...traffic that happens when a car crash occurs because of the rain that would be in the song lyric normally.
Yeah, this is a stall team, with some hopefully creative sets. This will be for WiFi, but it won't be hard to get most of these(except for the Cress), but I can breed for any of these.
First and foremost, this team will not rely on weather to stall, it will, instead, rely on status and switching with Spikes and Stealth Rock. If weather happens, well then, it may help me add to the damage.
Goldmine(Fortress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/100 Def/152 SpD
Relaxed nature (+Def, -SpD)
- Rapid Spin
- Spikes
- Explosion
- Rock Slide
Well, this is a basic EV set for Fortress, but I have Rock Slide over Toxic Spikes or Gyro Ball. The reason for Rock Slide over Toxic Spikes is because I will have plenty of Toxic to spread around the rest of the team. If I feel like I am threatened, the I will just go BOOM!
As the name suggests, I would like for this to be shiny, but, we'll see how it goes.
Snowplow(Mamoswine) (M) @ Leftovers
Ability: Snow Cloak
EVs: 252 HP/64 Atk/196 SpD
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Shard
- Curse
- Avalanche
The Snowplow himself, although, you may notice an interesting EV spread here. It's a bulkier version, along with Curse, which will help him beef up, and that is what the SpD EVs are for, so it still can live on the Special Side, as well as some attack EVs to get it started, and let Curse do the rest of the work. Avalanche is for once it gets slow enough, and will hit with 180 BP physical attacks, backed my Curse. Ice Shard is for those things like Garchomp that may threaten it with Fire Blast.
Moonshine(Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 20 HP/252 Def/236 SpA
Modest nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Psychic
- Charge Beam
Well, that Ape shouldn't be much of a problem after takin' a swig of that lil' ol' Moonshine. Scares away the Nasty Infernape, and Charge Beam is for Gyrados as well as other various fliers and Water Types. I changed it to a Rest/Sleep Talk variant, and from there, it allows for easy recovery, and then is still offensive. Cresselia fits in very well to the stall theme that is this team. Also, Cress can help against a Grass Knot Starmie, by using Charge Beam.
Psycho Shift could be used to shift an annoying status that may occur.
Erosion(Swampert) (M) @ Leftovers/Icy Rock
Ability: Torrent
EVs: 252 HP/216 Def/36 SpAtk
Relaxed nature (+Def, -Spe)
- Stealth Rock
- Toxic
- Roar
- Surf
Wait a minute, hang on a sec. What kind of set is that? Surf, and Stealth Rock? And Toxic? Seriously? Yeah, well, this thing can continue the stall theme of this team, and, it can help force swtiches because of Stealth Rock + Toxic, or even SR + Roar. Surf if for STAB, and it still can hurt a lot, as well as wall effectively on the physical side. This thing is a beast, and will help focus its attention on forcing swtiches, once the Rocks are set up of course.
Dragoon(Salamence) (F) @ Lum Berry
Ability: Intimidate
EVs: 152 HP/24 Def/36 SpD/64 Atk/148 Spe
Jolly nature (+Spe, -SAtk)
- Dragon Claw
- Dragon Dance
- Wish/Roost
- Earthquake
Odd set, odd EV spread, odd poke to see on a stal team. Now, I know that this might seem weird, but here is my reasoning. I want this set to be able to take some hits, as well as deal them back, while allowing status as well. Toxic + Protect is a basic strategy, but not seen on a Mence, adding to the stalling, even if it's only for one turn. It it causes a switch, awesome, as it will add to the residual damage. This thing is for Heatran(EQ), and other non steel pokes, as they receive neutral damage to Dragon.
Roark(Hariyama) (M) @ Leftovers
Ability: Thick Fat
EVs: 180 Atk/252 Def/76 HP
Impish nature (+Def, -SAtk)
- Knock Off
- Whirlwind
- Ice Punch
- Force Palm
So, instead of Machamp, I added in a Hariyama, which can help me stall out, with Whirwind to force switches, and Knock Off to remove items. Ice Punch is for Salamence and Garchomp, and Cross Chop is for steels. It can really add to rid my TTar weakness(by taking it away), and it also fills a good role in the stall team. Can survive at least one hit, maybe even two, and gets can either KO with an Ice Punch/Cross Chop, or switch or knock off an item. A very nice asset on this team.
Yeah, this is a stall team, with some hopefully creative sets. This will be for WiFi, but it won't be hard to get most of these(except for the Cress), but I can breed for any of these.
First and foremost, this team will not rely on weather to stall, it will, instead, rely on status and switching with Spikes and Stealth Rock. If weather happens, well then, it may help me add to the damage.

