Okay, so... I formulated a defensive team in UU a while back; however, playing with defensive/stall teams is really out of my style of play. But I want to gather feedback on it. Maybe someone else could use it better than I could. I mean seriously, I don't play well with Defensive/Stall Teams. I play offense. I play aggression. I play Kill La Kill. No reference intended except for where mentioned. After testing this team out for a bit in UU, my rating hasn't changed at all really. It's still sitting in the low to mid 1300s. That's where I was before and after testing this team.
I am unsure of the correct Mega, or if there should even be a Mega on the team to begin with. The team is complete now, I posted it earlier because I hadn't read some of the rmt rules as of then, for the reason that I don't enjoy using defensively minded teams, but now that I have, I will finish the full post. Sorry for the inconvenience, I take responsibility for that. But anyway, here is the team. Please leave feedback. Any amount is helpful.
1st Up: Alomomola
Who's this Trucker? (Alomomola) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Wish
- Protect
- Knock Off
- Scald
Taken straight from Smogon's UU Page for this thing, basically. It is going to provide one of the physical defense walls for the team since it has a higher HP and Defense than Vaporeon. It does learn knock off, which is a good utility move. Vaporeon is the other option if you don't like Alomomola, which trust me, I prefer Vaporeon. The only reason I have Alomomola is because of the ability Regenerator and synergy it creates with the other pokemon on the team. Namely Gligar and Blissey, as Alomomola's physical bulk pairs better with Blissey than Vaporeon's does. Regenerator also helps keep momentum, which is pretty important for any team in general. There is not a lot else to say about Alomomola because it has one main job, and that is to behave like a white mage, so to speak. Scald is pretty useful for getting burns. But don't expect it to be an offensive answer to fire types or whatever. 40 base Special Attack only does around 36% do Houndoom-Mega as I found out when testing the team.
Next: Gligar
Squire Clad (Gligar) @ Eviolite
Ability: Hyper Cutter
Shiny: Yes
EVs: 248 HP / 200 Def / 56 SpD / 4 Spe
Careful Nature
- Roost
- Defog
- U-turn
- Earthquake
This is pretty standard for Gligar, though I dabbled around in the defense and special defense EVs so it could have a better defensive mix rather than just being physically bulky. Obviously, set up sweepers make cannonfire out of this thing, so u-turn is almost always necessary. Defog is the only hazard removal on the team, thus Hyper Cutter must be run since Immunity and Defog isn't possible to have. Alomomola (Alo-mom) and this are good to sync together. Alo-mom takes ice and water while Gligar takes electric and certain other moves Alo-mom doesn't like much. 4 speed EVs are solely just to outspeed same uninvested bases as Gligar. Again, I am not very familiar with using Defensive/Stall teams, so I really do not have a wide range of knowledge about how to use certain things and whatnot. Earthquake is just a decent coverage move that I chose over Stealth Rocks because I really didn't want this to have only u-turn as an attack, nor did I want to give every pokemon a chance to set up against this thing. I do think that a better alternative to Gligar could be Forretress, as I posted in my reply below. I explain that in detail.
3rd on the menu: Blissey
Prego Pasta (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Soft-Boiled/Toxic/Heal Bell
- Seismic Toss
Now we come to the pokemon with the most HP in the entire game of Pokemon: Blissey. Never has Blissey been one to take physical attacks, especially fighting type moves. But Blissey has a great ability to create a nearly unbreakable special defense. Blissey can absorb the grass type moves that Alo-mom doesn't want to deal with and the ones that Gligar has trouble with. It's also just a good stall mon to have in case you need to slow something down a little. The moveset on this is pretty common, but obviously there are other ways of running a Blissey. One way is to have toxic over protect or wish, another is to opt in for heal bell. Fortunately, this team has aromatherapy on the Florges I'll get to later. I wanted 0 IVs in attack to make sure that confusion and foul play deal less damage on me in the case that they pop up. Toxic isn't a good option because the team runs toxic spikes. I don't really know of any other ways other than stealth rock or fire blast. And Fire Blast is solely for Forretress. Stealth rock could free a move on Aggron-Mega too, which is a good alternative. Also, Seismic toss enables me to break any substitute from a pokemon with less than 404 total HP (100 base HP with 252/max investment and above) which is very handy to have. Still, stat boosting sweepers are problematic to this team. There are ways to deal with some of them, and Roserade works pretty well on the water types that try to set up.
