Ahem. I hope you all had a pleasant Veteran's Day. This is a team I made a few weeks ago and have been using on/off since. Over the past few days, it has been doing particularly well, however some holes still exist that need patching, and I think you can fill in the blanks from there.
The focus of this team is Calm Mind Jirachi, the best set-up sweeper in OU in my opinion. While scouting for Jirachi's counters, this team sets up hazards to deal passive damage and eventually clears the field for a Jirachi sweep. Of course, as with any team, this team can play out differently than its on-paper plan.
This team began as a balanced, but quickly became semistall when I realized the majority of Calm Mind Jirachi's counters and earthbound, and therefore the addition of Spikes would be very useful. From there, a Spiker become necessary, then a Spin-blocker, then a phazer, then a Spinner...you get the idea.
Anyway, I'll quit talking about nothing. Here's the team.
Starmie, @Life Orb
Timid Nature
4 HP, 252 SpAtk, 252 Spd
-Hydro Pump
-Ice Beam
-Recover
-Rapid Spin
Starmie makes an effective anti-lead for this team through its ability to handle many common leads and prevent Stealth Rock from being a factor for me and therefore allowing more liberal switching. The sheer power of this set makes it a great late-game cleaner, despite the absence of Thunderbolt (I have Rotom; I can live without it).
Starmie is arguably the best Spinner around; a Life Orb Hydro Pump takes a lot out of Rotoms trying to block the Rapid Spin. Recover gives Starmie some much needed longevity; with mediocre bulk, Sandstorm damage, and Life Orb recoil, this Starmie needs as much health as it can get.
What makes Starmie so important is not only its asset in Rapid Spin, but its ability to beat two huge threats to this team: Infernape and Gliscor. Infernape's ridiculous coverage allows it to cut through this team like a knife and Gliscor can Taunt/Toxic its way nearly this whole team, however Starmie stands in their way and does a decent enough job at it.
To be honest, I'm not exactly sure why I use Starmie over Hippowdon as a lead. The only reason I can really think of is how difficult it is to switch in because of its subpar defenses. It's a change I'll probably make, but I've been using Starmie as a lead and it's probably best to post this team as I've been using it.
Rotom-W, @Leftovers
Bold Nature
252 HP, 248 Def, 8 Spd
-Thunderbolt
-Will-o-Wisp/Shadow Ball
-Rest
-Sleep Talk
Well, it's a defensive Rotom appliance doing what it does best: blocking Rapid Spin. Rotom also makes a solid Gyarados counter, freeing Starmie's moveset of Thunderbolt for Rapid Spin and lending more support to the team in that aspect as well.
The EVs are to make Rotom as bulky as possible, with eight Speed EVs to outspeed a few odd things. I have actually been using Shadow Ball over Will-o-Wisp, however that change is also one I will almost definitely make.
This set also makes a fine status absorber, and having a Ghost to run through high-powered Fighting attacks and Explosions is always useful.
I'm using Rotom-W to scare away Gliscor because, like I've said, there are times that Starmie just can't switch in because of its underwhelming bulk.
Skarmory, @Shed Shell
Impish Nature
252 HP, 240 Def, 16 Spd
-Brave Bird
-Whirlwind
-Roost
-Spikes
Skarmory is, quite simply, great. The Spikes that she provides contribute to the team more than one would think. Seriously, Metagross, Scarf Tyranitar, CB Scizor, Swampert, Blissey, and tons of others are perfect pieces of setup bait for Spikes. Brave Bird allows Skarmory to finish Pokes if that it is preferable to phazing them, and deals a crushing to Machamp, who other gives this team trouble. Whirlwind can force the opponent out once Spikes and Stealth Rock are up to rack up more entry hazard damage (and blow away an incoming Heatran so that I may switch to an appropriate counter for Heatran next turn). Roost gives Skarmory recovery and stuff.
The EVs are the standard physically defensive spread, which I find more useful than the ever-popular specially defensive spread. Like I said, this Skarmory seeks to make setup fodder of physical threats, and when I used specially defensive Skarmory on other teams, it didn't seem to make much of a difference.
Tyranitar, @Choice Scarf
Jolly Nature
4 HP, 252 Atk, 252 Spd
-Stone Edge
-Crunch
-Pursuit
-Superpower/Earthquake
These days, it's not uncommon to see a Choice Scarf Tyranitar running around in a stall team. In my case, where I have no Blissey, Tyranitar's ability to remove Starmie, Gengar, Azelf, and mixed Dragonite is crucial to the team.
I have thought a lot about Superpower and Earthquake, and each has its own uses. I'm leaning toward Superpower, merely because I always appreciate having powerful Fighting moves. I also considered dumping Pursuit; although Pursuit is one of the things that has made Choice Scarf Tyranitar so popular, most things these days stay in because they are so afraid of it. I have honestly never encountered a Starmie, Gengar, or Azelf who tried to flee. They always stay in and get Crunch'd. That being said, I'm not exactly sure what I would do with the slot. Pursuit still tags a fleeing Blissey for around forty percent, and in some cases, such as a Scarfed Rotom-A locked in Shadow Ball, Pursuit shines.
Tyranitar also runs in the same vein as Starmie does; he can easily finish a number of threats and clean up, and generally, he patches a number of holes in this team.
Hippowdon, @Leftovers
Careful Nature
252 HP, 252 SpDef, 4 Def
-Earthquake
-Stealth Rock
-Roar
-Slack Off
Stall in a nutshell: Hippowdon.
I have questioned his role on the team, however he has done a good job at laying Stealth Rock and phazing. The main reason I chose him is to take on opposing Calm Mind Jirachi and Dragon Dance Tyranitar and he does good enough at that.
The EVs focus on his ability to take special attacks, so that he may take on various others, such as Jolteon, Gengar (if it gets behind a sub), and like I said, opposing Calm Mind Jirachi. Even with a mere four EVs in Defense, he stills hits 273, so he maintains his ability to topple many physical attackers.
Jirachi, @Leftovers
Timid Nature
252 HP, 76 SpAtk, 180 Spd
-Psychic
-Thunderbolt
-Calm Mind
-Wish
The trite joke of the team, Jirachi. This is one of the funnest sets in the metagame in my opinion, and one of the most dangerous. Spikes nail Heatran, Metagross, and Hippowdon on their switch in, and the very presence of this set causes switches itself.
A lot of people opt for Substitute over Wish, however I find Wish to be the more useful option. Not only does it heal Jirachi, but it heals anything I switch in, so that my switch-in doesn't have to spend a turn recovering itself. Wish also helps Tyranitar, the only member lacking any form of health regeneration.
I originally had a much bulkier spread on this Jirachi, however I found myself outsped too often and selected this quicker one. So far, it's been much more effective.
This is what sets this team apart from other stall/semistall teams. Nearly all of them rely on passive damage, while this team does the same while also threatening with a sweep from Jirachi, or in a few cases, Starmie.
Overall, I've enjoyed building, using, and sharing this team, and any advice that you think might improve it is welcome and appreciated. I'm not much on conclusions, so I'll just say thanks for reading this and commenting. Thanks.
