Almost a stall team [OU]

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This is my stallishly designed team, which has brought me up to a CRE of about 1400 on Shoddy over the past few weeks (not amazing, therefore, but not awful either), and so I have a pretty good idea of how it works now, and am bringing it here for other people to comment on. The team basically works much like a stall team, setting up entry hazards and forcing repeated switches either by switching to walls or directly with Whirlwind; but all the Pokémon in it have some measure of offensive capability, and can OHKO a large number of Pokémon between them. The idea, then, is to force switches, racking up entry hazard damage each time, and doing heavy or sometimes even fatal damage to the switch-ins. (For instance, many teams I see here at RMT list Scizor as one of their solutions to Blissey; but as Blissey can (and with this team, often does!) OHKO Scizor, that's one enemy Pokémon down with minimal effort for me.) The team attempts to have redundant coverage against everything, to avoid the problem where a hole is punched in a stall team and its carefully constructed web of resistances falls apart; unlike a pure stall team, it still functions relatively efficiently with a couple of members down.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP/168 Def/88 SDef
Impish nature (+Def, -SAtk)
- Stone Edge
- Slack Off
- Earthquake
- Stealth Rock
A rather standard Hippowdon lead. This one is being used not just for the sandstorm (which is a relatively minor benefit for a stall team, as so many common OU pokemon resist sand nowadays, although it does help by negating enemy walls' Leftovers recovery), but in order to cover some key weaknesses on my team; in particular, Hippowdon is one of the best Tyranitar counters around, and Tyranitar easily beats anyone here but Skarmory without its help. Although my Stealth Rock is on this Pokémon, I often don't manage to get it up until later in the game; against most leads, I'll attack (using Earthquake against Pokémon weak to it such as Jirachi, Infernape, Metagross, and Heatran (to break its Shuca berry), and Stone Edge against Azelf and Aerodactyl). With these EVs, I can survive a Grass Knot from a typical lead Infernape and OHKO it back (the sandstorm finishes it off when, as usual, it's sashed); and even without Attack investment, most suicide leads are 2HKOed, meaning that they'll have no time to do anything but get rocks up and one attack in (or Taunt plus rocks, which is even better from my point of view). Suicide lead explosions are often rather predictable, so I can switch to Dusknoir to dodge the opponent. Surprisingly often, after the first few turns all my Pokémon are on nearly full health, and one of the opponent's is dead, with no difference other than they've got Stealth Rock up now, and I need to wait until later (my usual tactic is to switch Hippowdon in against something it'll force out, such as Scizor or Tyranitar, and Stealth Rock on their switch). It also absorbs scarves from Trick leads; in particular, I Earthquake against Jirachi for scouting, to see if it'll use Trick, Iron Head, Stealth Rock, or Substitute/Calm Mind (in the last situation, I switch to Blissey).

Later in the game, this is just a standard physical wall, to help provide a backup if Skarmory is in trouble for some reason, and to force out Tyranitars (who tend to eventually die either to one of Hippowdon's Earthquakes, or to Spikes). It can take on most things that have neither powerful special attacks, or can Toxic it somehow. (If an opponent tries to set up Toxic Spikes, I'll often take advantage of the first layer to poison Hippowdon or Blissey before the second layer goes up, preventing them getting badly poisoned later on; 12% a turn isn't drastically bad when you have a 50% recovery move and Leftovers, although it isn't ideal.)

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP/64 Atk/178 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Spikes
- Whirlwind
Skarmory is, likewise, incredibly standard; the only deviation from the usual is the investment of slightly more points in Speed than a typical Skarmory does, so as to be able to Whirlwind before an opposing Skarmory does. (When a battle comes down to Skarmory vs. Skarmory, generally speaking both players will set up 3 layers of Spikes; given that nearly all my Pokémon have recovery moves, and I can phaze first, they normally hurt my opponent more than they hurt me.) I often do get all three layers of Spikes up over the course of a battle, often spread out; in fact, due to the preponderance of suicide leads around nowadays, the Spikes often go up before the Stealth Rock does. I'm running Leftovers over Shed Shell here; the recovery helps to further increase the number of hits physical attackers need to kill me, and Shed Shell only really helps against Magnezone, who Porygon2 can revenge-kill very effectively, and which isn't seen on many teams. Skarmory is my major counter to Scizor (I set up Spikes against it, phaze it away if it tries to set up, and sometimes even attack it with Brave Bird); but just as it did in the 3rd generation, it can wall the vast majority of unboosted physical attacks (and as I have a 50% recovery move, the opponent needs to be able to 2HKO it to KO it at all, or I can just set up three layers of Spikes and phaze it away).

Skarmory's attacking potential shouldn't be ignored either; Brave Bird OHKOes Machamp (which can be otherwise problematic, with my two Fighting weaknesses and its ability to confusion-hax everything), and Heracross (which is rather less problematic, but still a useful OHKO), and deals decent damage to fragile sweepers like Lucario (which becomes increasingly fragile as it Close Combats things) and Salamence (locked on Outrage, and often Intimidated by Porygon2 as well; I wouldn't try to use Skarmory against it otherwise except in an emergency).

Whirlwind is, of course, excellent for making enemy set-up moves worthless and disrupting Baton Pass chains (I'm in trouble if they manage to get an Ingrain up behind a Substitute, but then, so is every other team in existence); but it has subtler benefits too, causing enemy Wishes to go awry and scouting the enemy team. (Knowing what I'm up against is rather important with this team; as its walls are often forced out by opponents that can break them, it helps substantially to be able to predict what will be switched in so that I can deal as much damage to it on the switch.)

The ability, Keen Eye, is selected merely because all the moves Sturdy blocks are banned anyway; I don't think it's ever helped, but in theory it's more useful than Sturdy in battles with the OHKO clause enforced. (Sturdy would be considerably better in environments where the OHKO clause is absent, should you ever want to use this team in one of those.)

Blissey @ Leftovers / Heart Mail
Ability: Serene Grace
EVs: 252 Def/120 SAtk/138 SDef
Bold nature (+Def, -Atk)
- Ice Beam
- Psych Up
- Softboiled
- Flamethrower
And along with Skarmory, here's its best friend Blissey, capable between them of walling many of the Pokémon in OU. Although SkarmBliss has been around for ages, and therefore methods of beating it are now well-known, it still beats a large number of individual Pokémon, and the rest of my team can hopefully deal with the others. (Nor am I entirely helpless if Skarmory or Blissey goes down, as I have backup walls in each case.)

This is a rather unusual Blissey build, with an unusually high Special Attack, two attacking moves, and Psych Up. One of the most common methods of beating Blissey (or special walls in general) with a special attacker is to set up against it using Calm Mind; Psych Up allows me to steal the opponent's boosts as it finishes boosting, changing the situation back to a level-playing field, and pseudo-trapping both players (in that neither wants to switch out because it would leave a highly boosted opponent). Normally, the situation after that is one of two special tanks against each other (many players underestimate Blissey's special attacking powers, especially with those 120 EVs in Special Attack); and that comes down to who haxes first, which is usually me due to Serene Grace. The ability choice is vital to this build; Serene Grace gives me a 20% freeze chance whenever I attack with Ice Beam, and likewise a 20% burn chance with Flamethrower, meaning that I'm likely to debilitate any opponent I face relatively quickly. In particular, freezing an opponent gives me a decent chance to switch to something that could beat it within a couple of turns (e.g. Skarmory to phaze a Suicune with 6 Calm Mind boosts, Dusknoir to kill the majority of special attackers with a few Focus Punches, or to trick a Choice Band onto it). The double special attacks help with coverage (Swampert and Suicune are the main opponents I'd try to use Blissey against that aren't hit at least neutrally; Swampert can be dealt with by spamming Flamethrower at it until I get burn hax, healing when necessary, as a typical MixPert only does about 33% with Earthquake; Suicune is more problematic, but normally I manage to freeze it before I'm Pressured out of Ice Beam PP); just as importantly, having two attacking moves reduces the chance of running out of PP, which can be fatal to Blissey's strategy and which can often happen in a long stall battle (e.g. Blissey vs. another Blissey, or a Moonlight Cresselia).

