Phaeded ~~ OU (Almost) Stall ~~ Peaked 1850 (#46)

Hello everybody! My name's Phaenon, and I'm a driver in the tournaments room on Pokemon Showdown. I've been waiting to do this RMT for a very long time, and I think it's finally ready for some real feedback. I've been working on it for over a month with a friend of mine on PS, Lets get shaded (his name is Fiddy here on Smogon), and this is the latest draft. We've changed it many, many, many (you get the point) times, so I won't post a huge, ridiculous teambuilding process section but I will definitely include past members that we tested, and stuff that's running through our mind at the moment in terms of moving forward. Anyways, I hope you enjoy! I present to you:


PHAEDED


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Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 252 SDef / 4 Def
Careful Nature
- Rest
- Bulk Up
- Drain Punch
- Knock Off

Scrafty was one of the original members, and he still pops up in my head from time to time. Scrafty/Suicune is perhaps my favorite core of any team I've had. They work perfectly together, both being rest sets with Bulk Up/Calm Mind and respective bulk. He helped the team not turn into a complete stall-fest while proving a safe switch in to a lot of special attacks, Psyshock from Lati@s, and being a status absorber. Scrafty is a true bro, keep him in your thoughts while looking at this team.



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Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Acid Armor
- Wish
- Protect
- Scald

Vaporeon was, at one point, a replacement for Iron Defense Mandibuzz, and was a really cool member, even if he was on briefly. Another great Char X counter, and the Wish support was very welcome if not completely necessary. It was also another more efficient way to stop Suicune in its tracks, besides using my own Suicune.

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Hungry, Hungry (Hippowdon) (F) @ Leftovers

Ability: Sand Force
EVs: 172 Def / 252 HP / 84 SDef
Impish Nature
IVs: 0 Spd
- Slack Off
- Stealth Rock
- Toxic
- Earthquake

Hippowdon was the newest member to the team, and admittedly has the least testing. But with the few battles I've had with him, he seems like a wonderful addition to the team. He adds a ground move to scare out if not completely take care of Heatrans (which I had counters for, but this certainly speeds up the process). I don't run Sand Stream as to not screw over Venusaur (for Synthesis/residual damage) and Suicune (every bit of HP counts). Sand Force also makes it a better T-Tar counter. As for EVs/IVs, I run the expected Physically Defensive set, with 84 SpDef EVs for the sole purpose of being able to live 2 Shadow Balls from Max SpA, Quiet Aegislash with Leftovers recovery. This leads into the justification for the IVs, which is basically solely for "under-speeding" Aegislash so I can hit it while it's in Blade Forme if it happens to come down to that.

Hippowdon is certainly a less efficient way of handling Mega Charizard X, as it takes 45.7 - 53.8% from an unboosted Flare Blitz. However, there is only a 2.3% chance to 2HKO after Leftovers recovery, and Hippowdon can live a Flare Blitz from Char X at +1, and even possibly at +2, although it is in the opponent's favor to OHKO.

These were the 3 least-commonly seen members of the team, however there were many more, including:
-Mew
-Cresselia
-Zapdos
-Gliscor
These 4 specifically have pretty common sets, so I decided not to include them here. However, they do get honorable mention.

The Current Members:

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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
- Roost
- Iron Defense
- Toxic/Defog
- Foul Play

Out of every team member on this team along the way, Mandibuzz surprised me the most. He also got the most hate. I'd show people this team, and they'd tell me that my Mandibuzz set is awful and that Iron Defense was a waste of a slot. But you know what, Mega Charizard X swept me exactly 0 times when I had this thing. In fact, Char X usually never even got a single kill. It was an awesome Bisharp counter as well, and it could take on pretty much all physical threats in the current meta, with exception of Belly Drum Azumarill and Mega Mawile (in fact, I lost once because of Mega Mawile with Max Speed which is why I started running 16 Spe Evs).

252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mandibuzz: 195-231 (45.9 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery

As you can see, Mandibuzz is pretty damn bulky. Also, with Iron Defense, even if they decide to Dragon Dance with Char X, I Iron Defense and take 2 steps at a time while they take 1. I love this thing. The only thing that could change is Foul Play/Toxic. I'm wondering if I should put Defog on Mandibuzz and put some Stealth Rock on Skarmory so Chansey can run Heal Bell. Just a thought.


