Coping with Suffering






Introduction
Hello everybody! This is my first RMT, so I hope I'm doing this correctly. Personally, I think stall as a team archetype is quite interesting, so I decided to experiment with it a little bit. I have had a few successful battles with this team being able to chip the opponent down into submission or PP stall them out of moves, but I really struggle against rain teams because of the large amounts of damage that they deal.






Introduction
Hello everybody! This is my first RMT, so I hope I'm doing this correctly. Personally, I think stall as a team archetype is quite interesting, so I decided to experiment with it a little bit. I have had a few successful battles with this team being able to chip the opponent down into submission or PP stall them out of moves, but I really struggle against rain teams because of the large amounts of damage that they deal.
choccy milk (Slowking) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 160 SpA / 96 SpD
Quiet Nature
- Future Sight
- Earthquake
- Flamethrower
- Dragon Tail
what (Quagsire) @ Mental Herb
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic
lancelot (Corviknight) @ Shed Shell
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Taunt
- Defog
- Roost
- U-turn
flap (Dragapult) @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Flamethrower
- U-turn
glow rings (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Heal Bell
- Wish
- Protect
poo poo water (Toxapex) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Toxic Spikes
- Recover
- Knock Off
Ability: Regenerator
EVs: 252 HP / 160 SpA / 96 SpD
Quiet Nature
- Future Sight
- Earthquake
- Flamethrower
- Dragon Tail
what (Quagsire) @ Mental Herb
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic
lancelot (Corviknight) @ Shed Shell
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Taunt
- Defog
- Roost
- U-turn
flap (Dragapult) @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Flamethrower
- U-turn
glow rings (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Heal Bell
- Wish
- Protect
poo poo water (Toxapex) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Toxic Spikes
- Recover
- Knock Off
Team Overview


The idea behind this team started with the idea of having a Pokemon to wall Tapu Lele. So, I started with an AV Slowking to tank the most common moves that I would find on Choice Specs/Scarf Lele such as Psychic STAB, Fairy STAB, and Thunderbolt, and then pivot into the respective team member. The main reason I chose Slowking over Blissey was because Specs Psyshock does way too much to chubby egg lady. I don't really remember exactly what the EVs were set to, but they were supposed to minimize damage from super-effective attacks while maximizing damage from attacks. Flamethrower was to hit Ferrothorn and Earthquake was to hit Heatran, but I think that I could swap it out for a different move. Future Sight is just useful to force damage unless the opponent can actually count turns and has a Dark-type. Finally, Dragon Tail is used to switch out said Dark types when Slowking is healthy enough to take an attack, but if Grimmsnarl exists and sits there being immune to Future Sight and Dragon Tail, you just cry. Maybe I should swap Earthquake out for Iron Tail...


Next, I wanted to add a way to beat physical set-up sweepers in general as well as an Electric immunity, so I went with Unaware Quagsire. Originally, this boy had Leftovers for passive recovery, but I found myself being shut down by Taunt way too often. So, I changed it to Mental Herb. The moves are pretty standard with Scald to hopefully burn physical attackers and cripple them further, Haze to erase stat boosts, Recover for recovery, and Toxic for when I would prefer poison over burn. Quagsire and Slowking both run as fast as they can in the other direction when they see Kartana, though, which brings us to the next team member.


I noticed that I had no hazard removal, so I dropped Corviknight onto the team. In general, he tanks Grass-type attacks that Quagsire and Slowking both die to; he also just serves as a physical wall, and Steel is a very useful type to have. As for the moves, Taunt is to stop opposing Pokemon from healing, as my team is quite passive and cannot just nuke enemies out of existence. Defog is Corviknight's main reason for existence, Roost is for healing, and U-turn is good for a slow pivot and keeping the moment going. With no offensive presence whatsoever, it made me realize how useful a nuke was.


And so, I added this ghostly Dragon-type to the team. Besides being a useful Normal and Fighting immunity, the set is literally cranked up to deal the maximum possible damage with its moves. I was hoping that with this, I could have some sort of damage output that didn't come out of chip or status that could hopefully cover many things that my team was weak to. Also, I needed a way to kill Kartana. I know that I've mentioned this with Corviknight being a wall that could take basically all of Kartana's attacks, but it has zero attacking moves aside from U-turn which deals zero damage. Slowking, the only other Pokemon with a Fire-type coverage move, would die to a Leaf Blade which was part of the reason why I chose Dragapult. Draco Meteor is there for the funny high base power move that kills or severely dents many things, Hex is a very spammable Ghost-type STAB move, especially when paired with poison from Toxic Spikes, Flamethrower was explained above, and U-turn is to finish off weakened opponents and get a free switch or just to pivot in general.


I chose to add Umbreon as a cleric to heal team members, mainly Dragapult, with Wish who have rare opportunities to heal, as well as to clear the team of status conditions with Heal Bell. This dark fox also has amazing Blissey-levels of Special Defense and can take many hits. Most importantly, though, Umbreon is immune to Psychic STAB moves which helps to support the last team member, Toxapex.


I wasn't sure who to add as my last team member, so I added Toxapex who can act as a sweet defensive pivot and spread Toxic Spikes at the same time. Knock Off support is much appreciated to remove healing items, but it should be used more carefully when Pokemon holding choice items are in play because limiting move choices can be very crucial to avoiding destruction. Other than that, Toxapex is really fat and can take a lot of hits.
Conclusion
And that's it for my first RMT! Hopefully, I can get some nice feedback about my team and ways to improve it, since I'm not that experienced in making teams for OU.
And that's it for my first RMT! Hopefully, I can get some nice feedback about my team and ways to improve it, since I'm not that experienced in making teams for OU.
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