Introduction: This team started with AJ's Concept: Momentum Stall, as an experiment since I lacked better things to test. I wanted to try out stall again, but not the "same 5 shit" as everyone else's stall teams. Ideally, rather than responding to everything defensively, always being in the right place at the right time (and using momentum gaining moves such as uturn/taunt, hazards, etc. to chip away at the opponent) is preferred. Realistically speaking though, responding to things defensively often *has* to happen, since an average of one turn (sometimes more) is lost to setting hazards, clerical duties, defogging, etc. Some things in this game are also unwallable and must be revenge killed. I will get to that in a moment..
So, in short the goal is to limit your opponent's ability to gain momentum on you. What is required to do this?
After playing with the original team, I have some additional recommendations for the playstyle in general, which do work to prevent setup (and therefore your opponent's momentum gain):
Taunt - shuts down many components of other stall teams, shuts down attempts to defog or set up, a good move in general. Even better on something unexpected (everyone expects Sableye to taunt, for example), for a surprise taunt for the initial momentum gain.
Knock off - Gets rid of Eviolites, Life Orbs, Choice Items, Leftovers etc. Chansey losing her Eviolite hurts stall teams, since now Uturn does its full potential damage. Loss of Leftovers makes something common to stall that lacks a healing move (such as Heatran) easier to wear down. Loss of a power boosting item hurts offensive teams, since now they lose many of the kills/2hko's they once had. Not completely necessary, but helpful.
A VERY SOLID/All-purpose Revenge Killer - The most dangerous threats in OU right now are unwallable, or close enough to be effectively so under the conditions of a real match. Unaware Pokemon such as Quagsire are close to useless vs. some threats, due to their attacks doing 70% or more to him anyway, or gimmicky sets including HP Grass/Grass Knot. Trappers are also incredibly common, to remove the few things in this game that these threats don't ohko. A solid revenge killer can get rid of Pinsir, Charizard X, Belly Drum Azumarill, etc. before they can become a real problem.
One offensive Pokemon - Can be used to threaten things that otherwise kill your entire team. Also helpful for beating other stall teams. Not an absolute requirement, but is still useful.
The Team:
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- U-turn
Most people looking at my team in preview assume I'm using the standard Toxic Stall set. As a result, it is VERY common to see people send in Ferrothorn, Skarmory, or any steel type with a balloon. Hitting most of these with a surprise taunt often starts the momentum ball rolling in my favor. Rocks are used because something should carry them on the team. Earthquake is a solid STAB move that hits a lot of relevant threats. U-turn (used primarily when the opponent is about to switch out or if you outspeed them) is the second momentum gaining move on this set.
Toxic Heal allows him to gain very significant amounts of HP when out on things that do hardly anything to him. EV's turn him into a reasonable mixed wall, capable of defeating most Aegislash sets and taking some weaker SE hits on a mispredict (such as Rotom W's Hpump and most unboosted, non-stab HP ice). Speed outspeeds nearly all walls, allowing for the taunt before they get to do anything.
Scizor @ Scizorite
Ability: Technician
EVs: 56 Spd / 200 HP / 252 Def
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
What's an Emmy team without a bug type? This one is amazing for a few reasons: 1. Massive defensive stats, 2. Massive Atk stat, 3. STAB Uturn. As an added bonus, it rarely needs a cleric except if burned, because it's immune to toxic and can heal itself. Be careful of random things carrying fire moves (HP Fire on random things has become increasingly common) and Scizor should suit you well. Defog is to remove hazards.
EV's outspeed Adamant Azumarill and uninvested base 80's, and otherwise maximize defense. This allows Scizor to scout better (uturning from Venusaur or Heatran, which is RISKY but often yields good results if you're out of other options for example), to do significant chunks of damage to Azumarill before it can do anything back, to roost before Skarmory/Mandibuzz can taunt him, etc.
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
A mostly standard cleric Sylveon set. Specially defensive, because it allows it to have a chance (instead of just kinda dying) against Greninja, Keldeo, Charizard Y (which usually must be PP stalled out of its fire blast/sun turns with Wish/protect), and many other heavy hitting special attackers. My team is very physically bulky anyway, so any bit of special defense helps. I have plenty to switch into Outrageous Dragons (and can also revenge them).
