I Stall, You Fall

~~~~~~ I Stall, You Fall ~~~~~


Opposite from the horrible RMT name given here, this team has been working for me pretty well. It is as the name suggests, a reworked stall team, keeping defensive powerhouses such as Skarmory and Forretress, while mixing things up with an Infernape and Offensive Starmie. I didn't want a standard stall team, but rather a psedo-offensive team that could manage to inflict lots of damage through entry hazards.


The majority of the first turns this team usually has involved setting up entry hazards. Usually, I can get two layers of Toxic Spikes up, Stealth Rock, and at least one layer of Spikes up. In some cases however, I can't get everything up as planned, which is where the offensive juggernauts, MixedNape and LO Starmie come into play.


Without more useless introductions, here is the team:
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Rosee (Roserade) @ Focus Sash
Ability: Natural Cure
EV's: 4 Defense/252 SpA/252 Spe
Timid Nature (+Spe, -Atk)
- Grass Knot
- Sleep Powder
- Hidden Power (Fire)
- Toxic Spikes


Enter the common Roserade lead. With this lead, I can outspeed many of the slower leads of the metagame (Bronzong, Forretress, Heatran, Hippowdon, Mamoswine, Metagross, and Tyranitar) or survive via Focus Sash in order to use Sleep Powder, which is the first move I'll always use. After Sleep Powder is up, I'm given 2-3 turns to set up my Toxic Spikes. Depending on what lead it is, I might be able to go for the kill with Hidden Power (Fire) or Grass Knot, but more often I'll switch to my next entry hazard set-uper. More often than not, Roserade survives the initial setup, which allows me to use it offensively later, making full use of the 252 SpA EV's.


How I Fare Against Other Common Leads:
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: In my opinion, the toughest of the leads. They usually start off with Taunt, which royally messes me up. If it does use Taunt, I switch over to Forretress and aim for a 2HKO with Gyro Ball, but it will set up Stealth Rocks if it carries Focus Sash. I can then proceed to switch back to Roserade, for another shot at Sleep Powder + Toxic Spikes, or set up Spikes from here.


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: It will go for the Taunt, which makes me switch to either Infernape (If I plan on killing it with Overheat) or Forretress (In case it carries Explosion, in which case Forretress could absorb the damage and set up Spikes). Once again, it will set up Stealth Rocks.


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: Sleep Powder + Toxic Spikes set up, laugh as I switch to Starmie.


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: Switch to my Infernape immediately and Stone Edge it.


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: Well darn, I do hate this thing. It will start off with Dynamic Punch, and confuse me. Since it carries Lum Berry, I don't go for the Sleep Powder here and instead go straight to Toxic Spiking, since it won't be able to KO me in the two turns needed for Toxic Spike setup. Switch after to Skarmory for Stealth Rock + attempt to kill it with Brave Bird.


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: Sleep Powder and pray to the gods that I win the speed tie. If so, victory! If no, then switch to Infernape and kill it with only layer of Toxic Spikes now down on my side.


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: Sleep Powder + Toxic Spikes, then proceed to KO with Grass Knot.


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: Sleep Powder + Toxic Spikes, OHKO with Hidden Power (Fire). Laugh.


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Skarmbliss (Skarmory) @ Shed Shell
Ability: Keen Eye
EV's: 252 HP/200 Def/36 SpD/20 Spe
Impish Nature (+Def, - SpA)
- Whirlwind
- Stealth Rock
- Roost
- Brave Bird


I picked Skarmory to go on this team mainly for two reasons: 1) At the time of creating this team, I needed Stealth Rock to complete my entry hazards 2) I needed a reliable phazer to help dish the damage and Skarmory was the only one who could while providing optimal defensive coverage. Once I feel that I have set up all the entry hazards I could, Skarmory comes out on a switch or as a switch-in to phaze the other team as much as he can. Skarmory also gives me something to go to against Machamp leads, however, going up a Machamp lead is risky as using Roost will allow him to hit me super effectively with Dynamic Punch. It's also important to note that Skarmory is the only one on the team with Ground resistance.


I also put an extra 4 points into Spe from Spd to outrun those using the cookie-cutter Skarmory build described on Smogon.


Common Switchout Types:
Fire: Either go to Infernape or Starmie, both who have moves to get the job done most of the time
Electric: Pop over to Forretress or Roserade. Dusknoir is also a potential switch as he carries Earthquake


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Polaris (Starmie) @ Life Orb
Ability: Natural Cure
EV's: 4 HP/252 SpA/252 Spe
Timid Nature (+Spe, -Atk)
- Hydro Pump
- Thunderbolt
- Recover
- Ice Beam


Starmie is some of the bug spray that keeps the threats of the OU metagame away. Boasting amazing type coverage (Water, Electric, and Ice) as well as managing to keep itself up through Recover, Starmie can sweep through teams and counter some major threats. Starmie is my only real answer to Water types, which can be a problem. Starmie is also the only way I can effectively deal with Dragon types as well, through Ice Beam. It's also a beastly status absorber if Roserade gets taken down. While it does provide some amazing offensive coverage, if it goes down then two giant holes tear themselves in my team, leaving me wide open to some serious threats.


