OUstall

Hello smogon. This is a stall team that I have been using for a couple of days and I am getting the jist of how to play stall. Im sure there can be improvements and if not at than agreement on some of the stuff Im not using for what I am. I tried to make it different from other stall teams out there but some things are just staples.



Hippowdon @ leftovers
252 hp 170 def 88spD
Nature-Impish(+Def -spA)
-Earthquake
-Stealth Rock
-Roar
-Slack Off

Hippowdon starts my team off with the flow of the battle, laying down rocks and starting sandstream. If I suspect a trick lead I can bring him back in later to set up rocks because he easily has the bulk to do so but getting the rocks down early helps hinder something like a gyrados or salamence sweep.

Roar goes over ice fang so set up sweepers won't sweep. Earthquake is a great STAB and it comes off hippowdons respectable attack. Slack Off allows him to be a physical wall. 88spD gives him a decent special defense and I moved the 24 atk evs from the analysis over to defense for better physical defense.



Skarmory @ shed shell
252 hp 236 def 20 spe
Nature-Impish(+Def -spA)
-Spikes
-Roost
-whirlwind
-Brave Bird

Skarmory lays down spikes for my team and can easily wall most physical attackers and phaze others that can do more damage than he can roost off. Another physical wall for physical attackers like gyrados that hippowdon cant wall.

Shed Shell goes over leftovers because if a magnezone comes in I lose part of my defensive core and lose coverage on much of the metagames biggest threats.


tentacruel @ black sludge
252 hp 120 def 136 spD
Nature-Calm(+spD -atk)
-surf
-toxic spikes
-haze
-rapid spin

Tentacruel is my nasty plot mixape counter who could otherwise run through everything else. Not only does he counter NPmixape but he lays down toxic spikes so my opponent has less time to wall or sweep. He also absorbs toxic spikes so I dont stall myself to death and spins away other entry hazards. Haze makes sure nothing can set up on him and is the only move that will work on Baton Pass teams all the time because Ingrain and soundproof don't block it.


Blissey @ Leftovers
40hp 252 def 216 spD
Nature-Calm(+spD -atk)
-Seismic Toss
-toxic
-wish
-protect

Tentacruel and blissey make it very tough for special attackers to break through the team. Wish allows for reliable healing with protect and can be passed to other members of the team, mainly tentacruel and dusknoir who dont have reliable healing. Protect allows wish to work reliably and lets me scout choiced pokemon. Its also great when my opponent thinks they can just explode on blissey. Seismic toss goes over flamethrower, thunderblot, and ice beam because it can actually do good damage to bulky sweepers and walls along with toxic and sandstream. Another move like thunderbolt or ice beam could go over seismic toss to hit ghosts but protect, residual damage, and toxic wear most ghosts down quickly, unfortunately gengar is part posion and sometimes carries focus punch, I can usually work around those gengars though because they lack special attack.


Cresselia @ leftovers
252 hp 200 def 56 spD
Nature-Bold(+def -atk)
-ice beam
-light screen
-rest
-sleep talk

Cresselia is an amazing tank. With good defensive stats all around she can tank so much. She is my salamence check, mixmence needs a critical hit to beat her and Dragon Dancers fall to ice beam, choice banded outrages are soaked up by skarm.

Suprisingly, she can help out with tyraniboah, another nightmare to stall. With the given evs 344 atk (36 atk evs, brave nature) tyranitar crunch will never 2hko and since cresselia is faster she can stall with rest. 317 special attack dark pulse also will never 2hko.

Light Screen is over reflect and another status move because I have toxic spikes for status and dusknoir can burn fliers, lucario, and scizor, and it helps out with focus punch gengar. Not my main switch to tyraniboah but if I mispredict whether it has fireblast/icebeam/thunderbolt and lose something to it than cress is always available. Resttalk provides reliable recovery.


Dusknoir @ Leftovers
252 hp 252 def 6 spD
Nature-Impish(+Def -spA)
-will-o-wisp
-pain split
-ice punch
-trick

Dusknoir is my spin blocker and has the luxury of trick. Yes trick. Trick can ruin any defensive core and when defense is your offense you lose a way to damage your opponents team. If I suspect a trick user I go straight to dusknoir and than use an attack other than trick. Once the trick user is gone I bring dusknoir back in and trick something on my oppnents team that doesnt have trick. He loses his leftovers but if he tricks a wall he may get them back.

The choice between ice punch, fire punch, and thunderpunch was simple. Scizor is walled by skarm, gyrados is walled by skarm, and lucario can be burned and smart switching between dusknoir and cresselia will kill him eventually. Special versions are walled by blissey. Salamence though is unpredictable and if he is special than a burn doesnt help out much so ice punch went on.

