Arcticblast
Trans rights are human rights
Night Stall
A BW2 OU stall team by Arcticblast
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[pimg]490[/pimg][pimg]455[/pimg]
[pimg]205[/pimg][pimg]623[/pimg]
It all started with Cofagrigus. Yeah. I hadn't played OU in a while and I was moderating PS chat when I suddenly thought about that. Don't ask why. So I tried making a team around it, then alkinesthetase brought me to my senses. By then I had it, Jirachi, Forretress, and Heatran. I replaced Cofagrigus with Jellicent and moved on, adding Roserade and a nifty stallbreaker in Crobat. It was pretty nice, but it had its issues. I don't quite remember what changes I made at that point (I blame jonathanrp for considering Cradily though), but they all led here. And right now this team has some problems. Which is why I'm here.FIX MY TEAM DAMMIT I'm mostly having issues with the following things:
- Electric-types in general: Thankfully rare, but having four weaknesses to Electric doesn't exactly help me out.
- Reuniclus: fuck this thing. Less of an issue now
- Gastrodon: If Roserade goes down, this thing is awful to play around; I can't get rid of its status attacks and I can't spam Scald quite as much. (Somehow I'm okay with Rotom-W though.)
- DragSpam and Kyurem-B are annoying.
If you're going to rate this team, keep these things in mind:
- I would like to keep all three forms of hazards
- I would like to keep a spinner
- I would like to keep one grounded Poison-type
- I don't want to use weather unless it is ABSOLUTELY necessary
- - No Politoed. Period.
- This is not a team that can deal a decisive blow; this is a team that whittles away at the opponent slowly and deals damage in smaller hits and passively. This is why Toxic Spikes is used instead of Spikes. (Tentacruel is relatively easy to get rid of...)
- I reserve the right to reject or modify suggestions as I see fit, or as they suit the team's style of play (e.g. if you suggest Terrakion, I will probably use Leftovers over a different item to conserve HP).
Changes recommended to me and implemented will be in red, and personal changes by me will be in green bold.
Okay, on to the team!
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[pimg]623[/pimg]
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Magic Coat
- Will-O-Wisp
- Scald
Jellicent is one of the three remaining original members (the team wasn't done when I removed Cofagrigus) and serves a pivotal role in the function of the team. It's really the only viable defensive Ghost-type in the tier, automatically making it the best defensive spinblocker in the tier - which is pretty much a requirement on this team, considering my judicious use of hazards. The immunity to Water is also very important, as it gives me a check to the powerful Water attacks running amock in OU. Recover, Scald and Will-O-Wisp are obvious move choices, while Magic Coat is nice to reflect a Toxic back on Gastrodon or hazards back on Forretress / Deoxys-D (which is actually one of the more entertaining ways to start against Deo-D HO teams). Jellicent is quite possibly the MVP of this team, and I can't imagine the team without it. If any member is going to be permanent, it's Jellicent.
[pimg]455[/pimg]
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Whirlwind
- Stealth Rock
As per Jirachi's and Leftiez's advice, I switched to Hippowdon. It's pretty solid, actually. Hippowdon's Sand Stream lets me rack up some more damage (which is really good, as you'll see with the next change). Stealth Rock is the most important hazard in the game. Slack Off gives me some quick healing. Whirlwind is nice for forcing out a switchin or just getting more damage, and Earthquake is nice when I actually have to attack. Hippowdon's cool.
[pimg]205[/pimg]
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
With Hippowdon now on the team over Skarmory, Forretress returned to the lineup. You might notice that I'm running Toxic Spikes as Forry's only hazard. This is intentional - I have found that Toxic Spikes is my preferred hazard on this team, which deals damage over time more than at once. Anyway, Forretress also spins. Volt Switch is nice if I need to get out slowly. Gyro Ball takes chunks out of fast, powerful stuff that I can wall.
[pimg]490[/pimg]
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Protect
A Heatran without Stealth Rock? BLASPHEMY. Stealth Rock is elsewhere though; Heatran likes these moves. It's a relatively standard Specially Defensive set. Lava Plume nails Steels and can fish for burns. Roar phazes out dangerous things like Volcarona, and Protect scouts and racks up residual damage. It works incredibly well with Toxic, which is why Toxic is slated over Will-O-Wisp.
Roserade @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature
- Giga Drain
- Rest
- Extrasensory
- Aromatherapy
So I switched to Mandibuzz and it was doing really well, but I suddenly had massive issues with Tentacruel. What better way to do that then grab a grounded Poison-type? Roserade's usefulness goes beyond absorbing Toxic Spikes though - it can take out Toxicroak and Breloom while clearing status from the rest of the team. Extrasensory is there so I don't lose the benefits that Celebi's Psychic brought, as well as occasionally getting a random flinch. Rest works with Natural Cure to restore my health to full and cure Sleep with switching.
Mandibuzz (F) @ Leftovers
Trait: Overcoat
EVs: 248 HP / 244 SDef / 16 Spd
Careful Nature
- Taunt
- Roost
- U-turn
- Foul Play
Thanks to Princess Bri for this suggestion. Mandibuzz is an incredible special wall, and it even takes out Psychic-types that the rest of the team hates. Taunt and Roost make it a great staller as well as a stallbreaker. Foul Play is a way to do heavy damage to frail Pokemon with high Attack. U-Turn was chosen over Torment because of its utility and because I honestly didn't see Torment as having much utility over a different move. The HP EVs give me a SR number while the Speed EVs outspeed 252 base 50s (arbitrary but w/e).
