
It's time... to die!
Hello Smogonites! I bring you a stall team that may work a little bit differently from others, but with the same concept: indirectly killing opponents with hazards and status damage. Now, I wanted to make an RMT for this team, as it has won me a big number of battles on Pokemon Online. With the purpose of most stall teams in mind, I was thinking of a name for the team. I am a big fan of the Death Note series; I have read the manga as well as watched the anime, and there was this one character in the series, Light Yagami, who was usually refered to as Kira (derived from killer). He had the ability to indirectly kill anyone who was on his way to creating a new world. The terms indirectly and kill made me think of the stall playstyle, and that's where I got the name behind this stall team. This stall team is most certainly different from most stall teams out there, as Skarmory and Blissey are no where to be found on this one, even if you look hard enough. With all of this being said, I proudly present you Domine Kira!
The Team






The Team Progress
(ignore the possibility of multiple Zapdos)


This was originally the "core" of this team. With Cresselia being underrated now with all the Pursuit trappers running around, coupled with SubRoost Zapdos was the perfect plan to make anyone lose their mind. None of them could take Tyranitar at all though, so I felt like I needed a good Tyranitar switch in.



Hippowdon was welcome to this team as it not only could switch into Tyranitar, but it could set up Stealth Rocks and set up Sandstorm if needed. The only real threats to this core were Mixed Dragonite and Life Orb Starmie, as they OHKO-2HKO this entire core.




There was never too much that stall could do to put up with both of the threats listed before, so I needed to do something about it. Rotom-W was a great addition to the team as Shuca Berry Heatran could take a few of my Pokemon out without even hurting it too much. Hydro Pump fixes that problem. Thunderbolt and Shadow Ball are used to hit Starmie and Dragonite, even though Dragonite isn't exactly weak to any of them, it will still take a nice chunk of damage as most run a Rash nature. Rotom-W also served as the team's obligatory spin-blocker, which made it able to switch into Starmie without much effort. Dragonite was still a problem though.





I then added good old Forretress, which could take Draco Meteors until it felt like dying, and chances are, it won't until at least mid-game. It has earned its spot in the team for being able to set up two hazards, Rapid Spin the opponent's hazards and the ability to harm spin-blockers with Payback that wouldn't mind switching into Forretress. It is currently the only Dragon resist in my team, which is why I am considering using Heatran over one of my members.






This was how my team ended up. I wanted a cleric, and Dragonite being a supporter is VERY rare. In fact, last time I ever saw it on the Dragonite analysis page was back in 2009. I recently saw it on my friend DesFayne's hail stall team, and I liked how well it worked out, so I gave it a go on this team. It was pretty much a Cleric Blissey with better typing, and that is always appreciated. It can beat opposing Heatran with Earthquake, phaze special stat-uppers and most importantly, heal the unwanted status in my team. This thing was doing just amazing for me.






I lacked a Perish trapper that could do very well for this team, and stall in general, as it forced switches like no other, unless the opponent wants to sacrifice one of their Pokemon. Think of this as TormenTran with horrible typing but it is slightly more reliable in a way. It also looks a lot cuter than Heatran. That thing is ugly as hell, literally. Celebi also helps me deal with Breloom a lot better.
Now that we've gotten that out of the way, it's time for...!
The Team (with more detail)

Forretress (M) @ Shed Shell Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Toxic Spikes
- Spikes
- Payback
- Rapid Spin
Specially defensive Forretress is so good, and at the very least, better than that physically defensive one. Toxic Spikes and Spikes are the obligatory entry hazards that help stall by a lot. Payback hurts the spin-blockers such as Rotom, as only Rotom-H will be able to OHKO me, apart from that, every other form 2HKO-3HKOs Forretress. Rapid Spin is so useful it's not even funny. My team hates entry hazards, so it may as well be Forretress' last attack of the match.

Hippowdon (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 152 Def / 104 SDef
Impish Nature (+Def, -SAtk)
- Earthquake
- Slack Off
- Stealth Rock
- Roar
My sand streamer and my backup lead. I can't exactly deal with many leads in the current metagame with this lead combo, but it's a good enough combo for stall. Hippowdon can safely switch into most physical attackers in the OU metagame and either set up the third and final set of hazards, recover off the damage or just attack or phaze to scout the opponent's team. A staple on pretty much every stall team that isn't hail stall.

Dragonite (M) @ Leftovers Trait: Inner Focus
EVs: 252 HP / 232 SDef / 24 Spd
Careful Nature (+SDef, -SAtk)
- Heal Bell
- Roost
- Earthquake
- Roar
Back in the day I used to use Wish Blissey, Cleric Blissey, and even Calm Mind Blissey at one point, but I feel like Dragonite has its own spot earned in this team over Blissey mainly because it can somewhat hurt Heatran, something my team can't do. Since this Dragonite serves as a cleric, and not a hard-hitting sweeper, Heal Bell over Dragon Dance is an obvious change. Earthquake gives Dragonite the ability to hurt Heatran, Roar phazes the special stat-uppers and Roost is there for the much needed recovery after taking a few hits, and keeps Dragonite healthy for the most part.

Celebi @ Leftovers Trait: Natural Cure
EVs: 252 HP / 224 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Perish Song
- Grass Knot
- Recover
- U-turn
Perish Song, U-turn, Perish Song, U-turn, Perish Song, U-turn. That is my main routine until I either come up against a bulky water, like Swampert, or if I have to heal myself from the extra damage I might have taken. With Perish Song, I am able to force millions of switches until it eventually runs out of PP, but by the time that happens, half the team is down and the rest of my team can take out the rest of the opponent's team. U-turn is not only for Celebi to avoid it's own Perish Song, but to scout the opponent's team as well. This thing is such an annoyance to the enemy, I simply love it.

Zapdos @ Leftovers
Trait: Pressure
EVs: 248 HP / 228 SDef / 32 Spd
Calm Nature (+SDef, -Atk)
- Substitute
- Roost
- Thunderbolt
- Toxic
Speaking of annoying, here we have Zapdos. Oh boy, this thing has caused me so many rage quits and has helped me win so many matches it's insane. It's really hard to actually hit this Zapdos, as it will be behind a sub 50% of the time firing off Thunderbolts and inTOXICating its foes. This set even allows Zapdos to beat things it normally wouldn't, like Blissey. If I could compare this thing with anything in the world, I could probably go as far as saying "it's as good as girls", but this IS a video game, so let's not go THAT far. Nothing much to say here, Zapdos just speaks for itself. OU since Gen1.

Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 248 HP / 44 SAtk / 216 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Shadow Ball
- Hydro Pump
- Trick
The revenge killer and the spin-blocker of the team; you could call it the "glue" of the team if you want. Rotom's job is to take on what the rest of my team can't, *cough Life Orb Starmie *cough*, as well as, you know, block Rapid Spin. Some people may be wondering "how do you beat Life Orb Starmie with Rotom?", and the answer is "come in on the Rapid Spin and Thunderbolt it." as Choice Scarf Rotom-W is rare, especially on a stall team.
Random Shout-outs to
Blazin Kickin Chicken: For introducing me to stall and helping me test this team out in general.
PO Randoms: For suffering.
Conclusion
Personally, currently my favorite team, that I made anyways, mostly because I like to take the more "stally" approach rather than the offensive approach. It obviously could be better, which is where you team raters come in.
A Final Glimpse of the Team





