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
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.
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.
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.
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.
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
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.
Team at a Glance







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.

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.

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.

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.

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

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.