Common Switchout Types:
Electric: Same as Skarmory; Pop over to Forretress or Roserade. Dusknoir is also a potential switch as he carries Earthquake
Grass: Infernape is my best answer to this, depending on the pokemon on the other end.
Bug: Once again, Infernape is the best option here, especially since the pokemon on the other end is most likely Scizor.
Ghost: I usually tend to go into Forretress and attempt to retaliate with a STAB Gyro Ball, and since Ghost's are usually fast (Gengar), it ends up dealing quite the bit of damage.
Dark: Switch in Infernape and go for the Close Combat.


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Xena (Infernape) @ Life Orb
Ability: Blaze
EV's: 252 Atk/4 Def/252 Spe
Jolly Nature (+Spe, -SpA)
- Overheat
- U-Turn
- Stone Edge
- Close Combat


If anyone could dish the pain on this team, it's Infernape. Boasting STAB Overheat and STAB Close Combat, Infernape will rip through anyone that doesn't resist his damage, and even those that are neutral to it. Despite this, Infernape is extremely fragile. He has many counters such as Gyarados that love to come in on him, and if Starmie is down, then I'm close to losing the match just from that. Even though he has all of that offensive power, without the correct defensive support (Starmie) up, he kind of falls over to the slighest threat. He does provide a lot of coverage though, filling certain holes in the team's offensive core, and because of that, he's worth it.


Common Switchout Types:
Water: Obviously, this type of problem is best dealt with Starmie. However, if Starmie is down the next best thing to switch to is Dusknoir.
Ground: Skarmory
Flying: Also Skarmory
Psychic: Switch to Starmie, even though Starmie has no super effective moves to deal with a Psychic type. Psychic is not that common in OU though so it's not a big worry.


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iSpin (Forretress) @ Shed Shell
Ability: Sturdy
EV's: 252 HP/112 Atk/144 Def
Relaxed Nature (+Def, - Spe)
- Spikes
- Rapid Spin
- Gyro Ball
- Explosion


A true member of my defensive core. Forretress is an extremely reliable check to many types due to his wide variety of resistances. If I predict my opponent correctly, I can either Rapid Spin their hazards away if they don't switch to a Spin Blocker or set up some free layers of Spikes. Forretress is running with 0 Speed IV's in order to get maximum damage from his Gyro Ball. Explosion is there for those threats that you can't seem to get through, and in a final act of service, Forretress explodes to (hopefully) get rid of them. However, despite his many resistances, he is my team's only 4x weakness, Fire. This is no reason to not use him however, and he has certainly proven so on the battle field why he is the best at what he does.


Common Switchout Types:
Fire: Starmie or Infernape, half my team has a fear of fire, so if both Infernape and Starmie are down, I've pretty much lost.


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WannabeRotom (Dusknoir) @ Leftovers
Ability: Pressure
EV's: 252 HP/28 Atk/228 Def
Impish Nature (+Def, - SpA)
- Pain Split
- Thunder Punch
- Earthquake
- Sucker Punch


As is name suggests, he is a wannabe Rotom, and as such my Spin Blocker. I prefer him over Rotom however for a few reasons. Outside of RestTalk Rotom, Rotom lacks recovery, which Dusknoir gets through his use of Pain Split. Also, Dusknoir gets Sucker Punch, to punch out those pesky (few) Psychic types that decide to pop up, and Earthquake, which gives decent coverage. For his Thunder Punch, I had two options. I could go Ice Punch, to give myself more coverage against Dragons, or Thunder Punch, for Water types. I went with Thunder Punch because if my opponent were using Salamence, and Starmie was down, Infernape could come around and use Stone Edge for super effective damage. If my opponent was using Gyarados however, and Starmie was down, nothing could stop it save Roserade, who could get OHKO'd by Earthquake or Stone Edge while only being able to 2HKO with Grass Knot.


Common Switchout Types:
Ghost: Run to Forretress or Infernape and hope one of them can deal with it.
Dark: Infernape, followed by a Close Combat for the kill.


My real concerns for this team are:
1) Dusknoir or Rotom
2) How should my weakness to Water types and Dragon types be handled better


Since this is my first RMT, feel free to point out whatever's wrong in my format (and of course the team as well). Stay tuned for Threat List.
 
Threat List:
What I feel are the largest threats are in bold.

Azelf: Infernape can OHKO Azelf with Overheat. Dusknoir can also give it trouble.

Breloom: Infernape, Skarmory

Celebi: Infernape; Overheat or U-Turn

Dugtrio: Starmie can come in to either Hydro Pump, or Ice Beam. If it's scarfed though, Sucker Punch or Night slash become problems, making Roserade's Grass Knot the best choice.

