OU Heavy Stall RMT

Anyways, here's an OU stall team that I've had some success with. I'm open to suggestions and analysis; I need help identifying additional weaknesses and possible changes, both in play style and in team composition, that would aid against them.

I tried to build this team such that it would fill all of the major roles needed for a good stall team and cover most of the biggest OU threats multiple times. Although I understand such is usually not allowed, I'm open to criticisms along the line of “if x is down y sweeps your team.” As best as possible I'd like to try to have multiple counters to everything, although the threat list clearly demonstrates that I've got a couple pokemon that I've got difficulty handling even once. Still, doing so helps quite a bit against heavy offense and the gimmicky healing wish teams, aids prediction a bit, and means that if I lose a pokemon early on I've usually got a backup for whatever sweep I need to stop.

My team is made of:
Forretress, Blissey, Gyarados, Cradily, Hippowdon, and Dusknoir.

I have:
Spikes
Toxic Spikes
Rapid Spin
Wish
Heal Bell
Sandstorm
Intimidate
Toxic
Two status absorbers (counting the natural cure)
A (gimmicky) spinblocker
In addition, four of my pokemon are usually capable of managing their own healing, which means my wishpasser doesn't have that much work to do.

I resist each type except for flying at least once.
I also have no more than two pokemon sharing a weakness, meaning that choice users shouldn't be able to sweep much. My only shared weaknesses are fighting and ice. Still, I focus more on bulk, recovery, and filling roles than actually resisting every attack; most sweepers have great coverage, so it's really unfeasible to try to maintain resistances or even neutrality on everything.


Forretress (M) @ Shed Shell
Ability: Sturdy
IVs: 0 Spd
EVs: 252 HP/6 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball
---


Forretress acts as a great lead in my opinion. It gets a lot of spikes down early game and can come back later on for more. I always try to get spikes down earliest on; the prevalence of steels means that toxic spikes are of little use most of the time. Once I get a chance, or perhaps start seeing that the opponent is more stallish and doesn't carry a tspikes absorber, I'll try to set up those. Defensive is chosen to handle mence outrages better, lead explosions, and most of the leads' attacks. Gyro ball was used as the sole attack because it beats aerodactyl leads, helps with salamence, and does reasonable amounts of damage to a lot of other targets if necessary, including Breloom. Payback feels rather pointless as it would only really hurt Rotom; I'd rather just put down a layer of hazards as they switch Rotom in and then hit it with toxic from Cradily. Realistically they either have rest, in which case payback doesn't help much, or they don't, in which case toxic is enough to deal with it. Forretress gets the nod over Hippowdon as a lead because it is very helpful to get spikes out early game and fairly hard to get them out later; Forretress is also probably the best pokemon to take an early game trick as it tends to only get in for a turn at a time anyways.

blissey.png

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 24 HP/252 Def/234 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Heal Bell
- Flamethrower
---


Blissey is naturally the best special wall in the game at the moment and at least worthy of serious consideration on any stall team. Calm was chosen to help handle the biggest special attackers like Focus Blast Gengar and the like. It also lets me be a little less conservative with Blissey's HP and spread more wishes to others. Defensive EVs mostly help with pursuit, although at times they'll let me survive a single physical attack in an endgame situation. Wish/Protect is absolutely vital for support purposes, letting blissey heal herself and others reliably. Protect is also great for stalling sandstorm and toxic damage and scouting moves. Heal bell is likewise incredible; with heal bell support I can safely burns and toxics on a lot of my pokemon and just get Blissey in later to help out. Flamethrower was taken as the only attack because I need a way to hit Gengar, primarily, although it is nice to hit things like Scizor on switchins and to scare away Forretress. I'm considering Ice beam here, however; it maintains coverage on Gengar and might help slightly against Gliscor. On the other hand, that would remove my only fire attack, making Forretress much harder to take down (and roost scizor).

gyarados.png

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP/80 Def/182 SDef
Careful nature (+SDef, -SAtk)
- Rest
- Sleep Talk
- Roar
- Waterfall
---

Gyarados is a great choice for this stall team; it provides a lot of useful resists, absorbs status, intimidates things as necessary, and helps check both mixape and breloom, pokemon that would normally be massively threatening to stall teams. It also provides a second phazer alongside Hippowdon; together they are capable of phazing almost any major threat. The specially defensive EVs help out with taking Surfs/Flamethrowers/Ice Beams and the like; they're also vital for surviving Nasty Plot Mixape's Grass Knot.

