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ORAS UU A Defensive Stalling UU Team

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

Alomomola.png


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

Gligar.png


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

Blissey.png


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

Roserade.jpg


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

Aggron-Mega.png


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

Florges.png


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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I do want to say that I am well aware of how much of a problem certain mons are to this team. Such as Scarfed Darmanitan, Belly Drum+Unburden Slurpuff, and Physical Nidoking. I have tested the team a little bit after posting it, and so far the results have been pretty fair. I haven't dropped or gone up from my previous UU rating which was in the mid 1300's. I think that if I was going to change anything on the team, it would be the Gligar. I think it would be better as something else, like Forretress with rapid spin, just so my hazards can stay up without me having to set them up again. It could also add spikes into the equation. I wouldn't want to run Explosion though, solely because it's rapid spin becomes too valuable to lose. It also doesn't worry as much about knock off as gligar does. And it can slow volt switch if needed. So if I propose a pokemon that you can alter the team with, Gligar for Forretress is viable. Another Option would be Donphan for Gligar, which also happens to work pretty well and can do more damage than either Gligar or Forretress

Forretress @ Leftovers or Rocky Helmet (whichever is preferred. I think they are equally as good)
Ability: Sturdy
EVs: 248 HP / 200 Def / 60 SpD
Relaxed Nature (Sassy Nature, Impish Nature, or Careful Nature, depending on how you want to set it up)
- Rapid Spin
- Gyro Ball / Earthquake
- Volt Switch
- Spikes / Stealth Rock / Toxic Spikes / Gyro Ball / Pain Split / Earthquake

Okay so the last moveslot has a lot of variance. Let me explain why: If you opt for Forretress to run spikes, then you have all three hazards at your disposal on the team which is a huge plus. If you opt for it to run Stealth Rocks, then you can change Stealth Rocks on Mega Aggron for another viable move like whirlpool XD. But no seriously, whirlpool can trap certain mons that probably don't want to stay in on Aggron. Like Snorlax or Reuniclus for example. Otherwise I think the move would just be whatever is best by preference. If you opt to have toxic spikes, then you can change Roserade to run spikes or Synthesis or Aromatherapy, depending on your preference. If you choose to have Earthquake over Gyro Ball, but then don't want to have hazards or pain split, then just run whichever you don't have and give it Relaxed or Sassy Nature. If you have only attacks, then Assault Vest becomes an optional choice for an item. If you run pain split, then give yourself an Impish Nature or a Careful Nature so you don't lose the speed for no reason. Since you aren't running explosion on this Forretress, it's important to be able to keep it. Overcoat is also an option for its ability, though I prefer sturdy in almost all cases because you never know what could have HP Fire. And most of the time, overcoat isn't as helpful as sturdy is in my opinion. The reason you would run Earthquake is if you want only attacking moves or if you feel better off with the coverage and additional PP than Gyro Ball offers. The coverage would cover other steel types and an immediate switch in to a fire type that isn't called Rotom-Heat or Moltres. Though I hardly ever see any team that has a Moltres in UU (or any tier for that matter). Pain Split is pretty self explanatory, but I would only run it if you prefer it over Earthquake and hazards or if you feel you need a way to recover some health back, though this is not the most viable way to regain health in practice. If you run Gyro Ball, you also have 0 IV's in Speed to help its base power out a little. Toxic is another option, but if you already have toxic spikes, then you don't have a good reason to run it in the moveset. Volt Switch is good because it's slow here and helps keep momentum for the team.

Donphan @ Assault Vest (or Leftovers or Rocky Helmet depending on the moveset you choose to run)
EVs: 200 HP / 252 Atk / 40 Def / 16 SpD
Adamant Nature
- Earthquake
- Rapid Spin
- Knock Off
- Gunk Shot / Stone Edge / Play Rough / Ice Shard / Stealth Rock / Seed Bomb / Superpower / Bounce / Fire Fang / Poison Jab

This one has even more variance than the option of Forretress does, so let me go through and explain them after I explain the main moves.
Earthquake is the STAB move that hits hard and is pretty useful in general. This will be able to force a few switches on its own.
Rapid Spin is very important as it is going to be our only means of hazard removal on the team.
Knock Off is a great utility move and has decent coverage. Nothing likes having its item removed in general.
Okay, so the fourth move can be a lot of things, I'll go through with what I think is the most viable all the way to least viable.

