S.I.R.E.S. - "Silently Invoking and Releasing Extreme Suffering"
Credits to IMakeNoSense for this amazing artwork. Delightful.
Hello Pokémaniacs :]. Here it is Mirbro again! After three years and a half, I welcome you to my 8th RMT and, in this current issue of JIPS (now not only American but International journal), I will be addressing the SV UU tier. Some of you know that stall is one of my favourite playstyles as I tend to be a defensive player in most board games. So here I will try to disclose the defensive backbone of SV UU at the time of playing this team. I hope you find easy-going, moving and exciting to take a deep look into the SV UU tier.
The building of this team and the laddering was during SCL while I was helping the Platoons (thanks Quinn and Kingler for the chance!). At that time, I was trying to build an SV OU team with UU or lower Pokémon. Additionally, I was trying to get familiar with SV UU to help a bit Sabella, who was the SV UU starter of the team. While fun, S.I.R.E.S. was not consistent in SV OU so I tried to use it in SV UU. This helped me to take a comprehensive grasp of how the tier worked.
As always, during all the RMT you will find some music that I have chosen carefully to accompany you in this sea of words. Each chapter will have a specific song (or set of songs in some cases) that synergize very well with its main goal. You will find them like this:
I decided to include this opening as it gives me thrills and today, 31st of December, the last episode is gonna be launched. I think fits perfectly with the tension that drives this stall team. While it is not my favourite series, I admit that how the tension is being kept throughout the series is well done.
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]
TABLE OF CONTENTS
I - Preface
- SV UU: HAZARDS
- Project
- The Team: S.I.R.E.S.
- The Synergy: Unaware
- Details: Pokémon sets
- Validation: Theoretical
- Validation: Practical
- How to use the team: Replays
- Peak
- Weaknesses
VI - Conclusions
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
Here you have two songs that are the remix and the original one in 8-bits. I love both of them, they transmit me a thrilling moment of adventure and also some tension. These were the songs from GSC games when you entered both Ice Path and the Dark Cave. My favourite generation + my favourite soundtrack of all the series. It is a gg, Game Freak. I do not get tired of listening to them.
- SV UU: HAZARDS
As some of you may probably know, I am a stall biased archetype player. I love creating stall teams in distinct tiers and I have spent some time playing SV UU. Afterwards, sharing the team, discussing the healthy status of the tier, and writing up a guide for stall is the thing I most enjoy in the Pokémon community. Thus, with S.I.R.E.S., I wanted a big challenge creating a stall team in a tier with quite a bit wallbreakers. Without further ado, I present you a bit of my own discussion about the best defensive Pokémon of the tier. I will mention S and A tier Pokémon but also adding some B or C that may present some utility.
Stall archetype
Physical walls
The big iron bird. Skarmory is one of the best picks for stall in this tier. Skarmory not only works as a physical wall with Iron Defense, but it can also become a wincon running Body Press. Being able to run Stealth Rock and/or Spikes makes it not passive. Whirlwind is another option to stack hazard damage around and phaze setup Pokémon.
In my sincere opinion, the best Unaware Pokémon of the tier. Skeledirge is not only useful as an Unaware wall, but also because of its utility and serving as a wincon. Will-O-Wisp helps him to cripple opponent's Pokémon, mainly physical threats, while boosting its own Hex. Torch Song is not only a STAB Fire-type move but also boosts its special attack.
The third best Unaware user of the tier. Quagsire brings an electric type immunity to the team and a check to Choice Band Hisui-Arcanine. The fact that can run Stealth Rock and/or Spikes besides Toxic makes it not that passive compared to other previous generations.
Chesnaught does a similar job to Skarmory running Iron Defense + Body Press while being able to set up Spikes. Unfortunately, its typing and general bulk are not as good as the iron bird which makes it a bit outclassed but still with some niche scenarios.
Sinistcha is not that good as a physical wall but gets the job done. Strength Sap allows it to recover HP in favour of reducing the physical attack of the opponent. Matcha Gotcha is a STAB Grass-type move that can has a low chance of burning the opponent, which can be big sometimes as making chip progress.
Special defensive walls
/ 
Both work similarly in terms of being special checks to many things. In this generation, they normally run Calm Mind + Seismic Toss in order to not being passive while being able to stop special boosters. Blissey being able to run Heavy-Duty-Boots makes it a bit more useful than Chansey in a tier with very bad hazard removal.

Slowking is a really good Pokémon in SV UU, mainly in balance or bulky-offense teams as a Regenerator pivot that can spam Future Sight to pressure the opponent's decision-making. Slowking is a really decent special wall which synergizes well with Blissey/Chansey and Clodsire. Chilly Reception is just the roundabout to a great Pokémon that can now slowly pivot to another Pokémon of the team.

Clodsire is the best Unaware Pokémon for the special side not only in UU but even in OU. Its typing is impressively good as it can sponge Toxic Spikes and brings Electric immunity which is crucial for a stall team trying to avoid entering in a Volt-turn vortex. With Amnesia can even work better as a special wall.

