Before I continue I ask that there be no negative responses.This is my first post and I'm posting for advice from others not to be made fun of or ridiculed.
This is no longer a stall team. Please don't look at it as one anymore.
I just realized my team really needs a spin blocker. If you have any suggestions please post them below and tell me what to replace for it. Since I mostly use wifi and do not have the ability to use rotom forms, I was thinking a variant of dusknoir but I can't find a way to fit it in my team. Please post below if you find one thank you.
Overview of the team:
This team revolves around setting up SR and spikes then continuously waring down the opposing team with stall and phazing, but can be used to directly attack if the need arises.
Overview of the edited team:
This team revolves more around getting the SR and spikes up, but rather than phazing around the whole match, it weakens the opponents team with forced switches then sets up late game for sweeps.
In Depth:
Lead/PartialDefense
Metagross@Leftovers*/OccaBerry
Nature-Adamant
216HP/252Att/40Spe
252HP/252Att/4Spe
~MeteorMash*
~StealthRock*
~BulletPunch*
~Explosion*/Earthquake
This is a lead that can effectively set up rocks, hit hard, and has no problem with sashed leads. With occa Meta does not fear fireblast from poks such as Azelf and can hit them hard with Mash and BulletPunch or just set up rocks. Having leftovers on it will keep it around longer and make it easier to sweep late game. It's an effective lead and can even come back for late game sweeping if you get lucky enough for an attack raise and your opponent doesn't have a bulky pok that resists MeteorMash left. Metagross is also a physically bulky pok that can be used as one to its fullest, especially in a stall team like this. 40 speed EVs allows it to outspeed other metagross and hit them hard with EQ.
Spikes/RapidSpin
Forretress@Leftovers
Nature-Impish
252HP/144Def/112SpD
252HP/112Att/144Def
~Spikes*
~RapidSpin*
~ToxicSpikes*/Earthquake
~Explosion*
Forretress is a great spiker and rapid spinner, is durable, and in worse case scenarios can just plain out explode! Spikes and rapid spin are given, but I opt for earthquake AND explosion just because of those people who find out forri is a spiker and think they can just get off by sending a steel type in after the spikes are up to wall him. When they do, EQ with 112 evs throws em off. It's also great for taking care of heatrans, apes, and the like that switch in on him predicting the gyro ball or payback. If you opt for toxic spikes, an alternate EV spread is needed that will make Forri more durable on both sides and the toxic spikes can ware down bulky poks later game so that you can get a finishing sweep off of cune or meta.
SpecialBulk/Crippler/Screener/Phazer? (Need help deciding)
Zapdos@Leftovers*/LightClay
Nature-Calm
248HP/228SpD/32Spe
~Thunderbolt*
~Roost*
~LightScreen/T-Wave/Roar
~HiddenPower [Ice]*/HeatWave*
Zapdos is a great addition to the team with a powerful STAB T-Bolt (even with 0 EV investment), it's capability to stall, and the fact that it can makes forretress's job much easier with it's lightscreen. To balance the team's Special to Physical Defense ratio I opt for a specially defensive Zappy. It obviously has T-Bolt and Roost, the last two slots, however, are open for debate. This team's physically defensive poks would benefit greatly from LightScreen (running light clay may be a good idea if you choose to run lightscreen), especially forretress who would love to not worry about special attacks ruining it's capabilities for setting up. However, I have used t-wave on my Zapdos in the past and it's great for being able to cripple poks and leave the battle field virtually unscathed. This team already comes with two Phasers but giving roar to Zapdos would not be a bad idea at all considering that it can and probably will use it to the fullest. The last slot is the obvious HP Ice/HeatWave dilemma. Personally I use HP Ice since flygons are abundant and the oh so overused scarfgon can't OHKO Zap with stone edge (or at least in my experience; I have not ran the damage calcs, so it's not exactly proven). HeatWave is perfectly viable though if you would like.
