This team has stood me in good stead through 15 battles, winning 14/15.
Are there any ways it could be improved?
Dr. Venom (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 252 Def / 12 Spd
Impish Nature
- Protect
- Substitute
- Toxic
- Earthquake
Basically, what this thing does is Toxic stall, when Steel/Poison types come in I can use EQ to stop them. the 12 Speed IV's are to outspeed other Gliscor's and has some relevant things it can outspeed.
Playing the Toxic Orb right is paramount. Making sure pesky Conkeldurr's don't Knock Off before it can poison Gliscor. Poison also serves as a de facto way of status immunity.
Dr. Unaware (Quagsire) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Curse
- Recover
This thing is honestly the weakest link, however with the prevalence of set-up sweepers Unaware Quagsire finds its role on this stall team. Also not to mention its stellar ONE weakness, which is unfortunately 4x Grass. Switching into Venusaur is the best option when faced with Grass Types.
Dr. Sprout (Venusaur) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 SDef
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
I know what your thinking, weird EV's and 3 Grass Moves. The team already has apt amounts of Physical Defense, so there is no need to invest in Defense, so I invested in Special Defense. The Special Attack is so that 120 Special Attack doesn't go to waste and the HP is just filler, I am open to changing Leech Seed or Synthesis, but they have both been useful so...
Dr. Doctor (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Seismic Toss
- Thunder Wave
- Aromatherapy
This thing. With an Eviolite it turns into hands-down the bulkiest Pokemon in OU. It serves as a Cleric with Aromatherapy, can neuter fast threats with Thunder Wave and has reliable recovery in Soft-Boiled. Seismic Toss is a reliable way to 3HKO/4HKO the vast majority of the metagame, this is phenomenal considering its bulk.
Dr. Hazardous (Deoxys-Defense) @ Red Card
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
This thing, is a reliable lead. I have yet to see it get OHKO'd with out a critical hit. It runs Magic Coat, so that other hazard leads don't set up their rocks and spikes on my side. It runs Taunt to neuter threats like Ferrothorn and some set-ups that would use Deoxys-D as bait.
Dr. Owww (Skarmory) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Brave Bird
- Roost
- Whirlwind
This thing, serves two roles. A phaser with Rocky Helmet and my teams Defogger. With optimal Physical Defense it can tank Physical Hits and deliver 1/8 of their health back at them with Rocky Helmet. Brave Bird is there for two reasons, incase of Taunt, and to hit my teams PRIMARY threat, Conkeldurr for a 2HKO. Whirlwind is useful to deal hazard damage, and to switch out undesirable match-ups.
Are there any ways it could be improved?
Dr. Venom (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 252 Def / 12 Spd
Impish Nature
- Protect
- Substitute
- Toxic
- Earthquake
Basically, what this thing does is Toxic stall, when Steel/Poison types come in I can use EQ to stop them. the 12 Speed IV's are to outspeed other Gliscor's and has some relevant things it can outspeed.
Playing the Toxic Orb right is paramount. Making sure pesky Conkeldurr's don't Knock Off before it can poison Gliscor. Poison also serves as a de facto way of status immunity.
Dr. Unaware (Quagsire) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Rock Slide
- Curse
- Recover
This thing is honestly the weakest link, however with the prevalence of set-up sweepers Unaware Quagsire finds its role on this stall team. Also not to mention its stellar ONE weakness, which is unfortunately 4x Grass. Switching into Venusaur is the best option when faced with Grass Types.
Dr. Sprout (Venusaur) @ Venusaurite
Ability: Chlorophyll
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 SDef
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
I know what your thinking, weird EV's and 3 Grass Moves. The team already has apt amounts of Physical Defense, so there is no need to invest in Defense, so I invested in Special Defense. The Special Attack is so that 120 Special Attack doesn't go to waste and the HP is just filler, I am open to changing Leech Seed or Synthesis, but they have both been useful so...
Dr. Doctor (Chansey) @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Seismic Toss
- Thunder Wave
- Aromatherapy
This thing. With an Eviolite it turns into hands-down the bulkiest Pokemon in OU. It serves as a Cleric with Aromatherapy, can neuter fast threats with Thunder Wave and has reliable recovery in Soft-Boiled. Seismic Toss is a reliable way to 3HKO/4HKO the vast majority of the metagame, this is phenomenal considering its bulk.
Dr. Hazardous (Deoxys-Defense) @ Red Card
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
This thing, is a reliable lead. I have yet to see it get OHKO'd with out a critical hit. It runs Magic Coat, so that other hazard leads don't set up their rocks and spikes on my side. It runs Taunt to neuter threats like Ferrothorn and some set-ups that would use Deoxys-D as bait.
Dr. Owww (Skarmory) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Brave Bird
- Roost
- Whirlwind
This thing, serves two roles. A phaser with Rocky Helmet and my teams Defogger. With optimal Physical Defense it can tank Physical Hits and deliver 1/8 of their health back at them with Rocky Helmet. Brave Bird is there for two reasons, incase of Taunt, and to hit my teams PRIMARY threat, Conkeldurr for a 2HKO. Whirlwind is useful to deal hazard damage, and to switch out undesirable match-ups.
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