Bulky Toxic Stall [UU]

This is my first go at UU. What really piqued my interested was when I read about the concept of a Moltres Toxic stall, so I built a team around it. I can really use some help with the EV spreads/natures in particular, because some of the analyses haven't been updated to optimize stuff like Speed for the UU metagame (Sceptile, for example). Thanks in advance.

At a glance:

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Changes are in bold (Registeel was originally Claydol, and Blastoise was originally Slowbro):

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Hariyama @ Leftovers
Ability: Thick Fat
EVs: 76 HP / 180 Atk / 252 Def
Impish nature (+Def, -SAtk)
~ Knock Off
~ Brick Break
~ Bullet Punch
~ Whirlwind

The lead. As for the Fighting move, I'm honestly not sure what to settle with because Hariyama's options are endless. Also, I am totally split between Bullet Punch and Ice Punch. Bullet Punch makes up for Hariyama's lackluster Speed and gives him more purpose as a lead, to surprise stuff like Ambipom. On the other hand, Ice Punch is stronger and boasts better type coverage. Hariyama's main goal is to Knock Off Leftovers and to create additional damage from Drapion's Toxic Spikes using Whirlwind, which later helps Moltres set up. As far as I can see, Hariyama and Drapion make a pretty impressive duo, even though they often accomplish the same things.

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Drapion @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 12 Atk / 244 SpD
Careful nature (+SDef, -SAtk)
~ Crunch
~ Toxic Spikes
~ Rest
~ Sleep Talk

Takes status, sets up Toxic Spikes so Moltres gets an additional slot, and adds some nice resistances/immunities. This team doesn't have trouble with Psychic-types on paper, but I always liked the concept of Pursuit. There are other options for Sleep Talkers, which would free up a slot for Pursuit, but again, this team doesn't really seem to need a trapper. Drapion mainly works in tandem with Hariyama.

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Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 148 Def / 112 Spe
Bold nature (+Def, -Atk)
~ Flamethrower
~ Roost
~ Substitute
~ Toxic

I really liked this concept when I saw it, though I'm not really sure what would be optimal for the last slot of this set. If Drapion and Hariyama can spread around Toxic Spikes and abuse Knock Off, respectively, then Toxic doesn't have as much use. However, banking on Drapion spreading Toxic Spikes that effectively doesn't seem smart, and I want Moltres to have an option against bulky Water-types, hence Toxic. It replaces Will-O-Wisp because Toxic is (a) more accurate, and (b) I don't want to be forced to switch out against Water-types after setting up a Sub.

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Sceptile @ Expert Belt
Ability: Overgrow
EVs: 44 HP / 252 Atk / 212 Spe
Jolly nature (+Spe, -SAtk)
~ Swords Dance
~ Leaf Blade
~ Earthquake
~ Rock Slide

This team lacks speed, and I just really like Sceptile. It has very good type coverage with this set, hitting most everything. X-Scissor has been a consideration over Earthquake to handle Shaymin, but Moltres seems like a decent enough switch-in. I am thinking of switching this Sceptile to a SubSeeding variant in order to cause more switches and add to the Toxic Stall theme, but I have a feeling that would not give this team enough firepower. The Speed EVs are to outspeed Base 115s.

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Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 6 Atk / 252 SpD
Careful nature (+SpD, -SAtk)
~ Stealth Rock
~ Curse
~ Earthquake
~ Ice Punch

Comes into a special attack from something like Yanmega and can either set up Stealth Rock or Curse, bolstering its already massive Defense while powering up its attacks, which boast excellent type coverage. Also, Curse ideally prevents things from just setting up on it. This team desperately needs the resistances a Steel-type provides, and a Special Wall for stuff like Yanmega, so Registeel seems like a good option.

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Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 6 SpA
Bold nature (+Def, -Atk)
~ Surf
~ Rapid Spin
~ Toxic
~ Protect

Provides the obligatory Spin support for Moltres. Toxic hits stuff that avoids Toxic Spikes from Drapion, also making Moltres's job easier, while Protect stalls the opponent and scouts. Things like exploding on bulky Water-types, so hopefully I can catch that once in a while.


Basically, this team needs a Spinner, and Blastoise is my choice for now. I've considered Hitmontop over Hariyama as a lead so I could keep Slowbro (I really like the fact that Slowbro has Slack Off) over Blastoise, but that would require a lot of changes. Other things I'm conflicted about include the fourth moveslot for Moltres and where (else) I might want to stick Rest/Sleep Talk.
 
Personally, I like the idea of Bullet Punch on Hariyama, just because the priority comes in useful, especially against fast, but frail threats that can destroy the rest of your team (e.g. Swellow or Ambipom). Also good against Sashes. Keep it safe though; you never know when you need it.

