I have been working on a stall team for quite some time. I have always wanted to try it, but HO has been the way I've gone for quite a while, since I'm not always the most patient guy, but I've decided to finally give it a go.
SIDE NOTE: This is a WIFI team, so Rotom forms and Wish Bliss are not happening
Team at a Glance version 1.0
Version 2.0
I will bold things I'm not sure of, and italize things I've changed
Stealth Rocker
Hippowdon
Impish
Leftovers
252 HP / 168 Def / 88 SpD
EarthQuake
Stealth Rock
Slack Off
Roar/Ice Fang
Hippowdon suplies me with a well needed electric imunity, as well as stealth rock and a solid Ttar counter. This is my usual way of dealing with the rock monster, since the rest of the team can do little but force it out. The difference between roar and ice fang is pretty big to me. I could always use more shuffling, but being able to deal with DD mence is always valuable. I need some advise here. Otherwise this is a fairly easy set. with recovery, rocks, and stab.
Hippowdon is taking some testing. I'm thinking of switching for Gliscor to take out Lucario much easier. will still have SR and recovery. thoughts?
Synergy
Go To
Vaporeon for Water
Blissey/Vaporeon for ice
Blissey/Foretress for grass special
Foretress for grass phisical
Takes
Electic attacks aimed at Vappy
TTars
Toxic Spiker
Foretress
Relaxed
Shed Shell
252 HP / 112 Atk / 144 Def
Rapid Spin
Toxic Spikes
spikes
Payback
Now, I don't have gyro ball since mine happens to have a max speed IV, but Payback willingly fills that gap, and for good reason. Quite often Ghosts will come in on forry to stop his spinning, but now they'll get hit with a 200 power(if you count SE and special effect) move that will give them a shock. If I know that there's a ghost on the opposing team, then I will almost always use payback first. Otherwise TS is the third part of my hazard team, and an essential one. If I know that the opponent is using HO teams, then I'll usualy only use TS once, so I can knock off more HP faster. Rapid Spin is a necessity, since none of my team likes the damage recieved from spikes and rocks(or TS if Blissey is unavailable).
I changed pain split to spikes to replace Skarmory's spiking.
Synergy
Go To
Vappy/Blissey for fire
Takes
grass from hippowdon/vappy
other random stuff he resists
The Wish Passer
Vaporeon
Bold
Leftovers
188 HP / 252 Def / 68 Spe
Surf
Wish
Protect
Hidden Power[electric]/Ice Beam
Although all of my team has some form of self recovery, two of them relly on the dubious pain split, so wish passing is always a good thing. This is the standard Wish Support, and it's standard because it's good at what it does. The only question I have here is for the filler move. I have a somewhat weak to gyarados, so HP[electric] is good, but Roar is always handy and Ice beam is helpful for the Salamences that are running rampant. I'm really not sure what to use there, so I'm open to advise. I have all three moves available, so I can do any combonation.
Ice Beam was decided on orriginaly, but HP[electric] helps mitigate a DD Gyarados weakness, so I need much more imput on this. going with Hidden Power for now
Synergy
Go To
Hippowdon/Blissey for Electric
Blissey for grass special
Foretress for grass phisical
Takes
Water/ice from Hippowdon
The Cleric
Blissey
Calm
Leftovers
252 Def / 40 SpA / 216 SpD
Aeromatherapy
Softboiled
Toxic
Ice Beam
This is a standard for all stall teams, except those who refuse to use her. Speaking of which, please don't make worthless posts telling me I'm a loser because I use Blissey. Blissey is here to take the random special stuff that the rest of the guys can't bear, along with curing statuses from others. Toxic for those pesky flyers and livitaters that avoid the TS
Synergy
Go To
Spiritomb for explosion/fight/trick
Takes
Any special attack that the rest don’t resist.
THE SPIN BLOCKER
Spiritomb
calm
Leftovers
252 HP / 140 Def / 116 SpD
Shadow Ball
Hidden Power fighting/Will-O-wisp
rest
Sleep Talk
Here is a different form of Spiritomb. I used to use the lead set with trick>Will-O-Wisp, but I've changed it to this to help a Lucario weakness. This Spiritomb now helps as a status absorber, and Blissey with Aeromatherapy will get rid of the sleeping if I don't have time to sleep talk. Spiritomb is mainly my spin blocker now, but I've lost my answer to trick, so for trick scarfers I have to let Latias eat it, and then I won't be able to calm mind. I need some more advice on this set, but for now this is what I'll use
Synergy
Go To
Since there are no weaknesses on this guy, I’ll go to whoever is appropriate whenever it’s appropriate
Takes
Fight, Psycic, Normal for the whole team.
