ORAS OU I hate stall, so I made stall

talah

from the river to the sea
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Know that saying, keep your friends close and your enemies closer? Well, I've always despised stall-so I decided to make my first stall team and I can say, it's not as bad as I thought it would be. That might be because of my playstyle, not always going for the safe play and having some offense instead of pure stall, I don't know. Anyhow, on the the team!



THE CREW IN A GLANCE

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So, this team so far has gotten me to 1450 undefeated, with one close game. I have no idea how good it is because I'm pretty new to stall, sets are gonna follow up soon enough.

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My team started out with, of course, Mega Sableye. Because of M-Sableye's insane physically defensive capabilties, I wanted a good special wall that could also cover Sableye well-Heatran both these criteria, offers Stealth Rock and has an amazing defensive typing.
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Zapdos was added as another amazing physically defensive threat and like Heatran, a very good base Sp.Atk stat. Flying type really helps because of Heatran's 4x weakness to Ground. Defog is a must on every team, so, Zapdos fits perfectly here.
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Clefable is next. Pure Fairy is an amazing defensive typing, with weaknesses easily covered by the rest of my team. Amazing Cleric, since it can switch into several things and Wish/Heal Bell, helping the rest of my team(or itself) to survive longer. The slot was occupied by Chansey previously, but I decided that Clef is prolly better than Chansey, since it also is insane against Mega Lopunny.
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Even though this is a stall team, I decided that I wanted something that could hit really hard-and what's best than bulky AV Ttar? Switches into the Lati twins all day long, traps them in with Pursuit, counters Smogonbird really damn hard and is in general a complete beast. Sand Stream also helps if I can get more passive damage and start recovering with my other members while they slowly and painfully lose their life.
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Quag is the last member of the team. Unaware+being physically defensive makes a threat to be reckoned with, since access to Recovery paired with Toxic can really mean trouble. Checks Keldeo pretty damn well, and is amazing against M-Punny and SD Brave Bird. Ground type is also really helpful at times.


THE SETS
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U MAD BRO? (Sableye) (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 160 Def / 100 SpD
Impish Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play

The savior of stall himself, the most annoying Pokemon in OU-one of the two best Pokemon in OU too, for that matter-His Grace, Mega Sableye. I don't really like the CM variant so instead I opted for a physical set. Will-o is pretty meta, Prankster really helps to check M-Punny as you can just not Mega turn 1. Although on most occassions I'd rather Toxic my opponent, Will-o can be invaluable versus physical attackers, stopping sweeps in their tracks. Knock Off is another really useful move, stripping Pokemon off their precious items, reducing the number of Pokemon that really can switch into this. Recover is a staple on every Sableye set, making this unkillable so it can annoy your foe even further. Foul Play is especially useful if Lum Berry users try to setup on your face predicting a Will-O, and also does more damage after Knock Off is used on the same target(most of the time at least) and can be very useful for things like no item Talonflame switching in on you.


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Smokin! (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 68 SpA / 188 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Toxic
- Earth Power

Pretty straightforward set. Heatran is my best special wall outside of Keldeos, since its incredible defensive typing and great stats make it a very formidable foe. Stealth Rocks are an absolute must on every single team out there, especially stall, since your opponents slowly get worn down by them. Lava Plume gives you a very useful Fire type STAB, with a 30% chance of burning your opponent, ideal against physical attackers combined with the specially defensive Heatran I'm running. Toxic is great for things like Keldeo trying to come in, and generally any Heatran check/counter, like Lando I/T, Garchomp and stuff like that. Earth Power hits other Heatrans really damn hard, and is great for things like Zard X trying to setup, also offers amazing coverage alongside Lava Plume.

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Raikiri (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 192 Def / 68 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Thunderbolt
- Heat Wave

Zapdos is my defogger, and my trusty Ferrothorn counter. Defog is another thing mandatory on any team, removing of any hazards on both sides, very good for when your team is low, since 1 HP can mean the difference between winning and losing. Roost is instant recovery, always nice to have things like that, also comes in with a very useful Flying-type removal for the turn, which might actually prove really useful at times. Thunderbolt as my only STAB move-Electric is a great offensive type, hitting many things neutrally for very damn good damage. Heat Wave give excellent coverage when combined with Tbolt, also obliterating threats such as Scizor and Ferrothorn, which are utterly walled by Zapdos.


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Lunartic (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Moonblast
- Fire Blast/Protect

Clef is my main cleric, passing wishes and removing status from the team. Set is is designed to take on Keldeo better. Fire Blast is a great steel type lure, while Protect helps with the Wish recovery. Wish is the classic good way of recovery for my things, especially helpful for Ttar. Heal Bell is great if something gets through M-Eye's Magic Bounce or if I get secondary effect haxed. Moonblast is a great move overall, getting STAB from Clefable, and hitting M-Punny and the likes for tons of damage.

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Darude (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge
- Pursuit
- Earthquake
- Crunch

Although an offensive poke might seem out of place in a stall team, this particular Tyranitar has been insanely helpful for the team, being an insane Lati@s counter, switching into anything they have and killing them with Pursuit. Stone Edge is the Rock STAB of choice, nuking things down if Crunch can't. I try to avoid using this, although I might have to resort to it at times. Pursuit is a great trapping move, hurting the Latis as mentioned above, and doing a lot of damage to any unwanted matchups trying to switch out. EQ is amazing coverage, offering the infamous EdgeQuake combo and hitting stuff like Heatran. Crunch is my main STAB here, with a really good chance of reducing Defense, especially helpful against walls such as Skarmory.

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Yay! (Quagsire) (M) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Quagsire's a beast. Seriously, this stands to the strongest of OU threats, ignores anything they have, statuses them, kills them, Recovers on them. It's just so damn good. Scald is the water STAB any Quag should use, with a really good 30% chance to burn. EQ is the main offensive move here-since Quagsire has more Attack than Special Attack, it is what you should usually go for. Recover is always appreciated, saving you in dire situations while Toxic is great status, especially for Stall.


Anyway guys, this was my team. Second RMT here, hoping for good criticism. As mentioned above, I've yet to lose with the team and I'm in the 1450s, not that high but not exactly low. Don't suggest non-AV Ttar, it works better for me if I have a direct hitter. One more thing, don't judge EV sets but if you have better suggestions let me hear them. They serve VERY specific purposes. Anyhow, have fun rating this stall team!
 
Anyway guys, this was my team. Second RMT here, hoping for good criticism. As mentioned above, I've yet to lose with the team and I'm in the 1450s, not that high but not exactly low. Don't suggest non-AV Ttar, it works better for me if I have a direct hitter. One more thing, don't judge EV sets but if you have better suggestions let me hear them. They serve VERY specific purposes. Anyhow, have fun rating this stall team!
Stall, My favorite play style. OK, suggestions are: you lack a win condition, so get one if possible.
Lunartic (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect

Smokin! (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 68 SpA / 188 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Roar (CM-Clefable otherwise sweeps your team more or less.)
- Earth Power



Darude (Tyranitar) (M) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Sassy Nature
- Stone Edge
- Pursuit
- Earthquake
- Ice Beam (lures in lando-t like nothing else.)
 
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Team seems pretty weak to mega garde and diancie so I would run Bronzong over Heatran. It also comes in every time a lati comes in and replaces the rocks freeing up ttar's slot since sable hates residual damages. Chansey or gyarados would be good here for zard y, letting either clef or gyar be your win condition
 
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