So, I've been lurking on Smogon since 4th gen and now that X and Y have made pokémon breeding a bajillion times easier, I've decided to get into competitive proper. With infinite Sun no longer a thing, I figured I'd try my hand at a paradigm I'm not used to. While I'm used to the doubles metagame, where stall isn't really a thing, I figured it'd be a good starting point in singles since it's playing completely unlike what I'm used to.
First up, Kaiser!
Ferrothorn @Leftover
Iron Barbs
Relaxed(+def/-Spe) 0SpeIV
252HP/48Def/208SpD
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
Ferrothorn is easily one of my all time favourite pokémon and is a nice place to start on the team. Stealth rocks is preferred over spikes due to the raw power of the rocks and that they hit aerial opponents, especially threats like Talon Flame, despite Ferro often having the opportunity for multiple hazards I'd rather not risk it without a spin blocker. Leech Seed is easily my favourite move in the game and as Ferrothorn's only recovery I feel it's well worth it, likewise, if going for leech seed protect is a given and with protect leftovers becomes too strong to ignore. Power Whip is my attack of choice because it annihilates bulky waters or just general water type threats that the rest of my team tend to have some difficulty with. Minimum speed ensures minimum damage from Gyroball users and makes it easier to switch power whip to Gyroball, unfortunately it means I'm outran by non-contrary shellsmash Shuckle.
Generally, I'll throw in Ferro on opposing water types or simply to punish spinners. He's one of my go to walls and he does his job beautifully.
His partner in crime! Wysp!
Tentacruel @Blacksludge
Liquid Ooze
Calm(+SpD/-Atk) 0AtkIV
252HP/252Def/4SpD
- Scald
- Sludge Bomb
- Rapid Spin
- Toxic Spikes
Tentacruel is possibly Ferrothorn's best partner in pre-bank (especially with Jellicent unavailable) and provides excellent support. While Tenta's typing isn't perfect for a rapid spin user, being a grounded poison type is exceptionally helpful with two grounded tanks. Tenta's Scald, the greatest water move in the game, is firstly the greatest water move in the game and secondly a nightmare for opponents like EQ/DD Dragonite and Swords Dance Garchomp to switch in on. Sludge Bomb is Tenta's most powerful attack and like scald lands a damaging status 30% of the time. Toxic Spikes are an easy choice to make, even with a single layer they can add up to a lot of damage on a stall team and with two layers force switches due to toxic adding up. Tenta's EVs and Nature aren't the recommended ones from GenV, but that's simply because I'd prefer my Tentacruel be a bit bulkier on the special side and I've yet to encounter what the extra speed is for.
Tentacruel's primary focus on the team is to simply act as a buddy to Ferrothorn and provide extra attrition with Toxic Spikes.
The floating thing which none of my friends can deal with! Washerwatt!
Rotom-W @Chesto Berry
Levitate
Modest(+SpA/-Atk) 0AtkIV
252HP/36SpA/220Spe
- Volt Switch
- Hydro Pump
- Will-o-wisp
- Rest
Your bog standard Imma float here and be annoyin' Modest Rotom. With the amount of switching this thing causes and its ability to counter Talonflame Rotom-W covers my team's vulnerability to EQ spam and forces many dragons into outraging. Volt Switch and Hydro Pump are a beautiful pair, making Rotom-W able to give a free switches to the stall team. Will-o-wisp, despite its unreliability completely obliterates physical attackers and I wouldn't dream of running a team without it. With the number of switches Rotom forces and the number of turns it doesn't sit around at the end of I prefer to run Chesto-Rest instead of leftovers and in a stall war rest can be incredibly helpful. 220 speed EVs outruns a little over neutral base 80s, like Dragonite and Gyarados which need to eat a Will-o-wisp (or in lum-nite's case, a volt-switch into Rhydon or Hippowdon). While Rotom Heat might be more preferable for a standard Fire/Water/Grass core, I don't feel Overheat and fire typing would give me quite as good results in the core.
Rotom-W provides the team with an out to a wide variety of threats and, very importantly, blocks ground moves.
The nightmare in the wings, Charlotte.
Mawile @Mawilite
Intimidate/Huge Power
Adamant(+Atk/-SpA)
252HP/252Atk/4Spe
- Play Rough
- Sucker Punch
- Swords Dance
- Substitute
Mawile is insanely strong, with its two fantastic abilities and barely passable attack stat for a slow physical threat, Mega Mawile has the highest, realistic, effective attack stat in the game. Why so specific? Because Power Trick Shuckle which somehow gained a working Pure Power at +6 and Huge power doesn't boost the attack stat itself. The latter of which is relevant for players attempting to crush Mawile via confusion or Foul Play and Mawile's own Foul play. Mawile is one of the game's most powerful revenge killers, able to OHKO everything at +2 with Play Rough that doesn't resist it (as well as most things that do), combine it with substitute and your opponent is in a very awkward situation. Sucker Punch is maximise revenging potential and make up for Mawile's awful speed stat. 4Spe gives Mawile the ability to outrun an uninvested Azumarill and since my team isn't running trick room, it couldn't hurt to do so. Earlier I also mentioned Rotom-W forcing Garchomp into Outrage, that's an opportunity for Mawile to enter and start ripping the enemy team apart.
Overall, Mega Mawile gives the team a ton of stopping power that both breaks stall wars by setting up swords dance and can prevent a 6-0 from set up sweepers... 90% of the time.
Tiller, he hates robins.
Rhydon @Eviolite
Lightning Rod
Adamant(+Atk/-SpA)
252HP/12Def/240SpD
- Earthquake
- Stone Edge
- Ice Fang
- Roar
Rhydon might seem a bit odd, but he synergises well with my team's final member and provides some much needed offensive power. He's not a Rhyperior because Rhydon is bulkier on the physical side (Perior can run Assault Vest) and as such runs Lightning Rod instead of Solid Rock, because he can't get it and what if SoakThunder (his other abilities provide no plausible benefit I can think of)? Edgequake is both stab boosted which is amazing, Ice Fang is for nailing Mega-Garchomp and if all else fails freezehax (alas, no icepunch prebank). Roar is to provide some shuffling and isn't dragon tail because having everything in the air be immune to Rhydon would kind of suck. 12 defence EVs provides... Guarantees Dragonite 3HKOs after Stealth Rock, everything else is dumped in Special defence to maximise the power of Eviolite and the sand boost.
Talonflame must die.
Today's forecast is... Potato?
Hippowdon @Smoothrock
Sandstream
Impish(+Def/-SpA)
252HP/252Def/4SpD
- Earthquake
- Ice Fang
- Whirlwind
- Slack Off
... Basically a weird looking mixed wall Hippowdon and physical wall Hippowdon on the same team, the more I think about it the more awkward it looks, but it's been working out for me. Anyway, Hippowdon provides some weather shenanigans to an otherwise weather vulnerable team, as a third check to Dragon Dance Dragonite and Talonflame I finally feel safe-ish from those things. Yep. Hippowdon gives the team another source of attrition, phasing and is a straight up physical wall that boosts Mega-Garchomp's +2 Earthquakes and doesn't afraid of anything. Ground/Ice gives outstanding neutral coverage and freeze hax, whirlwind provides outs to set-up mons and racks up entry hazard damage. With Slack off and a sandstorm resistant team, smoothrock is preferable to leftovers.
Potato simply solves weather issues and acts as a straight up physical wall.
So... That's my first attempt at a singles competitive team using the smaller mon pool of prebank to get a better feel for competitive battling. While I've had some success, I'd love to get some feedback on how I could make it better.






