Alright, so to begin I'd like to say that the idea of toxic stalling came to me one day when I was going to buy Pokemon conquest, and I always wanted to implement it. Now that I don't have finals to worry about I'm actually trying to put that idea into motion.
The basis behind the team is simple - poison you and wait. Originally I had a sweeping team, that would set up toxic spikes, and/or poison you directly and then couple that with fast, hard-hitting monsters, but that tactic just would not prevail. So back to the drawing board, I came out with an alright set, with 2 sweepers and the rest stalling, but that would only take me so far. And only in singles too. So here's where it started getting frustrating. I finally came upon a stall set for doubles, and it was viable when it worked! But that was it, it wouldn't work but 15% of the time. I lacked control of the tempo, and therefore the game.
Studying as best I could on speed control, I came upon the decision to set up Trick Room instead of tailwind or other methods. And this took me only so far as well, until my brother (whom had ranking of 1810 with his Trick Room team in the spring friendly) that I needed more time to set up, more support, etc. So here is that team, and I still need quite a few tweaks, so maybe some fresh eyes can help me out here.
Dusclops
Trait: Pressure @Eviolite
EVs: 252 HP / 123 Def / 133 SDef
Careful Nature
IVs: 0 Spd
- Pain Split
- Toxic
- Trick Room
- Shadow Sneak
Dusclops is easy to play with. Take hits and wall hard. I've had a Dragon Gem Draco Meteor from a Latios, and shrugged it off like a boss. Dusclops will come in and help buy me that extra time I need, but to be really wally, he needs to function under trick room so he can recover or poison you. The only instances where I've had trouble with him, is when I can't pull off trick room, and he is being attacked by both enemies because they know what he can do. I've had this set since day one, so I'm pretty satisfied with his results.
Cresselia
@ Mental Herb
Trait: Levitate
EVs: 252 HP / 111 Def / 145 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Skill Swap
- Moonlight
- Psychic
I'll be honest here, I wanted to stay far away from Cresselia and other 'common' Pokemon, because I not only wanted to be original, but I didn't want you predicting what I can do, or what I'm planning to do. But Cresselia has been through some tough battles and really sets the playing field for me. I like leading with her and setting up trick room, and the mental herb for any of those prankster Tornadus/Thunderus trying to taunt me. Skill swap comes in handy many a situation. Psychic for when I do get taunted a second time, and moonlight for recovery.
Heatran
@ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 HP / 123 Def / 133 SDef
Bold Nature
- Heat Wave
- Protect
- Substitute
- Toxic
Yeah yeah, defensive Heatran. His ability to tank a hit and still pull off a sub is what drew me towards him. Like Cresselia, I didn't want him at first, but going against him in so many battles I know what he can do, and how he can be a threat. Protect is for those sand/rain teams that can equake him or surf, until Cresselia can skill swap water absorb/levitate on him. You get the picture. Flash fire came in handy a lot more when I used to run prankster Whimsiscott on this team too.
Thundurus
@ Life Orb
Trait: Prankster
Shiny: Yes
EVs: 108 HP / 200 Def / 200 SDef
Relaxed Nature
IVs: 30 Atk / 30 SAtk / 0 Spd
- Torment
- Toxic
- Hidden Power [Grass]
- Protect
My original thinking behind putting him on the team was to replace Whimsiscott as a prankster, but also so I can get that HP grass to deflect rain teams, but I actually only used this maybe once or twice total. And he didn't really do much, so I'm thinking of dumping him again. Tell me what you think guys. Torment was for Chandelure so he can't keep Shadow Ball on my Dusclops, but since adding him, I haven't seen a Chandelure yet. Go figure.
Hitmontop
@ Sitrus Berry
Trait: Technician
Shiny: Yes
EVs: 252 HP / 130 Def / 126 SDef
Impish Nature
- Fake Out
- Mach Punch
- Toxic
- Swagger
My next usual lead with Cresselia. First turn fake out, turn 2 is usually toxic on physical monsters, or swagger on special sweepers. I really like this setup, although he isn't usually in battle for long, he does do a lot to the team. Priority Mach Punch is still +1 while trick room is set up, and thats just STAB base 60 (with Technician) damage. Although its not much, it does add up with poison on them.
Virizion
Trait: Justified
EVs: 156 HP / 252 Def / 100 SDef
Relaxed Nature
IVs: 0 Spd
- Close Combat
- Leaf Blade
- Synthesis
- Worry Seed
I honestly just added this to the team, replacing prankster Sableye whom I stopped using after the addition of Hitmontop. Close combat could be used on Steel monsters, which poison hates with a fiery passion, and leaf blade is used on those pesky rain teams, with rain enhanced surf. Worry seed I put on, because I imagine there would be scenarios where I would have lost Cresselia or skill swap in particular and I want to hit them, such as water absorb, flash fire etc.
So seeing the team in action, the most common things I lead with are:
The dynamic duo I suppose you can call them. Like stated previously. Fake out + Trick room, is one of the best first turn investments I could make. Then either set up poison and wait, or switch out and see what happens. I almost never switch out my Cresselia.
Adding to that, switching out Hitmontop for Heatran is always a solid move,
Battling Sun teams I find it best to set up a sub here, then toxic them and spam psychic. I only ever have trouble with Ninetails, but I usually aim to take her down first.
In the event Hitmontop does faint, and Heatran isn't suitable, I always switch in Dusclops so I can wall, while I think of a new strategy or just to sit there and wall.
Like earlier, I use her for breaking apart rain teams, and out of the few times I've used her, I'm impressed with what I've seen. Maybe thinking about putting a grass gem on her, to beef up leaf blade.
Last but not least, the prankster.
Importable
Not that anyone will want it....Even if you don't have any suggestions, please feel free to tell me what you think, like/dislike. Every little bit helps guys!
The basis behind the team is simple - poison you and wait. Originally I had a sweeping team, that would set up toxic spikes, and/or poison you directly and then couple that with fast, hard-hitting monsters, but that tactic just would not prevail. So back to the drawing board, I came out with an alright set, with 2 sweepers and the rest stalling, but that would only take me so far. And only in singles too. So here's where it started getting frustrating. I finally came upon a stall set for doubles, and it was viable when it worked! But that was it, it wouldn't work but 15% of the time. I lacked control of the tempo, and therefore the game.
Studying as best I could on speed control, I came upon the decision to set up Trick Room instead of tailwind or other methods. And this took me only so far as well, until my brother (whom had ranking of 1810 with his Trick Room team in the spring friendly) that I needed more time to set up, more support, etc. So here is that team, and I still need quite a few tweaks, so maybe some fresh eyes can help me out here.