Sweeper/Phazer/PhysicalDefense
Suicune@Leftovers
Nature-Bold
252HP/252Def/4SpA-SpD-Spe
~Surf*
~Calmind*/SleepTalk
~Rest*
~Roar*
Suicune with max def is a great phazer and who doesn't love having a bulky water on there team? Surf is obvious for stab and reliability but the second slot is debatable. You could go with calmind for potential to sweep and extra SpD or sleeptalk to phase even in your sleep. This would especially come in handy if you do opt for lightscreen on Zapdos. Rest is Suicune's best way to recover health and more or less makes it easy to predict against the person you're battling if it had taken them a long time to wear down your cune to the point you had to rest. Roar is the main point of this set and of the team so it's a given as well.
SpecialSweeper Replaced with Infernape
Heatran@LifeOrb*
Nature-Naive
252SpA/4SpD/252Spe
~FireBlast*
~EarthPower*
~Explosion*
~HiddenPower [Grass]*
Heatran's new objective is to serve as a special sweeper for this team. As your opponents poks start waring down from all the entry hazards and such, a good sweeper to take care of the things that aren't really being effected would be this heatran. FireBlast for powerful STAB and to hit hard. EarthPower as an extra powerful attacking move. Explosion, boosted by LO, will still hit hard even with no attack investment. Hidden Power to deal with those pesky perts that will ruin your cune if you're trying to sweep with it. All in all, a helpful addition to this team.
Phazer/Burner/SpecialDefense Replaced with LO Heatran
Heatran@Leftovers
Nature-Calm
252HP/4SpA/252SpD
~LavaPlume*/Flamethrower/Will-O-Wisp/FireBlast
~EarthPower*
~Protect*
~Roar*
Much Like suicune was for physical defense, heatran is your main source for special defense. The first slot is debatable; lavaplume for STAB and a chance to burn, flamethrower for a reliable attack, will-O-wisp for a for-sure burn, and finally fireblast for a powerful stab if you're wanting one, and I'm pretty sure it can also burn, but with VERY low chances. I personally opt for lavaplume because it is damage AND burn in some cases but anyone will work. Earthpower is good as a reliable second attack. Protect is heatran's only way to recover health, abusing it is crucial to keeping your tran alive and being able to keep phasing your opponent. Finally roar for the phasing.
Cleric/Toxic-er/Crippler/PossibleStall Replaced with Dusknoir
Dragonite@Leftovers*/YacheBerry
Nature-Calm
252HP/212SpD/44Spe
~HealBell*
~Roost*
~Toxic/T-Wave*
~DragonClaw*/Flamethrower/FireBlast/DracoMeteor
I ran into this set when I was first starting and wanted to use it ever since, well I put it into this team and the idea behind him seems great. HealBell is a given considering he's your cleric. Roost is to stay at good health, especially if you haven't gotten rid of rocks. You can run toxic to wear down poks even more, that you can't or don't want to phaze, or run t-wave to cripple poks, either are viable but if you prefer having sweepers crippled as opposed to having them stalled out, and you don't carry it on Zappy, t-wave is a good choice. The last slot is basically what you prefer; dragon claw is a reliable STAB move but will leave you vulnerable to any and all steel types, where as flamethrower or fireblast would be a good surprise to have for said steel types. Flamethrower is reliable but fireblast is as strong as Dragon claw after STAB and if you have good luck with accuracy you should go ahead and use it. Draco meteor I don't recommend but can be used if you want a secret, powerful move in your arsenal that will catch opposing poks by surprise.
