SS OU The Fat Bois (A fun Gen 8 OU stall team)

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.
 
Alright, let me see if I still know how to use the htmls, I remember the RMTs being a pain, so it's fair you get at least one rate.

Urshifu, as you stated is quite a problem for your team, and Melmetal is definitely not the optimal solution, the first thing I would do, would be to give Rocky Helmet on Toxapex, this will help you in punishing, and giving more pressure on opposing Urshifus, which would help you in minimizng situations where Urshifu would spam Poison Jab, expecting a Clefable switch in. Baneful Bunker is also, extremely niche, you may consider running Knock Off as it's a great move, helps against Spectrier (breaking subs, helping Ditto in the process) and, more importantly, opposing stall teams, who give you an headache. also nerfs Ferrothorn in the process, of course, that would make Toxapex Relaxed.

It doesn't stop here, though, you see, your team has no concrete way to defeat any Volcarona with Roost, your entire team is basically fodder to it, and Ditto cannot even properly rkill it, as it only has a limited set of PPs, and QD also boost Sdef.

So, I'll go ahead, and say Switch Toxic Spikes with Toxic, Toxic Spikes, on paper are a good idea, no doubt, but the problem, is that there are MANY 'mons with either boots, defog or Rapid Spin, and Toxapex does not have the Oomph something like Life Orb Nidoking has, so whenever it set ups, the only way to reliably threaten would be a Scald burn, making the job for the spinner easier, Toxic, on the other hand, gives you the control of the situation, and greatly helps vs Volcarona, as you should be able to tank a +1 psychic from a bulky volc


With that out of the way, another big problem your team has, is Kartana, either choice band, or swords dance lo, , Knock Off puts Ditto on its toes, Melmetal definitely does not like either Knock or Sacred, and stuff like Clefable, Blissey and Toxapex are basically a free setup, as they don't like powerful moves like leaf Blade or Smart Strike.

Choice band Pheromosa is also problematic, not Kartana's levels of problematic, but still.
Like many stall teams, Heatran also gives this team terrible problems, it's not technically impossible to defeat it, but requires several risky plays during the match.

Now, brace yourself, while the suggestions for Toxapex are pretty much standard, the one I'm gonna give to you regarding these threats, isn't like that, at all, and it's more tailored to your team specifically.
Have you considered Max Speed Buzzwole over Mew?
Max Speed buzzwole offers you, first and foremost, an actual Ground resist for your team, who has 2 ground weak 'mons and no resist, it perfectly stops urshifu, even though it has no pdef evs, can tank +2 Smart Strike lo from kartana after Stealth Rocks, and get health back with Drain Punch, a 4 evs in atk also gives you beast Boost for Atk, so at least it isn't a total jobber. It is also helpful against Landorus-Therian (another big guy you struggle with), Physical sets of Pheromosa, since it has access to Poison jab and Drill Run, Excadrill, Garchomp, Ferrothorn, Rillaboom (your only grass resist can be easily worn down, does not like knock Off, and it is weak to fight and ground) and so on.
I suggested Jolly, because this way, you can kill both Modest Nidoking (always calc on hand when it attacks your blissey switch in, you don't want to lose everything because it's Timid) after a Seismic Toss from Blissey (Taunt has seen a spike in usage to disrupt Blissey) and max speed Heatran (like Nidoking, Rocks, seismic toss+Drain Punch will kill the unsuspecting Heatran), in case this one has Taunt/Metal Sound

This change means the removal of your Defog user, but I do not think it's important for your team, you have HDB Blissey, Magic Guard Clefable, Regen Toxapex, Buzzwole like the other 3 'mons I mentioned has a recovery, and, if you're facing a protracted battle against another stall team, where these measures are "outlived", it means one of the 'mons used by the opponent has Defog, so you can easily copy that with Ditto.

buzzwole.gif

Buzzwole @ Leftovers/Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Ice Punch
- Roost
- Toxic


You can opt for Leftovers, if you don't feel enough confident about not having max Def, otherwise Rocky helmet for chipping damage, Protective Pad is pointless as you have Heal Bell. 240 Speed is pointless, you only gain 12 points to spend in Atk, while being at risk against people who speedcreep Heatran.
toxapex.gif

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD
Relaxed Nature
- Scald/Haze
- Recover
- Knock Off
- Toxic
Take care.
 
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I have a couple suggestions that will increase one of your mons longevity by a huge amount, and that is to give Blissey Leftovers and Toxic instead of Heavy Duty Boots and Toxic instead of Teleport.
So, I'll go ahead, and say Switch Toxic Spikes with Toxic, Toxic Spikes, on paper are a good idea, no doubt, but the problem, is that there are MANY 'mons with either boots, defog or Rapid Spin, and Toxapex does not have the Oomph something like Life Orb Nidoking has, so whenever it set ups, the only way to reliably threaten would be a Scald burn, making the job for the spinner easier, Toxic, on the other hand, gives you the control of the situation, and greatly helps vs Volcarona, as you should be able to tank a +1 psychic from a bulky volc
Due to this, you don't have a way to Badly Poison the foe aside from Pex. As such, Toxic allows Blissey to effectively Toxic stall. Leftovers give Blissey a recovery option aside from Soft Boiled, and a health restoration method between turns. Heavy Duty Boots aren't the best option due to the Leftovers's passive healing and Blissey's astronomical HP. Plus, the average OU team only uses Stealth Rocks, so Blissey only takes 12% of its HP. It easily heals itself with Leftovers.
 
