howtogetpikachuonabus I have already tried the team, which is very similar to my recent Mount Sinai (with Shedinja in Blissey's spot to handle most of Special Attackers/Waters), and overall I prefer this Moltres/Shedinja stall because it can really capitalize on foe's scouting and it completely destroys a threat that every team has, even with a Sturdy user: Walrein 4 (and Whiscash 2 to an extent, fuck Whiscash 2).
They are OHKO moves users with QC and they can also defeat Sturdy users with their coverage.
Well, Shedinja laughs at them, BUT Spikes weakness really hurts too much for long run imo, it's enough to face a leading Skarm/Tress to say gg in too many scenarios.
I've immediately started to calc, and the solutions didn't convince me at a first glance.
Forretress is not an issue with right countermeasures, but Timid Moltres can't achieve OHKO on Skarm2 with Flamethrower, while with Overheat it can even with my spread that you're running.
Btw, Skarm2 holds Brightpowder which reduces OH accuracy to 81%, and if Moltres misses, get hit by Toxic, and the foe also manages to set Spikes in the process, the match is lost in 2 turns.
Considering your team's perfect defensive core, I switched to Modest Moltres. Unfortunately it can't outspeed neutral Nature 255 EVs 100 BST Speedtier, but there are no threats here that Moltres needs to handle alone in your team.
Its calcs are way better, with this spread it handles Skarm2 with Flamethrower:
Moltres @ Leftovers
Ability: Pressure
Level: 50
EVs: 92 HP / 4 Def / 156 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun
- Protect
- Substitute
156+ SpA Moltres Flamethrower vs. 170 HP / 170+ SpD Skarmory: 163-192 (101.2 - 119.2%) -- guaranteed OHKO
So you can lead with this Moltres, which is still a perfect scout and can handle in 90% of cases Skarm 2 (Brightpowder is still there, we know) vs. 81% of cases with Timid OH, while also achieving OHKO 100% of times vs. Tress 1 ("only" 90% for OH).
This Moltres is a bit less bulky, but still hits a Leftovers number which is the most important aspect.
Moreover, FT has 24 PPs and don't cause SpAtk drops, so it's without doubts the best pick.
Another thing I consider is that Iron Tail is completely useless on Lix, it's a wasted slot.
Unfortunately 252 Spe EVs Timid Steelix can't outspeed uninvested Skarm 2 (they speedtie at 90, come on GameFreak), otherwise you could have kept fast Steelix lead with Taunt and Modest Flamethrower Moltres ready to switch on Taunted Spikers to OHKO them.
At this point, what I strongly suggest you to run is Roar on Steelix, otherwise foes like Snorlax 1 (if it has Immunity), Crobat 2 and Registeel 5 (well, Modest FT is there, but hax is hax) are too dangerous threats: they can set-up multiple evasion boosts AND they're immune to Toxic AND they hold Leftovers.
Without W-o-W, they can easily cause infinite battle (because Leftovers recovers Struggling damage), so your gameplan vs. trainers that may carry these Mons should always be to "shuffle" their teams searching for these Pokemons, make them run out of PPs and then hit a Roar through +6 evasion to erase their boosts.
If they pop up as the last foe, the game has too many chances to be infinite, and you've lost.
This brought me to another idea.
A great option to handle them is the following one: you can run Item-less Shedinja with Thief and Dig in Baton Pass and Double-Team spots.
Without Lum, Shedinja needs Dig and Protect (32 PPs combined) to stall out a Tormented Espeon 4 (Bite has 30 PPs), while with Thief and no items it can steal Leftovers from Double-Team spammers, ensuring the Win when they'll struggle. Obviously, Thief must be kept until end of the match waiting for the right foe's item that needs to be stolen.
While it's true that Thief works even after Lum has been eaten, this move is more like an emergency button, so you must be sure to have access to it in right moments, not having to rely on status healed before.
This set is worse than the previous one imo, I loved slow BP idea, but the team overall works the same, and with this niche it has a strong answer to these new threats generated by the lack of W-o-W, necessary to handle Spikers.
At the end of the day, Lum can be useful just for Synchronize users, otherwise you should always swap stall Steelix into Statuses, so it's not the big loss it may look on paper.
I suggest this set always paired with Roar Lix, it's always useful, especially if multiple Double-Team abusers come out.
EDIT: With this new team, Salamence (mostly 4) must be handled with switches, not Torment, because Steelix doesn't have damaging move and so only way to deal with it is Toxic: with Torment, it arrives to Struggle with PPs left from Dragon Dance (at +6/+6 it will stop using it), so Shedinja can't safely switch and status it.
If not Tormented, Sala will finish its damaging moves vs. right switches, and then it repeatedly spam DD (that's the moment when Shedinja has to use Toxic)
So, this is my variation of the team (Steelix EVs spread should also be optimized):
Moltres @ Leftovers
Ability: Pressure
Level: 50
EVs: 92 HP / 4 Def / 156 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Morning Sun
- Protect
- Substitute
Steelix (M) @ Chesto Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
IVs: 0 Atk
- Torment
- Rest
- Roar
- Protect
Shedinja
Ability: Wonder Guard
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Thief
- Protect
- Dig
- Toxic
EDIT: Wrong Nature on Shedinja in the first post, Naive (+Spe) was intended.
It allows Shedinja to reach 101 Spe, packing a surprisingly "fast" Toxic.