Kakuna Rattata!
Hi there Smogon. It's ShootingStarmie bringing you another RMT. This is my stall team that I've had moderate success with on the ladder, and I'd like to share it with you guys to hopefully make this team better. It does have some obvious weaknesses, but I think right now it's just impossible to cover every threat in the metagame, and this stall team covers the majority of major threats. Anyway, let me explain to you the team building process.
Team Building Process
The team started out with the idea of using bulky Mew. I always loved the fact that Mew could acts as a great stop to a lot of physical attackers, as well as helping me beat other stall teams with it's speedy Taunt.
Heatran shares great synergy with Mew, and offers a lot of support for stall teams, mainly phazing, Toxic, and Stealth Rock.
Venusaur just checks so many threats in today's metagame, and offers too much support to pass up. It was added to the team.
Quagsire rounds the synergy nicely for the team, as it creates the infamous Grass / Water / Fire core. It also checks a crap ton of threats that scare stall teams, like Bisharp and Charizard X.
Zapdos has been a favourite of mine for a while, and with the buff to Defog, and Pinsir being such a threat, it wasn't hard to convince me to use it. It's probably the best counter to Mega Pinsir, and the support Zapdos offers is incredible.
There was just one slot missing. What I noticed about the team is how easily it can be worn down by status, that and how easily Charizard-Y and Landorus-I destroys this team. I decided to add Chansey, just because it's extremely bulky and provided the support that the team needs.
Now that you've seen how the team was put together, here's a closer look at each Pokemon, and it's role for the team.
A Closer Look
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 Def / 120 Spd
Bold Nature
- Soft-Boiled
- Taunt
- Will-O-Wisp
- Psyshock
So Mew was the starting point of the team, mainly because I remember using a similar set to great success last generation. I decided to try it out in generation 6, and it hasn't disappointed, despite Dark and Ghost types gaining a huge buff this generation. It still offers the team great support with it's fast Taunt and Will-O-Wisp, which helps a ton when facing opposing stall teams. The Speed EVs are used to out speed Jolly Mega Tyranitar and Will-O-Wisp it before it Crunches, while the rest is dumped into physical bulk.
Soft-Boiled keeps Mew nice and healthy throughout the match, and allows me to wear down the opposition with Will-O-Wisp and Taunt. Taunt is great for keeping Stall teams at bay, as this Mew out speeds most stall based Pokemon, like Chansey, Skarmory, Hippowdon, etc. which prevents them from healing status, allowing Mew to wear them down further with Will-O-Wisp. Apart from wearing down stall Pokemon, Will-O-Wisp also allows Mew to check some dangerous physical threats, like Swords Dance Scizor, Dragon Dance Tyranitar, and Choice Banded Terrakion. Finally, Psyshock is STAB and offers solid damage on neutral threats.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 224 SDef / 36 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock
Heatran is an incredible Pokemon right now, and it always finds it's way onto my teams, just because it's such a good Pokemon. This team is no exception, as it checks many threats for this team, and offers so much support. The Speed EVs are used to out speed Mandibuzz and Toxic it before it can Taunt, while also Speed creeping opposing Heatran, while the rest of the EVs are dumped into special bulk (while also giving me a Stealth Rock HP number).
So Lava Plume is STAB and has a nice 30% burn rate, which is great for crippling physical attackers that switch into Heatran, like Tyranitar and Terrakion. Toxic nails bulky water switch ins, like Rotom-W and Quagsire, which allows me to slowly wear them down over time, and cripple them for the rest of the match. Roar is used to phaze dangerous threats, like Calm Mind Clefable and Quiver Dance Volcarona, which could otherwise cause this team problems. Finally, Stealth Rock supports the team by slowly wearing down the opponent.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog
Zapdos has been a favourite of mine ever since I played the cartridge games on my Gameboy, so being able to use it competitively is pretty awesome, and with the buff to Defog, and the popularity of Pinsir, it wasn't hard to convince me to use this beast of a bird. A great thing about Zapdos on stall teams is it's ability Pressure, which allows you to easily out stall dangerous moves which only have 8 PP, while also helping you in a Stall vs. Stall game. The Speed EVs allow Zapdos to out speed Adamant Bisharp, which I think is a nice bench mark to aim for in Zapdos, while the rest of the EVs are placed into Physical bulk (while also giving me an Stealth Rock HP number).
Thunderbolt is STAB and hits decently hard on neutral threats, but it's main target is Mega Pinsir, which easily OHKO's. Heat Wave allows Zapdos to not be used as set up bait by Ferrothorn and other Steel types, while also allowing me to counter Scizor without having to rely on Heatran. Roost allows Zapdos to switch into Stealth Rocks without little fear, and keeps Zapdos healthy when it has to switch in and take a hit. Finally, Defog supports the team by removing hazards, allowing Zapdos and the rest of the team to switch in with ease.
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 88 Def / 168 SDef
Calm Nature
- Giga Drain
- Knock Off
- Synthesis
- Leech Seed
Venusaur is my Mega of the team, and it's one of the best Mega Evolutions currently in OU. It's just so bulky, which allows it to check so many threats, as well as it's ability Thick Fat, which allows it to even take on Fire and Ice type attacks like Heatran's Lava Plume and Manaphy's Ice Beam. The EVs are nothing special, just your standard EVs I found on the analysis. Overall they provide me with solid mixed bulk.
So, Giga Drain is STAB and heals Venusaur's HP nicely without having to resort to Synthesis. Knock Off is a great move of choice on Venusaur, as it again helps me wear down more defensive teams as it knock's off their Leftovers as they switch in. Synthesis is what keeps Venusaur nice and healthy, but should only be used when needed since due to it's 8 PP, it's easy to stall out. Leech Seed wears down switch ins, and again offers me a form of recovery without having to resort to Synthesis.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Recover
- Scald
- Haze
- Toxic
Quagsire has been seeing a lot of usage on stall teams recently, and for good reason. It's one of the best counters to Bisharp and Charizard X, along with other multiple physical threats. This is due to Quagsire's unique ability Unaware, which ignores stat boosts, allowing you to easily wall stat boosting sweepers, which often can smash through stall teams. The EVs are pretty straight forward just max physical bulk and HP.
Recover is used to keep Quagsire nice and healthy as it walls physical sweepers. Scald is STAB, but it's mainly used just to get a lucky burn on physical attackers. Haze is actually used over Earthquake mainly because it allows this stall team to easily win against Baton Pass teams, and Earthquake really isn't needed on Quagsire. I admit, I did get the idea to use Haze from TFL's stall team, and it should probably become the standard set. Finally, Toxic is used to wear down Pokemon that Quagsire is trying to wall, like Charizard X.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Heal Bell
- Soft-Boiled
- Seismic Toss
- Toxic
Chansey is just a fat blob. It's so damn bulky with it's gigantic HP stat and Eviolite, and the support it offers to this team with Heal Bell, and it's ability to absorb nearly any special attack is too good to pass up. EVs are pretty standard, and make Chansey one of the best mixed walls in the game.
Heal Bell is used to stop my team from being worn own by status. Often I'd have my Venusaur burned by switching it into Scald or Will-O-Wisp from Rotom-W, and it allows me to play more easily around opposing Heatran (not fearing Toxic). Soft-Boiled keeps Chansey nice and healthy, as it sadly is kinda easy to wear down due to no Leftovers / Sand residual damage. Seismic Toss is used to deal solid damage to most switch ins, and it's the best attacking option Chansey has. Finally, Toxic is used to stall out just about any threat not immune to it.
Conclusion
Well, there's my team. It's done very well on the ladder, but I've noticed that it does struggle with certain threats. Any good advise / rates would be awesome, and if you like / use the team, please drop a like. Shout out's go to MCBarrett, shartruce2, Gary2346, Don, Jaiho, Kushalos, Haylcon and all of the nigs in the OU chat. Thanks for reading n_n






