So, I haven't played in eons, and I just decided to pick the game back up on a whim. Looking over the articles and forums I found myself intrigued by the idea of stall (because I'm contrary and there is so much debate over weather or not stall is dead, and a well written how its made article on stall) and sun (I read a spectacular warstory featuring a sun-stall, and I love Ninetails). So, article in "hand" I set out to showdown to make what I hoped to be a decent sun stall team,. I name the team Checkmate in 35 turns since that has been about the average game length, win or lose. Revision Two is posted, revision three (Eviochance over Landlordus-T and some Ninetales changes) is in testing. My Current Revision, seemignly my final (after much dicussion on PS) contains my newest most awesome weapon, mixed Venusaur with HP-Ice.
Ninny (Ninetales) (F) @ Leftover
Trait: Drought
EVs: 252 HP / 136 Spd / 120 SDef
Calm Nature
- Sunny Day
- Will-O-Wisp
- Protect
- Flamethrower
Almost Standard Specially Bulky Ninetails. She wins weather wars. T-Tar and Hippo are near useless after a will o wisp, and Politoed hydropump only 2HKOs at best in the sun (and I find most politoed are bulky with scald, which is lol damage in sun)Protect allows me to stall and scout. Flamethrower is accurate and decently powerful, and every now and again gets me one more much needed burn.
Skarm (Skarmory) (F) @ Shed Shell
Trait: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Pretty standard skarmory does skarmory things. She (specifically a she after a scary run in with attract-hax Hax) sets spikes, whirls around setup dragons, roosts on her fat butt to stall some things into oblivion, and occasionally throws out a brave bird to do some damage. She is one of my main MVPs, making dragons not so scary (though she does know to run away from the inevitable fire blast when a dragon comes in on her), and when time allows (which can be surprisingly hard) setting up spikes. Shed Shell keeps her safe from Magnezone, and since she is so important, its worth loosing lefties recovery for that.
'Tran (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 SDef / 248 SAtk / 8 Spd
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
Standard Special Fat Tran. 'Tran is a key part of the team, and often times my lead. Special Fat tran does many things, like wall anything without a ground or fighting type attack. Lava plume in the sun hurts just about anything, and that delicious 30% burn does wonders. Rocks are always awesome, and tend to get thrown up on the force out. Roar is a bit of a secret weapon, and most folks don't seem to expect two phasers. Earth Power is legally required cover, so other tran and other fire absorbs don't wall her.
Cressy (Cresselia) (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 120 SAtk / 136 Def
Bold Nature
- Calm Mind
- Moonlight
- Hidden Power [Fighting]
- Psyshock
Oh Cressy, how I love you. Cressy's sturdy rump has save me in so many games. She is bulky enough to stay in and face down non-choiced pursuit users, chipping away at their health between moonlight. She wins Calm Mind wars full stop thanks to Psyshock hitting the unbolstered Physical Defense. Moonlight in the sun makes her unholy resilient, and allows her to hit more before having to heal out of the danger zone. Her offenses are a bit on the terrible side, even maxed out she can fail to OHKO things, but mighty cress gives no craps, for she will shrug off whatever is thrown at her and just finish you off next turn. Unless you're Sableye or Spiritomb, at which point she goes to her corner and cries.
'Cruel (Tentacruel) @ Black Sludge
Trait: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spd
Timid Nature
- Scald
- Toxic
- Substitute
- Rapid Spin
Near Standard subtoxic Tentacruel. 'Cruel has a lot of anti-synergy going on, with its only attack being nerfed by sun. However, even in sun having that water resist helps, and it gives me a much needed spinner. Scald not hitting very hard also is minimized by the burn chance, giving my team yet more ways to spread status. I initially had rain dish as anti-rain trickery, but I eventually switched to Liquid Ooze. I have a bit of a fighting weakness, and being able to turn drain punch against my foe helps, as does turning leachseed on its head.
Forget what I once said about 'Cruel going. This guy is amazing, my number one fighting type switch in, and scald still burns in the sun and hits like a train (while still burning) in the rain.
[img=http://sprites.pokecheck.org/i/003f.gif]
Venu (Venusaur) (F) @ Black Sludge
Trait: Chlorophyll
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature
- Earthquake
- Growth
- Hidden Power [Ice]
- Giga Drain
The Sixth Ranger, and champion of champions, Venusaur. EQ/HP-Ice/Giga Drain has excellent coverage in the sun, and thanks to Poison/Grass being decent enough defensive typing I can generally get a growth off when I need it. That said, I do frequently call her useless, since unboosted she stuggless to kill even things that have 4x weak to ground with EQ. HP Ice however, is my surprise answer to many a thing, like Gliscor, Landlordus, and any active dragons.
L-T (Landorus-Therian) (M) @ Expert Belt
Trait: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Superpower
Under Revision Two Landlordus-T has become my new go-to lead. L-T often times sets up rocks or U-Turns to start the game, acting as a scout. He hits pretty hard, not as well as Hax, but has decent coverage. I have been happy, but not super happy, with him, and he will be going out in Rev 3, but putting him up to be thorough.
Hax (Haxorus) @ Choice Scarf
Trait: Mold Breaker
EVs: 252 Atk / 220 Spd / 36 HP
Adamant Nature
- Outrage
- Earthquake
- Brick Break
- X-Scissor
Stall or not, sometimes you just need stuff gone, and That's where Choice Scarf Haxorus comes in. Hax serves as my revenge killer, and sometimes late game sweeper (when Cress isn't gleefuly hacking through my enemies). Chomp double SD'd? Rub some Haxorus on it. Latiwhatever crit into a CM war victory? Rub some Haxorus in it. Espeon just being an annoying prick? Rub some Haxorus on it. The enemy team all woefully weakened by the past 30 turns of residual damage? Rub some Haxorus on it, yeah. 90% of the time its near mindlessly throw out an outrage, but EQ does come into use every now and again if there are too many healthy grounded steel switchins left, and brick break gives a nice techy answer to dual screens.
So, all and all I've been fairly happy with the team. I have some obvious issues with fighting types once Cress and Skarm go down, along with a terrible EQ weakness once that happens as well. I also lack priority, which causes issues with sashed magic guard 'Zam. Entry Hazards can still be hard to set up, but with rocks on Heatran now it's less bad. Dugtrio gives me fits. Weather team with dugtrio are my bane since 2/3 my team is trapped and killed (thankfuly there is not a lot of duggy around, so this doesn;t happen to much) I can still win thanks to bulk and all the burn and poison I get out, but it can still be troublesome. So there ya go, comment away, tell me how I'm messing up, and what I could do to be better.

