Hello. AnybodyAgrees here with my second RMT. I'm looking for images of the pokes, so linking me to them would be appreciated.
This team takes some of the biggest threats to stall and shoves them together, with several supporters. The end result was a team that, while decent, lacks the ability to stay in high ladder for prolonged amounts of time. Almost all my time laddering is spent in the mid to high 1500s, although I reached the 1700s and peaked #82(1837) during the OLT. Despite the high peak, I'm still encouraging help on selecting better move choices and team members.
Let's move on to the teambuilding process.
This team started as an attempt to make an acceptable team for unreleased OU. I'd been long waiting to use Volcanion, and this was my chance to do so.
While Volcanion was a supporter, I needed a way to do large damage. For this reason, I chose Landorus-I for his speed tier and power.
I needed a strong physical attacker to complement Landorus, and Azumarill immediately came to mind. The banded set could lay waste to common walls, and can OHKO Ferrothorn and Chansey with Superpower, two big threats to my team.
My team didn't have any rock resists at the time, so I chose Latias for the defog support she provides while fitting well on an offensive team.
I also didn't have a hazard setter, so I chose a mon that I thought was very underrated at the time: Diancie. It also provided a hard counter to Talonflame, who could tear through my team if weakened.
I still needed a mega, so I chose Medicham. Its raw power tears apart stall, and its priority makes it not completely useless on offense either. At this point the team was nearly complete. There was just one little problem before playing on the ladder with it...
Volcanion is unreleased! To replace it, I chose a mon that has often been compared with it in discussions revolving around Volcanion: Heatran. It provided a way to stop Latias from cleaning through my team once Azu and Diancie were gone, and could lure in Landorus-T and burn him on the switch.
The team worked really well, but I lacked a win condition, and Azu's choice lock proved incredibly detrimental at times. To solve both of these problems, I replaced Azumarill with Kyurem-Black and replaced Medicham with DD Gyarados.
DD Gyarados sadly wasn't working well for me, so I replaced it with X-Zard, which has been working well for me.
I had massive problems with Tornadus-T, so I changed Heatran for Talonflame and Diancie for Mamoswine.
However, Latias lacked much synergy with the team at this point. I replaced her with Stallbreaker Mew to give stall another thing to worry about and improve synergy.
Now, the team:
GG Offense (Talonflame) @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
This is your fairly standard all-purpose revenge killer. Jolly is to get the jump on Scarf Magnezone and other Talonflame, and I don't lose out on any crucial KOs by running it over Adamant. Tailwind is chosen over something like Roost or Me First because my team really appreciates the speed boost in a pinch, and it can enable something like Kyurem-B to outspeed a crucial threat.(Granted it's hard to set up, but it's better to have something that sees niche usage than something that doesn't see any usage)
GG Semi-Stall (Landorus) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Psychic
- Sludge Wave
Landorus is the first member of this team that I knew would be on it for a while. In addition to wallbreaking, it hits a trolly base 101 speed tier. Often I'll get annoyed and curse at the screen because of Focus Miss, but it's necessary for OHKOing certain key mons. I am considering Knock Off over Psychic to have a way of permanently crippling Chansey, although Mew shuts her down anyway.
GG Bulky offense (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 56 SpA / 200 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Dragon Claw
- Earth Power
This is one of the scariest things for Stall to face. With BoltBeam coverage off of 170/120 attacking stats, it's hard to avoid losing something to this monster. I opted for Earth Power over HP Fire because I already have 2 fires and Mew to shut down Ferrothorn, while Scizor is setup bait for Charizard. The EVs are to outspeed Jolly Excadrill outside of sand.
GG stall (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 100 Def / 156 Spe
Impish Nature
- Taunt
- Defog
- Will-O-Wisp
- Soft-Boiled
Mew is a great stallbreaker. Without him I need to rely on carefully predicting to wear down stall teams. It's an agonizing process that fails with the slightest misstep. The above speed is the amount that I recommend. I actually speed creep more than that on Mew, but I'm not revealing my speed creeps. Mew just dismantles stall and is a great bulky defogger versus offense. It also is a handy switch-in to Medicham and Keldeo. Without Mew, my team is in a very tough spot.
GG (Charizard) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
I'm really torn on this guy. I have a feeling that I miss out on crucial KOs with a Jolly nature, but I can't outspeed Scarf Lando-T even at +1 with an Adamant nature. I've decided to run a Jolly nature for now because of how ridiculously common Scarf Lando-T is in the middle ladder, but will probably change it back to Adamant if I get to high ladder.
Mandatory glue (Mamoswine) @ Focus Sash
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Endeavor
Mamoswine is a great glue. It provides a way to stop a priority user should they get out of hand (Think Jolly SD Talonflame), and sets up rocks. It also has good matchups against other common rockers, and is a way to stop Thundurus-I and Mega Manectric in their tracks. Mamoswine is a pokemon that this team would really struggle without.
Comments are welcome and encouraged.
Importable:
This team takes some of the biggest threats to stall and shoves them together, with several supporters. The end result was a team that, while decent, lacks the ability to stay in high ladder for prolonged amounts of time. Almost all my time laddering is spent in the mid to high 1500s, although I reached the 1700s and peaked #82(1837) during the OLT. Despite the high peak, I'm still encouraging help on selecting better move choices and team members.
