They said that stall would die in 6th gen...
Hello everyone, this is my first 6th Gen RMT. Let's face it, the current metagame is just packed to the brim with offensive teams, and stall isn't really getting much use. After all, that stupid OP Downloading bug is still U-turning around all over the place and everyone seems to love it. So my aim was to create a proper full stall team which is capable of taking on all of the offensive threats in the metagame right now. However, during this process I hit something of a snag - Defog. With nearly every team running a Defogger it is damn near impossible to keep those Spikes you worked so hard to set up on the field. So I decided to ditch it and try something pretty rare - Spikes-less full Stall. To my surprise this team has been pretty successful on the PS OU ladder, but I'm still learning the metagame and would appreciate some feedback, particularly from any experienced stall players out there. So without further ado, meet the team:
Hello everyone, this is my first 6th Gen RMT. Let's face it, the current metagame is just packed to the brim with offensive teams, and stall isn't really getting much use. After all, that stupid OP Downloading bug is still U-turning around all over the place and everyone seems to love it. So my aim was to create a proper full stall team which is capable of taking on all of the offensive threats in the metagame right now. However, during this process I hit something of a snag - Defog. With nearly every team running a Defogger it is damn near impossible to keep those Spikes you worked so hard to set up on the field. So I decided to ditch it and try something pretty rare - Spikes-less full Stall. To my surprise this team has been pretty successful on the PS OU ladder, but I'm still learning the metagame and would appreciate some feedback, particularly from any experienced stall players out there. So without further ado, meet the team:
Overall team strategy: Simple full stall. Try to keep Rocks up for as long possible, keep the opponents hazards away, then drain the opponent's HP away with a combination of Rocks, Sandstorm damage, Toxic, burn and Leech Seed.
Individuals:
Clefable (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
I consider Clefable to be the MVP of this team. Though statistically she is one of the weakest, the roles she plays are absolutely crucial to the success of the team. Let's list why she's so great, shall we?
- Her mono-Fairy typing gives the team key resistances to Dark, Fighting and Bug, as well as a Dragon immunity, all of which are common attacking types.
- Some of the team's core (Heatran, Mega Venusaur) lack reliable recovery. Clefable provides invaluable Wish support for these two in particular as well as Tyranitar.
- Status moves are everywhere and having a cleric to rid the entire team of crippling status is incredibly useful, especially on a stall team where Toxic can make one of your team members unable to sponge multiple hits they would normally have no problem with.
- Setup sweepers usually shit all over full stall, but Clefable's Unaware makes them incapable of increasing their damage against her. For some reason quite a few people (including those further up the ladder!) seem to forget Clefable has Unaware, and start boosting against her only to find their attacks still do pittance.
Her EV spread is physically defensive for a few reasons. Firstly, it allows her to take on boosting physical Dragon types better, as their unboosted non SE coverage moves (usually Earthquake) fail to 2HKO her. It also means CM Latias' Psyshock does not sting as much, and Clefable can Wish off the damage. Secondly, her resistances to Dark, Fighting and Bug are more common on the physical side, so a physical investment lets her take NVE moves better, giving her breathing space to pull off a Wish or an Aromatherapy. Finally, her natural special bulk is good enough to take on some of the most dangerous specially-based setup sweepers in the game. I've used her against NP Thundurus-I and Tail Glow Manaphy and she has come out victorious on both occasions.
Here is an example of a Clefable hater.I've been running stall without spikes since the beginning of gen six, and it looks like your team is completely screwed by decently powerful boosting sweepers. I mean, unaware is good but Clefables defenses still kind of suck. Basically, the idea with your team is that a Clefable with moonblast can beat a sweeper because it doesn't have its boosts. I call BS. snip
Here are the calcs to prove them wrong.
252+ Atk Dragonite Earthquake vs. 248 HP / 252+ Def Clefable: 107-127 (27.2 - 32.3%) -- 61.3% chance to 4HKO after Leftovers recovery
252 SpA Manaphy Surf vs. 248 HP / 0 SpD Clefable: 135-159 (34.3 - 40.4%) -- 42.9% chance to 3HKO after Leftovers recovery
252 SpA Thundurus Thunderbolt vs. 248 HP / 0 SpD Clefable: 157-186 (39.9 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Latias Psyshock vs. 248 HP / 252+ Def Clefable: 82-97 (20.8 - 24.6%) -- possible 6HKO after Leftovers recovery
252 SpA Keldeo Surf vs. 248 HP / 0 SpD Clefable: 160-189 (40.7 - 48%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Terrakion Stone Edge vs. 248 HP / 252+ Def Clefable: 144-169 (36.6 - 43%) -- 98.2% chance to 3HKO after Leftovers recovery
252+ SpA Volcarona Fiery Dance vs. 248 HP / 0 SpD Clefable: 162-192 (41.2 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Adaptability Mega Lucario Bullet Punch vs. 248 HP / 252+ Def Clefable: 168-200 (42.7 - 50.8%) -- guaranteed 3HKO after Leftovers recovery
Clefable stalls all of the above with Wish + Protect and wears them down with Moonblast. If I managed to get off a Toxic on any of them earlier, they can forget about stalling Clefable out of Moonblasts.
