Heavy Stall (OU)

Stall teams have always been fun to play to me but with this team I have been having some dufficulties figuring out a couple moves sets for a couple pf my guys and evs. Any suggestions would be great as I am trying to make this team as heavy as possible. Without any more waiting here we go

Team at a Glance

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 216 Def / 40 SpD
Impish nature (+Def, -SpA)
- Stealth Rock
- Slack Off
- Earthquake
- Roar

Stealth rock is always the first thing to go down and is also the first part of my secondary damage. E-quake for stab and is just a powerfull move wich hits alot of guys hard. Roar is here to help phaze for the secondary damage, or in the chance they set up on me. In the last slot I put in slack off. It helps reagain heath to saty in longer for the late game.

Hippwodon sets up SR right away unless I feel there is a suicide lead then I go to rotom. This guy is bulky as hell and can take a beating. It is always nice to have more than one phazer on a stall team. HE is just the first skarmory is the second. I gave him left overs to help keep him alive longer which helps since sand storm does not affect him.

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Skarmory @ Shed shell
Ability: Keen Eye
EVs: 252 HP / 216 Def / 40 SpD
Impish nature (+Def, -SpA)
- Whirlwind
- Spikes
- Roost
- Brave Bird

Brave bird is there for the water typeswho think they can run all over this guy. Roost to help pick my health back up from brave bird. Spikes is there as my second part to my secondary damage, and of course whirlwind as a means to phaze.

Skarmory is just the best defensive wall out there. Shed shell is just incase a magnezone as rare as I see him know a days happens to come out.
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Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 40 SpA / 216 SpD
Calm nature (+SpD, -Atk)
- Wish
- Protect
- Flamethrower
- Toxic

Wish is there to help pass on health to the other team members who do not have a means to heal themselves to stay in for the long run. Protect helps this girl pp stall as well to help get that wish to herself without taking damage. Toxic helps out alot for the levitaters and the guys who toxic spikes dont hit. Flamethrower hits the most threats to this team compared to her other moves such as seimic toss, thunder bolt, ice beam and so on.

Blissey, not much to say but the best special wall in the game. She can heal, stall, and is just awsome. I gave her left overs to help with residule damage from sand storm.

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Tentacruel @ Left overs
Ability: Liqiud Ooze
EVs: 252 HP / 120 Def / 136 SpD
Calm nature (+SpD, -Atk)
- Toxic Spikes
- Rapid Spin
- Surf
- HP Electric

Toxic spikes is my final form of secondary damage. It helps to have that poison out there. Rapid spin helps this team stay alive when it is up against other stall teams. Surf is there for a stab and a helps revenge kill. HP electric is there basically for water types that tentacruel can come in on and just rape.

He is mainly here for the toxic spikes and the rapid spin. He helps this team out with covering the weaknesses of Hippowdon, jirachi and rotom-h.

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Jirachi @ Light clay
Ability: Serene Grace
EVs: 252 HP/8 Atk/216 Def/32 Spd
Impish nature (+Def, -SAtk)
- Ice puch
- Grass knot-(fire punch)
- Reflect
- Light Screen

Ice punch is for those dragon types that come around. Grassknot is mainly for the rock types and swampert, to end it reflect and light screen to help everyone on my team get everything laid down.

Jirachi is here for the duel screens she can lay down and great defense. She's bulky and can handle a lot thrown her way. Light clay to lengthen the turns also to help the rest of the team to get everything laid down easier so they dont take as hard of hits. She normally comes in second right after hippwodon

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Rotom-H @ Leftovers Or a scarf
Ability : Levitate
Ev's : 252 HP / 200 Def / 58 SpD
Bold or Timid Nature
- Rest-(HP Grass)
- Sleep Talk-(Shadow ball)
- Thunder bolt
- Overheat

Rotom-H has two ways to go. the first is the shadow ball, rest talk, overheat. With bold as his nature this will help make him bulky and will make it where he can heal himself and with leftovers, keep the sandstorm from withering away at his hp. the second set, which is shadow ball, thunderbolt, hp grass, and overheat with a timid nature and a scarf to help him out run threats like lucariao, who can be a threat to this team. this guy is where i need the most help on my team.

This guy helps to block rapid spin and hlps against steel and ghost types.

Well this is the team rate, hate steal. I appreciate the time.
 
I don't know to much about stall but seems really solid of a team. I like the dual screens, it seems like that would help out alot. I recomend though you switch out jirachi for celebi and just give celebi the duel screens grass knot and perish song. With perish song it gives you another phazer on your team. I hope that helps out
 
As usual with this kind of team, it's Lucario weak. The only member of the team that can stand up to a +2 LO Lucario is Hippowdon, so you're going to have to use him extremely well to beat a good Lucario team.
A pretty simple fix for that which more or less turns this into the standard Platinum stall team would be to replace Jirachi with a Gyarados using a moveset of Waterfall/Roar/Rest/Sleep Talk, which gives you pretty much the best Lucario counter there is. Running that Gyarados opens up the possibility of using a Swampert over Hippowdon as your SR lead, which is a case of better resistences and relying on Wish support against instant recovery.
Replacing Jirachi should be a priority regardless, as I don't think it does all that much for you. If you want screens, an option that's always worth considering is a Forretress as your Rapid Spinner with a moveset of Rapid Spin/Toxic Spikes/Payback and either Reflect or Light Screen as the final move, in which case Gyarados should definately be used to avoid a nasty MixApe weakness.
Celebi is also definately worth considering, otherwise a well played last pokemon Curser will beat you every time.