Great special wall used in several tiers to help against electric- and fire-type Pokémon such as Tapu Koko and Heatran. Gastrodon can also run Toxic and Clear Smog to control special sweepers. It could be really great against MManectric although they are currently running HP Grass in their sets due to Swampert splashing in many defensive backbones.

Besides its decent special attack, Hisui-Goodra packs a great special bulk with an amazing Dragon/Steel-typing. Its access to Knock Off and Dragon Tail also makes it a great partner in a team that is offensively driven by hazards. Additionally, Dragon Tail helps phazing away boosters.

Both Future Sight and Double Dance sets are amazing wincons for any semi-stall team. However, its base stats are not that great to resist many attacks. Both Magic Guard and Regenerator abilities are good for any stall team although the former is more widely used due to its functionality in semi-stall teams. Its access to Knock Off is also valuable for stall teams that try to pack damage through hazards as it can get rid of Heavy-Duty-Boots.

Jirachi as a special wall has been used during and through several generations and tiers. Decent special defense and Steel-type make it a great special wall. It can run Stealth Rock and Wish to pass some HP to other teammates. U-turn also gives some useful momentum. However, it is generally passive and is scared of Knock Off.
Both work similarly in terms of being special checks to many things. In this generation, they normally run Calm Mind + Seismic Toss in order to not being passive while being able to stop special boosters. Blissey being able to run Heavy-Duty-Boots makes it a bit more useful than Chansey in a tier with very bad hazard removal.
Slowking is a really good Pokémon in SV UU, mainly in balance or bulky-offense teams as a Regenerator pivot that can spam Future Sight to pressure the opponent's decision-making. Slowking is a really decent special wall which synergizes well with Blissey/Chansey and Clodsire. Chilly Reception is just the roundabout to a great Pokémon that can now slowly pivot to another Pokémon of the team.
Clodsire is the best Unaware Pokémon for the special side not only in UU but even in OU. Its typing is impressively good as it can sponge Toxic Spikes and brings Electric immunity which is crucial for a stall team trying to avoid entering in a Volt-turn vortex. With Amnesia can even work better as a special wall.
Great special wall used in several tiers to help against electric- and fire-type Pokémon such as Tapu Koko and Heatran. Gastrodon can also run Toxic and Clear Smog to control special sweepers. It could be really great against MManectric although they are currently running HP Grass in their sets due to Swampert splashing in many defensive backbones.
Besides its decent special attack, Hisui-Goodra packs a great special bulk with an amazing Dragon/Steel-typing. Its access to Knock Off and Dragon Tail also makes it a great partner in a team that is offensively driven by hazards. Additionally, Dragon Tail helps phazing away boosters.
Both Future Sight and Double Dance sets are amazing wincons for any semi-stall team. However, its base stats are not that great to resist many attacks. Both Magic Guard and Regenerator abilities are good for any stall team although the former is more widely used due to its functionality in semi-stall teams. Its access to Knock Off is also valuable for stall teams that try to pack damage through hazards as it can get rid of Heavy-Duty-Boots.
Jirachi as a special wall has been used during and through several generations and tiers. Decent special defense and Steel-type make it a great special wall. It can run Stealth Rock and Wish to pass some HP to other teammates. U-turn also gives some useful momentum. However, it is generally passive and is scared of Knock Off.
Mixed walls

The second Regenerator of the list. Toxapex is just a general wall that works perfectly as a scout: it normally survives a hit from everything non-super-effective and allows you to calculate and see what you are up against. Toxapex being able to run Toxic Spikes and Haze makes it a very useful Pokémon, but it is quite passive besides this.

The best defogger around! Stall teams normally run Heavy-Duty-Boots as the best way to deal with hazards, what makes them really vulnerable to Knock Off and Trick/Switcheroo. However, Mandibuzz can be useful as a mixed wall able to Defog and bring some utility in terms of Knock Off and Toxic. Foul Play is also useful in some scenarios predicting a physical threat boosting.

I put it in mixed walls because some EV can be invested on special defense Electric-type Pokémon such as Thundurus-T. Hippowdon is really great setting up rocks, phasing opponent’s Pokémon and wearing them down with Toxic and Whirlwind.

Ditto is used to revenge kill Pokémon that may wallbreak or sweep an entire stall team. Moreover, it runs Choice Scarf to boosts its speed. It can also be useful in a mirror match against another stall team as it can transform to opponent's Pokémon at long-term without decreasing PP.
The second Regenerator of the list. Toxapex is just a general wall that works perfectly as a scout: it normally survives a hit from everything non-super-effective and allows you to calculate and see what you are up against. Toxapex being able to run Toxic Spikes and Haze makes it a very useful Pokémon, but it is quite passive besides this.
The best defogger around! Stall teams normally run Heavy-Duty-Boots as the best way to deal with hazards, what makes them really vulnerable to Knock Off and Trick/Switcheroo. However, Mandibuzz can be useful as a mixed wall able to Defog and bring some utility in terms of Knock Off and Toxic. Foul Play is also useful in some scenarios predicting a physical threat boosting.