-If you can't get a dragonite with healbell (like a lot of people) a healbelling bliss (gay-no offense) is a good replacement and with wish, it can pass them to heatran, or any member of your team for that matter, with ease.
All in all, this is a good stall team to annoy your opponent (if you like being a jerk like that) and feed back on it would be great. I know it could use some improvements so I'm posting it here. Hope I can make it as good as it will get. :D
The new team looks great on paper and I've started testing it. It is a much more fun team to use.
Replacements:
PhysicalSweeper/LateGameSweeper or SpecialSweeper
Infernape@Life Orb
Nature-Jolly-Naive/Timid
252Att-SpA/4SpD/252Spe
~Fire Punch/FlareBlitz*/BlazeKick - FireBlast*/Flamthrower
~Swords Dance* - NastyPlot*
~Close Combat* - Close Combat*/Focus Blast
~Mach Punch* - Vaccume Wave*/Grass Knot
Physical-Infernape is a good sweeper in any time during a battle. Once it gets an SD up it can wreck havoc. FlareBlitz (if you don't mind A LOT of recoil) Blaze kick, or Fire punch are the STAB physical fire moves you can use. SwordsDance is obvious because it's how you set him up. Close Combat is your most powerful STAB fighting move. Finally Mach Punch is your STAB priority that can easily kill weakened poks after an SD and can be used to hit those faster guys for some damage if they were to kill you. With a Life Orb under it's belt Ape can cause massive damage to any pok even without an SD.
Special-Much like the physical set this infernape sets up a nastyplot and starts sweeping. You can use either FireBlast for power or Flamethrower for reliability. I opt for fireblast because flamethrower usually doesn't cut it without the NP boost. Nasty Plot is the given stat booster. Now if you don't care for always hitting your target you can use focus blast - a miss from this may end your sweep early and in some cases cost you the game. If you choose to do this run a timid nature. I opt for a naive nature and close combat just because of my bad luck with accuracy, and that focus blast has cost me one too many games. The final move is either Vacuume wave if you want a priority move, like me, or grass knot if you prefer coverage. If you run close combat this ape works much like a mix ape but is much more deadly if you get a Nasty Plot up.
SpecialWall/Burner
Dusknoir@Leftovers
Nature-Careful
252HP/28Att-Def/228SpD
~PainSplit*
~EarthQuake*/ShadowSneak
~Will-O-Wisp*
~FirePunch*/ThunderPunch/IcePunch
Dusknoir is a physical wall in most cases but this team uses him as a special wall. PainSplit is a given and your only method, aside from lefties, of gaining back health. Now you could choose between EQ or SS. I opt for EQ so I can take out heatrans or most to all special fire types, considering I can take their hits with all my special bulk. If you run Shadow Sneak, which most people do, wanting priority, it's advised to run 28 Def EV's over Att Ev's considering that you'll most likely go second and if the attack you use doesn't kill you can go first with SS and kill it off anyway. Will-O-Wisp actually works perfect with special bulk considering if you use it, the poks attack gets cut and it's more or less like you have the same defenses in both stats after the burn drop in the foe's attack. The final slot depends on what your team has trouble with. I opt for firepunch to take care of forretress and scizor that try to set up on me, but T-Punch works great on gyara, and ice punch for flygon and dragonite.
-Edits in red
-The * represents the moves and items that I am using at the moment.
This is no longer a stall team. Please don't look at it as one anymore.
I just realized my team really needs a spin blocker. If you have any suggestions please post them below and tell me what to replace for it. Since I mostly use wifi and do not have the ability to use rotom forms, I was thinking a variant of dusknoir but I can't find a way to fit it in my team. Please post below if you find one thank you.
Overview of the team:






This team revolves around setting up SR and spikes then continuously waring down the opposing team with stall and phazing, but can be used to directly attack if the need arises.
Overview of the edited team:






This team revolves more around getting the SR and spikes up, but rather than phazing around the whole match, it weakens the opponents team with forced switches then sets up late game for sweeps.
In Depth:

Metagross@Leftovers*/OccaBerry
Nature-Adamant
216HP/252Att/40Spe
252HP/252Att/4Spe
~MeteorMash*
~StealthRock*
~BulletPunch*
~Explosion*/Earthquake
This is a lead that can effectively set up rocks, hit hard, and has no problem with sashed leads. With occa Meta does not fear fireblast from poks such as Azelf and can hit them hard with Mash and BulletPunch or just set up rocks. Having leftovers on it will keep it around longer and make it easier to sweep late game. It's an effective lead and can even come back for late game sweeping if you get lucky enough for an attack raise and your opponent doesn't have a bulky pok that resists MeteorMash left. Metagross is also a physically bulky pok that can be used as one to its fullest, especially in a stall team like this. 40 speed EVs allows it to outspeed other metagross and hit them hard with EQ.

Forretress@Leftovers
Nature-Impish
252HP/144Def/112SpD
252HP/112Att/144Def
~Spikes*
~RapidSpin*
~ToxicSpikes*/Earthquake
~Explosion*
Forretress is a great spiker and rapid spinner, is durable, and in worse case scenarios can just plain out explode! Spikes and rapid spin are given, but I opt for earthquake AND explosion just because of those people who find out forri is a spiker and think they can just get off by sending a steel type in after the spikes are up to wall him. When they do, EQ with 112 evs throws em off. It's also great for taking care of heatrans, apes, and the like that switch in on him predicting the gyro ball or payback. If you opt for toxic spikes, an alternate EV spread is needed that will make Forri more durable on both sides and the toxic spikes can ware down bulky poks later game so that you can get a finishing sweep off of cune or meta.

Zapdos@Leftovers*/LightClay
Nature-Calm
248HP/228SpD/32Spe
~Thunderbolt*
~Roost*
~LightScreen/T-Wave/Roar
~HiddenPower [Ice]*/HeatWave*
Zapdos is a great addition to the team with a powerful STAB T-Bolt (even with 0 EV investment), it's capability to stall, and the fact that it can makes forretress's job much easier with it's lightscreen. To balance the team's Special to Physical Defense ratio I opt for a specially defensive Zappy. It obviously has T-Bolt and Roost, the last two slots, however, are open for debate. This team's physically defensive poks would benefit greatly from LightScreen (running light clay may be a good idea if you choose to run lightscreen), especially forretress who would love to not worry about special attacks ruining it's capabilities for setting up. However, I have used t-wave on my Zapdos in the past and it's great for being able to cripple poks and leave the battle field virtually unscathed. This team already comes with two Phasers but giving roar to Zapdos would not be a bad idea at all considering that it can and probably will use it to the fullest. The last slot is the obvious HP Ice/HeatWave dilemma. Personally I use HP Ice since flygons are abundant and the oh so overused scarfgon can't OHKO Zap with stone edge (or at least in my experience; I have not ran the damage calcs, so it's not exactly proven). HeatWave is perfectly viable though if you would like.

Suicune@Leftovers
Nature-Bold
252HP/252Def/4SpA-SpD-Spe
~Surf*
~Calmind*/SleepTalk
~Rest*
~Roar*
Suicune with max def is a great phazer and who doesn't love having a bulky water on there team? Surf is obvious for stab and reliability but the second slot is debatable. You could go with calmind for potential to sweep and extra SpD or sleeptalk to phase even in your sleep. This would especially come in handy if you do opt for lightscreen on Zapdos. Rest is Suicune's best way to recover health and more or less makes it easy to predict against the person you're battling if it had taken them a long time to wear down your cune to the point you had to rest. Roar is the main point of this set and of the team so it's a given as well.

Heatran@LifeOrb*
Nature-Naive
252SpA/4SpD/252Spe
~FireBlast*
~EarthPower*
~Explosion*
~HiddenPower [Grass]*
Heatran's new objective is to serve as a special sweeper for this team. As your opponents poks start waring down from all the entry hazards and such, a good sweeper to take care of the things that aren't really being effected would be this heatran. FireBlast for powerful STAB and to hit hard. EarthPower as an extra powerful attacking move. Explosion, boosted by LO, will still hit hard even with no attack investment. Hidden Power to deal with those pesky perts that will ruin your cune if you're trying to sweep with it. All in all, a helpful addition to this team.

Heatran@Leftovers
Nature-Calm
252HP/4SpA/252SpD
~LavaPlume*/Flamethrower/Will-O-Wisp/FireBlast
~EarthPower*
~Protect*
~Roar*
Much Like suicune was for physical defense, heatran is your main source for special defense. The first slot is debatable; lavaplume for STAB and a chance to burn, flamethrower for a reliable attack, will-O-wisp for a for-sure burn, and finally fireblast for a powerful stab if you're wanting one, and I'm pretty sure it can also burn, but with VERY low chances. I personally opt for lavaplume because it is damage AND burn in some cases but anyone will work. Earthpower is good as a reliable second attack. Protect is heatran's only way to recover health, abusing it is crucial to keeping your tran alive and being able to keep phasing your opponent. Finally roar for the phasing.

