Okay, I created this team with a particular core in mind, which was Jirachi and Flygon:
Flygon @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Atk / 252 Spe
Nature: Jolly
- Earthquake
- Fire Punch
- U-turn
- Toxic
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 156 HP / 100 Atk / 252 Spe
Nature: Jolly
- Iron Head
- Trick
- U-turn
- Toxic
This core has amazing defensive synergy, and with proper prediction can stall like crazy as well as deal serious damage. Base 100s with Choice Scarves outrun pretty much everything in the game, including, crucially, +1 Gyarados and +1 Kingdra. Jirachi sponges the Ice Beams and Outrages aimed at Flygon, while Flygon takes advantage of Earthquakes and Fire-type attacks aimed at Jirachi, and these are essentially the pairs only weaknesses. This allows both Pokemon to spam U-turn and scout as well as severely damage the opposing team, being able to absorb pretty much anything of importance except Will-o-wisp. Flygon, unfortunately, doesn't have the bulk to take repeated Fire-type attacks, and I'd prefer it if Jirachi didn't have to keep taking Ice-type attacks. I also needed something that could put down Toxic Spikes, seeing as the team I was designing was centered around Toxic stall, and something to provide an Infernape/Scizor check, which every stall team needs, and finally, something that could spin away entry hazards. One Pokemon fit all of these:
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 Def / 100 Spe / 158 SpD
Nature: Bold
- Surf
- Toxic Spikes
- Rapid Spin
- Protect
Tentacruel resists almost all of Infernape's movepool except the uncommon Earthquake, which can be scouted for by protecting and then taken advantage of by switching to Flygon for the Earthquake OHKO. These three Pokemon, when put together are amazingly irritating for players unable to stop the Toxic poisoning. With good prediction, I'm usually able to keep the three unharmed, and they completely tear apart things like Starmie (U-turn is super-effective, Thunderbolt aimed at Tentacruel gives Flygon a free turn, Ice Beam aimed at Flygon gives Jirachi/Tentacruel a free turn, etc.), Azelf (similar reasons), Celebi, and pretty much anything that doesn't have considerable physical bulk. Those Pokemon, too, fall to Toxic Spikes and Toxic poisoning, and eventually find the trio too annoying to handle and capitulate.
However, the madness isn't done just yet. Because Toxic Spikes are so crucial
to the success of this team, I needed a spinblocker. I also needed a Pokemon who could lure in enemy spinners and KO them, as well as add surprise value to my team. This, in my opinion, is the most underrated set for one of the most popular Pokemon in town:
Gengar @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 SpA / 252 Spe
Nature: Timid
- Shadow Ball
- Destiny Bond
- Focus Blast
- Hidden Power Fire
This thing is just murderous. Common scenario: I put down Toxic Spikes, opponent switches in Starmie, I switch to Gengar to absorb the Rapid Spin, Starmie thinks it'll outspeed, stays in, Gengar OHKOs with Shadow Ball. Ouch. Another one: weakened Infernape comes in to force a switch on Gengar so it can begin its setup, thinking it outspeeds. Gengar stays in, Shadow Ball, KO. Yet another: ScarfTar looks to trap, an easy pursuit kill. Gengar stays in, outspeeds, OHKOs with Focus Blast. The list is endless. I've surprised and destroyed something in almost every match with this thing. My favorite, of course, is when I catch Scizor with HP Fire on the switch, though it's annoying because Gengar can't survive CB Bullet Punch, so sometimes I find myself leaning towards replacing HP Fire with something more useful, like Thunderbolt to take care of Vaporeon and Suicune. Destiny Bond had its uses back when I wasn't choiced, but now it's only good because I can outspeed +1 Gyarados and net the surprise suicide KO, but more often than not the Gyarados trainer predicts and gets two or even three more Dragon Dances :(
I may replace it, but I'm not sure what to do it with.
