Entrance Trap

Team Overview: After playing NU for a long time using offensive or baton pass teams I decided to seriously approach the concept of a stall team. I always found entry hazards to be a loss of offensive presence, so I made a team which uses more status and support moves to counter this. Using this team has lead me to quite a few more wins than losses. (though I'm not on the ladder, since my deviation was to big before I decide to finally get serious.) With all three types of entry hazards and much support, I present my team:
362.png

Glalie @
Bag_Leftovers_Sprite.png
w/ Inner Focus
252 HP 252 Def 4 SDef Bold
  • Spikes
  • Ice Beam
  • Taunt
  • Block
Spikes are a wonderful hazard to deal with common Scarf and Band users such as Primeape and Sawk, especially on a team which can switch into their attacks and force them back out. Block is used on walls such as Alomomola after Taunt, since they have no way to prevent setting up all three layers of Spikes. Ice Beam works to give Glalie against taunt. Inner Focus gives an extra turn against Kangaskhan.

110.png

Weezing @
Bag_Black_Sludge_Sprite.png
w/ Levitate
252 HP 252 Def 4 SAtk Bold
  • Will-O-Wisp
  • Sludge Bomb
  • Fire Blast
  • Pain Split
A defensive wall with great resistances. What else can one say about Weezing? It's one weakness in Psychic and 4 resistances to common attacking types and an immunity to Ground is wonderful for stopping the powerful Fighting and Bug types in the tier. Spreading status and shifting into powerful physical moves is it's forte.
200.png

Misdreavus @
Bag_Eviolite_Sprite.png
w/ Levitate
248 HP 252 SDef 8 SAtk Calm
  • Will-O-Wisp
  • Shadow Ball
  • Thunderbolt
  • Substitute
Standard Special wall, once again spreading status and shifting into the proper attacks. Good for taking fighting moves aimed at Glalie and Cradily. Once Statused it degrades quickly due to lack of leftovers, making substitute a necessity, which also eases prediction. Will-O-Wisp stop physical attackers in their tracks.
573.png


Scolipede @
Bag_Black_Sludge_Sprite.png
w/Swarm
4 HP 252 Atk 252 Spe Jolly
  • Toxic Spikes
  • Megahorn
  • Superpower
  • Rockslide
Hits hard, fast, and can set up Toxic Spikes to deal with other stall teams. Easy enough to switch in after Will-O-Wisping something. Leads well too. Makes a good late game sweeper and has the most offensive presence on the team. Great speed allows a sweep without the necessity of paralysis support from teammates.
660.png


Mandibuzz @
Bag_Leftovers_Sprite.png
w/Big Pecks
252 HP 252 Def 4 SDef Impish
  • Knock Off
  • Roost
  • Taunt
  • Whirlwind
Phasing the opponent helps with set up sweepers, can stall on most any physical attacker and can knock off helpful items. Keeps momentum going. Taunt keeps rocks down for further switches. Knock Off is an ideal move on switches to cripple eviolite and choice users.
346.png

Cradily @
Bag_Leftovers_Sprite.png
w/Suction Cups
252 HP 4 Atk 252 SDef Careful
  • Stealth Rock
  • Toxic
  • Rock Slide
  • Recover
Last but certainly not least, Cradily sets up Stealth Rocks. Along with status and recover, a pretty hard Pokemon to break specially, and not to shabby physically. Rockslide hits the odd Charizard but is really only there for the sake of taunt. Suction Cups also stops Prankster copycat Riolu. Toxic allows status to effect flying foes.

So on that note, any help would be great, please alert me if I have done anything wrong, since this is my first RMT. Thank you!
 
Last edited:
After a great battle with thedbird he suggested a few changes including cleric support. In response to this advice I have replaced Cradily with Miltank. This does not compound any weaknesses more than Cradily did and is quite useful to the synergy of the team.
241.png

Miltank @
Bag_Leftovers_Sprite.png
w/ Thick Fat
252 HP 4 Atk 252 SDef Careful
  • Stealth Rock
  • Body Slam
  • Milk Drink
  • Heal Bell
Taking the place of Cradily, Miltank successfully does it's own job and more. Thick fat reduces quite a bit of damage from Pokemon who would normally be able to inflict a decent amount n my team, absorbing those ice beams for Mandiuzz and Fire Blasts for Glalie. Body Slam gives it a chance to Paralyze and cripple on the switch. It's high speed results in being able to nearly always pull off a Heal Bell if necessary.
 
The lack of a water resist (assuming Miltank>Cradily) might be a little scary for this team; the same can be said for fire, but at least you have Miltank to help somewhat. Charizard is always a pain against stall teams -- Alomomola might not be the best Charizard response, but it surely works better than Weezing in that department, all while being just as effective in being a physical wall. Two WoW users seems a bit overkill and I think you could afford to run Alomomola over Weezing to cover those issues. You already have a fighting, bug, and ground resist in Misdreavus, and it looks like Weezing's role as a physical wall can be replaced with Alomomola, all while providing you wish support since Misdreavus loves that. You can run Wish/Protect/Waterfall/Toxic, as Toxic Spikes aren't always going to be up for you considering the abundance of poison types and/or flyers/levitators.

Also try running Toxic over Block on Glalie for similar reasons, as Toxic Spikes aren't very reliable and are often prone to absorbing by most teams. Most Alomomola would really have no reason to stay in on a Glalie if it was taunted; I'd much rather switch to something like Wartortle or Torkoal to spin entry hazards away (in which case Toxic would cripple them on the switch-in effectively).

Last, run 84 Speed EVs on Mandibuzz and take some out of Defense. 84 Speed EVs allows you to outspeed utility Misdreavus which could burn you with Will-o-Wisp before you Taunt them. It makes you hit 217 Speed IIRC, which is enough to outspeed most defensively based 85 Speed pokemon (Utility Missy runs 40 Speed EVs).

Similarly, you can run 116 Speed EVs on Glalie to ensure that Mandibuzz can't Taunt you while you set up Spikes, simply by taking some defense EVs out. That also ensures you outspeed things like the standard Golbat which could potentially try to stall you out with Roost and Toxic; with the Speed EVs you get to Taunt and use Ice Beam first so it can't stall out with Roost.

Alomomola@Leftovers
Impish 104 hp / 252 def / 152 spdef
waterfall/protect/wish/toxic

Mandibuzz -> 224 hp / 200 def / 84 spe
Glalie -> 208 hp / 184 def / 116 spe

That Alomomola spread lets you survive 2 HP Grass hits from a LO Zard, while the EVs for Mandi and Glalie give you the speed numbers I mentioned above + a Leftovers recovery number (divisible by 16 +1).

Good luck with this team, hope I helped.
 
Back
Top