Electivire: Go to Dusknoir for the Earthquake

Empoleon: Starmie, Roserade, or if it comes down to it, Dusknoir for Earthquake

Flygon: Starmie

Gengar: Forretress, Infernape

Gliscor: Starmie

Gyarados: Starmie, Roserade

Heatran: Infernape, Starmie, Dusknoir

Heracross: Skarmory, Infernape

Infernape: Starmie, Dusknoir

Jirachi: Infernape, Dusknoir

Kingdra: Nothing is super effective, so the best I can do is Starmie here

Lucario: Infernape

Machamp: Skarmory

Magnezone: Infernape

Mamoswine: Infernape, Starmie, Roserade

Metagross: Infernape, Dusknoir

Porygon-Z: Infernape

Rhyperior: Starmie

Roserade: Infernape

Rotom-A: Dusknoir

Salamence: Starmie, Infernape

Scizor: Infernape

Snorlax: Infernape

Starmie: Starmie, Roserade (Depending on if its running Ice Beam or not)

Suicune: Roserade (Can't OHKO however), Starmie

Togekiss: Starmie

Tyranitar: Infernape, Starmie (This is kind of tricky because it usually runs Crunch)

Weavile: Infernape

Yanmega: Infernape, Starmie

Zapdos: Starmie, Infernape
 
I guess Ill help you out a little here. As stands your team will have a hard time outstalling anyone. I seen three huge threats to your team right of the bat. Raikou with HP Grass the worse, after 1 CM he can proceed to OHKO your whole team, also LOJolt can do the same thing. With one DD Mence will proceed to sweep your team and he can set up on 4 of your pokes. What you really need is a special wall, it is proven that no one does this better than Blissey. I would probably remove Forretress or Skarmory, the latter more likely. Its not really beneficial to have both on one team. Dusknoir can help deal with machamp. That one change would make your team miles better.
 
Rotom also has pain split iirc

Completely correct, and Rotom-A uses Pain Split better than Dusknoir, since Blissey like to try and wall Rotom-A all day.

I think you should swap out Infernape for Choice Scarf Jirachi, with a move-set of ThunderPunch/Ice Punch/Iron Head/Fire Punch (or Trick). Choice Scarf Jirachi somewhat deals with your Gyarados and Salamence weakness, out-speeding both with Choice Scarf, even at +1, and nails both for a OHKO with Ice/Thunder Punch. Fire Punch would be to nail Steel-types *cough*Magnezone*cough*.

Choice Scarf Jirachi would also fix the gaping weakness to Choice Scarf Tyranitar in this team. It's late, so I'm not running the calcs, but I assume that Dusknoir, with only 28 Atk EVs, does not OHKO or even 2HKO Tyranitar. Your lack of Will-o-wisp only affirms the idea that Choice Scarf Tyranitar can walk all over this team, bar Forretress and Skarmory.

Change Dusknoir to Rotom-A, as Rotom-A is vastly superior.
 
So a set with:

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@ Leftovers
Ability: Levitate
EV's: 252 HP/168 Def/88 Spe
Bold Nature
- Pain Split
- Overheat
- Will-o-wisp
- Shadow Ball


Would serve as an ample replacement for Dusknoir?
 
Yes. Scarftar cannot OHKO even after SR, which means that though Rotom will be crippled the Scarftar will be as well with the incoming WoW. Pyrric victory, but it'll help your team immensely.

Also- Scizor seems manageable. Barely. By this team. Scizor has that ability to force switches and give its owner tempo in the form of U-turn, which repeatedly will wear down Skarm/ Forry. And if your opponent has a Salamence/Heatran partner, you have a problem as they just got in their fire-type attacker for free.

On to fire-types: Replace Skarmory for Swampert or SOMETHING that will alleviate your fire weakness and by extent Jolteon weakness. Shadow Ball will hurt like hell even to Dusknoir and nothing on this team outspeeds it so it can T-bolt most everybody on the team, save Forretress, for a 2HKO. If nothing else, replace Skarmory with Dugtrio. Or some kind of bulky Pokemon that resists fire and electricity in some way. While this does remove your one levitator, in replacing Dusknoir Rotom has Levitate. An even trade.

Now, while Skarm has SR, Dugtrio has it as well. So no real loss. If you're really concerned, then switch Spikes to SR on Forretress, and replace Skarmory... With Flygon instead (Why the hell doesn't Flygon get SR again?).
 
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@ Leftovers
Ability: Torrent
EV's: 252 HP/4 Atk/252 Def
- Stealth Rock
- Roar
- Earthquake
- Avalanche

I was mainly concerned not only about Stealth Rock, but also about a way of phazing and Swampert seems to take Skarmory's place and do it better. As you said, anyway, I now have Rotom for the Ground immunity so Skarmory lost his niche.
 
Nice Team. You cover really every threat except for mixape. It takes out every member of your team except duskonoir and Starmie if Hydro Pump misses.
 
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