SV OU looking for advice for my sv ou stall team

Hey :)) So I was attempting to build a stall team here. Honestly this team has been through multiple versions, this is version 12 lol. So i decided it was time to post it here to get some feedback and outside advice. See if anyone can help identify and patch any holes in the team I've missed. Thanks in advance for any feedback :)

One thing I do want to quickly talk about here is the lack of hazards on the team. I originally had rocks, spikes, and t spikes on the team. i just found that with my team pretty completely lacking a way to spinblock, not to mention corviknight constantly switching in on me to defog (which it can do extremely easy into my team) it felt like it made more sense to just opt for damaging move to force progress. rather than fight an uphill battle trying to keep hazards up.

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Shiny: Yes
Tera Type: Dark
EVs: 252 Def / 248 SpD / 8 Spe
Calm Nature
- Flamethrower
- Tera Blast
- Soft-Boiled
- Calm Mind

So Blissey here serves as the main special wall for the team, walling pretty much any special attacker it encounters. setting up calm minds with soft boiled to recover. natural cure is here to absorb status, pairing great with gliscor for a little status absorbing core. not to mention every other team member having a status immunity making the team as a whole extremely resisant to status. tera dark is mainly for stored power,the psychic immunity. tera blast allowing super effective damage back into those psychic types, as well as strong stab damage without tera, decent damage when CM boosted as well.

Gliscor @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
Tera Type: Dragon
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
IVs: 17 Spe
- Toxic
- Knock Off
- Earthquake
- Protect

Gliscor's function on the team is fairly simple yet extremely useful, honestly being one of the most consistent mons at forcing progress on opposing teams. it got decent physical bulk and poison heal+protect makes for great longevity. Gliscor is always my lead, and really any of his moves work for an opening. anything you expect to carry knock off you click protect to make sure you dont lose toxic orb, most anything else you click toxic. only reason you wouldnt click toxic being if you see they have a poison immunity on their team, in which case you can either switch to a better check if you have one, or click earthquake into a predicted steel or poison type switch. other than that gliscor absorbs and spreads status and knock offs. tera dragon makes for somewhat of a secondary check to ogerpon wellspring if toxapex is forced to deal with too many other threats, though this is usually unnecessary and blissey or toxapex get the tera majority of battles.

Toxapex @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Chilling Water
- Toxic
- Recover
- Haze

First things first here, yall can change anything you want to this team, so long as toxapex is still on it, its my favorite pokemon ever its an absolute menace and its so cute ok my rant is over now back to the post. Toxapex is the teams main physical wall, shrugging off most physical attacks the way blissey does special, coupled with regenerator and recover toxapex is practically unkillable when handled properly. toxic just eats through teams, simple. haze to block setup sweepers, also high pp is nice just for chance someone tries to pp stall. i experimented with a lot of damaging moves for the fourth slot, as well as t spikes at one point, eventually landed on chilling water to lower attack and let pex tank hits even better. but honestly the main reason for chilling water is garganacl, salt cure can wreak havoc on my team especially if im trying to protect jirachi for another purpose, that is until i hit it with chilling water, then i can switch between glowking and pex to heal off salt cure damage and haze+chilling water again if it goes for curse. tera grass lets pex wall ogerpon wellspring, (helps into the garganacl matchup as well, but not always necessary). from what ive seen the biggest threat to this pex is paralysis, which for the most part isnt a problem with blissey+gliscor to absorb thunder waves/electric immunity but if a para somehows gets thru to pex thats the biggest risk for breaking it

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Fairy
EVs: 236 HP / 20 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Psychic Noise
- Protect
- Sludge Bomb
- Slack Off

Glowking serves mainly as a pivot to absorb damage, similar to the strategy for garganacl i talked about with toxapex. other than that it looks to puch damage. psychic is mostly just here for stab as well as hitting through subsitute, i experimented with different coverage her but found myself wanting a better way to hit poison types, specifially special attacking ones that gliscor cant take hits from to hit with earthquake. sludge bomb is for hatterene and clefable, early versions of the team that lacked sludge bomb just got instantly walled if opponents had a clefable. protect to stall turns of status damage and slack off for extra healing. glowking is probably the least significant member of the team to be completely honest.

