I'm a returning player from Gen V when mons like Blissey, Poison Heal Gliscor, an Skarmory ruled the stall landscape. Back when it didn't matter how boosted an opponent managed to get, you had an answer.
That's not really the case any more form what I've found. Every team I've seen has multiple sweepers, and just an insane amount of offense. Well, I hate that, so I aimed to make a team that will either win in 75 turns or make your frustrated opponent quit before that hits. Is it great? Hard no. Does it work? Kind of. Have I lost less than 1/3 of my games so far? Somehow, yes. So, without further rambling, here's the worst team that's likely been posted here today:
Why Clef? (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Wish
- Protect
I miss Blissey and Eviolite Chansey. Big time. However, this little turd pulls its weight and more on this team. I hesitated to put thunderwave anywhere on this team, as incremental damage is generally preferable with this strategy, but paralysis has gotten me out of a few pickles, both through the speed loss and the occasional RNG win on an opponent not being able to move. Moonblast is there for taunt protection and because we were SERIOUSLY lacking in offense. It will make opponents think twice before putting out that Dragapult. Wish passing/recovery goes in without an explanation needed. Everybody on the team has recovery, but it's still a nice boost to get Toxapex a free turn on the switch. I'm debating whether to keep protect, but it's another nice time buyer.
Skarmory? (Corviknight) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Defog
- Body Press
- Iron Defense
Skarmory but with pressure instead of spikes? Yes please! Fairly standard set here, with the notable inclusion of body press/Iron Defense instead of a STAB move. It seems stupid, but after playing around with brave bird, i really prefer this. Iron defense against a burnt opponent ensures plenty of time on the field, and pumps up the unexpected body press. Win-win.
I'm Pivoting (Toxapex) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
I effing hate this thing... When I'm playing against it. I'm still torn between toxic spikes and toxic, and with the prevalence of defogging birds, the spikes tend to get washed away fairly often, but I's just as soon make them waste a turn getting rid of them. Scald for taunt protection and a stabby burn chance, and haze to cancel out boosts from an encored sweeper.
Thornton (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Leech Seed
- Protect
- Iron Head
Is it really a stall team without this guy? Fairly straightforward set here. The electric resist is fairly crucial on this team, and leech seed keeps him alive long enough to make sure rocks get set and fairies get headbutted. Opted for protect over spin because I've got the fog bird, and our entire objective is to run out the clock.
RIP megas (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Encore
- Recover
- Knock Off
Spin blocking, burning, removing items, and trying to stick around. Checks quite a few boxes, and is crucial in getting a burn in on physical sweepers with his dying breath. Prankster encore is also a huge pain for opponents to deal with and can force a switch pretty readily. If they enjoy having that boost encored, we can haze it away.
Pringlin (Jellicent) (M) @ Lum Berry
Ability: Water Absorb
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Taunt
- Will-O-Wisp
I know this should be Seismotoad. I really, really do. I need more electric protection, and it's just a generally better body most of the time, but man when you need a Jellicent, he's amazing to have. We get redundant spin blocking, redundant burn, and another pain to take down wall. Taunt is icing here, with the water absorption being a cherry on top of said icing. Opted for a lum berry over leftovers so he can soak status moves on the switch, then taunt them out of it.
I realize this could likely be tweaked and made better, but that's exactly why I'm here. This team has performed fairly well, but it's got holes, and I don't know the meta well enough just yet to fill them. Criticise away, and thanks for reading.
Edit:
Weaknesses (Will add more as I get rekt by them)
Venusaur - This dude tears this team apart, especially in sunlight. The only way we have to deal with it if he's running weatherball/giga drain is get a knockoff and get him burnt and try to hang in long enough, and there's a very slim chance we do.
That's not really the case any more form what I've found. Every team I've seen has multiple sweepers, and just an insane amount of offense. Well, I hate that, so I aimed to make a team that will either win in 75 turns or make your frustrated opponent quit before that hits. Is it great? Hard no. Does it work? Kind of. Have I lost less than 1/3 of my games so far? Somehow, yes. So, without further rambling, here's the worst team that's likely been posted here today:
Why Clef? (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Wish
- Protect
I miss Blissey and Eviolite Chansey. Big time. However, this little turd pulls its weight and more on this team. I hesitated to put thunderwave anywhere on this team, as incremental damage is generally preferable with this strategy, but paralysis has gotten me out of a few pickles, both through the speed loss and the occasional RNG win on an opponent not being able to move. Moonblast is there for taunt protection and because we were SERIOUSLY lacking in offense. It will make opponents think twice before putting out that Dragapult. Wish passing/recovery goes in without an explanation needed. Everybody on the team has recovery, but it's still a nice boost to get Toxapex a free turn on the switch. I'm debating whether to keep protect, but it's another nice time buyer.
Skarmory? (Corviknight) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Defog
- Body Press
- Iron Defense
Skarmory but with pressure instead of spikes? Yes please! Fairly standard set here, with the notable inclusion of body press/Iron Defense instead of a STAB move. It seems stupid, but after playing around with brave bird, i really prefer this. Iron defense against a burnt opponent ensures plenty of time on the field, and pumps up the unexpected body press. Win-win.
I'm Pivoting (Toxapex) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
I effing hate this thing... When I'm playing against it. I'm still torn between toxic spikes and toxic, and with the prevalence of defogging birds, the spikes tend to get washed away fairly often, but I's just as soon make them waste a turn getting rid of them. Scald for taunt protection and a stabby burn chance, and haze to cancel out boosts from an encored sweeper.
Thornton (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Leech Seed
- Protect
- Iron Head
Is it really a stall team without this guy? Fairly straightforward set here. The electric resist is fairly crucial on this team, and leech seed keeps him alive long enough to make sure rocks get set and fairies get headbutted. Opted for protect over spin because I've got the fog bird, and our entire objective is to run out the clock.
RIP megas (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Encore
- Recover
- Knock Off
Spin blocking, burning, removing items, and trying to stick around. Checks quite a few boxes, and is crucial in getting a burn in on physical sweepers with his dying breath. Prankster encore is also a huge pain for opponents to deal with and can force a switch pretty readily. If they enjoy having that boost encored, we can haze it away.
Pringlin (Jellicent) (M) @ Lum Berry
Ability: Water Absorb
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Taunt
- Will-O-Wisp
I know this should be Seismotoad. I really, really do. I need more electric protection, and it's just a generally better body most of the time, but man when you need a Jellicent, he's amazing to have. We get redundant spin blocking, redundant burn, and another pain to take down wall. Taunt is icing here, with the water absorption being a cherry on top of said icing. Opted for a lum berry over leftovers so he can soak status moves on the switch, then taunt them out of it.
I realize this could likely be tweaked and made better, but that's exactly why I'm here. This team has performed fairly well, but it's got holes, and I don't know the meta well enough just yet to fill them. Criticise away, and thanks for reading.
Edit:
Weaknesses (Will add more as I get rekt by them)
Venusaur - This dude tears this team apart, especially in sunlight. The only way we have to deal with it if he's running weatherball/giga drain is get a knockoff and get him burnt and try to hang in long enough, and there's a very slim chance we do.
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