Domine Kira

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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

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The Team Progress

(ignore the possibility of multiple Zapdos)

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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.

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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.


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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.


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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.


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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.


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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)

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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.

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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.


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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.

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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.


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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.


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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

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Hi Dan, really unique team, especially when you consider how similar stall is nowadays; I really like the use of support Dragonite and my bulky Scarf Rotom spread. There are some problems you're going to run into though.

Like all stall teams, you're really weak to MixNite. It has alot of opportunities to switch in versus Forretress, Celebi and Rotom locked into Hydro Pump so it can fire off Draco Meteor - Forretress is your only resist and without Leftovers you're really going to be taking a beating. Along with its bulk and ability to heal, it really has the potential to outright beat you if in the hands of a good player. I also don't see what Celebi is doing for this team. Its roles are to kill last Pokemon setup sweepers, force switches, and beat Breloom. Rotom cripples last Pokemon setup sweepers with Trick; you cause more than your fair share of switches with your synergy and phazing; and Breloom is taken on extremely well by Dragonite and Zapdos. Not to mention Loom'll actually outstall Celebi if worst comes to worst due to the fact that you don't have HP Fire / Psychic; Perish Song has only 8 PP and Loom has Poison Heal so it can easily switch out and come back in later while healing itself of most entry hazard damage. So Celebi seems kind of like it's trying to do jobs that the other Pokemon already have covered.

Now onto threats: MixNite and stallbreaker Gliscor. Like all stall teams, you're really weak to MixNite. It has alot of opportunities to switch in versus Forretress, Celebi and Rotom locked into Hydro Pump so it can fire off Draco Meteor - Forretress is your only resist and without Leftovers you're really going to be taking a beating. Along with its bulk and ability to heal, it really has the potential to outright beat you if in the hands of a good player. As for Gliscor's Taunt+Toxic antics, Dragonite's Heal Bell only has 8 PP so Glis can easily waste it or it can Taunt to prevent you from getting it off in the first place; you have nothing to directly damage it very hard bar Rotom's Hydro Pump, but that is not very reliable because not only does it fail to OHKO, it has a very low chance of hitting with its already low accuracy and Gliscor's Sand Veil. I think offensive Roar Suicune makes a great Celebi replacement here. First off, it is a great check to MixNite, outrunning and Ice Beaming for the easy KO. It absolutely thrashes Gliscor, bar a Toxic (which D-nite can heal once Glis dies), and it provides you with an extremely potent late-game sweeper who is capable of beating Blissey if Toxic Spikes are down. It also gives you a dedicated bulky water who is helpful as a secondary check to Heatran and Infernape. The set is fairly simple; Timid nature @ Leftovers, a 32 HP / 252 SpA / 224 Spe EV spread, with a moveset of Calm Mind / Hydro Pump / Ice Beam / Roar. The Speed EVs allow you to outrun Jolly max speed Gyarados and the rest are dumped in HP for bulk; speed tying with offensive Cune is unnecessary when you can just phaze them out and make them take Spikes+Toxic Spikes damage, not to mention you have a great check in Zapdos.

Zapdos wants an EV spread of 248 HP / 124 SpD / 136 Spe with a Timid nature, while Hippo should go with a Careful nature and a spread of 252 HP / 4 Def / 252 SpD. Zap's EVs allow him to be speedy - outrunning offensive Suicune and everything below - while retaining his defensive role. While it doesn't take hits quite as well as the Calm variant does, its tanking ability is still impressive - and when you're abusing Substitute, speed is a bit more important to have than special defense. Speaking of Zapdos, I think you might want to try Hidden Power Ice over Toxic; 'Dos is famous for its ability to hit everything that Toxic Spikes don't with its psuedo-BoltBeam coverage. It also helps with the Gliscor issue somewhat. Hippo's SpD EVs allow him to tank Mixed Dragonite well - while Suicune does check it well at -2, it can't be switching into repeated Draco Meteors. Neither can Forretress, especially without Leftovers, since you rely on it to set up hazards and spin away rocks for your own Dragonite. Hippo gives you an extremely solid switch in, as Draco Meteor will do 55% - 65%, which can easily be Slacked Off the next turn as they are forced to switch. This Hippo also takes on Calm Mind Jirachi and Life Orb Gengar extremely well: the analysis is here if you would like to read more about it.

That's it for my rate. Good luck.
 
Your incredibly weak to fire types, most specifically Infernape. With Close Combat, Stone edge and Overheat, he can pretty much sweep you clean. Rotom can revenge kill it, but it cannot switch in safely as its your only Infernape check. To add to that Rotom is pursuit weak.

To solve this, I recomend replace celebi with a Bulky water type E.g. Vaporeon, Suicune, Milotic, Slowbro, Starmie etc. A bulky water also helps against Gliscor/Dragonite.

I recomend a bulky Suicune. This gives you a reliable rest talker. Suicune can use Roar which does the same job as perish song, the only difference is against last man stat boosters and you just need to keep trick rotom alive and you can handle them fine.

But I can see any bulky water working.
 
Your incredibly weak to fire types, most specifically Infernape. With Close Combat, Stone edge and Overheat, he can pretty much sweep you clean. Rotom can revenge kill it, but it cannot switch in safely as its your only Infernape check. To add to that Rotom is pursuit weak.

To solve this, I recomend replace celebi with a Bulky water type E.g. Vaporeon, Suicune, Milotic, Slowbro, Starmie etc. A bulky water also helps against Gliscor/Dragonite.

I recomend a bulky Suicune. This gives you a reliable rest talker. Suicune can use Roar which does the same job as perish song, the only difference is against last man stat boosters and you just need to keep trick rotom alive and you can handle them fine.

But I can see any bulky water working.

After reading BKC's rate, I started using Offensive Suicune to be my check to Infernape as well as my check to Dragonite and Gliscor.

Updating RMT soon enough.
 
Cool team you have here, although a big problem that I see if that you're quite weak to opposing stall teams. Common spikers like Skarmory and Forretress spike on a good amount of your team and it is really even worse if they happen to be utilizing Roserade. It seems to me that you're a bit weak to opposing Dragonite as well. Dragon Dance versions come in for free on a few of your team members and get can a Dragon Dance just by coming in and forcing you out. For starters, I agree with the change in that you should simply run 252 HP | 4 Def | 252 SpD with a Careful nature on that Hippo. This will allow you to take a lot of Mixed Dragonite's attacks so that you at least have a decent switch into it. Next, I think that you should try and opt for a Life Orb Starmie over your Dragonite. Although Dragonite's ability to phaze is quite useful, I believe that Starmie, and its ability to force pressure on other stall teams, will be more useful. Also, Starmie is probably the best check to Infernape that you could ask for, since you seem to be quite weak to it.

Starmie @ Life Orb
Timid 4 HP | 252 SpA | 252 Spe Natural Cure
Hydro Pump | Thunderbolt | Recover | Rapid Spin


Even though this may seem like a strange set, Recover allows you to deter any opposing entry hazard damage that the other team could throw at you. Since you have the ability to 2HKO their spin blocker, you should be getting the opportunity to spin quite often. Finally, I believe that you should swap your lead spot around. Although Forretress provides you with Toxic Spikes, I think that a Taunt + Lum Berry Skarmory lead would be of much more use on this team. Not only can Skarmory spike on quite a few opposing leads, but it also gives you a [decent] DD Dragonite check.

Skarmory @ Lum Berry
Impish 252 HP | 164 SpD | 92 Spe Keen Eye
Spikes | Taunt | Brave Bird | Roost


Looks like a cool team, good luck!
 
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