Dragonite@Leftovers*/YacheBerry
Nature-Calm
252HP/212SpD/44Spe
~HealBell*
~Roost*
~Toxic/T-Wave*
~DragonClaw*/Flamethrower/FireBlast/DracoMeteor
I ran into this set when I was first starting and wanted to use it ever since, well I put it into this team and the idea behind him seems great. HealBell is a given considering he's your cleric. Roost is to stay at good health, especially if you haven't gotten rid of rocks. You can run toxic to wear down poks even more, that you can't or don't want to phaze, or run t-wave to cripple poks, either are viable but if you prefer having sweepers crippled as opposed to having them stalled out, and you don't carry it on Zappy, t-wave is a good choice. The last slot is basically what you prefer; dragon claw is a reliable STAB move but will leave you vulnerable to any and all steel types, where as flamethrower or fireblast would be a good surprise to have for said steel types. Flamethrower is reliable but fireblast is as strong as Dragon claw after STAB and if you have good luck with accuracy you should go ahead and use it. Draco meteor I don't recommend but can be used if you want a secret, powerful move in your arsenal that will catch opposing poks by surprise.
-If you can't get a dragonite with healbell (like a lot of people) a healbelling bliss (gay-no offense) is a good replacement and with wish, it can pass them to heatran, or any member of your team for that matter, with ease.
All in all, this is a good stall team to annoy your opponent (if you like being a jerk like that) and feed back on it would be great. I know it could use some improvements so I'm posting it here. Hope I can make it as good as it will get. :D
The new team looks great on paper and I've started testing it. It is a much more fun team to use.
Replacements:

Infernape@Life Orb
Nature-Jolly-Naive/Timid
252Att-SpA/4SpD/252Spe
~Fire Punch/FlareBlitz*/BlazeKick - FireBlast*/Flamthrower
~Swords Dance* - NastyPlot*
~Close Combat* - Close Combat*/Focus Blast
~Mach Punch* - Vaccume Wave*/Grass Knot
Physical-Infernape is a good sweeper in any time during a battle. Once it gets an SD up it can wreck havoc. FlareBlitz (if you don't mind A LOT of recoil) Blaze kick, or Fire punch are the STAB physical fire moves you can use. SwordsDance is obvious because it's how you set him up. Close Combat is your most powerful STAB fighting move. Finally Mach Punch is your STAB priority that can easily kill weakened poks after an SD and can be used to hit those faster guys for some damage if they were to kill you. With a Life Orb under it's belt Ape can cause massive damage to any pok even without an SD.
Special-Much like the physical set this infernape sets up a nastyplot and starts sweeping. You can use either FireBlast for power or Flamethrower for reliability. I opt for fireblast because flamethrower usually doesn't cut it without the NP boost. Nasty Plot is the given stat booster. Now if you don't care for always hitting your target you can use focus blast - a miss from this may end your sweep early and in some cases cost you the game. If you choose to do this run a timid nature. I opt for a naive nature and close combat just because of my bad luck with accuracy, and that focus blast has cost me one too many games. The final move is either Vacuume wave if you want a priority move, like me, or grass knot if you prefer coverage. If you run close combat this ape works much like a mix ape but is much more deadly if you get a Nasty Plot up.

Dusknoir@Leftovers
Nature-Careful
252HP/28Att-Def/228SpD
~PainSplit*
~EarthQuake*/ShadowSneak
~Will-O-Wisp*
~FirePunch*/ThunderPunch/IcePunch
Dusknoir is a physical wall in most cases but this team uses him as a special wall. PainSplit is a given and your only method, aside from lefties, of gaining back health. Now you could choose between EQ or SS. I opt for EQ so I can take out heatrans or most to all special fire types, considering I can take their hits with all my special bulk. If you run Shadow Sneak, which most people do, wanting priority, it's advised to run 28 Def EV's over Att Ev's considering that you'll most likely go second and if the attack you use doesn't kill you can go first with SS and kill it off anyway. Will-O-Wisp actually works perfect with special bulk considering if you use it, the poks attack gets cut and it's more or less like you have the same defenses in both stats after the burn drop in the foe's attack. The final slot depends on what your team has trouble with. I opt for firepunch to take care of forretress and scizor that try to set up on me, but T-Punch works great on gyara, and ice punch for flygon and dragonite.
-Edits in red
-The * represents the moves and items that I am using at the moment.