Long story short, this is a stall team as shown in the title, the details are below. The title statement may be misleading but at least it fits the playstyle of the team 50% of the time.
One thing I must mention forehead though, is that you may quickly notice I have protect in 5 out of the 6 slots. I am not quite sure if it is common among stall teams but this is definitely my preference. IMO, Very few support moves justifies a slot over an extra turn of leftover and sometimes status damage. And it fits my play style really well as it creates an extra of turn to scout not only the moves but also the play style. I have explained it here so I won't copy and paste it 5 times. Of course if some moves happen to be really justifying itself I am more than willing to take a second look, which is the reason I am coming here to begin with.
This is my team, I export it from PS and place it at the end of the thread. That order is intentionally left messy so that I can toy with the lead I used against my opponent. It may not be meaningful at all but it is definitely fun. I will arrange it in a better form during the introduction though.
Also, I am not quite sure how to get the pictures of the pokemon quickly so I will just skip it.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
IVs: 0 Spd
- Protect
- Spikes
- Roar
- Brave Bird/Roost/?
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Protect
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Seismic Toss
- Wish
- Thunder Wave
- Heal Bell
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Scald
- Rapid Spin
- Toxic
- Protect
Krookodile @ Leftovers (Alternate: Mandibuzz with similar set as suggested in #2 and #3)
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Knock Off
- Taunt
- Toxic
- Protect
Threat list:
Mega-pinsir: Ridiculous/amazing coverage, the reason I am using Skarmory instead of the originally intended Chesnaught. Really having tough time against it. This also to a lesser degree applies to Staraptor and some Hawa-sth, as both of them have access to the powerful fly/fight combo. Have not fight against them after I revamped my team though.
Clefable: Mentioned in the Blissey section, when it becomes the last man standing I am really having tough time
Boost Rest: An extension of Clefable, most notably Suicun. Again when it becomes the last man and grant immunity to roar, it becomes really difficult to deal with.
Substitute users: As I am traditionally having problem with the last person in the opponent team, the fact that substitute can function as a pseudo Magic Guard does worry me a lot.
Infernape: As suggested in #3, fire/fight/thunder is a huge issue. I once faced one but it does not take thunder punch.
I am currently sitting at 167X, I guess I can still make some progress. Hopefully I can make 1850 some time later.
Thanks for reading.
One thing I must mention forehead though, is that you may quickly notice I have protect in 5 out of the 6 slots. I am not quite sure if it is common among stall teams but this is definitely my preference. IMO, Very few support moves justifies a slot over an extra turn of leftover and sometimes status damage. And it fits my play style really well as it creates an extra of turn to scout not only the moves but also the play style. I have explained it here so I won't copy and paste it 5 times. Of course if some moves happen to be really justifying itself I am more than willing to take a second look, which is the reason I am coming here to begin with.
This is my team, I export it from PS and place it at the end of the thread. That order is intentionally left messy so that I can toy with the lead I used against my opponent. It may not be meaningful at all but it is definitely fun. I will arrange it in a better form during the introduction though.
Also, I am not quite sure how to get the pictures of the pokemon quickly so I will just skip it.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
I copy it right from the Specially defensive set from gen V strategydex. I chose it because it forces out many target with ease so that it can roar them and force them to take extra EH during the switch. It can be done in loops until some checks manage to stay. On the other hand, its weaknesses, including the 4* weakness from earth, are still a lot more manageable than those from other types. Thanks to the nerf to HP it is now less likely to get caught off guard.
This is generally the lead I use so that I can set up SR quicker. I use the term general because it rather depends on the composition of the opponent team, and as a stall team you don't really lose games because you don't set up your EH quick enough.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
IVs: 0 Spd
- Protect
- Spikes
- Roar
- Brave Bird/Roost/?
Another standard choice, I don't take SR as Heatran has already taken it. Roost may be a good choice over BB, I have yet to really try it out but past experiences told me that it is difficult to use when I always have protect, and the probability of being rendered completely useless by taunts is not a good feeling. I am not quite comfortable with the BB anyway so I am looking for better alternatives.
I pick it as it complement with Heatran rather well. The two are really difficult to get through when I have protect for extra leftovers. This creates plenty of rooms to set up entry harzards and roar them out. These makes the most general way I use to worn down enemies.
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Protect
This is the new pokemon I recommend everyone to at least take a glance on. While not having the shiny typing as Aegislash, and effectively having no ability at all (Frisk may receive some justification but definitely not something you really prioritize), its stats are more than impressive. And its typing means it has access to BOTH WoW and Leech Seed, making every pokemon bar magic guard users to think twice before switching in. Go to its thread in Gen 6 OU for extra hypes.
This is also my spin blocker, but I generally leave powerful Special spinners like LO Starmie and Blastoise alone and aim at removing them instead of blocking the spin. Instead, I build it with full defense so that it can't be 2HKO by most unboosted non-stab weaknesses with protect in between, and never will after they eat a WoW and a seed. May get screwed if the WoW misses
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Seismic Toss
- Wish
- Thunder Wave
- Heal Bell
While definitely not the pokemon I like most. It is the pokemon I used most. I take it as my support and special wall in general. Heal the team with heal bell and wish. Thx to its gigantic health it effectively heals any of its teammates from zero to full, which is somewhat addictive as I am now very unease with other wishers, probably the reason I hardly replace it with anyone else.
