THE ART OF SUN STALL







Hello everyone! Electrolyte here- from my time around this forum, I'm sure a lot of you probably know me well. Over the summer, for a book report I read Sun Tzu's Art of Warfare- and in it were a lot of techniques and strategies of war in which I will touch upon in my RMT. A while ago, my buddy NixHex came to me and asked me if I've ever tried out Sun Stall. 'No,' I replied. 'But it sounds really interesting.' A lot of people think that offense is the only thing Sun can do- and because I am a hipster, I wanted to prove them wrong. So he gave me his team, and that was the basis of what my team is today. But it's been a long way- and some pretty massive changes had been made since then.
Sun Stall is indeed a rare strategy, however. In my whole year of battling experience, I have not yet encountered a single Sun Stall team- all of them were offensive (and that was when I even saw a Sun team to begin with) Sun Stall is rare not because it's hard, but because it's useless. Most Stall teams don't need sun at all- fire types, the main abuser of the Sun, are not really defensive at all- if you'll look at some of the premier fire types of the tier (Infernape mainly) not many pokemon are suitable for a defensive role. It's not that it's not effective, it's just stall teams don't need sun, and therefore don't use it, so it's not as popular.
I'm about to change that now. Behold, Electrolyte's ART OF SUN STALL






Changes will be in RED
TEAMBUILDING
Sorry, but I'm going to have to force you to read this xP I started off with NixHex's Sun team: consisting of the pokemon down below.





His team was semi-stall, but I didn't like his Venasaur, so I changed it to Jumpluff. Best decision of my life. Jumpluff brought a lot to the table- blazing fast Sleep Powder (fastest in the game) Jumpluff's Leech Seed and fast Substitutes were also really useful for scouting. Most of all, Jumpluff's superfast Encore helped me manage set up sweepers- even at +1, there is not a single pokemon that can outspeed Jumpluff in the sun. At +2, only pokemon with base 96 speed and full investment can outspeed Jumpluff (of which there are none.) Losing Venasaur meant losing a poison type- and hazards were really starting to annoy me. I then replaced Cresselia with Tentacruel, and it worked pretty well. Because the team needed a strong revenge killer, I replaced ____________ with Terrakion, to help me deal with Steel types and Tornadus-T.






Weavile was ok, but it really wasn't pulling its own weight. It was way too frail, and it was not powerful enough to counter the things I needed gone. Sure, it outsped Tornadus-T and revenge killed Dragons, but I had Terrakion to do that, and Terrakion did it a lot better. I replaced Weavile with Choice Specs Latios. Tentacruel was also doing bad for me- it spun, but it never really got the chance to set TSpikes, and its Scald wasn't helping the team much, because it never got the chance to use it. I replaced it with bulky Spinner Starmie, who helped me take a lot if hits from Fire types and fighting types.






That was the team that I used for a very long time- but as time passed, I grew less and less fond of it. Even though it was a bulky set, Starmie never really cut it as a defensive spinner. Latios and Terrakion were great sweepers, but they were a bit anti-stall: by this I mean that they made me weak to hyper offense- and as any stall player knows, countering HO is one of the most important things Stall has to do (and also what makes it so hard) I also had a massive weakness to the blobs- I had 5 special attackers and Terrakion- there was too much wallbreaking pressure on Terrakion, and although it's a great pokemon, it was just too much to handle. Here, I underwent the largest changes of my team- I replaced Starmie with Forretress to take hits better, hit physically, spin, and set more hazards (because what is a stall team without hazards, eh?) I switched Latios and Terrakion for Bulky Attacker Rotom-W and Choice Scarf Landorus-T, who added offensive pressure, but at the same time were 'bulky' and could pivot. It was just what the team needed.






So there's my team!






IN DEPTH LOOK
'Terrain' (Ninetales) @ Leftovers
252 HP / 4 SpA / 252 SpD
Calm nature (-Atk, +SpD)
~Roar
~Fire Blast
~Hidden Power Fighting
~WiloWisp