The glue for it all
Latias
Timid
Leftovers
252 HP / 4 Def / 252 Spd
Calm Mind
Dragon Pulse
Surf
Recover
Latias is here to help keep away some of my weeknesses. outspeeding an severely damgaging(haven't done calcs, but probably okos) mixSalamence/and none DD or scarf mence. Latias also helps by checking multiple threats such as Infernape and scarftran. Latias can come in late game and let me shift mindests from stalling to sweeping. after a few calm minds, I'll be able to finnish off everything that the rest of my team has weakened. 252speed is necissary to outrun any base 100s before a speed boosts. after that I dump the rest into HP, since her SPATK will be boosted with Calm Mind.
Synergy
Go to
Vappy for ice
Foretress/reliable checks for dark
Blissey for ghost
takes
Fire/Water/Ground/grass/electric depending on who's using it
choice items
There’s my team. The next two posts will be the threat list and team construction, so please wait to post until I’ve got those up.
Noteable dangers:
Opposing Stall. I have a big problem with other stall teams, mostly because I can't deal with their rapid spinners
Old team Members
THE SPIKER
Skarmory
Impish
Shed Shell
252 HP / 60 Atk / 176 Def / 20 Spe
Drill Peck
Whirlwind
Roost
Spikes
The first of my entry hazard team. This one sets up my spikes. I chose spikes over stealth rock for this skarm, because Hippowdon can set up rocks, and I don't want foretress to have to set up two different hazards. Drill Peck>Brave Bird because the only thing you'll ever find me attacking with this is also taking 25%+ damage from switching in, unless it's a fellow lead. That is the only problem with Scarm. Many of the present leads have a convenient way of dealing with him; however, I have a switchin for almost all of them, so he works just fine. 20 speed evs is to outspeed other whirlwinding skarmory
SIDE NOTE: This is a WIFI team, so Rotom forms and Wish Bliss are not happening
Team at a Glance version 1.0
Version 2.0
I will bold things I'm not sure of, and italize things I've changed
Stealth Rocker
Hippowdon
Impish
Leftovers
252 HP / 168 Def / 88 SpD
EarthQuake
Stealth Rock
Slack Off
Roar/Ice Fang
Hippowdon suplies me with a well needed electric imunity, as well as stealth rock and a solid Ttar counter. This is my usual way of dealing with the rock monster, since the rest of the team can do little but force it out. The difference between roar and ice fang is pretty big to me. I could always use more shuffling, but being able to deal with DD mence is always valuable. I need some advise here. Otherwise this is a fairly easy set. with recovery, rocks, and stab.
Hippowdon is taking some testing. I'm thinking of switching for Gliscor to take out Lucario much easier. will still have SR and recovery. thoughts?
Synergy
Go To
Vaporeon for Water
Blissey/Vaporeon for ice
Blissey/Foretress for grass special
Foretress for grass phisical
Takes
Electic attacks aimed at Vappy
TTars
Toxic Spiker
Foretress
Relaxed
Shed Shell
252 HP / 112 Atk / 144 Def
Rapid Spin
Toxic Spikes
spikes
Payback
Now, I don't have gyro ball since mine happens to have a max speed IV, but Payback willingly fills that gap, and for good reason. Quite often Ghosts will come in on forry to stop his spinning, but now they'll get hit with a 200 power(if you count SE and special effect) move that will give them a shock. If I know that there's a ghost on the opposing team, then I will almost always use payback first. Otherwise TS is the third part of my hazard team, and an essential one. If I know that the opponent is using HO teams, then I'll usualy only use TS once, so I can knock off more HP faster. Rapid Spin is a necessity, since none of my team likes the damage recieved from spikes and rocks(or TS if Blissey is unavailable).
I changed pain split to spikes to replace Skarmory's spiking.
