Team DoD [OU]

Hello.


This is my first post here at Smogon. Despite that I have been lurking and coming to this site for many months now. I began trying to get into competitive battling around February but school distracted me. I resumed around mid July when I downloaded shoddy and tried to teach myself the basics. Stall is one of the styles of play I'm more comfortable playing with, so this is the first one I made. I win most of the time, but I do often times find myself going on a lose streak of about 3-4 battles, which keeps me plateaued around 1200 on the shoddy ladder. At the same times I've been playing with UU team mostly as well, so my CRE stays low. The team takes advantage of entry hazards and a sandstorm to counter threats and wear down at the opponents team. At the very end of the match, Lucario comes in to clean up with extreme ease. DoD stands for the Department of Defense. Changes will be made in bold. Without further adieu I present to the Pokemon....


Department of Defense

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In - Depth

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Ogre (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP/168 Def/90 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Roar
- Slack Off
- Stealth Rock

The lead who phazes and sets up the all important SR, Hippowdon is one of the most crucial members of the team. Without her I wouldn't be able to Lucario as easily as I can now. She is a basic physical wall, I like how she will never be OHKO'ed by any un-boosted physical move. Roar is great for coming into setup pokes and blowing them away. This simultaneously racks up large damage from spikes and SR, and gives me info of the foe's team and what to expect. This becomes relatively easy for a poke with 108 / 118 physically defensive stats. One of the problems I face is that earthquake, while a powerful move, is her only attacking option. So while she'll be able to roar away threats she's rendered completely useless to the many levitate and flying pokes. Still, every move is crucial and there is no slot that can fit an attacking option. Instant recovery is always handy, especially with the multiple assaults she'll be taking. The EV's are from the standard set which simply allow optimal physical defenses while not leaving special defense too vulnerable
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Phantasma (Dusknoir) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/42 Atk/216 Def
Impish nature (+Def, -SAtk)
- Shadow Sneak
- Pain Split
- Will-o-wisp
- Earthquake

The spin blocker who can effectively counter many threats and revenge kill, all at the same time. A spin blocker was obviously needed when spikes and SR are a huge part of my strategy. Dusk takes hits like a real pro with those gargantuan 45 / 135 / 135 defenses. Although his very low Hp stat may be a letdown, it's made up by his other defenses and allows me to use pain split rather effectively. Shadow sneak is great for picking out the weakened opponent and revenge killing as well. Will-o-wisp is really a fantastic move that completely cripples physical attackers and speeds up the killing process. Ev's are slightly changed, but still of course OHKO 4 Hp / 0 Def Heatran. Dusknoir was used over Rotom because of better defenses and pain split. One of the main reasons people choose Rotom is to counter Gyarados, but that's is something Vaporeon does well already. Pain split + WoW is also useful for taking down opposing tanks and walls such as Swampert.
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Boulder (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/100 Atk/158 Def IV's: 0 Spd
Relaxed nature (+Def, -Spd)
- Explosion
- Gyro Ball
- Rapid Spin
- Spikes

Another important part of my strategy is to use spikes and rid of entry hazards, the ability to do both is almost exclusive to Forry. He's the only defensive steel type of the team, and as such provided many important resists. With 3 layers of spikes and SR down, neutral non flying pokes take 37% every time they switch in. Gyro ball's power is boosted tremendously with a relaxed nature and 0 speed IV's, hitting a 79 speed stat. One of Forry's most useful assets is to switch into a Mence outrage and 2HKO with gyro ball. Lately I've been having second thoughts about explosion. Forry is obviously too slow to pull it off at low health, and I prefer him to stay in the battle for a while. I'm also searching for an alternative EV spread that focuses more on special defense, so suggestions on that would be greatly appreciated. Ev's are once again simply a slight deviation.
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Bloo (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/70 SAtk
Bold nature (+Def, -Atk)
- Hidden Power [Electric]
- Protect
- Surf
- Wish

Vaporeon, the bulky water, Gyara counter, and holder of the sacred move wish. Wish support is invaluable to most teams, and mine is no exception. Wish is great for Forry and even Dusknoir sometimes, as he can appreciate reliable recovery the turn he switches in. Surf and ice beam was the original attacking combo I had, but HP electric helps me with the battle against flyers such as Skarmory and other waters. Vappy also goes pretty well in tandem with Hippowdon. Hippowdon can take the electric attacks aimed at Vappy, while Vaporeon can take grass knots, water and ice type attacks directed at hippo. She also is a great Infernape counter, since most variants (especially mixed) can have fun with my team. Since bliss has aromatherapy vappy will most likely being the one to take any sleep status and activate sleep clause. When the threat has been handled, her status is simply blown away. I moved the Spd EV's into SpAtk since outspeeding Skarmory and Metagross wasn't too important to me.
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Juevo (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/6 Spd/252 SDef
Bold nature (+Def, -Atk)
- Toxic
- Seismic Toss
- Softboiled
- Aromatherapy