'Terrain' (Ninetales) @ Leftovers
252 HP / 4 SpA / 252 SpD
Calm nature (-Atk, +SpD)
~Roar
~Fire Blast
~Hidden Power Fighting
~WiloWisp
'Strategic position (hsing) is an ally in battle. To assess the enemy's situation and create conditions that lead to victory, to analyze natureal hazards and proximate distances- this is the way (tao) of the superior commander.'
~Sun Tzu
~Sun Tzu
Ninetales is the Kyubi that alters Terrain for me, hence its name. By controlling the effects of the land around the battle, I can be sure that I will have a massive advantage. Sun isn't the only thing Ninetales brings- it keeps the Terrain unsuitable for set up from opposing pokemon- it phazes with Roar, and abuses hazards set by its teammates. By constantly shifting through the enemy's defenses and dragging out pokemon that create a disadvantage for my opponent, I can gain control of the battlefied. This Ninetales is also my go-to special wall- full investment in Special Defense and HP ensure that I can take as many hits as possible and constantly switch in to take hits for the rest of my team. Flamethrower is the STAB of choice- even with little investment, it hits quite hard, because Ninetales automatically comes in with a +2 SpA boost when using fire type moves. Hidden Power Fighting hits Tyranitar for pretty decent damage, and is mostly used for coverage purposes. Hypnosis rounds off this set, and allows me to cripple one pokemon from my opponent's team.
A shout out to NixHex for being an awesome friend and introducing me to this set (which had Substitute over Roar)! :D Still, this one is the one I'm most unsure about- I feel like its set could be optimized, and I'm not sure what moves to give it. Roar should stay, but with Hypnosis I'm on-the-fence because Jumpluff has Sleep Powder.
Synergy:
-Jumpluff, Rotom-W, Landorus-T
- Heatran, Rotom-W, Forretress, and Landorus are neutral
-Jumpluff, Rotom-W
A shout out to NixHex for being an awesome friend and introducing me to this set (which had Substitute over Roar)! :D Still, this one is the one I'm most unsure about- I feel like its set could be optimized, and I'm not sure what moves to give it. Roar should stay, but with Hypnosis I'm on-the-fence because Jumpluff has Sleep Powder.
Synergy:






'Incendiary Attack' (Heatran) @ Air Balloon
252 SpA / 4 SpD / 252 Spe
Timid nature (-Atk, +Spe)
~Magma Storm
~Sunny Day
~Solar Beam
~Earth Power
'In order to use fire there must be some inflammable fuel (yin), and such fuel must always be kept in readiness. There are appropriate seasons for using fire, and appropriate days that will help fan the flammes.'
~Sun Tzu
Heatran is the fire to my opponent's supplies- he burns down their support and weakens the opponent with his extremely powerful Sun boosted Magma Storms. This set is the glue of the team- and it's what allows me to beat the highly offensive Rain offense. People see a Heatran, and think that their defensive Politoed is a good counter- but that's not true. This Heatran is specially devised to assassinate my opponent's support- Politoed. After trapping with Magma Storm, I Sunny Day, and then Solar Beam the ugly frog to death. Credit goes to Tobes for this set, and I tweaked it a bit- putting Stealth Rock over Hidden Power Ice so Heatran can support the team as well. It's obvious why I called Heatran 'Incendiary Attack', but there's a deeper meaning to it. The fuel Sun Tzu refers to is Heatran's Sunny Day- which aids Ninetales in Terrain control, while at the same time setting the stage for some major burning. This thing is so powerful; not many pokemon that don't resist Magma Storm can take one in the sun.
Because I want Heatran to hit hard and hit fast, I put maximum investment in Speed and Special Attack. I then stashed the remain 4 evs into special defense so Genesect would get an attack boost instead of a Special Attack boost- making it a lot less dangerous. Air Balloon is used to avoid Earthquakes from Dugtrio and friends, though Dugtrio is not really a threat because it dies to Magma Storm's passive damage.
SYNERGY:






'Morale'(Jumpluff) @ Leftovers
4 Def / 252 SpD / 252 Spe
Calm Nature (-Atk, +SpD)
~Leech Seed
~Sleep Powder
~Substitute
~Encore
'An entire enemy army can be demoralized, and its commander can be made to lose heart. Now, in the morning of the war, the enemy's morale is high; by noon, it begins to flag; by evening, it has drained away. Thus the expert in using the military avoids the enemy when his morale is high, and strikes when his morale has flagged and has drained away.'
~Sun Tzu
Morale is what Jumpluff manages. No, I'm not a prick and rely on cheap strategies and ragequitting to win. If that's what you think Jumpluff does, then you're far from the truth. Jumpluff's blistering speed and great set of resistances is the backbone of the team. (ragequitting is just a bonus, because Jumpluff is so awesome) Jumpluff prevents opposing Stall and set up sweepers from trampling all over my team with its lightning fast Encore. Leech Seed is another great support move Jumpluff offers- it helps me beat pokemon with massive HP stats such as Blissey, Chansey, or Snorlax. Substitute is a really useful move too- because of Jumpluff's speed, it always goes first- and acts like a pseudo protect that prevents status and sometimes lasts for a longer amount of time. Sleep Powder rounds off the set, shutting an enemy down, allowing for easier switch ins and set up from other teammates.
Although Jumpluff is blazing fast already, I put 252 evs into Speed just so that it can outspeed Gliscor in the sand. I maxed out its Special Defense to allow it to take Hydro Pumps and Scalds like nothing, and the remaining 4 evs I put into Defense. No HP investment allows me to make as little HP'ed subs as possible, giving me the ability to make more off of Leech Seed recovery. Leftovers are there to help me gradually recover off Substitute damage when Leech Seed can't be used.
SYNERGY:








