So this is my stall team, with a couple hard hitters for damage, as I find no joy in toxic-stalling to victory. (The order isn't important here, I play on the PO server, I get team preview, I can switch around as needed)
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP, 4 Def, 252 SpDef
Nature: Calm
- Heal Bell
- Wish
- Scald
- Protect
*Not much description needed here, standard Sp.Def tank and cleric, providing healing to all my pokemon without recovery moves of their own, as well as clearing up statuses. It also provides something to switch to on anything that's using special attacks.*
Scizor @ Choice Band
Ability: Technician
EVs: 4 HP, 252 Atk, 252 Spd
Nature: Adamant
- Bullet Punch
- U-turn
- Superpower
- Pursuit
*My physical attacker, essentially I just bring him in when I get a chance, and can usually get a kill before switching out (or U-turning out), He also has priority BP which can be useful for sweepers if Quag dies.*
Latios @ Choice Specs
Ability: Levitate
EVs: 252 Sp.Atk, 252 Spd
Nature: Modest
- Hidden Power (Fire)
- Draco Meteor
- Energy Ball
- Surf
*I promise, this is a stall team, don't worry. This is what this team was actually formed around. With Specs, he hits 590 special attack. Not much can survive a Draco Meteor from that. All other moves are there for coverage (HP for ferrothorn/scizor, Energy Ball for Quag, Swampert, etc. Surf for anything fire, or if they put up rain.) This, along with my scizor are really just to kill things quickly and reliably.*
Latias @ Leftovers
Ability: Levitate
EVs: 4 HP, 252 Sp.Def, 252 Spd
Nature: Calm
- Calm Mind
- Recover
- Dragon Pulse
- Refresh
*With Calm nature, Latias hits 394 Sp.Def, 77 more than Vaporeon. This gives me a second special wall (a damn impressive one at that). Early/midgame, it's simply a special wall, with recover and refresh to increase its durability, and decrease its reliance on vaporeon. However, late game (or sometimes early game too, more on that in just a sec) it can utilize calm mind to boost it's special attack to absurd heights and sweep. It can usually result in a sweep if it switches in to politoed. A politoed with no sp. attack investment does 27% on average with icebeam. However, due to the super effectiveness of ice beam, people generally keep trying to pound away, despite the decreasing amounts of damage that it does, letting me get to +6, at which point only scarfed dragons can really stop the sweep.*
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP, 252 Def
Nature: Bold
- Toxic
- Stockpile
- Scald
- Recover
*With this EV spread, Quag reaches 394 HP and 295 Defense, close to Vaporeon's 464 and 317, except physical. Impressive walling capabilities aside, unaware is an incredible ability. If all grass types are eliminated, quag can easily switch in to anything physical, and get up 3 stockpiles pretty easily. At that point its Special defense is higher that of vaporeon and its defense is over 700. At this point, with recover, it can wall anything on their team, toxic or burn stalling them while pounding away with scald. Unaware obviously also lets it stop sweeps in their tracks, or force switchouts if I see a poke I know will try and set up.*
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP, 4 Def, 252 Sp.Def
Nature: Careful
- Rapid Spin
- Pain Split
- Toxic Spikes
- Stealth Rock
*To balance out the team with two sp.def walls and two defense walls, forretress. Obviously one of the best physical walls in the game due to both typing and stats, it can shut down just about any physical threat. The sp.def investment might seem weird for a physical wall, but as it's also my entry hazard putter outer, I felt it necessary to let it at least attempt to take some physical shots first. I've gone back and forth between pain split and spikes quite a bit, but it seems whenever I have spikes, I don't get around to getting them out, as I find Toxic spikes more important, and pain split gives it its own source of recovery. I don't have gyro ball because it seemed like when I did have it, it never really did much damage at all anyways.*
So, there's my team, the general strategy is to switch to whichever wall is most capable of dealing with whatever poke they have out until I can safely predict their switch out, at which point I switch in either Latios or scizor to match whoever they're bringing in, and hopefully getting an easy kill. That's a vastly oversimplified version, if you want to see my strategy more clearly, I could record a battle, or do something to better show it. Anyways, thanks in advance for your comments, praise, constructive criticism, and suggestions :)