4th up on the list: Roserade
Dripping Petals (Roserade) @ Black Sludge
Ability: Natural Cure
Shiny: Yes
EVs: 240 HP / 4 SpA / 216 SpD / 48 Spe
Calm Nature
- Toxic Spikes/Spikes
- Giga Drain/Sludge Bomb
- Sludge Bomb/Giga Drain/Synthesis
- Hidden Power [Fire]
Roserade is a frail mon because of its base 60 HP and 65 Defense, but... It has a nice grass/poison typing which let it have more lenience in the UU tier. It has a pretty nice special defensive potential. What makes it work on this team though? Hazard and Utility. It's all about the toxic spikes. Rather than letting it run a more offensive spread, I let this one take care of a main part of the hazards for this team. I do not want this one to die because it is important to keep for bulky water mons and certain switch ins for other members of the team. Toxic spikes are there to help the whole team by putting the opponent on a timer. Spikes are a pesky hazard to deal with, though it is probably better that roserade have Giga Drain or Leaf Storm in place of spikes. Synthesis is a nice means to recover HP by, but considering any and all forretress completely wall this entire team, Hidden Power Fire is almost mandatory to have on something. So this is a very important pokemon for this team. And since this pokemon is a lure for Forretress, Hidden Power Fire works pretty nicely. Giga Drain is a small way to regain some HP back, while Sludge Bomb is a nice Stab move to hit other grass types with, with the exception of Chesnaught.
5th Pokemans: Aggron-Mega
Iron Knuckle (Aggron-Mega) @ Aggronite
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Roar
- Heavy Slam
- Earthquake/Thunder Wave
This is a pretty generic Tank Aggron-Mega. 16 Defense makes me very likely to survive 2 Earthquakes from a banded Crookodile. Impish makes me better at taking physical hits, which is this thing's job primarily. Everything else goes into HP and Special Defense to increase overall survivability. Roar is very important to force switches on substitute sets and mons which rely on boosts. It also gives the hazards you have set up a way to be more useful. Earthquake is meant for coverage, especially on fire types. If you haven't Mega-Evolved, Aggron takes less damage from the neutral fire type move even at less Special Defense and the beneficial Filter ability. Thus, Earthquake is a better move than Thunder Wave in my opinion. Thunder wave is an option, but since this team uses toxic spikes as a hazard, I don't recommend it. Heavy Slam is easily the strongest STAB type move Aggron-Mega gets because of how unbelievably massive and dense it is. Most of the time, it has more power than Iron Head if it does not equal Iron Head. It also isn't fast enough to flinch many other pokemon, especially without T-wave. Stealth rock is necessary as this will damage anything that comes into battle bar mons with magic guard.
Finally in the 6th position: Florges
Scathing Tales (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Wish
- Protect
- Moonblast
Florges is another cleric, which is great thanks to its unusually high special defense. It also is the only thing I have that will remove status on the whole team, though I have two things with natural cure which don't need it. This is a standard cleric Florges anyway. So it is pretty self explanatory how it is supposed to work. It comes in on special attacks and some physical attacks that it won't mind taking damage from. It cures status on mons who don't want to deal with status, like Alomomola and Gligar. It uses wish and protect for itself, and it switches out when it has a nice chance to. It hits certain things with moonblast and sometimes can be a reliable way to lower a special attacker's stats. It is purely for support.
So that's the team. Tell me what you guys think. Any improvements? Feedback?
I am unsure of the correct Mega, or if there should even be a Mega on the team to begin with. The team is complete now, I posted it earlier because I hadn't read some of the rmt rules as of then, for the reason that I don't enjoy using defensively minded teams, but now that I have, I will finish the full post. Sorry for the inconvenience, I take responsibility for that. But anyway, here is the team. Please leave feedback. Any amount is helpful.
1st Up: Alomomola
Who's this Trucker? (Alomomola) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 40 HP / 252 Def / 216 SpD
Impish Nature
- Wish
- Protect
- Knock Off
- Scald
Taken straight from Smogon's UU Page for this thing, basically. It is going to provide one of the physical defense walls for the team since it has a higher HP and Defense than Vaporeon. It does learn knock off, which is a good utility move. Vaporeon is the other option if you don't like Alomomola, which trust me, I prefer Vaporeon. The only reason I have Alomomola is because of the ability Regenerator and synergy it creates with the other pokemon on the team. Namely Gligar and Blissey, as Alomomola's physical bulk pairs better with Blissey than Vaporeon's does. Regenerator also helps keep momentum, which is pretty important for any team in general. There is not a lot else to say about Alomomola because it has one main job, and that is to behave like a white mage, so to speak. Scald is pretty useful for getting burns. But don't expect it to be an offensive answer to fire types or whatever. 40 base Special Attack only does around 36% do Houndoom-Mega as I found out when testing the team.
Next: Gligar
Squire Clad (Gligar) @ Eviolite
Ability: Hyper Cutter
Shiny: Yes
EVs: 248 HP / 200 Def / 56 SpD / 4 Spe
Careful Nature
- Roost
- Defog
- U-turn
- Earthquake
This is pretty standard for Gligar, though I dabbled around in the defense and special defense EVs so it could have a better defensive mix rather than just being physically bulky. Obviously, set up sweepers make cannonfire out of this thing, so u-turn is almost always necessary. Defog is the only hazard removal on the team, thus Hyper Cutter must be run since Immunity and Defog isn't possible to have. Alomomola (Alo-mom) and this are good to sync together. Alo-mom takes ice and water while Gligar takes electric and certain other moves Alo-mom doesn't like much. 4 speed EVs are solely just to outspeed same uninvested bases as Gligar. Again, I am not very familiar with using Defensive/Stall teams, so I really do not have a wide range of knowledge about how to use certain things and whatnot. Earthquake is just a decent coverage move that I chose over Stealth Rocks because I really didn't want this to have only u-turn as an attack, nor did I want to give every pokemon a chance to set up against this thing. I do think that a better alternative to Gligar could be Forretress, as I posted in my reply below. I explain that in detail.
