Hi there, all. Since around the beginning of Platinum, I've been obsessed with stall because it's undoubtedly the easiest teamstyle to use. The debut of XY brought along many new threats--megas, Talonflame, Knock Off--and potential assets to stall, one of which being Defog. Yeah, yeah, people already know how good Defogstall is; but because I was never really overzealous about hazard spam in the past, Defog (once it was revealed to remove all hazards / screens from the field) immediately came to me as a superb option for stall. Spinners in general were always the weakest link of my stall teams, and without having to subject myself to using one, I could fortify my defensive core and make it much harder to break. Anyway, I've been trying my hand at many different variants of stall since the start of XY, and this one seemed to be the most solid. However, a good portion of this team feels a bit shaky--rushed, really--and I'd figured that posting it here for the lovely eyes of you raters would be of greater benefit than wasting time entering tours, laddering, and / or testing more (plus I'm pretty lazy / have other things I'd like to focus on).
Anyway, I'll be skipping the detailed teambuilding process so you people won't have to suffer though an essay featuring my mediocre grammar and bland sense of humor. In short, iirc, it was: Rotom -> Skarm -> Sylveon -> Heatran -> Blissey -> Hippo; then Venu > Heatran and Clefable > Sylveon.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Earthquake
- Slack Off
- Crunch
Hippowdon is the only hazard setter on this team, but that's not what solidified its slot. SDef Hippowdon does a superb job of Checking Gengar, Lati@s, HP Flying Thund-I/-T, [the occasional] Jirachi, Mega Charizard-Y and, most importantly, NP Mega Lucario. I'd chosen Crunch > Whirlwind to at least damage the aforementioned, so Hippowdon's teammates wouldn't succumb to the pressure of certain (rather effective...) offensive cores (e.g, Gengar + U-turn Lando-I). Once Lucarionite gets the boot, I'll definitely reconsider this spread so Hippo can keep better tabs on Mega Mawile, Terrakion, and Tyranitar.
->
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Petal Blizzard
- Earthquake
- Sludge Bomb
Yeah, yeah: "Synthesis + SS is counterproductive". Whatever, idfc. Read on and you'll see why.
Venu keeps Kyu-B, SD Mega Luke, Manaphy, the Thunds, Terrakion, Bisharp, TTar, Mamoswine, Heatran... holy fuck the list is long--it keeps a lot of stuff in check and synergizes well with my two (will explain that later) Wish passers. Petal Blizzard > Giga Drain because CM Manaphy poops on me; Sludge Bomb + EQ gives Venu superb coverage and prevents this team from getting mauled by Mega Mawile / Taunt + NP Thund. I really need the coverage, and figured that between the SS nerf and Venu either not taking much damage, or getting a free turn to recover, I could work with Synthesis + Wish support. So far, it's worked fine for me, so w/e.
edit: Oh, I'd almost forgotten something important. The main reason behind choosing Mega Venu was its immunity to Trick / Knock Off, which can give stall lots of trouble.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Calm Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Toxic
I've never really been particularly fond of Blissey. Sometimes it has 4MSS up the ass. Sometimes it's complete setup fodder. Sometimes it's just useless. I rarely see much of a reason to consider it (or Chansey), but it definitely pulls its weight on this team. Blissey holds this team together by giving everything an (almost) completely safe switch-in--and checking certain threats, namely Volcarona and Lando-I.
So yeah Wish + Protect is outdated garbage now (sucks vs stall / bo), and I'd rather have 32 chances to heal something that's gonna be relying on small / Toxic damage to beat anything. That said, I DID consider Flamethrower at one point to overcome some common Blissey switch-ins like Mega Mawile / Luke, Doryuuzu, Gengar (still lose, but I can break its subs), and Nattorei, but stuck to Seismic Toss after taking into consideration the other five slots on this team.
Skarmory (M) @ Shed Shell / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Defog
- Roost
- Whirlwind
- Drill Peck
Ugh and so we get to this fkn slot. Long story short: after trying out a lot of different options (and birds!), I'd decided on using Skarmory as my Defogger, primary check to MB Doryuuzu, Garchomp, secondary check to Mega Pinsir, Mamoswine, Tyranitar, and a last resort against Mega Gyarados (if it's running Bounce / Waterfall / EQ for some weird reason). I'm aware that Magnezone + offense isn't used quite as much as it was last gen, but I'd figured that it would be a lot easier to prepare for the possibility of. I mean, with Skarm dead, Mega Pinsir just needs a bit of [chip] damage on Rotom, and it sweeps; I'd rather avoid that possibility than get an extra bit of health or punish the physical attackers that this team doesn't really mind anyway. That said, on few occasions I'll use Rugged Helmet to pressure Gyarados / Chomp / Scizor, but more often appreciate the safety of Shed Shell.
