A good Set set for Spiritomb and Aerodactyl.

Now i gonna teach you a great thing with him.
It has Pressure ability and have pretty cool movsets to him.

Spiritomb@Leftovers/Chesto Berry

Impish/Carefull

Ev's: HP 252/Def 78/SpDef 180

Spite
Pursuit/Dark Pulse
Rest
Sleep Talk/Protect


Spite do so you lose PP with Pressure you lose up to 6 PP per turn and if you think you Opponent Switch then go with Pursuit. When Spiritomb have small HP left then use Rest then Sleep Talk.
Chesto Berry if you want to Awake directly for you turn but use Protect instead if you have Chesto in other way go with Leftovers and Sleep Talk.
Protect could be good after you doing one Spite so if anyone use Flare BLitz for exempel go with Spite will lose 6 PP and then Protect after that he can't do it any more.
Probably the most annoyest set you can think slowly drag your PP if you Switch Pursuit catch you.
You can choose Dark Pulse in other opinion if you think Pursuit is to risky but you Calm or Bold natures if you use Dark Pulse
I like to Drag PP with it its fun.


Aerodactyl works almost the same but it can't do Spite but i can show you.

Aerodactyl@Leftovers

Hasty

Ev's HP 180/SpAtk 78/Spd 252

Fly
Protect

Fire Blast
Substitute


First to do its protect then Substitue and the Opponent lose 4 PP in two turns and do it again if Substitue breaks if not use Protect again after that Fly if the opponent Switch in Skarmory, Scizor and other Steel types then use Fire Blast. With 78 SpAtk so can Aerodactyl owrks pretty great with Fire Blast

Damage from Fire Blast: 57.20% - 67.53% on Skarmory with 0 SpDef Ev's.
Damage from Fire Blast:120.27%-141.24% on Forretress with 0 SpDef Ev's.
Damage from Fire Blast: 120.27% - 141.24% on Scizor with 0 Spdef Ev's.

Fire Blast works at him and better on them on Physical Wall then Fire Fang so Fire Blast is a good choice with little Ev's Spread. What you think about my ideas?
 
Taunt is a viable option on both Pokemon to stop other Pokemon from setting up. Aerodactyl also gets Whirlwind to stop setups and inflict more damage from Spikes/Stealth Rock; you'd have to be an idiot to try to PP stall without laying some of those down first.
 
This also brew up into my head yesterday, looseing 4 PP every turn can be devistateing.>:D

I think aero ahould use substitue, If it's compined with leftovers, your opponent will eventually loose 40 PP

EDIT: nevermine, you have substitue xD
 
Taunt is a viable option on both Pokemon to stop other Pokemon from setting up. Aerodactyl also gets Whirlwind to stop setups and inflict more damage from Spikes/Stealth Rock; you'd have to be an idiot to try to PP stall without laying some of those down first.
Very true, and also Spiritomb works great on a Sandstorm stall team for one key reason. Starmie can be a real pain to such teams, especially if you're using Hippo over Ttar for the sand, but Spiritomb is the perfect counter, both blocking the spin and trapkilling it, whilst comfortably taking its attacks with enough Sp. Def investment like you have done. Give it Sucker Punch in addition to Pursuit and there is no safe way out for Starmie.
 
I used a Pressurestall teams before. These are the sets I came up with:

Dusknoir @ Leftovers:
~ Substitute
~ Protect
~ Taunt
~ Focus Punch

Aerocactyl @ Leftovers
~ Substitute
~ Protect
~ Taunt
~ Rock Slide

The support for these was a Toxic Spikes Forretress, and a Vaporeon that BP'd Aqua Ring to abuse the infinite Sub/Protect combo. I also had a Hippowdon with SR who complemented Aero quite well.

I found them both quite delicious to use. I chose Dusky over Spiritomb because so many counters hate getting owned by Focus Punch.
 
Actually Torment works very well too because it fucks up Choice users really bad and forces switches.
Actually no that does not work.

Torment will stop the opponent from using a move twice only if its done before the first move. What it means basically is if you Torment first you'll still get a faceful of CB (generic attack). Even if you Protected or Subbed first they'll always get one attack in.

You're better using Disable as if that hits first then the opponent's turn will be cancelled altogether on top of forcing them to struggle. So you can use a Protect or Substitute to eat up one attack before Disabling and they're left entirely vulnerable.

I've done Pressure stall before and I don't like it much for a multitude of reasons. The first being PP Ups/Max PP completely ruins most of the fun and they're almost always enabled. The other being the ridiculous numbers of sweepers who just rip through you anyway.
 
Is everyone forgetting Suicune? Almost impossible to break after some Calm Minds, shuffles with Roar for SR/Spikes damage, and can Rest off the damage safely afterward.
 
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