher challenge to deal with and also becomes a similar situation against opposing Calm Mind Jirachi in retrospect, which is a tough fix without stripping away something important here. Breloom also seems like an annoyance but again kind of hard to find a good fix without changing something major here. I think most of the team choices here are valid only thing I would ever trade is maybe Ice beam over Counter to deal with Mence/Flygon better but its a good tech for any non beat up Dugtrio or any player thats greedy with Dugtrio.

This is a cool squad and thanks for posting it.
 
Hey! I have tried archetypes like this quite a bit in ladder and tourney play. Yama is really solid alongside forre and pursuit support. However, I think jirachi is rather overkill on this team, especially since your team struggles with Dug and strong eqs in general. I would suggest to change it to one of three things that might help w your weaknesses:

1:just the standard specially defensive gar spread w explosion. This would not only block rapid spin and give you an immunity to eq spam, it gives you a strong dug punish and gives you a better match up against salamence in general (since your bliss doesn’t have ice beam). Fighters, which really annoy you right now, can get boomed on and you have a sublime counter to flygon. However, metágross becomes extremely annoying if you make this change, as it can just keep fishing for an attack raise on cb mash and even milo can fall to that

2: mixed salamence. It likewise greatly improves your matchup against all of the fighters, eq spam, and the like. Italso is a strong sweeper onthese teams w layers down. Again, this would make you weak to metagross spamming meteor mash, but at least you have a strong fire blast to revenge it should it get out of hand

3. Zappos, specifically the following set:
248 hp / 184 SpD / 76 Spe Timid
Tbolt / drill peck / rest / roar (or toxic / hp grass). I think ibidem came up w this set? It give you the needed backup against grounds and fighters (even timid zap drill peck ohkos heracross and loom) while still being v solid against the mixed mence your team is annoyed by

there are some other things you might wanna try (like counter on forre to help w metagross spamming mash, trying sleep talk over whirlwind on Yama, ortrying a different bliss set w counter like wish or ice beam over aroma), up to you
 


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297.png
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ADD IT UP
Yama Forre Stall

Hello everyone, my name is LittleBlueHat and I'm a fairly decent ADV OU ladder player who usually just steals teams. However, I decided that I wanted to build my own team around Hariyama and Spikes. The team is built around racking up chip damage with sand, knock off, spikes, and phazing, which can make it a little passive, but I've found that making aggressive switches that put you in a position to either blank or threaten the opposing Pokemon is a way to alleviate this issue.

Teambuilding
297.gif
248.gif

I knew that I wanted to build around bulky whirlwind Hariyama, and this set obviously can't do its job very well without sand.
297.gif
248.gif
205.gif

While a lot of Hariyama stall teams run Skarmory as the spiker, I opted to go for Forretress as I like the role compression that it offers as a spiker and spinner. Of course, with Forretress, I decided to run a pursuit set on Tyranitar.
297.gif
248.gif
205.gif
350.gif
251.gif

I then opted to add both Milotic and specially defensive Celebi. The two appreciate spin support from Forretress, and with leftovers being knocked off thanks to Hariyama, Recover spamming actually becomes a bit less passive as sandstorm damage takes its toll. Celebi's Leech Seed adds to the barrage of chip damage the team throws at its opponents and helps keep the team healthy.
297.gif
248.gif
205.gif
350.gif
251.gif
385.gif

I decided to make my last Pokemon physically defensive CM Wish Jirachi. Wish facilitates other members of the team really nicely. Wish+spiker is always a nice combo, especially with Forretress which can't afford to run protect to generate its own healing. Hariyama is another excellent recipient of wishes. Calm Mind gives the team a much-needed offensive presence, and it really shines late game after the combination of Knock Off, Spikes, and sandstorm chips the opposing team. I chose a physically defensive variant as a way to be safer against Tar+Aero, as Hariyama, while being one of the best Tyranitar answers in the tier, is not enough to stop deadly double rock offenses.
297.gif
248.gif
205.gif
350.gif
242.gif
385.gif

While Celebi's Leech Seed and 32 PP Recover are useful for the team, I found that, as a special check/answer, it got worn down way too quickly by Ice Beams and Fire Blasts. I'm a firm believer that Blissey is the 2nd best in the tier, and no Pokemon can match the blob as a special wall. With Wish on Jirachi and Pursuit support, it allowed me to explore options with my last two moveslots.

The Team
248.png

day after day (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SpA / 4 Spe
IVs: 0 Atk
Modest Nature
- Pursuit
- Crunch
- Fire Blast
- Roar

Tyranitar is here to provide pursuit support for Forretress as well as sand to make spikes and knock off really hurt. Pursuit and Crunch are of course here to stop Gengar from spinblocking. Fire Blast is here mainly to deal with opposing Forretress, which can be annoying as the team has no spinblocker. I chose roar in the last slot because one can never have too many phazers on ladder. In all seriousness, it helps to rack up spikes damage after forcing something out and can be used to phaze against certain threats, although I usually tend to not bring it in on something with the purpose of phazing until after Gengar has been trapped. I opted to run Tar as my lead because getting up sand early is nice, and getting rid of the rare lead Gengar (with help from a hypnosis miss) is really beneificial for the team. EVs and nature are to maximize damage output from crunch and pursuit while remaining bulky enough to take some stray hits.

