So I've been told that to stall with an unaware Clefable was a terrible idea, but that didn't stop me trying to make a team around it:
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Moonlight
- Cosmic Power
- Toxic
So this was the guy I originally made the team over. The idea is that, in the right circumstances (no steel, poison, taunt or phaze pokes left), they should be able to wipe out a significant chunk of the opponents team by making themselves untouchable through cosmic power boosts plus healing off damage and status. It's specially defense focused to pair with Quagsire who is unaware on the physical defense side, however once cosmic power under its hat it's not bad on the physical side either. It syngerises nicely with Excadrill and Ferrothorn, covering their fighting weaknesses whilst they cover it's poison and steel weaknesses. As an added bonus, it can cleric for the team with aromatherapy.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Scald
- Infestation
- Toxic
- Recover
This is the standard B/W Quagsire set with one change - infestation. Infestation racks up more passive damage when used with toxic or a scald burn, and traps the other pokes too. Although EQ is nice to deal with steel types, Excadrill's EQ is far more powerful leaving room meaning that not having EQ here is no great loss. Quagsire patches up Ferrothorn's and Excadrill's fire weakness quite nicely, whilst at the same time has its grass weakness covered by Ferrothorn. Even without EQ Quagsire walls Aegislash and Tyranitar along with a load of physical attack based pokes.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Recover
- Foul Play
Prankster taunt is extremely useful to stop many annoyances (such as other stalling pokemon), and helps combat whirlwind and roar pokemon which hinder stalling. Will-O-Wisp is also extremely useful (albeit a bit chancey) to deal with strong physical attack focused pokemon such as Scizor or M-Kangaskhan. Foul play also helps against magic guard pokemon who almost might wall attempts at stalling. Sableye, in addition to Clefable, covers Excadrill's fighting weakness. The 4 speed EVs are an attempt to get the drop on other Sableyes.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Rock Slide
- Shadow Claw
- Rapid Spin
Hugely useful, dealing with a score of threats this team wouldn't know what to do with otherwise. Slays Gengar, Talonflame, Greninja, Rotom-W, Espeon, M-Lucario (sans priority fighting moves, which most don't have) and other common threats with gusto. Rapid spin is more of a filler until the Pokemon Bank comes out, when I'll change it to iron head to make fairies mess themselves in fear. Like Ferrothorn, it can also take toxics if Clefable is out of action to act as a cleric.
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Hurricane
- Switcheroo
A very useful set allowing me another means with switcheroo to deal with tricky pokemon, especially a set up user that the unaware pokemon can't cover, as well as hit through subs against pokemon like Klefki and Gliscor. It's weaknesses are covered adequately by Clefable, and it's speed EVs allow it to outspeed and OHKO Greninja. Hurricane was exchanged for U-Turn mainly to deal with M-Venusaur (to an extent) and other bug pokes when the need arises, despite it's shaky accuracy.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is mainly here for SR which it can set up quite easily, especially against other leech seed users, and to stall pokemon not covered by the Clefable and Quagsire. Gyro Ball is there to hit fairy types hard where possible.
So there we have it, what do you think? It seems to work well so far, mainly because of the teams synergy (I'm about the 1650 mark and winning maybe around 7/10 battles so I'm slowly climbing). Though the team was originally built around a rather sketchy idea for a Clefable, Clefable is now not really the main focus because the team works so well on the whole. My current counters that I'm having difficult with are other Sableye and M-Mawile due to it's sucker punch, using my own Sableye to get the drop on them in most cases which isn't ideal.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Moonlight
- Cosmic Power
- Toxic
So this was the guy I originally made the team over. The idea is that, in the right circumstances (no steel, poison, taunt or phaze pokes left), they should be able to wipe out a significant chunk of the opponents team by making themselves untouchable through cosmic power boosts plus healing off damage and status. It's specially defense focused to pair with Quagsire who is unaware on the physical defense side, however once cosmic power under its hat it's not bad on the physical side either. It syngerises nicely with Excadrill and Ferrothorn, covering their fighting weaknesses whilst they cover it's poison and steel weaknesses. As an added bonus, it can cleric for the team with aromatherapy.

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Scald
- Infestation
- Toxic
- Recover
This is the standard B/W Quagsire set with one change - infestation. Infestation racks up more passive damage when used with toxic or a scald burn, and traps the other pokes too. Although EQ is nice to deal with steel types, Excadrill's EQ is far more powerful leaving room meaning that not having EQ here is no great loss. Quagsire patches up Ferrothorn's and Excadrill's fire weakness quite nicely, whilst at the same time has its grass weakness covered by Ferrothorn. Even without EQ Quagsire walls Aegislash and Tyranitar along with a load of physical attack based pokes.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Recover
- Foul Play
Prankster taunt is extremely useful to stop many annoyances (such as other stalling pokemon), and helps combat whirlwind and roar pokemon which hinder stalling. Will-O-Wisp is also extremely useful (albeit a bit chancey) to deal with strong physical attack focused pokemon such as Scizor or M-Kangaskhan. Foul play also helps against magic guard pokemon who almost might wall attempts at stalling. Sableye, in addition to Clefable, covers Excadrill's fighting weakness. The 4 speed EVs are an attempt to get the drop on other Sableyes.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Rock Slide
- Shadow Claw
- Rapid Spin
Hugely useful, dealing with a score of threats this team wouldn't know what to do with otherwise. Slays Gengar, Talonflame, Greninja, Rotom-W, Espeon, M-Lucario (sans priority fighting moves, which most don't have) and other common threats with gusto. Rapid spin is more of a filler until the Pokemon Bank comes out, when I'll change it to iron head to make fairies mess themselves in fear. Like Ferrothorn, it can also take toxics if Clefable is out of action to act as a cleric.

Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
IVs: 0 Atk
- Flamethrower
- Draco Meteor
- Hurricane
- Switcheroo
A very useful set allowing me another means with switcheroo to deal with tricky pokemon, especially a set up user that the unaware pokemon can't cover, as well as hit through subs against pokemon like Klefki and Gliscor. It's weaknesses are covered adequately by Clefable, and it's speed EVs allow it to outspeed and OHKO Greninja. Hurricane was exchanged for U-Turn mainly to deal with M-Venusaur (to an extent) and other bug pokes when the need arises, despite it's shaky accuracy.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball
Ferrothorn is mainly here for SR which it can set up quite easily, especially against other leech seed users, and to stall pokemon not covered by the Clefable and Quagsire. Gyro Ball is there to hit fairy types hard where possible.
So there we have it, what do you think? It seems to work well so far, mainly because of the teams synergy (I'm about the 1650 mark and winning maybe around 7/10 battles so I'm slowly climbing). Though the team was originally built around a rather sketchy idea for a Clefable, Clefable is now not really the main focus because the team works so well on the whole. My current counters that I'm having difficult with are other Sableye and M-Mawile due to it's sucker punch, using my own Sableye to get the drop on them in most cases which isn't ideal.
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