Cradily.jpg

Cradily (M) @ Leftovers
Ability: Suction Cups
EVs: 252 HP/252 Def/6 SDef
Impish nature (+Def, -SAtk)
- Recover
- Stone Edge
- Toxic
- Earthquake
---

Cradily was chosen to handle Salamence; however, it helps with a substantial number of pokemon (frankly anything not carrying a super effective attack, and many that do). Recover is obvious; it helps keep cradily alive. Stone Edge is vital to do major damage to Salamence and Gyarados; although the low accuracy and PP are a shame, the increased damage output is important against those targets. Conservative use maintains Stone Edge's PP. Toxic is helpful to do decent damage against things like Latias; in addition, Cradily is often the only way to spread toxic to a lot of targets, either because they're immune to toxic spikes or I'm unable to get them down. Earthquake helps out with the many steel types that like to switch into cradily; I tried HP fire for a while to hurt Scizor switching in, but Heatran proved to be more troublesome. Cradily resisting explosion is great for a special wall, especially coupled with decent physical bulkiness. EVs simply are there to maximize bulk in sandstorm and help take attacks from both ends.


Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/170 Def/88 SDef
Impish nature (+Def, -SAtk)
- Slack Off
- Earthquake
- Stealth Rock
- Roar
---

Hippowdon gets sandstorm going for cradily, which is vital, and helps a bit against other weather teams. Slack off was an obvious choice for recovery, SR because I didn't have space elsewhere, EQ for STAB and to handle the sorts of things Hippowdon really ought to be able to handle, and Roar to give me that handy second phazer. Hippowdon is a great physical wall and can handle a lot of weaker special attacks as well, making him an excellent choice. The small special defense investment is primarily for Tyranitar's ice beam, making Hippowdon a solid counter to anything but Cbanded aqua tail variants; this special defense also helps a lot, though, with taking weak hidden powers from things like Zapdos and Jolteon. I wish I could fit ice fang on here to help with Gliscor, but alas.

dusknoir.jpg

Dusknoir (M) @ Leftovers
Ability: Pressure
IVs: 0 Spd
EVs: 252 HP/98 Def/160 SDef
Relaxed nature (+Def, -Spd)
- Trick Room
- Destiny Bond
- Brick Break
- Taunt
---

The obvious response to seeing this set is “lolwut.” I fully admit that this set is an awful gimmick. I wish I could find a spinblocker that worked for me well. Nevertheless, this seems to be my best option and offers a last chance against a lot of sweeps that I can't phaze or counter for whatever reason. Dusknoir is bulky enough to survive one or two hits from most things, letting it get trickroom up. From there it can snipe the opponent off with a “quick” destiny bond, prematurely ending the sweep. Taunt prevents opponents from trying to set up and stall out destiny bond's PP or Trick Room's limited duration. Brick break is only there to cover Tyranitar. Although not quite as good at spinblocking as Rotom-A, I can usually take down the opposing spinner with Dusknoir, preventing them from spinning anyways, and at least this helps somewhat more with last pokemon sweeps. EVs are solely to maximize bulkiness against a wide range of targets. This all having been said about Dusknoir, I admit that it kind of sucks. Advice here would be great; I basically want to fit last poke killing and spinblocking in the same spot somehow and this is the best I think of. Such an ugly gimmick. . .

Team Building Process:
I decided I wanted to make an OU stall team. I'd typically done OU offensive stuff and had screwed around a bit with ubers stall, although admittedly I was awful at that.


Looking at major threats, the first thing I saw was Salamence. I needed something incredibly bulky on both spectrums in order to take outrage and draco meteor; steel types, although perhaps usable, were risky, and few pack good recovery. After considering Cresselia and turning it down, as it lacks recovery or IMHO a good movepool, I looked at rock types with sandstorm boosts. Off hand, only a few rock types carry instant recovery: Magcargo, Cradily, Aerodactyl, and Corsola. Cradily easily secured the first spot, given its excellent bulk, instant recovery, and solid typing.

From there I needed a reliable way to get sandstorm going; as Cradily and Tyranitar share a lot of big weaknesses (notably steel, bug, and fighting), I opted for Hippowdon.

