This is my attempt at stall in the UU metagame. My basic strategy is this: set up Toxic Spikes (and hopefully Stealth Rock as well), then stall using Kangaskhan and Shuckle. Drapion, Shuckle and Rotom remove Leftovers to speed the stalling process.
Possible changes are in bold.
Drifblim @ Focus Sash
Ability: Unburden
EVs: 252 Spd / 252 SAtk
Mild nature (+SAtk, -Def)
IVs: 2 / 2 / 2 / 30 / 2 / 30
- Hypnosis
- Destiny Bond
- Shadow Ball
- Hidden Power [Fighting]
This works like a Gengar lead, with a twist. It survives a hit using Focus Sash, doubling its speed with Unburden. At the very least, it usually puts something to sleep and then sacrifices itself with Destiny Bond. If I'm lucky, I can kill something else as well with the unresisted Shadow Ball and HP Fighting. He promotes lots of switching which allows my to have the advantage of knowing more of the opponent's team.
Drapion @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 6 Atk / 252 Def
Impish nature (+Def, -SAtk)
- Knock Off
- Night Slash
- Whirlwind
- Toxic Spikes
This thing sets up Toxic Spikes, and Knocks Off Leftovers and other items to hamper the opponent. Whirlwind pseudo-Hazes and racks up residual damage.
Shuckle @ Leftovers
Ability: Gluttony
EVs: 252 HP / 96 Def / 160 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Encore
- Rest
- Knock Off (Sleep Talk?)
This is my favorite wall; I even use this on OU teams. Stalls out things with Rest, and Encores status and setup moves.
Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 120 Atk / 138 SDef
Impish nature (+Def, -SAtk)
- Toxic
- Earthquake
- Stone Edge
- Explosion
My sturdiest wall, which poisons Flying types and Levitators immune to Toxic Spikes. I use Earthquake and Stone edge until he's at low, health, when I Explode him.
Kangaskhan @ Leftovers
Ability: Scrappy (Early Bird?)
EVs: 252 HP / 98 Def / 160 SDef
Impish nature (+Def, -SAtk)
- Wish
- Protect
- Roar
- Return
The all-star of the team. This gal lasts forever alternating Wish and Protect to stall out the opponent. When faced with something that tries to set up on it or is immune to Toxic Spikes, she Roars it out.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Spd / 252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice] (not sure this as necessary in UU)
- Trick
This is my main sweeper and general mischief-maker. If I predict a switch to a wall, I cripple it by Tricking it a Choice Scarf. I usually save this for my cleaner.
My main problems seem to be against really fast offensive teams, especially Rain Dance teams, because I have no Water resists. Should I add something like Mantine?
Any comments / suggestions / feedback are greatly appreciated.
Possible changes are in bold.

Drifblim @ Focus Sash
Ability: Unburden
EVs: 252 Spd / 252 SAtk
Mild nature (+SAtk, -Def)
IVs: 2 / 2 / 2 / 30 / 2 / 30
- Hypnosis
- Destiny Bond
- Shadow Ball
- Hidden Power [Fighting]
This works like a Gengar lead, with a twist. It survives a hit using Focus Sash, doubling its speed with Unburden. At the very least, it usually puts something to sleep and then sacrifices itself with Destiny Bond. If I'm lucky, I can kill something else as well with the unresisted Shadow Ball and HP Fighting. He promotes lots of switching which allows my to have the advantage of knowing more of the opponent's team.

Drapion @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 6 Atk / 252 Def
Impish nature (+Def, -SAtk)
- Knock Off
- Night Slash
- Whirlwind
- Toxic Spikes
This thing sets up Toxic Spikes, and Knocks Off Leftovers and other items to hamper the opponent. Whirlwind pseudo-Hazes and racks up residual damage.

Shuckle @ Leftovers
Ability: Gluttony
EVs: 252 HP / 96 Def / 160 SDef
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Encore
- Rest
- Knock Off (Sleep Talk?)
This is my favorite wall; I even use this on OU teams. Stalls out things with Rest, and Encores status and setup moves.

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 120 Atk / 138 SDef
Impish nature (+Def, -SAtk)
- Toxic
- Earthquake
- Stone Edge
- Explosion
My sturdiest wall, which poisons Flying types and Levitators immune to Toxic Spikes. I use Earthquake and Stone edge until he's at low, health, when I Explode him.

Kangaskhan @ Leftovers
Ability: Scrappy (Early Bird?)
EVs: 252 HP / 98 Def / 160 SDef
Impish nature (+Def, -SAtk)
- Wish
- Protect
- Roar
- Return
The all-star of the team. This gal lasts forever alternating Wish and Protect to stall out the opponent. When faced with something that tries to set up on it or is immune to Toxic Spikes, she Roars it out.

Rotom @ Choice Scarf
Ability: Levitate
EVs: 6 HP / 252 Spd / 252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice] (not sure this as necessary in UU)
- Trick
This is my main sweeper and general mischief-maker. If I predict a switch to a wall, I cripple it by Tricking it a Choice Scarf. I usually save this for my cleaner.
My main problems seem to be against really fast offensive teams, especially Rain Dance teams, because I have no Water resists. Should I add something like Mantine?
Any comments / suggestions / feedback are greatly appreciated.