Despite wish+protect is a powerful combo, she is the one that I decide to not take protect. One reason is that most damage can't really take away 62.5% health(wish + 2 leftover) from Blissey with 2 hits. Another reason is 4MSS.
Wish and Heal bell are crucial. Seismic Toss is also important so that opponent don't get free set up. I used to take toxic to do more damage, and the switches it creates also provides the extra turn for the wish. However after a last-men-standing clefable with 6 stacks of cosmic power swept my entire team, I know I need a solution against Magic Guard users with recovery moves. My solution is to paralyse the thing and spam Seismic Toss. By doing so I gain the advantage of moving first and disables one forth of their actions. If I am lucky enough I can even outright defeat them. This should settle the thing before we have physical MG users.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Scald
- Rapid Spin
- Toxic
- Protect
I am quite sure every single defensive team have and will face the issue of choosing spinners. I am using both SR and spikes myself so defog is not an option. This alone leaves me between Avalugg, Forretress and this guy. I chose it because I already have enough EH, and that I can remove Toxic spike just by switching in.
As rain stall is no longer viable, rain dish is no longer meaningful. I may pick it up again if rain team is becoming popular, yet I don't really think it is the case.
Outside spinning, I use it as an offensive version of Blissey, and also to tank those focus miss. It is also used as a semi-suicidal toxic user, which, from what I have heard, no longer misses in the hand of poison type users. Scald are picked up as it is the most brilliant move ever.
Krookodile @ Leftovers (Alternate: Mandibuzz with similar set as suggested in #2 and #3)
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Knock Off
- Taunt
- Toxic
- Protect
As always the 6th slot seems to be a curse to me. Before I explain why I am using the gimmick crocodile I will tell you what I am looking for.
First and for all, it must has access to stall moves OUTSIDE ENTRY HARZARD AND PHAZE.
Than, it would better be a physical wall or a pure support, as I don't really need extra special tanks. Plus I really need someone to toy with the mega evolutions.
Also, as the first five pokemon generally get 95% of the jobs done, I don't think I really need something that repeats their role, but would rather look for sth that does what they can't.
After that, I am looking for some resistances, which includes special electricity, dark, ghost, fly, rock, physical fire and probably fight due to possible coverage. I may not be rendered completely useless by them, but I am having very limited solutions against them in the existing team. The order of sequence follows my priority.
Now may I introduce Krookodile to all of you. It has the ability intimidate, which makes up 60% of the reason I pick it. One stage of attack is enough to change OHKO(which is rare) into 2HKO and 2HKO into 3HKO, not only allows it to lay down toxic much easier but also allows Skarmory and Gourgiest to do works on them with much ease. And in the worst case, a suicidal intimidate.
On the other hand, it has most of the wanted resistances. To clarify the thing, I don't really want to use it to tank special thunder and ghost pokemons which are almost guaranteed to have coverage moves, but it can definitely toy with them by eating a couple of thunderbolts and shadow balls with switching. Intimidate also guarantees that most weaknesses will not hurt too much.
It also worth noting that in Gen 6 its def stat is increased by 10, and is now 95/80, a lot more useful than it was in the last gen.
I have also considered phyiscal defensive Rotom-sth, but decides that it does not do as much as Krookodile does.
For the moves, the range of support move is very limited apart from the universally accessed toxic. Luckily, it does learn the heavily buffed Knock off, doing some real damage and removes leftovers. Its surprisingly high 92 Spd also allows it to taunt rather effectively, and can sometimes serve as an anti-lead.
However, I am still not quite sure if it is the best choice, and this is one of the focus I particularly hope RMT help.
Threat list:
Mega-pinsir: Ridiculous/amazing coverage, the reason I am using Skarmory instead of the originally intended Chesnaught. Really having tough time against it. This also to a lesser degree applies to Staraptor and some Hawa-sth, as both of them have access to the powerful fly/fight combo. Have not fight against them after I revamped my team though.
Clefable: Mentioned in the Blissey section, when it becomes the last man standing I am really having tough time
Boost Rest: An extension of Clefable, most notably Suicun. Again when it becomes the last man and grant immunity to roar, it becomes really difficult to deal with.
Substitute users: As I am traditionally having problem with the last person in the opponent team, the fact that substitute can function as a pseudo Magic Guard does worry me a lot.
Infernape: As suggested in #3, fire/fight/thunder is a huge issue. I once faced one but it does not take thunder punch.
I am currently sitting at 167X, I guess I can still make some progress. Hopefully I can make 1850 some time later.
Thanks for reading.
Importable
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Knock Off
- Taunt
- Toxic
- Protect
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Scald
- Rapid Spin
- Toxic
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Protect
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
IVs: 0 Spd
- Protect
- Spikes
- Roar
- Brave Bird
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Seismic Toss
- Wish
- Thunder Wave
- Heal Bell
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Protect
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