After Hippowdon, I needed a more dedicated special wall than Cradily, as well as a good wish supporter, and thus Blissey was chosen.

Forretress was a natural choice as a spiker/tspiker/spinner in one and easily secured another spot.

My team lacked a good fighting resist and needed some help with mixape and breloom. Resttalk Gyarados filled those weaknesses nicely and gave me intimidation, phazing, status absorption, and a solid bulky water.

Finally I needed a spinblocker. My somewhat viable options were Rotom, Dusknoir, Froslass, Mismagius, and Spiritomb (the others, like Gengar, Drifblim, and Banette, tend to be pretty awful at spinblocking). Rotom was the obvious choice and so I experimented with a lot of Rotom forms and movesets. I wasn't happy with any of them; without will-o-wisp Tyranitar had a field day with it, and if I mispredict and something like CM latias came in (a pokemon that I really need to toxic), then I basically lose right there. Reflect over burn was an option, although I was dissatisfied with Rotom's role in general; it only covered things that were covered repeatedly anyways, lacked good recovery, struggled to avoid Tyranitar, and contributed really nothing besides spinblocking. I saw that I had a problem with last pokemon sweeps, so I looked for help with that in my spinblocker. Spiritomb seemed to be a solid choice, so I tested that next; it wasn't Tyranitar bait, but still wasn't nearly good enough to take out last pokemon, using either a CroTomb set or a Taunt + Curse set. In addition, those sets had quite a bit of difficulty managing spinners well, and suffered greatly from entry hazards. I considered Froslass and Mismagius a bit; Froslass would help slightly with hail teams, but wouldn't contribute much more as forretress already managed spiking duty. Mismagius offered Perish Song, which would have been invaluable; however, Mismagius wasn't nearly bulky enough to withstand assaults from spinners and Tyranitar combined. From there I arrived at my gimmicky Dusknoir set; trick room and brick break give me a way to handle tyranitar and a “quick” destiny bond like that can eliminate a lot of sweepers, giving me a back up against most things that can't OHKO Dusknoir. Taunt and destiny bond can also kill off spinners reasonably well; still, I'm not completely satisfied with it.

Common Lead Matchup:
Abomasnow: Abomasnow is an okay matchup in the lead position for Forretress. Gyro ball will do quite a bit; I need to beware of HP Fire, though. Tends to be worth risking it, as hail and abomasnow in general are just a pain for my team to deal with. The subseed set also can't keep leech seed on me, due to rapid spin, which is helpful.

Aerodactyl: Aero dies to gyro ball + rapid spin, meaning it doesn't even get rocks up. I'll take negligible damage (or perhaps none if they taunt me) and can come back later to set up.

Azelf: Switch to hippowdon, as taunt or fire blast would hurt a lot. Cradily then, probably, to avoid possible explosions while still being able to take other hits, although I can try to slack off to recover explosion damage or set SR down if I don't think they have/are going to use taunt.

Bronzong: Forretress puts down at least two layers of spikes while they SR and explode.

Heatran: Go to hippowdon to get sandstorm up and then cradily. Early fire blast is worrisome, but manageable.

Infernape: Go to hippowdon to break the sash and get SS rolling and then EQ it for an early kill or set up SR if I predict a switch.

Jirachi:I love coming up against Jirachi leads. Usually they'll trick me the first turn, then set up SR, then uturn, meaning I get three layers of spikes down and absorb trick early on. Best matchup ever.

Metagross: Same deal as bronzong; 2 layers while they SR and explode.

Ninjask: Go to Hippowdon to get sandstorm going and to phaze it quickly, setting up SR as well if possible.

Swampert: I get at least two layers while they set up SR and switch, although some try to EQ me a few times, meaning I get down more.

Tyranitar: Enough Tyranitar carry a fire move that I like to go to Hippowdon on this one and just set up SR there. If it doesn't have a fire move then I can come back to Forretress later on Tyranitar.

Offensive Threats
Aerodactyl: Forretress kills it with Gyro Ball + Rapid Spin.

Alakazam: Blissey walls it rather well. The lead set can have its sash broken with sandstorm. Cradily can handle it provided it lacks focus blast.

Azelf: Forretress needs to switch out for fear of fire blast/taunt. Hippowdon is a pretty safe switch, breaking the sash and setting up SR. After sandstorm is activated Cradily is another safe option.

