In Soviet Russia, Pokemon catch you!

Okay, so lulz aside, I've been working on a Stall-ish team for a while, and this is what I came up with. The goal is basically to annoy my opponent with an absurd amount of entry hazards, status conditions, and just being generally annoying.

The Lead:

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Roserade @ Focus Sash
Timid
252 Special Attack / 252 Speed / 4 HP
Natural Cure

Sleep Powder
Leaf Storm
Hidden Power (Fire)
Toxic Spikes

Usually outspeeds the other lead, unless it's a taunter like Azelf/Aerodactyl, or a scarfed lead. The goal is to sleep something (obv), then start setting up toxic spikes, where I can hopefully get in two layers of the stuff, which will allow me to essentially toxic every non-flying/steel/levitate/poison pokemon. Leaf Storm is for denting things relatively hard with a STAB'd 140 base power attack that can make swampert shit his pants. HP Fire is obviously for gay steels like scizor, who is gay. Sash is to survive hits and come back to sleep them and get in my free layer of poison spikes, unless they're a lum berry lead.

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Skarmory @ Leftovers
Impish
252 HP / 176 Defense / 64 Attack / 16 Speed
Keen Eye

Whirlwind
Spikes
Brave Bird
Roost

The Second Spiker in the lot. This one, sets up normal spikes, which when stacked three times, can be really really gay for my opponent, and that's just how I like it. Whirlwind is obviously for shuffling my opponents pokes in and out of entry hazards, and phazing any would-be-sweepers from ever really touching me. Brave Bird is to peck at the faces of pokemon for very good damage from a defensive pokemon, hitting most pokemon for relatively decent damage if not resisted. Roost is the obligatory recovery move that will let me PP Stall CB Tyranitar and the like.

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Swampert @ Leftovers
Relaxed
252 HP / 252 Defense / 4 Attack
Torrent

Earthquake
Ice Beam
Roar
Stealth Rock

The third and final piece of my entry hazard puzzle, and second physical wall thing. Sets up rocks, and hits things with EQ and Ice Beam. Roar is also to keep shuffling. I'd say more, but most people are already familiar with this set and what it does. It kills dragons, non-hpgrass heatran, and a bunch of other things, while still being a pretty defensive poke.

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Blissey @ Leftovers
Bold
24 HP / 252 Defense / 232 Special Defense
Natural Cure

Armoatherapy
Thunderwave
Seismic Toss
Softboiled

The obese egg nurse obviously makes an appearance on this team. She can heal her fellow walls and cripple my opponents sweepers that are immune to the poison floating around, most notably, Latias, Metagross, and Scizor. Seismic Toss is for dealing 100 damage to things, and I must say, it does a decent job at it, only failing to do so against ghosts.

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Gengar @ Choice Scarf
Modest
252 Special Attack / 252 Speed / 4 Defense
Levitate

Shadow Ball
Focus Blast
Thunderbolt
Hidden Power (Fire)

My teams obligatory spin blocker. Revenge Killer. Ground/Fighting/Normal switch in. And Trick Absorber. Attacks allow for some really nice coverage that can allow me to take down some pretty important pokes such as CB Scizor that isn't locked into bullet punch, CBTar locked into EQ, etc. Not really much else to say here, he does exactly what I need him to, and not a whole hell of a lot more.

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Salamence @ Leftovers / Life Orb
Jolly
Attack 252 / 4 Defense / 252 Speed
Intimidate

Dragon Dance
Roost
Earthquake
Dragon Claw

Standard DDmence. He comes in after my opponents team has already been severely weakened by my entry hazards and status. Sets up with a dance, and goes for the sweep. Roost to recover stuff like SR damage when I can. Jolly allows for me to outrun more pokes, which is pretty important for my teams only real sweeper. Dragon Claw over Outrage because getting locked into a move can be a real problem, seeing as how, if my opponent does somehow manage to drop a counter on him late game that I didn't see yet, then it certainly helps to have the ability to either roost/earthquake/dance again given the opportunity to do so.
 
CS Flygon poses your team many problems, it 2HKOs everything in your team (I think) and will rampage through once your 3 leads are gone. It is also immune to Spikes & Toxic Spikes, while only taking half the normal damage from Stealth Rock. Also, U-Turning to scout through your team will also prove to be quite advantageous against a team with only two poks whose job it is to actually attack. To keep the idea of many entry hazards I would put Stealth Rock on Skarmory. For the third option of poke I would use a dual screener (Bronzong would be good as it can lay down stealth rock as well so Skarmory doesn't have to). A dual screener wll give your pokes some much needed durability seeing as a priority user/faster poke will make quick work of them. But if you do choose to put Stealth Rock on Skarmory then the third slot could really be anything to deal with what you've experienced are your biggest threats. Also Salamence really needs Roost to be able to attack over and over and suits a kind of stalling tactic that your team should (IMO) have.
 
But if I sub out swampert for Bronzong, I'm loosing my fire, electric resists and gaining a 3rd fire weakness ; ;

I do completely agree on giving Salamence Roost however.
 
He has two of the best Scarf Flygon checks in the game; your team pretty much can't get more solid against Flygon...

Keep Roar, with your spikes and stuff. Plus it helps with random crap like Scarf Tyranitar pursuing your Gengar, leaving you open to stuff like Gyarados. P.S. Roost + Outrage makes absolutely no sense on Salamence. You're going to be locked in so even in a chance where you could Roost, you cant for one or two more turns. At which point you could either be dead or have one attack left. Just give it Dragon Claw, Life Orb, and make it Jolly to tie with revenge killers like Flygon, Jirachi, and other base 100 scarfers.
 
Thanks a lot Bad Ass. Edited Salamence to those suggestions, since they made complete logical sense to me. However, I've been finding myself having a lot of problems with MixApes. Seeing as how Fire Blast, Grass Knot, HP Ice, Close Combat more or less kills every single pokemon I have, and he's too fast to efficiently counter with what I have. Is there anything I can do against it, or is it just one of those things I have to deal with?

Gengar could ohko him with Psychic, and come in safely on nasty plot/grass knot/close combat. Is that worth considering?
 
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