Stone Edge is a pretty useful move that hits flying types and can hit Rotom-Heat, though you probably don't want to stay in for a will-o-wisp if Donphan is facing a Rotom that would carry W-O-W... Which is most of them I think. Except for maybe the Rotom-Fan which has better use of T-wave, but that's all debatable. Stone Edge also gives a Rock+Ground Range of coverage which is pretty nice to have. Though, it has 80% accuracy, which can sometimes be a problem if you really need it to deal with something. Like Aerodactyl for instance.
Play Rough is a pretty cool move that is the only physical fairy move that currently exists. This will hit Machamp, which is a decent check to Donphan if it is the no guard + Dynamic Punch variant. Let's be honest, confusion is annoying. Play Rough is also going to have good neutral coverage for whatever Earthquake doesn't cover neutrally. It also enables you to hit dragon types which could become problematic. Hydreigon and Goodra are two examples.
Gunk Shot is powerful and will dominate immediate grass type switch ins, such as Roserade and Shaymin. It has a 30% chance to poison, which is a pretty nice bonus. This is a slightly spammable move in some cases. It will also cause every fairy type to question its life and why it thought coming in on Donphan was a good idea. The main downside to the move is that it has 80% accuracy.
Stealth Rock is another nice alternative, as it does enable you to change stealth rock to something else on the Aggron, but the big downside is missing out on an attack and losing assault vest for another item. It's still pretty viable though. I just prefer having Assault Vest so Donphan can act as a decent tank. If you do run Stealth Rock, your EVs will need to be adjusted and you may want to run a different ability.
Bounce is a very interesting move on Donphan. It also hurts grass types. But even better, it pummels almost every bug type in the current Meta. It's also a decent check to fighting type pokemon. Unfortunately, it takes up two turns to use, which means protect can be a huge problem, and especially spiky shield if there is a Chestnaught, Maractus, or Cacturne which runs spiky shield. (Those are the only pokemon that learn spiky shield, minus Smeargle). It also isn't good as a move if you have a burn or poison/toxic status or if you are trapped with an offensive move. But otherwise, it's a decent move and isn't expected.
Seed Bomb is a quiet move that doesn't see a lot of use except on select few grass types. This move can take care of some switch ins that are weak to grass type moves. Opposing Donphan or immediate Mamoswine switch ins are a great example. Milotic is another good example. It is not going to hurt Vaporeon very much. It is not going to touch Empoleon. Suicune laughs at it. This move does not cover Bulky Water Types because this is not a STAB move. Fortunately, this poses a huge threat to Water/Ground types. It also stops an immediate switch in to a Swampert, and in some cases, it can surprise KO swampert.
Ice Shard is a modest move with priority. I do not think that it is as viable to have on this team in particular because revenge killing is very limited on a defense team. This is a nice move to check Sceptile-Mega that has already taken damage though. It can also be useful for Salamence if it doesn't run Hydro Pump to either OHKO back or hit really heavily. Otherwise Stone Edge or Play Rough are generally better alternatives to deal with a Salamence.
Superpower is a strong move with a solid 120 base power. The main downside is the attack and defense drop it gives after use, which can make Donphan set up fodder or forces it to switch out. Donphan needs all the defense it can get while still being able to hit as hard as possible. That being said, Superpower is very useful against things like Empoleon, though Earthquake is much better in most cases. I don't advise staying in on Empoleon though, since there are other pokemon on the team which like using empoleon as an opponent they can do their job on. This does take care of dark types, but so does play rough -- which doesn't involve stat drop after use. It does OHKO most normal types though, which can be a nice benefit, but that isn't very necessary on a defense/stall team such as this one.
Fire Fang is only viable because having only one answer to Forretress on the whole team can be a little risky. It does cover grass types, but gunk shot is better at this than Fire Fang. Earthquake will always do more damage to steel types as well. Basically Fire Fang is solely to exploit the 4x fire weakness in Forretress.
Poison Jab is basically Gunk Shot with 100% accuracy but much less damage output. I just recommend using Gunk Shot over Poison Jab because of that fact. It's the same reason why you see Stone Edge so much more often than you see Rock Slide.
Toxic is the least viable option because the team runs toxic spikes. That's all I need to say I hope.

