Stall [OU]

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Hippowdon @ Leftovers
Sand Stream
Impish [+Def -Sp.Atk]
252 HP | 24 Atk | 192 Def | 40 Sp.Def
- Slack Off
- Stealth Rock
- Ice Fang
- Earthquake

  • [*]Slack Off:
    Recovers 50% of my health after setting up 1 Stealth Rock. Making it one of the best Physical Walls in the meta game.

    [*]Stealth Rock:
    Hippowdon sets this move up best, especially well in Stall Teams.

    [*]Ice Fang:
    Helps counter leads like Aerodactyl, Salamence, Celebi, and so on. Also counters none-lead Pokemon effectively also. SUch as MixMance being a major problem for this team.

    [*]Earthquake:
    Basic STAB and helps get rid of many threats such as Tyranitar being the biggest one.
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Jirachi @ Leftovers
Serene Grace
Impish [+Def -Sp.Atk]
240 HP | 160 Def | 76 Sp.Def | 32 Spd
- Wish
- Iron Head
- U-Turn
- Ice Punch

  • [*]Wish:
    helps as Team Support and with Jirachi's many resistances it passes on Wish very effectively.

    [*]Iron Head:
    Basic STAB and 60% chance of Flinching. Also counters Tyranitar.

    [*]U-Turn:
    Helps scout out the opponents team and good to use after using up a Wish. U-Turn into another Pokemon.

    [*]Ice Punch:
    Helps counter the likes of Salamence, probably my most effective counter to Salamence on the team.
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Tentacruel @ Leftovers
Liquid Ooze
Calm [+Sp.Def -Atk]
252 HP | 120 Def | 136 Sp.Def
- Surf
- Knock Off
- Toxic Spikes
- Rapid Spin

  • [*]Surf:
    Basic STAB and helps counter things like Infernape, Houndoom, and mainly Heatran as he's a major threat to this team.

    [*]Knock Off:
    Knock Off any leftovers or Choice items against Pokemon like Scizor, tyranitar, and Heatran for Choice users. And any Leftovers to assure they can't gain life back from my set up of SR, Spikes, or TSpikes.

    [*]Toxic Spikes:
    Another move to set up, all Stall teams should have 1 of each move in there team. Stealth Rock, Spikes, and Toxic Spikes. Other wise it usually won't work so well.

    [*]Rapid Spin:
    Used to knock off any SR's, Spikes, and Tspikes to insure survivability for my team while shutting down there team in the process.
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Blissey @ Leftovers
Natural Cure
Calm [+Sp.Def -Atk]
252 Def | 40 Sp.Atk | 216 Sp.Def
- Wish
- Protect
- Flamethrower
- Toxic

  • [*]Wish:
    Blissey passes Wish well also, with her high Sp.Def. I beelive all Stall teams need 2 Wish passers, in today's meta game with Heatran running around, it is needed to insure Tentacruel/Rotom survive long enough to to remove any Heatran threats.

    [*]Protect:
    Protect works well as a stalling method. Protects Blissey against any switches that involve Pursuit against me. it also blocks any Explosions from Azelf, Heatran, or Metagross.

    [*]Flamethrower:
    I chose this move over Icebeam and the others for the fact that it hits Gengar harder then the others. So I find it to be her most supportive Sp.Atk as of right now.

    [*]Toxic:
    Toxic is good against Pokemon immune to Tspikes and helps me clear them out and not be as much of a threat as before.
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Skarmory @ Shed Shell
Keen Eye
Impish [+Def -Sp.Atk]
252 HP | 64 Atk | 172 Def | 20 Spd
- Spikes
- Whirlwind
- Roost
- Brave Bird

  • [*]Spikes:
    My last and final move to my Stall Team. Spikes works best on Skarmory, she sets them up rather well for the team.

    [*]Whirlwind:
    Whirlwind to phaze and cause more damage with Spikes or any field status that is currently up.

    [*]Roost:
    Roost to insure survivability. And heals any current damage taken while setting up Spikes.

