The Justice League
Alright if you haven't figured out by the team. This is a stall team. A very successful one at that. It wins over 60% of it's battles but I still feel there is lots of room for improvement. I call this team The Justice League. Because it beats just about all of the platinum threats.
In Depth
Hippowdon (M) @ Leftovers***Clayface
Ability: Sand Stream
EVs: 236 HP/24 Atk/192 Def/58 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Ice Fang
- Stealth Rock
- Slack Off
Hippowdon makes a fine lead for any stall team. He starts up the first type of residual damage, Sandstorm, and can set up Stealth Rock. Hippowdon is reasonably bulky and to go along with this bulk Hippowdon gets a nice recovery move in Slack Off. The 24 Atk EV's ensure that I OHKO Salamence with Ice Fang. 236 HP gives me a lefties number and 192 Def increases his overall bulkiness. 58 SDef to take a neutral special attack or two and helps when Mence has Fire Blast. Earthquake is for STAB and takes care of LeadApe's and Heatran.
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Forretress (M) @ Shed Shell***Kilowog
Ability: Sturdy
EVs: 252 HP / 162 Atk / 96 Def
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Rapid Spin
- Spikes
- Toxic Spikes
Forretress is my main spiker. Even though he doesn't get all of it up I try to make sure I get up 1 layer of Spikes and Toxic Spikes. Gyro Ball has it's power increased by the -Spe nature and the 0 IV's in speed. Rapid Spin is very useless in a metagame with Rotom in every team so I might replace it. But when there isn't a Rotom it becomes very useful for switching Gyarados into no SR. Spikes+Toxic Spikes+SR builds up to 37% damage. I gave him 252 SDef EV's because my Blissey is without Flamethrower. I may go to Flamethrower on Bliss though because LO Gengar is VERY annoying.
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Gyarados (M) @ Leftovers***Aquaman
Ability: Intimidate
EVs: 252 HP/220 Def/36 SDef
Impish nature (+Def, -SAtk)
- Waterfall
- Dragon Dance
- Rest
- Sleep Talk
Gyarados not only stalls but he also breaks apart opposing stall teams. If my oponent has lost their Celebi this guy becomes VERY hard to take down for a stall team. If I see a Mence this guy is my first switch in to get an intimidate on it and then I go to Hippowdon to finish it off with Ice Fang. I gave this guy 36 SDef EV's so Infernape's Grass Knot is a 3HKO with SR IIRC. Gyarados really sticks out on my team. Well I chose him because previously I had Suicune in this spot. But then I found SubTran to be a very big issue so I switched to this guy and also got some Hera, Luke, Mamoswine, Scizor and Weavile insurance.
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Blissey (F) @ Leftovers***Wonder Woman
Ability: Natural Cure
EVs: 84 HP/ 252 Def / 174 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Flamethrower
- Toxic
Ok this Bliss has been so reliable for me and has earned the name Wonder Woman. I usually Toxic something on a switch. Then I protect to take advantage of residual damage. Depending on what it does during Protect I A) Switch or B) Seismic Toss. Seismic Toss, along with Sand Storm and Toxic, almost nulls the effect of moves like Recover. I am still in love with this EV spread that Vashta posted. It gives Special Bulk, Physical Bulk and lots of HP. But I edited it a little. I moved the 40 SAtk EV's into Special Defense for more bulk since I didn't wanna ruin the lefties number.
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Rotom-w @ Leftovers***The Flash
Ability: Levitate
EVs: 252 HP/120 Def/136 SDef
Bold nature (+Def, -Atk)
- Toxic
- Hydro Pump
- Will-o-wisp
- Shadow Ball
Rotom serves as my double statuser. He can Toxic stuff like Flying types that dare to stay in or he can even use Will o Wisp on stuff like Lucario and Metagross. Hydro Pump is for Heatran who happens to love to switch in on this guy. Shadow Ball over T-Bolt because I found myself having too much trouble with Celebi and it was going to be impossible to stall it out without making the match longer than it should be.
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Celebi @ Leftovers***The Green Lanturn
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Grass Knot
- Perish Song
- Recover
- Hidden Power [Fire]
And finally my Celebi. The EV's hit 245 speed which outspeeds Tyranitar by a point or 2. Grass Knot is for STAB and hits Tyranitar nicely. HP Fire is a nice surprise for any Scizor that wants to switch in on me to go for a SD Sweep. It also catches Skarm and Forretress of guard. Perish Song is to finish off CurseLax and other late game stuff.
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Hope you enjoyed reading this. Rate plz!






