Hi I’m 658Graninja, otherwise known as AmphibiansRiseUp. Are you a low ladder player that fears stall? Are you a mid/high ladder who doesn’t want to endure 200+ turns vs stall? I am here to present to you STALL-KILLER.
Basic Idea
You have prob seen this set on the OU Discussion thread. The team revolves around the use of three pivots and three offensive juggernauts. More specifically a team designed to destroy stall teams while remaining strong vs BO/Balance. Band Tar and Sub-Roost Zap are my favorite mons to build around, so naturally, the task of building a team with both of them would interest me.
The Team Structure
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Ice Punch
- Fire Punch
Originally the set had Assurance over Fire Punch, but I wanted to completely truck Ferro, Melm, and Kart on the switch. Tar breaks open holes for the team while checking the ghosts, Tran, Zapdos, and Goltres. With Future Sight support from Bro, Tar can pressure Buzz for Weavile to take advantage later in the game.
Tips:
-Vs Stall, keep Tar as healthy as possible and be mindful of Stone Edge pp.
-Make sure you bring it in safely with three of the pivots, also make sure Future Sight is up.
Vs Pult, pivot into your Lando or SpD Bro to scout a potential U-Turn. Having your Pult check take 20% from U-Turn is no bueño.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 16 Atk / 148 SpD / 96 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn
Classic Lando. The team’s rocker and Koko/Zera check. Knock Off over Toxic since more immediate pressure is needed. Plus Knock removes lefties and helmet from the likes of Corv/Ferro/Buzz, making it easier Ttar and Weav to threaten the opposing team.
Tips:
-Presssure actually effects Defog. So if they attempt to defog hazards off, you can switch into Corv/Zap and win the hazard wars in the long run. Every other tip regarding Lando applies here too.
-Careful not to Knock vs Pex, it makes it harder to break it down with Weavile later.
Slowbro @ Heavy Duty Boots
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Scald
- Slack Off
- Teleport
The team’s water resist. Bro’s function on the team is simple. Future Sight, brings in teammates, and sponges status. The sponging status is key in beating stall teams for obvious reasons. SpD Bro lets me switch into Volcanion, Torn, and pivot into Lele once or twice. It also lets me avoid OHKOs from Koko, Pult, and Zap.
Tip:
-Don’t panic in the face of Light Screen Pex. Just bring it in when Light Screen is about to run out and click Future Sight.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Triple Axel
- Knock Off
- Ice Shard
The team’s speed control and cleaner. Weavile combined with Bro + Corv lets me keep Chomp and Dnite in check.
Tips:
-Don’t be afraid of Knocking vs Urshifu. Getting rid of its Band means Corv avoids a 2HKO. Making it easier to play around it. Removing Buzz’s RH means Lando doesn’t get punished for spamming U-Turn.
-You can double into Zapdos vs Buzz, Fini, Ferro, Urshifu, etc to continue momentum and break a hole.
-Use Weavile in the early/mid game to remove items and check Chomp, then save it for the lategame to clean up.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 208 Def / 48 SpD
Relaxed Nature
- Defog
- Body Press
- Roost
- U-turn
Our defogger and steel of the team. Its our check to Chomp, Bulu, Kart, and Melm. Originally had Iron Head for CM Clef and punish Lele, but SD Kart was a problem so I went with BP instead. Its defensive synergy with Lando/Bro is well appreciated. A defogger with longevity was what I needed to continously keep hazards off for Zapdos.
Tips:
-Don’t be afraid to leave Corv in vs Ferro. If it starts using Leech Seed, you will eventually pp stall it in the long run. Just focus on defogging the hazards away.
-Do not defog all the time, especially against hazard stack teams with Gapdos and other dangerous offensive threats.
-As always be mindful around Zone.
Zapdos @ Metronome
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Discharge
- Hurricane
The 2nd MVP of the team. Zappy is also our secondary flying, and Torn check. Sub-Roost Zap lets it more safely pressure Tankchomp and Lando. As well as protect it from status while dishing out powerful Hurricanes or spreading paralysis with Discharge. Metronome makes Hurricane more spammable. Pressure leads to funny scenarios vs Tran. By the time Tran tries to break the sub with Magma Storm, it likely has wasted 4 or more pp. Static might be preferable vs most mus, but Double Pressure with Corv is better in stally games.
Tips:
-As stated earlier, doubling into Zapdos on Buzzwole is a free opportunity for it to “pressure” the team since it is unlikely for it to stay in if you have Weavile.
-Use Zapdos in early/mid game to dent the opposing team for Weavile and Tar to eat the rest of the scraps.
-Vs rain, always lead with Zapdos. Pelipper isn’t staying in, and Ferro dies to repeated Hurricanes.
General tip for the team:
-The main point with the team is to break down the team while having constant momentum. This advice goes for all teams but specifically for teams like this, maintain momentum.
Awkward/Bad MUs:
https://pokepast.es/8f35fd112dc7b3d1 (Importable)