SAZ's Stall/Annoyer

SAZ Stall/Annoy team
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Wi-Fi Battle Team​

inb4lol2xdagron

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Ferrothorn (M) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Power Whip
- Thunder Wave
- Stealth Rock

My lead 9 times out of 10. He comes out if they don't have a spinner so rocks can be setup easily. Thunder Wave is there to cripple people and also give me an easy SR/Leech Seed. If anything Fire (or hard hitting EQ) comes my way I send in Heatran to counter and then kill.

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Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Dragon Pulse

A max offensive Heatran here (less the Life Orb/Specs). Fire Blast is there for obvious reasons. Earth Power lets me counter other non Air Balloon Heatran and Magnazone. HP Ice is my Dragon counter. Either I switch in on the Outrage and they get locked in for an easy kill or they use EQ and miss and then I get a free attack. Dragon Pulse is there for Haxorus as HP Ice doesn't hit hard enough.

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Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder Wave
- Wish
- Roar

My second wall. Latias hits 350 speed with those EVs and Nature letting it outspeed most things. I send this in after a kill to make it look like a revenge killer or into a resist basically giving me a free sub. I then go on to Para, Wish, Sub shuffle their team and do as much damage as I can. This also helps me scout out for Aromatherapy and Heal Bell if they have it.

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Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Heal Bell
- Seismic Toss
- Wish
- Protect

Special Wall. Pairs well with Latios and Ferrothorn. Basically tanks anything they don't like and vice versa. I chose Heal Bell because even though Chansey is the only thing effected by Toxic Spikes my team doesn't like paralysis.

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Murkrow (F) @ Eviolite
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Perish Song
- Roost
- Taunt
- Protect

Song Phaser. Used to go up against their last pokemon or to go up against BP teams to stop them in their tracks. Priority Taunt is there to counter other Taunters and Protect/Roost is there for stalling.

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Latios (M) @ Choice Scarf
Trait: Levitate
EVs: 8 HP / 252 SAtk / 248 Spd
Modest Nature (+SAtk, -Atk)
- Dragon Pulse
- Energy Ball
- Ice Beam
- Thunderbolt

Well with Garchomp/Latios/Haxorus/Dragonite/Everyotherdragon ripping holes in my team I decided that my way to stop them is by having Scarf Latios as my revenge killer. He deals with Bulky waters and every Dragon type. Dragon Pulse is there over Draco Meteor because I would rather lose that little bit of power so I can use Dragon Pulse over and over again.

Code:
Ferrothorn (F) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Power Whip
- Thunder Wave
- Stealth Rock

Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Dragon Pulse

Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder Wave
- Wish
- Roar

Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Heal Bell
- Seismic Toss
- Wish
- Protect

Murkrow (F) @ Eviolite
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Perish Song
- Roost
- Taunt
- Protect

Latios (M) @ Choice Scarf
Trait: Levitate
EVs: 8 HP / 252 SAtk / 248 Spd
Modest Nature (+SAtk, -Atk)
- Dragon Pulse
- Energy Ball
- Ice Beam
- Thunderbolt
 
You'll want a) more hazards and b) favorable weather. Sandstorm and Hail add to the residual damage I suppose you want to deal (this being a stall team and all), and hazards increase the damage done from shuffling. For weather, I'd suggest Hippowdon as it is a great physical wall, and you get a moveslot on Ferro because Hippo can lay the rocks. On Ferro, I'd probably suggest a sub-leeching set with Toxic because Paralysis can actually hinder stall teams (you want toxic on them, believe me.)

I'm also not sure if you really need the balloon on Heatran, as you have three ground-immunities, and normally you can see an EQ from three miles away, but that is your decision.
 
You'll want a) more hazards and b) favorable weather. Sandstorm and Hail add to the residual damage I suppose you want to deal (this being a stall team and all), and hazards increase the damage done from shuffling. For weather, I'd suggest Hippowdon as it is a great physical wall, and you get a moveslot on Ferro because Hippo can lay the rocks. On Ferro, I'd probably suggest a sub-leeching set with Toxic because Paralysis can actually hinder stall teams (you want toxic on them, believe me.)

I'm also not sure if you really need the balloon on Heatran, as you have three ground-immunities, and normally you can see an EQ from three miles away, but that is your decision.

Sandstorm adds residual damage both ways - remember there are only two steels.
I think the way this team works is supporting Latias (and to a lesser extent Ferrothorn) paralyzing the whole of the opposition's team, with four supporting mons (Balloon Heatran notably counters non-dragon claw Garchomp, and others, Chansey takes special, Ferrothorn takes most physical, and Murkrow phases everything else), and then let (Heatran and) Latios kill their shit (as well as remaining revenge for some set ups). Wishing and heal bell keeps these key players in action.
Spikes could be a possibility over Power Whip on Ferrothorn (especially considering the less predictable Energy Ball on Latios).
:pimp:
 
You'll want a) more hazards and b) favorable weather. Sandstorm and Hail add to the residual damage I suppose you want to deal (this being a stall team and all), and hazards increase the damage done from shuffling. For weather, I'd suggest Hippowdon as it is a great physical wall, and you get a moveslot on Ferro because Hippo can lay the rocks. On Ferro, I'd probably suggest a sub-leeching set with Toxic because Paralysis can actually hinder stall teams (you want toxic on them, believe me.)

I'm also not sure if you really need the balloon on Heatran, as you have three ground-immunities, and normally you can see an EQ from three miles away, but that is your decision.