I put it in mixed walls because some EV can be invested on special defense Electric-type Pokémon such as Thundurus-T. Hippowdon is really great setting up rocks, phasing opponent’s Pokémon and wearing them down with Toxic and Whirlwind.
Ditto is used to revenge kill Pokémon that may wallbreak or sweep an entire stall team. Moreover, it runs Choice Scarf to boosts its speed. It can also be useful in a mirror match against another stall team as it can transform to opponent's Pokémon at long-term without decreasing PP.
- Project
I always say that writing and sharing a RMT is like explaining a fairytale. What you are reading it is me (not AI-based text) getting across a road, trying to pick the good choices until I get home, that is, when I have learnt something about the tier itself. During this long journey I would like to invite you listen to the music I am sharing and just spend 30 minutes of your life enjoying how a Pokémon passionate is trying to convince you that stall can be fun if played with respect and with head.
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
I love Route 216 and Mount Coronet songs as they fit perfectly well for the Winter/Christmas season. Both Route 216 and Mount Coronet are snowed but give different vibes: Route 216 transports you into a happy Christmas while Mount Coronet showcases the exciting but scary beginning of a new year.
II - Introduction
- The team: S.I.R.E.S.
What does this acronym stand for? Well, this team makes reference to my first RMT ever in ORAS OU: N.A.T.U.R.E. At that time, I used a combination of Blissey and Chansey to overload special offensive Pokémon. Here, I chose to combine one of my favourite Pokémon Quagsire to its phylogenetic cousin Clodsire. Both Pokémon share the ability Unaware and that are Ground-type Pokémon, which is a really good defensive typing. They synergize pretty well as Quagsire stop physical offensive setup Pokémon while Clodisre does the same for the special part. So it is straightforward to see how S.I.R.E.S. comes from the nobility of both Pokémon. But again, what does it stand for? Most of you would agree with me that stall, even though I love it, it is annoying to face, and this team is not something different. I believe that it is one of the sturdiest stall teams I have ever made, despite the fact I did not play it as much as I wanted because of lack of free time. So basically, S.I.R.E.S. aristocratically stands for Silently Invoking and Releasing Extreme Suffering.
- The synergy: Unaware
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
I like ballets and I love the Nutcracker, for me it is a must-go every Christmas. What I love from this act is like the thrilling and the aristocratic feeling that runs through the melody reaching a climax at 1:29. Other acts like within the Pas de Deux in general are also great, specifically the Dance of the Sugar Plum Fairy.
III - Results
- Details: Pokémon sets
Duke (Quagsire) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Recover
- Toxic
Roles: Unaware + Rocker + Toxic Spreading + Electric Immunity
Physical wall against Pokémon, that boost their physical attack, thanks to Unaware. Its main way to make progress is by setting Stealth Rocs and spreading Toxic. It also brings Electric-type immunity, which is always appreciated in a stall team. Tera Rock works well against Arcanine-Hisui, but others that help against Ogerpon-Cornerstone can also be valuable. Tera Rock can stop Ogerpon-Cornerstone only once and threaten it back with Earthquake. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a high position in the hierarchy of nobility.
Marchioness (Clodsire) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Recover
- Toxic
- Amnesia
Roles: Unaware + Toxic Spreading + Electric Immunity + Toxic Spikes Absorber
Special wall against Pokémon, that boos their special attack, thanks to Unaware. Its main way to make progress is by spreading Toxic. It also brings Electric-type immunity, which is always appreciated in a stall team. Tera Water is useful as a general defensive typing, but you need to be careful on commiting to it if you need the Ground-type. Amnesia helps stopping special attackers. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a high position in the hierarchy of nobility.
Earl (Blissey) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Ghost / Ground
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Seismic Toss
- Protect
Roles: Special Wall + Status Absorber + Future Sight Sponge
General special wall running Calm Mind to even stop special attackers better. Tera Ghost is a good addition to avoid Fighting-type weakness, while Tera Ground is good for the second iteration as it might need an Electric-type immunity to avoid being vortexed by Volt-Switch. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a mid position in the hierarchy of nobility.
Countess (Skarmory) @ Rocky Helmet
Ability: Sturdy
Tera Type: Dragon
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Roost
- Spikes
Roles: Physical Wall + Spikes Setter + Win Condition + Ground Immunity + Poison Immunity
General physical wall running Iron Defense to even stop physical attackers better. It provides progress with Spikes and can work as a wincon by combining Body Press with Iron Defense. Tera Dragon is a general good defensive typing. Because its Flying-type, it is immune to Spikes chip and enables it to run Rocky Helmet, dealing some chip damage to physical attackers.
Nickname: Its nickname refers to a mid position in the hierarchy of nobility.
Baroness (Sinistcha) @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Fairy
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Strength Sap
- Matcha Gotcha
- Foul Play
- Hex
Roles: Rapid Spin Blocker + FIghting Immunity + Normal Immunity + Win Condition + Status Spreading
Sinistcha works mainly as deterring Rapid Spin from Excadrill and Forretress. It is a decent physical wall, boosted by the burns fished by Matcha Gotcha and by recovering HP while decreasing the opponent's physical power by Strength Sap. Hex combines perfectly with the burns and toxics dealt by other team mates. Heatproof is a good ability to sponge Fire-type attacks. While other Tera types might be good as well, Tera Fairy helps against Dark-types trying to deal a lot of damage with Knock Off. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a low position in the hierarchy of nobility.