Let's move on to the teambuilding process.
This team started as an attempt to make an acceptable team for unreleased OU. I'd been long waiting to use Volcanion, and this was my chance to do so.
While Volcanion was a supporter, I needed a way to do large damage. For this reason, I chose Landorus-I for his speed tier and power.
I needed a strong physical attacker to complement Landorus, and Azumarill immediately came to mind. The banded set could lay waste to common walls, and can OHKO Ferrothorn and Chansey with Superpower, two big threats to my team.
My team didn't have any rock resists at the time, so I chose Latias for the defog support she provides while fitting well on an offensive team.
I also didn't have a hazard setter, so I chose a mon that I thought was very underrated at the time: Diancie. It also provided a hard counter to Talonflame, who could tear through my team if weakened.
I still needed a mega, so I chose Medicham. Its raw power tears apart stall, and its priority makes it not completely useless on offense either. At this point the team was nearly complete. There was just one little problem before playing on the ladder with it...
Volcanion is unreleased! To replace it, I chose a mon that has often been compared with it in discussions revolving around Volcanion: Heatran. It provided a way to stop Latias from cleaning through my team once Azu and Diancie were gone, and could lure in Landorus-T and burn him on the switch.
The team worked really well, but I lacked a win condition, and Azu's choice lock proved incredibly detrimental at times. To solve both of these problems, I replaced Azumarill with Kyurem-Black and replaced Medicham with DD Gyarados.
DD Gyarados sadly wasn't working well for me, so I replaced it with X-Zard, which has been working well for me.
I had massive problems with Tornadus-T, so I changed Heatran for Talonflame and Diancie for Mamoswine.
However, Latias lacked much synergy with the team at this point. I replaced her with Stallbreaker Mew to give stall another thing to worry about and improve synergy.
Now, the team:
GG Offense (Talonflame) @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
This is your fairly standard all-purpose revenge killer. Jolly is to get the jump on Scarf Magnezone and other Talonflame, and I don't lose out on any crucial KOs by running it over Adamant. Tailwind is chosen over something like Roost or Me First because my team really appreciates the speed boost in a pinch, and it can enable something like Kyurem-B to outspeed a crucial threat.(Granted it's hard to set up, but it's better to have something that sees niche usage than something that doesn't see any usage)
GG Semi-Stall (Landorus) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Psychic
- Sludge Wave
Landorus is the first member of this team that I knew would be on it for a while. In addition to wallbreaking, it hits a trolly base 101 speed tier. Often I'll get annoyed and curse at the screen because of Focus Miss, but it's necessary for OHKOing certain key mons. I am considering Knock Off over Psychic to have a way of permanently crippling Chansey, although Mew shuts her down anyway.
GG Bulky offense (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 56 SpA / 200 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Dragon Claw
- Earth Power
This is one of the scariest things for Stall to face. With BoltBeam coverage off of 170/120 attacking stats, it's hard to avoid losing something to this monster. I opted for Earth Power over HP Fire because I already have 2 fires and Mew to shut down Ferrothorn, while Scizor is setup bait for Charizard. The EVs are to outspeed Jolly Excadrill outside of sand.
GG stall (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 100 Def / 156 Spe
Impish Nature
- Taunt
- Defog
- Will-O-Wisp
- Soft-Boiled
Mew is a great stallbreaker. Without him I need to rely on carefully predicting to wear down stall teams. It's an agonizing process that fails with the slightest misstep. The above speed is the amount that I recommend. I actually speed creep more than that on Mew, but I'm not revealing my speed creeps. Mew just dismantles stall and is a great bulky defogger versus offense. It also is a handy switch-in to Medicham and Keldeo. Without Mew, my team is in a very tough spot.
GG (Charizard) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
I'm really torn on this guy. I have a feeling that I miss out on crucial KOs with a Jolly nature, but I can't outspeed Scarf Lando-T even at +1 with an Adamant nature. I've decided to run a Jolly nature for now because of how ridiculously common Scarf Lando-T is in the middle ladder, but will probably change it back to Adamant if I get to high ladder.
Mandatory glue (Mamoswine) @ Focus Sash
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Endeavor
Mamoswine is a great glue. It provides a way to stop a priority user should they get out of hand (Think Jolly SD Talonflame), and sets up rocks. It also has good matchups against other common rockers, and is a way to stop Thundurus-I and Mega Manectric in their tracks. Mamoswine is a pokemon that this team would really struggle without.
Comments are welcome and encouraged.
Importable:
GG Offense (Talonflame) @ Choice Band
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
GG Semi-stall (Landorus) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Focus Blast
- Psychic
- Sludge Wave
GG Bulky offense (Kyurem-Black) @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 252 Atk / 56 SpA / 200 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Dragon Claw
- Earth Power
GG stall (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 100 Def / 156 Spe
Impish Nature
- Taunt
- Defog
- Will-O-Wisp
- Soft-Boiled
GG (Charizard) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Mandatory glue (Mamoswine) @ Focus Sash
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Stealth Rock
- Endeavor
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