It's a stall team yay! (made it to 15th on the leaderboard before I gave up)

It's a stall team yay!

I'm back for now was checking in and out before... though probably gone after the next RMT haha.

Basically Stallish type teams became super gay to play with once that Rest Talk WOW Rotom became very prominent after I posted my RMT and part of the reason why I retired. Stall teams will always have trouble against it and getting around it. I see some people have been using a Scarf Tar to Pursuit it on their Stallish team which is a very intelligent idea. I remember that LO Starmie was one of the hardest things to play against with Stall on my old team and got the bright idea of using one on a Stall team to threaten Rotom and give a Stall team a weapon against Heavy Offense which is weak to Starmie. I knew Starmie could work on a stall team because of Earthworm's old stall team.

Started with Starmie. Added Taunt Skarm because I wanted to try it out. Naturally added Blissey. I knew Blissey was an excellent SR'r from watching IPL play so much. Also I liked the synergy of getting Spikes and SR up early that Skarm and Bliss provide (much like the Forrey and Swampert from my old team). Then basically I filled in the blanks with the best pokes from my old team that still work in this metagame and for stall in general.

For all those who have no idea what I'm talking about. Thriller Joint RMT by Pana and me.

http://www.smogon.com/forums/showthread.php?t=58790

Basically I ended up with an offensiveish? stall team.

I don't have the patience to ladder much so I gave up after 15th.

Anyways enjoy.


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Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/36 Spd/220 SDef
Careful nature (+SDef, -SAtk)
- Spikes
- Roost
- Whirlwind
- Taunt

Skarm is a good lead with Taunt. Can get up Hazards and prevent Stealth Rock from slower leads like Metagross, Swampert, Bronzong, Skarmory and Hippo who never switch out because a lot of Skarm on the off chance it doesn't have Taunt. Has great synergy with Blissey early game as they will generally bring in a special attacker which will allow me to get up SR immediately after getting a layer of Spikes most of the time. It's still a top notch physical wall and mixed wall due to the EV spread with Careful. 36SPE EV's have outsped almost every Skarm I've faced and most lead Metagross.

Against the Top 5 leads
Azelf- Switch to Starmie on Taunt or Fire Blast. Hydro Pump if they did either of those if they SR first Rapid Spin then Hydro Pump.
Metagross- Taunt, these can't really touch you. Set up Spikes afterwards
Swampert- Taunt, it can't touch you. Set up Spikes afterwards
Jirachi- Spike up. They will either Trick, SR or Thunder Wave. Almost guaranteed 2 layers of Spikes against this lead.
Aerodactyl- Switch to Jirachi or Starmie on the Taunt. Iron Head or T-Bolt + Rapid Spin.

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Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Recover
- Rapid Spin
- Thunderbolt

Kind of the reason this team exists. Problem with a lot of stall teams is that Rotom prevents Rapid Spinning and threatens all Rapid Spinners (Payback Forrey really doesn't do enough). Well with LO Starmie it is very easy to take out or threaten Rotom's and Spin after. With Recover it is also a large nuisance to offensive and typically other Stall teams have no way to kill this. With LO Starmie you are generally spamming Hydro Pump anyways and then Thunderbolting any Water pokemon that switch in so Ice Beam was left off for Rapid Spin. I'm generally well covered for Latias and Salamence which is which Ice Beam covers (though T-Bolt does respectable damage to Naive Mence). EV's are straightfoward I'd appreciate a little more bulk at times while still retaining the ability to 2HKO Rotom but only if it helps it avoid certain KO's.

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Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 20 HP/252 Def/236 SDef
Bold nature (+Def, -Atk)
- Seismic Toss
- Stealth Rock
- Softboiled
- Thunder Wave

The other half of the Skarm Bliss combo and my SR user and a very good one at that. Thunder Wave is very good to help Blissey avoid being set up fodder (the problem with Wish Bliss) and S-Toss is standard. Bold for Maximum defense so I can stay in on threats I want to Thunder Wave (Mence and Tar (at times)) and to take less damage from weak Pursuits. Generally either extremely vital or useless other than for SR. Due to the abundance of Latias, Rotom and Water Pokes in this metagame it is usually very valuable to have a Blissey.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Punch
- Iron Head
- Fire Punch
- Trick

We know what Choice Scarf Jirachi does on a Stall Team as I was one of the first ones to use it on a successful Stallish team (from my other RMT) revenges kills stuff giving you kind of a insurance policy. Once you've scouted the other team and you see they have nothing faster you can Trick the scarf and it can function as the Physical Sweeper. Generally stall teams have a heckuva time trying to beat this after the Scarf has crippled something and offensive teams very dislike its ability to revenge kill everything.

