I love playing defensively in practically any game, so I thought I'd make a stall team. I haven't been doing terribly well with it so far, and I look to you for any improvements I could make.
The Team:
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell
Blissey is the Special Wall of the team, and is in my opinion the best mon on it. Seismic Toss serves as a consistent damage dealer that is usually a 3HKO with Toxic. Toxic is the primary payoff for stalling with this team, being able to consistently KO opposing Pokemon as I heal away with Soft-Boiled. Heal Bell functions as an easy way to stop other toxic spammers, which can be the one threat to this team. 252 HP and Defense EVs (as well as a Bold nature) serve to maximize it's physical bulk (it's special bulk is already high enough).
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
- Wish
- Protect
- Toxic
- Scald
Alomomola is the main physical wall and Wish-Pro staller of the team, easily checking most physical threats in the tier. Wish and Protect practically guarantee a heal back to full health, enabling Alomomola to outlast the opponent with Toxic. Scald has a chance to burn the opposing pokemon, which comes in handy against Poison or Steel types. 252 Defense EVs with a Bold nature maximize her defense, and 216 Special Defense EVs enable her to not take heavy damage from special attackers.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
This is the team's Unaware Staller. His ability negates setup sweepers, and he has access to two good stab moves in Scald and Earthquake. Toxic is used for a consistent damage source, and Recover increases his survivability by a mile. Leftovers are used so he can survive even longer, as are his 252 HP and Defense EVs, as well as his Relaxed Nature.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
- Roost
- Defog
- Flamethrower
- Toxic
Moltres is one of the team's two defoggers. He boasts access to Flamethrower, which serves as a way to hurt Grass types that could otherwise pose a threat to Quagsire and Alomomola. Roost and Toxic are used so he can stall better. and Defog is used to clear away hazards such as Spikes and Toxic Spikes. He has high HP and Speed EVs so he can act before opposing Pokemon, or at least tank a hit. A Timid nature is used to further increase his chance of outspeeding the opposition.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Rapid Spin
- Haze
- Sludge Bomb
Tentacruel is the team's other defogger, instead using Rapid Spin so that we can maintain Stealth Rock. Haze serves to hurt setup sweepers (as a backup plan to Quagsire). Sludge Bomb is a powerful STAB move, and Scald sets up Burn against Poison and Steel types. 252 HP EVs make it a better tank, and 144 Speed EVs with a Timid nature help outspeed common threats.
Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic
Aggron-Mega is the team's Steel type, Stealth Rock setter and late game finisher. He has two powerful STAB moves in Heavy Slam and Earthquake, Stealth Rock because it's Stealth Rock and this is a Stall team, and Toxic to stall attackers. He has max HP and Special Defense EVs so he can wall better, with a Careful nature so he doesn't get OHKOed by fire types.
Threats:
Magic Guard users such as Sigilyph hurt immensely as my team has no real way of dealing with them besides Aggron-Mega.
Grass Type Sweepers destroy Quagsire and can hurt Tentacruel, but Moltres can usually deal with them.
My own stupidity is a threat to this team, as I have no clue who to lead with.
The Team:
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell
Blissey is the Special Wall of the team, and is in my opinion the best mon on it. Seismic Toss serves as a consistent damage dealer that is usually a 3HKO with Toxic. Toxic is the primary payoff for stalling with this team, being able to consistently KO opposing Pokemon as I heal away with Soft-Boiled. Heal Bell functions as an easy way to stop other toxic spammers, which can be the one threat to this team. 252 HP and Defense EVs (as well as a Bold nature) serve to maximize it's physical bulk (it's special bulk is already high enough).
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
- Wish
- Protect
- Toxic
- Scald
Alomomola is the main physical wall and Wish-Pro staller of the team, easily checking most physical threats in the tier. Wish and Protect practically guarantee a heal back to full health, enabling Alomomola to outlast the opponent with Toxic. Scald has a chance to burn the opposing pokemon, which comes in handy against Poison or Steel types. 252 Defense EVs with a Bold nature maximize her defense, and 216 Special Defense EVs enable her to not take heavy damage from special attackers.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
This is the team's Unaware Staller. His ability negates setup sweepers, and he has access to two good stab moves in Scald and Earthquake. Toxic is used for a consistent damage source, and Recover increases his survivability by a mile. Leftovers are used so he can survive even longer, as are his 252 HP and Defense EVs, as well as his Relaxed Nature.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
- Roost
- Defog
- Flamethrower
- Toxic
Moltres is one of the team's two defoggers. He boasts access to Flamethrower, which serves as a way to hurt Grass types that could otherwise pose a threat to Quagsire and Alomomola. Roost and Toxic are used so he can stall better. and Defog is used to clear away hazards such as Spikes and Toxic Spikes. He has high HP and Speed EVs so he can act before opposing Pokemon, or at least tank a hit. A Timid nature is used to further increase his chance of outspeeding the opposition.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Rapid Spin
- Haze
- Sludge Bomb
Tentacruel is the team's other defogger, instead using Rapid Spin so that we can maintain Stealth Rock. Haze serves to hurt setup sweepers (as a backup plan to Quagsire). Sludge Bomb is a powerful STAB move, and Scald sets up Burn against Poison and Steel types. 252 HP EVs make it a better tank, and 144 Speed EVs with a Timid nature help outspeed common threats.
Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic
Aggron-Mega is the team's Steel type, Stealth Rock setter and late game finisher. He has two powerful STAB moves in Heavy Slam and Earthquake, Stealth Rock because it's Stealth Rock and this is a Stall team, and Toxic to stall attackers. He has max HP and Special Defense EVs so he can wall better, with a Careful nature so he doesn't get OHKOed by fire types.
Threats:
Magic Guard users such as Sigilyph hurt immensely as my team has no real way of dealing with them besides Aggron-Mega.
Grass Type Sweepers destroy Quagsire and can hurt Tentacruel, but Moltres can usually deal with them.
My own stupidity is a threat to this team, as I have no clue who to lead with.