First up, Kaiser!

Ferrothorn @Leftover
Iron Barbs
Relaxed(+def/-Spe) 0SpeIV
252HP/48Def/208SpD
- Power Whip
- Leech Seed
- Protect
- Stealth Rock
Ferrothorn is easily one of my all time favourite pokémon and is a nice place to start on the team. Stealth rocks is preferred over spikes due to the raw power of the rocks and that they hit aerial opponents, especially threats like Talon Flame, despite Ferro often having the opportunity for multiple hazards I'd rather not risk it without a spin blocker. Leech Seed is easily my favourite move in the game and as Ferrothorn's only recovery I feel it's well worth it, likewise, if going for leech seed protect is a given and with protect leftovers becomes too strong to ignore. Power Whip is my attack of choice because it annihilates bulky waters or just general water type threats that the rest of my team tend to have some difficulty with. Minimum speed ensures minimum damage from Gyroball users and makes it easier to switch power whip to Gyroball, unfortunately it means I'm outran by non-contrary shellsmash Shuckle.
Generally, I'll throw in Ferro on opposing water types or simply to punish spinners. He's one of my go to walls and he does his job beautifully.
His partner in crime! Wysp!

Tentacruel @Blacksludge
Liquid Ooze
Calm(+SpD/-Atk) 0AtkIV
252HP/252Def/4SpD
- Scald
- Sludge Bomb
- Rapid Spin
- Toxic Spikes
Tentacruel is possibly Ferrothorn's best partner in pre-bank (especially with Jellicent unavailable) and provides excellent support. While Tenta's typing isn't perfect for a rapid spin user, being a grounded poison type is exceptionally helpful with two grounded tanks. Tenta's Scald, the greatest water move in the game, is firstly the greatest water move in the game and secondly a nightmare for opponents like EQ/DD Dragonite and Swords Dance Garchomp to switch in on. Sludge Bomb is Tenta's most powerful attack and like scald lands a damaging status 30% of the time. Toxic Spikes are an easy choice to make, even with a single layer they can add up to a lot of damage on a stall team and with two layers force switches due to toxic adding up. Tenta's EVs and Nature aren't the recommended ones from GenV, but that's simply because I'd prefer my Tentacruel be a bit bulkier on the special side and I've yet to encounter what the extra speed is for.
Tentacruel's primary focus on the team is to simply act as a buddy to Ferrothorn and provide extra attrition with Toxic Spikes.
The floating thing which none of my friends can deal with! Washerwatt!