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Juggalo King (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 4 SDef / 252 HP / 252 Def
Bold Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Synthesis
- Leech Seed
- Hidden Power [Fire]
- Sludge Bomb

Mega Venusaur has kinda become the standard for Gen 6 stall (although I've created some pretty cool stall teams without it). It fits really well on this team. It was originally on here, and then we took it off because it wasn't doing much, and then we decided to put it back on when we had no solution to Keldeo/Ferrothorn, and the Knock Off/Leech Seed fodder-ness is nice. We brought it back with a cool set that worked for a while, but we realized it just wasn't as practical for use on this team. However, I'll post it anyway in case you decide to use it.


Venusaur @ Venusaurite
Ability: Overgrow
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Synthesis
- Curse
- Knock Off
- Power Whip/Petal Blizzard

This set sprung out of us missing Scrafty, and wanting a physically-based setup sweeper to complement Suicune, and Mega Venusaur seemed to fill this role best. It also replaced Knock Off, which is almost mandatory in the current meta. This set caught people off-guard, and there wasn't much that could get past it (after a Curse or two it could even take on Lati@s). Again, something that you could try out even on this team, if not on your own.

I've been going back and forth between wanting Physical vs. Special bulk on this thing, and for the time being it's physical, simply to take on stuff like Azumarill, Bisharp, and Mega Mawile better. It's been working well for me, although sometimes I do wish I had the special bulk. HP Fire is for Mega Mawile, Bisharp, Ferrothorn, Aegislash, Excadrill, and (Mega) Scizor. Sludge Bomb is STAB, a way to take out Togekiss/Azumarill (or any other fairies), and a way to at least get reasonable damage off on other Mega Venusaurs I might run into. I find it to be more useful than Giga Drain, especially now that Rotom-W is less common. IVs are adjusted for HP Fire, and I run 0 Atk just to take as limited damage as possible from Foul Play. Hey, it could make a difference.


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Such Bird So Wow (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 0 Atk
- Roost
- Defog/Stealth Rock
- Whirlwind/Taunt/Spikes
- Counter

*Obligatory Skarmory on Stall*
No, but Skarmory is great on the team. He has a similar story to Mega Venusaur, where he was originally on the team, taken off, then added back on again later in the process. He's my only way of getting rid of hazards, which is super important in a metagame where they're so prevalent. He is also the main physical wall of the team, putting an end to all sorts of shenanigans (such as Mega Pinsir shenanigans, Mega Mawile shenanigans, Belly Drum Azumarill Shenanigans, Mega Heracross shenanigans, Mega Tyranitar shenanigans, Bisharp shenanigans....you get the point). I'm surprised people still run Brave Bird on Skarmory when it has access to Counter. Counter is a lifesaver, and it's the reason I have a chance against teams with any sort of physical threat. With sturdy, given it's at full health, it can live any hit and retaliate with Counter. It's still got some shock value, although once you reveal it it's kind of hard to utilize. It also allows me to run 0 Atk IVs, which again doesn't matter much, but you never know. I've been struggling with deciding whether I want Whirlwind or Taunt on this guy. Both have their merit. For know, I pack Whirlwind, but I do go back and forth.



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Prince Charming (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Calm Nature
IVs: 0 Atk
- Heal Bell/Stealth Rock
- Toxic
- Soft-Boiled
- Seismic Toss

*Obligatory Chansey on Stall*
Skarm-Bliss too OP. I originally had Blissey on the team because I feared Knock Off/Trick and loved the Leftovers recovery, but Chansey just outclasses Blissey in terms of all-around bulk, which this team definitely benefits from. This is a set that's been changed around a bunch, but for the time-being this is the most useful. With the addition of Hippowdon, I was able to get rid of Stealth Rock on Chansey and replace it for Heal Bell, which I find to be more useful than Wish. However, I'm reconsidering Hippowdon and for now Mandibuzz is back on the team. There's honestly not much to say about Chansey, it's pretty common and its role is clear. However, I will mention the original set we ran on it which was pretty cool: Charm Blissey (hence the nickname, Prince Charming). It gave it so much versatility as a wall, and you'd be surprised how often I got Chansey (Blissey) sweeps. Bold Nature isn't worth it on Chansey, as it gives a dismal boost, so I run Calm, which is more common anyways.