Without a doubt, the #1 special wall in the game deserved a rightful place on my team. She stops pretty much any specially based assault completely cold, then handles accordingly to take them down. The last thing I need is toxic to plan the doom of Dusknoir and Hippowdon, so aromatherapy prevents such status from ruining the team. Toxic itself is always handy to have for opposing walls, even sweepers as to speed up and plan an impending death. The main reason I chose seismic toss was for damage output. Flamethrower, ice beam and thunderbolt simply don't give enough damage, while seismic toss reliably puts a large dent in most of OU. Sure, I'm walled by Gengar, but most Gengar can't deal significant damage to her (of course, sub punch variants can be handled otherwise), and Gengar typically don't stay in against something they can't possibly put a dent in. Since I no longer have the attack, I moved the SpAtk ev's into SpDef. the leftover 4 went into speed, since outspeeding other Blissey was the most useful thing I can do with the 4.
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Anakin (Lucario) (M) @ Life Orb
Ability: Steadfast
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Crunch
- Extremespeed
- Swords Dance

Luke, the broom of the team. After all the status that foe has likely taken, and all the extra damage from hippo's phazing and switches, Luke's sweep becomes a tiny breeze. I'm sure everyone knows this works- SD then clean up with STAB and powerful priority. Crunch for ghosts. Rather simple, but deadly in effectiveness. The team isn't revolved around him, however, nor does anything the team do, do it only for aiding his sweep. His sweep, like anything else, is aided greatly by everything else the team has done, is all.
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Team Building Process

I started out with no guaranteed spots on my team. I knew exactly what I wanted though- a physical wall, special wall, wish support, cleric support OR a sleep absorber, status absorber, spikes and SR support, a RS'er, a spin blocker and a late game sweeper. Multiple roles, yes, but all were filled.

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Hippowdon was chosen first. She is a great physical wall, can setup SR and has the addition of setting up a permanent sandstorm.

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Next I found Rotom to be a great spin blocker. Once I found vappy with HP electric though, I quickly found dusk's advantages and chose him instead.

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I then came across Forretress. He has good typing, with access to rapid spin and spikes. Definitely earned a spot on the team.

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The list of necessities was narrowing and I really wanted to find a wish passer. Vaporeon has a fantastic ability, good defenses, great typing and access to wish. Instantly made it's way onto the team.

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I then realized I only needed 3 more roles filled, but only 2 spots left. Blissey has the addition of being THE best special wall, and provides reliable cleric support, so those roles were filled.

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Lastly was the cleaner. I had a long list at my disposal that was narrowed down to SubBounce Gyara, Mixmence, DDmence, Agiligross and SDLuke. Lucario shined above the rest late game, so he filled the last position.

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And thus, the team was complete. Two big bonuses were that no poke was SR weak, and I have at least 1 resist or immunity to every type except ground.

Well, thats my RMT. I'm open to all criticism and viable suggestions, all will be taken into account and tested. A threat list will be in the next post. I guess that's it, I hope you enjoyed my first Smogon RMT!
:toast:
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Threat List (Modeled after JabbaTheGriffin’s thread)


Defensive Threats:

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Blissey–
Forry doesn’t mind her status and can explode / gyro ball. Luke destroys when he sweeps. Dusk won't like status, but pain split wrecks the egg.

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Bronzong–
Can’t do much to the team. Usually Dusk can WoW and wear down at it.
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Celebi– Not getting through Blissey. I’ll spew toxic repeatedly to pseudo phase the little bastard. It's still rather unpredictable, and the ability is irritating. Still, natural cure means no SR or spikes immunity. He can recover the damage as well though :/

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Cresselia- Bliss laughs at any assault and toxic’s it. RestTalk is annoying though. Luke can crunch it during the sweep.

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Forretress-
Dusk can WoW and wear.down. Hippo can also handle to an extent. Not gonna dent my team, but Bliss will cower in fear, especially with explosion.