Ninny (Ninetales) (F) @ Leftover
Trait: Drought
EVs: 252 HP / 136 Spd / 120 SDef
Calm Nature
- Sunny Day
- Will-O-Wisp
- Protect
- Flamethrower
Almost Standard Specially Bulky Ninetails. She wins weather wars. T-Tar and Hippo are near useless after a will o wisp, and Politoed hydropump only 2HKOs at best in the sun (and I find most politoed are bulky with scald, which is lol damage in sun)Protect allows me to stall and scout. Flamethrower is accurate and decently powerful, and every now and again gets me one more much needed burn.

Skarm (Skarmory) (F) @ Shed Shell
Trait: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird
Pretty standard skarmory does skarmory things. She (specifically a she after a scary run in with attract-hax Hax) sets spikes, whirls around setup dragons, roosts on her fat butt to stall some things into oblivion, and occasionally throws out a brave bird to do some damage. She is one of my main MVPs, making dragons not so scary (though she does know to run away from the inevitable fire blast when a dragon comes in on her), and when time allows (which can be surprisingly hard) setting up spikes. Shed Shell keeps her safe from Magnezone, and since she is so important, its worth loosing lefties recovery for that.

'Tran (Heatran) (F) @ Leftovers
Trait: Flash Fire
EVs: 252 SDef / 248 SAtk / 8 Spd
Calm Nature
- Lava Plume
- Stealth Rock
- Roar
- Earth Power
Standard Special Fat Tran. 'Tran is a key part of the team, and often times my lead. Special Fat tran does many things, like wall anything without a ground or fighting type attack. Lava plume in the sun hurts just about anything, and that delicious 30% burn does wonders. Rocks are always awesome, and tend to get thrown up on the force out. Roar is a bit of a secret weapon, and most folks don't seem to expect two phasers. Earth Power is legally required cover, so other tran and other fire absorbs don't wall her.

