This squad is by no means meant to be something amazing that will steamroll the enemy team, it is however very fun and can cause some opponents to just give up out of sheer frustration from having to deal with it. Again, not a team you should use if you're trying to climb up the ladder but for sure something to try if you want to have some fun.
As the name states the Fat Bois, formerly known as the Chunk Squad, formerly known as the Unbreakable wall of Chonk, this team is meant to annoy your opponent to death until they give up or their computer dies on them (whichever comes first). This team is pretty much a combination of bulky walls, utility Pokemon, and ditto to be as mean as possible while chipping down your opponent. It's a fairly easy team to use as well as there are no crazy combos or weird team members, just a bunch of walls and utility. I would recommend it to anyone who's getting a bit bored of the meta and of whatever team is your favorite at the moment, as nothing is more fun than annoying strangers on the internet playing pokemon with a team like this.
The first member of the squad is Toxapex, and this is a pretty obvious choice for an annoying bulky team like this. A pretty standard set for this guy but because we have a Ditto to deal with any annoying set-up sweepers we don't need to put haze on the Pex and can do something like this instead. I personally prefer this set, but if you're wanting to change it up toxic can always be swapped in with baneful bunker or toxic spikes. One thing to remember is that while baneful banker might seem like a great way for Toxapex to stall Urshifu (bane of my existence), it's ability, unseen fist, just bypasses it completely. You won't even get a poison off, but it will take 2 wicked blows to bring Toxapex down. The best choice is to go for a scald and pray for a burn, then switch out if you don't get it.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Baneful Bunker
- Toxic Spikes
Blissey is our annoying special tank that fits well again pretty much every special attacker (the only exception being focus blast... fk that move). This is again a pretty standard Blissey set, with defensive investment to make up for it's terrible defense stats. The teleport & boots set is again a personal preference for Blissey as you can switch in another utility move (maybe thunder wave) for teleport if you so choose. I like the pivot set with teleport because Blissey really can't be chipped more than 10-20% by most special attackers/moves (except focus blast.... fk that move), and after hitting Blissey for such low damage most people switch out of their special attacker. This means with this set you can swtich in Blissey for free thanks to boots in order to tank a special attacker, then TP out on the next turn without loosing momentum.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Teleport
- Soft-Boiled
- Seismic Toss
Mew is running a utility style set and is an overall solid addition to this team. You'll notice this is the team's only form of clear with defog, and we run the standard healing move + defog that most defoggers do. Will-O-Wisp is used over other status moves (toxic, thunder wave) in order to help with scary physical attackers. Lastly is Mew's one damaging move, which in this case I like ice beam but psychic can also be used for the coverage and some additional STAB damage. We take serious advantage of Mew's versatility in this situation by using it as our defogger and adding on another status move just to be mean.
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 116 Def / 144 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Defog
Next is Clefable, running the fairly standard utility set. Moonblast and soft-boiled are a given in most Clefable sets, as are Magic Guard and the defensive EVs & nature. Heal bell is used because of the simple fact that this team is meant to outlast and slowly chip down the enemy team until they're done for, and having your team members get hit with status effects can shut this down quick. The 4th move is a bit of a toss up and can honestly be whatever you feel is best , I personally went with knock off because I found enemy walls like Toxapex and Ferrathorn to be very annoying to deal with, considering they resist poison and burning them just equals out their leftovers healing. Another possibility is to switch soft-boiled with Wish and use protect as the last move, giving Clefable some healing ability for the rest of the squad, however it's somewhat less useful without teleport.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Knock Off
- Heal Bell
Melmetal is another bulky wall but the exception to this squad in that it's the biggest damage dealer we got. This is something of a balanced set for Melmetal, as it has 3 of the standard damaging move it likes to run as well protect & leftovers on top. I've been considering whether a fully offensive choice band set could be a better addition to the team, but I like the protect & leftovers combo a little better for the sustain on the only heavy damage dealer and to scout any weird coverage moves people might be running (like fire blast on Garchomp or something crazy like that).
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Protect
- Double Iron Bash
- Earthquake
- Thunder Punch
Last but not least is the member of the squad that really doesn't require much of an explanation. This is everyone's favorite counter to set-up sweepers, scarfed ditto. Running ditto can give you the ability to deal with most scary set-up sweepers (Dragonite is the one I tend to see the most), copying their boosted stats and then knocking them out with a scarfed move. In many cases, ditto can completely reverse the game's momentum and let you take out a few more Pokemon before it can be brought down. You can also use ditto to deal with any unexpected Pokemon by transforming into them in order to cover them when the rest of your squad can't.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 30 Atk
- Transform
THREATS:
Urshifu is a bit annoying, as the only real way to deal with him consistently is to switch into Clefable to threaten a moonblast and force a switch. It's dark and fighting moves wreck the physical tanks on the squad pretty easily, but Melmetal can take him down as with some luck as banded Close Combat has a 50% chance to one shot from full health - 252 Atk Choice Band Urshifu Close Combat vs. 244 HP / 0 Def Melmetal: 432-510 (91.5 - 108%) -- 50% chance to OHKO. Ditto can also revenge kill with Close Combat fairly easily, but most Urshifu will switch out and while you'll chunk whatever they switch into, Urshifu is still going to pop up later.
Ferrathorn isn't really a "threat" on the same level Urshifu is, it's just tough to take down with this squad. The best way I've found to deal with it is to knock off leftovers (if it has them) and burn with either scald or will-o-wisp, then just whittle it down. Melmetal can do a great job of this with earthquake, but it's still annoying to deal with.
Thanks for taking the time to take a look at this fun squad! I hope you enjoy frustrating your opponents! Feel free to add or suggestions or criticism as I am by no means an expert, however I do ask that any suggestions keep the spirit of the annoying stall squad. I'm well aware that a balanced team would do much better and be more consistent, but this is way more fun.
