OUtdated stall (OU)

So I've been gone for... a fairly long time, and am looking to get back into the fold of competitive Pokemon. Thing is, I don't think my team's ready to counter the threats that have been recently introduced, namely Latias. Without further ado, the team.

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wat (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/152 Def/106 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Ice Fang
---
I use this dude as a lead, it replaced a suicide lead Aerodactyl. Didn't realize how dumb suicide leads were until I started using Hippowdon. It's mainly to set up stealth rock, I usually switch out after that, I'm surprised how many people forget about it when I bring it back midgame or endgame. It's not a sitting duck when taunted, either. Earthquake gets a lot of coverage overall. Ice Fang is for Earthquake resists/immunities, usually reserved for Gliscor. Slack Off was also one of the reasons I liked this over Aerodactyl, it gave it even more durability. Sand Stream isn't detrimental to my team because of the typings and prevalence of Leftovers on my team, but it really adds up on my opponents, with all the other residual damage I have going here.

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Bonk (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/162 Atk/96 Def
Relaxed nature (+Def, -Spd)
- Toxic Spikes
- Explosion
- Rapid Spin
- Gyro Ball
---
A physical wall that sets up toxic spikes and occasionally spins. I dunno, this guy's just starting to become dead weight, it stopped being good around the time I stopped playing (around the time Latias came down) and mainly exploded if it didn't get KO'd first. Gyro Ball's mostly for the few times it's super effective on something. Again, it mostly explodes. I really am looking to replace this with another Toxic Spiker, but there aren't that many to begin with, so my efforts in finding another one didn't work out. The only one off the top of my head is Tentacruel, and I replaced that with this.

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Pork (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 2 HP/252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Toxic
- Softboiled
- Protect
- Flamethrower
---

Special wall, and a good one at that. This little du-, I mean chick does a lot of damage with Toxic, I can usually get a switch with it. Softboiled for recovery, and Flamethrower because it was a lot more useful to me than seismic toss due to hitting ghosts and getting the occasional super-effective hit. Protect helps PP stall, particularly Dynamicpunch Machamps in tandem with Rotom, I waste two PP each time, which has saved my ass before, and stalls for a turn to get additional Toxic damage.

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Infernape (M) @ Life Orb
Ability: Blaze
EVs: 26 Atk/232 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Close Combat
- Flamethrower
- Hidden Power [Ice]
- Grass Knot
---
This is like, the only thing not intended for stalling on this team, apart from Hippowdon on the offensive. It gets a lot of surprise kills on Salamence switch-ins, and Grass Knot gets a lot of surprise kills on Swampert switch-ins. Flamethrower over Fire Blast because I always miss with Fire Blast. I tried replacing this with a Scizor because of Latias, but again, that didn't work out that well either. I'm not looking to replace it unless absolutely necessary, though. I'm particularly fond of him.

HARR (Rotom-h) @ Leftovers
Ability: Levitate
EVs: 252 HP/76 Def/6 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Discharge
- Will-o-wisp
---
Status absorber/inflicter. Discharge provides a high rate of paralysis, and Will-o-wisp cripples (I like to think it does, at least) Scizors and whatnot. Good switch into Scizor, especially the ones that try to Superpower Blissey. It resists a lot of things as well. In addition, I particularly enjoy taking the risk of predicting explosions. I'm usually wrong, but it feels so nice in the event that I do make a correct prediction. Rest gives it recovery, something I like, and Sleep Talk adds to the overall stalling ability, saving PP.

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Ham (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/96 Atk/156 Def/6 SDef
Impish nature (+Def, -SAtk)
- Roost
- Spikes
- Whirlwind
- Brave Bird
---
Shuffler and primary physical wall. The main two attacks I use here are Spikes and Whirlwind. I chose Brave Bird over Drill Peck because in the rare situation where I have to attack directly with Skarmory, I prefer packing an extra punch with Brave Bird, I don't care about recoil in those life-and-death situations. Roost gives it a recovery option, which is something I like on my walls

 
Run Payback on Forretress, over Gyro Ball, for a start. It gives you a powerful hit for switching in spinblockers like Rotom, as well as hurting Latias.

I'm not sure you need both Skarmory and Forretress, though. They're both extremely similar roles, so it's really a question of whether you want phazing vs. Rapid Spin. Given that Roar can go onto Hippowdon over Ice Fang (and should?), I think Forry is more useful.

Wish helps more than Softboiled does on Blissey.

Given that you can now cut Skarm or Forry, I would add a bluky water; perhaps a RestTalk Gyarados, or even standard DDos. If you go RestTalk, then swap that Rotom set for the TrickScarfer, giving you an option against the opposing TrickScarfers that traditionally cause a problem for Stall.


I prefer Thunderbolt to Discharge on that Rotom; I keep getting annoyed when paralysis hits a slow, but powerful attacker that I really wanted to burn.
 
So apparently one of my threats is NP MixApe, and a suggested fix was to sub out Infernape for Latias. What spread/moves should I use? =/
 
In my opinion, you should use the choice scarf set. With the choice scarf set you can outspeed some of the major threats to stall like mence and gyarados, or you can use choice scarf jirachi if you fear being pursuited by t-tar. Your choice.
 
Hi. Since, as the above poster mentioned, Skarmory and Forretress do the same thing as far as typing, I would suggest using Tentacruel over Forretress. Tentacruel provides both Rapid Spin and Toxic Spike support, as well as covering your MixApe Weakness and additional support against Heatran. Tentacruel can also function as an absorber of Trick, something every defensive team would appreciate.

Tentacruel @Leftovers
Calm ; 252 HP / 120 Def / 136 SpD
Surf / Rapid Spin / Toxic Spikes / Hidden Power Electric

Next, on Rotom, I have a slight issue with you using Toxic Spikes and Will-o-wisp (and Discharge for that matter) as you would have a lot of conflicting status. I would suggest running Reflect and Thunderbolt over WoW and Discharge. Reflect will allow you to still keep physical attackers at bay, but now you can also be chipping away their health with Toxic.

Last three changes are rather minor, however I think they are pretty helpful. Put Roar over Ice Fang on Hippowdon, as Ice Fang has been an outdated move on him since Garchomp was sent to Ubers. Use Wish on Blissey, so that you can heal the rest of the team as well. Lastly, I would change Skarmory's item to Shed Shell, so that Magnezone cannot trap you. You have Wish support and Roost, so the recovery won't be missed too much.

Good Luck!
 
First off Forretress' set needs to change. You are easily trapped by Magnezone, and have no method of recovery outside of Leftovers. Gyro Ball and Explosion definitely need to go, the first because Gyro Ball barely hits stuff in this steel metagame, and the latter because you dont want one of your walls blowing its guts out. There are several things you can do to remedy your problems: Pain Split lets you get recovery, Shed Shell/Earthquake let you deal with Magnezone, and Payback lets you hit ghosts trying to spin block you.

Second, if you are running Protect on Blissey, you should run Wish over Softboiled. This lets you pass health to Blissey, and Protect+Wish is like a Softboiled anyways.

On Infernape, I would try out this novelty set:
Infernape@Life Orb
108Atk/208SpA/252Spe Naive
-Close Combat
-Overheat
-Slack Off
-Filler

This lets Infernape stay alive (I assume you are using Infernape as a stallbreaker), as many stall teams rely on residual damage to take out Infernape.
 
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