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Get Phaeded (Aegislash) @ Leftovers
Ability: Stance Change
EVs: 4 Atk / 252 HP / 252 SAtk
Quiet Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Iron Head
- Shadow Sneak

Aegislash is arguably the best pokemon in the game (Lets get shaded loves saying this). It's so versatile and has tons of viable sets. This one is a standard mixed Aegi, but it sure gets the job done. If there ever was a more perfect Lati@s counter...well, there isn't so who cares. Shadow Ball hits anything hard and Shadow Sneak/Iron Head are for priority/coverage. Iron Head is for Clefable and T-Tar (most namely Assault Vest T-Tar), and I feel it's a lot more versatile than Sacred Sword. I've considered replacing it for Flash Cannon to be able to hit some of its best counters (i.e. Chesnaught, Mandibuzz) but there hasn't been a specific situation to sway me enough, so here it stays. Another option that I've been toying with is Pursuit, but there's nothing I'd really want to get rid of (except maybe Shadow Sneak, but not having it tends to screw me over). I'll keep testing and decide which one is more useful. Again, for the time being, it stays. I run 0 Spe EVs to avoid being hit in Blade Forme as often as possible so I can increase longevity. Quiet Nature also helps with that.


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99 Problems (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Scald

99 Problems and Suicune is all of them. Seriously, Suicune is not only my favorite pokemon, but one of the biggest threats in the game. I'm surprised there aren't more people running Suicune on stall, but it certainly works. The bulk is unreal and never ceases to surprise me. It's an excellent switch-in to Lando-T, Excadrill, Heatran, and many others. It can take on Char Y 1v1 once it's at +2 (Solarbeam does 40% at most), and it is the most frequent win condition on the team. You've all seen CroCune before, so I can't take credit in terms of originality but I just like to remind everyone how much of a monster it is. Even though it misses its good old friend Scrafty, it does just fine on this team. It's my Clefable counter, and my Suicune counter, because of it's OP ability, Pressure (which comes into play a lot while playing stall higher up on the ladder). When it was less common at the beginning of this teambuilding process, it would complete embarrass teams. It still does, but it's a bit more common now and so people run it more often and prepare for it a bit better. Obvious Water Absorb checks are obvious, but in reality they can't do much of anything back and I have solutions to a lot of them (i.e. Jellicent, Vaporeon).


Threat list:

- Well-constructed DeoSharp
Once the opponent starts hazard-stacking, all they have to do is apply pressure with offensive presence and if they're good battlers and can predict well, they have a good success rate against my team.
- Nasty Plot/Mixed Thundurus
Thundurus is becoming one of the most common used pokemon as of late, and for good reason. It's just so powerful. Chansey can switch into it most of the time, but at a certain point Focus Blast just wears me down. Mega Venusaur seems to take care of it pretty well most often, but usually teams that pack Thundurus have ways of dealing with Mega Venusaur.
- Calm Mind Landorus
As if Sheer Force/Life Orb wasn't enough, people are starting to pack Calm Mind more and more often. At just +1, it takes Chansey out with 2 Focus Blasts and has something for every other member of my team. Again, it's more of an issue if they've started spewing out hazards.
-Mega Garchomp in Sand
As LzrGunPewPew so lovingly pointed out, that specific set/conditions can screw me. I think between Skarm, Suicune, and Mandibuzz it's manageable but it's definitely powerful. And on stall, there's nothing to really outspeed it so it's free to do work.
-Mega Medicham
There are a few sets that scare me: Substitute w/ HJK, Fire Punch, and Zen Headbutt, and then Drain Punch over HJK and Ice Punch over Substitute. There are solutions, I like to think (Suicune and Mandibuzz only take over half if they use HJK, which then turns into a predicting game because if I have Aegislash alive, they'd be reluctant to go for it). However, if Aegislash is dead the opponent is free to spam HJK until Venusaur comes out and uses Psycho Cut/Zen Headbutt. Nothing gets OHKOd save Chansey, so there's definitely room to deal with it, but the threat is it paving the way for another sweeper or having the way paved already for it.

(Rest of Threat List in Progress)

Replays (keep in mind, these are with some older versions of the team):

Mandibuzz Putting in Work:
http://replay.pokemonshowdown.com/ou-97875905

Curse Venusaur?:
http://replay.pokemonshowdown.com/ou-96380595

(More Replays Coming Soon)

Proof of Ladder:

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This has been one of my main focuses on PS for the past month or so, and I think it's paid off. Any feedback you may have, even if it's on one set or one move, it's encouraged. I'll love to hear whatever you have to say, and I will take any and all suggestions you have for me.