Goldmine(Fortress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/100 Def/152 SpD
Relaxed nature (+Def, -SpD)
- Rapid Spin
- Spikes
- Explosion
- Rock Slide
Well, this is a basic EV set for Fortress, but I have Rock Slide over Toxic Spikes or Gyro Ball. The reason for Rock Slide over Toxic Spikes is because I will have plenty of Toxic to spread around the rest of the team. If I feel like I am threatened, the I will just go BOOM!
As the name suggests, I would like for this to be shiny, but, we'll see how it goes.

Snowplow(Mamoswine) (M) @ Leftovers
Ability: Snow Cloak
EVs: 252 HP/64 Atk/196 SpD
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Shard
- Curse
- Avalanche
The Snowplow himself, although, you may notice an interesting EV spread here. It's a bulkier version, along with Curse, which will help him beef up, and that is what the SpD EVs are for, so it still can live on the Special Side, as well as some attack EVs to get it started, and let Curse do the rest of the work. Avalanche is for once it gets slow enough, and will hit with 180 BP physical attacks, backed my Curse. Ice Shard is for those things like Garchomp that may threaten it with Fire Blast.

Moonshine(Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 20 HP/252 Def/236 SpA
Modest nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Psychic
- Charge Beam
Well, that Ape shouldn't be much of a problem after takin' a swig of that lil' ol' Moonshine. Scares away the Nasty Infernape, and Charge Beam is for Gyrados as well as other various fliers and Water Types. I changed it to a Rest/Sleep Talk variant, and from there, it allows for easy recovery, and then is still offensive. Cresselia fits in very well to the stall theme that is this team. Also, Cress can help against a Grass Knot Starmie, by using Charge Beam.
Psycho Shift could be used to shift an annoying status that may occur.

Erosion(Swampert) (M) @ Leftovers/Icy Rock
Ability: Torrent
EVs: 252 HP/216 Def/36 SpAtk
Relaxed nature (+Def, -Spe)
- Stealth Rock
- Toxic
- Roar
- Surf
Wait a minute, hang on a sec. What kind of set is that? Surf, and Stealth Rock? And Toxic? Seriously? Yeah, well, this thing can continue the stall theme of this team, and, it can help force swtiches because of Stealth Rock + Toxic, or even SR + Roar. Surf if for STAB, and it still can hurt a lot, as well as wall effectively on the physical side. This thing is a beast, and will help focus its attention on forcing swtiches, once the Rocks are set up of course.

Dragoon(Salamence) (F) @ Lum Berry
Ability: Intimidate
EVs: 152 HP/24 Def/36 SpD/64 Atk/148 Spe
Jolly nature (+Spe, -SAtk)
- Dragon Claw
- Dragon Dance
- Wish/Roost
- Earthquake
Odd set, odd EV spread, odd poke to see on a stal team. Now, I know that this might seem weird, but here is my reasoning. I want this set to be able to take some hits, as well as deal them back, while allowing status as well. Toxic + Protect is a basic strategy, but not seen on a Mence, adding to the stalling, even if it's only for one turn. It it causes a switch, awesome, as it will add to the residual damage. This thing is for Heatran(EQ), and other non steel pokes, as they receive neutral damage to Dragon.

Roark(Hariyama) (M) @ Leftovers
Ability: Thick Fat
EVs: 180 Atk/252 Def/76 HP
Impish nature (+Def, -SAtk)
- Knock Off
- Whirlwind
- Ice Punch
- Force Palm
So, instead of Machamp, I added in a Hariyama, which can help me stall out, with Whirwind to force switches, and Knock Off to remove items. Ice Punch is for Salamence and Garchomp, and Cross Chop is for steels. It can really add to rid my TTar weakness(by taking it away), and it also fills a good role in the stall team. Can survive at least one hit, maybe even two, and gets can either KO with an Ice Punch/Cross Chop, or switch or knock off an item. A very nice asset on this team.