Talonflame (M) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Steel
EVs: 164 HP / 252 Def / 92 SpD
IVs: 0 Atk
- Flamethrower
- Defog
- Will-O-Wisp
- Roost

Talonflame was originally added to the team as a defogger but quickly that role was outclassed by willowisp. honestly i dont bother to click defog until at least one maybe more of my mons lose heavy duty boots, though if that happens defog can then become extremely important. willowisp is for status into steel and poison types, also to cripple the attack stats of specific physical threats rather than toxic them. roost to heal, flamethrower for damage. the ev spread here is just to try and make the best of talonflame's horrible defensive stats. boots are obviously necessary so stealth rocks dont obliterate you. tera steel is to not take quite so much to hazards if you lose the boots, though id avoid this at all costs because the tera is infinitely more valuable on another mon. Talonflame is also the teams main check to kingambit

Jirachi @ Leftovers
Ability: Serene Grace
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Iron Head
- Wish
- U-turn
- Cosmic Power

Finally we have Jirachi here as a wishpasser, which i just felt was necessary with only 8pp on recovery moves to ensure real longevity for the team. I will admit this is the teamslot im the least confident in, as ive tried like 4 different pokemon in this slot and i dont even remember how many sets for each. that said jirachi has lasted me the longest and has a few key things over other mons ive used that i'll highlight. first of all steel type is nice so i can worry less about hazards and run leftovers instead of boots. his stats are nice as well, letting him serve as a secondary defensive wall for the team and still be able to take some special hits as well. and if jirachi's allowed to set up with cosmic power he's quite difficult to break through, with 16 wish pp you can keep yourself alive for a long time and whenever you want to switch you pretty much freely wishpass out with uturn. jirachi's speed stat isnt amazing for fishing for flinches with serene grace, he still isnt horribly slow and can outspeed plently of threats --> big one for me being garganacl, outspeeding even if paralyzed and being able to hit back super effective with a 60% crit chance. jirachi is also one of the teams better solutions for gliscor, which usually cant break through the rest of my team, but the rest of my team can struggle to break through it. jirachi though, he tanks earthquakes fairly well after just one cosmic power (or toxapex can hit gliscor with chilling water to safely get jirachi in), iron head does around 20% to offensive sets letting you slowly but surely chip them down, getting free turns for cosmic power or wish if gliscor hit protect fo healing. lastly while the leftovers are helpful for jirachi its still got decent enough survivability without them letting him serve as a secondary knock off absorber in a pinch.


In conclusion, this took way longer than expected, i really appreciate any feedback or advice. :)
 
Last edited:
1. Having an unaware mon to wall gambit and such is nice, I'd suggest slapping in a dozo.
2. You could put protect on jirachi to compress fs absorber role. You can replace slowking with something else.
3. Tera blast blissey is too much, stealth rock maybe?
4. Chilling water might be a bit of a waste as you have haze to stop setup.
5. Giving talonflame a bit of speed allows it to outspeed tusk. You can check out the stall bible from stallcord for the exact set.

These are some small suggestions, though I'd reconsider some of these mons (especially jirachi and slowking).
 
1. i've considered adding a dondozo for a while now i just couldnt decide on a good mon to swich him for.
2. idk about protect on jirachi mostly because i just let tera dark blissey deal w future sight. any recommendations though for replacing jirachi or slowking, those two slots have changed so many times and ive kinda been struggling to find something that fills that slot quite how i want it to.
3. thats fair, tera blast blissey probably is too much. I'll try stealth rock, but i tried it once before and felt like it underperformed. thoughts on alluring voice instead of tera blast? to mess with opposing CM sweepers
4. gonna try out ice beam on toxpex maybe to help against gliscor?
5. and i can make talon flame a little faster, i've got the stall bible pulled up already, do u think i should have him outspeed anything else or just tusk?
 
1. i've considered adding a dondozo for a while now i just couldnt decide on a good mon to swich him for.
2. idk about protect on jirachi mostly because i just let tera dark blissey deal w future sight. any recommendations though for replacing jirachi or slowking, those two slots have changed so many times and ive kinda been struggling to find something that fills that slot quite how i want it to.
3. thats fair, tera blast blissey probably is too much. I'll try stealth rock, but i tried it once before and felt like it underperformed. thoughts on alluring voice instead of tera blast? to mess with opposing CM sweepers
4. gonna try out ice beam on toxpex maybe to help against gliscor?
5. and i can make talon flame a little faster, i've got the stall bible pulled up already, do u think i should have him outspeed anything else or just tusk?
You can replace jirachu/slowking with dozo.
Tera dark blissey to absorb future sight might not be the best idea since your opponent can bring in a physical attacker on blissey.
If you are struggling against opposing cm setup, you could try using clodsire or spdf toxapex with haze.
Toxapex ice beam wouldn't ohko spdf invested gliscor so I wouldn't recommend.
As for talonflame, the sample set is good enough.
 