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Gliscor- Vappy handles very well. Dusk can WoW as well. Stallbreakers rape if Vappy is gone. Actually, any taunting Gliscor is annoying period.

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Gyarados- Vappy, same as offensive. Handled easier IMO.

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Hippowdon- A bit of a toss up actually. Most of the time Dusk can beat it with WoW and pain split, but it has a powerful STAB EQ and slack off. Bliss can toxic, then it’s gone, but she’ll likely take a toll from it.

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Jirachi- Pretty unpredictable and annoying like Celebi. CM is laughed at by Bliss. Hippo can handle it decently as well.
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Rotom-A - I have a HUGE weakness to subcharge Rotom. Otherwise, it’s not touching the pink egg. She hates scarves, however.

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Skarmory– This metal bird can’t do anything to me. Once it’s WoW’d, it’ll die eventually. Vappy’s attack deal good damage to it as well. Forry puts his efforts to waste.

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Snorlax– Curse variants are blown away by my hippo. Forry can explode on anything else. Luke beats it quickly during the sweep.

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Suicune- It’ll be an interesting battle. Vappy walls crocune but cune will most likely win due to pressure. Non resttalkers answer to Bliss.

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Swampert- Dusk handles very well. ResTalkers are annoying though. Cursepert is roared away. RestTalk pert is walled by Vappy completely. But Vappy will have trouble taking it down

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Tyranitar– Luke sweeps endgame. Tyraniboah is a butthead, I can't get rid of the sub without taking some large damage. Hippowdon can beat it though as well. Same as offensive really.

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Vaporeon– My own Vappy, and Bliss of course. It's crucial usually to get this thing down or it's just prolonging the battle to the point where the foe can either gain the upper hand or get further ahead.

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Zapdos Can’t get through Bliss. Same as offensive, really.

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Offensive Threats:

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Azelf–
I don’t think I’ve ever seen him not leading. Anywho, it depends on the moveset when leading. I’ll try to SR in case they don’t have taunt. If they do, switch to Forry for a gyro ball assault. Sometimes the carry FB as well, which means bye bye Forry. Dusk can pick off with shadow sneak. The occasional NP attackers can face Bliss.

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BreloomPretty damn irritating. Vappy has to switch and take the spore. Dusk avoids FP, cripples with WoW and wears down at it. Other than that I'm in trouble. Subs are very annoying as well.

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Gengar– Bliss can take the attacks, but must be weary of explosion Dusk can take FP variants. After some LO recoil, Dusk can pick off with shadow sneak.

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Gyarados– Vappy. Easily Vappy. Dusk can maim with WoW as well. Tauntdos is annoying, but Vappy handles even easier since the only attack has 80 accuracy.

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Heatran– Same problem with magnezone. Bliss can take all assaults but I have to be cautious of explosion. Although this time, offensive variants are OHKO’d by Dusk’s EQ. Taunttran is a pain in the ass as well, but those can be washed away by Vappy.

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Infernape–
Vappy handles most variants. Dusk can also win against it, to an extent.

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Jolteon- Blissey lol’s at it.

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Latias– Bliss. Nuff said. Refresh variants will beat her in long run, so most likely those will be roared away.

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Kingdra Special hitters can’t get past Bliss. Forry can check with explosion. Mostly handled by which side it hits from.

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LucarioHippowdon dispatches of SD Luke quickly. I never see anything other than SD TBH. Special variants can’t get through Bliss. Mixed ones can be trouble, but Hippowdon can handle usually.

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Machamp– Dynamicpunch variants are answered by Dusk. I have to be careful with guts as you can imagine. RestTalk variants are a bitch, and might force Forry to explode on him.

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Magnezone Will never get through bliss, but bliss won’t like explosion. It depends on the set really. Choice sets are walled by my pokes, but like I said I can never really tell when exlosion is gonna blow Bliss to pieces. Also irritating for Forry while setting up, really ruins him actually. He HAS to be out of the way for Luke to sweep.

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Mamoswine– Dusk can maim with WoW and wear down, easy thanks to pain split. Forry powers powerful gyro balls at it.

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Metagross– Many are setup fodder for Forry. Hippo also handles every well. Dusk can also thanks to WoW.

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SalamenceForry handles if its locked in outrage. Hippo can roar away other wise, and with SR up it’s gonna irritate him. Mixmence is a problem though. Hopefully by the time Luke sweeps he’s in rage for a KO by extremespeed.

