ORAS OU OU stall team

I started competitive battling just recently and this is my first, albeit with a few tweaks, team that I have made. This team was made to be an annoying/stalling team that builds entry hazards and solid wall Pokemon to make it really easy for one of the sweepers to clean up. I tried to do learn all I could about how to build a team before building it and have played with this team a lot but I can't seem to get past 1200 on Pokemon showdown. I'm not sure if it's because my team needs work or because I'm not using the combos properly but any help would be appreciated.

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Skarmory @ Shed Shell
Ability: Keen Eye
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Whirlwind
- Roost

Skarmory is there to set entry hazards and to be the phazer of the team. I bulked Skarmory up so that it can survive long enough to set up the entry hazards which is the same reason I gave it roost. I gave Skarmory Whirlwind to get more damage off of the entry hazards while at the same time phazing chancy or any other Pokemon that is trying to get massive defense bonuses. Shed shell is to get away from magnezone.

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Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Recover
- Calm Mind
- Dark Pulse

Sableye mega is the special tank of this team. It uses will-o-wisp to halve the physical attack stats of the opponent and calm mind boosts the special defense so he can tank through most situations. Sableye is usually the lead of this team so that any initial leech seed/entry hazards will be reflected with magic bounce.
Once Sableye is safely behind his boosted stats it can easily use dark pulse to sweep other Pokemon.

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Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Earthquake
- Curse
- Scald
- Recover

Quagmire is meant mostly to take over whenever a threat to Skarmory is brought out. Since Quagmire is resistant/immune to all of Skarmory's weaknesses Quagmire can a absorb those hits no problem and scare them off with scald/earthquake+unaware combo. I gave Quagmire recover for even more longevity and curse to allow him to wall against azumarill if need be.

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Florges @ Kee Berry
Ability: Flower Veil
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Wish
- Protect

Florges is the cleric of the team and provides the much needed dragon/dark resistance. Since the rest of the team is pretty weak against those types I gave Florges moonblast to counter them. The kee berry and flower veil give Florges the physical defense needed to survive while healing the rest of the team with aromatherapy and wish. Protect is there so that Florges can heal itself with wish and not take damage in between.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Earth Power
- Substitute
- Toxic

Heatran is the sweeper on this team. Since Heatran is fire invulnerable if he switches into charizard he will get a free turn to setup a substitute and then either toxic the next Pokemon while his substitute absorbs the hit and heatran recovers most of the life lost with leftovers. Overheat and Earth power are there because they can OHKO or 2HKO most sweepers out there.

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Garchomp @ Persim Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Outrage
- Earthquake

Garchomp is the second sweeper of the team. Since Heatron can be OHKOed by earthquake whenever this is a possibility Garchomp fills in the role. With a swords dance outrage combo Garchomp can take out one or two Pokemon at once and the persim berry will allow it to continue sweeping afterwards.
 
Ah, a Stall team. A wise choice, for we shall infest PS! and teach everyone to fear the Stall.

You should not use Florges, as a Kee Berry is single-use and Florges is outclassed as a wall by Chansey. Chansey is far more resilient to extermination than Florges, and can take physical attacks, unlike Florges. Chansey also births Stealth Rock, which you require in order to ravage enemies of the Stall easier.
Hunterlisk (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

I have detected a weakness to enemy Fairies, such as Azumarill. Amoonguss proves to be a valuable Stall creature to mutilate enemy Fairies. It should replace Garchomp, which is merely Balance or Hyper Offense scum and is unworthy of the glory of the Stall.
Defiler (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power Fire

Finally, you have a free slot, and you can use whomover you wish. Heatran is more suited to serve its Balance scum it calls brothers, as it does not deserve the glory of serving the Stall. He may be replaced with anyone. I think using an Infested Talonflame is beneficial, as what could be better than to deliver our enemies with a sweet taste of irony as one of their prized warriors is now serving the Stall? Talonflame helps vs. enemy Stall, and spreads burns among enemies of the Stall.
Infested Talonflame (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Def / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Will-O-Wisp
- Taunt

Be proud of serving the Stall, and slay all who dare oppose the Stall.
 
