My first attempt at making a stall team and essentially my first attempt at making a serious team. I peaked at 1450 with this, and while that's most likely due to my mediocre play, the team doesn't feel quite right. I'm hoping that getting other people's insight on the team will help me to make better ones in the future
a condom protect.
The team generally plays around Skarm, Heatran, Alomomola, and Chansey when its going well. ZardX and Mandibuzz are there to get me out of sticky situations, but they don't feel terribly useful, and more often than not they end up being a hail mary. Strong physical fighting attackers are still stronger against me than I would like them to be, and I fare particularly poorly against the Deo-Sharp brand of offense. Overall advice is certainly appreciated, but I'm particularly dissatisfied with ZardX and Mandibuzz if anyone has specific recommendations.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 8 Def / 248 SpD
Calm Nature
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Heatran is the usual starter and the SR setter. Flash Fire means that if he can get switched in to any kind of fire attack he can threaten reasonably well with lava plume. He's also essentially immune to the grass pokemon that get switched in to counter alomomola and in a pinc (read chansey KO'd) he can tank most special attacks. He needs to watch out for knock off as leftovers is his only real recovery. This is a fairly standard set and a surprising number of pokemon run EQ so be safe, use Ability: Flash Fire
EVs: 252 HP / 8 Def / 248 SpD
Calm Nature
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
Skarm is immune to the EQ that is most commonly used to try to take out Heatran making him a common switch in. He has good enough physical stats to take a hit from most physical attackers and Whirlwind is the only reliable phasing move, so you also need to move to him quickly if someone starts to set up. Brave Bird means he can hit decently hard if he has to go head to head, but he struggles against Special Attackers. Don't get trapped by Mag, and if you suspect Flamethrower, switch back to Heatran.Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Toxic
- Wish
- Protect
Wish support and physical wall extraordinaire, Alomomola is particularly strong against the water moves that are used to take out Heatran but she can basically take any physical attack. Regenerator means she doesn't need to worry too much about chip damage, but keeping status effects clear is pretty important. Scald and Toxic give you a nice toolbox of status effects to apply. If you suspect a grass move go back to Heatran.Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Toxic
- Wish
- Protect
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Dragon Claw
- Earthquake
- Will-O-Wisp
- Roost
I've found that stall can sometimes be tough if you don't have at least one decently heavy hitter. ZardX is bulky, has good regen, and is a great Will-O-Wisp user making him the perfect heavy hitter for a stall team. He's a reasonably good switch in if you suspect Knock Off since he can tank the hit and he can't lose his item, however its best to get him to mega-evolve before SR goes up since the double super effective really hurts.Ability: Tough Claws
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Dragon Claw
- Earthquake
- Will-O-Wisp
- Roost
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Roost
- Taunt
- Knock Off
- Toxic
Mandibuzz is a useful swiss army knife for this team. Knock off is good to cripple certain pokemon, taunt helps stop Baton pass teams from setting up, and toxic is a staple on stall team. This pokemon is excellent if you want to do one of those things, otherwise its not the best. Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Roost
- Taunt
- Knock Off
- Toxic
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled
Not much to mention here, since this is one of the most standard sets for chansey especially on a stall team. Switch her into just about any special attacker and periodically use heal bell to keep your team healthy. Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled
The team generally plays around Skarm, Heatran, Alomomola, and Chansey when its going well. ZardX and Mandibuzz are there to get me out of sticky situations, but they don't feel terribly useful, and more often than not they end up being a hail mary. Strong physical fighting attackers are still stronger against me than I would like them to be, and I fare particularly poorly against the Deo-Sharp brand of offense. Overall advice is certainly appreciated, but I'm particularly dissatisfied with ZardX and Mandibuzz if anyone has specific recommendations.