Synergy
Go To
Vappy/Blissey for fire
Takes
grass from hippowdon/vappy
other random stuff he resists
The Wish Passer
Vaporeon
Bold
Leftovers
188 HP / 252 Def / 68 Spe
Surf
Wish
Protect
Hidden Power[electric]/Ice Beam
Although all of my team has some form of self recovery, two of them relly on the dubious pain split, so wish passing is always a good thing. This is the standard Wish Support, and it's standard because it's good at what it does. The only question I have here is for the filler move. I have a somewhat weak to gyarados, so HP[electric] is good, but Roar is always handy and Ice beam is helpful for the Salamences that are running rampant. I'm really not sure what to use there, so I'm open to advise. I have all three moves available, so I can do any combonation.
Ice Beam was decided on orriginaly, but HP[electric] helps mitigate a DD Gyarados weakness, so I need much more imput on this. going with Hidden Power for now
Synergy
Go To
Hippowdon/Blissey for Electric
Blissey for grass special
Foretress for grass phisical
Takes
Water/ice from Hippowdon
The Cleric
Blissey
Calm
Leftovers
252 Def / 40 SpA / 216 SpD
Aeromatherapy
Softboiled
Toxic
Ice Beam
This is a standard for all stall teams, except those who refuse to use her. Speaking of which, please don't make worthless posts telling me I'm a loser because I use Blissey. Blissey is here to take the random special stuff that the rest of the guys can't bear, along with curing statuses from others. Toxic for those pesky flyers and livitaters that avoid the TS
Synergy
Go To
Spiritomb for explosion/fight/trick
Takes
Any special attack that the rest don’t resist.
THE SPIN BLOCKER
Spiritomb
calm
Leftovers
252 HP / 140 Def / 116 SpD
Shadow Ball
Hidden Power fighting/Will-O-wisp
rest
Sleep Talk
Here is a different form of Spiritomb. I used to use the lead set with trick>Will-O-Wisp, but I've changed it to this to help a Lucario weakness. This Spiritomb now helps as a status absorber, and Blissey with Aeromatherapy will get rid of the sleeping if I don't have time to sleep talk. Spiritomb is mainly my spin blocker now, but I've lost my answer to trick, so for trick scarfers I have to let Latias eat it, and then I won't be able to calm mind. I need some more advice on this set, but for now this is what I'll use
Synergy
Go To
Since there are no weaknesses on this guy, I’ll go to whoever is appropriate whenever it’s appropriate
Takes
Fight, Psycic, Normal for the whole team.
The glue for it all
Latias
Timid
Leftovers
252 HP / 4 Def / 252 Spd
Calm Mind
Dragon Pulse
Surf
Recover
Latias is here to help keep away some of my weeknesses. outspeeding an severely damgaging(haven't done calcs, but probably okos) mixSalamence/and none DD or scarf mence. Latias also helps by checking multiple threats such as Infernape and scarftran. Latias can come in late game and let me shift mindests from stalling to sweeping. after a few calm minds, I'll be able to finnish off everything that the rest of my team has weakened. 252speed is necissary to outrun any base 100s before a speed boosts. after that I dump the rest into HP, since her SPATK will be boosted with Calm Mind.
Synergy
Go to
Vappy for ice
Foretress/reliable checks for dark
Blissey for ghost
takes
Fire/Water/Ground/grass/electric depending on who's using it
choice items
There’s my team. The next two posts will be the threat list and team construction, so please wait to post until I’ve got those up.
Noteable dangers:
Opposing Stall. I have a big problem with other stall teams, mostly because I can't deal with their rapid spinners
Old team Members
THE SPIKER
Skarmory
Impish
Shed Shell
252 HP / 60 Atk / 176 Def / 20 Spe
Drill Peck
Whirlwind
Roost
Spikes
The first of my entry hazard team. This one sets up my spikes. I chose spikes over stealth rock for this skarm, because Hippowdon can set up rocks, and I don't want foretress to have to set up two different hazards. Drill Peck>Brave Bird because the only thing you'll ever find me attacking with this is also taking 25%+ damage from switching in, unless it's a fellow lead. That is the only problem with Scarm. Many of the present leads have a convenient way of dealing with him; however, I have a switchin for almost all of them, so he works just fine. 20 speed evs is to outspeed other whirlwinding skarmory