Sylveon is preferred over Chansey for this particular type of team. Wish passing and Heal Bell becomes easier to accomplish if Sylveon forces something out as opposed to just being setup bait for everything ever. Resisting Pursuit further helps its clerical duties, not to mention being able to kill many things with its Hyper Voice.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
The best revenge killer for a majority of the most dangerous threats in the metagame. Kills several things that are effectively unwallable (most are weak or at least neutral to their own attacks). Predict someone's Charizard wrong? Mega Pinsir got to +2? That Azumarill was really Belly Drum? No problem, Ditto can handle them and so much more. Ditto wears a scarf, allowing him to revenge kill a majority of the game's setup sweepers, and things using items other than scarf for the most part.
IV's are set to yield HP Flying, after testing. The most common users of hidden powers = Venusaur, Keldeo, Latios, Thundurus, Greninja. Flying hits 2 of these super effectively. Thundurus dies to Thunderbolt (which hits him neutrally). Latios dies to his own Draco Miss. Vs. Greninja, Flying will give a neutral to most of his common attacks (if it isn't already a better idea to just use Ice/Water if he just used Dark, or vice versa). With this spread, his HP is still odd, allowing extra switches into hazards (which are calculated by his base normal type, not by whatever he turns into, but it's still nice to do anyway since he's likely to switch a lot).
Gengar @ Black Sludge
Ability: Levitate
EVs: 32 HP / 144 SAtk / 80 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Infestation
- Shadow Ball
This cuddly little guy gives a bit of offensive presence. He can also be used for revenge killing slower threats, phasing things that are otherwise unbeatable by the team (such as Suicune), and more.
EV's are to maximize speed and prevent defensive Mega Venusaur from breaking his subs. This set naturally lures Chansey, under the threat of wrecking something with a Shadow Ball. If the opponent gives you one free turn with whatever they switch into you, such as using a healing move or setting rocks, it dies. It also can be used to eliminate passive setup sweepers like Suicune and Clefable, since many will try to set up on you under the threat of Shadow Ball or a coverage option.
Be careful, though. Gengar is VERY frail outside of his resistances/immunities, and speed ties a lot of relevant threats such as Latios. As a result, is not switching in as freely as any of the walls, and usually comes in as a revenge or after a Uturn.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 SDef / 248 HP / 8 Spd
Careful Nature
- Taunt
- Waterfall
- Thunder Wave
- Dragon Tail
Through testing on the original version of this team, I needed something capable of switching into more special attackers. Specifically, needed an additional check/counter to Charizard Y, Keldeo, and most water or fire types to lessen the pressure on Sylveon to deal with. While he is completely incapable of dealing with the Rotoms (lol 4x electric weakness), he walls the most common coverage moves on Water types and Fire types (Ice and Grass, and as of lately Psychic and Flying due to Venusaur's popularity). He can also handle Lando-I FAR better than any other defensive Pokemon, due to his immunity to ground, fighting resistance, and neutrality to common coverage. Intimidate is extremely handy for switching into physical attackers, and makes him very bulky on both sides. This set maximizes special bulk, with 8 speed Ev to reach 200 speed (Outspeeds neutral max speed base 50 and uninvested base 80).
Having an additional taunter comes in handy a lot of the time. Waterfall is a solid Stab move, for those times when you just need to kill something. As for the other 2 moves, I'm unsure at the moment which is the best option out of each category. Thunder Wave stops many sweepers cold and allows for a nice paraflinch effect along with Waterfall. Toxic is an additional option that would work well on my team, because several things are easily toxic stalled by my teammates. Dragon Tail phases, is untauntable, and does decent damage; but Fairies are immune and it isn't 100% accurate. Roar is more accurate and can affect Fairies, but can be taunted and doesn't damage.
~~~
Common Stall Threats: (more will be updated later)
1. The biggest threat so far to this team is in misplays. Like any other stall, misplays prove to be very costly. Ditto can alleviate some of the pressure from misplays due to being a mostly reliable revenge killer, though. But any misplay that results in his premature death (such as copying a Ghost or Psychic type and being Pursuit trapped) is usually extremely costly.
2. Baton pass chains: Pray your opponent is dumb. Ditto can alleviate some of the pressure vs. more skilled opponents, since it can copy boosts and pass them to a teammate or use Stored Power if copying Espeon. Taunt and Perish Song keep opponents on their toes, however are not a failproof method of beating these teams. This team has a MUCH higher chance of beating BP than any stall I've ever seen (I'm pretty close to 100% vs them), and is probably the most infuriating type of team that they could come across.