Hello and welcome to Smogon!

First, I think that using shed shell to escape Magnezone once is not quite worth sacrificing Leftovers recovery for.

More pressingly however, your team has a fairly substantial weakness to mega Sableye. Ironically, most stall teams share this weakness, and I would reccomend using a Sylveon over florges in order to counter Sableye.
 
Heatran is more suited to serve its Balance scum it calls brothers, as it does not deserve the glory of serving the Stall.
... said literally nobody who ever played in the DPPt era, when TormenTran was a thing.

Anyways, your team is horribly weak to Mega Altaria and CB Azumarill. DDD M-Altaria uses 5/6ths of your team as set-up bait and can completely sweep you once Heatran and Skarmory are weakened or removed. Quagsire can't even reliably stop it, due to its pitiful damage output and the fact that monoattacking sets can simply heal off Toxic and Scald burns, although defensive M-Altaria does have a bit of trouble breaking Quagsire without any prior damage. Offensive variants of M-Altaria are also a problem if they can set up after Sableye mega evolves, although Quagsire has a slightly better matchup against them if it can get a Scald burn. Special and mixed variants of M-Altaria are extremely hard for you to switch into, with Florges being your only reliable switch-in. Everything else takes upward of 3/4ths of its HP just switching into the wrong move, and once Skarmory and Heatran are sufficiently weakened or removed it can just spam Hyper Voice for easy KOs.

168+ SpA Mega Altaria Fire Blast vs. 240 HP / 4 SpD Skarmory: 292-344 (88.2 - 103.9%) -- 25% chance to OHKO
168+ SpA Pixilate Mega Altaria Hyper Voice vs. 252 HP / 0 SpD Mega Sableye: 308-366 (101.3 - 120.3%) -- guaranteed OHKO
168+ SpA Pixilate Mega Altaria Hyper Voice vs. 248 HP / 8 SpD Quagsire: 246-289 (62.5 - 73.5%) -- guaranteed 2HKO after Leftovers recovery
0- Atk Mega Altaria Earthquake vs. 248 HP / 0 Def Heatran: 268-316 (69.6 - 82%) -- guaranteed 2HKO after Leftovers recovery
168+ SpA Pixilate Mega Altaria Hyper Voice vs. 0 HP / 0 SpD Garchomp: 402-474 (112.6 - 132.7%) -- guaranteed OHKO

As for Azumarill...
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Mega Sableye: 332-392 (109.2 - 128.9%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Quagsire: 214-253 (54.3 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 240 Def Florges: 273-322 (75.8 - 89.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 0 Def Heatran: 456-536 (118.4 - 139.2%) -- guaranteed OHKO (Superpower is also an OHKO for variants that don't pack Waterfall)
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 4 Def Garchomp: 558-656 (156.3 - 183.7%) -- guaranteed OHKO

Even Skarmory takes upwards of 40% from CB Waterfall, making it very easy to pressure offensively.

I do like ThatGuyWhoMashesMeteors's suggestion of Amoonguss, it's a very underrated Pokemon who's finally seeing a lot of usage in OU, but if you don't like that it seems to me like Sp. Def Jirachi checks a lot of the things you're looking to check. You could very easily replace Heatran with it, while you'd lose the immunity to Fire Quagsire still handles Mega Zard X pretty decently while Mega Zard Y is similarly walled by Florges. Opposing offensive Heatran might be a bit of an issue but Garchomp uses those as set-up bait. Jirachi also makes a great lure for these things, luring them in and then crippling them with Thunder Wave.


jirachi.gif

Jirachi @ Leftovers
Careful - Serene Grace
252 HP, 224 Sp. Def, 32 Speed
-Iron Head
-Thunder Wave
-Wish
-Substitute / Protect
 
just replace the last three with chansey/skarmory/a pursuit trapper and change sableye to the utility set so that zardx doesnt just set up vs u after quag dies. also swap out spikes for counter so that you arent super passive and run defog>ww so that you can clear hazards if sab dies. Sorry that this looks like the standard stall build, but a base of skarm/sab/quag is almost always going to lead to that team
 
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