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP, 4 Def, 252 SpDef
Nature: Calm
- Heal Bell
- Wish
- Scald
- Protect
*Not much description needed here, standard Sp.Def tank and cleric, providing healing to all my pokemon without recovery moves of their own, as well as clearing up statuses. It also provides something to switch to on anything that's using special attacks.*
Scizor @ Choice Band
Ability: Technician
EVs: 4 HP, 252 Atk, 252 Spd
Nature: Adamant
- Bullet Punch
- U-turn
- Superpower
- Pursuit
*My physical attacker, essentially I just bring him in when I get a chance, and can usually get a kill before switching out (or U-turning out), He also has priority BP which can be useful for sweepers if Quag dies.*
Latios @ Choice Specs
Ability: Levitate
EVs: 252 Sp.Atk, 252 Spd
Nature: Modest
- Hidden Power (Fire)
- Draco Meteor
- Energy Ball
- Surf
*I promise, this is a stall team, don't worry. This is what this team was actually formed around. With Specs, he hits 590 special attack. Not much can survive a Draco Meteor from that. All other moves are there for coverage (HP for ferrothorn/scizor, Energy Ball for Quag, Swampert, etc. Surf for anything fire, or if they put up rain.) This, along with my scizor are really just to kill things quickly and reliably.*
Latias @ Leftovers
Ability: Levitate
EVs: 4 HP, 252 Sp.Def, 252 Spd
Nature: Calm
- Calm Mind
- Recover
- Dragon Pulse
- Refresh
*With Calm nature, Latias hits 394 Sp.Def, 77 more than Vaporeon. This gives me a second special wall (a damn impressive one at that). Early/midgame, it's simply a special wall, with recover and refresh to increase its durability, and decrease its reliance on vaporeon. However, late game (or sometimes early game too, more on that in just a sec) it can utilize calm mind to boost it's special attack to absurd heights and sweep. It can usually result in a sweep if it switches in to politoed. A politoed with no sp. attack investment does 27% on average with icebeam. However, due to the super effectiveness of ice beam, people generally keep trying to pound away, despite the decreasing amounts of damage that it does, letting me get to +6, at which point only scarfed dragons can really stop the sweep.*
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP, 252 Def
Nature: Bold
- Toxic
- Stockpile
- Scald
- Recover
*With this EV spread, Quag reaches 394 HP and 295 Defense, close to Vaporeon's 464 and 317, except physical. Impressive walling capabilities aside, unaware is an incredible ability. If all grass types are eliminated, quag can easily switch in to anything physical, and get up 3 stockpiles pretty easily. At that point its Special defense is higher that of vaporeon and its defense is over 700. At this point, with recover, it can wall anything on their team, toxic or burn stalling them while pounding away with scald. Unaware obviously also lets it stop sweeps in their tracks, or force switchouts if I see a poke I know will try and set up.*
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP, 4 Def, 252 Sp.Def
Nature: Careful
- Rapid Spin
- Pain Split
- Toxic Spikes
- Stealth Rock
*To balance out the team with two sp.def walls and two defense walls, forretress. Obviously one of the best physical walls in the game due to both typing and stats, it can shut down just about any physical threat. The sp.def investment might seem weird for a physical wall, but as it's also my entry hazard putter outer, I felt it necessary to let it at least attempt to take some physical shots first. I've gone back and forth between pain split and spikes quite a bit, but it seems whenever I have spikes, I don't get around to getting them out, as I find Toxic spikes more important, and pain split gives it its own source of recovery. I don't have gyro ball because it seemed like when I did have it, it never really did much damage at all anyways.*
So, there's my team, the general strategy is to switch to whichever wall is most capable of dealing with whatever poke they have out until I can safely predict their switch out, at which point I switch in either Latios or scizor to match whoever they're bringing in, and hopefully getting an easy kill. That's a vastly oversimplified version, if you want to see my strategy more clearly, I could record a battle, or do something to better show it. Anyways, thanks in advance for your comments, praise, constructive criticism, and suggestions :)