made some adjustments , did pretty good , here is my new stall team
Forretress
Sturdy
leftovers
Evs hp 252 def 4 sp def 252 sassy
hp 332 atk 186 def 305 sp atk 124 sp def 218 spe 111
toxic spikes
spikes
rapid spin
volt switch
Forretress is my utility lead , toxic spikes ans spikes for gradual entry damage , rapid spin to get rid of opponents hazard and volt switch to keep momentum going.
Rotom wash
levitate
leftovers
evs hp 112 sp atk 252 spe 144 modest
hp 246 atk 145 def 231 sp atk 319 sp def 219 spe 233
hydro pump
volt switch
pain split
willow wisp
Somewhat of a late sweeper / stall , hydro pump for huge STAB damage , volt switch to switch and keep momentum going , pain split for somewhat reliable recovery , willow wisp to cripple physical threats and sometimes set them up for cofagrigus to hit them with hex.
Metagross
clear body
leftovers
evs atk 36 def 252 sp def 220 lax
hp 286 atk 314 def 337 sp atk 218 sp def 236 spe 157
stealth rock
earthquake
bullet
pursuit
stealth rock for additional entry hazards with spikes (triple threat) , earthquake for coverage , bullet punch to beat faster foes who are weak to steel or low on health , pursuit to trap other psychics and ghosts who cant 2HKO metagross. metagross is a physical sweeper and physical wall
Blissey
natural cure
leftovers
evs hp 252 sp atk 156 sp def 100 bashful
hp 691 atk 37 def 26 sp atk 206 sp def 318 spe 124
wish
softboiled
flamethrower
toxic
The best special wall in the game. Wish to heal teammates when possible , softboiled for recovery and stalling , flamethrower for an attack so it can somewhat fight back , toxic to badly poison those who are not affected by spikes
Gliscor
poison heal
toxic orb
evs hp 64 atk 202 spe 252 jolly
hp 302 atk 258 def 279 sp atk 108 sp def 168 spe 306
earthquake
protect
substitute
ice fang
The main staller and a good sweeper , earthquake for heavy STAB coverage damage , protect for stalling while it recovers from poison heal , sub so it can recover safetly and attack at the same time , ice fang for other ground types and flying types ( and hopefully get a freeze )
Cofagrigus
mummy
leftovers
evs hp 66 def 252 sp atk 116 sp def 74 bashful
hp 247 atk 134 def 377 sp atk 255 sp def 232 spe 66
will i wisp
hex
protect
destiny bond
Cof's main purpose is to come in on something thats been statused and use hex for double STAB damage , and with toxic spikes , two will o wisp users and a toxic user , theres always going to be something statused
protect to stall out a poisoned or burned opponent , will o wisp ... , destiny bond as a final death move to take out opponents namely big threat.
Overall: i know this team is'nt perfect , but no team is. Basically , the point of the pkmn in this team was to have a team with all six having solid defenses , potential to KO opponents somewhat easily still , and to have a team with not many same weaknesses , two are weak to fire , one weak to fighting , one weak to ice and water , one weak to dark and ghost , one is weak to grass , one weak to ground , Basically a team that can't be ran through by one type of pkmn , and it's pretty solid so far , and lastly a team of pkmn who can somewhat support eachother pretty well (ex: Metagross is bait for ground-types which is perfect to safely switch-in Gliscor or Rotom-W). Have only tested it once though.
thats my new stall team , RATE and give any suggestions!
Forretress
Sturdy
leftovers
Evs hp 252 def 4 sp def 252 sassy
hp 332 atk 186 def 305 sp atk 124 sp def 218 spe 111
toxic spikes
spikes
rapid spin
volt switch
Forretress is my utility lead , toxic spikes ans spikes for gradual entry damage , rapid spin to get rid of opponents hazard and volt switch to keep momentum going.
Rotom wash
levitate
leftovers
evs hp 112 sp atk 252 spe 144 modest
hp 246 atk 145 def 231 sp atk 319 sp def 219 spe 233
hydro pump
volt switch
pain split
willow wisp
Somewhat of a late sweeper / stall , hydro pump for huge STAB damage , volt switch to switch and keep momentum going , pain split for somewhat reliable recovery , willow wisp to cripple physical threats and sometimes set them up for cofagrigus to hit them with hex.
Metagross
clear body
leftovers
evs atk 36 def 252 sp def 220 lax
hp 286 atk 314 def 337 sp atk 218 sp def 236 spe 157
stealth rock
earthquake
bullet
pursuit
stealth rock for additional entry hazards with spikes (triple threat) , earthquake for coverage , bullet punch to beat faster foes who are weak to steel or low on health , pursuit to trap other psychics and ghosts who cant 2HKO metagross. metagross is a physical sweeper and physical wall
Blissey
natural cure
leftovers
evs hp 252 sp atk 156 sp def 100 bashful
hp 691 atk 37 def 26 sp atk 206 sp def 318 spe 124
wish
softboiled
flamethrower
toxic
The best special wall in the game. Wish to heal teammates when possible , softboiled for recovery and stalling , flamethrower for an attack so it can somewhat fight back , toxic to badly poison those who are not affected by spikes
Gliscor
poison heal
toxic orb
evs hp 64 atk 202 spe 252 jolly
hp 302 atk 258 def 279 sp atk 108 sp def 168 spe 306
earthquake
protect
substitute
ice fang
The main staller and a good sweeper , earthquake for heavy STAB coverage damage , protect for stalling while it recovers from poison heal , sub so it can recover safetly and attack at the same time , ice fang for other ground types and flying types ( and hopefully get a freeze )
Cofagrigus
mummy
leftovers
evs hp 66 def 252 sp atk 116 sp def 74 bashful
hp 247 atk 134 def 377 sp atk 255 sp def 232 spe 66
will i wisp
hex
protect
destiny bond
Cof's main purpose is to come in on something thats been statused and use hex for double STAB damage , and with toxic spikes , two will o wisp users and a toxic user , theres always going to be something statused
protect to stall out a poisoned or burned opponent , will o wisp ... , destiny bond as a final death move to take out opponents namely big threat.
Overall: i know this team is'nt perfect , but no team is. Basically , the point of the pkmn in this team was to have a team with all six having solid defenses , potential to KO opponents somewhat easily still , and to have a team with not many same weaknesses , two are weak to fire , one weak to fighting , one weak to ice and water , one weak to dark and ghost , one is weak to grass , one weak to ground , Basically a team that can't be ran through by one type of pkmn , and it's pretty solid so far , and lastly a team of pkmn who can somewhat support eachother pretty well (ex: Metagross is bait for ground-types which is perfect to safely switch-in Gliscor or Rotom-W). Have only tested it once though.
thats my new stall team , RATE and give any suggestions!