297.png

I get angry (Hariyama) @ Leftovers
Ability: Thick Fat
EVs: 104 HP / 252 Def / 152 SpD
Impish Nature
- Brick Break
- Knock Off
- Whirlwind
- Rest

Hariyama is here for one purpose: knock off. It's really important for this team that Hariyama gets as many Knock Offs off as possible. Brick Break is here for fighting STAB that threatens Blissey and Tyranitar. Whirlwind is for phazing and spikes damage. Rest helps complete the mission as it gives Hariyama some longevity so it can come back later and knock off more items. I chose Thick Fat as it helps Hariyama not only become a counter to virtually all Tyranitar sets, but switching into a fire or ice move in order to fire off a Knock Off is useful as well. 104 HP and 252 Defense EVs with an Impish nature allow Hariyama to live a +1 Salamence HP Flying and whirlwind it out. The rest are poured into Spdef to be bulkier and able to live more hits and get off a Knock Off.

205.png

city is restless (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Earthquake
- Explosion

Forretress offers three very important roles in one pokemon. It helps rack up chip damage with spikes and keeps spikes off its side of the field, which is very important for this team, as no member is spikes-immune. Furthermore, it has one of the best moves in the game: explosion. Boom allows the team to be somewhat better against setup threats, as well as endgame Pokemon like Snoralx and Suicune. Earthquake in conjunction with its EVs give it the best chance of living HP Fire from Magneton and KOing it in return.

350.png

share a smoke (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Refresh

Milotic is here to put a stop to mixed threats that otherwise rip through the team. Surf is for water STAB, and coming off a high base Special Attack, it can actually do some damage that sticks thanks to sand and spikes. Recover is a broken move that, as mentioned before, gets better thanks to knock off. If the opposing Pokemon is not sand immune and without leftovers, six percent adds up while Milo is recovering off any damage. Toxic is to chip down Pokemon even further, and it can put dangerous pokemon like DD Salamence on a timer. Refresh keeps Milotic healthy which is crucial for it to function as a mixed wall.

242.png

make a joke (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Counter
- Seismic Toss
- Aromatherapy

Blissey is of course the team's special wall. It shuts down so many dangerous calm mind users like SuperRachi, SuperBi, and Offensive Suicune. These are things that a special wall Like Celebi just can't do. Soft-Boiled and Seismic Toss are nearly mandatory moves on Blissey, and thanks to pursuit support, I wasn't forced to run Ice Beam to have a move to hit Gengar. Therefore I opted for Counter, as it lets Blissey surprise many physical threats, and better deal with Dugtrio. For the final move, I opted for Aromatherapy, as Jirachi already offers Wish support and waking up Hariyama after a rest is really nice. Furthermore, status in general cripples this team, as a paralyzed Milotic unable to recover against a mixed threat can spell disaster. EVs are to maximize the utility of Counter and just make Blissey better equipped to take stray physical hits.

385.png

just one kiss (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Calm Mind
- Ice Punch
- Thunder

Jirahi provides the team with Wish support, which is very important. While having great utility, Forretress gets worn down fairly quickly and Wish helps keep it alive in longer games where it may need to spike and spin over and over again before its time to boom. Additionally, Hariyama appreciates Wish so it can stay healthy and get rid of more items. Calm Mind with Bolt Beam coverage was chosen mostly because I needed a pokemon with an Ice Move, and Thunder is nice to spread paralysis. EVs are to allow Jirachi to come in on many more hits. I went with a physically defensive set because it gives me another Rock Resist, and it's far better against Dugtiro.

Threats

51.png

Beat Up Dugtrio
Dugtrio in general is troublesome for the team, as all Pokemon are grounded, but Beat Up Dugtrio in combination with special attackers like Suicune, Jirachi, and Celebi is really dangerous, as Blissey can't Counter Beat Up. The best way to avoid this is to be cautious switching Blissey in on Zapdos early game, and try to KO or status one or two Pokemon so Duggy is forced to EQ.

373.png
330.png

Choice Band Salamence and Flygon
With all Pokemon being grounded, these two spamming Earthquake is pretty scary for the team. While you live EQ from full from both and KO back with Jirachi or Counter with Blissey, making sure neither gets worn down beforehand is crucial to counterplay. Additionally, the two are immune to spikes and Flygon is immune to sand, meaning it's a lot tougher to wear them down. You may consider running Ice Beam over Aromatherapy on Blissey.

214.png

Heracross
The Beetle rips apart stall, and this team is no exception. Your best bet for counterplay is Jirachi, and I was toying with running Psychic over Thunder to help mitigate this problem.

Thanks for reading my first RMT! I hope to write more in the future as I explore more with building my own teams. Here's a paste of the team.
Just tried the team out in a showdown live video and I really enjoyed it! I really like how Hariyama aims to stick around and knock off multiple things, as I find it usually only gets to do this once when rolling the standard Guts set. Rest works so well with having an Aromatherapy Blissey. Honestly I wouldn't change much at all, but I'll leave a couple thoughts.

Personally I like having Protect on my lead special Tyranitars, but I totally understand how useful Roar can be. Protect is just nice in the situation where they lead with a Choice Banded Metagross and try and explode on an expected Skarmory coming in. I also found a couple times when people were bringing in Swampert in on it and I was left wishing I had Hidden Power Grass in that final move slot. I personally like running Flamethrower on lead special Tyranitar just have a bit more pp and accuracy, but I completely understand that you may miss out on important 2HKOs by making this change.

I also agree with the other guy that slapping a Zapdos on this squad would definitely help out, I just don't know which mon you would take off the team. My gut is saying Hariyama, but c'mon, you gotta have this guy on the team. I'd honestly just say keep things as they are, this team is heat!

Shamelessly plugging my video using this squad:
 
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