Alright, let me see if I still know how to use the htmls, I remember the RMTs being a pain, so it's fair you get at least one rate.

Urshifu, as you stated is quite a problem for your team, and Melmetal is definitely not the optimal solution, the first thing I would do, would be to give Rocky Helmet on Toxapex, this will help you in punishing, and giving more pressure on opposing Urshifus, which would help you in minimizng situations where Urshifu would spam Poison Jab, expecting a Clefable switch in. Baneful Bunker is also, extremely niche, you may consider running Knock Off as it's a great move, helps against Spectrier (breaking subs, helping Ditto in the process) and, more importantly, opposing stall teams, who give you an headache. also nerfs Ferrothorn in the process, of course, that would make Toxapex Relaxed.

It doesn't stop here, though, you see, your team has no concrete way to defeat any Volcarona with Roost, your entire team is basically fodder to it, and Ditto cannot even properly rkill it, as it only has a limited set of PPs, and QD also boost Sdef.

So, I'll go ahead, and say Switch Toxic Spikes with Toxic, Toxic Spikes, on paper are a good idea, no doubt, but the problem, is that there are MANY 'mons with either boots, defog or Rapid Spin, and Toxapex does not have the Oomph something like Life Orb Nidoking has, so whenever it set ups, the only way to reliably threaten would be a Scald burn, making the job for the spinner easier, Toxic, on the other hand, gives you the control of the situation, and greatly helps vs Volcarona, as you should be able to tank a +1 psychic from a bulky volc


With that out of the way, another big problem your team has, is Kartana, either choice band, or swords dance lo, , Knock Off puts Ditto on its toes, Melmetal definitely does not like either Knock or Sacred, and stuff like Clefable, Blissey and Toxapex are basically a free setup, as they don't like powerful moves like leaf Blade or Smart Strike.

Choice band Pheromosa is also problematic, not Kartana's levels of problematic, but still.
Like many stall teams, Heatran also gives this team terrible problems, it's not technically impossible to defeat it, but requires several risky plays during the match.

Now, brace yourself, while the suggestions for Toxapex are pretty much standard, the one I'm gonna give to you regarding these threats, isn't like that, at all, and it's more tailored to your team specifically.
Have you considered Max Speed Buzzwole over Mew?
Max Speed buzzwole offers you, first and foremost, an actual Ground resist for your team, who has 2 ground weak 'mons and no resist, it perfectly stops urshifu, even though it has no pdef evs, can tank +2 Smart Strike lo from kartana after Stealth Rocks, and get health back with Drain Punch, a 4 evs in atk also gives you beast Boost for Atk, so at least it isn't a total jobber. It is also helpful against Landorus-Therian (another big guy you struggle with), Physical sets of Pheromosa, since it has access to Poison jab and Drill Run, Excadrill, Garchomp, Ferrothorn, Rillaboom (your only grass resist can be easily worn down, does not like knock Off, and it is weak to fight and ground) and so on.
I suggested Jolly, because this way, you can kill both Modest Nidoking (always calc on hand when it attacks your blissey switch in, you don't want to lose everything because it's Timid) after a Seismic Toss from Blissey (Taunt has seen a spike in usage to disrupt Blissey) and max speed Heatran (like Nidoking, Rocks, seismic toss+Drain Punch will kill the unsuspecting Heatran), in case this one has Taunt/Metal Sound

This change means the removal of your Defog user, but I do not think it's important for your team, you have HDB Blissey, Magic Guard Clefable, Regen Toxapex, Buzzwole like the other 3 'mons I mentioned has a recovery, and, if you're facing a protracted battle against another stall team, where these measures are "outlived", it means one of the 'mons used by the opponent has Defog, so you can easily copy that with Ditto.

buzzwole.gif

Buzzwole @ Leftovers/Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Ice Punch
- Roost
- Toxic


You can opt for Leftovers, if you don't feel enough confident about not having max Def, otherwise Rocky helmet for chipping damage, Protective Pad is pointless as you have Heal Bell. 240 Speed is pointless, you only gain 12 points to spend in Atk, while being at risk against people who speedcreep Heatran.
toxapex.gif

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD
Relaxed Nature
- Scald/Haze
- Recover
- Knock Off
- Toxic
Take care.

A very fair point about bunker being niche, and knock off does feel a lot more useful in more situations. Now the speed Buzzwole is something I never thought I'd see but it actually works as advertised. I had considered Buzzwole for this squad due to it's pure defensive power, and find I was wrong to leave it out in the first place. The speed EVs and nature add a lot of unpredictability to the team as no one would ever expect it on a squad that looks like this. It allows Buzzwole to surprise a lot of offensive threats by outspeeding them, as well as covering some of the bigger threats. Overall, an excellent suggestion and something I'm more than happy to use. Bonus is the fact that I can imagine my opponents rage when they are outsped and realize it's max speed Buzzwole.
 
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