At a Glance:
The Physical Walls
The physical core consists of our two favorite defensive steels: Skarmory and Forretress. Both have solid physical defenses and access to entry hazards, which are key to stall. Forretress is my dedicated physical wall, while Skarmory is a somewhat mixed wall.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/252 Def/4 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Pain Split
- Rapid Spin
- Toxic Spikes
Forretress here is my lead, as well as my Toxic Spiker and Rapid Spinner. I have Forretress in the lead position over Skarmory because he gets less screwed over by Trick Jirachi (in my opinion) and Toxic Spikes are more expendable than Spikes generally, so I would rather lose him due to unfortunate circumstances.
HGSS gave Forretress a nifty tool in Pain Split, which is as close to recovery as Forretress will get. This, in conjunction with Toxic Spikes, lets him set up on and whittle down mons like Blissey and Vaporeon, among others. Earthquake is here to deal with Magnezone with Leftovers as well as Lucario (+2 CC won’t OHKO a healthy 252/252+ Forretress).
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Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/40 Spd/216 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory is my other physical wall. This is a specially defensive version with some speed investment (enough to outrun some variants of Scizor, Machamp, etc.), which lets it set up on stuff like Vaporeon and Flamethrower Blissey. The moveset is obvious- Spikes for entry hazards, Roost for recovery, Whirlwind for phasing, and Brave Bird to deal with Gyarados, to an extent. I have been toying with the idea of Taunt, but I think Brave Bird will stay here. Shed Shell lets him escape Magnezone, because Skarmory doesn’t learn Earthquake.
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The Special Walls
For my special core, I have chosen the what are easily the two best special walls available. Blissey, and…Chansey!
Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 64 HP/252 Def/192 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Softboiled
- Aromatherapy
- Seismic Toss
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Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 24 HP/252 Def/232 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Thunder Wave
- Seismic Toss
Ok the first thing you are thinking now, is, why Chansey? Well, think about how many balanced teams take out Blissey: Trick Latias, Explosion Heatran, etc. Also think about how Calm Mind sweepers may overwhelm Blissey. Not anymore! After Blissey, Chansey is the next best special wall- this is almost like Species Clause abuse. And guess what? After Chansey has been disposed of by their anti-Blissey special sweeper, Blissey comes out to wall again (and does it even better than Chansey)!
I knew that between the two fat nurses, I would have an Aromatherapist, a Wish-passer, and a Stealth Rocker. Because Chansey’s attacking prowess is basically crap, I decided to make Chansey the Aromatherapist/Stealth Rocker, letting Blissey have two moveslots and Protect to block Explosion.
The EVs on Chansey and Blissey have the same idea. Both achieve an HP stat of 657, which is one more than a multiple of 16. This lets them get slightly more Leftovers recovery, while at the same time not faring too badly against sandstorm+Spikes. 252 are put into defense to bolster their horrendous defense stats, with Bold nature. The rest are put into special defense.
Seismic Toss is easily the most reliable attacking move available to the fat nurses, and it happens to be the only attack Chansey can run. Thunder Wave screws over many Blissey switch-ins, including those immune to Toxic Spikes (Scizor, Lucario, etc.). I am debating Flamethrower/Ice Beam/Thunderbolt on Blissey, especially to deal with SubCharge Rotom- tell me what you think!
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The Spin Blocker
Every stall team needs a spin blocker, and Rotom is generally agreed to be the most versatile spin blocker.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Will-o-wisp
- Thunderbolt
The EVs help Rotom against Tyranitar’s Pursuit/Crunch (I usually end up staying in as they Pursuit). If for some reason Toxic Spikes aren’t up, Will-O-Wisp handles Ttar. It also handles Lucario and Scizor. Thunderbolt is Rotom’s most powerful 100% accurate move, and also deals with Gyarados quite well.
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The Wild Card
Most stall teams nowadays have a wild card- something that gives a semblance of a stall breaker, revenge killer, or anti-last Pokemon solution. This is the one I’ve been using- Jirachi.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Thunderpunch
- Ice Punch
- Trick
The punches revenge-kill Lucario, Gyarados, and Salamence. Trick screws Blissey and the last Pokemons. Jirachi is quite self-explanatory, and the choice itself is too. Resistance to Bullet Punch, Extremespeed, and Outrage help Jirachi do the job very well. The EVs maximize attack and leave no chance for +1 Salamence to outrun all the time.