Anyway, it's time to introduce the absolute king of stall, in my opinion. This thing can, believe it or not, PP Stall CB Scizor's Bullet Punch.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 6 Def / 252 Spe
Nature: Timid
- Thunderbolt
- Substitute
- Roost
- Protect
You though SubRoost was annoying? You can't even imagine SubProtectRoost. Once Toxic Spikes are down and the opponent's spinner has been eliminated, and the defensive core (Tentacruel/Flygon/Jirachi) has been exhausted, I reveal Zapdos. If the opponent's Pokemon isn't faster than Zapdos, it can pretty much forget about getting through these defenses anytime. Zapdos has the bulk not to be 2HKOd by virtually any neutral unboosted hit, so it can always Roost off damage easily enough. Depending on the situation, I will Protect or Substitute first, and continue accordingly. The only things that aren't affected by Toxic Spikes are Steels, Flying-types, and Levitators. The Rotom formes are easily dealt with by Gengar, and grounded steels bar (Scizor and Forretress) and Bronzong are weakened with several rounds of U-turn from Jirachi and Flygon and finally picked off by Earthquake/Fire Punch from Flygon. Fire Punch takes care of Scizor easily enough, if I see it's a CB variant then I usually Trick it first so it can't hurt Flygon too much. Flying types other than Gliscor and Zapdos are easily taken out by Thunderbolt; Gliscor is usually completely walled and then raped by Gengar, though Zapdos can be a bit of a problem.
Finally, for the sixth member of my team, I needed a lead and a Pokemon who could offer me extra insurance against Ghosts, since Zapdos is in trouble if Stealth Rock stays up, and Steels, particularly Metagross, who can weather repeated U-turns, as well as stopping the common leads dead in the tracks.
Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 252 Atk / 6 Def
Nature: Adamant
- DynamicPunch
- Stone Edge
- Payback
- Bullet Punch
The standard LeadChamp. It doesn't change because it doesn't matter what or who you are, a DynamicPunch in the face is going to hurt and it is going to confuse. Unless you're a ghost, which is even better, because I get a Payback OHKO in exchange for 40-60% of Machamp's HP and no Stealth Rock getting down, a huge advantage. The exception to this, of course, is Spiritomb, who is thankfully seldom seen in OU and is a tough nut to crack. Thanks to Lum Berry, I get free KOs on Pokemon who'd try to put Machamp to sleep/paralyze/burn him, like Jolteon (rare, but they do try it sometimes) Rotom-A, Smeargle, Roserade, and Breloom (it's so satisfying to take out that annoying asshole in the beginning like that).
The main problems I've been facing with this team are:
-Gyarados. He doesn't take damage from Toxic Spikes, so I need to poison him with Flygon or Jirachi if Zapdos is down. Zapdos can't stall +1 Gyarados, and Wacan Berry Gyarados is a problem as well as Zapdos can't OHKO. Annoyingly, he always comes in on Tentacruel and nabs a free DD, something which is making me seriously consider HP electric on Tentacruel or Gengar, who can outspeed even after +1. Earthquake variants are messed up by Tricking them, but I have to sacrifice Jirachi to do so. Either way, I'm in serious trouble.
-DDNite poses the same problem and I usually deal with him in similar ways. However, Zapdos can't KO Dragonite, which makes my only way to deal with him Tricking and sacrificing Rachi or DBonding and sacrificing Gengar. This doesn't apply for lead Nite, who Machamp usually suicides (Draco Meteor, Stone Edge, Extremespeed, LO recoil kills Nite). These methods are pretty unreliable, so I am also considering making Gengar run HP Ice, though that would leave me open to Gyarados unless I run HP electric on Tentacruel, and even that is iffy as Adamant max attack Gyarados OHKOs with Earthquake.
-Opposing Zapdos. No real way to take them down other than Stone Edge from Machamp, and Machamp is sometimes too weak to do the job by the time Zapdos shows up. Otherwise I rely on Gengar to weaken him with Shadow Ball.
-Metagross. Bulky as hell, even Flygon's Earthquake won't hurt him enough to net that KO unless he's taken at least 3-4 U-turns, meaning he'll have messed up my team. Leadgross is messed up by Machamp to an extent, but I still don't have a surefire answer to it.
Possible changes:
- I think I need to get in Heatran/Infernape, since a Toxic stall team should ideally use a Fire-type to get rid of the Steels who aren't affected by Toxic. However, I can't think who to remove other than Machamp, and in any case all the team members are pretty important. I'd like some suggestions on this.
-HP Electric and Ice on Tentacruel and Gengar respectively as mentioned previously.
-If I do get in Heatran, I can run Toxic on Heatran, and remove it and Fire Punch from Flygon. That way I can put in Outrage/Dragon Claw to take care of Dragonite and another filler coverage move to help dent annoying Pokemon.