Breloom: Gyarados can come in, intimidate it, absorb sleep, and roar it out. Stone edge variants are a lot more worrying, however. Forretress serves as a secondary counter if something else can take the sleep.

Dragonite: Fairly worrying. Cradily handles the lead set fairly well, Hippowdon handles most sets well. Draco Meteor + Superpower is troubling and might take some switching around, although Gyarados fairs reasonably well against that.

Dugtrio: Dugtrio has trouble trapping really anything but Blissey and maybe Dusknoir. Forretress can set up on it or Hippowdon can safely kill it with Earthquake.

Electivire: Even HP Ice variants can't do much of anything to Hippowdon. Cradily can survive a Cross Chop in an emergency and take it out with an EQ.

Empoleon: Blissey can handle everything coming from it. Cradily needs to tread a bit carefully around boosted Ice Beams, but is otherwise safe. Gyarados can Roar out subs/agils/petayas.

Flygon: U-turn is annoying, but meh. Hippowdon is a very safe switch in, only really fearing the rare draco meteor. Forretress can take anything barring Fire Blast. Gyarados can intimidate and is immune to earthquake and resists u-turn.

Gengar: Blissey is the best option; however, pain split, explosion, and focus punch are all very, very scary. Blissey can try to scout those out with protect to help. Gyarados can roar out subbed up versions that don't carry thunderbolt.

Gyarados: Cradily handles Gyarados very well with Stone Edge or Toxic. Hippowdon can roar it in an emergency. Gyarados can intimidate and roar it as well.

Heatran: Cradily handles everything, including explosion, and kills it with earthquakes. Blissey takes everything barring explosion. Gyarados doesn't mind much from Heatran either.

Heracross: Hippowdon says hi. Forretress can also try to set up on it if it doesn't carry swords dance. Gyarados resists both stabs but fears the possible stone edge. Dusknoir can take choiced fighting moves.

Infernape: Hippowdon manages the lead set. Gyarados and Cradily are both decent checks; either can switch in on the nasty plot, survive one move and do heavy damage (Cradily exploiting the defense drop). To save some health, Gyarados can switch in on the nasty plot to land an intimidate, then go to Cradily on the Grass knot. Cradily will take the close combat much more easily.

Jirachi: Forretress gets three layers up against lead Jirachi. Scarf Jirachi tends to be set up bait for Forretress or Hippowdon. CM variants are substantially more threatening; Hippowdon can phaze them somewhat reliably or Gyarados, if they lack an electric move. Dusknoir sometimes needs to destiny bond on it.

Jolteon: Blissey easily walls it. Hippowdon doesn't mind much besides a super effective Specs HP and as such makes a good counter for baton pass variants. Cradily also resists electric and can shrug off weak hidden powers and hit it with earthquake or toxic.

Kingdra: Cradily walls it very well, although sub might make it hard for Cradily to do much back. Purely special variants can also be taken on by Blissey. Hippowdon can take on purely physical ones in an emergency. Gyarados can roar it out pretty easily.

Latias: Choice variants are handled by Blissey or Cradily easily (or just prediction). CM variants can be toxiced by Cradily; however, CM Sub or CM Refresh variants are very problematic. Dusknoir may need to destiny bond those.

Lucario: Gyarados and hippowdon are solid counters. The rare specs variant is handled by Blissey; mixed might be problematic, but is incredibly rare.

Machamp: Forretress can set up somewhat on lead variations. Hippowdon can stall Machamp out fairly well. Gyarados can also intimidate and roar it and only fears stone edge. If it does carry stone edge over payback, Dusknoir can chip away at it. Only moderately threatening because confuse hax can occasional pick something off that would otherwise be able to beat it.

Magnezone: Forretress has shed shell, so no problems there. Blissey can wall it and use protect to scout for explosions. Cradily can handle everything, including HP Ice, and Hippowdon can take it on in emergencies.

Mamoswine: Purely physical versions are beat by Hippowdon. Mixmamo with Blizzard is hugely threatening though; Gyarados is my best check to that. If it has Blizzard + Stone Edge I could be in very serious trouble, though. Forretress can handle it reasonably well though.

Metagross: Forretress sets up on lead versions. Hippowdon handles sweeper Metagross. Gyarados fears nothing but T-punch.

Porygon-Z: Cradily is bulky and resists its stab. Blissey walls it but fears nasty plot sets a bit.