After talking about the advantages of Serene Grace, I should also mention the disadvantages of Natural Cure. There are six mutually exclusive primary statuses (paralyzed, burnt, poisoned, badly poisoned, frozen, asleep). Being frozen is sufficiently unlikely (barring another Serene Grace Pokémon with Ice Beam) that it generally isn't worth worrying about, and sleep moves are normally visible a mile off so that I can absorb them with Cresselia (and even if Blissey does fall asleep, I'd rather use her to absorb the sleep, and usually waste a turn for my opponent (or even cause disqualification under the wi-fi version of the Sleep Clause) as they try to sleep the Pokémon I switch in, believing she has Natural Cure, than let her wake up and leave me vulnerable to sleep again; Blissey's so bulky that she can still wall relatively well while asleep, using her turns to decrease the counter until she wakes up again). Therefore, the various remaining possibilities are poison/burn (functionally identical on a Pokémon with no physical attacks), paralysis, and bad poison. Paralysis hardly hurts Blissey at all (multiple parahax in a row are as unlikely as critical hits, and a single parahax normally doesn't cause an issue), and in fact I deliberately try to switch her into predicted enemy paralyzing moves in order to use it as a status shield and to help in PP stalls (generally speaking, a paralyzed Blissey will beat a non-paralyzed Blissey if they both have a similar build). Poison and burn are nasty but manageable (generally they have the effect of causing recovery moves to run out of PP faster as I have to use them more often); but bad poison is extremely problematic (rendering Psych Up useless, and meaning I have to keep switching). Toxic Spikes are more problematic for my team in general, and more common in my experience, than a random Toxic user in a team; therefore, it helps to be able to switch Blissey in on the first layer to use the ordinary poison as a status shield, something that can't be managed with Natural Cure.

The other powerful advantage of this Blissey build is that it can (with Stealth Rock damage or one layer of Spikes) OHKO Scizor, Gliscor, Salamence, and Forretress; it's just a pity that it's impractical to EV Blissey to outspeed a typical Scizor. Normally, therefore, I have to catch those Pokémon on the switch in order to OHKO them, although against Gliscor I can switch into it (it cannot 2HKO this Blissey build, and all but the most aggressive builds struggle even to 3HKO her; given that they generally try Taunt, often she isn't hurt at all). I usually use Flamethrower the first time Blissey comes in and forces something out; it's surprisingly common that people switch to their Scizor, only to get it OHKOed, and even when they switch to something else, I still have a 20% chance of burning (and generally crippling) their Blissey counter. Ice Beam is normally left hidden until later in the match, when I can surprise and OHKO a Salamence switch-in, or a similar Ice-weak Pokémon. This way, it's not unknown for Blissey to get two kills in a match, and wall two more Pokémon on the opponent's team, leaving me with a crushing advantage.

As for the item choice: one of the huge weaknesses of Blissey is that she doesn't like a Choice item Tricked onto her. (Although this build isn't entirely shut down like that - in particular, I'll often try to use her as a makeshift sweeper in such a situation and badly dent an opposing Pokémon - it suffers relatively badly, as Psych Up no longer functions correctly and Softboiled needs a switch in and out to use.) As a result, I want to use Mail on this Blissey build (as it shuts down Trick), but unfortunately Shoddy doesn't implement it yet, so I've been using Leftovers as the item to test this team on Shoddy. Choice items can still be dodged relatively well with prediction, but this is only a partial protection against them, and Trick's becoming ever more common nowadays, so I feel that Mail is the superior option here (which gives me a free turn against Trick user). Such a pity I can't easily test that, though...

Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/40 SAtk/216 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Recover
- Thunderbolt
- Hidden Power (Ground)
My second special wall, and a hole-filler to cover several specific weaknesses on my team. (Note that I consider a weakness to be an enemy Pokémon or build that I can't handle redundantly; the whole purpose of the team is to survive and function well even when holes have been made in it.) This Porygon2 has been built in order to handle, specifically, Magnezone, Heatran, Salamence, and Gyarados; but it also does excellently against Vaporeon and Jolteon (neither of which can hurt it with STAB attacks, and which often can't hurt it at all except with a neutral Hidden Power, although I have to watch out for Toxic). Trace is an exceptionally powerful ability, simply because so many common Pokémon have a weakness to their own ability; it also sometimes allows me to heal status on my Porygon2 by switching it in to a Pokémon with Natural Cure and then back out again.

So why build Porygon2 as a special wall, rather than the more usual physical wall? The answer lies in the set of Pokémon I'm looking to counter. Any team with a Skarmory in it hates Magnezone, but it's vulnerable to its own tactics; predicting a Magnezone switch-in, or in the worst case revenging Skarmory, means that I can trap it, and OHKO it (after Stealth Rock damage) with Hidden Power Ground. Likewise, Porygon2 is my main wall against Heatran (who Blissey can't hit neutrally), who can't do much to it except Earth Power, Torment (which leads to a PP stall), and the occasional Toxic. Note that the use of HP Ground allows me to hit both of these Pokémon for 4x damage, especially useful as they tend not to expect it. The Special Attack EVs also allow me to one-hit Gyarados with Thunderbolt, and likewise Salamence with Ice Beam; note that each of the Pokémon I want to counter will not have access to full-strength physical attacks (Magnezone and Heatran rarely run them, Salamence and Gyradaos will be Intimidated as I switch in), except if they use Dragon Dance (in which case I get effectively a free switch-in, and can beat them one-on-one; with max HP, Porygon2 can still take a neutral unboosted physical attack from a Gyarados).

The main issue with this build is its lack of power against things that it can't hit super-effectively; maybe I should run Charge Beam rather than Thunderbolt (as I have one excellent and two mediocre Gyarados counters elsewhere on the team, and it tends not to be too useful against anything else). Also, it dislikes Choice items and bad poison, much the same way as Blissey does.

Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP/200 Def/56 SDef
Calm nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Ice Beam
- Charge Beam
RestTalking Cresselia; this is my main status absorber (with Blissey the secondary absorber for anything but Toxic). She also works well as a generic wall against more or less anything; few things can badly injure a Cresselia in a single turn (U-turn, Pursuit, and Crunch are the major attacks that do, with Shadow Ball beating her in the long run as it drops Special Defence), and so she makes a good switch-in to unknown quantities such as Pokémon that could be build either physically or specially (such as Kingdra) so I can scout them. The only major ways to kill a RestTalker are to be capable of 3HKOing it, to cripple it with a Choice item, or to set up against it so that you can 3HKO it later; and unlike Blissey (which pretends to be setup bait so as to bait setups), Cresselia is genuine setup bait, so I have to be careful to switch to another wall if she would get set up against. She's also my wall against most mixed attackers (particularly MixMence, which can't kill her before it gets Ice Beamed to death, and Gyarados, who is 2HKOed by Charge Beam unless I miss with one or (for particularly bulky builds) fail to get the Special Attack boost from the first one). As a result, Cresselia can wall quite effectively even against Pokémon built as wallbreakers.

