disgusting: stall in bw ou
special thanks to dice for inspiring these builds
sun stall
overview
dice passed me a skeleton during spl with tales, scarf mag, sr chomp, and cm cresselia. i built off that team to make this sun stall and used it later that week against High Impulse. ideally, this team is looking to trap opposing steels using scarf mag in sun to enable the defensive core of chansey + cresselia to operate unhindered by hazards and toxic-immune pokemon. this two-pokemon core is where this team's longevity and staying power come from as they wall the majority of the metagame in sun. ninetales is the de-facto sun setter in bw and works well here to consistently ensure bright skies overhead. tentacruel is the team's spinner, a mandatory role when running a sr-weak pokemon that's important to team functionality. it also provides toxic spikes, which can make-or-break matchups against offense that could otherwise muscle through chansey + cresselia. sd gliscor rounds out the squad by providing a strong ttar check and robust win condition that makes the most of weakened water moves.
under the microscope
Ninetales @ Chesto Berry
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest
ninetale's set and role on the team are both fairly straightforward. against weatherless teams, try to set sun as early as possible because they often lack ways to remove your weather. against potential sd garchomp structures, navigate so the chomp doesn't gain a free turn to sd as it is one of the few mons that can consistently beat cresselia. also be wary of potential sandstorm scarf users on weatherless teams and try to preserve tales accordingly. will-o-wisp is used to cripple opposing weather setters and potential setup sweepers that switch into tales. a common play pattern is to wisp the opposing setter on the switch then sunny day is the face of a burned ttar or toed, followed by a switch out to an appropriate check. if there is a ferrothorn on the opposing team, it is important to keep up sun using double switches and aggressive sunny days to ensure it can still be trapped by scarf magnezone; otherwise it may be able to have a hazard-setting field day. chestorest provides tales with some longevity and lets it act as a single-time switch-in against breloom's spore as well, which can be relevant before gliscor is poisoned. the ev spread outspeeds jolly mamoswine and maximizes special bulk to allow tales to switch into politoed.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled
chansey is the team's primary water resist and special tank. seismic toss is chansey's staple attack and allows for consistent damage output vs every threat. toxic is important to cripple pokemon with reliable recovery and ensures chansey can beat every variant of volcarona. toxic is also important for pressuring natural cure spin starmie to keep sr up against opposing passive teams. chansey is an amazing sr setter because it fares well against tentacruel , starmie, and non-sd excadrill. i don't run aromatherapy or heal bell because it would both take up a valuable spot for other necessary moves and gliscor + natural cure chansey + rest ninetales provides the team with three solid status absorbers. despite being the team's main switch-in to special attackers, be wary around pokemon that might use trick to cripple chansey, specifically latios.
Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Ice Beam
- Toxic
- Skill Swap
- Moonlight
cresselia is near-impossible to break in sun due to its high natural bulk and 75% recovery move in moonlight. running magnezone as a partner allows cresselia to drop hidden power [fire] in favor of more useful moves. in my spl match, i dedicated this moveslot to reflect, which gives better matchups against breakers like sd chomp, tyranitar, and physical offenses. the switch to skill swap is a concession for boltbeam reuniclus and poison heal breloom, both of which spiked in popularity after i built this team. it has added utility against sd gliscor for the same reasons, and tracing slowbro's regenerator is always nice. ice beam and toxic are the two mainstays on every defensive cresselia. ice beam hits the most threatening physical attackers (grounds, dragons). toxic exerts passive pressure against defensive threats and put offensive mons on a timer.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost
gliscor is this team's way of exerting pressure in passive vs passive matchups. in sun, gliscor is truly a terror to face. it can shrug of almost every attack that comes its way; even super-effective STABs like keldeo's hydro pump fail to 2hko. i chose facade over other coverage moves because it's the strongest with the best neutral coverage. it also allows gliscor to effectively pressure rotom-w, which can be a major nuisance for this team. once gliscor is safely poisoned, it can come in against every defensively mon in the tier that lack an ice move and begin to setup. gliscor is also the glue against sd rock gem terrakion that blow their load against cresselia; it will almost always survive a +2 stone edge after SR from full hp. this ev spread outspeeds 12 speed base 100s like jirachi, hits a poison heal number in hp, and otherwise maxmizes special bulk.
Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin
tentacruel is the team's true water resist and main keldeo check. rain dish was chosen over liquid ooze because of its utility vs politoed and opposing tentacruel; liquid ooze is only useful against ferrothorn leech seed, which should be trapped by magnezone. scald is tenta's best STAB and rapid spin is a required slot. t-spikes is useful is offense matchups where they are unlikely to be absorbed or spun away. the decision of what move to run in tenta's final slot is challenging -- i've tested ice beam, sludge bomb, toxic, and knock off in that slot and they all are viable. i've listed knock off here because it's the most consistent option for crippling rotom-w and opposing tentacruel, the latter of which makes keeping SR up with chansey infinitely easier. the ev spread is fairly simple: hp to hit a rain dish number, max defense for better tyranitar matchups, and the rest in speed to give a little creep (although it's rarely useful).
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
magnezone serves two main purposes on this team, the first of which is trapping skarmory and ferrothorn. steel types with spikes are particularly threatening to this build because chansey, cresselia, and gliscor are setup bait. additionally, tentacruel can be worn down by skarmory in the long term due to the lack of rain or wish. magnezone nullifies these issues by outright removing both spiking steels when sun is up, allowing the rest of the team to function as intended. beyond that, it functions as an actual dragon resist in cases where chansey may fear trick or cresselia might be unable to sponge 2 outrages. choice scarf allows magnezone to function as a catch-all for setup threats that might break past other members of the team. specifics that come to mind are cm keldeo, sd terrakion, sd garchomp, and sd scizor.
special thanks to dice for inspiring these builds