Flygon @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Atk / 252 Spe
Nature: Jolly
- Earthquake
- Fire Punch
- U-turn
- Toxic

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 156 HP / 100 Atk / 252 Spe
Nature: Jolly
- Iron Head
- Trick
- U-turn
- Toxic
This core has amazing defensive synergy, and with proper prediction can stall like crazy as well as deal serious damage. Base 100s with Choice Scarves outrun pretty much everything in the game, including, crucially, +1 Gyarados and +1 Kingdra. Jirachi sponges the Ice Beams and Outrages aimed at Flygon, while Flygon takes advantage of Earthquakes and Fire-type attacks aimed at Jirachi, and these are essentially the pairs only weaknesses. This allows both Pokemon to spam U-turn and scout as well as severely damage the opposing team, being able to absorb pretty much anything of importance except Will-o-wisp. Flygon, unfortunately, doesn't have the bulk to take repeated Fire-type attacks, and I'd prefer it if Jirachi didn't have to keep taking Ice-type attacks. I also needed something that could put down Toxic Spikes, seeing as the team I was designing was centered around Toxic stall, and something to provide an Infernape/Scizor check, which every stall team needs, and finally, something that could spin away entry hazards. One Pokemon fit all of these:

Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 Def / 100 Spe / 158 SpD
Nature: Bold
- Surf
- Toxic Spikes
- Rapid Spin
- Protect
Tentacruel resists almost all of Infernape's movepool except the uncommon Earthquake, which can be scouted for by protecting and then taken advantage of by switching to Flygon for the Earthquake OHKO. These three Pokemon, when put together are amazingly irritating for players unable to stop the Toxic poisoning. With good prediction, I'm usually able to keep the three unharmed, and they completely tear apart things like Starmie (U-turn is super-effective, Thunderbolt aimed at Tentacruel gives Flygon a free turn, Ice Beam aimed at Flygon gives Jirachi/Tentacruel a free turn, etc.), Azelf (similar reasons), Celebi, and pretty much anything that doesn't have considerable physical bulk. Those Pokemon, too, fall to Toxic Spikes and Toxic poisoning, and eventually find the trio too annoying to handle and capitulate.
However, the madness isn't done just yet. Because Toxic Spikes are so crucial
to the success of this team, I needed a spinblocker. I also needed a Pokemon who could lure in enemy spinners and KO them, as well as add surprise value to my team. This, in my opinion, is the most underrated set for one of the most popular Pokemon in town:

Gengar @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 SpA / 252 Spe
Nature: Timid
- Shadow Ball
- Destiny Bond
- Focus Blast
- Hidden Power Fire
This thing is just murderous. Common scenario: I put down Toxic Spikes, opponent switches in Starmie, I switch to Gengar to absorb the Rapid Spin, Starmie thinks it'll outspeed, stays in, Gengar OHKOs with Shadow Ball. Ouch. Another one: weakened Infernape comes in to force a switch on Gengar so it can begin its setup, thinking it outspeeds. Gengar stays in, Shadow Ball, KO. Yet another: ScarfTar looks to trap, an easy pursuit kill. Gengar stays in, outspeeds, OHKOs with Focus Blast. The list is endless. I've surprised and destroyed something in almost every match with this thing. My favorite, of course, is when I catch Scizor with HP Fire on the switch, though it's annoying because Gengar can't survive CB Bullet Punch, so sometimes I find myself leaning towards replacing HP Fire with something more useful, like Thunderbolt to take care of Vaporeon and Suicune. Destiny Bond had its uses back when I wasn't choiced, but now it's only good because I can outspeed +1 Gyarados and net the surprise suicide KO, but more often than not the Gyarados trainer predicts and gets two or even three more Dragon Dances :(
I may replace it, but I'm not sure what to do it with.
Anyway, it's time to introduce the absolute king of stall, in my opinion. This thing can, believe it or not, PP Stall CB Scizor's Bullet Punch.