Against teams that can't easily dislodge her (either because they were built badly, or because it's late-game and their Cresselia-breakers have already died), I can generally end up with six Special Attack boosts, at which point the electric/ice type combination allows me to finish the enemy team off. Possibly the best Pokémon to set this up against is an enemy Blissey, who will often try to stay in (at least until I use Rest for the first time), who cannot hurt me badly with any move commonly found on a Blissey, and who eventually will run out of Softboiled/Wish PP (a +6 Ice Beam from Cresselia 3HKOs a typical Blissey, forcing repeated rapid recovery until all the PP is gone). Note that running out of PP myself is relatively unlikely; Sleep Talk effectively adds to the PP of both attack moves, and I can always choose to Rest and do nothing on the sleep turns.

One potential drawback of this Cresselia is that its build is rather obvious to alert opponents (Cresselia has no 50% recovery move in a sandstorm, and I lead with a Hippowdon), but this rarely seems to be much of a problem in practice.

Dusknoir @ Choice Band
Ability: Pressure
EVs: 252 HP/252 Atk/6 Spd
Adamant nature (+Atk, -SAtk)
- Focus Punch
- Shadow Sneak
- Trick
- Fire Punch
Another Pokémon that's normally a wall; and Dusknoir can act as one in a pinch. However, this Pokémon is unlikely to be what enemy teams were expecting; a Dusknoir on a stall team fits right in, but a Choice Band Dusknoir has a large surprise value. It serves several minor but important roles on the team. To start with, it's a Choice absorber; although it prefers the Band to, say, a Scarf, a free turn is always useful, and saving the other Pokémon on the team from unwanted scarves is more useful still. A Ghost is also highly useful on any team that uses entry hazards, to block enemy Rapid Spin; more subtly, it also blocks enemy Explosions, which are often rather predictable. A Choice Banded STAB Shadow Sneak is my major attack; after a while, it's not uncommon for most of the enemy Pokémon to be at around 40% or less, upon which I can finish them off in quick succession. (Many of my battles end with Dusknoir finishing off three or four badly wounded Pokémon in a row.) Hitting Starmie for super-effective damage and Tentacruel for physical damage is also a rather useful combination to have. The priority also lets me finish off very wounded but rampaging Pokémon that are in the middle of a sweep. The OHKO on Gengar (even without help from the rocks) is one of the more surprising elements of the build; although Dusknoir can revenge-kill a Gengar unwise enough to stay in, more useful still is that opponents will often bring in their Gengars against Dusknoir deliberately, in an attempt to revenge-kill it.

Trick is also a very important asset to have, this time against stall teams. It makes beating Blissey, Suicune, and Snorlax a lot easier (in particular, Snorlax causes huge trouble for this team once Dusknoir is dead, if it ends up as the opponent's last Pokémon to stop Skarmory phasing it). It also means that I'm basically guaranteed to win a PP stall against the opponent's last Pokémon, if I can get the Choice Band onto it (and I often can, given that it must be rather wallish or I wouldn't be trying to PP stall it in the first place). Focus Punch is mostly useful for using after I've shut down an opponent with Trick and know it can't attack this turn, dealing massive damage to most possible switch-ins, but it can also help against predicted switches (in particular, a hail team's switch to Walrein is often rather predictable, and bringing Dusknoir in against Tentacruel is hardly suspicious due to the use of a spin-blocker against a spinner). Fire Punch is not used much, but it comes in handy on occasion (normally aiming at Jirachi or Scizor, either there on the field in front of me or a predicted switch, but sometimes used against a Forretress).



Threat List (potentially problematic Pokémon bolded):