Baron (Toxapex) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Infestation / Haze
- Toxic / Toxic Spikes
- Baneful Bunker
- Recover
Roles: Mixed Wall + Regenerator + Poison/Toxic Spreading + Toxic Spikes Absorber + Trapping
Toxapex is a mixed wall in general that can sponge, at least, one attack from any Pokémon of the tier. It perfectly works as a scouter to see which set the opponent's Pokémon is running. Besides that, Infestation helps dealing some chip and trapping bulkier Pokémon. Haze also works pretty well, mainly for Keldeo, but with Clodsire and CM Blissey, it generally feels redundant. Both Toxic and Toxic Spikes work to do some long-term progress. I initially tried Toxic Spikes, for the hazard stacking, but due to Poison-type Pokémon being so abundant, it feels less relevant than Toxic. Baneful Banker can be crucial against CB- or U-turn-Pokémon, such as Lokix, Weavile, among others. Tera Fairy is a good defensive typing that keeps the resistance against Fighting while erasing the other weaknesses typical from Water/Poison combination. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a low position in the hierarchy of nobility.
Marchioness (Slowking) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 12 Def / 244 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Protect
- Future Sight
- Slack Off
- Chilly Reception
Roles: Special Wall + Regenerator + Pivot + Win Condition + Future Sight Sponge
Slowking is another good special wall that substitutes Clodsire. It does a very good Regenerator combination with Toxapex. Chilly Reception is great to pivot around once you pressed Future Sight, which puts pressure against the opponent's team and can work as a wincon. Protect allows you to sponge opponent's Future Sight. Tera Fairy is a good defensive typing that resists Dark-typing and does not share the weaknesses of Water/Psychic type combination. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a high position in the hierarchy of nobility.
Baroness (Lokix) @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Knock Off
- Sucker Punch
- U-turn
Roles: Pivot + Knock Off Spreading + Priority + Future Sight Sponge + Win Condition
Lokix is the main way to deal damage in this semi-stall approach. Great physical raw power with access to priority moves like First Impression and Sucker Punch, both with STAB. STAB Knock Off combines pretty well with a hazard stacking team, trying to get rid of Heavy-Duty-boots. STAB U-turn pressures the opponent's team while switching to your most convenient Pokémon. Lokix combines pretty well with Slowking's Future Sight. Lokix can even sponge opponent's Future Sight as it is immune to it. Adamant nature is chosen as boosting its damage output is what is appreciated, and even more without running Choice Band. While Tera Dark could also work, Tera Bug is preferred to boost First Impression, which is usually the move you will click to clean. With no hazard removal, Heavy-Duty-Boots is kind of mandatory.
Nickname: Its nickname refers to a low position in the hierarchy of nobility.
S.I.R.E.S. - Silently Invoking and Releasing Extreme Suffering - Stall
S.I.R.E.S. - Silently Invoking and Releasing Extreme Suffering - Semi-stall
- Validation: Theoretical
This checklist can be adapted to different tiers, but some characteristics are shared (e.g. entry hazard, entry hazard removal, volt-switcher/u-turner checks, haze/phaze/unaware Pokémon, and wincon).
- Entry Hazards: Skarmory (Spikes), Quagsire (Stealth Rock), and Toxapex (Toxic Spikes)
- Entry hazard removal: None.
- Rapid Spin/Defog blockers: Sinistcha blocks Rapid Spin.
- Volt-Switcher/U-Turn checks: Skarmory and Toxapex (U-turn), Clodsire and Quagsire (Volt-Switch).
- Latios check: Blissey and even Clodsire.
- Weavile check: Toxapex, Quagsire, and Skarmory, all soft checks depending on the set (CB or SD).
- Excadrill check: Sinistcha (soft check, mainly to Leftovers or HDB sets) and Skarmory.
- Lokix check: Skarmory and Toxapex.
- Thundurus-Therian check: Clodsire and Blissey.
- Conkeldurr check: Skarmory, Sinistcha, Clodsire, and Toxapex, all soft checks.
- Hydrapple check: Blissey and Clodsire.
- Keldeo check: Clodsire but needs to Tera and Keldeo not being Sub/Taunt. Slowking is a better check.
- Ogerpon check: Both Skarmory and Tera Rock Quagsire are soft checks.
- Skeledirge check: Clodsire.
- Haze/Phaze/Unaware Pokémon: Quagsire (physical Pokémon) and Clodsire (special Pokémon). Iron Defense Skarmory also helps.
- Future Sight check: Blissey running Protect and helped by Toxapex/Slowking. Lokix also helps due to Dark-typing.
- Wincons: Future Sight Slowking, Iron Defense Skarmory, hazards, Calm Mind Sinistcha
However, this is a simple checklist as many of the threats present in B category or below are not contemplated.