'Preparations' (Forretress) @ Leftovers
252 HP / 252 Def / 4 SpD
Relaxed nature (-Spe, +Def), 0 Spe IVs
~Spikes
~Gyro Ball
~Volt Switch
~Rapid Spin
'The expert in using military does not conscript soldiers more than once or transport his provisions repeatedly from home. He carries his military equipment with him, and commandeers (yin) his provisions from the enemy. Thus he has what he needs to feed his army.'
~Sun Tzu
Really, how the heck does Forretress eat Leftovers?
Anyway, Forretress is my portable-hopefully-not-so-heavy-spike-stacking-spinning-gyro-balling bag worm. Instead of drawing support from who knows where, I carry it with me in a little nutshell. His defenses are huge, his support moves are many, and his usefulness abounds. He supports the rest of my team by laying hazards- because what is a Stall team without hazards? If you'll notice, my team also has a slight weakness to Stealth Rock- well, no worries, because this guy makes sure they stay off the field and out of the way with Rapid Spin. His Spikes are always useful- and it's not hard to set all three layers. They rip off 25% of my opponent's health, and allow me to stall them a lot faster. TSpikes is useful too- it helps Jumpluff do its job a lot better, by decreasing the stalling time. Toxic Spikes also puts a timer on pokemon like Volcorona- who, if they could get a few boosts, could outspeed and avoid Jumpluff's Encore and sweep my whole team. This guy has pretty decent synergy with Ninetales, who can abuse hazards and take fire type moves for him. Gyro Ball is the last move- and it hits like a truck. Gyro Ball also gives me an extra physical attack, so I'm not completely walled by special defenders like Tyranitar should Landorus-T go down.
Maximum investment in Defense and HP allows this Forretress to take physical hits all day- even ones from some of the strongest attackers in the tier- choice band Haxorus, DDMence, and CB Scizor all fail to even scratch my walnut. The remaining 4 evs give Forretress a miniscule amount of special bulk- but it's there, nonetheless. 0 spe ivs maximize the power of Gyro Ball, so I can hit as hard as possible.
SYNERGY:




'Agent Double' (Rotom-W) @ Leftovers
52 Def / 252 SpA / 60 SpD / 144 Spe
Modest nature (-Atk, +SpA)
~Volt Switch
~Hydro Pump
~Pain Split
~Wil-o-Wisp
'Double agents are enemy spies who report to our side... Only the most sagacious ruler is able to emply spies; only the most humane and just commander is able to put them into service; only the most sensitive and aler person can get the truth out of spies.'
~Sun Tzu
Rotom is my double agent. He feigns a scarf- to trick the opponent into revealing his set. Then, with the information taken, he quickly Volt Switches to the best counter- giving me momentum and information at the same time. Rotom also acts as my bulky pivot- its reasonable bulk lets me take hits all day, even without that much investment. This Rotom is the pain split variant- the variant that feeds off of the unsuspecting Gastrodon's massive HP stat, and slowly decays my opponent from the inside. To add burn to the hurt, Rotom has Wil o Wisp- which allows me to cripple an off-guard physical attacker who thinks they can set up. Hydro Pump is the main STAB of choice, as it hits like a truck in enemy territory- Rain. Volt Switch slams bulky waters and flying types, and allows me to go to a pokemon that would have a better matchup. Rotom also works hand in hand with Landorus to cripple opposing physical attackers through burns and Intimidate.
I know that the set on-site recommends 112 HP evs, but I moved them to special defense and defense to both increase Genesect's Attack stat and to maximize the damage output of Pain Split while still keeping a lot of bulk. Maxed out Special attack allows me to hit like a truck- even when Sun is up. 144 Speed evs allow me to outspeed 252 ev Breloom, and burn it before it becomes a threat.
SYNERGY:




'Strategic Changes' (Landorus-T) @ Choice Scarf
200 HP / 64 Atk / 244 Def
Adamant nature (-SpA +Atk)
~U-Turn
~Earthquake
~Stone Edge
~Stealth Rock
'Therefore, in warfare rely on deceptive maneuvers to establish your ground, calculate advantages in deciding your movements, and divide up and consolidate your forces to make your strategic changes.'
~Sun Tzu
The Scarfer of my team has a lot more to do than to strut around a show off his fashion. Landorus-T is my strategy. What do I mean by that? Well, I use him to plan my next move- based on how my opponent reacts. His high speed and powerful attack and great coverage mean that I'll be threatening with a super effective move 90% of the time- and that's just what I want. By feigning offense and going for the U-Turn, I bait in a counter and then switch to a pokemon that can deal with that counter. What makes Landorus different from Rotom-W is that I actually do sweep with it- it's my late game cleaner. After all of my special attackers have decimated physical walls such as Gliscor or Skarmory, Landorus is free to just wreck shit with his beautiful EdgeQuake combo. Superpower is a filler move that I rarely need to use, but it certainly hits Tyranitar harder than EQ. His ability is really useful too- it just adds on to the need for my opponent to switch- allowing me to use my hazards and gain momentum. How's that for strategy.
Because Landorus is a sweeper, maximum Attack and speed are necessary. Even with a speed boosting nature, Landorus-T hits like a truck- and his EdgeQuake combo is really hard to counter. The rest of the evs are stashed into HP to give Landorus a tad more bulk. It's fun to survive 2 of Aerodactyl's Stone Edges and live with 1 HP.