Azelf: I rarely see this except as a lead nowadays. Being rather fragile, it tends to die to random attacks coming from things, and I'll actively try to kill a lead Azelf with Hippowdon (it's 2HKOed by Stone Edge). Enemy Azelfs also often die via explosions, hopefully against Dusknoir.
Breloom: I need to use someone (usually Cresselia) to absorb the sleep; but after that, it cannot get past Skarmory at all, and Cresselia is likely to randomly select Ice Beam before she dies. (I need Skarmory, though, if as usual it's substituting and Poison Healing up.) It also doesn't like either attack from Blissey on the switch.
Celebi (offensive builds): I rarely see one of these attack (it's more commonly built as a wall); and I've never seen one with attacks that can take down Skarmory, even if specially built. Depending on the build, one or more of my other Pokémon normally wall it, too, but I need to scout the set first.
Dugtrio: The only things it would really want to trap are Blissey and Porygon2; and even then, it would need to guess that Porygon2 was running a specially-defensive build. Both of those Pokémon can hurt it badly with Ice Beam; Blissey may even come out on top if she's on close to full health at the time. (Unfortunately, Porygon2 can't trap it, because it tends to lose against CB Earthquakes.) However, a clever Dugtrio can potentially take down one of my special walls.
Electivire: Doesn't do a whole lot to Skarmory even with the super-effective Thunderpunch, doesn't really do anything to Hippowdon (unless it knows Toxic; Ice Punch doesn't do nearly enough damage), and can't survive repeated switches. Also vulnerable to taking damage on the switch, which is the whole point of the team.
Empoleon (built aggressively): Pretty much completely walled by Blissey, Porygon2 can kill it first if it doesn't have a Sub up, and even with a Petaya boost it can't get past Cresselia (who will even usually get several Charge Beam boosts out of the matchup).
Flygon: Can't hurt Cresselia (except with U-turn, which I generally have time to Rest off before it comes back in again), and Blissey, Cresselia and Porygon2 all OHKO it. Skarmory can take an Outrage without issues, although it needs to be careful of Fire Blast; likewise, Hippowdon only fears Draco Meteor. So once I've scouted the set, or with a bit of prediction, I can generally absorb an attack and kill or phaze it easily (although it doesn't mind entry hazards or sandstorm, so it generally has to be killed actively).
Gengar: Can't beat Blissey except via tricking a Scarf onto it or using Destiny Bond, Focus Punch, or Explosion (for some reason they keep trying to use Focus Blast, which is a bad idea despite being super-effective); often tries to revenge-kill Dusknoir and dies in the process; I can often switch Dusknoir in anyway on a predicted focus blast and OHKO it from there, but that gives away the set to an alert opponent.
Gliscor: Can't do significant damage to Blissey with anything short of a +2 Earthquake or so; and does even less to the physical walls! Blissey can OHKO it, often coming out unscathed (because Gliscor normally tries to Taunt her).
Gyarados (built aggressively): Porygon2 intimidates it (and can't be OHKOed by a common +0 attack (after a Dragon Dance), nor 2HKOed by a common -1 attack) and can one-hit it; Cresselia walls it and can two-hit it with Charge Beam; Skarmory can survive enough attacks to phaze it, and it doesn't like repeated switch-ins due to Stealth Rock.
Heatran: My Porygon2 is a dedicated Heatran counter, dealing massive damage to it with HP Ground and being immune to Fire when switched in against it, depriving it of its usual STAB (and Earth Power does low damage to the special wall). Blissey is less good as a Heatran counter, because she can't hurt it easily; likewise, Hippowdon doesn't like taking repeated Fire Blasts, so once I lose my best counter, the others struggle to some extent.
Heracross: Can't badly hurt, and is OHKOed by, Skarmory; beaten in the long run by Hippowdon, unless it somehow has boosted attacks; sometimes randomly hit by Blissey's flamethrowers on the switch.
Infernape: Lead variants nearly always die after trying to take on Hippowdon; Grass Knot is such an obvious move to use against a lead Hippowdon that they normally try, and end up dead without even rocks up. Cresselia is famous as an Infernape wall; and works against the mixed version, eventually boosting enough to kill it (although not against dedicated Swords Dance or Nasty Plot Infernapes, which can boost as she tries to slowly wear them down). Doesn't really like taking attacks from anything on the team but Blissey, as Infernape is rather fragile.
Jirachi (built physically): Physical Jirachi normally relies on Iron Head, although I have to be careful of a possible Trick. My strategy is generally to pick a Pokémon that Iron Head doesn't badly injure (Skarmory, Cresselia, or Hippowdon), then repeatedly spam recovery moves when at 60% or below, in order to reduce the chance of being haxed to death. Skarmory will be trying to phaze it; Hippowdon to Earthquake it; and Cresselia to charge up her Charge Beam until it eventually goes down. I use Earthquake from Hippowdon against a lead Jirachi, as that comes to good results whether it uses Stealth Rock, Trick, Iron Head, Calm Mind, Ice Beam, or Substitute; it's a rather fortuitous way to scout its moveset.
Jirachi (built specially): If I find a rarer special-based Jirachi build, I'll normally use Blissey against it, using Psych Up to negate the enemy Calm Minds, and wearing it down with a super-effective Flamethrower. (This actually works to my advantage; Blissey pseudo-traps the Jirachi with Psych Up, as she'd end up a massive special powerhouse if it switched out to anything but a fast physical sweeper, so it normally stays in and lets me end up at +6/+6, killing it eventually due to a combination of super-effective damage and (inevitably) burnhax.) If Blissey isn't available, Porygon2 can normally beat it if it doesn't get a chance to set up, and Dusknoir can trick a Choice Band onto it in order to block set-up chances permanently.
Kingdra: The variant I have to fear is the one with both Surf and Hydro Pump, which generally takes down at least one of my Pokémon before I can finally kill it, due to my lack of super-effective attacks against it and its natural bulk. Special-only and physical-only variants are a lot more common, and easily stopped by a matching wall, although I can get hurt while I try to scout its build. Hippowdon can remove a Rain Dance it's relying on, although that's rather risky.
Latias (built aggressively): Generally I wall it with Blissey, and Psych Up to cancel out its Calm Mind boosts, although I can often run low on PP before I beat it. Dusknoir does quite a lot of damage to it with Shadow Sneak, although it isn't a counter; likewise, Porygon2 can hurt it with Ice Beam (which is unfortunately special, and therefore less reliable against it). Generally speaking, I have to wall it until I get hax against it that severely weakens it (normally by freezing it); but due to the stall-fest that arises, my large number of haxing moves, and Blissey's Serene Grace, I normally win the hax war.
Lucario: Hippowdon and Skarmory are normally good at walling it, as it never seems to have an appropriate special move to take them out; but teams running Lucario will often try to get rid of them first. Luckily, it's rather fragile, and I can often kill it with either Dusknoir or Skarmory, especially after it's been using Close Combat a few times; but I often have to sacrifice against it to get into the required state if my usual counters are down.
Machamp (built aggressively): Hippowdon and Skarmory normally manage to take this out, but Dynamicpunch deals enough damage to them that if I'm unlucky with confusion, I'm in trouble. I'm a bit better off if the opponent decides to run from Skarmory (rightly fearing a Brave Bird) rather than fight; eventually, it tends to get burnt from trying to switch on in Blissey, and Skarmory fears Facade less than it fears Dynamicpunch. Dusknoir is also a possibility, but every Machamp build runs an anti-ghost move, so it's only really good for finishing a weakened Machamp off.
Magnezone (built aggressively): Kills Skarmory if I mispredict and it isn't foolish enough to try to set up (e.g. with Magnet Rise) against it; but after that, isn't a large threat. Porygon2 can trap and kill it, which is especially useful if I predict a switch to Magnezone (a very predictable move against Skarmory) and switch to Porygon2 at the same time; but often I have to revenge. It can't really do much damage to anyone but Skarmory either, except with Explosion.
Mamoswine: Loses to both my physical walls, and to Cresselia; and doesn't like taking a random Flamethrower from Blissey on the switch-in.
Metagross: Can't get past either of my physical walls, and Cresselia beats it one-on-one if lucky. Against lead Metagrosses, I can often predict an Explosion and switch to Dusknoir to absorb it.
Ninjask: Rarely stays in long enough for me to actually kill it, but Skarmory can phaze away whatever it tries to Baton Pass to, and it normally ends up impaled on my Stealth Rocks. If it gives me the chance to kill it actively, nearly all my Pokémon will gladly do so (only Cresselia can't one-hit it).
Porygon-Z: Rarely seen nowadays. Blissey beats it, but not if she has to switch in and it uses Nasty Plot on the switch, then attacks as I Psych Up. With the special attack boosts, Blissey can kill it; but it all comes down to timing. Cresselia can also beat it on occasion; and sometimes one of the other Pokémon can beat it, depending on what its non-STAB moves are.
Rhyperior (built aggressively): Its usual moveset can't hit either of my physical walls super-effectively (except with a rare Aqua Tail against Hippowdon, which doesn't hurt it all that badly, likewise with a rare Fire Punch against Skarmory), and I can wear it down with either Spikes and phazing or repeated Earthquakes. It also doesn't like random burns from Blissey; but Ice Beam doesn't do a lot to it, due to Solid Rock and an almost inevitable sandstorm.
Roserade: Toxic Spikes are a problem for my team, which is enough to make Roserade a threat. Nothing else it can do is particularly threatening, though; neither the special walls, nor Cresselia, nor Skarmory fear anything it can do, besides sleep (which Cresselia can absorb) and bad poisonings. So Roserade is threatening, but only due to its entry hazard.
(And I can play around Toxic Spikes to some extent by switching Blissey in on the first layer, to avoid a bad poisoning later on.)
Rotom-A (built aggressively): I fear tricked Choice items; but once it's lost its Scarf, or if it never had one in the first place, it'll get worn down by repeated attacks while it fails to do anything to my special walls but potentially spread burns. Dusknoir can finish off a weakened Rotom-A; Blissey beats it with Flamethrower or Ice Beam (unless it knows Toxic).
Salamence (built aggressively): Porygon2 is built specifically to counter a Salamence; Cresselia can take anything it has and OHKO back with Ice Beam, and Skarmory can kill one locked into Earthquake. Blissey often kills it on the switch with Ice Beam, too (especially if I've kept the Ice Beam hidden all fight, and killed a Scizor on the switch earlier).
Scizor: Ah, Scizors are all over the place nowadays. They can't really get past Skarmory or Hippowdon, though (Hippowdon kills it first, Skarmory will set up Spikes against it and phaze setup moves), except using Superpower against Skarmory (which gets weaker each time it's used between switches, and renders it extremely vulnerable to Brave Bird). About half the Scizors I see get randomly killed by Blissey's Flamethrowers, too; loads of people seem to think Scizor is a good switch-in to Blissey for some reason. (And I pretty much always use Flamethrower the first time Blissey forces something out, against an unknown opponent; the Scizor switch-in is just so predictable.)
Snorlax: A last Pokémon Curselax is exceedingly problematic if I can't get Dusknoir's Choice Band onto it somehow, although earlier in the game Skarmory can just phaze it. So although I have a good plan to deal with it, I don't have two good plans, which leaves me with quite a lack of redundancy here. (Blissey can go toe-to-toe with Psych Up against it, but is in perpetual fear of a crit from the Snorlax, can't do it if burnt or poisoned, burnhax is useless due to a common Rest, and freezehax doesn't work against a sleeping opponent, so that's a very last-ditch attempt. Generally speaking, Blissey runs out of PP first if it just rest-talks all the time, unless she's very lucky with avoiding crits.)
Starmie (built aggressively): Once any trickable Scarf is gone, it can't really get past the special walls, and it hates Thunderbolts, Charge Beams, and Shadow Sneak. (Sending Dusknoir out against it is plausible for spin-blocking purposes, and excellent if it can lock it into Trick due to one Choice item being swapped for another.)
Suicune: There are two plans for dealing with Suicune, but neither is ideal. Blissey can spam Ice Beam (using Psych Up when necessary) to freeze it so that I can phaze it with Skarmory or kill it with Dusknoir's Focus Punches; but often she runs out of PP first due to Pressure, or it might unfreeze quickly. Dusknoir can also trick a Choice Band onto it, which neuters the threat, but that can be blocked by Substitute or by enemy prediction.
Togekiss (built aggressively): Beaten much the same way as Iron Head Jirachi is, except using special walls rather than physical walls. If it's using Nasty Plot, Blissey can copy the Special Attack boosts and kill it first, as it's no Porygon-Z.
Tyranitar (built aggressively): Hippowdon is an excellent counter to Tyranitar, but if it goes down, I'm in trouble. The alternative plan to beat it involves repeatedly shuffling it onto Spikes with Skarmory, but that doesn't work on the last Pokémon and I can't keep it up forever, so I often have to rely on more creative solutions, depending on the situation (I once spammed Flamethrower from a badly injured Blissey against a Tyranitar that was repeatedly Dragon Dancing, burning it on the very last try; it finally killed Blissey, I brought in Hippowdon, and beat it the +6/+6 burnt Tyranitar one-on-one, to the opponent's surprise.)
Weavile: Extremely fragile, and can't easily get past my physical walls even with setup. It doesn't like Stone Edge or Stealth Rock, either.
Yanmega: Not a problem once I know the set, but Choiced Bug Buzz does lots of damage to Cresselia, whereas Cresselia is my best switch-in if it uses Hypnosis instead. As a result, it can hurt me badly if I mispredict the set.
Zapdos: Without Toxic, can't beat Blissey. If it's a sub-Roost version, and it often is, Blissey can't beat it either, but repeated switching between special walls can PP stall it (rather quickly when Porygon2 copies Pressure). It struggles against Cresselia, too.