Rhyperior: Hippowdon doesn't mind it at all, really. Forretress doesn't care either. If it lacks Megahorn, Cradily is another good option.

Salamence:Cradily tends to do well against just about every variant; if Cradily is worn down, some prediction might be needed. Blissey handles SpecsMence, Hippowdon takes on Ddance. Forretress can set up on or gyro ball mence locked into outrage.

Scizor: Hippowdon can come in and slack off any damage later and can also roar out SD sets. Gyarados also handles it well. Forretress can set up on anything besides SD or uturn.

Starmie: Blissey, and to a lesser extent Cradily can wall any offensive version, but neither can hit it all that hard. Gyarados can roar out any version lacking thunderbolt but likewise can't do all that much. Rapid spin is threatening, so Dusknoir will probably do the whole trick room destiny bond thing on it.

Togekiss: Blissey walls it indefinitely. Cradily can handle an aura sphere if necessary and hit it with toxic. Hustle versions are taken on by Cradily, Hippowdon, and Forretress. NP or NP + BP versions are somewhat scary, but very rare. Gyarados can probably phaze them reasonably well.

Tyranitar: Hippowdon can take anything besides CB Aqua tail (which, if necessary, Gyarados can take). Forretress handles everything bar a fire move (which must be scouted for). Cradily can handle everything besides the rare superpower or focus punch.

Weavile: Hippowdon doesn't mind it, nor does Forretress, nor Cradily, nor Gyarados. Minorly threatening to Blissey. Dusknoir lures it out and trick room + brick breaks it.

Yanmega: Blissey is a full stop to any Yanmega ever besides the awful reversal set, which a switch to Hippowdon kills.

Defensive Threat List:
Blissey: Not much on my team can actively kill Blissey; I've just got to try to stall it out. It can't really hurt much of anything, besides perhaps Forretress or Gyarados if they carry a 4x effective move, but wish passes and especially aromatherapy can really hurt my team a lot.

Bronzong: Forretress sets up on it pretty easily. Gyarados and hippowdon can handle it as well. Dusknoir, cradily, and forretress can take explosions.

Celebi: Baton pass variants could be scary, but otherwise just blissey/cradily walls it. Heal bell could be a bit annoying.

Cresselia: Wear it down. No instant recovery because of sandstorm, meaning it either sleeptalks or recieves wish passes. Mostly just use it as set up bait for something.

Donphan: Only threatening because it spins; just go to Dusknoir and kill it with destiny bond.

Forretress: Threatening due to entry hazards and spinning. Dusknoir can try to eliminate it. Still, hard to deal with because of that double threat and because very little forces it out immediately, besides Blissey's flamethrower and my own rapid spin.

Gliscor: Taunt + Baton Pass Gliscor is evil. Gyarados can do a little bit, but not much to it, meaning it reliably sets up sweepers which I have to try to deal with. Taunt + Roost is almost impossible to kill as well. Best I can do is try to get a toxic on a switch in or somesuch.

Hippowdon: Hippowdon/cradily/forretress/Gyarados.

Skarmory: Threatening due to spikestacking. Cradily prevents phazing but can't do much back, forretress tries to spin on it.

Snorlax: Hippowdon and gyarados both phaze it without trouble. Dusknoir handles it in an emergency. Forretress can set up on it if it doesn't carry fire punch.

Suicune: Crocune can be phazed by Gyarados or suicided on by Dusknoir; if its the last pokemon, though, and dusknoir isn't around, then I've got to try to PP stall it somehow with Blissey + Cradily + Gyarados. CM + Three attacks is likewise threatening as neither of my phazers is safe. Cradily can toxic that one, though, although it won't appreciate boosted ice beams.

Swampert: Massive set up bait for forretress if it doesn't carry surf (which few do). Hippowdon and Gyarados can phaze curse variants pretty safely (Gyarados must watch for the rare stone edge, though).

Tentacruel: Dusknoir needs to watch for spins and can taunt to avoid tspikes. Absorbs my tspikes if I get them out, though. Another good thing for Dusknoir to suicide on.

Vaporeon: Gyarados doesn't mind it much, nor does blissey, nor does cradily. Wish passing and the rare heal bell are bothersome. Mostly just focus on getting it toxiced early on.

Zapdos: Cradily, Blissey, and even Hippowdon handle this pretty safely.