3. Lando-I: Handled nicely by Gyarados, assuming good health. Natural immunity/resistance to his most threatening moves, and neutral or resists almost every coverage move I've seen on one means that they're 4hko'ing. Gyarados also easily 2hko's Lando-I. Beware of Physical variants on sand teams. Extremely rare though. If Gyarados is dead, Lando is very difficult to get rid of.
4. Most wallbreakers are checked by Ditto. Some are actually walled or checked by other members of the team. Some Hyper Offense teams are difficult to play against due to carrying several wallbreakers.
5. Passive setup sweepers: These include Suicune, Clefable, CM Manaphy + Reuniclus variants. Make sure all taunters/phasers are kept healthy. Gengar eliminates most of them, if they give him one free turn (such as by using a healing move or boosting).
6. Stallbreaker Mew, and similar sets: If Gliscor's toxic has activated already, he can take on most of these sets. If not, you might have to temporarily sac something to a burn to get in something that can kill or taunt it. Annoying, and tends to drag matches out, but not too difficult to play around.
7. Trappers: Very difficult for any defensive team to play around in the hands of a skilled player. If played right, Scizor should always be Uturning from Magnezone on predicted switches in, and other trappers baited out for Scizor to Uturn out of. Goth is frail and goes down in about 2 Uturns (one from Scizor after rocks). Pursuit is a special case. Be VERY careful with Ditto if your opponent has a pursuit trapper on their team, since copying a Psychic or Ghost usually equals a dead Ditto. Gengar's sub also helps him escape a Pursuit if used right, but against several teams ends up being Pursuit bait.
~~~
So, in short the goal is to limit your opponent's ability to gain momentum on you. What is required to do this?
-Three to four switch moves (VoltSwitch/Uturn)
-1 Cleric
-1 VERY SOLID defog/spinner
-1 All purpose wall (Non turner, rounds out as many threats as possible)
-Non turners need to have good pivot abilities (Frisk, natural cure, intimidate, regenerator)
The idea is you move fast enough to maintain momentum/not lose it. Every move gains you some advantage. More importantly, with all the late switches, you can always be in on the best option and stop set up sweeps from happening. Even the turners are generally slower to maintain the ability to gain that switch initiative.
Remember that Uturn/Volt Switch are chip damage, not kill damage.
-1 Cleric
-1 VERY SOLID defog/spinner
-1 All purpose wall (Non turner, rounds out as many threats as possible)
-Non turners need to have good pivot abilities (Frisk, natural cure, intimidate, regenerator)
The idea is you move fast enough to maintain momentum/not lose it. Every move gains you some advantage. More importantly, with all the late switches, you can always be in on the best option and stop set up sweeps from happening. Even the turners are generally slower to maintain the ability to gain that switch initiative.
Remember that Uturn/Volt Switch are chip damage, not kill damage.
After playing with the original team, I have some additional recommendations for the playstyle in general, which do work to prevent setup (and therefore your opponent's momentum gain):
Taunt - shuts down many components of other stall teams, shuts down attempts to defog or set up, a good move in general. Even better on something unexpected (everyone expects Sableye to taunt, for example), for a surprise taunt for the initial momentum gain.
Knock off - Gets rid of Eviolites, Life Orbs, Choice Items, Leftovers etc. Chansey losing her Eviolite hurts stall teams, since now Uturn does its full potential damage. Loss of Leftovers makes something common to stall that lacks a healing move (such as Heatran) easier to wear down. Loss of a power boosting item hurts offensive teams, since now they lose many of the kills/2hko's they once had. Not completely necessary, but helpful.
A VERY SOLID/All-purpose Revenge Killer - The most dangerous threats in OU right now are unwallable, or close enough to be effectively so under the conditions of a real match. Unaware Pokemon such as Quagsire are close to useless vs. some threats, due to their attacks doing 70% or more to him anyway, or gimmicky sets including HP Grass/Grass Knot. Trappers are also incredibly common, to remove the few things in this game that these threats don't ohko. A solid revenge killer can get rid of Pinsir, Charizard X, Belly Drum Azumarill, etc. before they can become a real problem.