So there's my team. I'll add in the threatlist later. Please, leave a rate, a comment, and a Luvdisc if you liked my team. Thank you for reading!






Potential Changes:
none for now
none for now
SHOUT-OUTS
ClubbingSealCub- you really helped me improve this team, even if it was just a few minor fixes and ideas. Also, thanks for the battles! I really enjoyed testing with you.
NixHex- how can I not thank the person that made me do all this? You've been a great friend, and showed me how to play tactically. You also constantly gave me advice and tips. Thanks for everything!
MAGIC123- I had a really fun match with you, back when this team still had Tentacruel, Latios, and Terrakion. You're a great guy; thanks for the battle!
Shining_Latios- our battles were great, and I learned about countering opposing Sun. Also, thanks for giving me support when I was depressed after my 5 loss streak! [/B]
everyone else I had a memorable experience with on PS!- although I may not have known all of you, it was great testing my team. Keep battling!
YOU GUYS- for taking the time to read my RMT. I hope you enjoyed it!
IMPORTABLE
Please, test out the team. Also, keep the nicknames, they'll remind you of how to use each pokemon. Good luck, and manage this team like a good commander. ClubbingSealCub- you really helped me improve this team, even if it was just a few minor fixes and ideas. Also, thanks for the battles! I really enjoyed testing with you.
NixHex- how can I not thank the person that made me do all this? You've been a great friend, and showed me how to play tactically. You also constantly gave me advice and tips. Thanks for everything!
MAGIC123- I had a really fun match with you, back when this team still had Tentacruel, Latios, and Terrakion. You're a great guy; thanks for the battle!
Shining_Latios- our battles were great, and I learned about countering opposing Sun. Also, thanks for giving me support when I was depressed after my 5 loss streak! [/B]
everyone else I had a memorable experience with on PS!- although I may not have known all of you, it was great testing my team. Keep battling!
YOU GUYS- for taking the time to read my RMT. I hope you enjoyed it!
IMPORTABLE
Terrain (Ninetales) @ Leftovers
Trait: Drought
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Flamethrower
- Roar
- Hidden Power [Fighting]
- Hypnosis
Incediary (Heatran) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 30 Atk
- Magma Storm
- Sunny Day
- SolarBeam
- Stealth Rock
Preparations (Forretress) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 30 Atk / 30 Def / 0 Spd
- Spikes
- Rapid Spin
- Gyro Ball
- Toxic Spikes
Morale (Jumpluff) @ Leftovers
Trait: Chlorophyll
EVs: 4 Def / 252 SDef / 252 Spd
Calm Nature
IVs: 0 Atk
- Leech Seed
- Encore
- Substitute
- Sleep Powder
Strategic Changes (Landorus-Therian) (M) @ Choice Scarf
Trait: Intimidate
EVs: 4 HP / 252 Def / 252 Spd
Jolly Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- U-turn
- Earthquake
- Stone Edge
- Superpower
Agent Double (Rotom-Wash) @ Leftovers
Trait: Levitate
EVs: 112 HP / 144 Spd / 252 SAtk
Modest Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Trait: Drought
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Flamethrower
- Roar
- Hidden Power [Fighting]
- Hypnosis
Incediary (Heatran) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 30 Atk
- Magma Storm
- Sunny Day
- SolarBeam
- Stealth Rock
Preparations (Forretress) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 30 Atk / 30 Def / 0 Spd
- Spikes
- Rapid Spin
- Gyro Ball
- Toxic Spikes
Morale (Jumpluff) @ Leftovers
Trait: Chlorophyll
EVs: 4 Def / 252 SDef / 252 Spd
Calm Nature
IVs: 0 Atk
- Leech Seed
- Encore
- Substitute
- Sleep Powder
Strategic Changes (Landorus-Therian) (M) @ Choice Scarf
Trait: Intimidate
EVs: 4 HP / 252 Def / 252 Spd
Jolly Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- U-turn
- Earthquake
- Stone Edge
- Superpower
Agent Double (Rotom-Wash) @ Leftovers
Trait: Levitate
EVs: 112 HP / 144 Spd / 252 SAtk
Modest Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split