"I don't think you understand the gravity of the situation"- Sigma
Toxic + Gravity Stall Team
First time posting... I've been having some success with this team, but am sure it could be improved. My strategy is to use toxic and entry hazards to rack up damage while my opponent struggles to damage my mons.
Skarmory @ Shed Shell
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Whirlwind
- Roost
- Toxic
Skarm lead. Naturally, I try to get spikes out ASAP, but quite often I use toxic first if the opponent's lead is a sweeper that can't touch skarm. Taunt is annoying, forcing me to switch in anticipation of it. My team's lack of offensive moves, other than eq means a switch to tentacruel happens on turn one quite a lot, for surf. Toxic is really useful late game as well though, so I think it's superior to brave bird on this team. Can be a surprise for setup sweepers as well. I run max special defence for more overall bulk, which I preferred. Rest of the moves are standard. Roost for longevity and stall, whirlwind for set up mons and to rack up entry hazard dmg.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Gravity
- Dynamic Punch
- Will-O-Wisp
- Rest
Dusknoir serves as a spinblocker and general physical wall. Often I switch him in from blissey predicting a fighting move. If possible I use gravity first to give WoW perfect accuracy. Dynamic punch also hits nearly 90% of the time with it up, which is helpful in clutch situations to get off rest while the opponent's mon hurts itself. WoW cripples physical sweepers, but also chips away at health. Often sand is up so this adds up, especially with confusion dmg as well. I chose rest over pain split for reliability and because blissey holds aromatherapy. Late game I have secured KOs with Dusknoir asleep because my opponent cannot finish him off before dying from status and sand.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Gravity
- Toxic
- Earthquake
Registeel is another physical wall and gravity user, but has a lot of special bulk as well. He is useful for spreading toxic around and, once gravity has been used, can deal some damage with EQ. Rest again for the same reason as Dusknoir. Not much more to say about this one. A reliable team member despite being UU. I have considered bulky jirachi carrying wish and u-turn instead of rest and earthquake, but haven't tested this idea.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Slack Off
- Earthquake
- Roar
Hippodown sets sand to add to stall dmg and carries stealth rock for. No surprises on the move list. He works similarly to Skarm, acting as a phazer and a recovery move for longevity. When gravity is up he can be difficult to switch into with earthquake and his high base Atk. I prefer a specially bulky EV spread for overall bulk once again. Often, my opponent targets Hippo with special attacks so this works quite well. Pretty essential to this team. Only switch to consider would be Ttar.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Aromatherapy
- Soft-Boiled
- Gravity
- Thunder
Blissey is an invaluable special sponge and sets up gravity more than any other team member. This ensures that switches into spikes hit flying and levitating mons and allows EQ to connect for my other mons. Thunder gains perfect accuracy from this also, but Blissey only usually shines with this against Gyara or if I need to bring him in on a taunting crobat. Aromatherapy is key to this set, waking my three rest users. I considered using heal bell so I could provide wish support over softboiled, but without a slot for protect this was too risky.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Toxic Spikes
- Surf
- Rest
- Rapid Spin
Tentacruel used to be bulky starmie, but I found him too frail. His role is to check infernape and wall special attackers. Surf is a reliable attack for hitting flying/ levitate mons when gravity is not up. He can set up toxic spikes, but these tend to get absorbed quite quickly in gravity by gengar, crobat. Might switch in toxic instead. Rapid spin is self-explanatory. Rest is useful in some situations but I might switch it out for ice beam for greater reliable coverage. 16 speed EVs because it was reccommended, not actually sure how it helps.
I'm new to team building, so would really appreciate any constructive criticism and suggestions for changes. Thanks for taking the time to read my team, I hope you enjoyed it! Feel free to import and play with if you so desire...