Bulky Rain Stall

Pictures will come as soon as someone shows me how to get them.

I am very new to all of this. I played a little during gen 4, put up 1 RMT I think, but have not done much. I am playing much more now, and I am here on the forums again.

I generally like bulky/stall type team, so I originally started with a sandstorm stall team. However, I found that the water/rain team weakness + setting up enemy Excadrills for 'free' was a hard thing to counter. Since that frog is running focus blast fairly often I never liked switching Tyranitar in, never mind Hippo (curse you 30% burn chance!).

After trying a few different teams I thought I might as well try a rain team (cannot beat them, join them, etc), and due to my general likes it became a rain stall team. It is working well, but I'm not sure if I have missed something, done EVs wrong, or if I'm simply not efficent enough. So, here is a quik view of my team:

Forretress; Ferrothorn; Toxicroak; Politoed; Dragonite; Zapdos

In depth:

Forretress - Sturdy @ Shed Shell
Nature: Sassy (+SDef, -Spd)
EV: 252 HP/4 ATK/252 SDef
Moves: Gyro Ball/
Stealth Rock/Toxic Spikes/Rapid Spin

He is sent out first as he can reliably set up rocks, act as bait, and doesnt leave me open to much. I made him focus on SDef for politoad and other special attacking leads who think they can quickly knock him out. This way I can get rocks up, see what their planning and switch accordingly.

His main purpose is to set up hazzards and get rid of Stealth Rocks (since they hurt Dragonite and Zapdos a fair bit). His second purpose is to lure in counters like Chandelure and Magnezone which would own Ferrothorn who is a much more important defensive Poke. Shed Shell allows him to do this easily. His third purpose is to stall out enemy Ferrothorns while setting up T Spikes. Other than that, he can absorb lots of dragon attacks and hit back hard thanks to his low speed (and dragons usually high speed).

The main problem I have with him is when they send out stat uppers first turn (Blazeken and Volcarnora mainly, though I have 2 ok counters to them) since he is easily set up on. Taunt users as well bash him. In fact, taunt is really annoying for this team and I mainly need to predict it and smack them early with attacks. With that said, his set up + typing + utility is a great boon so I don't really want to change him (unless I can rapid spin somewhere else).

Ferrothorn - Iron Barbs @ Leftovers
Nature: Sassy (+SDef, -Spd)
EVs: 252 HP/4 Def/252 SDef
Moves: Leech Seed/
Spikes/Gyro Ball/Power Whip

Basic move set. I focused on SDef here due to rain knocking down fires weakness, and to absorb electric, grass and dragon moves better (aimed at Politoed and Dragonite). I went for lefties over the helmet since I want him to live longer. He is my main counter to Kingdra/bulky waters and grass types that do not resist steal.

It seems strange to run both Ferrothorn and Forretress on the same team, since they fill more or less the same role, but I find for defense it works well. They both have very similar counters, and since Forretress is out first I can often weaken/remove Ferrothorns counters so that he can stall uninterupted. Great resistances + leech seed and lefties makes sure he sticks around and forces swtiches.

I usually send him in vs enemy grass/water champs to stack up spikes or force switches. However, depending on the situation and who they sent in vs Forretress I often Gyro Ball on the swtich he forces since with 0 Spd IV's and a neg Spd nature he hits very hard. With entry hazards he can often knock his counter out (I always leech seed if I know his counter is a fire type, to prevent them setting up on the switch).

Toxicroak - Dry Skin @ Black Sludge
Nature: Adamant (+Atk, -SAtk)
EVs: 244 HP/252 Atk/12 def
Moves: Substitute/
Drain Punch/Bulk Up/Sucker Punch

I had Conkeldurr here first, who was there as a late game set up sweeper + revenge killer with Match Punch. I first saw this set for Toxicroak on these forums, thought it looked good, give it a try and I have not looked back since. Whats really nice is that he also doubles up to absorb enemy T spikes.

Dark + Fighting gives great coverage and Sucker Punch can revenge a lot of threats, like the dragon twins, Reuniclus etc. He also acts as a great anti-Ferrothorn champ (who is horrid to take down due to my lack of fire attacks + rain) and can easily set up with Bulk Up + sub.

Dry Skin + rain + Black Sludge gives 3/16 HP a turn, making him very tough to take down. Thanks to his typing, he can often set up on other fighting types as well, getting in a few Bulk Ups before he needs to attack due to his healing.

Politoed - Drizzle @ Leftovers
Nature: Calm
(+SDef, -Atk)
EVs: 252 HP/
4 Def/252 SDef
Moves: Rest/
Protect/Toxic/Scald

And this little guy makes it a rain team. Since I do not lead with him, he makes a great switch in to the fire attacks aimed at Forretress (and later Ferrothorn). Since this often results in a switch (he can take Ninetails energy ball really well) I toxic to put a timer on his counter, then protect to see what their plan is.

His SDef focus works well with scald, as he can burn people on the switch making him really tough to take down. I do need rain to keep my team working, so this bulk helps a lot. Rest is there so he can absorb stats and heal up when almost dead. Being able to send him in and out to change weather is very needed.

He does force a lot of switches, and together with him throwing around toxic it helps a lot to chip people down. Lightning attacks can go to Zapdos, while grass goes to Ferrothorn/Forretress, so it is never much of a worry for him.