Blissey: My Blissey build beats most other Blissey builds one-on-one, if either they don't know Toxic, or I'm statused with something else. Cresselia beats pretty much all Blissey builds one-on-one, too. Due to the fact that generally, I can't do much to Blissey but Blissey can't do much to me, I often leave it as the last Pokémon I kill. If I need to shut down an enemy's Blissey more directly, Dusknoir normally does the job, whether with Trick or Focus Punch (and if I can Trick the Choice Band onto her, often I can Focus Punch either her or the enemy switch-in).
Bronzong: Set-up fodder for my Skarmory, who will generally get up a layer of Spikes against it, all three unless it switches out. It can't do much to any of my Pokémon except with Toxic or Explosion; and better still, Skarmory's in place to phaze the enemy's switch-in it if it tries to set up Reflect or Light Screen. As Bronzong hardly ever has recovery, it'll generally eventually die to weak attacks of mine, unless it explodes first, hopefully against Dusknoir.
Celebi (defensive builds): Generally finds it has a lack of power against anything on my team, and fears Skarmory's Brave Birds. Generally speaking, it'll eventually get bored and switch out again, or mispredict against me and get hit by a move that damages it seriously, or failing all that get PP-stalled. Also a free status-cure for my Porygon2, if it's got unwanted status somehow.
Cradily: I hate people Baton Passing to this thing, it's almost invincible in a Sandstorm, and I can't easily hurt it or phaze it. Unlike most stalling wars, I generally lose the war against this one, rather than win it; although switching repeatedly between Skarmory and Cresselia (who are both immune to Spikes and Toxic Spikes, and are immune to or can recover from Toxic) can PP-stall it if it can't hit them hard enough. Luckily, it's very rare to see Cradily used nowadays.
Cresselia: Sandstorm messes up the usual Moonlight, and Blissey will Psych Up against its Calm Minds or Charge Beam boosts. I can normally wall and outstall it, using its own boosting mechanisms against it (and I never see a Cresselia that can't boost its attacks somehow, as it would never get anywhere).
Crobat: Once I absorb the sleep, it can't really do much to any of my Pokémon; and my movepools are swarming with moves that can take it out.
Donphan: Normally does manage to spin against me, unless I block that with Dusknoir, but normally I can just put the rocks and spikes back again. Rarely has recovery, so it'll normally get worn down eventually; and its attacks aren't good enough to break through any member of my team, except Dusknoir (who lacks recovery). Knock Off is annoying, though, but rarely fatal.
Drapion (?): In all my weeks of laddering, I've actually never come up against one of these (although I did try one as a possible Pokémon on this team, it was underwhelming). It has no reliable recovery, though, and so will get worn down pretty quickly; but Toxic Spikes are potentially a huge problem. Unfortunately, not having first-hand experience, I can't say much about how threatening it would be to my team.
Dusknoir: Rather easy to wall with physical walls; and I can recover off from the usual repeated Pain Splits. My own Dusknoir can also generally kill a weakened Dusknoir with Shadow Sneak, too.
Empoleon (built defensively): Even worse against my team than an aggressive Empoleon. It generally sits there doing nothing but possibly phazing (which I can recover off) until I kill it with Charge Beam, Thunderbolt, or entry hazards; and it generally has no recovery move.
Forretress: Yet another annoying tox-spiker. This one isn't as dangerous to Roserade, because often it's a switch-in against my Blissey, rather unwise for any Pokémon that's 4x weak to Fire... Skarmory hurts it with Brave Bird, too, and it has no attacks worth speaking of (except Explosion, which is wallable ideally by Dusknoir, and less well but still decently by Skarmory). If it isn't setting up Toxic Spikes, it isn't really a problem.
Gliscor: Blissey can OHKO it, and it can't even 3HKO back without boosted attacks. Skarmory and Hippowdon both wall it, but they can't do a whole lot to it back again (Skarmory can't set up to it due to an inevitable Taunt, and it can Roost off a Brave Bird). The only real problem it poses, though, is as part of a Baton Pass chain.
Gyarados (built defensively): Can be dealt with the same way as an aggressive Gyarados, with the advantage that it won't do so much to me before it goes down.
Hariyama: Even though it's quite a defensive Pokémon, it's less defensive than my team is, so I deal with it like I would deal with a Machamp: physical walling and attacking it with moves like Brave Bird. I don't generally have Dynamicpunch to fear from it, either.
Heatran: Porygon2 is built to counter this; also, Cresselia generally beats it one-on-one (by setting up against it), although that takes ages. Blissey can wall it more or less indefinitely, unless it knows Toxic, but not do any reasonable damage back (Ice Beam rarely even does more than Leftovers recovery), so all she can do is hope for random freezehax. Hippowdon also usually beats it one-on-one, although that's a much more aggressive battle. Normally, I just outstall enemy Heatrans, until they do something stupid.
Hippowdon: Yet another Pokémon that can't do much to me, but I can't do much to it. I'll generally outstall it, and also have the advantage of a lot of special attacks on my team (three Pokémon know the super-effective Ice Beam, and it'll almost inevitably end up frozen or critted sooner or later if it tries repeated recovery against them). Nothing really fears its usual attacks.
Jirachi (built defensively): Dealt with much the same way as aggressive Jirachis, but I have to be more careful not to run out of PP on (usually) Blissey.
Latias (built defensively): Again, dealt with much the same way as an aggressive version, and with the same potential chance of things randomly going wrong. Sometimes I'll trick Dusknoir's Choice Band onto one of these, too.
Ludicolo: I normally only see these on Rain Dance teams; normally, I have to repeatedly switch between special walls to reduce Leech Seed's effects, damaging it as I go, until it's worn down by repeated weak attacks and Sandstorm. Skarmory is another decent counter, due to Brave Bird and immunity to the dangers of Toxic.
Machamp (built defensively): Considerably less dangerous than an aggressive version, as Dynamicpunch isn't doing nearly so much to Skarmory. I therefore normally get the chance to kill it with Brave Bird or Earthquake from one of my physical walls.
Magnezone (built defensively): Plays more or less exactly the same way as against the aggressive version, the main difference being that Porygon2 needs more attacks against it but takes less damage.
Mesprit: Can't really badly injure me; its special attacks just bounce off Blissey and Cresselia, and Blissey can negate Calm Minds in the usual way.
Metagross (built defensively): This is easier than an offensive Metagross, simply because the things it's trying to defend against aren't present in my team, and so it's like a weaker version of the offensive Metagross that I can already deal with.
Milotic: After absorbing sleep, I can generally kill it with weak attacks, as it struggles to break through my special walls. Even better is if I can set up Cresselia against it; it won't like taking repeated Charge Beams, especially as they continuously grow in power until they do more damage than Recover heals. I can often hax-status it, but with Milotic, that's something of a mixed blessing, as it makes it even harder to do more than its Recovery; sometimes I just have to outstall it. It's pretty rare that I come up against one of these, though.
Miltank: Yet another Pokémon that I just have to outstall, but Milk Drink is going to run out of PP eventually. Towards the end of the game, I might Choice Band it in order to speed the process up; I may also try to burn or freeze it. Its attacks aren't going to hurt my Pokémon much, so I can wall it with more or less anything.
Porygon2: In my experience, it generally can't stand up to repeated hits, nor break through special walls or Skarmory, although I have to scout for Toxic. I'm generally not particularly bothered about it copying any of my abilities, either. Porygon2 badly needs to be able to attack super-effectively to do damage; and it often can't. So usually, I can outstall it; Cresselia's probably the best Pokémon for that, as it's normally built as a physical wall, and Cresselia can Rest off any status that might be thrown at her.