One offensive Pokemon - Can be used to threaten things that otherwise kill your entire team. Also helpful for beating other stall teams. Not an absolute requirement, but is still useful.
The Team:
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- U-turn
Most people looking at my team in preview assume I'm using the standard Toxic Stall set. As a result, it is VERY common to see people send in Ferrothorn, Skarmory, or any steel type with a balloon. Hitting most of these with a surprise taunt often starts the momentum ball rolling in my favor. Rocks are used because something should carry them on the team. Earthquake is a solid STAB move that hits a lot of relevant threats. U-turn (used primarily when the opponent is about to switch out or if you outspeed them) is the second momentum gaining move on this set.
Toxic Heal allows him to gain very significant amounts of HP when out on things that do hardly anything to him. EV's turn him into a reasonable mixed wall, capable of defeating most Aegislash sets and taking some weaker SE hits on a mispredict (such as Rotom W's Hpump and most unboosted, non-stab HP ice). Speed outspeeds nearly all walls, allowing for the taunt before they get to do anything.
Scizor @ Scizorite
Ability: Technician
EVs: 56 Spd / 200 HP / 252 Def
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
What's an Emmy team without a bug type? This one is amazing for a few reasons: 1. Massive defensive stats, 2. Massive Atk stat, 3. STAB Uturn. As an added bonus, it rarely needs a cleric except if burned, because it's immune to toxic and can heal itself. Be careful of random things carrying fire moves (HP Fire on random things has become increasingly common) and Scizor should suit you well. Defog is to remove hazards.
EV's outspeed Adamant Azumarill and uninvested base 80's, and otherwise maximize defense. This allows Scizor to scout better (uturning from Venusaur or Heatran, which is RISKY but often yields good results if you're out of other options for example), to do significant chunks of damage to Azumarill before it can do anything back, to roost before Skarmory/Mandibuzz can taunt him, etc.
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
A mostly standard cleric Sylveon set. Specially defensive, because it allows it to have a chance (instead of just kinda dying) against Greninja, Keldeo, Charizard Y (which usually must be PP stalled out of its fire blast/sun turns with Wish/protect), and many other heavy hitting special attackers. My team is very physically bulky anyway, so any bit of special defense helps. I have plenty to switch into Outrageous Dragons (and can also revenge them).
Sylveon is preferred over Chansey for this particular type of team. Wish passing and Heal Bell becomes easier to accomplish if Sylveon forces something out as opposed to just being setup bait for everything ever. Resisting Pursuit further helps its clerical duties, not to mention being able to kill many things with its Hyper Voice.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
The best revenge killer for a majority of the most dangerous threats in the metagame. Kills several things that are effectively unwallable (most are weak or at least neutral to their own attacks). Predict someone's Charizard wrong? Mega Pinsir got to +2? That Azumarill was really Belly Drum? No problem, Ditto can handle them and so much more. Ditto wears a scarf, allowing him to revenge kill a majority of the game's setup sweepers, and things using items other than scarf for the most part.
IV's are set to yield HP Flying, after testing. The most common users of hidden powers = Venusaur, Keldeo, Latios, Thundurus, Greninja. Flying hits 2 of these super effectively. Thundurus dies to Thunderbolt (which hits him neutrally). Latios dies to his own Draco Miss. Vs. Greninja, Flying will give a neutral to most of his common attacks (if it isn't already a better idea to just use Ice/Water if he just used Dark, or vice versa). With this spread, his HP is still odd, allowing extra switches into hazards (which are calculated by his base normal type, not by whatever he turns into, but it's still nice to do anyway since he's likely to switch a lot).
For those of you who are still wasting your time with changing Happiness on Pinsir:
252 Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Mega Pinsir: 168-198 (61.7 - 72.7%) -- guaranteed 2HKO
+2 252 Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Mega Pinsir: 332-392 (122 - 144.1%) -- guaranteed OHKO
This means if Pinsir took any prior damage (such as Stealth Rock + chip damage from a Uturn/rocky helm), or is at +2 or above, Ditto checks Pinsir regardless of what you set your Happiness to as long as you are using Quick Attack, which 99% of you are. Don't even bother unless Frustration makes you feel more like a hipster. The same goes for a vast majority of things using Return/Frustration. If you have even one other coverage move that hits yourself neutrally, that "fix" literally accomplished nothing.