As the name states the Fat Bois, formerly known as the Chunk Squad, formerly known as the Unbreakable wall of Chonk, this team is meant to annoy your opponent to death until they give up or their computer dies on them (whichever comes first). This team is pretty much a combination of bulky walls, utility Pokemon, and ditto to be as mean as possible while chipping down your opponent. It's a fairly easy team to use as well as there are no crazy combos or weird team members, just a bunch of walls and utility. I would recommend it to anyone who's getting a bit bored of the meta and of whatever team is your favorite at the moment, as nothing is more fun than annoying strangers on the internet playing pokemon with a team like this.
The first member of the squad is Toxapex, and this is a pretty obvious choice for an annoying bulky team like this. A pretty standard set for this guy but because we have a Ditto to deal with any annoying set-up sweepers we don't need to put haze on the Pex and can do something like this instead. I personally prefer this set, but if you're wanting to change it up toxic can always be swapped in with baneful bunker or toxic spikes. One thing to remember is that while baneful banker might seem like a great way for Toxapex to stall Urshifu (bane of my existence), it's ability, unseen fist, just bypasses it completely. You won't even get a poison off, but it will take 2 wicked blows to bring Toxapex down. The best choice is to go for a scald and pray for a burn, then switch out if you don't get it.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Baneful Bunker
- Toxic Spikes
Blissey is our annoying special tank that fits well again pretty much every special attacker (the only exception being focus blast... fk that move). This is again a pretty standard Blissey set, with defensive investment to make up for it's terrible defense stats. The teleport & boots set is again a personal preference for Blissey as you can switch in another utility move (maybe thunder wave) for teleport if you so choose. I like the pivot set with teleport because Blissey really can't be chipped more than 10-20% by most special attackers/moves (except focus blast.... fk that move), and after hitting Blissey for such low damage most people switch out of their special attacker. This means with this set you can swtich in Blissey for free thanks to boots in order to tank a special attacker, then TP out on the next turn without loosing momentum.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Teleport
- Soft-Boiled
- Seismic Toss
Mew is running a utility style set and is an overall solid addition to this team. You'll notice this is the team's only form of clear with defog, and we run the standard healing move + defog that most defoggers do. Will-O-Wisp is used over other status moves (toxic, thunder wave) in order to help with scary physical attackers. Lastly is Mew's one damaging move, which in this case I like ice beam but psychic can also be used for the coverage and some additional STAB damage. We take serious advantage of Mew's versatility in this situation by using it as our defogger and adding on another status move just to be mean.
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 116 Def / 144 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Soft-Boiled
- Defog
Next is Clefable, running the fairly standard utility set. Moonblast and soft-boiled are a given in most Clefable sets, as are Magic Guard and the defensive EVs & nature. Heal bell is used because of the simple fact that this team is meant to outlast and slowly chip down the enemy team until they're done for, and having your team members get hit with status effects can shut this down quick. The 4th move is a bit of a toss up and can honestly be whatever you feel is best , I personally went with knock off because I found enemy walls like Toxapex and Ferrathorn to be very annoying to deal with, considering they resist poison and burning them just equals out their leftovers healing. Another possibility is to switch soft-boiled with Wish and use protect as the last move, giving Clefable some healing ability for the rest of the squad, however it's somewhat less useful without teleport.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Soft-Boiled
- Knock Off
- Heal Bell
Melmetal is another bulky wall but the exception to this squad in that it's the biggest damage dealer we got. This is something of a balanced set for Melmetal, as it has 3 of the standard damaging move it likes to run as well protect & leftovers on top. I've been considering whether a fully offensive choice band set could be a better addition to the team, but I like the protect & leftovers combo a little better for the sustain on the only heavy damage dealer and to scout any weird coverage moves people might be running (like fire blast on Garchomp or something crazy like that).
Melmetal @ Leftovers
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Protect
- Double Iron Bash
- Earthquake
- Thunder Punch
Last but not least is the member of the squad that really doesn't require much of an explanation. This is everyone's favorite counter to set-up sweepers, scarfed ditto. Running ditto can give you the ability to deal with most scary set-up sweepers (Dragonite is the one I tend to see the most), copying their boosted stats and then knocking them out with a scarfed move. In many cases, ditto can completely reverse the game's momentum and let you take out a few more Pokemon before it can be brought down. You can also use ditto to deal with any unexpected Pokemon by transforming into them in order to cover them when the rest of your squad can't.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 30 Atk
- Transform
THREATS:
Urshifu is a bit annoying, as the only real way to deal with him consistently is to switch into Clefable to threaten a moonblast and force a switch. It's dark and fighting moves wreck the physical tanks on the squad pretty easily, but Melmetal can take him down as with some luck as banded Close Combat has a 50% chance to one shot from full health - 252 Atk Choice Band Urshifu Close Combat vs. 244 HP / 0 Def Melmetal: 432-510 (91.5 - 108%) -- 50% chance to OHKO. Ditto can also revenge kill with Close Combat fairly easily, but most Urshifu will switch out and while you'll chunk whatever they switch into, Urshifu is still going to pop up later.
Ferrathorn isn't really a "threat" on the same level Urshifu is, it's just tough to take down with this squad. The best way I've found to deal with it is to knock off leftovers (if it has them) and burn with either scald or will-o-wisp, then just whittle it down. Melmetal can do a great job of this with earthquake, but it's still annoying to deal with.
Thanks for taking the time to take a look at this fun squad! I hope you enjoy frustrating your opponents! Feel free to add or suggestions or criticism as I am by no means an expert, however I do ask that any suggestions keep the spirit of the annoying stall squad. I'm well aware that a balanced team would do much better and be more consistent, but this is way more fun.