Dusclops
Trait: Pressure @Eviolite
EVs: 252 HP / 123 Def / 133 SDef
Careful Nature
IVs: 0 Spd
- Pain Split
- Toxic
- Trick Room
- Shadow Sneak
Dusclops is easy to play with. Take hits and wall hard. I've had a Dragon Gem Draco Meteor from a Latios, and shrugged it off like a boss. Dusclops will come in and help buy me that extra time I need, but to be really wally, he needs to function under trick room so he can recover or poison you. The only instances where I've had trouble with him, is when I can't pull off trick room, and he is being attacked by both enemies because they know what he can do. I've had this set since day one, so I'm pretty satisfied with his results.

Cresselia
@ Mental Herb
Trait: Levitate
EVs: 252 HP / 111 Def / 145 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Skill Swap
- Moonlight
- Psychic
I'll be honest here, I wanted to stay far away from Cresselia and other 'common' Pokemon, because I not only wanted to be original, but I didn't want you predicting what I can do, or what I'm planning to do. But Cresselia has been through some tough battles and really sets the playing field for me. I like leading with her and setting up trick room, and the mental herb for any of those prankster Tornadus/Thunderus trying to taunt me. Skill swap comes in handy many a situation. Psychic for when I do get taunted a second time, and moonlight for recovery.
![1heatran[1].jpg](http://pkmaura.webs.com/photos/Galeria-pokemon/1heatran[1].jpg)
Heatran
@ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 HP / 123 Def / 133 SDef
Bold Nature
- Heat Wave
- Protect
- Substitute
- Toxic
Yeah yeah, defensive Heatran. His ability to tank a hit and still pull off a sub is what drew me towards him. Like Cresselia, I didn't want him at first, but going against him in so many battles I know what he can do, and how he can be a threat. Protect is for those sand/rain teams that can equake him or surf, until Cresselia can skill swap water absorb/levitate on him. You get the picture. Flash fire came in handy a lot more when I used to run prankster Whimsiscott on this team too.

Thundurus
@ Life Orb
Trait: Prankster
Shiny: Yes
EVs: 108 HP / 200 Def / 200 SDef
Relaxed Nature
IVs: 30 Atk / 30 SAtk / 0 Spd
- Torment
- Toxic
- Hidden Power [Grass]
- Protect
My original thinking behind putting him on the team was to replace Whimsiscott as a prankster, but also so I can get that HP grass to deflect rain teams, but I actually only used this maybe once or twice total. And he didn't really do much, so I'm thinking of dumping him again. Tell me what you think guys. Torment was for Chandelure so he can't keep Shadow Ball on my Dusclops, but since adding him, I haven't seen a Chandelure yet. Go figure.