Thank you all for reading (if you made it this far). I'm on PS a lot of the time and you can always find me in the Tournaments room (my name is Phaenon there as well) for if you ever want to chat or have a casual battle. Again, thank you. ^_^

~Phaenon
 
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Really well written rmt! I would think special D venosaur would be a better fit here, as you already have such crazy physical D and really only Blissey to reliably absorb special attacks. I really can't see much else to change, I would run a bulky rotom over suicune for additional coverage and momentum (I love suicune so much, but there's a reason he has been uu for a few generations now sadly). Great team though!
 
Really well written rmt! I would think special D venosaur would be a better fit here, as you already have such crazy physical D and really only Blissey to reliably absorb special attacks. I really can't see much else to change, I would run a bulky rotom over suicune for additional coverage and momentum (I love suicune so much, but there's a reason he has been uu for a few generations now sadly). Great team though!
He was UU last gen mostly because of rest mechanics (which have changed). Also because of rain water absorb pokes like jellicent/gastro were a lot more common.

Anyways, this looks like a cool little team. Crocune is also one of my favorite pokes and I've been trying with little success to build a team around him, getting stuck around 1650-1700ish range pretty much every time. I'll definitely have to give this team a try although I'm not generally a fan of stall. How do you fare against something like kyurem though? I've always felt that he can pretty much break stall teams single handedly, especially once chansey is out of the way.
 
Yeah, once Chansey is gone, Kyurem-B (the Substitute set). When I see it, I usually make it a top priority to preserve Chansey. Kyurem-B is one of the huge reasons I switched from Blissey to Chansey as well. Just keep an eye out for it.
 
You actually have quite the problem with Autotomize / All-out Attacker Aegislash who can put a huge dent into every single member of the team especially with hazards.

252 Atk Life Orb Aegislash-Blade Sacred Sword vs. 252 HP / 252+ Def Eviolite Chansey: 377-445 (53.5 - 63.2%) -- guaranteed 2HKO

0 Atk Life Orb Aegislash-Blade Sacred Sword vs. 252 HP / 252+ Def Eviolite Chansey: 317-374 (45 - 53.1%) -- 30.5% chance to 2HKO

First calc is from All-out Attacker, second one is Autotomize which can then proceed to wreck house with strong Shadow Balls. To combat this, I'd agree with one of the previous posts of switching Venusaur to specially defensive as it's only 3HKO'd by Shadow Ball while outhealing it and after some recoil, killing it with HP Fire.
 
Just wanted to point out that you have Overgrow on Venusaur with zero grass type attacks. Should probably change to Chlorophyll since it might come in handy versus Mega Charizard Y
 
Full SpD Hippo with Stone Edge/Ice Fang would give you some better insurance vs Thundurus/Landorus-I without GK and Aegislash, and if you swap Suicune with Curse Quag or something like that you could also beat DD MegaTar and Char X better than the old Hippo set used to. It also beats Clefable and other Crocunes better than your own Crocune but at that point you'll just have the average stall team.

How do you deal with common wallbreakers like Kyu B and SD Knock Off/SubPunch Mawile?
 
I switched out Mandibuzz for Hippowdon because I felt the team wasn't handling the meta too well at that point, but while Mandibuzz was on was when I had the most success with the team. I'll try putting it back on, although that will get rid of heal bell on Chansey. Maybe I can play around with some of the sets, but keeping Mandibuzz.
 
Don't you suffer from Taunt, Trick and Knock Off? Maybe there's something I'm missing here, but I'd have thought all of these things would be damaging, particularly Trick and Knock Off (I know, you have Mega-Venusaur - but he is just a single mon).
 
Cabbabbers , I'm glad you like it! Keep in mind that the current members are not exactly set in stone, which is why I put some of the old members and posted it here for suggestions on new members. And yes, Taunt is gonna be pretty damaging to a lot of this team, but at least there's no poke that specifically has no attacking presence. Trick is damaging to this team as it's damaging to any other team. Losing your item for a hindering item is always gonna suck, it's just how you work around it. Any stall team is going to suffer from Taunt and Trick which is why it's a difficult style to be successful with. That being said, the meta is always adapting and so this RMT is kind of a way to keep up with that and get some feedback on the past members/potential new members.