- Validation: Practical
Offensive Pokémon
Weavile is an excellent wallbreaker thanks to its high Speed and Attack and high-Base Power moves, including a Knock Off that Skarmory cannot safely absorb sometimes if boosted. Weavile also provides excellent speed control for teams. Both CB and SD sets are quite good. Skarmory can stop it and revenge kill it with Body Press, Quagsire suffers against it.
The best Rapid Spin option in UU, with SD sets as annoying to deal with. Sinistcha can stop some variants, but SD LO sets with the right prediction can overcome it.
CB sets are frail but can deal great levels of damage, being Skarmory a necessary backbone to keep healthy. HDB sets have longer longevity as can U-turn around once Skarmory has no Rocky Helmet. Best way to deal with it is using Toxapex's Baneful banker. In any case, Volt-turn is always annoying for a stall team.
Really annoying Pokémon. Guts boosted Facade and Close Combat can deal with any of the Pokémon of the team. Try to use Rocky Helmet Skarmory and Toxapex to outlive a bit and get some chip in addition of the Flame Orb damage. But yes, tough MU. If paired with a Healing Wish user, then it is a gg.
Good U-turn user Pokémon that can set Spikes and set up with SD. Overall, Skarmory can stop it not being necessary to Tera Quagsire. However, this means that Skarmory needs to be high on HP.
CB Metagross can be annoying with Knock Off/TPunch. However, Skarmory and Quagsire should be able to stop it together.
A really good U-turn Pokémon with longevity. Not the worst MU though, as if they run CB they get worn down easily and if they run HDB they lack raw power.
SD sets can be stopped by Unaware Quagsire if it is high on HP and Hawlucha is not running Taunt. Otherwise, you might go to Skarmory and Toxapex and try to get some chip with them, such as using Baneful Banker.
CB, and DD sets are good against balance but they lack the way to break through this team against Skarmory and Quagsire. Utility sets with Stealth Rock and Knock Off are most annoying to deal with, but not a difficult MU at all.
Great U-turn Pokémon that can run either HDB or CB. Similar to Slither-Wing but with higher raw power. A combination of Skarmory and Toxapex is the best way to deal with it as well as setting Stealth Rock rapidly. However, it can overcome the whole team if played poorly.
DD sets can be easily stopped by a combination of Skarmory and Quagsire.
CB sets are easily worn down by Spikes but otherwise they are one of the main threats of the team, which require a good Tera on Quagsire/Toxapex and play around it with Baneful Banker.
DD sets can be stopped by a combination of Skarmory and Quagsire if not running Taunt. Otherwise, it can run over the team completely.
Lilligant-Hisui is a really annoying threat running Tera Fire as it can overcome Skarmory and Quagsire easily. You need to play around their Tera, probably going to use Toxic with Clodsire or Baneful Banker with Toxapex.
It can set Stealth Rock and CB sets are annoying to deal with as they can overcome with the right prediction and some flinches both Skarmory and Quagsire. A threat.
Mimikyu is a bit annoying as it means that you need to Toxic it with Quagsire or even Clodsire mainly. LO sets are the worst ones as they will pressure your Quagsire a lot.
BD sets can be stopped by a combination of Skarmory and Quagsire, even including Tera on Clodsire.
Sould Dew, LO, CM sets can easily be stopped by Blissey. CSpecs are a bit more annoying as they can Trick it. Important to scout the set first before sending Blissey. Slowking can also help against it, maybe Tera Clodsire as wel in some scenarios.
U-turn, Taunt, and being able to poison you, might be annoying. It does not normally posit big damage, but it is its combination with other Pokémon that makes it problematic.
Future Sight is a big problem mainly for balance and stall teams that are enough bulky to resist an attack but no an attack+FS. The main way to stop it is using both Protect Blissey, the tech, even running Tera Psychic to sponge some of the damage.
Access to Knock Off, NP, Volt-Switch, Grass Knott, Taunt and Focus Blast. It requires to pull off some resources, but should not be a big problem. Clodsire can stop it, kind of, if it gets its Toxic up. Blissey can also do a good job with CM and Seismic Toss.
Hydrapple is annoying because of Regenerator and NP. It can pressure recovery on Clodsire and even on Blissey. Luckily, you can try to get a Toxic on it and spam Calm Mind on Blissey.
Keldeo can be really annoying if running Sub/Taunt and CM. Toxapex resists it but can only Haze. Blissey needs to Tera Psychic. Slowking is a good option though in the second variant. Clodsire can be useful, but will depend on the set.
Sinistcha is a bit annoying running Calm Mind and fishing for some burns. Blissey cannot touch it. Best way to deal with it is trying to put a Toxic on it using Clodsire and then using Calm Mind on Blissey.
Similar to Keldeo and Sinistcha, Skeledirge with Torch Song is annoying to deal with and Blissey cannot touch it. Best way to deal with it is by putting a Toxic on it and then using Blissey with Calm Mind.
Greninja might be annoying setting hazards up or getting the Battle Bond active. However, Toxapex and Blissey should be enough to stop it.
Rotom-Wash running Volt-Switch, Will-O-Wisp, and/or Trick are annoying. Blissey and eventually both Toxapex and Clodsire can help checking it and getting some chip on it. Hazards as well.