252 Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Mega Pinsir: 168-198 (61.7 - 72.7%) -- guaranteed 2HKO
+2 252 Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Mega Pinsir: 332-392 (122 - 144.1%) -- guaranteed OHKO
This means if Pinsir took any prior damage (such as Stealth Rock + chip damage from a Uturn/rocky helm), or is at +2 or above, Ditto checks Pinsir regardless of what you set your Happiness to as long as you are using Quick Attack, which 99% of you are. Don't even bother unless Frustration makes you feel more like a hipster. The same goes for a vast majority of things using Return/Frustration. If you have even one other coverage move that hits yourself neutrally, that "fix" literally accomplished nothing.
I know many of you are saying that Ditto is unreliable, due to being only as good as what your opponent is using. This only seems to matter on lower ladder, where Ditto can provide hours of endless entertainment due to the downright ridiculous garbage people think of. On upper ladder, people generally use good things, where Ditto can shine. It's not great vs. other stall teams, except to provide limitless PP as long as something else is alive. Vs. Baton Pass or offensive teams, he's simply amazing when used properly.
Some low ladder screenshots:
http://img.photobucket.com/albums/v519/broccoli7314/silly/blissey_zps83d38cf1.gif
http://img.photobucket.com/albums/v519/broccoli7314/silly/miltank_zps8696d3b9.gif
http://img.photobucket.com/albums/v519/broccoli7314/silly/ninjask_zpse522bc82.gif
Some low ladder screenshots:
http://img.photobucket.com/albums/v519/broccoli7314/silly/blissey_zps83d38cf1.gif
http://img.photobucket.com/albums/v519/broccoli7314/silly/miltank_zps8696d3b9.gif
http://img.photobucket.com/albums/v519/broccoli7314/silly/ninjask_zpse522bc82.gif
Gengar @ Black Sludge
Ability: Levitate
EVs: 32 HP / 144 SAtk / 80 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Infestation
- Shadow Ball
This cuddly little guy gives a bit of offensive presence. He can also be used for revenge killing slower threats, phasing things that are otherwise unbeatable by the team (such as Suicune), and more.
EV's are to maximize speed and prevent defensive Mega Venusaur from breaking his subs. This set naturally lures Chansey, under the threat of wrecking something with a Shadow Ball. If the opponent gives you one free turn with whatever they switch into you, such as using a healing move or setting rocks, it dies. It also can be used to eliminate passive setup sweepers like Suicune and Clefable, since many will try to set up on you under the threat of Shadow Ball or a coverage option.
Be careful, though. Gengar is VERY frail outside of his resistances/immunities, and speed ties a lot of relevant threats such as Latios. As a result, is not switching in as freely as any of the walls, and usually comes in as a revenge or after a Uturn.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 SDef / 248 HP / 8 Spd
Careful Nature
- Taunt
- Waterfall
- Thunder Wave
- Dragon Tail
Through testing on the original version of this team, I needed something capable of switching into more special attackers. Specifically, needed an additional check/counter to Charizard Y, Keldeo, and most water or fire types to lessen the pressure on Sylveon to deal with. While he is completely incapable of dealing with the Rotoms (lol 4x electric weakness), he walls the most common coverage moves on Water types and Fire types (Ice and Grass, and as of lately Psychic and Flying due to Venusaur's popularity). He can also handle Lando-I FAR better than any other defensive Pokemon, due to his immunity to ground, fighting resistance, and neutrality to common coverage. Intimidate is extremely handy for switching into physical attackers, and makes him very bulky on both sides. This set maximizes special bulk, with 8 speed Ev to reach 200 speed (Outspeeds neutral max speed base 50 and uninvested base 80).
Having an additional taunter comes in handy a lot of the time. Waterfall is a solid Stab move, for those times when you just need to kill something. As for the other 2 moves, I'm unsure at the moment which is the best option out of each category. Thunder Wave stops many sweepers cold and allows for a nice paraflinch effect along with Waterfall. Toxic is an additional option that would work well on my team, because several things are easily toxic stalled by my teammates. Dragon Tail phases, is untauntable, and does decent damage; but Fairies are immune and it isn't 100% accurate. Roar is more accurate and can affect Fairies, but can be taunted and doesn't damage.
