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SV OU Skarmory w/ Pex Core Stall V2

This was just a team I made for fun, and I don't think it is the best, but it has potential.

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Click the sprites for team!​

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free toxic spikes (Toxapex) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Recover
- Haze
- Toxic Spikes

Ah, Toxapex. The bread and butter of every stall team. This is just the regular stall build on Smogon. The only main difference is that I switched the Tera Steel -> Tera Flying, as I feel that Toxapex is weak to a lot of ground moves, and gets punished way too easily as a result. Of course, there is no reason for why you should be using your Tera on Toxapex, but just in case, well... Uh, Tera Flying exists. I was thinking of switching Toxic w/ Venoshock or Hex, but I'm not sure if i should. What do you guy think?



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ridley (Skarmory) @ Rocky Helmet
Ability: Sturdy
Tera Type: Fire
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Roost
- Whirlwind

I was sitting on the bus with my friend, asking for advice for a stall team. He proceeded to point out Skarmory's defence, and it was love at first sight. I'm using this guy on a Champions stall team, but that's a story for a different time. Stealth Rock and Spikes get some extra hazards up. It also is a good backup as Great Tusk's rapid spin is really annoying, and Skarmory can set up hazards without the fear of being OHKO'ed by a Headlong Rush or Ice Spinner. Whirlwind is just to force switch out the opponent, and to get some extra chip damage in.


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scary monster (Gliscor) @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Toxic Spikes
- Earthquake
- Knock Off
- Protect

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Obviously, Gliscor is here. Originally, I was thinking of running Stealth Rocks as it is one of the most useful hazards in the game, but I decided against that since I already have Skarmory to fill that role. Toxic Spikes adds pressure on the opponent, and one again, is immune to powerful ground-type moves, but he has the drawback of being 4x weak to ice. Earthquake and Knock Off deal damage, and Knock Off allows for it to counter Heavy Duty Boots. Protect is a given here too, for extra healing via Poison Heal.

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bert (Clodsire) @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Steel
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Toxic
- Recover
- Earthquake

I chose this guy simply because I liked him, and I played in a tournament where I could only use Fire, Water, Grass or Ground-Types. Water Absorb has proven itself time and time again, as it counters Hydro Steam from Walking Wake, gives me a safe switch from Gliscor, and is generally more reliable. Spikes is just to deal more chip damage and hazard, while Toxic is to poison anyone who is running Heavy-Duty Boots. Earthquake is for some extra damage just in case I can't do enough via hazards.

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heartbreaker @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Wish
- Protect
- Scald

This was a last-minute addition to the team. Since I struggled to keep my team alive, I needed a Pokemon who could use Wish, switch out, and heal up lower Pokemon, like Clodsire (Clodsire was too slow to use Recover effectively). Scald also helps me deal with the ground weakness that Toxapex and Clodsire have, the Fire weakness of Corviknight, and also deals solid damage in general. Boots was chosen because, uh... it was the default smogon set.

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british bird (Corviknight) @ Rocky Helmet
Ability: Pressure
Shiny: Yes
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Iron Defense
- Defog
- Body Press
- Roost

We love Bri'ish birds. Essentially, this guy is just bulk on our team. Defog is here to remove hazards, but sadly does reset our progress with the hazards on the opponent's field. Body Press + Iron Defense was chosen, since I found myself in a lot of scenarios where I didn't have a safe switch, and I would have +4 DEF in a situation where Body Press could sweep. (Instead, my only choice would be a U-Turn and just die.) Roost of course was to heal, and just in case I need to tank a Thunderbolt.



Anyways, thanks for reading this, PLEASE let me know what you think. Thanks <3
 
i really do think that skarm & corv overlap too much here, you're team is quite weak on the special side. things like sub kyu or really any kyurem with freeze dry and things like wisp pult. also no unaware which can work for some stalls but i think this one is just too weak to set up.
- the easiest way is just to remove corv (kind want to remove skarm but for the sake of this team idea thats not going to happen) for blissey, CM gives you somewhat of a way to make progress & tera dark gives you a way to block psychic noise, also makes tanking special hits a lot better.
-244 HP Gliscor is just a slight optimization in Poison Heal recovery by making the HP divisible by 8, you could consider tera grass to better check wellspring & tealpon
- you probably want your skarm to outspeed ada kingambit, (this makes the MU better but the best way would just to add a physical unaware mon like dozo) and you probably want a more normal set for skarm like an idef body press set. you could also try out mandibuzz which also fits the bird vibe? that gives you a nice check to gambit as well
- would add toxic instead of tspike on gliscor with tera grass to help against wellspring & tealpon
- mixed defense mola is also another option, you're still bulky on the phys def side while being more specially bulky as well

https://pokepast.es/e4177407725c2f15
- team kinda suffers from no removal, i'm not sure how you would fix that but you've got skarm+scor as knock absorbers which is decent. maybe you could slot in removal instead of mola, maybe like weezing/talonflame instead of pex/mola but see how testing goes and im sure it will be fine :)
 
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