So there you have it. Clefable is a stall deity. She forms an unbelievably stable core with Heatran, and I suggest you try the pair out if you're looking a solid base to build a team around.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
- Lava Plume
- Protect
- Toxic
- Stealth Rock
Heatran is the most reliable member of the team, always doing his job brilliantly. He checks many relevant threats in the metagame - Talonflame, Aegislash, Genesect, you name it. He lures Rotom-W and Toxics it on the switch, and isn't even 2HKOed by defensive Wash's Hydro Pump. Lava Plume's burn chance and Toxic's increasing damage go brilliantly with Protect, which also allows me to scout potential danger (e.g. Mega Charizard X can carry Earthquake or Roost - if it has Roost Heatran can beat it with Toxic, Protect, and sometimes a cheeky switch into Clefable on a predicted Dragon Claw).
I switched Roar to Stealth Rock after further testing and advice, as Heatran switches in more than any of my other team members on average and therefore can set up Rocks multiple times, which is crucial given the prevalence of Defog and the lack of Spikes on this team.
There's honestly not that much more to say about Heatran. If you play on the ladder, you know how good it is.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover
My anti-VoltTurn team member. Before I introduced Gastrodon this team had serious issues with the popular VoltTurn cores of Scizor/Rotom-W and Landorus-T/Mega Manectric. Not any longer. Gastrodon royally screws these cores, and given the popularity of Rotom-W, it's a great asset to have. The Water immunity covers Heatran's weakness and gives Gastro a welcome power boost. I decided to forgo Ground STAB for Toxic and Ice Beam, as I need a quick way of wearing down opponents without Spikes and Earth Power/Quake doesn't really doesn't hit anything of note - at least, I haven't been in a situation where I've thought "Damn, I wish I had Earth Power".
The physically defensive spread is used to take U-turns more easily, and to provide an emergency Dragon check if Garchomp (for example) has a little too much fun. Gastrodon avoids the 2HKO from Outrage and retaliates with Ice Beam. He's also good against Excadrill, threatening it with Scald, and gives me a chance to Recover or Toxic the switch-in.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Giga Drain
- Earthquake
- Sleep Powder
- Leech Seed
The team's Mega, and the final part of the Fire-Water-Grass
Again, the EV spread is physically defensive to better handle Azumarill and Mawile, take random Earthquakes and Fighting moves better, and barely avoid the OHKO from +2 Mega Lucario's Close Combat, then retaliate with Sleep Powder (if it misses it's GG) or Earthquake if it has taken prior damage.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Defog
- Roost
- Whirlwind
- Brave Bird
Skarmory was added to fix a horrendous Mega-Pinsir weakness (I got 6-0'ed, screw that thing), and has been solid if not spectacular. She makes really good use of Defog, as she can eliminate irritating hazards (particularly Spikes). Her resistances are very helpful for the team, especially that Ground immunity. She can't switch in anywhere near as often as I'd like, however, maybe a sign that this metagame is not too kind to Skarm, and that can be really annoying if I desperately need the opponent's Spikes gone and I can't find an opportunity to switch her in. The other issue with Skarm is that if the opponent's hazards are not up, she is pretty much dead weight unless my Rocks are up, which, if I have used Defog, won't be the case. This is probably the most changeable spot on the team, but I need a Mega Pinsir counter so unless there is another 'mon who can play similar roles, Skarm is needed...
Physically defensive EV spread because specially defensive Skarmory is about as useful as a physical Porygon-Z with Sharpen and Giga Impact.
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Sassy Nature
- Crunch
- Pursuit
- Rock Slide
- Fire Blast
And finally, Tyranitar patches up the somewhat lopsided EV distributions (most of the team have Physically Defensive spreads). His special bulk with Assault Vest is insane, and with Clefable's Wish support he can stick around for the whole game. His uninvested Attack is still pretty impressive and his Pursuit can be vital in Stall vs Stall matches to wear down a particularly irritating member of the opponent's team *cough Blissey* (the first kill is the most vital in these match-ups). Fire Blast toasts opposing Steels immune to Toxic, which is very useful. The sand that he brings is very helpful in wearing down opponents as well - however, it also rids Clefable of her Leftovers recovery and damages Venusaur every turn, which is mildly annoying.
Possible replacement: AV Tornadus-T
So there you have it - Spikes-less full stall in Gen 6. It's not the easiest team to use, and save for your the opponent quitting, you won't be winning matches in anything under 50 turns, but it is effective and pretty reliable nonetheless. If you want to try out stall in 6th gen, try this team out and see what you think! Please post any feedback and suggestions you have.
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