You can replace jirachu/slowking with dozo.
Tera dark blissey to absorb future sight might not be the best idea since your opponent can bring in a physical attacker on blissey.
If you are struggling against opposing cm setup, you could try using clodsire or spdf toxapex with haze.
Toxapex ice beam wouldn't ohko spdf invested gliscor so I wouldn't recommend.
As for talonflame, the sample set is good enough.
Tera dark blissey is used to block psyshock, especially of it's a psyshock gholdengo, which otherwise demolishes stall.
If your wondering about sets about specific pokemon you can also always check the smogdex and even the stall bible which you have already.
 
Hmmmm - this is a pretty interesting build and I can tell you have put a ton of thought into it. Stall is not the easiest playstyle to pilot in SV OU for sure and this team certainly has a solid foundation. It is definitely not foolproof, though. Common slower breakers such as Hoopa-U and Ursaluna shred this team at Team Preview for breakfast. The lack of any hazards is also a red flag especially for a defensive team such as this one. I can imagine a ton of drawn out games without any meaningful ways to win or make progress. Fixing both issues is going to be tough. Galarian Slowking is probably the member to replace assuming you want to keep Toxapex. The current set is caught in between a couple of optimized builds and in return doesn't accomplish as much as it could. It either should be Assault Vest or Heavy-Duty Boots with Chilly Reception, but it's best off replaced with something else on this team. Your best option to patch the Hoopa-U, Ursaluna, and hazard issue all in one fell swoop is a defensive Rocky Helmet Krookodile. This set was common on some famous past gen OU stall teams, and a revamped version can patched up version can support the rest of the squad.

:sv/Krookodile:
Krookodile (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Fairy
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Stealth Rock
- Knock Off
- Roar
- Earthquake

The EV spread was designed to outspeed Kingambit and take two hits from Make it Rain Gholdengo. The rest of the EVs go towards Attack to OHKO Dragapult with Knock Off. This also works really well as your primary Garganacl switch in as it takes minimal Salt Cure damage and can phaze it out if it attempts to set up or stall with Protect.

252 SpA Gholdengo Make It Rain over 2 turns vs. 248 HP / 244 SpD Krookodile: 332-392 (84.4 - 99.7%) -- not a KO
16+ Atk Krookodile Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 338-398 (106.6 - 125.5%) -- guaranteed OHKO

With this major change, we can make minor integrations for the rest of the squad. Gliscor for example can run U-turn or Spikes instead of Knock Off to prevent redundant coverage. Blissey can run Seismic Toss over Tera Blast for consistent damage that is not reliant on burning Tera every match, (but keep Tera Dark for Psychic Noise and Future Sight immunity). I am also not a huge fan of Chilling Water + Haze on Toxapex (no need to have a move to lower attack only to reset the boosts later) and would experiment with Infestation / Baneful Bunker / Recover / Haze. Talonflame is probably the right pokemon for the team in its role, but I would experiment with Overheat / U-turn / Defog / Roost to provide more pressure and another valuable pivot. I play tested with it on the ladder and would strongly recommend enough speed to handle Ogerpon-Wellspring.

Jirachi is a valiant attempt to patch a ton of holes in the last slot, but its role on this team is pulled in too many directions. U-turn + Cosmic Power is really awkward together because the last thing I want to do when setting up Cosmic Power boosts is give them all up by pivoting out with U-turn. It's actually not a terrible fit given its typing can help patch the team's Kyurem issues. I did lean Bronzong at first, but I came up with a better idea. Assault Vest Iron Hands is not a typical set, but it patches up the team's Kyurem issues and provides another pivot to take pressure off of Blissey for handling special attackers. The set I would use here is Drain Punch / Ice Punch / Earthquake / Volt Switch and is also a solid Gholdengo check (another Stall migraine).

:sv/Iron Hands:
Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Fire
EVs: 248 HP / 20 Atk / 240 SpD
Brave Nature
- Drain Punch
- Ice Punch
- Earthquake
- Volt Switch

252 SpA Choice Specs Kyurem Draco Meteor vs. 248 HP / 252 SpD Assault Vest Iron Hands: 213-252 (41.6 - 49.3%) -- guaranteed 3HKO

Pokepaste with the new edits

Let me know if you have further questions on the proposed changes - you can consider my build V13 and edit from there.
 
Last edited:
Back
Top