
None Shall Pass!
Welcome to my second ever Rate My Team on the Smogon forums. However this is not my first delve into stall. As a Gen.4 player I was a competitive stall'er, and you could be! On joining the new competitive environment however I quickly discovered that stall in OU was over. The presence of top tier threats with huge coverage like Thundurus meant that walls were hard to come by. Meanwhile UU picked up a lot of the Amazing offensive threats that due to metagame status rather than inability to perform were worthless in OU such a flygon. NU was a hope but NU is filled with awkward strategies and strange gimmicks (sorry NU players). Stall wasn't usable here because the threats didn't hit hard enough to be worth walling in the first place! All hope was gone, until RU! The home of Semi-stall. But why just Semi, why not full, comprehensive stall. A team that wins not by KO'ing the opponent but by getting them to resign when they realise they're not getting through... To ceasefire.
The Team

Predators Eyes (Bastiodon) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Roar
- Magic bounce
- Magic bounce
- Stealth Rock
- Toxic
- Toxic
Welcome Bastiodon, The bulwark. Bastiodon is my most common lead and with sturdy he will get my rocks up. Bastiodon's stats are capable of running a mixed defensive set but my whole team based on balancing 3 defensive 'mons with 3 specially defensive 'mons. Also the attacks that bastiodon really attracts are Earthquakes and close combats etc. with the omnipresent focus blast joining the party on a multitude of 'mons. The truth is though bastiodon can take none of those attacks without sturdy so, instead I allowed focus blast to cause some real damage if it hits. This is where excellent synergy comes into play though. At the start of the game I want my hazards up. Bastiodon does half of this with sturdy, rocks and magic bounced taunts but whirlipede is my other hazard setter with eviolite he can take any fighting attack aimed at bastiodon and hit back and begin laying spikes or toxic spikes. Meanwhile Sandslash leads will want to set hazards or quake, both get my Cryogonal in to threaten with a KO or spin those hazards away. Iron head is their just to cause some final damage to a 'mon but this move I can do away with really, suggestions here would be helpful.

Ice Type Wall! (Cryogonal) @ Leftovers
Trait: Levitate
EVs: 80 HP / 216 SAtk / 212 SDef
Calm Nature
- Recover
- Rapid Spin
- Rapid Spin
- Frost Breath
- Haze
- Haze
This one's a lot simpler. Cryogonal does a few things for my team. First it walls! Shocking as it may be Cryogonal is capable of walling numerous special attacks even with the suggested spread above. This means my Cryogonal can come in on numerous monsters. Fire type attacks on the special side can get through but flash fire can somewhat nullify this. Other times the opponent will have to switch into a physical attacker. This is fine though as I take this opportunity to spin and then can proceed to send my own counters in free of hazard damage. The obvious difficulty is that I have to take 75% damage to spin rocks away so its secondary function is unfortunate. Usually though this cost is one that has to be paid and ultimately, for what Cryogonal brings as a unique specially defensive spinner, it is worth it. Recover allows me to take multiple attacks that do about 40% which is fairly common. This means in two turns I can recover my damage from most special attacks + rocks damage. Rapid spin is obvious. Haze deals with calm mind Uxie and Clefairy but also does one of the most important things of all for my team haze's magic guard cosmic power/ calm mind sigilyph. This is why you see a 216 stat in special attack and frost breath instead of ice beam, this always 2HKO's sigilyph (even with the rare 252hp 252sp.def) by ignoring the stat boosts. Cryogonal costs a lot, but does even more.

Mambo Man (Alomomola) (M) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Toxic
- Toxic
- Wish
- Waterfall
Fairly standard here and smogon says it all. He only fears special attacks, especially electric and grass. Both of these Flareon and Cryogonal take well, impart due to the lack of rain and thus the limited base power of thunderbolt, Galvantula is troublesome but flareon can just about take it and hit back with a lave plume OHKO with rocks. Other than that alomomola sponges and importantly heals a lot of my guys with lower Hp, whirlipede nearly gets fully healed!