Hi there Smogon. It's ShootingStarmie bringing you another RMT. This is my stall team that I've had moderate success with on the ladder, and I'd like to share it with you guys to hopefully make this team better. It does have some obvious weaknesses, but I think right now it's just impossible to cover every threat in the metagame, and this stall team covers the majority of major threats. Anyway, let me explain to you the team building process.
Team Building Process

The team started out with the idea of using bulky Mew. I always loved the fact that Mew could acts as a great stop to a lot of physical attackers, as well as helping me beat other stall teams with it's speedy Taunt.


Heatran shares great synergy with Mew, and offers a lot of support for stall teams, mainly phazing, Toxic, and Stealth Rock.



Venusaur just checks so many threats in today's metagame, and offers too much support to pass up. It was added to the team.




Quagsire rounds the synergy nicely for the team, as it creates the infamous Grass / Water / Fire core. It also checks a crap ton of threats that scare stall teams, like Bisharp and Charizard X.





Zapdos has been a favourite of mine for a while, and with the buff to Defog, and Pinsir being such a threat, it wasn't hard to convince me to use it. It's probably the best counter to Mega Pinsir, and the support Zapdos offers is incredible.






There was just one slot missing. What I noticed about the team is how easily it can be worn down by status, that and how easily Charizard-Y and Landorus-I destroys this team. I decided to add Chansey, just because it's extremely bulky and provided the support that the team needs.
A Closer Look

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 Def / 120 Spd
Bold Nature
- Soft-Boiled
- Taunt
- Will-O-Wisp
- Psyshock
So Mew was the starting point of the team, mainly because I remember using a similar set to great success last generation. I decided to try it out in generation 6, and it hasn't disappointed, despite Dark and Ghost types gaining a huge buff this generation. It still offers the team great support with it's fast Taunt and Will-O-Wisp, which helps a ton when facing opposing stall teams. The Speed EVs are used to out speed Jolly Mega Tyranitar and Will-O-Wisp it before it Crunches, while the rest is dumped into physical bulk.
Soft-Boiled keeps Mew nice and healthy throughout the match, and allows me to wear down the opposition with Will-O-Wisp and Taunt. Taunt is great for keeping Stall teams at bay, as this Mew out speeds most stall based Pokemon, like Chansey, Skarmory, Hippowdon, etc. which prevents them from healing status, allowing Mew to wear them down further with Will-O-Wisp. Apart from wearing down stall Pokemon, Will-O-Wisp also allows Mew to check some dangerous physical threats, like Swords Dance Scizor, Dragon Dance Tyranitar, and Choice Banded Terrakion. Finally, Psyshock is STAB and offers solid damage on neutral threats.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 224 SDef / 36 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock
Heatran is an incredible Pokemon right now, and it always finds it's way onto my teams, just because it's such a good Pokemon. This team is no exception, as it checks many threats for this team, and offers so much support. The Speed EVs are used to out speed Mandibuzz and Toxic it before it can Taunt, while also Speed creeping opposing Heatran, while the rest of the EVs are dumped into special bulk (while also giving me a Stealth Rock HP number).
So Lava Plume is STAB and has a nice 30% burn rate, which is great for crippling physical attackers that switch into Heatran, like Tyranitar and Terrakion. Toxic nails bulky water switch ins, like Rotom-W and Quagsire, which allows me to slowly wear them down over time, and cripple them for the rest of the match. Roar is used to phaze dangerous threats, like Calm Mind Clefable and Quiver Dance Volcarona, which could otherwise cause this team problems. Finally, Stealth Rock supports the team by slowly wearing down the opponent.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog
Zapdos has been a favourite of mine ever since I played the cartridge games on my Gameboy, so being able to use it competitively is pretty awesome, and with the buff to Defog, and the popularity of Pinsir, it wasn't hard to convince me to use this beast of a bird. A great thing about Zapdos on stall teams is it's ability Pressure, which allows you to easily out stall dangerous moves which only have 8 PP, while also helping you in a Stall vs. Stall game. The Speed EVs allow Zapdos to out speed Adamant Bisharp, which I think is a nice bench mark to aim for in Zapdos, while the rest of the EVs are placed into Physical bulk (while also giving me an Stealth Rock HP number).
Thunderbolt is STAB and hits decently hard on neutral threats, but it's main target is Mega Pinsir, which easily OHKO's. Heat Wave allows Zapdos to not be used as set up bait by Ferrothorn and other Steel types, while also allowing me to counter Scizor without having to rely on Heatran. Roost allows Zapdos to switch into Stealth Rocks without little fear, and keeps Zapdos healthy when it has to switch in and take a hit. Finally, Defog supports the team by removing hazards, allowing Zapdos and the rest of the team to switch in with ease.