But those are the two alternatives to using Gligar. Each have their own pros and cons.
 
You lose to every stallbreaker and more focused stall supr hard. Quick fixes below.

Kill megron, add Maero with pursuit/taunt/roost/ace and a bulky spread. (move rocks to gligar)

Bliss + florges is absurdly redundant feel free to kill pink blob and swap to CM florges + win condition.
 
You lose to every stallbreaker and more focused stall supr hard. Quick fixes below.

Kill megron, add Maero with pursuit/taunt/roost/ace and a bulky spread. (move rocks to gligar)

Bliss + florges is absurdly redundant feel free to kill pink blob and swap to CM florges + win condition.

Apologies for my feistyness, but... That's not true at all. Stall breakers, and believe me, I've run into a lot of them while testing, don't do very much to me. Whimsicott can't handle Aggron or Roserade. Crobat can't touch Aggron or Alomomola. The taunt set on Crookodile does nothing to Alomomola and outright dies to Roserade. Aerodactyl poses 0 problems against Aggron. I don't agree with any of your statements.

Mega Aero has too many weaknesses and does not help on a defensive/stall team. IT IS A STALL TEAM. Blissey and Florges are necessary to have because they both deal with different things. And florges deals better with mixed attackers than Blissey because Blissey never likes physical hits. Gligar also works best in practice with one or the other: defog or stealth rocks, because roost is so much more useful as it greatly increases longevity. Florges' best option for a replacement would be Umbreon or Mandibuzz, but I don't like the extra fighting weakness, nor do I like the rock damage on Mandibuzz, which negates its ability to use defog. CM florges doesn't fit on the team because it just doesn't follow anything else. Florges also runs Aromatherapy, which frees up a move on Blissey. So take your argument elsewhere.
 
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See, I could argue and detail to you all the myriad ways that post was just, plain wrong.

Or I could just do this...

Sub

Calm

Mind

Chandelure.
 
Or you could make yourself look like an ass, because you have no idea how Stall Teams work at all do you? What does sub calm mind Chandelure bring to the team? Why doesn't it fit? In what way does it work as a stall mon? Why doesn't it benefit the team as a whole? What do I need to do to cover its weaknesses? If you answer all of that, get back to me. Because I literally am not going to change the entire team because the team works behind the point that it has of being a stall team. Not an offense. The team works as a unit. Not an individual threat.
 
I think jjosh was saying you lose to cm chandy. Which you do. I also agree that he is looking like an ass by not helping the proper way. But anyway my biggest change that I think you should make is to run rest/scald/roar/sleeptalk Suicune over alo. This would help with your weakness to cm chandy and your weakness to cm reuniclus. The problem is your only way to beat cm reuniclus is to pp stall fblast. Maybe you could use taunt Mandi somewhere to help with that. Sorry I can't be more helpful. I can't build stall very well but the Suicune change should help
 
I think jjosh was saying you lose to cm chandy. Which you do. I also agree that he is looking like an ass by not helping the proper way. But anyway my biggest change that I think you should make is to run rest/scald/roar/sleeptalk Suicune over alo. This would help with your weakness to cm chandy and your weakness to cm reuniclus. The problem is your only way to beat cm reuniclus is to pp stall fblast. Maybe you could use taunt Mandi somewhere to help with that. Sorry I can't be more helpful. I can't build stall very well but the Suicune change should help
And see, this is actual advice because it is at least engaging. The suicune doesn't work well with stall teams, which is fine. But I do agree that I prefer suicune on a balanced team. Sadly this isn't a balanced team, it's a stall team. And that being said, there are some weaknesses that just can't be dealt with. But honestly, Mega Aggron always OHKOs florges as long as I've played UU, so I honestly don't feel it is a very big threat. CM suicune also wouldn't solve that problem either. But thank you for at least engaging and actually trying to help rate the team. I even went to check the other guy's posts just to see if he was credible. He suggested giving Houndoom-Mega flame charge over protect. Which is pretty dumb in my opinion. It's already really fast on its own. And either Nasty plot, sucker punch, D-bond, or Sludge bomb are the most viable options to replace protect with. Keep in mind it was a UU Mega Houndoom. So yeah, after I read that post from him, I decided he doesn't have credible arguments, unlike you. So, thank you mate.
 