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A BW2 OU stall team by Arcticblast
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It all started with Cofagrigus. Yeah. I hadn't played OU in a while and I was moderating PS chat when I suddenly thought about that. Don't ask why. So I tried making a team around it, then alkinesthetase brought me to my senses. By then I had it, Jirachi, Forretress, and Heatran. I replaced Cofagrigus with Jellicent and moved on, adding Roserade and a nifty stallbreaker in Crobat. It was pretty nice, but it had its issues. I don't quite remember what changes I made at that point (I blame jonathanrp for considering Cradily though), but they all led here. And right now this team has some problems. Which is why I'm here.
- Gastrodon: If Roserade goes down, this thing is awful to play around; I can't get rid of its status attacks and I can't spam Scald quite as much. (Somehow I'm okay with Rotom-W though.)
- DragSpam and Kyurem-B are annoying.
If you're going to rate this team, keep these things in mind:
- I would like to keep a spinner
- - No Politoed. Period.
- This is not a team that can deal a decisive blow; this is a team that whittles away at the opponent slowly and deals damage in smaller hits and passively. This is why Toxic Spikes is used instead of Spikes. (Tentacruel is relatively easy to get rid of...)
- I reserve the right to reject or modify suggestions as I see fit, or as they suit the team's style of play (e.g. if you suggest Terrakion, I will probably use Leftovers over a different item to conserve HP).
Changes recommended to me and implemented will be in red, and personal changes by me will be in green bold.
Okay, on to the team!
----------------------------------------------------------------------
[pimg]623[/pimg]
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Magic Coat
- Will-O-Wisp
- Scald
Jellicent is one of the three remaining original members (the team wasn't done when I removed Cofagrigus) and serves a pivotal role in the function of the team. It's really the only viable defensive Ghost-type in the tier, automatically making it the best defensive spinblocker in the tier - which is pretty much a requirement on this team, considering my judicious use of hazards. The immunity to Water is also very important, as it gives me a check to the powerful Water attacks running amock in OU. Recover, Scald and Will-O-Wisp are obvious move choices, while Magic Coat is nice to reflect a Toxic back on Gastrodon or hazards back on Forretress / Deoxys-D (which is actually one of the more entertaining ways to start against Deo-D HO teams). Jellicent is quite possibly the MVP of this team, and I can't imagine the team without it. If any member is going to be permanent, it's Jellicent.
[pimg]455[/pimg]
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Whirlwind
- Stealth Rock
As per Jirachi's and Leftiez's advice, I switched to Hippowdon. It's pretty solid, actually. Hippowdon's Sand Stream lets me rack up some more damage (which is really good, as you'll see with the next change). Stealth Rock is the most important hazard in the game. Slack Off gives me some quick healing. Whirlwind is nice for forcing out a switchin or just getting more damage, and Earthquake is nice when I actually have to attack. Hippowdon's cool.
[pimg]205[/pimg]
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
With Hippowdon now on the team over Skarmory, Forretress returned to the lineup. You might notice that I'm running Toxic Spikes as Forry's only hazard. This is intentional - I have found that Toxic Spikes is my preferred hazard on this team, which deals damage over time more than at once. Anyway, Forretress also spins. Volt Switch is nice if I need to get out slowly. Gyro Ball takes chunks out of fast, powerful stuff that I can wall.
[pimg]490[/pimg]
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Protect
A Heatran without Stealth Rock? BLASPHEMY. Stealth Rock is elsewhere though; Heatran likes these moves. It's a relatively standard Specially Defensive set. Lava Plume nails Steels and can fish for burns. Roar phazes out dangerous things like Volcarona, and Protect scouts and racks up residual damage. It works incredibly well with Toxic, which is why Toxic is slated over Will-O-Wisp.
Roserade @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature
- Giga Drain
- Rest
- Extrasensory
- Aromatherapy
So I switched to Mandibuzz and it was doing really well, but I suddenly had massive issues with Tentacruel. What better way to do that then grab a grounded Poison-type? Roserade's usefulness goes beyond absorbing Toxic Spikes though - it can take out Toxicroak and Breloom while clearing status from the rest of the team. Extrasensory is there so I don't lose the benefits that Celebi's Psychic brought, as well as occasionally getting a random flinch. Rest works with Natural Cure to restore my health to full and cure Sleep with switching.
Mandibuzz (F) @ Leftovers
Trait: Overcoat
EVs: 248 HP / 244 SDef / 16 Spd
Careful Nature
- Taunt
- Roost
- U-turn
- Foul Play
Thanks to Princess Bri for this suggestion. Mandibuzz is an incredible special wall, and it even takes out Psychic-types that the rest of the team hates. Taunt and Roost make it a great staller as well as a stallbreaker. Foul Play is a way to do heavy damage to frail Pokemon with high Attack. U-Turn was chosen over Torment because of its utility and because I honestly didn't see Torment as having much utility over a different move. The HP EVs give me a SR number while the Speed EVs outspeed 252 base 50s (arbitrary but w/e).
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Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Magic Coat
- Will-O-Wisp
- Scald
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Whirlwind
- Stealth Rock
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Protect
Roserade @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature
- Giga Drain
- Rest
- Extrasensory
- Aromatherapy
Mandibuzz (F) @ Leftovers
Trait: Overcoat
EVs: 248 HP / 244 SDef / 16 Spd
Careful Nature
- Taunt
- Roost
- U-turn
- Foul Play
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Magic Coat
- Will-O-Wisp
- Scald
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Toxic Spikes
- Volt Switch
- Gyro Ball
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Whirlwind
- Stealth Rock
Heatran @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature
- Lava Plume
- Toxic
- Roar
- Protect
Roserade @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature
- Giga Drain
- Rest
- Extrasensory
- Aromatherapy
Mandibuzz (F) @ Leftovers
Trait: Overcoat
EVs: 248 HP / 244 SDef / 16 Spd
Careful Nature
- Taunt
- Roost
- U-turn
- Foul Play