The Physical Walls
The physical core consists of our two favorite defensive steels: Skarmory and Forretress. Both have solid physical defenses and access to entry hazards, which are key to stall. Forretress is my dedicated physical wall, while Skarmory is a somewhat mixed wall.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/252 Def/4 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Pain Split
- Rapid Spin
- Toxic Spikes
Forretress here is my lead, as well as my Toxic Spiker and Rapid Spinner. I have Forretress in the lead position over Skarmory because he gets less screwed over by Trick Jirachi (in my opinion) and Toxic Spikes are more expendable than Spikes generally, so I would rather lose him due to unfortunate circumstances.
HGSS gave Forretress a nifty tool in Pain Split, which is as close to recovery as Forretress will get. This, in conjunction with Toxic Spikes, lets him set up on and whittle down mons like Blissey and Vaporeon, among others. Earthquake is here to deal with Magnezone with Leftovers as well as Lucario (+2 CC won’t OHKO a healthy 252/252+ Forretress).
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Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/40 Spd/216 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
Skarmory is my other physical wall. This is a specially defensive version with some speed investment (enough to outrun some variants of Scizor, Machamp, etc.), which lets it set up on stuff like Vaporeon and Flamethrower Blissey. The moveset is obvious- Spikes for entry hazards, Roost for recovery, Whirlwind for phasing, and Brave Bird to deal with Gyarados, to an extent. I have been toying with the idea of Taunt, but I think Brave Bird will stay here. Shed Shell lets him escape Magnezone, because Skarmory doesn’t learn Earthquake.
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The Special Walls
For my special core, I have chosen the what are easily the two best special walls available. Blissey, and…Chansey!

Ability: Natural Cure
EVs: 64 HP/252 Def/192 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Softboiled
- Aromatherapy
- Seismic Toss
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Ability: Natural Cure
EVs: 24 HP/252 Def/232 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Thunder Wave
- Seismic Toss
Ok the first thing you are thinking now, is, why Chansey? Well, think about how many balanced teams take out Blissey: Trick Latias, Explosion Heatran, etc. Also think about how Calm Mind sweepers may overwhelm Blissey. Not anymore! After Blissey, Chansey is the next best special wall- this is almost like Species Clause abuse. And guess what? After Chansey has been disposed of by their anti-Blissey special sweeper, Blissey comes out to wall again (and does it even better than Chansey)!
I knew that between the two fat nurses, I would have an Aromatherapist, a Wish-passer, and a Stealth Rocker. Because Chansey’s attacking prowess is basically crap, I decided to make Chansey the Aromatherapist/Stealth Rocker, letting Blissey have two moveslots and Protect to block Explosion.
The EVs on Chansey and Blissey have the same idea. Both achieve an HP stat of 657, which is one more than a multiple of 16. This lets them get slightly more Leftovers recovery, while at the same time not faring too badly against sandstorm+Spikes. 252 are put into defense to bolster their horrendous defense stats, with Bold nature. The rest are put into special defense.
Seismic Toss is easily the most reliable attacking move available to the fat nurses, and it happens to be the only attack Chansey can run. Thunder Wave screws over many Blissey switch-ins, including those immune to Toxic Spikes (Scizor, Lucario, etc.). I am debating Flamethrower/Ice Beam/Thunderbolt on Blissey, especially to deal with SubCharge Rotom- tell me what you think!
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The Spin Blocker
Every stall team needs a spin blocker, and Rotom is generally agreed to be the most versatile spin blocker.

Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Will-o-wisp
- Thunderbolt
The EVs help Rotom against Tyranitar’s Pursuit/Crunch (I usually end up staying in as they Pursuit). If for some reason Toxic Spikes aren’t up, Will-O-Wisp handles Ttar. It also handles Lucario and Scizor. Thunderbolt is Rotom’s most powerful 100% accurate move, and also deals with Gyarados quite well.
---
The Wild Card
Most stall teams nowadays have a wild card- something that gives a semblance of a stall breaker, revenge killer, or anti-last Pokemon solution. This is the one I’ve been using- Jirachi.

Ability: Serene Grace
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Fire Punch
- Thunderpunch
- Ice Punch
- Trick
The punches revenge-kill Lucario, Gyarados, and Salamence. Trick screws Blissey and the last Pokemons. Jirachi is quite self-explanatory, and the choice itself is too. Resistance to Bullet Punch, Extremespeed, and Outrage help Jirachi do the job very well. The EVs maximize attack and leave no chance for +1 Salamence to outrun all the time.