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Latias (F) @ Leftovers
Ability: Levitate
EVs: 192 HP/64 Def/252 Spd
Timid nature (+Spd, -Atk)
- Calm Mind
- Roar
- Recover
- Dragon Pulse

This Poke is so awesome thank you Pana for creating it. Latias has just amazing resistances and its ability to phaze is very helpful against other CM sweepers (like Jirachi) and its ability to Scout teams who like to send their Pursuiter blindly into Spikes only to get roared out. Generally can beat most stuff that has Recovery so once all the sweepers with no recovery have taken their toll from Spikes this can just clean everything up. EV spread is bulkier than the one I first used so I survive Scarf Pursuits to Roar Tar away though it seems a little weak. Not sure of the optimal EV spread for this

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Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/64 Def/192 Spd
Timid nature (+Spd, -Atk)
- Sleep Talk
- Rest
- Thunderbolt
- Will-o-wisp

This thing is amazing and one of the best pokes in the game. This is what made my last team so successful before everyone else discovered how great this moveset was. Why change the best Spin Blocker in the game. Speed to outspeed Luke as I noticed I have less protection against it with this team.
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Rate it, Fix It do whatever. Definitely not perfect and would love to hear some suggestions. Just finishing with the statement that Stall and defensive teams work extremely well in this metagame still as long as you have Skill and Patience for all those who say Stall sucks now.

Peace out.
 
Looks like an amazing team. Defensive core is solid, all threats are covered. One minor nitpick I have is that you might want to add a bit more defense onto Skarm, as you've got the special side covered with Latias/Bliss. If Jirachi goes down to something like Magnezone (unlikely early on, but possible), you'd want something that can handle TTar (particularly DD variants). Not sure what spread I'd recommend, though.
 
Hello JL,

Nice work on building this, though I just have a couple of nitpicks from looking at this team. Firstly, I have tested Hydro Pump on Starmie for awhile now and I found that its extremely unreliable when your in a tight situation. On the most standard and defensive Rotom-A spread, Surf will deal 45.7% - 54.3%. This may not secure the 2HKO, but the chances are extremely high and I generally think Surf will do you well. Assuming Rotom comes to block your spin, Surf will 2HKO 252 hp / 136 SpD Rotom 100% of the time with Stealth Rock down. Definitely consider Surf for more safety.

If your looking for an EV alternate on Latias, I would lean towards 252 HP / 80 Def / 176 Spe. Seems like you have Latias on lock pretty nicely so losing the 10% Speed drop for outpacing positive 100s - namely Salamence, might be beneficial for you to add more physical bulk.

As for other options, I'd like to suggest one thing. Having a similar team to this, I could tell you now that SubCharge Rotom and to a lesser extent Substitute Gengar might be problematic in the long run. One issue to patch this up is the addition of Ice Beam over Thunder Wave. Ice Beam ensures that your no longer a sitting duck versus Rotom. Although it won't shatter it with a single hit, it ensures that your not going to switch out to someone who might potentially get hurt by Rotom behind a Sub. overall gl. 4 stars.
 
Welcome back man.

You have a large weakness to Scarf Tyranitar. That thing has been on the rise for quite some time now, and it can basically Pursuit two of your Pokemon for free in Starmie and Latias. There's really nothing I can recommend to fix this because that would require Starmie to be swapped for like Swampert, which obviously destroys the whole point of the team. I guess all I can say is don't let Starmie stay in for too long, or Latias for that matter either.

Another minor suggestion I'd like to point out is Thunderbolt / Thunderpunch over Trick. You do have this sort of issue with Life Orb Gyarados, especially if its paired up with something like a Scarf Tyranitar. Trick really isn't useful in my opinion right now because of the types of teams that are around now. Most are semi-stallish like yours and have dedicated Trick recipients like Scarf Tyranitar or Scarf Jirachi. The only real threat to your team to run Trick for would be Crocune, but you can phaze it with Skarmory and then let Starmie kill it end-game. Thunderpunch would probably be the better option considering more and more things that are physically defensive invest more in special defense now.
 
I'm not going to say much as this is a fantastic team. I ran something similar for a while and it was very effective. Just some minor nitpicks.

Stall teams almost demand 100% accuracy attacking moves. Stall must hit when it needs to, which is why Toxic Spikes is preferred to Toxic and Will-o-Wisp is sometimes left out. Starmie needs Surf. PP becomes a big reason people lose to stall, and you have to be prepared for those long, grueling matches.

Blissey needs an attacking move. Seismic Toss just doesn't cut it. Ice Beam is a fine attack for scaring away Salamence and for breaking Subs. Flamethrower beats up Scizor, though with Protect you have no business staying in, and offers that chance of burn your team needs. You have a lack of status on your team. Paralyzing opponents and offering a 75% burn rate just doesn't cut it most of the time. I find Toxic Spikes to be more important than Spikes on my stall teams, just because it frees up spots and allows me to beat Infernape, SubChamp, and Tyranitar without too much extra work. I can then focus on threats like Heatran, Salamence, and Gengar knowing that everyone else gets owned by poison damage. hmmm, I'm rambling.

