Hi, I'm somewhat new to this game (I pretty much started around the beginning of May) and I've been playing a bunch of different teams on Smogon's ladder. Here's my latest one, which is pretty much a Toxic stall team.... with a Lucario.
Kirtar (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/40 Spd/216 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Spikes
- Roost
- Whirlwind
Skarmory's really funny as a lead. It can survive and set up hazards on the defensive ones, and it lets me bait an action from the offensive ones. Choice Scarf Jirachi? Switch to Tentacruel. Aerodactyl? Go Cresselia and prevent him from accomplishing much more than setting up Rocks. Azelf? Switch to Spiritomb for the same effect. Later on, it can safely set up hazards and play some Whirlwind shuffling.
Oriss (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Heal Bell
- Shadow Ball
Apparently SkarmBliss is a pretty big combo for their obvious interactions between each other.Blissey's equipped with Toxic to catch anything that flies or levitates, and when I saw Shadow Ball in someone else's RMT I realized how effectively it gave me a counter to Sub Gengar, which I had be heavily afraid of earlier. Blissey can easily take a Focus Blast for only 30% of its life, using Wish/Protect to get itself back in health after switching into an attack and then Wish/Shadow Ball to put the pressure on. Tending to bait in physical Steel types, Blissey now runs Heal Bell to keep the rest of my team in good condition as well as enabling Rest as a viable recovery tool.
Szadek (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Hidden Power [Electric]
- Surf
Standard Toxic Spikes Rapid Spin Tentacruel. Black Sludge makes him a very good scapegoat for Trick.
Teysa (Spiritomb) (F) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Will-o-wisp
- Dark Pulse
- Rest
- Taunt
Spiritomb's in as my spin-blocker as well as being the best way to wall a Machamp. With maximum defenses, a Dark type, and being so slow, Payback is actually not Machamp's best option. Meanwhile, Spiritomb is free to just Will-o-wisp twice until Machamp gets crippled. Will-o-wisp also doubles as a damaging status that can hit any Steel-types except for Heatran. Taunt is in as another way to deal with Baton Pass teams, in case they sent in a Smeargle to block out Whirlwind with Ingrain. I wish I could say I didn't lose to this strategy.
Isperia (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 122 HP/252 Def/136 Spd
Bold nature (+Def, -Atk)
- Toxic
- Ice Beam
- Charge Beam
- Rest
Physically-based mixed wall that can come in against a lot of different attacks. Cresselia has access to Toxic in order to hit the ones that Blissey cannot safely come in for. She is also able to withstand most physical attacks from Dragons, taking only 23% damage at most from a Choice Scarf Flygon's U-Turn, and retaliate with Ice Beam. Psychic is a relic from when I used her to tank Machamp and attack back, so I might remove it for something more useful, or add in Charge Beam. Cresselia is specifically speed EV'd to outrun max speed EV neutral-speed-natured Breloom, so that she can immediately threaten it once someone else was put to sleep by Spore.
Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Close Combat
- Crunch
- Ice Punch
Lucario is my answer to opponents who try to stall me right back. Because of the nature of a lot of stall and balance teams, I prefer the Agility build, as it allows me to cut through Choice Scarf revenge killers and seriously damage any teams that don't run priority. STAB Close Combat is also great for taking down many walls that can't otherwise be broken through stalling means - Blissey, Snorlax, Clefable, etc.
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Obviously, the main objective of the team is to slowly whittle down the opponent with damage status and entry hazards, but in the case of another stall designed to handle status, it can also bring in a Lucario to get things moving forward. A lot of somewhat non-standard movesets are in to shut down common anti-stall threats, like attacking lead Machamp, Sub Gengar, SubPunch/SubSeed Breloom, Infernape, Choice Scarf Tricksters, most forms of Salamence, and other stall teams. I think I might have a problem with AgiliGross.







Kirtar (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/40 Spd/216 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Spikes
- Roost
- Whirlwind
Skarmory's really funny as a lead. It can survive and set up hazards on the defensive ones, and it lets me bait an action from the offensive ones. Choice Scarf Jirachi? Switch to Tentacruel. Aerodactyl? Go Cresselia and prevent him from accomplishing much more than setting up Rocks. Azelf? Switch to Spiritomb for the same effect. Later on, it can safely set up hazards and play some Whirlwind shuffling.

Oriss (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Heal Bell
- Shadow Ball
Apparently SkarmBliss is a pretty big combo for their obvious interactions between each other.

Szadek (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Hidden Power [Electric]
- Surf
Standard Toxic Spikes Rapid Spin Tentacruel. Black Sludge makes him a very good scapegoat for Trick.

Teysa (Spiritomb) (F) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Will-o-wisp
- Dark Pulse
- Rest
- Taunt
Spiritomb's in as my spin-blocker as well as being the best way to wall a Machamp. With maximum defenses, a Dark type, and being so slow, Payback is actually not Machamp's best option. Meanwhile, Spiritomb is free to just Will-o-wisp twice until Machamp gets crippled. Will-o-wisp also doubles as a damaging status that can hit any Steel-types except for Heatran. Taunt is in as another way to deal with Baton Pass teams, in case they sent in a Smeargle to block out Whirlwind with Ingrain. I wish I could say I didn't lose to this strategy.

Isperia (Cresselia) (F) @ Leftovers
Ability: Levitate
EVs: 122 HP/252 Def/136 Spd
Bold nature (+Def, -Atk)
- Toxic
- Ice Beam
- Charge Beam
- Rest
Physically-based mixed wall that can come in against a lot of different attacks. Cresselia has access to Toxic in order to hit the ones that Blissey cannot safely come in for. She is also able to withstand most physical attacks from Dragons, taking only 23% damage at most from a Choice Scarf Flygon's U-Turn, and retaliate with Ice Beam. Psychic is a relic from when I used her to tank Machamp and attack back, so I might remove it for something more useful, or add in Charge Beam. Cresselia is specifically speed EV'd to outrun max speed EV neutral-speed-natured Breloom, so that she can immediately threaten it once someone else was put to sleep by Spore.

Lucario (M) @ Life Orb
Ability: Inner Focus
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Agility
- Close Combat
- Crunch
- Ice Punch
Lucario is my answer to opponents who try to stall me right back. Because of the nature of a lot of stall and balance teams, I prefer the Agility build, as it allows me to cut through Choice Scarf revenge killers and seriously damage any teams that don't run priority. STAB Close Combat is also great for taking down many walls that can't otherwise be broken through stalling means - Blissey, Snorlax, Clefable, etc.
---
Obviously, the main objective of the team is to slowly whittle down the opponent with damage status and entry hazards, but in the case of another stall designed to handle status, it can also bring in a Lucario to get things moving forward. A lot of somewhat non-standard movesets are in to shut down common anti-stall threats, like attacking lead Machamp, Sub Gengar, SubPunch/SubSeed Breloom, Infernape, Choice Scarf Tricksters, most forms of Salamence, and other stall teams. I think I might have a problem with AgiliGross.