Hitmontop
@ Sitrus Berry
Trait: Technician
Shiny: Yes
EVs: 252 HP / 130 Def / 126 SDef
Impish Nature
- Fake Out
- Mach Punch
- Toxic
- Swagger
My next usual lead with Cresselia. First turn fake out, turn 2 is usually toxic on physical monsters, or swagger on special sweepers. I really like this setup, although he isn't usually in battle for long, he does do a lot to the team. Priority Mach Punch is still +1 while trick room is set up, and thats just STAB base 60 (with Technician) damage. Although its not much, it does add up with poison on them.

Virizion
Trait: Justified
EVs: 156 HP / 252 Def / 100 SDef
Relaxed Nature
IVs: 0 Spd
- Close Combat
- Leaf Blade
- Synthesis
- Worry Seed
I honestly just added this to the team, replacing prankster Sableye whom I stopped using after the addition of Hitmontop. Close combat could be used on Steel monsters, which poison hates with a fiery passion, and leaf blade is used on those pesky rain teams, with rain enhanced surf. Worry seed I put on, because I imagine there would be scenarios where I would have lost Cresselia or skill swap in particular and I want to hit them, such as water absorb, flash fire etc.
So seeing the team in action, the most common things I lead with are:

The dynamic duo I suppose you can call them. Like stated previously. Fake out + Trick room, is one of the best first turn investments I could make. Then either set up poison and wait, or switch out and see what happens. I almost never switch out my Cresselia.
Adding to that, switching out Hitmontop for Heatran is always a solid move,



Battling Sun teams I find it best to set up a sub here, then toxic them and spam psychic. I only ever have trouble with Ninetails, but I usually aim to take her down first.

In the event Hitmontop does faint, and Heatran isn't suitable, I always switch in Dusclops so I can wall, while I think of a new strategy or just to sit there and wall.


Like earlier, I use her for breaking apart rain teams, and out of the few times I've used her, I'm impressed with what I've seen. Maybe thinking about putting a grass gem on her, to beef up leaf blade.

Last but not least, the prankster.
Importable
Dusclops (F) @ Eviolite
Trait: Pressure
EVs: 252 HP / 123 Def / 133 SDef
Careful Nature
IVs: 0 Spd
- Pain Split
- Toxic
- Trick Room
- Shadow Sneak
Cresselia (F) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 111 Def / 145 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Skill Swap
- Moonlight
- Psychic
Heatran @ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 HP / 123 Def / 133 SDef
Bold Nature
- Heat Wave
- Protect
- Substitute
- Toxic
Thundurus (M) @ Life Orb
Trait: Prankster
Shiny: Yes
EVs: 108 HP / 200 Def / 200 SDef
Relaxed Nature
IVs: 30 Atk / 30 SAtk / 0 Spd
- Torment
- Toxic
- Hidden Power [Grass]
- Protect
Hitmontop (M) @ Sitrus Berry
Trait: Technician
Shiny: Yes
EVs: 252 HP / 130 Def / 126 SDef
Impish Nature
- Fake Out
- Mach Punch
- Toxic
- Swagger
Virizion
Trait: Justified
EVs: 156 HP / 252 Def / 100 SDef
Relaxed Nature
IVs: 0 Spd
- Close Combat
- Leaf Blade
- Synthesis
- Worry Seed
Trait: Pressure
EVs: 252 HP / 123 Def / 133 SDef
Careful Nature
IVs: 0 Spd
- Pain Split
- Toxic
- Trick Room
- Shadow Sneak
Cresselia (F) @ Mental Herb
Trait: Levitate
EVs: 252 HP / 111 Def / 145 SDef
Relaxed Nature
IVs: 0 Spd
- Trick Room
- Skill Swap
- Moonlight
- Psychic
Heatran @ Leftovers
Trait: Flash Fire
Shiny: Yes
EVs: 252 HP / 123 Def / 133 SDef
Bold Nature
- Heat Wave
- Protect
- Substitute
- Toxic
Thundurus (M) @ Life Orb
Trait: Prankster
Shiny: Yes
EVs: 108 HP / 200 Def / 200 SDef
Relaxed Nature
IVs: 30 Atk / 30 SAtk / 0 Spd
- Torment
- Toxic
- Hidden Power [Grass]
- Protect
Hitmontop (M) @ Sitrus Berry
Trait: Technician
Shiny: Yes
EVs: 252 HP / 130 Def / 126 SDef
Impish Nature
- Fake Out
- Mach Punch
- Toxic
- Swagger
Virizion
Trait: Justified
EVs: 156 HP / 252 Def / 100 SDef
Relaxed Nature
IVs: 0 Spd
- Close Combat
- Leaf Blade
- Synthesis
- Worry Seed