Your team just seems like a strange version of stall to me. No Toxic Spikes and no consistent form of status (I guess you have t-wave...) means that you have to prepare for more threats. But with Spikes down you have to do less damage to those trouble pokes. Maybe I'll give this style another shot.
 
I would argue against replacing Trick on Jirachi, as it's his only way of handling last pokes like Curselax and Cune. Starmie is unreliable against Cune, as it might not be around lategame with Scarftar around.

LO Gyara isn't as much of an issue, as it's handled by SR, Skarm, Latias, and Rotom. Scarftar's threat is diminished by spamming Roar, WoW, and Hydro Pump, limiting its chances to switch in.
 
ToF noticed the weakness to ScarfTar and pokemon used in combination with it but i think i have a solution.

Latias seems to be in two minds as to what it is doing but the addition of Reflect over CM could really help its longevity and your team's. I don't see whiat CM is for. Does it CM up and sweep or is it so it can beat crocune? I dont see why it needs it as it can still Phaze it and CM Jirachi and it still loses to Blissey due to status. Reflect on the other hand allows it to weather the pursuits of the inevitable switchins Scizor and Tyranitar and shrug off their attacks.

I've used this set to excellent success and so has Jabba in his new stall team, which funnily enough is quite similar to yours. If you're interested see the RMT archive.

Other than that this is a great team I love the offensive Starmie idea. I would also agree with ToF and Franky about Ice Beam and Thunderbolt.

BTW Stall sucks if you make a bad stall team which the majority of them are. Modern stall on the other hand seems to be quite effective although still hard to use.
 
With the Scarf Tar problem I assume that all teams have one. And lucky with the pokes it threatens early game I'm spamming the attack it doesn't want to switch into (Hydro Pump, WOW and Roar) and Spikes quickly takes it's toll. Generally it catches Starmie after it KO's something. I generally avoid killing things with Latias until Tar is gone. Though I realize that I have to play smartly it is a paper weakness though it hasn't really bothered me too much. The Taunt Skarm and Rapid Spin lets me pull of a lot of double switches (due to keeping hazards off the field) that rack up damage on Scarf Tar. Basically have to accept the weakness and play creatively. Reflect over CM is an idea on Latias and might have to test it out and will test Electric move over Trick.

I do love how teams freak out against LO Starmie when it takes out something they need to beat the rest of the stall team.

Thanks for the suggestions.
 
Nice team :] I started using Skarmory leads this month to beat the rise in TTar leads, but everyone else seems to have the same thought process :P Infernape might become popular soon.

You really have no way besides Latias to beat Sub/Charge Rotom. It can come in on everything besides Latias and Starmie and something is taking SE damage. On top of that you don't have SS so it's going to be gaining 6.25% per turn with lefties and keep on setting up that Sub. You can really only put Shadow Ball on Blissey which is kind of stupid or switch it out for a TTar. :P I would switch it though. Blissey really can't handle any kind of pursuit + spikes and a lot of teams use both of those now.

Gengar can come in on less, but it can come in and cause havoc nonetheless. LO Sub/Pain Split ones can keep coming in and bothering something. Blissey has 16 Softboiled PP and Gengar has 32 Pain Split, so PP stalling Focus Blast is not an option. Your only hope to come in really is Skarmory and WW it out, and IF you can get rid of the sub, Jirachi can revenge kill. Starmie, Rotom, and Latias can clearly not do anything when the sub is up, and it's a stretch to depend on Skarmory and Jirachi to come in on the sub.

If skarm has any sort of damage on it, and it IS a lead, DD Mence sweeps pretty much your entire team if Jirachi loses the speed tie. I guess you can try to bait an Outrage and WW it away but DD LO Outrage still does a LOT to Skarm with no defense EVs. MixMence is a problem too, but nothing really stops that haha. SR + Jirachi coming into the Draco Meteor is your best bet, but that's most teams.

Your team being super vulnerable to TTar kind of scares me, but I guess you can just keep hitting it, as everything can punish a switch in.

I don't know what to do, I just feel that Blissey should be swapped for TTar, which prevents things coming in and Pursuiting your Blissey so that it has to come in and take spikes with at least 30% chipped off pre entry hazards, and that Starmie or Latias should be switched for something to help deal with this Sub Ghost types weakness. It's unfortunate because you're extra weak to everything that is hard to wall, and you're safe against pretty much everything else. I would remove Latias, since I never seem to have success with defensive Latias, but I probably use it poorly and I don't really know what to switch in.
 
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