Alright if you haven't figured out by the team. This is a stall team. A very successful one at that. It wins over 60% of it's battles but I still feel there is lots of room for improvement. I call this team The Justice League. Because it beats just about all of the platinum threats.
In Depth

Hippowdon (M) @ Leftovers***Clayface
Ability: Sand Stream
EVs: 236 HP/24 Atk/192 Def/58 SDef
Impish nature (+Def, -SAtk)
- Earthquake
- Ice Fang
- Stealth Rock
- Slack Off
Hippowdon makes a fine lead for any stall team. He starts up the first type of residual damage, Sandstorm, and can set up Stealth Rock. Hippowdon is reasonably bulky and to go along with this bulk Hippowdon gets a nice recovery move in Slack Off. The 24 Atk EV's ensure that I OHKO Salamence with Ice Fang. 236 HP gives me a lefties number and 192 Def increases his overall bulkiness. 58 SDef to take a neutral special attack or two and helps when Mence has Fire Blast. Earthquake is for STAB and takes care of LeadApe's and Heatran.
---

Forretress (M) @ Shed Shell***Kilowog
Ability: Sturdy
EVs: 252 HP / 162 Atk / 96 Def
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Rapid Spin
- Spikes
- Toxic Spikes
Forretress is my main spiker. Even though he doesn't get all of it up I try to make sure I get up 1 layer of Spikes and Toxic Spikes. Gyro Ball has it's power increased by the -Spe nature and the 0 IV's in speed. Rapid Spin is very useless in a metagame with Rotom in every team so I might replace it. But when there isn't a Rotom it becomes very useful for switching Gyarados into no SR. Spikes+Toxic Spikes+SR builds up to 37% damage. I gave him 252 SDef EV's because my Blissey is without Flamethrower. I may go to Flamethrower on Bliss though because LO Gengar is VERY annoying.
---

Gyarados (M) @ Leftovers***Aquaman
Ability: Intimidate
EVs: 252 HP/220 Def/36 SDef
Impish nature (+Def, -SAtk)
- Waterfall
- Dragon Dance
- Rest
- Sleep Talk
Gyarados not only stalls but he also breaks apart opposing stall teams. If my oponent has lost their Celebi this guy becomes VERY hard to take down for a stall team. If I see a Mence this guy is my first switch in to get an intimidate on it and then I go to Hippowdon to finish it off with Ice Fang. I gave this guy 36 SDef EV's so Infernape's Grass Knot is a 3HKO with SR IIRC. Gyarados really sticks out on my team. Well I chose him because previously I had Suicune in this spot. But then I found SubTran to be a very big issue so I switched to this guy and also got some Hera, Luke, Mamoswine, Scizor and Weavile insurance.
---

Blissey (F) @ Leftovers***Wonder Woman
Ability: Natural Cure
EVs: 84 HP/ 252 Def / 174 SDef
Bold nature (+Def, -Atk)
- Wish
- Protect
- Flamethrower
- Toxic
Ok this Bliss has been so reliable for me and has earned the name Wonder Woman. I usually Toxic something on a switch. Then I protect to take advantage of residual damage. Depending on what it does during Protect I A) Switch or B) Seismic Toss. Seismic Toss, along with Sand Storm and Toxic, almost nulls the effect of moves like Recover. I am still in love with this EV spread that Vashta posted. It gives Special Bulk, Physical Bulk and lots of HP. But I edited it a little. I moved the 40 SAtk EV's into Special Defense for more bulk since I didn't wanna ruin the lefties number.
---

Rotom-w @ Leftovers***The Flash
Ability: Levitate
EVs: 252 HP/120 Def/136 SDef
Bold nature (+Def, -Atk)
- Toxic
- Hydro Pump
- Will-o-wisp
- Shadow Ball
Rotom serves as my double statuser. He can Toxic stuff like Flying types that dare to stay in or he can even use Will o Wisp on stuff like Lucario and Metagross. Hydro Pump is for Heatran who happens to love to switch in on this guy. Shadow Ball over T-Bolt because I found myself having too much trouble with Celebi and it was going to be impossible to stall it out without making the match longer than it should be.
---

Celebi @ Leftovers***The Green Lanturn
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Grass Knot
- Perish Song
- Recover
- Hidden Power [Fire]
And finally my Celebi. The EV's hit 245 speed which outspeeds Tyranitar by a point or 2. Grass Knot is for STAB and hits Tyranitar nicely. HP Fire is a nice surprise for any Scizor that wants to switch in on me to go for a SD Sweep. It also catches Skarm and Forretress of guard. Perish Song is to finish off CurseLax and other late game stuff.
---
Hope you enjoyed reading this. Rate plz!