Ok I understand that jjosh might not have handled his rate all too well but you don't need to start firing shots at the guy. It only makes you look bad in return.

As for the team...I'm just going to come right out and say that calm mind reuniclus just turn 1 6-0s you. And with reun being one of the best mons in the tier right now I'd take it as a serious issue you might want to fix.

I'm not the most experienced with stall but a set that was used to stop reun in its tracks was a slowking set. The set may seem unorthodox but it works wonders in checking reuniclus and i'll reveal it shortly. I really don't like gligar on you team so that is the mind i'd want you to switch out but it's your only form of hazard control so I think it's a neccessity. So in that case I'd probably switch out florges for king which menas you'd have to squeeze in heal bell on blissey. I'd probably also suggest not running wish/tect/ and softboiled all on the same blissey set. Ill give you a suggestion below.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Psyshock
- Dragon Tail
- Flash

I really hope you don't look at this and think im losing my shit because im telling you right now that is the wrong way to take this set. This set has done wonders for stall players to check reuniclus and it will save you from getting 6-0d.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Thunder Wave / Toxic

This is the set I think can work the best while still providing cleric support.

I really hope you consider the slowking because you will literally get 6-0d everytime by reun without it. For future referance as well...even if you feel somebody is being unjust towards your posts. It doesn't help the situation to fire back like that, there are correct ways to handle people like that.

Hope you consider my rate!
 
Ok I understand that jjosh might not have handled his rate all too well but you don't need to start firing shots at the guy. It only makes you look bad in return.

As for the team...I'm just going to come right out and say that calm mind reuniclus just turn 1 6-0s you. And with reun being one of the best mons in the tier right now I'd take it as a serious issue you might want to fix.

I'm not the most experienced with stall but a set that was used to stop reun in its tracks was a slowking set. The set may seem unorthodox but it works wonders in checking reuniclus and i'll reveal it shortly. I really don't like gligar on you team so that is the mind i'd want you to switch out but it's your only form of hazard control so I think it's a neccessity. So in that case I'd probably switch out florges for king which menas you'd have to squeeze in heal bell on blissey. I'd probably also suggest not running wish/tect/ and softboiled all on the same blissey set. Ill give you a suggestion below.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Psyshock
- Dragon Tail
- Flash

I really hope you don't look at this and think im losing my shit because im telling you right now that is the wrong way to take this set. This set has done wonders for stall players to check reuniclus and it will save you from getting 6-0d.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Thunder Wave / Toxic

This is the set I think can work the best while still providing cleric support.

I really hope you consider the slowking because you will literally get 6-0d everytime by reun without it. For future referance as well...even if you feel somebody is being unjust towards your posts. It doesn't help the situation to fire back like that, there are correct ways to handle people like that.

Hope you consider my rate!
1st off... This is a stall team. Read up on how to rate teams because your goal should not be to tell me what sweeps because you can only do that on paper. Not practice. 2ndly, you do not rate someone's team if you intend to change the whole team completely. You should work on trying to aim to improve the team and its overall goal. So in short, your argument is invalid. Also, I don't know if you noticed, but Aggron walls CM Reuniclus, especially with roar.
 
1st off... This is a stall team. Read up on how to rate teams because your goal should not be to tell me what sweeps because you can only do that on paper. Not practice. 2ndly, you do not rate someone's team if you intend to change the whole team completely. You should work on trying to aim to improve the team and its overall goal. So in short, your argument is invalid. Also, I don't know if you noticed, but Aggron walls CM Reuniclus, especially with roar.