Iron Jugulis may be annoying if running Taunt, other tan that Clodsire and Blissey can stop it.
Sandy Shocks is annoying because of Volt-Switch and Spikes. However, most of the time lacks raw power to break through Clodsire and Blissey.
Serperior getting boosts by using Contrary + Leaf Storm and being hidden by a Substitute might be annoying. Clodsire can stop it and reduce the PP of Leafstorms.
Enamorus-Therian running Calm Mind and/or Taunt + Earth Power are annoying. A combination of Toxapex with Infestation and Blissey should be fine if played properly. Slowking could help even more.
Ninetales can be stopped by a combination of Clodsire and Blissey
Venusaur can be stopped by a combinatio of Clodsire and Blissey if it is not a mixed offensive threat.
CM Reuniclus can be stopped mainly by Blissey or even Tera on Clodsire.
CM with Psyshock/Psychci Noise and even with Knock Off are really annoying. Clodsire is the best way to answer it but you gonna need to Tera it. Blissey can help against it but it is scared by Focus Blast and Psyshock mainly.
NP Thundurus with Focus Blast can be annoying for Blissey, but Clodsire can stop it quite easily.
Zoroark is generally annoying because you gonna predict which mon is being "Illusioned" and can Trick you even more with Choice Scarf/Choice Specs. NP is not that annoying with Clodsire and Blissey.
Mew can be annoying as it can NP or SD, which means you need to scout for which set it is. Even utility sets settling down hazards are annoying. Taunt is another move they can run that break through stall. It will depend on the set how you deal with it, so be flexible and keep your resources up.
Both special and physical sets may seem really scary as it is one of the best wallbreakers of the tier. However, Alolan-Muk can stop special sets and Skarmory + Alomomola can stop physical ones.
It is not an offensive Pokémon but some CM + Snarl/Dark Pulse sets may be annoying. Knock Off + WoW are more normally used. With Magic Bounce as ability, it is very difficult to stop and makes stall matchups one of the toughest ones to deal with.
Normally physical one but with Volt-Switch. Gligar is the best answer you can have in the team as Grass-type move can deal big damage to Hippowdon (the other best defensive Ground-type Pokémon of the tier).
Draco Meteor + Bolt Beak sets are good at the moment. However, mixed bulk set from Gligar can stop it with ease and threaten it in return.
Special NP sets or CB/CS physical ones with U-turn are standard for balance/offense teams. Special sets may be stopped between Slowking and Alolan-Muk. Physical ones may be stopped too with Slowking and Alomomola.
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
This year I have been living in the Netherlands and I discovered this song which brings me so many positivity and energetic vibes while reminding you that you are never alone with your beloved ones. According to Spotify wrap-up, this has been my 2025 hit. I think it fits pretty well with this seciton of the replays as going with an all-in mood.
- How to use the team: Replays
In this section I will post some replays in which you can find the way to use the team. You will find a description of the battle (with the keypoints) and you will only need to click on the image to be redirected to the replay :]. I will try to classify them according to the opposite team.
Taunt Mew and SD Excadrill are annoying but the former is a bit too passive in this team and the latter cannot really break through against Skarmory alone.
Encore Hawlucha and Lokix are annoying, but Toxapex and Skarmory can stop them. Excadrill is Leftovers what means that is not a threat.
With Toxapex, rain should not be a problem. Excadrill was also Leftovers, which means that is not a threat.
Sun teams might be a threat because of Arcanine-Hisui and even Slither Wing under sun. However, Toxapex and Quagsire should be enough resources to outplay it.
Sand teams may be tough because of LO Excadrill. In this case, Lokix even Knocks Skarmory Off and Heatran is Taunt, which breaks a bit Blissey and Clodsire stalls. Sinistcha and Skarmory can work together against Excadrill but you really need to be careful playing around flinches.
Lokix is an issue until it gets poisoned by Baneful Banker. Thundurus is also annoying, but with the right play and using Clodsire, is enough.
Getting a Toxic to Hydrapple and hazards against a CB Lokix is crucial to win the game.
Sandy Shocks is annoying to deal with because of Volt-Switch and hazards. Sinistcha also posits some pressure as Blissey cannot touch it and Clodsire needs to be high on HP. However, they are enough to win the game.
Volt-turn + hazards is always a threat to stall. Hisui-Zoroark as well as it can trick you. Best way to win is to keep the resources ready for anything, in that sense, Toxapex is your main one.
Thundurus-Therian, Ogerpon, and Lokix are always scary. Luckily, Lokix set is SD, which means that Skarmory and Quagsire can deal with it. Skarmory also needs to stop Ogerpon, and Quagsire Salamence.
While Sandy Shocks might be annoying to deal with because of Volt-Switch, in this case, being just a rocker makes it less annoying. Bisharp and Tyranitar can just be stopped by Skarmory, and Gengar by Blissey and Clodsire.
A really scary MU. A well-played Leftovers Excadrill makes difficult to make your own hazards stay up in the opponent's field. Thundurus + Fezandipiti + Slowking + Lokix makes a teremendous Volt-Turn team that leads you to a vortex. This gets even tougher when being pressured by hazards and Future-Sight. You need to outplay or get the crucial turns right.