Oh, and I really hate the recoil from BB. It makes Skarm a lot easier to pressure and Drill Peck generally gets the job done anyway.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch
Rotom-W is the easiest Pokemon to fit on any XY team, and definitely pulls work here. I'd needed the following: a solid check to Lando-I, Mega Chomp, Torn-T, Sand Rush Doryuuzu, BU + Taunt Talonflame, burn support, and a specially based water resist. Rotom-W fit the bill and it's yet to disappoint. Funny story: In previous builds of this team, Rotom-W was a Rest + Sleep Talk variant, but I'd wanted to use RestTalk Venu as well, so changed the set to something more... standard (because putting two of your own Pokemon to sleep is a pretty crummy idea). After changing Venu's set to the above, I'd forgotten to change Rotom-W's set back, but after a few test runs, decided to keep it as is. Why? Because this team GREATLY benefits from the momentum Volt Switch brings, and having both Wisp and Hydro Pump makes checking some threats much easier. Moreover, with double wish support, keeping Rotom-W alive is surprisingly easy.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Moonblast
- Wish
- Soft-Boiled
- Heal Bell
And lastly, we get to the Pokemon capable of completely dismantling tehystall (if he decides not to be a cockknocker and CT with TrickScarf Sab >:I). Originally, this slot was reserved for CM Sylveon, so I could actually test that fkn set for a while. After getting all of the info I'd needed (which reminds me: I should update the thread), it was time for a replacement, and I thought that Clefable worked pretty well here.
I dislike using Unaware Clefable on stall. It's subjected to using Wish and lolMoonlight for recovery, making it terrible vs opposing stall / bulky offense; all my opp has to do is wither away at Clefable's HP and phaze it out once it's low enough on health. There's likely a better spread available (for instance, Calm 252/160/96 lets Clefable avoid the 2HKO from specially based Cube's Ice Beam which is obviously very useful), but SD Mega Luke is a fuckin bastard and I'd prefer not completely losing to it if Venu is weakened.
Now onto the moves... I just feel very comfortable having two Wishers available. Not only does this mean that Blissey won't be under much pressure, but it also makes Clefable less of a liability when pit against teams with Steels / Volc. Clefable will evade passive damage thanks to Magic Guard, allowing it to Wish more frequently, and allow its teammates to safely cover its weaknesses. As I'd mentioned before, Wish + Protect sucks and I don't see much of a reason for using it. Lastly, due to it being able to switch into / stay in on more relevant threats, I'm using Clefable as this team's cleric--Heal Bell user.
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Gonna skip the threat list, too. Happy holidays, and happy rating!
oh, and:
Anyway, I'll be skipping the detailed teambuilding process so you people won't have to suffer though an essay featuring my mediocre grammar and bland sense of humor. In short, iirc, it was: Rotom -> Skarm -> Sylveon -> Heatran -> Blissey -> Hippo; then Venu > Heatran and Clefable > Sylveon.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Earthquake
- Slack Off
- Crunch
Hippowdon is the only hazard setter on this team, but that's not what solidified its slot. SDef Hippowdon does a superb job of Checking Gengar, Lati@s, HP Flying Thund-I/-T, [the occasional] Jirachi, Mega Charizard-Y and, most importantly, NP Mega Lucario. I'd chosen Crunch > Whirlwind to at least damage the aforementioned, so Hippowdon's teammates wouldn't succumb to the pressure of certain (rather effective...) offensive cores (e.g, Gengar + U-turn Lando-I). Once Lucarionite gets the boot, I'll definitely reconsider this spread so Hippo can keep better tabs on Mega Mawile, Terrakion, and Tyranitar.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Petal Blizzard
- Earthquake
- Sludge Bomb
Yeah, yeah: "Synthesis + SS is counterproductive". Whatever, idfc. Read on and you'll see why.
Venu keeps Kyu-B, SD Mega Luke, Manaphy, the Thunds, Terrakion, Bisharp, TTar, Mamoswine, Heatran... holy fuck the list is long--it keeps a lot of stuff in check and synergizes well with my two (will explain that later) Wish passers. Petal Blizzard > Giga Drain because CM Manaphy poops on me; Sludge Bomb + EQ gives Venu superb coverage and prevents this team from getting mauled by Mega Mawile / Taunt + NP Thund. I really need the coverage, and figured that between the SS nerf and Venu either not taking much damage, or getting a free turn to recover, I could work with Synthesis + Wish support. So far, it's worked fine for me, so w/e.
edit: Oh, I'd almost forgotten something important. The main reason behind choosing Mega Venu was its immunity to Trick / Knock Off, which can give stall lots of trouble.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Calm Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Toxic
I've never really been particularly fond of Blissey. Sometimes it has 4MSS up the ass. Sometimes it's complete setup fodder. Sometimes it's just useless. I rarely see much of a reason to consider it (or Chansey), but it definitely pulls its weight on this team. Blissey holds this team together by giving everything an (almost) completely safe switch-in--and checking certain threats, namely Volcarona and Lando-I.