As for people mentioning Quagsire, I do have a few stall teams and stall concepts that involve Quagsire, and it's probably the most effective way of dealing with a lot of the physical threats (namely Char X and Bisharp). Those 2 alone might warrant Mandibuzz making its appearance back on the team. If you have any comments on this, I'd love to hear!
 
Oh snap, nice.

This team is definitely the gold standard for stall this generation having bulk, a way to counter/check pretty much every metagame threat and having decent offensive presence (while also remaining great bulk with Suicune and Aegislash). This team is very solid, so I cannot suggest much, but I remember facing this team (idk if it was you or someone else) and getting crushed by Counter Skarmory after my Talonflame Flare Blitz'd it. It just used Roost, and I had to play carefully.

Interestingly, I managed to sweep your team with Nasty Plot Thundurus-I after I removed Chansey with my Tyranitar's Choice Band Pursuit on the switch. Nasty Plot Thundurus-I is a huge threat as you mentioned and trying out Rock Slide over Toxic on Hippowdon makes sure it's not set-up bait which is probably the only thing it is going to set-up on (Skarmory can phaze it away). Toxic doesn't seem like it is doing much for the team. By adding Rock Slide, it is not only niche for Thundurus-I, but lets you combat Dragonite much easier which can seem problematic, since it is often paired with something like SubToxic Aegislash and/or Deoxys-D which can wear it down with Toxic / hazards damage respectively. Running a Specially Defensive spread is probably best for this team. With all those special threats demolishing you, running a specially defensive spread seems best since you already combat physical threats wells with its good natural bulk. The spread also doesn't provide redundant walling with Mega Venusaur, since they both cover similar threats by the looks of it.

Other than that, I have nothing. Good job on the team, homie! n_n
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    • 248 HP / 252 SpD / 8 Spe
      • Careful Nature
    • Rock Slide > Toxic
 
Thank you everyone for the suggestions. I've just updated the post:

Mandibuzz is now one of the current members again (sorry Hippowdon). If you read Mandi's description, you'll see I'm conflicted on sets.

I think I might get rid of Toxic on Mandibuzz for Defog so I can run Stealth Rock on Skarmory to keep Heal Bell on Chansey (maybe even Spikes on Skarmory as well, I'm starting to love Hazards on stall). Thoughts?
 
Hey great team, I see couple of problems tho. First u have too many defensive pkm and to fix that problem, u should switch all ur defensive evs to spdef in mega venasaurs set. I don't even really like sludge wave cuz most of ur teammates has toxic. So I would switch sludge wave for giga drain. Another thing is to switch suicune to quasire. Helps against pkm that setup and also stop charzard X .
 
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Phaenon's team has grown quite a bit, and not adding Cress was a good decision. Awesome Core, great use of all his pokemon, and his tactics are phenomenal. One thing I'd like to say is that hazards are still very much appreciated in stall, so Stealth Rock is an awesome choice on Skarm, especially since Mandi would rather use Defog over Toxic. Also, Add Full Coverage Mega Medicham Setup to the threat list, as it does 1/2HKO your team, and as you will be switching a lot, you will have to play extra careful.

Why don't I get that teambuilding mention too, I tested it so much.

Phaenon, you make me cri so proud, the team looks/is really awesome!
 
LOL, loved watching that Manidbuzz destroy everything with Iron Defense and nail things thinking they were safe on the switch with Toxic. ID is actually a pretty cool move for Mandi, and basically makes it invincible on the physical side once you get a boost or two up. Not to mention it lets you not give a shit about non belly drum Azumaril variants (and even those can be beaten with Foul Play if you invest in enough speed to get the first move) and it can also let you beat Mawile's that don't have Swords Dance if you can boost before they switch in. And yeh, I'd definitely say Mandi is better for your team than Hippo. Hippo buggers up Venu's Synthesis, the residual damage makes it harder for it and Chansey to wall shit, it doesn't have the coveted STAB Foul Play that Mandi does, and doesn't have the surprise factor that your Mandi set has either.
 
Hi everyone, thanks for all the comments, I appreciate it! I'm constantly playing around with the team and if you look at any of the past members and it strikes a chord with you, let me know and post a comment, I'd love to hear what you'd do to the team. I have made some adjustments and made the team more stall-like, but I won't post it here to avoid just posting a common stall team. One idea I had:

Replace Mandibuzz with Quagsire,

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Scald
- Haze
- Recover
- Toxic

and Replace Suicune with Scrafty

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Rest
- Bulk Up
- Drain Punch
- Knock Off

Just a thought. Haven't really tested at all, but this is also kinda to let you guys have a feel for the type of style I'm going for, not full stall. I look forward to your suggestions!
 