Threats that the threat list I copypasta'd didn't include (mention any more that I missed!):
Rotom: Normally toxic, sandstorm, and SR wear down Rotom fairly well. Forms that don't carry Leaf storm, Hydro Pump, or Blizzard can be handled by Hippowdon if necessary. Blissey only fears trick; Cradily only fears trick/burn/blizzard. Difficult because it blocks spins very well, though. If it carries rest, I'm in for a long battle, especially with heal bell support, as it means I can't get rid of it well. On offensive teams it does nothing but spinblocker sets with rest are absolutely brutal.


Abomasnow: Blizzard scares away my physical walls and cradily while focus punch scares away cradily and blissey. Forretress can somewhat handle it, although HP fire is risky, and Gyarados is a decent check. Still massively threatening.
 
Hello,

Got your PM, so I'll try to help.

Quite nice stall team, the only weaknesses I found after analyzing it are pretty much the same like those you already mentioned in the OP. So I will focus on removing those in the following.

Okay, first of all, i would remove Forretress from the lead slot. It doesn't match up very well against the most common leads of OU and generally a Stealth Rock lead is better suited for the lead slot than a Spiker. Forretress is better sent out a bit later when your foe has something out that can't hurt it. Also in order to Rapid spin and take special hits better I would suggest a specially defensive EV Spread. 252HP, 216SpDef, 44 Atk is the most efficient spread. Also definitely use Payback over Gyro Ball in order to hit Ghost switch ins hard.

Now, I also think that Swampert is a much better choice over Hippowdon for your team. Everything Hippowdon does for your team is done better by the mudfish and it can be a pretty decent lead for you. Also it can carry Ice Beam, so Gliscor won't destroy your whole team any more.
Swampert@Leftovers
Relaxed-252HP, 252Def, 4Spe
-Earthquake
-Ice Beam
-Roar
-Stealth Rock
You don't need to worry abut the loss of Slack off too much as Blissey can support Swampert with Wish.

Gyarados: I would run more Defense as you will need gyara mainly to counter physical threats like KLucario, Scizor and Machamp. Therefore maxing out Defense will be better for you. Apart from that, the set is fine.

Dusknoir: You're right when you say that Dusknoir should possibly be replaced. It just doesn't do anything really well. So why don't you just use Rotom-H in this slot? It is a better Rapid Spin blocker and its strong stab attacks will greatly help your team.
Rotom@Leftovers
Bold-252HP, 168Def, 68Spe
-Thunderbolt
-Shadow Ball
-Overheat/Substitute/Pain Split
-Will-o-Wisp
The 3rd slot is matter of preference. Overheat is the best choice imo because you lack a fire move aside of Blissey's Flamethrower, which can give you major trouble against Scizor and opposing Forretress.

Blissey: Your team has a natural cure pokemon and a RestTalker, so I think you won't need Heal Bell. Wish and Protect are self-explanatory. But the remaining two moveslots would better be Seismic Toss and ThunderWave/Toxic. Seismic Toss is needed to beat Heatran, Sub CM Jirachi and most importantly offensive CM Suicune one on one. In the last slot ThunderWave is maybe the best choice as your team already has Toxic Spikes Support. The EV spread is fine.

Cradily: This is the weakest team member I think. It does not check Salamence at all, being almost ohkoed by +1 Life Orb Outrage. Also your team is still pretty weak against threats like Abomasnow, Azelf, Starmie, Latias (especially CM Variants), Gengar, Rotom-A, Mix Salamence and Blissey. Fortunately there is a pokemon, which will reliably counter all those threats while simultaneously providing your team with a Trick absorber and Sand Storm. This pokemon is Scarf Tyranitar.
Tyranitar@Choice Scarf
Jolly-252Atk, 252Spe, 4HP
-Stone Edge
-Superpower
-Crunch
-Pursuit
This Ttar outspeeds and ohkoes all the aforementioned threats and is still bulky enough to take some hits, especially with Wish Support.

What I would changhe in short:

Forretress --> Swampert
Gyarados --> Gyarados (max Defense)
Blissey --> Blissey (Seismic Toss+ThunderWave/Toxic over Flamethrower+Heal Bell)
Cradily --> Scarf Tyranitar
Hippowdon --> specially defensive Forretress with Payback
Dusknoir --> Standard Rotom-A

I hope there suggestions helped. Good Luck !
 
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