Shoddy Battle/WiFi Stall team

This is the Stall Team I'm testing out on Shoddy Battle and planning for WiFi.

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Bronzong@ Leftovers
Ability: Levitate
Relaxed Nature
252 HP / 152 SAtk / 96 SDef / 8 Def
- Earthquake
- Hidden Power [Ice]
- Hypnosis
- Grass Knot
Starter, sleeps the pokemon with Hypnosis. HP [Ice] for dragons and grass types. GK for Swampert and Mamoswine, and EQ for Weavile and Magnezone.

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Gliscor@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 180 Def / 76 Spd
- Earthquake
- Stealth Rock
- Roost
- Aerial Ace
Hera Counter. Lays down SR, AA and EQ for STAB, and Roost to heal himself. 76 Spd allows me to outrun Breloom.

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Dusknoir@ Leftovers
Ability: Pressure
Impish Nature
252 HP / 180 Def / 76 SDef
- ThunderPunch
- Shadow Sneak
- Pain Split
- Will-O-Wisp
GyaraVire counter. Will-O-Wisp to weaken physical attackers, TPunch for Gyara and Shadow Sneak to finish off Sashers. Anti Spin blocker.

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Blissey@ Leftovers
Ability: Natural Cure
Bold Nature
212 HP / 252 Def / 44 SDef
- Aromatherapy
- Ice Beam
- Softboiled
- Seismic Toss
Special Wall and cleric. SToss to deal consistent damage. Softboiled to heal, and Aromatherapy to cure status. Ice Beam to hit ghosts. SpecsMence counter.

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Tentacruel@ Leftovers
Ability: Clear Body
Calm Nature
204 HP / 96 SAtk / 172 SDef / 36 Spd
- Surf
- Ice Beam
- Rapid Spin
- Toxic Spikes
Special Wall, counters MixApe and MixMence pretty well. Hits 245 Spd and ensures that SpecsMence's Dragon Pulse or ScarfTran's Earth Power cannot 2HKO. Spins away rocks and absorbs Toxic Spikes. Surf for STAB and Ice Beam for dragons.

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Hippowdon@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 252 Def / 6 Atk
- Earthquake
- Ice Fang
- Roar
- Slack Off
Phazer. Ice Fang for dragons, Slack Off to heal, Roar to phaze stuff such as Ninjask. EQ for STAB.
 
Bronzong is going to want Rest. It will not last long dishing out attacks with its power. A heavy hitter that can 2HKO it that it cannot will take it down really quick. DDdos is a major problem for this team. The only way to really deal with it is Dusknoir, but if it goes down, this team probably will too.
 
This is the Stall Team I'm testing out on Shoddy Battle and planning for WiFi.

dpmfa437.png

Bronzong@ Leftovers
Ability: Levitate
Relaxed Nature
252 HP / 152 SAtk / 96 SDef / 8 Def
- Earthquake
- Hidden Power [Ice]
- Hypnosis
- Grass Knot
Starter, sleeps the pokemon with Hypnosis. HP [Ice] for dragons and grass types. GK for Swampert and Mamoswine, and EQ for Weavile and Magnezone.

Good.

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Gliscor@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 180 Def / 76 Spd
- Earthquake
- Stealth Rock
- Roost
- Aerial Ace
Hera Counter. Lays down SR, AA and EQ for STAB, and Roost to heal himself. 76 Spd allows me to outrun Breloom.

Good.

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Dusknoir@ Leftovers
Ability: Pressure
Impish Nature
252 HP / 180 Def / 76 SDef
- ThunderPunch
- Shadow Sneak
- Pain Split
- Will-O-Wisp
GyaraVire counter. Will-O-Wisp to weaken physical attackers, TPunch for Gyara and Shadow Sneak to finish off Sashers. Anti Spin blocker.


I've never really liked Noir, as it dosen't have reliable recovery. Unless you need the extra defence for somthing, change the nature to Careful.
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Blissey@ Leftovers
Ability: Natural Cure
Bold Nature
252 Def/252 Sp.def
- Aromatherapy
- Ice Beam/toxic
- Softboiled
- Seismic Toss/Toxic
Special Wall and cleric. SToss to deal consistent damage. Softboiled to heal, and Aromatherapy to cure status. Ice Beam to hit ghosts. SpecsMence counter.

There really is no need to chuck 2 attacking moves on blissey. You are much better off throwing Toxic on there over somthing,because ToxiStall counters SpecsMence anyway =\

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Tentacruel@ Leftovers
Ability: Clear Body
Calm Nature
204 HP / 96 SAtk / 172 SDef / 36 Spd
- Surf
- Ice Beam
- Rapid Spin
- Toxic Spikes
Special Wall, counters MixApe and MixMence pretty well. Hits 245 Spd and ensures that SpecsMence's Dragon Pulse or ScarfTran's Earth Power cannot 2HKO. Spins away rocks and absorbs Toxic Spikes. Surf for STAB and Ice Beam for dragons.

No need for two special walls. You really arn't SR weak, so try substituting it for Somthing like Azelf or Heatran.

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Hippowdon@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 252 Def / 6 Atk
- Earthquake
- Ice Fang
- Roar
- Slack Off
Phazer. Ice Fang for dragons, Slack Off to heal, Roar to phaze stuff such as Ninjask. EQ for STAB.

Good.

I know this is a stall team, but you need somthing that can actually deal some damage for Picking off/Softening up. Also without 252/252 defence blissey you have an azelf and SpecsTran weak. Those Sp.Def ev's fix that. Also Gengar and Lucario rampage through this team.
 
Tentacruel is there for the status of TS so he does not need to replace any move on Blissey for Toxic. Do not change to evs on Blissey. The HP allows it to take more physical hits and its sdef is already good enough. He does not need to change Tentacruel. Tentacruel is his RSer.
 
But it seems for a waste to put 1 whole slot there just so he can lay down TS. With toxic he can also "Choose" to an extent who he poisens so *Insert guts poke* dosen't come in and wipe. Also what the fuck are you doing letting blissey taking physical hits in the first place? The EV's are there so that blissy dosen't get wiped by some random FP or EQ. THis isn't Adv, this is DP. NP-Z can come in and wipe too, so blissey's special defence isn't good enough for some special threats. He is also not that weak to SR, so having a spinner isn't top priority. Putting taunt on Gliscor would help with Spikers. Also you cannot rely on stall to do all your damage or else somthing comes in and stats up, like SD Lucario.

EG:
X Switches in Lucario.
He SD's while you switch to Hippodown.
He CC's you Hippo, and dies.
YOu proceed to get swept.

You really need at least somthing on your team to deal some damage.
 
No, not with Dusknoir and Gliscor. They both counter Luke unless he is carrying Shadow Ball, CM and HP ice. The Hippo still gets up sand and are you sure a max/max Hippo is OHKOd by one SD Luke CC?

Blissey needs the evs to be able to take the hits. Pursuit is a good example. You are not leaving it in on stuff like Machamp, but it still gets hit physically. That is assuming it has Adaptability, a NP, Life Orb, and Hyper Beam. Then it can OHKO, but only then. The spinner is neccesary to eliminate SR and Spikes so the team can stall without all the passive damage wearing it down.
 
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