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So Phaenon, I just want to say that your team gives me nightmares, pretty sure I have yet to beat you with it and it was a lot of fun watching you ladder. Great job man <3 but, I see a pretty big weakness on your team (the current one, before adding Quagsire and Scrafty), and that is mixed Mega Garchomp, which although very uncommon, is still threatening to you.
The set I speak of is:
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Garchomp@Garchompite
Ability: Sand Force
Hasty Nature
EVs: 224 Atk/252 Spe/32 Sp Atk
-Fire Blast
-Draco Meteor
-Stone Edge
-Earthquake

The coverage of Mega Garchomp is such that it can do mass damage to all of your Pokemon, especially with rocks up, and in Sand nothing can reasonably stop it. With sand up, Earthquake 2HKOs all of your grounded pokemon, stone edge will leave Mandibuzz at 10% after Stealth Rocks, and Fire Blast negates Skarmory, and Sandstorm blocks Venusaur's synthesis recovery. Adding Quagsire is a reasonable stop to it, as evidenced below:

First, Garchomp v. your team:

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Suicune in Sand: 168-198 (41.5 - 49%) -- 80.1% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252 Def Mega Venusaur in Sand: 175-207 (48 - 56.8%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252 Def Eviolite Chansey in Sand: 370-436 (52.5 - 61.9%) -- guaranteed 2HKO after sandstorm damage

224 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 248+ Def Mandibuzz in Sand: 238-282 (56.1 - 66.5%) -- guaranteed 2HKO after Stealth Rock

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Aegislash-Shield in Sand: 360-426 (111.1 - 131.4%) -- guaranteed OHKO

32 SpA Mega Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 256-302 (76.6 - 90.4%) -- 18.8% chance to OHKO after Stealth Rock

I'll acknowledge that nothing other than Aegislash is OHKO'd, and Sandstorm may either not last that long or even be used, but that's still damaging enough to be noteworthy. However, with your suggested changes:

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Quagsire in Sand: 204-241 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

224 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 4 Def Scrafty in Sand: 226-267 (67.6 - 79.9%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

Eek. The problem is unless you swap something out for ice beam or ice punch on something, nothing can take it on. I was originally going to suggest Clefable, but that doesn't take an earthquake at all either. My best suggestion is bringing Hippowdown back to wear it down with Toxic stall or force a switch as that's the only thing that can take more than two hits/switch in to it. With this, since I can't reasonably suggest a set while keeping it stall based, you'd need further advice and suggestion from others on that topic. I mean, you'd have to actually test what it can do to your team, and you can probably beat it if your opponent doesn't have sandstorm or is running the Mixed Wallbreaker set, you'd have to see for yourself.coon

Since Mega Garchomp isn't all that common (I think), you may be safe. I love the team so much, though

EDIT: I wasn't paying attention, and didn't see that you don't run Sand Stream. I took that out.
 
What about trying out Amoonguss? I'm a little tired of the standard Mega Venusaur set that people see everywhere, it gets boring/predictable, although it's effective. At the point where we're trying out Amoonguss/Porygon2, would it be worth it to just try to make a UU version of the team? I personally don't know the UU meta very well, if anyone does and has suggestions, maybe PM me on here or on PS.
 
So I decided to use this team without looking at it in great detail, as I wanted a quick dabble in stall. Got into the battle and realised Mandibuzz had Iron Defense. Was going to quit right away, but decided to stick it out. In no less than five turns Iron Defense helped me take out a Bisharp and essentially secured me the win. I feel like I owe you an apology.

Also, this happened the very next battle:
http://replay.pokemonshowdown.com/ou-104023616
 
Wait that is actually so funny! I didnt realize people were actually using it. I'm glad you're trying it out, and yeah Mandibuzz can be a little offputting at first but it's very effective. If you continue to try it out, let me know what you think about its strengths/weaknesses and any changes you feel inclined to make.
 