Regirock: Rarely seen in OU, and I don't have much to fear except Explosions. Hippowdon can usually beat it by Earthquaking it repeatedly; or Skarmory can phaze it until it's Spiked to death, setting up against it if necessary.
Registeel: Like Regirock, but worse at attacking, so I have more options in what to wall it with. I also have several Fire and Ground moves that can do significant damage to it.
Rhyperior (built defensively): I use physical walls in order to wear down its health, as it lacks reliable recovery and its typical attacks can't badly injure them. It either has to switch out, racking up Spikes damage, or stay in and suffer phazing or Earthquakes, until it eventually comes down.
Rotom-A (built defensively): I fear the Rest-talking variant (which can eventually get past Cresselia with Special Defence drops from Shadow Ball, and past Blissey by PP-stalling her). Luckily, it can't do a whole lot to me in any short timeframe, and if it doesn't have a recovery move, it's in trouble. Dusknoir can beat it one-on-one but takes massive damage in the process, but is good for finishing off a weakened Rotom-A.
Salamence (built defensively): It's still one-hitted by Ice Beam. And it still takes 25% from Stealth Rock. All that building a Salamence defensively does against my team is to make its attacks rather less capable of breaking my walls.
Scizor (built defensively): Beaten much the same way as an aggresive Scizor, although Blissey now doesn't get the OHKO unless I have two layers of Spikes, or one layer with Stealth Rock. It generally can't stand up to repeated super-effective hits, and most of my Pokémon do have super-effective moves against it, although I generally use physical walls against it, partly because I think (or fear) it's an aggressive version, and partly because the defensive versions are still quite capable of attacking. Skarmory is best so I can phaze it or the replacement if it tries to Baton Pass, but Hippowdon will do nicely as well.
Shuckle: Takes ages to beat, and unfortunately tends to know Toxic. My general plan to wear it down involves switching between Cresselia and Skarmory (who are best at evading the bad poison), or failing that repeated switches between anyone, but that tends to rack up entry hazard damage on my team. Ideally, I'd trick my Choice Band onto it, but often I don't get the chance.
Skarmory: Generally speaking the Skarmorys end up against each other and both put up three layers of Spikes, which is normally better for my team as I can generally phaze faster, and most of my Pokémon have recovery moves that cancel out shuffle damage I might receive. Blissey can hurt it harder with Flamethrower than it can hurt her with Brave Bird, too (and it has to fear the amounts of recoil it takes from that!).
Slaking: Generally weak to Skarmory, as I have pairs of turns in which to recover most hits and to set up Spikes, and then I can start phazing. Hippowdon can take anything the Slaking might try, too, apart from Toxic which I've never seen on a Slaking. It also can only recover once every two turns, making it easier to take down with random attacks from things, and Dusknoir can time super-effective Focus Punches for its off-turns.
Snorlax: See the offensive threats section; I have much the same trouble against it, and deal with it much the same way, however it's built.
Spiritomb: Rather similar to Dusknoir, and beaten the same way. Generally I have to beat it with a Pokémon that's badly injured (maybe by the enemy Spiritomb itself) in order to prevent it healing with Pain Split; if I'm lucky with prediction, I can sometimes even use it to heal my own injured Pokémon.
Starmie (as a spinner): Dusknoir can block Starmie's spins, and it doesn't like taking a super-effected choice-banded Shadow Sneak, especially due to the priority. Failing that, Cresselia can charge up her Charge Beam against it, although I'll have to either replace rocks and spikes later, or just do without (this team is still decent without its entry hazards, although obviously they help).
Suicune: Ugh. The issue is that nothing I have can really break through it, except for Dusknoir's Focus Punches (which obviously can't be used unless the Suicune is disabled somehow, and even then is a 3HKO). Blissey can match its setup and hope to randomly freeze it if it isn't sensible enough to stay constantly asleep, and it can't phaze her; probably my most reliable way to beat it is Dusknoir's Choice Band, but that doesn't work if it knows Substitute. Generally speaking, I have some strategy to beat it, but it depends on the details of the enemy build (can it Rest? can it Sleep Talk? can it Substitute? can it Phaze?) and the right Suicune build can sweep my team if the opponent's taken out key counters beforehand.
Swampert: No reliable recovery, so I generally take it out slowly. Its offenses are also rather rubbish; a typical MixPert only does about 30% to Blissey with Earthquake, so often I spam Flamethrower against it, recovering as necessary, until I get the burn. If it starts phazing, it's normally with only rocks and no spikes aiming at my side of the field, so I can make good use of the turns I get with the various random Pokémon that are dragged in to do things like set up spikes, recover, or attack it with moves like Ice Beam, until it's eventually dead and the opponent's field is bristling with entry hazards.
Tentacruel: Yet another Toxic spiker; the Rapid Spin is only a secondary threat. Although I can hurt it pretty effectively with Earthquake, Charge Beam, or Thunderbolt, it takes me a turn to switch to an appropriate counter, which is all it needs. So generally, all I can do is to take advantage of the first layer to use ordinary poison as a status shield, and fight my way through the bad poison after that.
Togekiss (built defensively): I can use Skarmory's Whirlwind to mess with its Wishes, or just attack the switch-in with whoever I have out; the switch-in from Wish is normally rather predictable, as Wishes tend to be passed to badly injured Pokémon, and I can sometimes kill it before the wish comes true. Thunder Waves from Togekiss are to my advantage, as if I predict them I can get them to act as Blissey's status shield; Cresselia beats it by setting up Charge Beam in the traditional rest-talking way (and doesn't really fear Air Slash), and none of my other Pokémon have too much to fear either.
Tyranitar(built defensively): I don't really care how its built, Tyranitar is still going to sweep through much of my team if I can't stop it with Hippowdon or Skarmory. Against defensive builds, I can sometimes also beat it by prediction against its weaker attacks, but that's rather hard to keep up indefinitely, and if I have to resort to that I usually lose. With Hippowdon alive, though, it's rarely a lethal problem.
Umbreon: If this manages to trap something, I'm often in trouble, due to my inability to badly hurt either it or the switchin. My possible defenses against it are Skarmory (to phaze it or whatever it Baton Passes to to break the Mean Look), or Dusknoir (to Focus Punch it or its Baton Pass target; rather risky if the opponent figures out that Dusknoir is locked on Focus Punch and unable to switch, but potentially rewarding if they don't). Another possible tactic with Dusknoir is to try to break a Baton Pass chain by Scarfing one of the Pokémon in it, but it's too slow for that tactic to work reliably. Luckily, it rarely has an attacking move at all, so all I have to deal with is whatever it Baton Passes to.
Vaporeon: Walled by Porygon2 due to copying Water Absorb, and will often eventually paralyze it with Thunderbolt. Sometimes, though, I'll wall a Vaporeon with something else, depending on what I expect it to Baton Pass to and/or pass Wishes to, so that I can deal with whatever comes in after the Vaporeon.
Weezing: Another Pokémon that I don't really know much about because I've never met it on the ladder. In theory, though, it shouldn't pose much of a problem to Cresselia, or indeed to anything if it lacks Toxic, except with Explosion; and many of my Pokémon can hit it on its (usually weaker) Special Defence stat. It'll eventually die due to its lack of reliable recovery.
Zapdos (built defensively): Rather annoying with Substitute and Roost, but it can't get past my special walls at all, not even with Toxic as I can keep switching (although Toxic causes trouble later). Eventually, I can generally PP stall it, although I usually have to.
 