~~~
Common Stall Threats: (more will be updated later)
1. The biggest threat so far to this team is in misplays. Like any other stall, misplays prove to be very costly. Ditto can alleviate some of the pressure from misplays due to being a mostly reliable revenge killer, though. But any misplay that results in his premature death (such as copying a Ghost or Psychic type and being Pursuit trapped) is usually extremely costly.
2. Baton pass chains: Pray your opponent is dumb. Ditto can alleviate some of the pressure vs. more skilled opponents, since it can copy boosts and pass them to a teammate or use Stored Power if copying Espeon. Taunt and Perish Song keep opponents on their toes, however are not a failproof method of beating these teams. This team has a MUCH higher chance of beating BP than any stall I've ever seen (I'm pretty close to 100% vs them), and is probably the most infuriating type of team that they could come across.
3. Lando-I: Handled nicely by Gyarados, assuming good health. Natural immunity/resistance to his most threatening moves, and neutral or resists almost every coverage move I've seen on one means that they're 4hko'ing. Gyarados also easily 2hko's Lando-I. Beware of Physical variants on sand teams. Extremely rare though. If Gyarados is dead, Lando is very difficult to get rid of.
-1 0- Atk Life Orb Landorus Knock Off vs. 248 HP / 0 Def Gyarados: 55-65 (13.9 - 16.5%) -- possible 7HKO
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 252+ SpD Gyarados: 73-86 (18.5 - 21.8%) -- possible 5HKO
252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 252+ SpD Gyarados: 110-130 (27.9 - 33%) -- guaranteed 4HKO
252 SpA Life Orb Sheer Force Landorus Sludge Bomb vs. 248 HP / 252+ SpD Gyarados: 110-130 (27.9 - 33%) -- guaranteed 4HKO
252 SpA Life Orb Landorus Hidden Power Ice vs. 248 HP / 252+ SpD Gyarados: 57-68 (14.5 - 17.3%) -- possible 6HKO
-1 4 Atk Life Orb Sheer Force Landorus Rock Slide vs. 248 HP / 0 Def Gyarados: 182-216 (46.3 - 54.9%) -- 98.8% chance to 2HKO <-- rare, but viable coverage move.
-1 252 Atk Life Orb Sand Force Landorus Stone Edge vs. 248 HP / 0 Def Gyarados in Sand: 291-343 (74 - 87.2%) -- guaranteed 2HKO <-- still lives, and is a very rare set, but :'(
252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 252+ SpD Gyarados: 73-86 (18.5 - 21.8%) -- possible 5HKO
252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 252+ SpD Gyarados: 110-130 (27.9 - 33%) -- guaranteed 4HKO
252 SpA Life Orb Sheer Force Landorus Sludge Bomb vs. 248 HP / 252+ SpD Gyarados: 110-130 (27.9 - 33%) -- guaranteed 4HKO
252 SpA Life Orb Landorus Hidden Power Ice vs. 248 HP / 252+ SpD Gyarados: 57-68 (14.5 - 17.3%) -- possible 6HKO
-1 4 Atk Life Orb Sheer Force Landorus Rock Slide vs. 248 HP / 0 Def Gyarados: 182-216 (46.3 - 54.9%) -- 98.8% chance to 2HKO <-- rare, but viable coverage move.
-1 252 Atk Life Orb Sand Force Landorus Stone Edge vs. 248 HP / 0 Def Gyarados in Sand: 291-343 (74 - 87.2%) -- guaranteed 2HKO <-- still lives, and is a very rare set, but :'(
4. Most wallbreakers are checked by Ditto. Some are actually walled or checked by other members of the team. Some Hyper Offense teams are difficult to play against due to carrying several wallbreakers.
5. Passive setup sweepers: These include Suicune, Clefable, CM Manaphy + Reuniclus variants. Make sure all taunters/phasers are kept healthy. Gengar eliminates most of them, if they give him one free turn (such as by using a healing move or boosting).
6. Stallbreaker Mew, and similar sets: If Gliscor's toxic has activated already, he can take on most of these sets. If not, you might have to temporarily sac something to a burn to get in something that can kill or taunt it. Annoying, and tends to drag matches out, but not too difficult to play around.