Rotom-W @Chesto Berry
Levitate
Modest(+SpA/-Atk) 0AtkIV
252HP/36SpA/220Spe
- Volt Switch
- Hydro Pump
- Will-o-wisp
- Rest
Your bog standard Imma float here and be annoyin' Modest Rotom. With the amount of switching this thing causes and its ability to counter Talonflame Rotom-W covers my team's vulnerability to EQ spam and forces many dragons into outraging. Volt Switch and Hydro Pump are a beautiful pair, making Rotom-W able to give a free switches to the stall team. Will-o-wisp, despite its unreliability completely obliterates physical attackers and I wouldn't dream of running a team without it. With the number of switches Rotom forces and the number of turns it doesn't sit around at the end of I prefer to run Chesto-Rest instead of leftovers and in a stall war rest can be incredibly helpful. 220 speed EVs outruns a little over neutral base 80s, like Dragonite and Gyarados which need to eat a Will-o-wisp (or in lum-nite's case, a volt-switch into Rhydon or Hippowdon). While Rotom Heat might be more preferable for a standard Fire/Water/Grass core, I don't feel Overheat and fire typing would give me quite as good results in the core.
Rotom-W provides the team with an out to a wide variety of threats and, very importantly, blocks ground moves.
The nightmare in the wings, Charlotte.

Mawile @Mawilite
Intimidate/Huge Power
Adamant(+Atk/-SpA)
252HP/252Atk/4Spe
- Play Rough
- Sucker Punch
- Swords Dance
- Substitute
Mawile is insanely strong, with its two fantastic abilities and barely passable attack stat for a slow physical threat, Mega Mawile has the highest, realistic, effective attack stat in the game. Why so specific? Because Power Trick Shuckle which somehow gained a working Pure Power at +6 and Huge power doesn't boost the attack stat itself. The latter of which is relevant for players attempting to crush Mawile via confusion or Foul Play and Mawile's own Foul play. Mawile is one of the game's most powerful revenge killers, able to OHKO everything at +2 with Play Rough that doesn't resist it (as well as most things that do), combine it with substitute and your opponent is in a very awkward situation. Sucker Punch is maximise revenging potential and make up for Mawile's awful speed stat. 4Spe gives Mawile the ability to outrun an uninvested Azumarill and since my team isn't running trick room, it couldn't hurt to do so. Earlier I also mentioned Rotom-W forcing Garchomp into Outrage, that's an opportunity for Mawile to enter and start ripping the enemy team apart.
Overall, Mega Mawile gives the team a ton of stopping power that both breaks stall wars by setting up swords dance and can prevent a 6-0 from set up sweepers... 90% of the time.
Tiller, he hates robins.

Rhydon @Eviolite
Lightning Rod
Adamant(+Atk/-SpA)
252HP/12Def/240SpD
- Earthquake
- Stone Edge
- Ice Fang
- Roar
Rhydon might seem a bit odd, but he synergises well with my team's final member and provides some much needed offensive power. He's not a Rhyperior because Rhydon is bulkier on the physical side (Perior can run Assault Vest) and as such runs Lightning Rod instead of Solid Rock, because he can't get it and what if SoakThunder (his other abilities provide no plausible benefit I can think of)? Edgequake is both stab boosted which is amazing, Ice Fang is for nailing Mega-Garchomp and if all else fails freezehax (alas, no icepunch prebank). Roar is to provide some shuffling and isn't dragon tail because having everything in the air be immune to Rhydon would kind of suck. 12 defence EVs provides... Guarantees Dragonite 3HKOs after Stealth Rock, everything else is dumped in Special defence to maximise the power of Eviolite and the sand boost.
Talonflame must die.
Today's forecast is... Potato?

Hippowdon @Smoothrock
Sandstream
Impish(+Def/-SpA)
252HP/252Def/4SpD
- Earthquake
- Ice Fang
- Whirlwind
- Slack Off
... Basically a weird looking mixed wall Hippowdon and physical wall Hippowdon on the same team, the more I think about it the more awkward it looks, but it's been working out for me. Anyway, Hippowdon provides some weather shenanigans to an otherwise weather vulnerable team, as a third check to Dragon Dance Dragonite and Talonflame I finally feel safe-ish from those things. Yep. Hippowdon gives the team another source of attrition, phasing and is a straight up physical wall that boosts Mega-Garchomp's +2 Earthquakes and doesn't afraid of anything. Ground/Ice gives outstanding neutral coverage and freeze hax, whirlwind provides outs to set-up mons and racks up entry hazard damage. With Slack off and a sandstorm resistant team, smoothrock is preferable to leftovers.
Potato simply solves weather issues and acts as a straight up physical wall.
So... That's my first attempt at a singles competitive team using the smaller mon pool of prebank to get a better feel for competitive battling. While I've had some success, I'd love to get some feedback on how I could make it better.
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