On Rotom, definately go with RestTalk. You'll be needing Rotom to stick around in order to stall effectively.

Other than that, this is a pretty solid team, good luck.
 
Alright, your team seems pretty solid but i see quite a large problem with last poke stat uppers like Curse Snorlax, Curse Swampert, Calm Mind Cresselia and the like. Toxic Spikes are also next to useless currently in the metagame, meaning Tentacruel is only needed to counter Infernape and Rapid Spin. I'd recommend Starmie over it because it has access to instant recovery, meaning Blissey can drop Wish support for a 4th move and use Softboiled > Wish.

Starmie @ Leftovers
Timid Nature, Natural Cure
200 Speed / 132 Speed / 176 Def
-Surf
-Recover
-Rapid Spin
-Reflect / Thunderbolt

Reflect or Thunderbolt is your choice, Reflect means that Jirachi can drop Reflect for a 3rd attacking move like Iron Head, while Thunderbolt hits Gyarados, although i'm not too sure you need it with Rotom H countering Gyara rather well. Reflect also means Pursuit users cannot pick you off as easily, mostly the ever omnipresent Choice Banded Scizor and Tyranitar. Reflect also means mons like Machamp will be a lot easier to handle.

Jirachi is pretty cool on stall, but i believe it's rather outclasses in this situation. Perish Song Celebi helps with the nasty stat upping weakness, although if you don't want to use an essential "Obi Rip Off Team", you could try Metagross in place of Jirachi. It adds the same typing as Jirachi and has access to Explosion in case your having trouble with any last poke stat uppers. 252 HP / 244 Def / 12 Spe is the spread that the analysis lists, although since your team is very physically heavy you couuld afford to use some attack evs. If you truly miss the screens, Metagross can easily run Light Screen to ease the abuse of special attacks against it. I'd run along the lines of Meteor Mash / Explosion / Earthquake / Light Screen. This also gives you a last ditch effort against DDMence who has decently easy set up, although i'd be much more afraid of Mixmence. Due to the potential MixMence weakness, i suggest that you run Ice Beam as your 4th move on Blissey so it doesn't get too easy of a switch in.

Good luck with your team, i hope this helped.

EDIT: Metagross also survives +2 CC almost every time meaning it can be used in a last ditch effort.
 
What i was thinking with grass knot on jirachi was a way to defend against swampert. With lucario I was thinkning throwing up screens plus a fast scarf rotom would take care of lucario. I will try out the rest talk form along with replacing jirachi with gyyarados. With forretress I have never been a big fan of him. He has more ressitances but have always had tentacruel last longer. I will try swampert out aswell but I hate that thought of loosong sandstorm and I just love that hippo. But deffinatly test it out.
 
Grass Knot for Swampert is unnecesarry, Toxic Spikes mean that it's not sticking around, and it can't really touch you anyway.
 
I did not think about that. That is actualy a great point. In that case if I do keep jirachi then I will probably put on fire punch or thunderbolt
 
i used tentacruel also, but with Rest and another Healbell/Wish pokemon. In a stallteam the better choice imo, 1 attack move on tentacruel is enough, i usually used surf but sludge bomb could be nice, also
 
Toxic Spikes are also next to useless currently in the metagame.

Honestly can't say I agree with this statement. Unless your team is riddled with status inducers, toxic spikes + SR is lethal and can force alot of switches especially on pokemon who aren't currently invested in a lum berry or status curing ability/move(aromatherapy, natural cure..etc..) Toxic spikes + will-o-wisp support especially for the bulky attacking flying types that get around SR can prove almost essential in a pinch as well. So while the points are valid I can't call it COMPLETELY useless. Just throwing this out here.

His starmie suggestion, however, is a large improvement as your team lacks a rapid spinner.
 
Honestly can't say I agree with this statement. Unless your team is riddled with status inducers, toxic spikes + SR is lethal and can force alot of switches especially on pokemon who aren't currently invested in a lum berry or status curing ability/move(aromatherapy, natural cure..etc..) Toxic spikes + will-o-wisp support especially for the bulky attacking flying types that get around SR can prove almost essential in a pinch as well. So while the points are valid I can't call it COMPLETELY useless. Just throwing this out here.

His starmie suggestion, however, is a large improvement as your team lacks a rapid spinner.
Scizor, Flygon, Jirachi, Heatran, Salamence, Azelf, Rotom appliance, Lucario are all notable OU pokemon that are unaffected by Toxic Spikes and 6 out of the 8 that i named have the potential to trouble stall, meaning setting up Toxic Spikes is largely useless.

Also, Swampert is still an issue. Curse Swampert is going to cause this team a whole lot of havac as the last poke. This is why i suggest you at least attempt to try to find a solution to beating last poke stat uppers, since Cursepert isn't the only one that is going to beat you (CM Rest Cress, Curselax).
 
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