    [*]Brave Bird:
    Basic STAB and helps counter things like Gyarados who thinks it can counter Skarmory.
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Rotom-W @ Leftovers
Levitate
Bold [+Def -Atk]
252 HP | 120 Def | 136 Sp.Def
- Thunderbolt
- Hydro Pump
- Rest
- Sleep Talk

  • [*]Thunderbolt:
    More type coverage and kills things like Tentacruel. Is a good Rapid Spinner blocker.

    [*]Hydro Pump:
    Basic STAB and kills things like Heatran as stated above, it is a major threat in DPP's meta game now.

    [*]Rest:
    To insure Rotom-W survives I put ReStalk as my last 2 options to his move set. Rest cures status effects, so he is my status absorber along with Blissey.

    [*]Sleep Talk:
    This allows me to abuse Discharge and Hydro Pump while I am asleep from Rest making this set extra Bulky.
 
This is a very balanced team, many threats are countered and taken care of.
Since you already have a Skarmory, you should use a different spin blocker. I would suggest a Spiritomb, particularly the Spiting Spiritomb:

Spiritomb @ Leftovers
Pressure
Careful [+Sp.Def -Sp.A]
-Spite
-Pursuit
-Rest
-Sleep Talk

It is much more effective on the majority of rapid spinners. It causes many switches. (Hence Pursuit) And slowly but surely drains all PP of the opposing Pokemon. I have had many good experiences using him. It takes a long time for the effect to work but is worth using it.
 
This is a very balanced team, many threats are countered and taken care of.
Since you already have a Skarmory, you should use a different spin blocker. I would suggest a Spiritomb, particularly the Spiting Spiritomb:

Spiritomb @ Leftovers
Pressure
Careful [+Sp.Def -Sp.A]
-Spite
-Pursuit
-Rest
-Sleep Talk

It is much more effective on the majority of rapid spinners. It causes many switches. (Hence Pursuit) And slowly but surely drains all PP of the opposing Pokemon. I have had many good experiences using him. It takes a long time for the effect to work but is worth using it.
I'll take this suggestion into consideration. =] Thanks for the comment, and I'll test this out. Thanks again. =D
 
You should be very careful of Heracross, in particular the Bug of Choice (Band). He'll switch in on Rotom, either absorb a Will-O-Wisp to boost its attack a bit or Heracross can take a few Discharges like a man and possibly get a guts boost from paralysis. Pray that the brawling bug won't have pursuit.

I'd just suggest a rest talking Dusknoir with perhaps two elemental punches rather than just fire punch and will-o-wisp. You could opt for earthquake to take care of heatran. You do have toxic spikes on the field so will-o-wisping a toxic'd poke in your sleep is a wasted turn.

Now that I think about it, either way heracross is getting a guts boost when he comes in, but I'd still suggest a dusknoir over rotom. Dusknoir's defences are alot better, and the one eyed monster has a super effective move to hit heracross on his weaker defensive stat.

If you like Rotom-A (W, in this case) for his earthquake immunity, you can go with Rotom-S. He'll be able to KO heracross with Air Slash. Contrary to the ev's shown, I'd go full out physically defensive to take the most possible number of pursuits (while staying in) from heracross.

Good luck with your team :D
 
You should be very careful of Heracross, in particular the Bug of Choice (Band). He'll switch in on Rotom, either absorb a Will-O-Wisp to boost its attack a bit or Heracross can take a few Discharges like a man and possibly get a guts boost from paralysis. Pray that the brawling bug won't have pursuit.

Assuming he predicts correctly, this team won't have any problem with Choiced Heracross because of all the great switch ins to all of Hera's main moves, the residual damage, and Protect Blissey.

Seems well built, the only thing I would change is Body Slam on Jirachi to Ice Punch. Being a stall team, paralyzing opponents doesn't seem to have much benefit, and it may also get in the way of Toxic Spikes. Ice Punch helps a ton with Salamence, whom you would have to predict around every single time it comes in. Jirachi with Ice Punch is one of the better counters you can get with it's dragon resistance and ability to take Earthquakes and Fire Blasts.
 
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