So yeah Wish + Protect is outdated garbage now (sucks vs stall / bo), and I'd rather have 32 chances to heal something that's gonna be relying on small / Toxic damage to beat anything. That said, I DID consider Flamethrower at one point to overcome some common Blissey switch-ins like Mega Mawile / Luke, Doryuuzu, Gengar (still lose, but I can break its subs), and Nattorei, but stuck to Seismic Toss after taking into consideration the other five slots on this team.
Skarmory (M) @ Shed Shell / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Defog
- Roost
- Whirlwind
- Drill Peck
Ugh and so we get to this fkn slot. Long story short: after trying out a lot of different options (and birds!), I'd decided on using Skarmory as my Defogger, primary check to MB Doryuuzu, Garchomp, secondary check to Mega Pinsir, Mamoswine, Tyranitar, and a last resort against Mega Gyarados (if it's running Bounce / Waterfall / EQ for some weird reason). I'm aware that Magnezone + offense isn't used quite as much as it was last gen, but I'd figured that it would be a lot easier to prepare for the possibility of. I mean, with Skarm dead, Mega Pinsir just needs a bit of [chip] damage on Rotom, and it sweeps; I'd rather avoid that possibility than get an extra bit of health or punish the physical attackers that this team doesn't really mind anyway. That said, on few occasions I'll use Rugged Helmet to pressure Gyarados / Chomp / Scizor, but more often appreciate the safety of Shed Shell.
Oh, and I really hate the recoil from BB. It makes Skarm a lot easier to pressure and Drill Peck generally gets the job done anyway.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch
Rotom-W is the easiest Pokemon to fit on any XY team, and definitely pulls work here. I'd needed the following: a solid check to Lando-I, Mega Chomp, Torn-T, Sand Rush Doryuuzu, BU + Taunt Talonflame, burn support, and a specially based water resist. Rotom-W fit the bill and it's yet to disappoint. Funny story: In previous builds of this team, Rotom-W was a Rest + Sleep Talk variant, but I'd wanted to use RestTalk Venu as well, so changed the set to something more... standard (because putting two of your own Pokemon to sleep is a pretty crummy idea). After changing Venu's set to the above, I'd forgotten to change Rotom-W's set back, but after a few test runs, decided to keep it as is. Why? Because this team GREATLY benefits from the momentum Volt Switch brings, and having both Wisp and Hydro Pump makes checking some threats much easier. Moreover, with double wish support, keeping Rotom-W alive is surprisingly easy.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Moonblast
- Wish
- Soft-Boiled
- Heal Bell
And lastly, we get to the Pokemon capable of completely dismantling tehystall (if he decides not to be a cockknocker and CT with TrickScarf Sab >:I). Originally, this slot was reserved for CM Sylveon, so I could actually test that fkn set for a while. After getting all of the info I'd needed (which reminds me: I should update the thread), it was time for a replacement, and I thought that Clefable worked pretty well here.
I dislike using Unaware Clefable on stall. It's subjected to using Wish and lolMoonlight for recovery, making it terrible vs opposing stall / bulky offense; all my opp has to do is wither away at Clefable's HP and phaze it out once it's low enough on health. There's likely a better spread available (for instance, Calm 252/160/96 lets Clefable avoid the 2HKO from specially based Cube's Ice Beam which is obviously very useful), but SD Mega Luke is a fuckin bastard and I'd prefer not completely losing to it if Venu is weakened.
Now onto the moves... I just feel very comfortable having two Wishers available. Not only does this mean that Blissey won't be under much pressure, but it also makes Clefable less of a liability when pit against teams with Steels / Volc. Clefable will evade passive damage thanks to Magic Guard, allowing it to Wish more frequently, and allow its teammates to safely cover its weaknesses. As I'd mentioned before, Wish + Protect sucks and I don't see much of a reason for using it. Lastly, due to it being able to switch into / stay in on more relevant threats, I'm using Clefable as this team's cleric--Heal Bell user.
-------------
Gonna skip the threat list, too. Happy holidays, and happy rating!
oh, and:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Earthquake
- Slack Off
- Crunch
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Petal Blizzard
- Earthquake
- Sludge Bomb
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Calm Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Toxic
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 204 Def / 252 HP / 52 Spd
Impish Nature
- Defog
- Drill Peck
- Roost
- Whirlwind
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Moonblast
- Wish
- Soft-Boiled
- Heal Bell
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Stealth Rock
- Earthquake
- Slack Off
- Crunch
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Petal Blizzard
- Earthquake
- Sludge Bomb
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Calm Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Toxic
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 204 Def / 252 HP / 52 Spd
Impish Nature
- Defog
- Drill Peck
- Roost
- Whirlwind
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Moonblast
- Wish
- Soft-Boiled
- Heal Bell
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