I don't want weather on my team because right now only 2 things will benefit (Ferrothorn and Heatran) and they don't even benefit really they just don't take damage. As for increasing hazards I am thinking about giving Ferrothorn Spikes over Power Whip as most of the things that will Taunt it will die to Latios anyway and Latios can swap into most attacks that are used against Ferrothorn anyway (Fire Blast/Fang Earthquake, Hi-Jump-Kick, Brick Break etc).
 
I don't want weather on my team because right now only 2 things will benefit (Ferrothorn and Heatran) and they don't even benefit really they just don't take damage. As for increasing hazards I am thinking about giving Ferrothorn Spikes over Power Whip as most of the things that will Taunt it will die to Latios anyway and Latios can swap into most attacks that are used against Ferrothorn anyway (Fire Blast/Fang Earthquake, Hi-Jump-Kick, Brick Break etc).
The point of having a weather inducer is being able to mess with the opponents weather, and also increasing the residual damage. None of your pokemon should have problems with it as a) they have Leftovers to negate the damage taken or b) have reliable recovery in form of roost or softboiled (namely Chansey and Murkrow).
 
The thing Teandal is trying to say is that you don't have enough hazards to really hurt the opponent when phazing. Coupled with the fact only 3 of your Pokemon can actually attack, I too would suggest the addition of weather and more hazards. I understand what you are trying to accomplish, but you just don't have the assets to currently pull off what you are planning. Stealth Rock's is resisted by so many things and if the opponent runs a Rapid Spinner or a Magic Bounce abuser then your whole strategy is gone. Also the one status that doesn't hurt the opponent had to be the one you based this team around... I would take Teandal's advice or at least try it out before judging.
 
The thing Teandal is trying to say is that you don't have enough hazards to really hurt the opponent when phazing. Coupled with the fact only 3 of your Pokemon can actually attack, I too would suggest the addition of weather and more hazards. I understand what you are trying to accomplish, but you just don't have the assets to currently pull off what you are planning. Stealth Rock's is resisted by so many things and if the opponent runs a Rapid Spinner or a Magic Bounce abuser then your whole strategy is gone. Also the one status that doesn't hurt the opponent had to be the one you based this team around... I would take Teandal's advice or at least try it out before judging.

Well the main reason why I don't want to use weather is because every team I make eventually becomes a weather team for some reason. I just want to use something without weather.

Also Teandal just suggested that I use Hippowdon he didn't actually say what I should use it over. So my question is if I was to use it what should I use it over?
 
Well the main reason why I don't want to use weather is because every team I make eventually becomes a weather team for some reason. I just want to use something without weather.

Also Teandal just suggested that I use Hippowdon he didn't actually say what I should use it over. So my question is if I was to use it what should I use it over?
Weather is a good thing, and not using it oftentimes puts you at a disadvantage (not saying that non-weather teams are not good, most of mine are non-weather, but your team kinda requires it). I'd suggest you use Hippowdon over Murkrow, as Hippo can phaze as well and is quite the physical wall, as well as being able to do damage. Besides, Murkrow is just too gimmicky for my taste.
 
Weather is a good thing, and not using it oftentimes puts you at a disadvantage (not saying that non-weather teams are not good, most of mine are non-weather, but your team kinda requires it). I'd suggest you use Hippowdon over Murkrow, as Hippo can phaze as well and is quite the physical wall, as well as being able to do damage. Besides, Murkrow is just too gimmicky for my taste.
Teandal said:
oftentimes
Teandal said:
for my taste

I think what is being forgotten here is that this team is not completely stall. It is, to the extent that some pokes do not have many attacking moves, and it does not attempt to set up, but rather provide support to cripple the opposition's team and give room for Heatran and Latios to tear them apart. Free moves from the para can give such an advantage to certain pokes on his team (esp. Murkrow, which works very well from what I have seen), and the speed decrease is an obvious advantage for heatran.
The only thing I would say is make Latios more offensive. The scarf is okay for countering certain dragons, but if you find another way to do that, and give it Life Orb instead, it would benefit better from the opponent's para (being able to outspeed anyway).
:pimp:
 
Your team looks like it's trying to go into the direction of stall but it's missing things that a stall team should have like more hazards and a spin block. I also don't really get why some of your pokemon have Thunder Wave, thats unneeded for a stall team. Ferrothorn can have Spikes over Stealth Rock and Protect/Gyro Ball over Thunder Wave, Stealth Rock can be added to your Heatran set over HP Ice or Dragon Pulse, you don't need both. If you wanted more protection against pokemon that can give you a problem like Terakion you could try Featherdance on Murkrow. I don't really understand the purpose of your Latias set,

Latias (F) @ Leftovers
Trait: Levitate
EVs: 108 HP / 60 Def / 16 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Roar
- Dragon Pulse
- Roost
- Calm Mind

this seems like a set that would work much better than the current one you have now. You can still take advantage of your hazards w/ Roar but now you can cause actual damage and heal with Roost (Roost is chosen over Recover because some people will actually try to EQ you, Roost heals just as much as Recover).

Jellicent can be placed over Latios for this team, I don't see the point in having him on a stall team while Jellicent can spinblock, give a fighting immunity, cripple physical attackers, prevent hazards being set up against you, and make a nice combo with Ferrothorn. The set I have in mind is,

Jellicent (M) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 172 Def / 84 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Taunt
- Surf
- Recover
 
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