Eevee (Flareon) @ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Lava Plume
- Lava Plume
- Heal Bell
- Protect
- Wish
Flareon is surprisingly effective as a specially defensive wall, mostly because he's unexpected. The standard guts set allows me to come in on many fire type attacks and then heal my team from the paralysis which is so disruptive. I've run roar but a lot of the time I seem to get a lot more use from heal bell as I can't really afford to go second. He is constantly expected to switch which is why he is so great. Will often try and sponge an attack and force a switch this allows flareon to do some clerical work and stall for toxic spikes or get a burn and whittle my opponents down.
Finally flareon can eliminate galvantula if stealth rocks aren't on my team and are on theirs in one hit which usually leaves flareon as death fodder; however he is still useful for absorbing fire. Protect ensures that flareon Will survive the life orb thunder twice as:
Finally flareon can eliminate galvantula if stealth rocks aren't on my team and are on theirs in one hit which usually leaves flareon as death fodder; however he is still useful for absorbing fire. Protect ensures that flareon Will survive the life orb thunder twice as:
galvantula 252+ thunder= 45-54%
Which with 13% recovery is taken twice before a lava plume inflicts 89-104%, a sure kill with rocks up. Additionally I can wake up my sleeping poke's with heal bell if I want to.

Not Eviolite...LOL (Whirlipede) (M) @ Eviolite
Trait: Poison Point
EVs: 4 SDef / 252 HP / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Toxic Spikes
- Poison Jab
- Rest
- Rest
Get spikes, sponge fighting and power whip. That's about it really. He can take a lot of hits and gets a lot of spikes up. If the fighting type decides he's going to stay in to avoid poison it's likely he will get poison pointed and so the clock begins anyway. Poison jab is also pretty good at poisoning with a 30% chance to do so, rest is usually just before he's dead so that I can take him out of the picture and possibly heal him with heal bell. Alternatively I can sponge close combats down to less than 20% so leaving him in at anything above this allows Mambo man to heal him... fully, its great!

Wants To Dance (Throh) (M) @ Leftovers
Trait: Guts
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Rest
- Sleep Talk
Trait: Guts
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Rest
- Sleep Talk
Clefairy, and hazard damage is why throh is hear. From using snorlax in gen 4 I made myself a copy. Throh is great he hits normal types very well and bulk up makes many people assume he will be vulnerable to a special attack. This is actually his stronger side and bulk up coves the defensive weaknesses. Some will try and burn which I leave as long as possible with guts before resting. He is incredibly tough and beats sawk out of the park, that blue bas...culin?
Thanks for reading, it's been a long one, any suggestions will be greeted pleasantly so feel free to have your say. Also I didn't include a team building process because it would have been about 9 members too long so I saved myself and yourself the trouble.
Importable
Ice Type Wall! (Cryogonal) @ Leftovers
Trait: Levitate
EVs: 80 HP / 216 SAtk / 212 SDef
Calm Nature
- Recover
- Rapid Spin
- Frost Breath
- Haze
Wants To Dance (Throh) (M) @ Leftovers
Trait: Guts
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Rest
- Sleep Talk
Bulwark (Bastiodon) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
IVs: 30 Atk / 30 SAtk
- Roar
- Toxic
- Stealth Rock
- Iron Head
Mambo Man (Alomomola) (M) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Toxic
- Wish
- Waterfall
Eevee (Flareon) @ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Lava Plume
- Heal Bell
- Protect
- Wish
Not Eviolite...LOL (Whirlipede) (M) @ Eviolite
Trait: Poison Point
EVs: 4 SDef / 252 HP / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Poison Jab
- Rest
Trait: Levitate
EVs: 80 HP / 216 SAtk / 212 SDef
Calm Nature
- Recover
- Rapid Spin
- Frost Breath
- Haze
Wants To Dance (Throh) (M) @ Leftovers
Trait: Guts
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Rest
- Sleep Talk
Bulwark (Bastiodon) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
IVs: 30 Atk / 30 SAtk
- Roar
- Toxic
- Stealth Rock
- Iron Head
Mambo Man (Alomomola) (M) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Toxic
- Wish
- Waterfall
Eevee (Flareon) @ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Lava Plume
- Heal Bell
- Protect
- Wish
Not Eviolite...LOL (Whirlipede) (M) @ Eviolite
Trait: Poison Point
EVs: 4 SDef / 252 HP / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Poison Jab
- Rest