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 6 Def / 252 Spe
Nature: Timid
- Thunderbolt
- Substitute
- Roost
- Protect
You though SubRoost was annoying? You can't even imagine SubProtectRoost. Once Toxic Spikes are down and the opponent's spinner has been eliminated, and the defensive core (Tentacruel/Flygon/Jirachi) has been exhausted, I reveal Zapdos. If the opponent's Pokemon isn't faster than Zapdos, it can pretty much forget about getting through these defenses anytime. Zapdos has the bulk not to be 2HKOd by virtually any neutral unboosted hit, so it can always Roost off damage easily enough. Depending on the situation, I will Protect or Substitute first, and continue accordingly. The only things that aren't affected by Toxic Spikes are Steels, Flying-types, and Levitators. The Rotom formes are easily dealt with by Gengar, and grounded steels bar (Scizor and Forretress) and Bronzong are weakened with several rounds of U-turn from Jirachi and Flygon and finally picked off by Earthquake/Fire Punch from Flygon. Fire Punch takes care of Scizor easily enough, if I see it's a CB variant then I usually Trick it first so it can't hurt Flygon too much. Flying types other than Gliscor and Zapdos are easily taken out by Thunderbolt; Gliscor is usually completely walled and then raped by Gengar, though Zapdos can be a bit of a problem.
Finally, for the sixth member of my team, I needed a lead and a Pokemon who could offer me extra insurance against Ghosts, since Zapdos is in trouble if Stealth Rock stays up, and Steels, particularly Metagross, who can weather repeated U-turns, as well as stopping the common leads dead in the tracks.

Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 252 Atk / 6 Def
Nature: Adamant
- DynamicPunch
- Stone Edge
- Payback
- Bullet Punch
The standard LeadChamp. It doesn't change because it doesn't matter what or who you are, a DynamicPunch in the face is going to hurt and it is going to confuse. Unless you're a ghost, which is even better, because I get a Payback OHKO in exchange for 40-60% of Machamp's HP and no Stealth Rock getting down, a huge advantage. The exception to this, of course, is Spiritomb, who is thankfully seldom seen in OU and is a tough nut to crack. Thanks to Lum Berry, I get free KOs on Pokemon who'd try to put Machamp to sleep/paralyze/burn him, like Jolteon (rare, but they do try it sometimes) Rotom-A, Smeargle, Roserade, and Breloom (it's so satisfying to take out that annoying asshole in the beginning like that).
The main problems I've been facing with this team are:
-Gyarados. He doesn't take damage from Toxic Spikes, so I need to poison him with Flygon or Jirachi if Zapdos is down. Zapdos can't stall +1 Gyarados, and Wacan Berry Gyarados is a problem as well as Zapdos can't OHKO. Annoyingly, he always comes in on Tentacruel and nabs a free DD, something which is making me seriously consider HP electric on Tentacruel or Gengar, who can outspeed even after +1. Earthquake variants are messed up by Tricking them, but I have to sacrifice Jirachi to do so. Either way, I'm in serious trouble.
-DDNite poses the same problem and I usually deal with him in similar ways. However, Zapdos can't KO Dragonite, which makes my only way to deal with him Tricking and sacrificing Rachi or DBonding and sacrificing Gengar. This doesn't apply for lead Nite, who Machamp usually suicides (Draco Meteor, Stone Edge, Extremespeed, LO recoil kills Nite). These methods are pretty unreliable, so I am also considering making Gengar run HP Ice, though that would leave me open to Gyarados unless I run HP electric on Tentacruel, and even that is iffy as Adamant max attack Gyarados OHKOs with Earthquake.
-Opposing Zapdos. No real way to take them down other than Stone Edge from Machamp, and Machamp is sometimes too weak to do the job by the time Zapdos shows up. Otherwise I rely on Gengar to weaken him with Shadow Ball.
-Metagross. Bulky as hell, even Flygon's Earthquake won't hurt him enough to net that KO unless he's taken at least 3-4 U-turns, meaning he'll have messed up my team. Leadgross is messed up by Machamp to an extent, but I still don't have a surefire answer to it.
Possible changes:
- I think I need to get in Heatran/Infernape, since a Toxic stall team should ideally use a Fire-type to get rid of the Steels who aren't affected by Toxic. However, I can't think who to remove other than Machamp, and in any case all the team members are pretty important. I'd like some suggestions on this.
-HP Electric and Ice on Tentacruel and Gengar respectively as mentioned previously.
-If I do get in Heatran, I can run Toxic on Heatran, and remove it and Fire Punch from Flygon. That way I can put in Outrage/Dragon Claw to take care of Dragonite and another filler coverage move to help dent annoying Pokemon.