3rd on the menu: Blissey
Prego Pasta (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Soft-Boiled/Toxic/Heal Bell
- Seismic Toss
Now we come to the pokemon with the most HP in the entire game of Pokemon: Blissey. Never has Blissey been one to take physical attacks, especially fighting type moves. But Blissey has a great ability to create a nearly unbreakable special defense. Blissey can absorb the grass type moves that Alo-mom doesn't want to deal with and the ones that Gligar has trouble with. It's also just a good stall mon to have in case you need to slow something down a little. The moveset on this is pretty common, but obviously there are other ways of running a Blissey. One way is to have toxic over protect or wish, another is to opt in for heal bell. Fortunately, this team has aromatherapy on the Florges I'll get to later. I wanted 0 IVs in attack to make sure that confusion and foul play deal less damage on me in the case that they pop up. Toxic isn't a good option because the team runs toxic spikes. I don't really know of any other ways other than stealth rock or fire blast. And Fire Blast is solely for Forretress. Stealth rock could free a move on Aggron-Mega too, which is a good alternative. Also, Seismic toss enables me to break any substitute from a pokemon with less than 404 total HP (100 base HP with 252/max investment and above) which is very handy to have. Still, stat boosting sweepers are problematic to this team. There are ways to deal with some of them, and Roserade works pretty well on the water types that try to set up.
4th up on the list: Roserade
Dripping Petals (Roserade) @ Black Sludge
Ability: Natural Cure
Shiny: Yes
EVs: 240 HP / 4 SpA / 216 SpD / 48 Spe
Calm Nature
- Toxic Spikes/Spikes
- Giga Drain/Sludge Bomb
- Sludge Bomb/Giga Drain/Synthesis
- Hidden Power [Fire]
Roserade is a frail mon because of its base 60 HP and 65 Defense, but... It has a nice grass/poison typing which let it have more lenience in the UU tier. It has a pretty nice special defensive potential. What makes it work on this team though? Hazard and Utility. It's all about the toxic spikes. Rather than letting it run a more offensive spread, I let this one take care of a main part of the hazards for this team. I do not want this one to die because it is important to keep for bulky water mons and certain switch ins for other members of the team. Toxic spikes are there to help the whole team by putting the opponent on a timer. Spikes are a pesky hazard to deal with, though it is probably better that roserade have Giga Drain or Leaf Storm in place of spikes. Synthesis is a nice means to recover HP by, but considering any and all forretress completely wall this entire team, Hidden Power Fire is almost mandatory to have on something. So this is a very important pokemon for this team. And since this pokemon is a lure for Forretress, Hidden Power Fire works pretty nicely. Giga Drain is a small way to regain some HP back, while Sludge Bomb is a nice Stab move to hit other grass types with, with the exception of Chesnaught.
5th Pokemans: Aggron-Mega
Iron Knuckle (Aggron-Mega) @ Aggronite
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Roar
- Heavy Slam
- Earthquake/Thunder Wave
This is a pretty generic Tank Aggron-Mega. 16 Defense makes me very likely to survive 2 Earthquakes from a banded Crookodile. Impish makes me better at taking physical hits, which is this thing's job primarily. Everything else goes into HP and Special Defense to increase overall survivability. Roar is very important to force switches on substitute sets and mons which rely on boosts. It also gives the hazards you have set up a way to be more useful. Earthquake is meant for coverage, especially on fire types. If you haven't Mega-Evolved, Aggron takes less damage from the neutral fire type move even at less Special Defense and the beneficial Filter ability. Thus, Earthquake is a better move than Thunder Wave in my opinion. Thunder wave is an option, but since this team uses toxic spikes as a hazard, I don't recommend it. Heavy Slam is easily the strongest STAB type move Aggron-Mega gets because of how unbelievably massive and dense it is. Most of the time, it has more power than Iron Head if it does not equal Iron Head. It also isn't fast enough to flinch many other pokemon, especially without T-wave. Stealth rock is necessary as this will damage anything that comes into battle bar mons with magic guard.
Finally in the 6th position: Florges
Scathing Tales (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Aromatherapy
- Wish
- Protect
- Moonblast
Florges is another cleric, which is great thanks to its unusually high special defense. It also is the only thing I have that will remove status on the whole team, though I have two things with natural cure which don't need it. This is a standard cleric Florges anyway. So it is pretty self explanatory how it is supposed to work. It comes in on special attacks and some physical attacks that it won't mind taking damage from. It cures status on mons who don't want to deal with status, like Alomomola and Gligar. It uses wish and protect for itself, and it switches out when it has a nice chance to. It hits certain things with moonblast and sometimes can be a reliable way to lower a special attacker's stats. It is purely for support.
So that's the team. Tell me what you guys think. Any improvements? Feedback?
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