7. Trappers: Very difficult for any defensive team to play around in the hands of a skilled player. If played right, Scizor should always be Uturning from Magnezone on predicted switches in, and other trappers baited out for Scizor to Uturn out of. Goth is frail and goes down in about 2 Uturns (one from Scizor after rocks). Pursuit is a special case. Be VERY careful with Ditto if your opponent has a pursuit trapper on their team, since copying a Psychic or Ghost usually equals a dead Ditto. Gengar's sub also helps him escape a Pursuit if used right, but against several teams ends up being Pursuit bait.
~~~
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Taunt
- Stealth Rock
- Earthquake
- U-turn
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
Gengar @ Black Sludge
Ability: Levitate
EVs: 32 HP / 144 SAtk / 80 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Infestation
- Shadow Ball
Scizor @ Scizorite
Ability: Technician
EVs: 200 HP / 252 Def / 56 Spd
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 SDef / 248 HP / 8 Spd
Careful Nature
- Taunt
- Waterfall
- Thunder Wave
- Dragon Tail
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Taunt
- Stealth Rock
- Earthquake
- U-turn
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
Gengar @ Black Sludge
Ability: Levitate
EVs: 32 HP / 144 SAtk / 80 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Infestation
- Shadow Ball
Scizor @ Scizorite
Ability: Technician
EVs: 200 HP / 252 Def / 56 Spd
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 SDef / 248 HP / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 SDef / 248 HP / 8 Spd
Careful Nature
- Taunt
- Waterfall
- Thunder Wave
- Dragon Tail
Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Destiny Bond
- Shadow Ball
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- U-turn
Scizor @ Scizorite
Ability: Technician
EVs: 56 Spd / 200 HP / 252 Atk
Adamant Nature
- Bullet Punch
- Knock Off
- Roost
- U-turn
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Defog
- Roost
- Foul Play
- U-turn
Ability: Imposter
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Transform
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Substitute
- Perish Song
- Destiny Bond
- Shadow Ball
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 SDef / 12 Spd
Careful Nature
- Stealth Rock
- Taunt
- Earthquake
- U-turn
Scizor @ Scizorite
Ability: Technician
EVs: 56 Spd / 200 HP / 252 Atk
Adamant Nature
- Bullet Punch
- Knock Off
- Roost
- U-turn
Sylveon @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Defog
- Roost
- Foul Play
- U-turn
Due to popular request, I've provided a couple replays:
http://replay.pokemonshowdown.com/ou-124361309 <-- "you are still trash"
http://replay.pokemonshowdown.com/ou-124329533 <-- "u got so lucky man im not saying gg"
http://replay.pokemonshowdown.com/ou-124280084 <-- Hydro Pump, now with 20% accuracy (kinda felt bad but w/e)
http://replay.pokemonshowdown.com/ou-124293694 <-- Ditto putting in work
http://replay.pokemonshowdown.com/ou-124458347 <-- The importance of Taunt
http://replay.pokemonshowdown.com/ou-124714139 <-- crit mattered (not)
http://replay.pokemonshowdown.com/ou-126827425 <-- Baton Pass (must see)
http://replay.pokemonshowdown.com/ou-124361309 <-- "you are still trash"
http://replay.pokemonshowdown.com/ou-124329533 <-- "u got so lucky man im not saying gg"
http://replay.pokemonshowdown.com/ou-124280084 <-- Hydro Pump, now with 20% accuracy (kinda felt bad but w/e)
http://replay.pokemonshowdown.com/ou-124293694 <-- Ditto putting in work
http://replay.pokemonshowdown.com/ou-124458347 <-- The importance of Taunt
http://replay.pokemonshowdown.com/ou-124714139 <-- crit mattered (not)
http://replay.pokemonshowdown.com/ou-126827425 <-- Baton Pass (must see)
http://replay.pokemonshowdown.com/ou-130012933 <-- Gengar eliminates Clefable and Bisharp :o
http://replay.pokemonshowdown.com/ou-130017231 <-- opposing volt turn
http://replay.pokemonshowdown.com/ou-130021435 <-- Opposing stall, with a trapper
http://replay.pokemonshowdown.com/ou-130028503 <-- Bird team
http://replay.pokemonshowdown.com/ou-130017231 <-- opposing volt turn
http://replay.pokemonshowdown.com/ou-130021435 <-- Opposing stall, with a trapper
http://replay.pokemonshowdown.com/ou-130028503 <-- Bird team
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