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Scizor- Dusk cripples with WoW. Forry and hippo shrug off most hits. SD variants are roared away. I have to be careful when they switch into Bliss, since they usually pursuit me an take off about 45%.

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Starmie– Just to be safe Dusk will block a potential spin. Otherwise, Bliss laughs at any assault. Specs hurts though.

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Tyranitar Hippowdon. Luke murders when he sweeps. Tyraniboah can be a problem, however. I'll prolly get through it but it'll hurt to do so.

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Zapdos– Bliss shrugs off attacks and cripples with toxic.

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Possible problems I’m aware of:

Breloom
SubCharge Rotom
SubPunch Gengar
Mixmence
TyraniBoah
Magnezone

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Once again, I hope you enjoyed my RMT, and thanks for reading! :pimp:
 
Decent stall team, but there are a few changes you should consider. First one is pretty small, but I feel greatly benefits your team. Change Leftovers to Shed Shell on your Forretress. You have Wish support, so he doesn't really need the extra recovery. On the other hand, he's a pretty intricate member of your team that you don't want to lose just because your opponent brought a Magnezone.

Next it to patch up your slight SubGar weakness, by changing Dusknoir to a Standard Rest/Talk Spiritomb. That set can be found here. This set can maintain priority if you so wish, along with having better typing defensively (Pursuit won't be super effective!) It also maintains the ability to cripple with WoW. The only thing you're losing is the easy switch in to Bug Attacks, but that shouldn't be a major deal.

Can't think of anything else right now, but I might edit in something else later. Good Luck!
 
Not a bad stall team. I've used stall quite a bit, so I kind of know what hurts it. First off, I do see a pretty big Lucario weakness. Lucario can come in on Forretress or Blissey and set up pretty easily. It will pretty much tear your team apart. Your Hippowdon really isn't an answer to Luke, as a +2 LO Lucario will do 80.71% - 95.24%. So after Hippo takes a bit of prior damage, Lucario will sweep. So as a back up, I suggest replacing Lucario with this, a choice scarf Jirachi:

Jirachi @ Choice Scarf
EVs: 6 HP/252 Atk/252 Spd
Jolly nature
- Iron Head
- Ice Punch
- Fire Punch
- Trick

This Jirachi can switch into Lucario as it uses SD and kill it with Fire Punch. It also makes a good SD Scizor counter. It can also beat other things that will give your team trouble, such as Salamence, Gengar, and Suicune. The Jolly nature will outspeed a +1 speed Adamant Mence and tie with a +1 jolly one. Ice Punch will OHKO. Iron Head can outspeed Gengar and flinch it to death. Your team also has troubles with CM Cune. Nothing on your team can handle it. Suicune can out stall both Blissey and Vaporeon with its ability, pressure. Jirachi can also be used to take care of Cune by tricking over a scarf to it, making it useless. Just be sure not to use Trick early in the game because Jirachi needs a choice scarf to do its job as a revenge killer. Jirachi can also do Lucario's job as a late game sweeper if played correctly, in addition to checking a whole lot of pokemon that may cause your team trouble.

A standard Rest Talk Rotom is generally a better spin blocker than Dusknoir. Not just because it can counter Gyarados, but it can also outspeed most Tyranitar can WoW it before it Crunches. However, a Spiritomb is also a good choice, as Hunt pointed out because it can beat Gengar. Both Rest Talk Spiritomb or Rotom would be pretty good replacements for Dusknoir.

Lastly, you no longer need all of those defence EVs for Forretress because you now have Jirachi to revnge kill DD Mence. I suggest you change your Forretress set to this one:

Forretress @ Leftovers/Shed Shell
EVs: 252 HP/4 Def/252 Sp Def
Careful nature
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback

Defense EVs are not needed too much for a Forretress if its only role on a team is a Spiker and Spinner. Gyro Ball and Explosion are not needed much on this kind of team either. Using Toxic Spikes and Payback instead will benefit you much more. Toxic Spikes will help you stall out your opponent faster. It will be constant damage. Payback will also let you hit Rotom and other ghosts trying to block your Rapid Spin. Forretress can also handle Gengar without HP Fire. The Special Deffense EVs will let you set up and spin much more easier. The EVs and Payback will also let you deal with a CM Refresh Latias, who can be an annoyance for stall teams. The decision between Shed Shell and Leftovers is based on your preference. If you dont want to take the chance of being trapped by Magnezone, use Shed Shell because you do have Wish support. If you want the reliable recovery of Leftovers, use that instead.

Hope my advice helps! :)
 
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