To be honest, this stall does not look effective, on paper.I will list big problems, along with solutions.

1. Your team is weak to some of the biggest anti-stall pokemon and tactics in OU. For example, Boah can rip through almost your entire team with ease, while barely anything you have can hit it back. Now, the best answer to Boah on stall is by far Toxic Spikes. The viable users of T-Spikes in OU are Tentacruel and Forretress, who are also both Rapid Spinners. Pick whichever one works better for you. Toxic Spikes helps take down big stall breakers such as Kingdra and Infernape too. I'd recommend putting them where Cresselia is, as she really is doing nothing besides being Pursuit bait.

2. Speaking of Pursuit bait, half your team is easily trapped and killed off. Your Skarmory should be running Shed Shell, so Magnezone cannot pick off such a vital team member so easily. I would change Cresselia to one of the toxic spikers I listed above, and change Dusknoir to either a RestTalk Spiritomb or Rotom. Rotom can actually dish out damage as well as Will-O-Wisp Pursuiters, while Spiritomb is plain not weak to Pursuit.

3. Speaking of Dusnkoir, if you decide to keep him, please change the moveset. Dusknoir, without Leftovers recovery in a sandstorm against SR will not he spin blocking very long, no matter how bulky he is. Pain Split or RestTalk works. RestTalk is recommended due to Toxic Spikes and reliability.

4. Blissey. I don't even know what Heart Mail is, but Leftovers is by far the superior option. Don't run Psych Up, run either Aromatherapy, Thunder Wave, or Toxic. First helps with status your team will probably get, Thunder Wave slows down dangerous physical attacks, while Toxic is great on stall in general.

I hope this rate helps, gl with your team.
 
To be honest, this stall does not look effective, on paper.I will list big problems, along with solutions.

1. Your team is weak to some of the biggest anti-stall pokemon and tactics in OU. For example, Boah can rip through almost your entire team with ease, while barely anything you have can hit it back. Now, the best answer to Boah on stall is by far Toxic Spikes. The viable users of T-Spikes in OU are Tentacruel and Forretress, who are also both Rapid Spinners. Pick whichever one works better for you. Toxic Spikes helps take down big stall breakers such as Kingdra and Infernape too. I'd recommend putting them where Cresselia is, as she really is doing nothing besides being Pursuit bait.
I've experimented with several of those builds over the past few weeks; none seemed to work as well as this one. Boah does not rip through the team; in fact, it's one of the easier Tyranitar builds to handle (I'm more scared of choice band and dragon dance variants), because it doesn't 2HKO Hippowdon with Ice Beam, and needs Flamethrower to get past Skarmory. It was normally Cresselia I took out for a tox-spiker, but none really seemed to work reliably (Forretress is horrible in a metagame where everyone has several ways of taking out the similarly typed Scizor, and Tentacruel is too fragile; I tried Drapion and Nidoqueen too, but neither managed to do enough). Cresselia is an important cover for Gyarados, and has swept entire teams before, as well as out-stalling pretty much everything that isn't specifically designed to break walls.

2. Speaking of Pursuit bait, half your team is easily trapped and killed off. Your Skarmory should be running Shed Shell, so Magnezone cannot pick off such a vital team member so easily. I would change Cresselia to one of the toxic spikers I listed above, and change Dusknoir to either a RestTalk Spiritomb or Rotom. Rotom can actually dish out damage as well as Will-O-Wisp Pursuiters, while Spiritomb is plain not weak to Pursuit.
With what? Skarmory is the only easily trappable member of the team, and even then, a Magnezone switch-in can normally be spotted miles off and counter-trapped. I actually tried both Rotom and Spiritomb in Dusknoir's spot before settling on Dusknoir; Rotom was fine, but rather weak, and having no decent physical attackers on a team leaves it badly vulnerable to opposing Blisseys; and Spiritomb spin-blocks excellently but can't do much else. (Another rest-talker is nice, though, to improve my options against enemy status users.) And Pokémon using Pursuit against Dusknoir are often surprised to find that it stays in and they die to its attacks. (Not to mention, Pursuit is rather rare, being seen mostly only on Tyranitar and Scizor, and Scizor doesn't do all that much damage with it as it loses the Technician boost on a switch-out.) And Blissey is 4HKOed by a typical Pursuit staying in, or 2HKOed if it switches out; hardly a case of "trap and kill".

