SM OU Lando Stall

Lando-T is often overlooked as an anti-breaker on stall teams, perhaps because of its lack of recovery. However, there have been stall teams that require wish support in the past, using teammates like M-Aggron and Magearna. I saw Lando's potential, and ran with it.

Note that this team hasn't been tested extensively; I love building teams, but laddering stresses me out. Too much pressure lol... anyway, without further ado...

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Toxic
- Recover
- Knock Off
- Protect

This is the standard M-Sableye set, with the exception of toxic over wil-o-wisp. I have wil-o-wisp elsewhere on the team, and toxic can really catch people off guard, especially useful for switch-ins (whereas you wouldn't, for example, switch Mawile directly in on Sableye, fearing wil-o-wisp). The speed EVs allow you to outspeed standard ferrothorn sets, whether they have gyro ball or not.

Mew @ Leftovers
Ability: Synchronize
EVs: 80 HP / 244 SpD / 184 Spe
Careful Nature
- Earthquake
- Soft-Boiled
- Defog
- Will-O-Wisp

This is the Heatran check of the team, as Sableye can't check offensive variants. Earthquake bops Heatran, defog removes hazards, and wil-o-wisp cripples pursuit trappers that try to get rid of Mew. The speed EVs allow you to outspeed adamant Lando, so you can burn it or defog before it moves, though this isn't the primary Lando check. The HP and SpD EVs maximize special bulk, giving Mew a high chance (~85%) to avoid the 2HKO from Lele's specs moonblast, while also improving its matchup with Heatran.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Calm Mind

Clefable checks a variety of setup sweepers that are threatening to stall, like energy ball Reuniclus, Blacephalon, Keldeo, and cm Magearna. Calm mind allows Clefable to do more damage to Reuniclus than it can recover, and improves the match up with opposing cm users.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 64 HP / 252 Def / 128 SpA / 64 Spe
Rash Nature
- U-turn
- Earth Power
- Hidden Power [Flying]
- Stealth Rock

Here's the star of the team. Thanks to intimidate, Lando can check a variety of physical threats, like Zard X, M-Mawile, and Hoopa-U. A choice scarf, in conjunction with the given speed EVs, allow Lando to outspeed Kartana. This is crucial, because Z Giga Impact can OHKO at +1 (+2 from SD, -1 from intimidate).

U-turn OHKOs Hoopa-U, and is useful for momentum. Earth power, with the given EVs and a rash nature, OHKOs M-Mawile and M-Mawile, while OHKOing Zard X after some chip (like flare blitz recoil). Hidden power flying OHKOs M-Heracross. Clefable needs max defense to check Heracross, but it needs some SpD to better check cm users. Stealth rock could not be fit elsewhere on the team, and Lando had a free move slot anyway.

Avalugg @ Charti Berry
Ability: Sturdy
EVs: 252 HP / 88 Atk / 168 SpD
Impish Nature
- Avalanche
- Toxic
- Recover
- Rapid Spin

Avalugg checks SD rockers like Garchomp and Lando. It can spin rocks away, and beat them down with avalanche. A charti berry is used to take a +2 continental crush rather well, as you won't always be at 100% to use sturdy. Toxic cripples switch-ins, and allows Avalugg to efficiently check Kyurem-Black. The attack EVs allow Avalugg to OHKO M-Pinsir if it attacks first. An impish nature and max HP EVs are used to improve physical bulk, while the rest of the EVs are put in SpD to avoid the 2HKO from Kyurem-Black's hidden power fire.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Wish

Lastly, Chansey eases some of Clefable's responsibilities, as it can check some special sweepers. It can also check LOKB, which Avalugg struggles with (as opposed to the icium z set, which Avalugg checks better).

Chansey spreads chip damage with seismic toss, and provides heal bell support. Wish is used over stealth rock because Clefable's wishes aren't sufficient to keep Lando healthy throughout the match. I use 8 HP and 248 SpD instead of 248 HP and 8 SpD because it has a much more noticeable impact on special calcs han 248 HP has on any calcs. The only physical hits Chansey should be taking are weak u-turns (Koko, Torn lacking knock off), pursuit, and Kyurem-black's fusion bolt (perhaps there are more, but hopefully you get my point).

Thoughts? Advice? Feel free to use the team yourself, and make whatever changes you want (and let me know what you change if you do).
 
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