sun stall
overview
dice passed me a skeleton during spl with tales, scarf mag, sr chomp, and cm cresselia. i built off that team to make this sun stall and used it later that week against High Impulse. ideally, this team is looking to trap opposing steels using scarf mag in sun to enable the defensive core of chansey + cresselia to operate unhindered by hazards and toxic-immune pokemon. this two-pokemon core is where this team's longevity and staying power come from as they wall the majority of the metagame in sun. ninetales is the de-facto sun setter in bw and works well here to consistently ensure bright skies overhead. tentacruel is the team's spinner, a mandatory role when running a sr-weak pokemon that's important to team functionality. it also provides toxic spikes, which can make-or-break matchups against offense that could otherwise muscle through chansey + cresselia. sd gliscor rounds out the squad by providing a strong ttar check and robust win condition that makes the most of weakened water moves.
under the microscope

Ninetales @ Chesto Berry
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest
ninetale's set and role on the team are both fairly straightforward. against weatherless teams, try to set sun as early as possible because they often lack ways to remove your weather. against potential sd garchomp structures, navigate so the chomp doesn't gain a free turn to sd as it is one of the few mons that can consistently beat cresselia. also be wary of potential sandstorm scarf users on weatherless teams and try to preserve tales accordingly. will-o-wisp is used to cripple opposing weather setters and potential setup sweepers that switch into tales. a common play pattern is to wisp the opposing setter on the switch then sunny day is the face of a burned ttar or toed, followed by a switch out to an appropriate check. if there is a ferrothorn on the opposing team, it is important to keep up sun using double switches and aggressive sunny days to ensure it can still be trapped by scarf magnezone; otherwise it may be able to have a hazard-setting field day. chestorest provides tales with some longevity and lets it act as a single-time switch-in against breloom's spore as well, which can be relevant before gliscor is poisoned. the ev spread outspeeds jolly mamoswine and maximizes special bulk to allow tales to switch into politoed.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled
chansey is the team's primary water resist and special tank. seismic toss is chansey's staple attack and allows for consistent damage output vs every threat. toxic is important to cripple pokemon with reliable recovery and ensures chansey can beat every variant of volcarona. toxic is also important for pressuring natural cure spin starmie to keep sr up against opposing passive teams. chansey is an amazing sr setter because it fares well against tentacruel , starmie, and non-sd excadrill. i don't run aromatherapy or heal bell because it would both take up a valuable spot for other necessary moves and gliscor + natural cure chansey + rest ninetales provides the team with three solid status absorbers. despite being the team's main switch-in to special attackers, be wary around pokemon that might use trick to cripple chansey, specifically latios.

Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Ice Beam
- Toxic
- Skill Swap
- Moonlight
cresselia is near-impossible to break in sun due to its high natural bulk and 75% recovery move in moonlight. running magnezone as a partner allows cresselia to drop hidden power [fire] in favor of more useful moves. in my spl match, i dedicated this moveslot to reflect, which gives better matchups against breakers like sd chomp, tyranitar, and physical offenses. the switch to skill swap is a concession for boltbeam reuniclus and poison heal breloom, both of which spiked in popularity after i built this team. it has added utility against sd gliscor for the same reasons, and tracing slowbro's regenerator is always nice. ice beam and toxic are the two mainstays on every defensive cresselia. ice beam hits the most threatening physical attackers (grounds, dragons). toxic exerts passive pressure against defensive threats and put offensive mons on a timer.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost
gliscor is this team's way of exerting pressure in passive vs passive matchups. in sun, gliscor is truly a terror to face. it can shrug of almost every attack that comes its way; even super-effective STABs like keldeo's hydro pump fail to 2hko. i chose facade over other coverage moves because it's the strongest with the best neutral coverage. it also allows gliscor to effectively pressure rotom-w, which can be a major nuisance for this team. once gliscor is safely poisoned, it can come in against every defensively mon in the tier that lack an ice move and begin to setup. gliscor is also the glue against sd rock gem terrakion that blow their load against cresselia; it will almost always survive a +2 stone edge after SR from full hp. this ev spread outspeeds 12 speed base 100s like jirachi, hits a poison heal number in hp, and otherwise maxmizes special bulk.

Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin
tentacruel is the team's true water resist and main keldeo check. rain dish was chosen over liquid ooze because of its utility vs politoed and opposing tentacruel; liquid ooze is only useful against ferrothorn leech seed, which should be trapped by magnezone. scald is tenta's best STAB and rapid spin is a required slot. t-spikes is useful is offense matchups where they are unlikely to be absorbed or spun away. the decision of what move to run in tenta's final slot is challenging -- i've tested ice beam, sludge bomb, toxic, and knock off in that slot and they all are viable. i've listed knock off here because it's the most consistent option for crippling rotom-w and opposing tentacruel, the latter of which makes keeping SR up with chansey infinitely easier. the ev spread is fairly simple: hp to hit a rain dish number, max defense for better tyranitar matchups, and the rest in speed to give a little creep (although it's rarely useful).

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
magnezone serves two main purposes on this team, the first of which is trapping skarmory and ferrothorn. steel types with spikes are particularly threatening to this build because chansey, cresselia, and gliscor are setup bait. additionally, tentacruel can be worn down by skarmory in the long term due to the lack of rain or wish. magnezone nullifies these issues by outright removing both spiking steels when sun is up, allowing the rest of the team to function as intended. beyond that, it functions as an actual dragon resist in cases where chansey may fear trick or cresselia might be unable to sponge 2 outrages. choice scarf allows magnezone to function as a catch-all for setup threats that might break past other members of the team. specifics that come to mind are cm keldeo, sd terrakion, sd garchomp, and sd scizor.
Ninetales @ Chesto Berry
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled
Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Skill Swap
- Moonlight
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost
Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin
Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled
Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Skill Swap
- Moonlight
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost
Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin
Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
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