Dusknoir goes over the rotoms because he has better defensive stats and his HP isnt that much worse. Their weakness's are almost identical. Spiritomb also is not as bulky and does not have ice punch but beats gengar and can wall lucario. In the end though I went with the bulk.
 
Your hippowdon looks fine; I use a similar set myself.

I don't understand why you use roar over whirlwind on skarmory, which can also phaze soundproof pokemon. In addition, if you want skarmory to be your response to gyarados, I recommend adding enough attack EVs to 2HKO offensive versions after stealth rock.

I like your interesting idea with haze on tentacruel, but how often do you use it? Do you find yourself in situations where you wish you had another attack for coverage? If you find that haze is beneficial to your team, then by all means use it.

Because your blissey lacks a move to decently damage steel types, which resist toxic, you will find yourself getting set up on. Extremely common scizors and lucarios will find no trouble SDing. Furthermore, I think your team has a problem with lucario, even though you deny it. Without thunder wave or flamethrower on blissey, lucario is free to set up a swords dance. And with that, your whole team is OHKOd or nearly OHKOd by a combination of close combat and crunch from a LO adamant luke after stealth rock. The only ones able to take a more than one hit are hippowdon, which will die if it switches in or has taken 13% prior damage and cresselia, which can't do anything in return.
Scizor can be more annoying throughout the match, but may not be as able to pull off a sweep.
Anyway, back to Blissey. You say you have s-toss to deal damage to bulky pokemon but you already have toxic for that. What your blissey needs is something to threaten pokemon as they switch in so that it does not merely act as set-up fodder.

I really don't think rest-talk cress should carry a screen at all. In fact, it does practically nothing while asleep and with a light screen already up, it has a 2/3 chance of doing nothing. 3/3 if against a bulky sweeper. So, just like your blissey, cresselia is set-up fodder. You say you can outstall boah with rest if it doesnt 2hko, but this is not the case. It takes 1 turn to rest and 2 to sleep. It is highly unlikely you've broken any sub by then and you will have been 3hkod by crunch/dark pulse if your screen wears out when you are sleeping. For this reason, I advise either thunderwave, calm mind, or something else to replace sleep talk. Actually, I'm pretty sure your cress can't take a draco meteor from LO mence with make sp atk evs and a positive nature. Even without stealth rock, it has a 1 in 79 chance in surviving, with one hp, before being kod by the sandstorm.

So yeah, your team is pretty mixmence weak now that you think about it. You can switch nothing into it without taking heavy damage from a draco meteor besides blissey, which cant do much in return to an outrage or even a DD if it has that.

You have ice punch for mence, but you die from LO draco meteor on your dusknoir too. It doesnt do much for you besides block rapid spin or absorb a trick, and even that won't help if your blissey gets tricked.

Anyway, I sound a bit harsh and I haven't given any constructive criticism, but I believe if you review the problems with your team, you can come up with solutions yourself. If I have time later on or if an idea suddenly comes into my head, I'll make another post. For now, see ya later.
 
discoboy, LO 350 spA mixmence can do 59% maximum with draco meteor, with SR it does 71% on turn 1, draco meteor needs near maximum damage to 2hko with SS, should I make cresselia calm or give the ev spread some more spD? tyraniboah can't get through both skarm and hippowdon depending if it has fire blast or ice beam, forgot about whirlwind, I'll change that, I'll test CM on cresselia and flamethrower on blissey

Marrilands calculator says skarmorys brave bird against offensive gyrados does 39%, with SR it 2hkos
 
I think you could have problems with SD Ape, as rare as that is. A +2 Thunderpunch or Stone Edge will OHKO Tentacruel. Close Combat obviously reams Blissey, and Flare Blitz obviously reams Skarmory. With Blaze activated, his Flare Blitz will always OHKO Cresselia and Hippowdon. Hippowdon has a small chance of being OHKO'ed by it without Blaze with rocks up, and Dusknoir will almost always be OHKO'ed by it without Blaze (always with Blaze or Rocks active).

Similarly, I think SD Lucario would give you trouble. With adamant, 252 Attack, life orb: His +2 Crunch always OHKOs Dusknoir with Rocks up, and will always 2HKO Cress (and Cress can't do anything in return besides pitiful damage with Ice Beam or giving him the chance to SD more). His +2 Close Combat has a chance to OHKO Skarm, and with Rocks up, that chance is very high. +2 Close Combat also has a chance of OHKOing Hippowdon with Rocks up. +2 Close Combat actually has a decent chance of OHKOing Tentacruel with rocks up even. And I won't even bother elaborating on what it'd do to Blissey.
 
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