3. Speaking of Dusnkoir, if you decide to keep him, please change the moveset. Dusknoir, without Leftovers recovery in a sandstorm against SR will not he spin blocking very long, no matter how bulky he is. Pain Split or RestTalk works. RestTalk is recommended due to Toxic Spikes and reliability.
He isn't meant to spin-block very long; in fact, I often just let the opponent spin, or kill the spinner with him. (How many teams have two spinners?) He's much more important as a revenge killer and late-game sweeper. Stalling is all very well, but the team also needs some way to win.

4. Blissey. I don't even know what Heart Mail is, but Leftovers is by far the superior option. Don't run Psych Up, run either Aromatherapy, Thunder Wave, or Toxic. First helps with status your team will probably get, Thunder Wave slows down dangerous physical attacks, while Toxic is great on stall in general.

I hope this rate helps, gl with your team.
Psych Up deals with about one third of Blissey's usual counters (the ones which rely on Calm Mind boosts rather than on physical attacks); it works rather like a Calm Mind Blissey, with the advantage that I can switch it into something that's already been set up. And if you knew how Mail worked, you'd be less inclined to dismiss it; it's the difference between ending up uselessly holding a Scarf, and getting a free turn with a perfectly healthy Blissey (and quite possibly OHKOing the switch-in), whilst defeating another entire category of Blissey counters. Ways of beating standard Blissies are very common on teams nowadays; after all, a team that's walled by a standard Blissey is unlikely to be very successful. (And most of the Pokémon that give me the most trouble can avoid Toxic somehow anyway, such as via Rest recovery.) Besides, the main situation for using Toxic or T-wave on Blissey is on the switch; I'd much rather kill something with Flamethrower than Toxic the enemy's Scizor and have it bounce off. (Toxic on the team would be nice, but Blissey is not the right Pokémon to use it; maybe Porygon2 is, or one of the other slots.)
 
I've experimented with several of those builds over the past few weeks; none seemed to work as well as this one. Boah does not rip through the team; in fact, it's one of the easier Tyranitar builds to handle (I'm more scared of choice band and dragon dance variants), because it doesn't 2HKO Hippowdon with Ice Beam (Hippowdown isn't always going to be around), and needs Flamethrower to get past Skarmory (That's the point of Boah). It was normally Cresselia I took out for a tox-spiker, but none really seemed to work reliably (Forretress is horrible in a metagame where everyone has several ways of taking out the similarly typed Scizor, and Tentacruel is too fragile (You should be bringing in Forry in on physical attacks, get a layer in, then coming back later for the second one. Tentacruel should come in on resisted special hits); I tried Drapion and Nidoqueen too, but neither managed to do enough). Cresselia is an important cover for Gyarados, and has swept entire teams before (Skarmory can phaze Gyarados out with minimal risk, while Porygon2 is also an excellent check), as well as out-stalling pretty much everything that isn't specifically designed to break walls.

With what? Skarmory is the only easily trappable member of the team, and even then, a Magnezone switch-in can normally be spotted miles off and counter-trapped. I actually tried both Rotom and Spiritomb in Dusknoir's spot before settling on Dusknoir; Rotom was fine, but rather weak, and having no decent physical attackers on a team leaves it badly vulnerable to opposing Blisseys; and Spiritomb spin-blocks excellently but can't do much else. (Another rest-talker is nice, though, to improve my options against enemy status users.) And Pokémon using Pursuit against Dusknoir are often surprised to find that it stays in and they die to its attacks (I don't see that happening if a dark type/Scizor comes in while you are locked in on Shadow Sneak or something, which is your best option against spinners like starmie). (Not to mention, Pursuit is rather rare, being seen mostly only on Tyranitar and Scizor, and Scizor doesn't do all that much damage with it as it loses the Technician boost on a switch-out.) (With SR, sandstorm, and Pursuit, Dusk is going to last a lot shorter, I would thing) And Blissey is 4HKOed by a typical Pursuit staying in, or 2HKOed if it switches out; hardly a case of "trap and kill".

He isn't meant to spin-block very long; in fact, I often just let the opponent spin, or kill the spinner with him. (How many teams have two spinners?) He's much more important as a revenge killer and late-game sweeper. Stalling is all very well, but the team also needs some way to win.

Psych Up deals with about one third of Blissey's usual counters (the ones which rely on Calm Mind boosts rather than on physical attacks, SubCMcune) (while stuff like Twave cripples Blissey's most common counters); it works rather like a Calm Mind Blissey, with the advantage that I can switch it into something that's already been set up (Blissey is not supposed to get sweeps anyways). And if you knew how Mail worked, you'd be less inclined to dismiss it; it's the difference between ending up uselessly holding a Scarf, and getting a free turn with a perfectly healthy Blissey (and quite possibly OHKOing the switch-in), whilst defeating another entire category of Blissey counters. Ways of beating standard Blissies are very common on teams nowadays; after all, a team that's walled by a standard Blissey is unlikely to be very successful. (And most of the Pokémon that give me the most trouble can avoid Toxic somehow anyway, such as via Rest recovery.) Besides, the main situation for using Toxic or T-wave on Blissey is on the switch; I'd much rather kill something with Flamethrower than Toxic the enemy's Scizor and have it bounce off. (Toxic on the team would be nice, but Blissey is not the right Pokémon to use it; maybe Porygon2 is, or one of the other slots.)
 
Problems:

SD Lucario
movesets

How to fix:


Immediately when you make teams like these, you need to patch up the biggest threats to stall. SD Lucario popped up and can really 6-0, if not significantly hurt the team. Hippowdon is a decent check but try ScarfRotom. It plays the same as Dusknoir because they both have trick to foil people:

Rotom-H
@ Choice Scarf
Timid Nature (Spe+ / Atk-)
252 Hp / 4 SpA / 252 Spe

- Overheat
- Thunderbolt
- Trick
- Shadow Ball

This thing patches up your SD Lucario weakness and plays the same tactic as Dusknoir. Basically you outpace Lucario and smash it with Overheat. The same goes for Scizor. Rotom-s convenient resistance to Steel helps vs guys like CB metagross (which is pretty rare anyways). Thunderbolt ensures you check Gyarados and such. Trick will always screw with Stall teams and Shadow Ball is mostly filler.

Alright, since your covering some threats, one thing I noticed is Porygon's EVs. You don't need to focus on those EVs. If you really want to check Salamence and Gyarados, revert it back to defense EVs and change Hidden power Ground if you like to Toxic.

You probably want to make Blissey a Wish passer because it helps Rotom spin block longer, and heals other members and yourself, thats if used in conjuction with Toxic and Protect. Toxic will hurt NP Ape, Togekiss and any levitating Special attackers.

Other than that, thats all I could suggest for now to improve on covering major offensive threats. You could try Psychic over Charge Beam to cover Infernape's. gl with this.
 
I really dont see what dusknoir adds to your team...I feel any toxic spikes user would be a much better addition. I recommend tentacruel as it is the most reliable way to get the spikes in while also absorbing the opponents. Seriously, toxic spikes absolutely wreck your team, and with blissey running serene grace, 4 of your pokemon are eliminated by them.
 
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