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 88 Def / 168 SDef
Calm Nature
- Giga Drain
- Knock Off
- Synthesis
- Leech Seed
Venusaur is my Mega of the team, and it's one of the best Mega Evolutions currently in OU. It's just so bulky, which allows it to check so many threats, as well as it's ability Thick Fat, which allows it to even take on Fire and Ice type attacks like Heatran's Lava Plume and Manaphy's Ice Beam. The EVs are nothing special, just your standard EVs I found on the analysis. Overall they provide me with solid mixed bulk.
So, Giga Drain is STAB and heals Venusaur's HP nicely without having to resort to Synthesis. Knock Off is a great move of choice on Venusaur, as it again helps me wear down more defensive teams as it knock's off their Leftovers as they switch in. Synthesis is what keeps Venusaur nice and healthy, but should only be used when needed since due to it's 8 PP, it's easy to stall out. Leech Seed wears down switch ins, and again offers me a form of recovery without having to resort to Synthesis.

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Recover
- Scald
- Haze
- Toxic
Quagsire has been seeing a lot of usage on stall teams recently, and for good reason. It's one of the best counters to Bisharp and Charizard X, along with other multiple physical threats. This is due to Quagsire's unique ability Unaware, which ignores stat boosts, allowing you to easily wall stat boosting sweepers, which often can smash through stall teams. The EVs are pretty straight forward just max physical bulk and HP.
Recover is used to keep Quagsire nice and healthy as it walls physical sweepers. Scald is STAB, but it's mainly used just to get a lucky burn on physical attackers. Haze is actually used over Earthquake mainly because it allows this stall team to easily win against Baton Pass teams, and Earthquake really isn't needed on Quagsire. I admit, I did get the idea to use Haze from TFL's stall team, and it should probably become the standard set. Finally, Toxic is used to wear down Pokemon that Quagsire is trying to wall, like Charizard X.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Heal Bell
- Soft-Boiled
- Seismic Toss
- Toxic
Chansey is just a fat blob. It's so damn bulky with it's gigantic HP stat and Eviolite, and the support it offers to this team with Heal Bell, and it's ability to absorb nearly any special attack is too good to pass up. EVs are pretty standard, and make Chansey one of the best mixed walls in the game.
Heal Bell is used to stop my team from being worn own by status. Often I'd have my Venusaur burned by switching it into Scald or Will-O-Wisp from Rotom-W, and it allows me to play more easily around opposing Heatran (not fearing Toxic). Soft-Boiled keeps Chansey nice and healthy, as it sadly is kinda easy to wear down due to no Leftovers / Sand residual damage. Seismic Toss is used to deal solid damage to most switch ins, and it's the best attacking option Chansey has. Finally, Toxic is used to stall out just about any threat not immune to it.
Conclusion
Well, there's my team. It's done very well on the ladder, but I've noticed that it does struggle with certain threats. Any good advise / rates would be awesome, and if you like / use the team, please drop a like. Shout out's go to MCBarrett, shartruce2, Gary2346, Don, Jaiho, Kushalos, Haylcon and all of the nigs in the OU chat. Thanks for reading n_n
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