I used to use balanced teams on shoddy and won about 50% of the time. Then I read in some smog article about how stall teams can cover more threats and are more reliable, so I decided to make one. Then I went to test my new stall team out, and won my first 9 games in a row! I still haven't lost with it. So tell me what you think of it and how I can mabye improve it.
The team at a glance:
Lead / Physical Wall
Hippowdon @ Leftovers
Ability: Sand Stream
Nature: Impish
252 HP / 168 Def / 88 SpD
-Stealth Rock
-Earthquake
-Slack Off
-Roar
The Sand Stream from this guy helps out my team a lot, even though I only have 2 pokes that resist it. It helps me wear down my opponents pokemon while my pokemon use recovery moves. Gyara and Sala get worn down fast switching into Stealth Rock and getting Sandstorm damage, so they are a lot less of a threat. Roar to scout out opponents, phaze, and inflict entry hazard damage. Earthquake takes care of T-tars and Metagrosses, and pretty much anything that doesn't have levitate or flies.
Spiker / Wall
Skarmory @ Shed Shell
Ability: Keen Eye
Nature: Impish
252 HP / 252 SpD / 4 Def
-Brave Bird
-Spikes
-Whirlwind
-Roost
If Hippodown goes down, I still have this guy. He can lay down Spikes, phaze some more, and cause more entry damage. 252 SpD evs allow him to survive both physical and special attacks. Shed Shell is to escape from those darn Magnezones.
Toxic Spiker
Tentacruel @ Black Sludge
Ability: Liquid Ooze
Nature: Calm
252 HP / 120 Def / 136 SpD
-Toxic Spikes
-Rapid Spin
-Knock Off
-Surf
You can't have a stall team without Toxic Spikes. Tentacruel resist most/all of Infernape and Scizors attacks, and can set up Toxic Spikes on the switch out. Knock Off knocks off(obviously) Leftovers and Choice Items and things allowing my team to stall with much more ease. Rapid Spin is a must, because if I am also getting damaged by entry hazards, it kinda ruins my whole ability to outstall my opponent. Surf can attack Infernapes and other things he likes to switch into.
Special Wall
Blissey @ Leftovers
Ability: Natural Cure
Nature: Bold
252 Def / 80 SpA / 176 SpD
-Wish
-Protect
-Flamethrower
-Ice Beam
Blisssssssseyyyyyyyy. Best Special Wall in the game. Wish cures Blissey as well as the rest of my team. Protect allows Blissey's Wish to come true, and it scouts out opponent moves. It also gives the other team an extra turn of having to deal with Toxic Spikes and Sandstorm. Flamethrower can take care of Skarmory's and anything that resists Poison. Ice Beam is to hit Dragons, because they normally come in and hope to set up on Bliss. Natural Cure allows it to absorb status for the team.
Spin Blocker
Dusknoir @ Leftovers
Ability: Pressure
Nature: Relaxed
252 HP / 252 Def / 4 SpD
-Gravity
-Dynamic Punch
-Will-O-Wisp
-Pain Split
This guy is essential to my team. Without a way to block Rapid Spin, my team would be useless. Gravity is an amazing move that allows Flying types and Levitaters to get hit by Toxic Spikes and Spikes. Gravity also makes Dynamic Punch's accuracy 82%. The sure confusion is great to have on a stall team. Will-O-Wisp cripples Scizors and other things that resist Toxic Spikes. Pressure also helps PP Stall. This guy is just a beast.
Wall / Wisher
Vaporeon @ Leftovers
Ability: Water Absorb
Nature: Bold
188 HP / 252 Def / 68 Spe
-Surf
-HP Electric
-Wish
-Protect
Probably one of the more useless pokemon on my team. Still helps a lot though. It does basically just what Blissey does. It restores my team with more wishes. Protect to stall longer and pretty much the same reasons stated with Blissey. HP Electric allows it to counter Gyarados, and hit other bulky water types. Surf is STAB and is the main attacking move. All this Poke does is just stall for even longer while the other team dies. Really helps against a lot of big threats though, like Scizor, Ttar, Infernape, Gyarados, Starmie, and Metagross if it doesn't have Thunder Punch.
So that's my team. Plz rate. Thanks!
The team at a glance:






Lead / Physical Wall

Hippowdon @ Leftovers
Ability: Sand Stream
Nature: Impish
252 HP / 168 Def / 88 SpD
-Stealth Rock
-Earthquake
-Slack Off
-Roar
The Sand Stream from this guy helps out my team a lot, even though I only have 2 pokes that resist it. It helps me wear down my opponents pokemon while my pokemon use recovery moves. Gyara and Sala get worn down fast switching into Stealth Rock and getting Sandstorm damage, so they are a lot less of a threat. Roar to scout out opponents, phaze, and inflict entry hazard damage. Earthquake takes care of T-tars and Metagrosses, and pretty much anything that doesn't have levitate or flies.
Spiker / Wall

Skarmory @ Shed Shell
Ability: Keen Eye
Nature: Impish
252 HP / 252 SpD / 4 Def
-Brave Bird
-Spikes
-Whirlwind
-Roost
If Hippodown goes down, I still have this guy. He can lay down Spikes, phaze some more, and cause more entry damage. 252 SpD evs allow him to survive both physical and special attacks. Shed Shell is to escape from those darn Magnezones.
Toxic Spiker

Tentacruel @ Black Sludge
Ability: Liquid Ooze
Nature: Calm
252 HP / 120 Def / 136 SpD
-Toxic Spikes
-Rapid Spin
-Knock Off
-Surf
You can't have a stall team without Toxic Spikes. Tentacruel resist most/all of Infernape and Scizors attacks, and can set up Toxic Spikes on the switch out. Knock Off knocks off(obviously) Leftovers and Choice Items and things allowing my team to stall with much more ease. Rapid Spin is a must, because if I am also getting damaged by entry hazards, it kinda ruins my whole ability to outstall my opponent. Surf can attack Infernapes and other things he likes to switch into.
Special Wall

Blissey @ Leftovers
Ability: Natural Cure
Nature: Bold
252 Def / 80 SpA / 176 SpD
-Wish
-Protect
-Flamethrower
-Ice Beam
Blisssssssseyyyyyyyy. Best Special Wall in the game. Wish cures Blissey as well as the rest of my team. Protect allows Blissey's Wish to come true, and it scouts out opponent moves. It also gives the other team an extra turn of having to deal with Toxic Spikes and Sandstorm. Flamethrower can take care of Skarmory's and anything that resists Poison. Ice Beam is to hit Dragons, because they normally come in and hope to set up on Bliss. Natural Cure allows it to absorb status for the team.
Spin Blocker

Dusknoir @ Leftovers
Ability: Pressure
Nature: Relaxed
252 HP / 252 Def / 4 SpD
-Gravity
-Dynamic Punch
-Will-O-Wisp
-Pain Split
This guy is essential to my team. Without a way to block Rapid Spin, my team would be useless. Gravity is an amazing move that allows Flying types and Levitaters to get hit by Toxic Spikes and Spikes. Gravity also makes Dynamic Punch's accuracy 82%. The sure confusion is great to have on a stall team. Will-O-Wisp cripples Scizors and other things that resist Toxic Spikes. Pressure also helps PP Stall. This guy is just a beast.
Wall / Wisher

Vaporeon @ Leftovers
Ability: Water Absorb
Nature: Bold
188 HP / 252 Def / 68 Spe
-Surf
-HP Electric
-Wish
-Protect
Probably one of the more useless pokemon on my team. Still helps a lot though. It does basically just what Blissey does. It restores my team with more wishes. Protect to stall longer and pretty much the same reasons stated with Blissey. HP Electric allows it to counter Gyarados, and hit other bulky water types. Surf is STAB and is the main attacking move. All this Poke does is just stall for even longer while the other team dies. Really helps against a lot of big threats though, like Scizor, Ttar, Infernape, Gyarados, Starmie, and Metagross if it doesn't have Thunder Punch.
So that's my team. Plz rate. Thanks!