A well-played Taunt Oricorio is one of the toughest MUs: both Clodsire and Quagsire cannot touch it, and Blissey can help against it but you need to get the turns right. Taunt Flip Turn Keldeo is also annoying as it can switch-around and stop you from HP recovery. Trick Jirachi and SD Lokix just round up a generally annoying team for a bulky one.
While the team seems scary at a glance for a stall team, most of these Pokémon lack raw power as there is no CB or CSpecs. Still, the games needs to be played careful as Zapdos-Galar can go crazy and snowball if not played against properly.
Tera Rock SD Ogerpon is a threat as it can break trough against Skarmory after some chip. Volt-Switch Thundurus-Therian is also annoying, similar to Tornadus-Therian that can Knock Off your Heavy-Duty Boots and U-turn. Tera Rock Quagsire is your only way to win against Tera Rock Ogerpon.
NP Thundurus-Therian and Trick Latios are annoying to deal with. Luckily, Sinistcha can block Donphan's Rapid spin, which comes as crucial for winning the game
Thundurus-Therian + FSight Slowking are annoying and scary. Luckily, Blissey with Tera and Protect can stop them. Mandibuzz played properly means that we have no hazards advantage. A long game needs to be run.
Ditto + Regenerator + Hazards + Wish makes it a very long game. CSpecs Sylveon + Conkledurr are really annoying wallbreakers to deal with as there is no good switch-in against Conkeldurr (2HKOs everything) and Sylveon running Psyshock enables it to breakthrough Blissey from time to time.
Taunt Fezandipiti, Regenerator NP Hydrapple, WoW Skeledirge, and Excadrill are annoying. Overall, they can pressure any stall team. Keeping Blissey and Clodsire with high HP is necessary to stop Skeledirge and Hydrapple.
BU Conkeldurr is less threatening at a glance than Flame Orb Facade Conkeldurr, but still can be annoying to deal with if played properly. Mandibuzz negates our own hazards, which makes progress slower.
While this team is a stall one, it can still outpressure with Skarmory as a wincon cleaning.
Hazards + Knock Off Goodra + Arcanine-Hisui + Excadrill is a really demonic combination for a stall team. However, setting your own hazards and not allowing Excadrill to clean them, solves the game.
This is such an annoying team: FO Conkeldurr, Latios, Lokix, hazards, Defog Mandibuzz, Volt-Switch Rotom-Wash. Getting the poisons right of the bat against Rotom-Wash, Lokix, and Mandibuzz are crucial to make progress. Getting the turns/predicts right against FO Conkeldurr and probably Trick Latios is also really important.
Another annoying team with Lokix, Rotom-Wash, Latios, and Skeledirge as probably a wincon and Excadrill to get rid of the hazards. Nevertheless, HDB Excadrill is stopped by Sinistcha, Rotom-Wash can only Trick Toxapex, hazards stay up once Excadrill falls down, Skeledirge is totally stopped by Clodsire, similar to Latios thanks to Tera, and Lokix can be stopped between Toxapex and Skarmory.
Regenerator Taunt + Knock Off + U-turn Tornadus-Therian, Future Sight Slowking, Leftovers Excadrill + CB Arcanine-Hisui + FO Conkeldurr are clearly enormous threats. Playing around setting and keeping your hazards and resources is the only way to outlive. Luckily, you have ways out against Future Sight and Excadrill. Hazards end up being crucial against Arcanine-Hisui and Conkeldurr.
Stall MU is not an easy one, and here I showcase a game which our team lost. Skeledirge is generally annoying as it can pose a threat while being healthy. Chesnaught and Skarmory can settle Spikes and phaze our Pokémon. Goodra-Hisui can get rid of our Heavy-Duty-Boots which is an improvement compared to our team as it eases the MU against stall.
- Peak
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
For me this song is so nostalgic. One of the best routes of all Pokémon games with the ash falling from the next volcano. At the same time, it is so powerful, you know that something epic is coming. Something epic but tough too. Original version is the bottom one.
- Weaknesses
Mamoswine can setle down Stealth Rocks but it is more annoying if running a Choice Band set. It can 2HKO Skarmory and Quagsire if landing the right Icicle Crash hits. Nothing you can do practically.
Ogerpon-Cornerstone is really annoying as it can set up and SD and then 2HKO or even OHKO Skarmory with some previous chip and after Tera Rock. Toxapex can win some time if it gets a poison by Baneful Banker. Quagsire can only stop it if it runs some type of Tera like Tera Rock and threaten it back with Earthquake. But this trump card can work only once and requires to bet high on HP.
Keldeo is clearly annoying just by typing: Fighting beating Blissey and Water beating Clodsire. However, Toxapex should be able to stop it of setting up Calm Minds ad infinitum. If it runs Substitute, this gets a bit more annoying and you will have to work around it and spamming Haze with Toxapex properly. However, if it runs Taunt, then there is no way around it, beating Toxic Clodsire and Haze Toxapex.