With Sceptile, if you want Rock Slide, then switch Dragon Claw to Earthquake. Dragon Claw only hits Altaria SE, and factoring in SE, Rock Slide only has 10 less BP (150 vs. 160), and you can abuse the occasional flinch with Sceptile's high speed. You can also try X-Scissor somewhere to hit Shaymin, who can survive even an SD Dragon Claw (6.57% chance to 2HKO Sweeper versions, with Stealth Rock down, and it dents or kills you in return. Meanwhile, X-Scissor always KOs with Stealth Rock. More defensive versions often lack Air Slash or HP Fire, but these can be 2HKOed with Stealth Rock. Keep Jolly, it outspeeds Ambipom, Persian, and Floatzel. If you don't really care about opposing Sceptile, you can change Sceptile to 44/252/212, to outspeed Base 115s by one point.

Missy loves to set up on Claydol, so you could think about Hitmontop as a spinner, or maybe put Shadow Ball or Claydol. For that matter, all the Levitating Ghosts do well against Claydol, as Psychic doesn't 2HKO them.

I'm not the best team rater, but I think I've given some semi-decent advice.
 
Personally, I like the idea of Bullet Punch on Hariyama, just because the priority comes in useful, especially against fast, but frail threats that can destroy the rest of your team (e.g. Swellow or Ambipom). Also good against Sashes. Keep it safe though; you never know when you need it.

With Sceptile, if you want Rock Slide, then switch Dragon Claw to Earthquake. Dragon Claw only hits Altaria SE, and factoring in SE, Rock Slide only has 10 less BP (150 vs. 160), and you can abuse the occasional flinch with Sceptile's high speed. You can also try X-Scissor somewhere to hit Shaymin, who can survive even an SD Dragon Claw (6.57% chance to 2HKO Sweeper versions, with Stealth Rock down, and it dents or kills you in return. Meanwhile, X-Scissor always KOs with Stealth Rock. More defensive versions often lack Air Slash or HP Fire, but these can be 2HKOed with Stealth Rock. Keep Jolly, it outspeeds Ambipom, Persian, and Floatzel. If you don't really care about opposing Sceptile, you can change Sceptile to 44/252/212, to outspeed Base 115s by one point.

Missy loves to set up on Claydol, so you could think about Hitmontop as a spinner, or maybe put Shadow Ball or Claydol. For that matter, all the Levitating Ghosts do well against Claydol, as Psychic doesn't 2HKO them.

I'm not the best team rater, but I think I've given some semi-decent advice.
That was really helpful, thanks. I'm not sure what Shaymin-S runs usually, but I'd expect Moltres (or Drapion?) to be a decent counter, allowing me to forego X-Scissor on Sceptile for Earthquake.
 
With half of my team weak to Bug, and without a Normal/Flying resist, I think I need a remedy. A Steel-type would help, but they are slim pickings in UU. Prospects I have been looking at are Steelix over Claydol and Blastoise over Slowbro in order to give my team something other Moltres to handle Yanmega, who sometimes carries Hidden Power Rock for Moltres. My team needs a Normal/Flying resist anyway, I just need a second opinion on whether the Steelix/Blastoise switch is the best one (adds another phazer perhaps to stack up Stealth Rock/Toxic Spikes damage and keeps Rapid Spin for Moltres).

Either way, my original post has several edits which reflect a lot of these thoughts. Thanks in advance for any help.
 
If you want a Steel type, think about Registeel; your current team has no good switch in to Specs Tinted Lens Yanmega, particularly if rocks are down (even with a spinner you can hardly guarantee that they're never down), even without rocks Moltres gets mangled by Air Slash, and the entire rest of your team is 2HKO'd or OHKO'd by Bug Buzz, with more of the latter than the former; even if you use a Steelix with maximum special defenses, this is still the case, as Steelix is still 2HKO'd by Bug Buzz (and often 2HKO'd even by Air Slash), and even without Speed Boost Yanmega outruns your whole team except Sceptile, who obviously cannot switch in. Your only real defense is to revenge it with Sceptile, but if it runs Speed Boost or if you just lose Sceptile, you don't even have that option.
 
If you want a Steel type, think about Registeel; your current team has no good switch in to Specs Tinted Lens Yanmega, particularly if rocks are down (even with a spinner you can hardly guarantee that they're never down), even without rocks Moltres gets mangled by Air Slash, and the entire rest of your team is 2HKO'd or OHKO'd by Bug Buzz, with more of the latter than the former; even if you use a Steelix with maximum special defenses, this is still the case, as Steelix is still 2HKO'd by Bug Buzz (and often 2HKO'd even by Air Slash), and even without Speed Boost Yanmega outruns your whole team except Sceptile, who obviously cannot switch in. Your only real defense is to revenge it with Sceptile, but if it runs Speed Boost or if you just lose Sceptile, you don't even have that option.

Good points. I updated the original post with a change of Claydol and Slowbro for Registeel and Blastoise. I posted some of my thoughts at the bottom of the original post, but overall I could use some help with movesets and the like.
 
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