1st off... since its a stall team we should be focusing on what sweeps you so we can try to stop it.

2nd off... I didnt change ur whole team I changed one mon and I tweaked the other mons set.

3rd off... aggron does not wall cm reuniclus, 99% of cm reuniclus's carry focus blast so have fun walling that more than once.

you have 2 options, listen to my advice or you can continue what you are doing and continue to embarass yourself. You shouldn't be an inherent asshole to someone whos just trying to help you out.
 
sorry if i went against i said above lol because im getting a bit heated...I just hope you can listen to the people who obviously have more experience than you. We are just trying to help man...you have 8 posts and I have a badge, think about that for a second.

Hopefully somebody else can convince you to maybe take our advice because I'm abviously not getting through to you lmao.

I apologize to the RMT Staff in advance, but I hope you guys can see where im coming from.
 
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OK so before I get into my rate, I'm really sorry to say but two things, while I might not be a moderator here or anything please don't go out of your way to flame other people by going through their posts on other RMTs and such, it's not relevant here. Another thing, for a person who's only 1300s on ladder and is asking for help on his team, please don't be like "Oh yeah I know ALL about stall and other people know jack shit", you should at the very least be considerate of the effort taken by raters to rate this team and try them out instead of outright disregarding them. Some of these suggestions are very legitimate and they can actually work on stall. Nevertheless, onto the rate itself:
  • The first thing I'm going to recommend is Suicune > Alomomola, as this helps you alleviate your weakness to about every bulky setup sweeper and other setup sweepers like Swords Dance Feraligatr, while the Wish passing provided by Alomomola is unnecessary considering you have other Wish passers.
  • Now, as you already have Blissey passing Wishes and such, there's no need to have Florges doing the same thing, so I recommend having Calm Mind Florges > current set, as this allows you to have a good win condition against opposing stall and balance teams while maintaining your cleric.
  • You can easily optimize the Blissey set by having Soft-boiled > Protect and Toxic / Thunder Wave in the third slot, as this allows you to have a Blissey that can pass Wishes but doesn't have to rely on Wish itself for recovery while also being able to spread status.
  • Sleep Powder > Hidden Power Fire on Roserade, Forretress isn't a threat here, I wouldn't worry about it whatsoever. It's easily worn down by the likes of Florges and taken out by Suicune. You can also use Gligar and literally every other member of the team to wear it down tbh. Sleep Powder gives more utility and helps you potentially remove a Pokemon for a couple of turns.
Suicune @ Leftovers
Ability: Pressure
EVs: 192 HP / 252 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk

Standard RoarTalk, EVs are to creep other Suicune, change them as you'd like.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Aromatherapy
- Synthesis

Standard Calm Mind, helps you win against a lot of stall / balance teams after gradually wearing down the opposition which shouldn't be hard considering you have a couple phazers and Spikes.
 
Going to hopeyou're just an ignorant rather than a full blown stupid.

http://www.smogon.com/forums/threads/tyranitar-stall.57810/

As a rule every single successful stall/semi stall team in the last 3 generations has not been "6 fat slow walls lol"

Stall is a team archetype that seeks to defensively hard check or counter as many revelant threats as possible and win through either residual damage (full stall), or a dedicated wincon (semi-stall) this means that pokemon such as Maero, hydriegon, crobat, etc, all gain huge value on full or semi stall because they can do this without heavy investment and can carry moves stall teams wold not otherwse have access too.

TL:DR Note the scarfed ttar on full stall was a thing in gen 4 when full stall was far more viable than it is in gen 6 UU. Note that Maero is Scarftar++++++. Extract head from anus.

Edit: Didn't bother with the 3 page essay required to explain why the changes I posted work because well, looking at this team comp/post in general any reasonable person would totally expect this reaction from you, and it was hilarious. Also a total waste of time in terms of explaining things in depth.
 
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Why are you trying to counter-argument everybody that's trying to give you advice ._.
These people know what they are talking about let me make you sure of that
 
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