Conkeldurr's Guts boosts Close Combat and, even more, Facade. Both attacks, the former with STAB, are hardly stopped by any defensive Pokémon. Rocky Helmet Skarmory can switch in against Facade, resisting it and dealing some damage with the item. Skarmory can switch in against Close Combat and win some extra time of burn chip. However, if switching in Skarmory or Toxapex predicting the wrong move can be lethal.
Arcanine-Hisui running Choice Band sets are easily worn down by Spikes and Stealth Rock. However, they put a lot of pressure over our stall team as Flare Blitz and Head Smash can overwhelm Skarmory and Toxapex, respectively. Quagsire can resist both moves but takes a lot of damage against Flare Blitz and Head Smash (3HKO). This means that you will always need to recover HP and, at long-term, get down to 0 PP. Playing around it with the hazards war and Baneful Banker to get a poison on it.
SD with Knock Off Or CB Weavile sets are really good at the moment in the tier. While Skarmory and Quagsire could stop it transiently, just a flinch on the former or some chip on the latter can mean you lose against it. Toxapex can stop it as well, but needs first to lose its item and can only do some small damage back.
Excadrill is the best Rapid Spin option in UU, with SD sets as annoying to deal with. This by itself is annoying as the main wincon of this team is settling down the hazards. Sinistcha can stop some variants, but SD LO sets with the right prediction can overcome it. Skarmory can stop it but in exchange of not being able to keep the hazards up. Excadrill can hardly stop it due to Mold Breaker ability being able to inhibit the Unaware one.d
Lokix running Choice Band has raw power but can be stopped by Skarmory and Toxapex. It will be annoying if paired with another Pokémon, such as Thundurus, that will not allow either Skarmory or Toxapex to recover their HP. Heavy-Duty-Boots sets are less threatening at a glance, but they will pressure the stall team at long-term while you might not be able to deal some chip via hazards. The best way to win against any of the sets is getting a poison with Toxapex' Baneful Banker and by Skarmory's Rocky Helmet.
Generally, Taunt/Encore users can stop your recovery and entry hazard remove Pokémon. Volt/Turn are an absolute pain because you will enter in a switching in/out vicious circle that never help any stall team. In this case, the best way to approach it is by using Clodsire and Quagsire, even Toxapex, tryng to keep them high on HP, for Volt-Switch. Skarmory and Toxapex for U-turn users, as both can deal some chip with Rocky Helmet and Baneful Banker, respectively.
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
This year I have been living in the Netherlands and I discovered this group and I had the opportunity to go to a concert. Both songs transmit me different vibes, with the former a feeling of sadness but love and the latter of having fun and carpe diem. I hope you love the songs as well!
As always, building this team and its own success would not have been possible without some people that have been there just backing me up or giving some advice.
I would like to thank all of you that get out of your way to help me or just discuss with me about competitive Pokémon or just Pokémon vanilla. I would like to do some brief shoutouts to people that have not participated directly to this team but I know they are there: NFE and ZU communities, to which I am a proud part of. Platoon members for being so friendly and taking me with them for my first SCL experience. And last but not least, to my Dutchie friends from WC that gave me one of the best experiences I have ever had in Smogon. I am hyped to run it back next year! Also to Kangas from RBEL which was the best run I have had this year, now that is approaching its end (JustOut459 Ghostilex Star Wheel Peum Javi Scizor Boladão Maris Bonibell Sylveesnom Optidox Shing and Michael Jordan).
However, I want to mention with more emphasis the people that have been there during the performing of this team. They have participated more or less directly to its creation and its final outcome.
@Sachtje – Bedankt voor het delen van het beste jaar van mijn leven.
IMakeNoSense - Thanks for doing an amazing job for the main banner :).
Reiga – Thanks for the patience. You did an amazing work for the Dragonite. Cute and comfy, a pure Dragonite :).
"S.I.R.E.S. Silently Invoking and Releasing Extreme Suffering" [PS!: Peaked #12]"
And to finish, my second favourite song of all GSC and Pokémon series. National park is sad and happy at the same time as always happens in the end of an adventure. In the remastered one, both piano and cord instruments combine perfectly well for this mix of feelings. Without a doubt, my favourite part comes in the 2:00 fragment with the piano. Just shocking.
VI - Conclusions
This is the end of my 7th RMT. This time I tried to approach a stall team offering hazard pressure in the first variant and Future Sight + U-Turn/First Impression in the second variant. While this team works, some of the metagame changes might require to adapt it and would love to have some entry hazard removal and a Knock Off user (e.g., Reuniclus or Hisui-Goodra) to abuse better the hazards.
It is worthy to note that the plethora of wallbreakers and Volt-turn teams that are commonly used in the tier makes incredibly difficult to build an arduous pure stall. In my opinion, a well-built balanced team may have a positive matchup against stall archetype, and it can be outplayed if the stall team presents some ways to punish it in return.
Remember Pokémaniacs, Pokémon is just to enjoy any piece of time you spend on it. Peace always in the battles against Hyper Offense or against stall because, at the end, what makes you happy playing it is your attitude. Life is not easy, but it is not difficult. Life is life, face it with a big smile (like this Dragonite :D)!
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