Dragonite - Multiscale @ Leftovers
Nature: Modest (+SAtk, - Atk)
EVs: 252 HP/
252 SAtk/4 Sped
Moves: Thunder/
Hurricane/Draco Meteor/Roost

He acts as my main sweeper/cleaner, while keeping enough bulk to safely move in and take a couple of hits thanks to Multiscale. I am not sure what EV spread is best, or if his moveset is ideal. I just went for high power ^_^

He takes on Blazeken and other fire/fighters well thanks to his resistance, and can threaten a lot with flying/electric. I added in Draco Meteor for Kingdra mainly, for when they are stuck in a water move. Due to the lack of speed investment, his main goal is to be able to move in and take a couple of hits thanks to Multiscale then OK back, or force a switch and Roost up.

His weakness of ice/dragon/rock give Forretress and Ferrothorn plent of chances to move in and set things up/stall. I am wondering if swapping him for one of the Dragon twins would be better, or if another set would work. I need his power, and his resistances, but it often feels without Multi he is dead wait due to the fast ice/dragon moves out there, and that puts a fair bit of pressure on Forretress (I often try to put a lot of pressure on, via set uppers or strong counters, to prevent mid-late game SR).

Zapdos - Lightningrod @ Leftovers
Nature: Bold (+Def, -Atk)
EVs: 248 HP/
228 Def/32 Spd
Moves: Roost/
Thunder/HP Ice/Roar

I took the physically bulky set from the site. I have Zapdos as my physical wall due to his immunity to ground and resistance to fighting, as well as threatening nature when he takes on electric attacks (take that thunder wave!).

I used to have a specially defensive set, but reliesed everything else on my team focused on the special side, and that Zapdos had the right resistances to work as my physical buffer. Like dragonite, he hates Stealth Rocks, although he does not like fire that much either so doesnt work as well with Ferro/Forre.

I opted for roar on him to suffle champs and rack up entry damage, and as a counter to set uppers like Conkeldurr. Thunder over Thunderbolt due to the rain, and it really does hurt a lot more. The para chance increase is also nice. With T Spike support he has a good chance to stall enemy champs, roaring to stack up damage and roosting when they need to switch.



So, thats my current team. Any and all help would be great :)
 
k for forretress try running this set


Custap Berry
Calm
252 Sdef, 252 Hp, 4 def
Sturdy
rapid spin
stealth rock
toxic spikes
volt change




with this set you can garuntee atleast 2 toxic spikes and occasionally stealth rocks, rapid spin to get rid of the stuff on your side and volt change for a damaging switch move.




Ferrothorn- try switching power whip for protect that way when you need hp from leech sead you can just protect for one turn.





Zapdos- switch protect for roar because roar makes it so you go second and protect will let you heal some hp from leftovers and let them lose hp from poison
 
You have a really strong team here, so I will offer only a few suggestions that will improve its performance.

1)Run Protect over Gyro Ball on Nat, as at its max power, it is only 30 BP higher than Power Whip, which has far better coverage. Protect allows you to maximize residual damagae from Toxic and Leech Seed and can potentially double your recovery from both Lefties and Leech Seed, allowing you to stall out many fearsome threats. All in all, it does far more for you than Gyro Ball.
2)Use Lefties over Shed Shell on Forry, and use Volt Change over Gyro Ball, as with Volt Change you can switch out against the pokes that would trap you, which likely won't be able to KO seeing as you have the opportunity (with Team Preview) to get out rain prior to sending him in, ensuring you can take a hit if needed and switch out so you can spin once more. This also ensures you will have greater durability, allowing you to spin more times in one match.
3)I would suggest making Ferothorn more defensively oriented, as most of your walls are Specially defensive. I would go with a 252 HP / 252 Def / 4 SpD Careful spread, so you can still do damge with Power Whip yet you can take physical and special hits like a champ.
4)Run Ice Beam / Encore / Hypnosis / Scald on Toed, as you shouldn't be using Toed to tank too many hits, as he is your most important player. Without Rain up, your team does not function. Also, since you will likely be leading off with him often when you have the chance, you can use Hypnosis without it conflicting with Toxic Spikes. Also, run 0 speed IVs and a Sassy Nature, so that you are slower than all the other weather inducers and will always get your weather up when you both switch in at the same time/you both lead off with your weather inducer.
5)Use Brick Break over Draco Meteor on your Dragonite, as you will be able to take out Tyranitar and be able to spam continuously without switching out. (Until you are threatened, that is). STAB Gale does more than enough damage as is, and Thunder is also extremely powerful.

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If this is Rain Stall, I'd recommend adding SubSeed Ludicolo on there somewhere. It's hands down THE most irritating Pokémon to play against in the rain.
Ludicolo @ Leftovers
Ability: Rain Dish
Nature: Bold
EVs: 252 HP/216 Def/40 SpD
-Substitute
-Leech Seed
-Protect
-Scald/Ice Beam/Giga Drain
Between Rain Dish, Leech Seed, and Leftovers, you can just create a chain of Subs, adding in Protect for more fun. I usually run some sort of direct attack in the last slot so I'm not totally shut down by Taunt. Scald gets STAB + Rain boost, Ice Beam hits grass types immune to Leech Seed, and Giga Drain heals you even more. You could also run Toxic over Protect, but since you have Toxic Spikes, it's not worth it, IMO.
No idea what to cut though, I say try it out in various slots and see where it fits best. Good luck. =)
 
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