I'm just getting started in UU with this stall team. So far it's been working pretty well for me, but I'm sure it's far from perfect. I think I went overboard with trying to force switches, though, and I'd like to make my team a tad more offensive (especially because I have very little recovery), but I'm not sure how to go about doing that.
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Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Fake Out
- Mach Punch
- Bullet Punch
- Close Combat
TechTop is a pretty cool lead and revenge-killer. Right now it's my only real form of offense. Bullet Punch hasn't really been useful; I'm considering replacing it with Stone Edge.
Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/96 Atk/160 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Toxic Spikes
- Crunch
Nidoqueen's main purpose is to set up Toxic Spikes. Nidoqueen has been a great overall tank for me. I had Drapion here for a little while but I've found Nidoqueen's typing and special defense to be quite useful.
Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP/36 Spd/220 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Thunderbolt
- Confuse Ray
- Light Screen
Rotom blocks Rapid Spin and is also a great switch-in to a lot of threats thanks to its immunities. Works reasonably well as a spin-blocker, Shadow Balling Claydol and Thunderbolting Blastoise, although it generally falls to Sandslash's Night Slash/Shadow Claw.
Noctowl (M) @ Leftovers
Ability: Insomnia
EVs: 252 HP/4 Spd/252 SDef
Calm nature (+SDef, -Atk)
- Roost
- Whirlwind
- Night Shade
- Reflect
Noctowl's a general special wall and can generally take even unstabbed Ice Beams and Roost it off. Reflect helps the team out (especially since most switch-ins will be physical).
Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 216 HP/148 Def/144 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Surf
- Ice Beam
- Roar
Blastoise is my spinner and a nice counter to a lot of threats. Roar allows it to phaze, scout the opponent's team, and rack up Stealth Rock damage, but I haven't found it all that useful. I'm considering HP Grass over Ice Beam or Roar to handle other waters.
Steelix (M) @ Leftovers
Ability: Rock Head
EVs: 252 HP/252 Atk/4 Def
Impish nature (+Def, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
Steelix takes hits really well, and easily gets rocks up pretty early on. Roar can be useful, but again I haven't had a whole lot of use for it (especially because I have 3 phaze moves on this team). I'll probably take Explosion over Roar. Also, I'm not sure about the EVs. I'd like to move some EVs to Special Defense because Steelix has a nice set of resistances to take on special attackers, but I don't know how many EVs to move.
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edit: Forgot to mention, this is for Shoddy.
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Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Fake Out
- Mach Punch
- Bullet Punch
- Close Combat
TechTop is a pretty cool lead and revenge-killer. Right now it's my only real form of offense. Bullet Punch hasn't really been useful; I'm considering replacing it with Stone Edge.
Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/96 Atk/160 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Toxic Spikes
- Crunch
Nidoqueen's main purpose is to set up Toxic Spikes. Nidoqueen has been a great overall tank for me. I had Drapion here for a little while but I've found Nidoqueen's typing and special defense to be quite useful.
Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP/36 Spd/220 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Thunderbolt
- Confuse Ray
- Light Screen
Rotom blocks Rapid Spin and is also a great switch-in to a lot of threats thanks to its immunities. Works reasonably well as a spin-blocker, Shadow Balling Claydol and Thunderbolting Blastoise, although it generally falls to Sandslash's Night Slash/Shadow Claw.
Noctowl (M) @ Leftovers
Ability: Insomnia
EVs: 252 HP/4 Spd/252 SDef
Calm nature (+SDef, -Atk)
- Roost
- Whirlwind
- Night Shade
- Reflect
Noctowl's a general special wall and can generally take even unstabbed Ice Beams and Roost it off. Reflect helps the team out (especially since most switch-ins will be physical).
Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 216 HP/148 Def/144 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Surf
- Ice Beam
- Roar
Blastoise is my spinner and a nice counter to a lot of threats. Roar allows it to phaze, scout the opponent's team, and rack up Stealth Rock damage, but I haven't found it all that useful. I'm considering HP Grass over Ice Beam or Roar to handle other waters.
Steelix (M) @ Leftovers
Ability: Rock Head
EVs: 252 HP/252 Atk/4 Def
Impish nature (+Def, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
Steelix takes hits really well, and easily gets rocks up pretty early on. Roar can be useful, but again I haven't had a whole lot of use for it (especially because I have 3 phaze moves on this team). I'll probably take Explosion over Roar. Also, I'm not sure about the EVs. I'd like to move some EVs to Special Defense because Steelix has a nice set of resistances to take on special attackers, but I don't know how many EVs to move.
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edit: Forgot to mention, this is for Shoddy.