Amoonguss would be a decent start in UU, but not in OU. It lacks some key traits Mvena has, such as Thick Fat, Mixed Bulk, and over all is very easy to put pressure on and gives much less full stops than Mvena. Amoonguss does have spore, but even then it makes it have quite a bit of 4MSS, Spore/Synthesis/Attack/Attack, and if it drops spore, it's pretty much a worse Mvena, and if it drops Synthesis, you'll be switching it out too much and eventually your stall will crumble. Amoonguss works better on BO or Defensive teams (not pure stall), so I'd say it isn't worth it, unless you really want to try it out.
 
I decided to try your Iron Defense Mandibuzz for a ChanceyBuzz stall core, and I have to say I definitely liked it. Mandi basically becomes a win condition against physically based teams with this move (and I posted this replay in the Stall thread as well); http://replay.pokemonshowdown.com/oususpecttest-103861411

Against offense (which is the most prevalent playstyle right now), Iron Defense is a lot more useful than Taunt, which I found I rarely used because of how straight up offensive the meta is atm. After an Iron defense or 2, you become invincible on the physical side, regardless of SE hits (outside of a powerful crit), and if they try to boost with Swords Dance or w/e to be able to have a chance at taking you down, they're fueling your Foul Play's which often just 1HKO's them.

So good call on that move, it does indeed have a legit use.
 
After getting to about 1750 with this team, I've noticed a few weaknesses this team has:

- Quagsire with Heal Bell support. There is literally nothing this team can do against a Chansey/Quagsire combo other than PP stalling it with Suicune. This can be a problem as even though Suicune has pressure, it doesn't actually have a lot of PP itself. Scald only has 24, while Sleep Talk has 16 with roughly 5-6 of them being Scald in your average game. Is it quite possible for Quagsire to stall out Suicune as long as Suicune doesn't get incredibly lucky with burns and crits. As you've mentioned, Suicune is also often the 'win condition' for this team, meaning that usually you can't afford to trade your Suicune to take out an opposing wall.

- Mega Venusaur. Much like the above, the only reliable way this team has to take out Mega Venusaur is to set up with Suicune. That means until you've taken out Suicune's checks, Mega Venusaur has no problem switching in, healing up and firing off a Leech Seed.

- Landorus-I with Knock Off. This thing is such a threat. Nothing on this team can reliably switch in on it. Venusaur hates taking a Psychic, Suicune & Aegislash are 2HKO'd by Earth Power, Skamory and Mandibuzz are 2HKO'd by Focus Blast and Chansey is crippled by Knock Off.

The weakest link on this team I've found is probably Mandibuzz. Defog is needed for this playstyle to work, but against more durable teams, I've found that Mandizbuzz needs to switch in repeatedly to keep hazards away. The problem is that it takes 25% from Stealth Rock, meaning that it faces a 2HKO from a surprising number of things. The Iron Skin set is neat for dealing with Bisharp, but I don't find Bisharp to be a big enough threat to dedicate one of your pokemon to dealing with it.
 
Hey there, sorry if i am a little late here, but as i can see there is one pokemon that could give u A LOT of trouble, and that is the forgotten Gothitelle.
I used to carry one on the team that I managed to reach around 50th in the rank.
With enough ev's in speed, it can be faster than most pokemon in stall teams, namely Skarm, Mandibuzz, mega-Venusaur (a great part of your team) and easly take them out with the choice specs set.
When combined with a U-turn/Volt Switch (for example a U-turn that your Skarmory laughs at, will still break your sturdy) it can easily break your defensive core.
Not to mention, if for some reason it is already with low HP or about to die, it can also Trick a choice specs to the other 3 pokemon and cripple them for the rest of the battle:
-even with a specs Suicune wont do much.
-It might make your shadow ball strong, but the versatility and king's shield recovery will be missed
-Chansey loses its eviolite and gets locked (enough said).

How would you go around this Pokemon?

Hope it helps you. =p
 
Hey there, fellow CroCune rmt, I just noticed this on the RMT archives submissions and noticed how well built this stall team is. Also that it was posted a month before mine and it seems even better than mine by a mile! Anyways great job man, this team is top notch and almost unchangeable, but there is 1 thing I'd like to mention: SubToxik Aegislash would much better fit your team than standard Aegis, the 4 atk evs really don't give weak sneak much fire power and gradually wearing down foes for Suicune could be a good idea

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Ability: Pressure
EVs: 232 SpA / 252 HP / 24 Spd
Modest Nature
Substitute | Toxic | Shadow Ball | King's Shield
 
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