Cressy (Cresselia) (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 120 SAtk / 136 Def
Bold Nature
- Calm Mind
- Moonlight
- Hidden Power [Fighting]
- Psyshock
Oh Cressy, how I love you. Cressy's sturdy rump has save me in so many games. She is bulky enough to stay in and face down non-choiced pursuit users, chipping away at their health between moonlight. She wins Calm Mind wars full stop thanks to Psyshock hitting the unbolstered Physical Defense. Moonlight in the sun makes her unholy resilient, and allows her to hit more before having to heal out of the danger zone. Her offenses are a bit on the terrible side, even maxed out she can fail to OHKO things, but mighty cress gives no craps, for she will shrug off whatever is thrown at her and just finish you off next turn. Unless you're Sableye or Spiritomb, at which point she goes to her corner and cries.

'Cruel (Tentacruel) @ Black Sludge
Trait: Liquid Ooze
EVs: 252 HP / 240 Def / 16 Spd
Timid Nature
- Scald
- Toxic
- Substitute
- Rapid Spin
Near Standard subtoxic Tentacruel. 'Cruel has a lot of anti-synergy going on, with its only attack being nerfed by sun. However, even in sun having that water resist helps, and it gives me a much needed spinner. Scald not hitting very hard also is minimized by the burn chance, giving my team yet more ways to spread status. I initially had rain dish as anti-rain trickery, but I eventually switched to Liquid Ooze. I have a bit of a fighting weakness, and being able to turn drain punch against my foe helps, as does turning leachseed on its head.
All and all though, if someone needed to go, it would be 'Cruel.
[img=http://sprites.pokecheck.org/i/003f.gif]
Venu (Venusaur) (F) @ Black Sludge
Trait: Chlorophyll
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature
- Earthquake
- Growth
- Hidden Power [Ice]
- Giga Drain
The Sixth Ranger, and champion of champions, Venusaur. EQ/HP-Ice/Giga Drain has excellent coverage in the sun, and thanks to Poison/Grass being decent enough defensive typing I can generally get a growth off when I need it. That said, I do frequently call her useless, since unboosted she stuggless to kill even things that have 4x weak to ground with EQ. HP Ice however, is my surprise answer to many a thing, like Gliscor, Landlordus, and any active dragons.

L-T (Landorus-Therian) (M) @ Expert Belt
Trait: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Superpower
Under Revision Two Landlordus-T has become my new go-to lead. L-T often times sets up rocks or U-Turns to start the game, acting as a scout. He hits pretty hard, not as well as Hax, but has decent coverage. I have been happy, but not super happy, with him, and he will be going out in Rev 3, but putting him up to be thorough.

Hax (Haxorus) @ Choice Scarf
Trait: Mold Breaker
EVs: 252 Atk / 220 Spd / 36 HP
Adamant Nature
- Outrage
- Earthquake
- Brick Break
- X-Scissor
Stall or not, sometimes you just need stuff gone, and That's where Choice Scarf Haxorus comes in. Hax serves as my revenge killer, and sometimes late game sweeper (when Cress isn't gleefuly hacking through my enemies). Chomp double SD'd? Rub some Haxorus on it. Latiwhatever crit into a CM war victory? Rub some Haxorus in it. Espeon just being an annoying prick? Rub some Haxorus on it. The enemy team all woefully weakened by the past 30 turns of residual damage? Rub some Haxorus on it, yeah. 90% of the time its near mindlessly throw out an outrage, but EQ does come into use every now and again if there are too many healthy grounded steel switchins left, and brick break gives a nice techy answer to dual screens.
So, all and all I've been fairly happy with the team. I have some obvious issues with fighting types once Cress and Skarm go down, along with a terrible EQ weakness once that happens as well. I also lack priority, which causes issues with sashed magic guard 'Zam. Entry Hazards can still be hard to set up, but with rocks on Heatran now it's less bad. Dugtrio gives me fits. Weather team with dugtrio are my bane since 2/3 my team is trapped and killed (thankfuly there is not a lot of duggy around, so this doesn;t happen to much) I can still win thanks to bulk and all the burn and poison I get out, but it can still be troublesome. So there ya go, comment away, tell me how I'm messing up, and what I could do to be better.