Hello Smogon.
Introduction
I have been absent from competitive battling for some years but have recently begun to get back into the swing of things. I always enjoyed the stall play-style and thought that this would be the best place to start (on familiar ground). After a few weeks reading around the X/Y Overused metagame I begun to build the best stall team I could with the help of this community (who responded beautifully, helpfully and enthusiastically). This is the result of that combined effort. All changes suggested by other raters that I have chosen to impliment are included in this original post, therefore, the team below is the team as it currently stands. Without further ado, here it is:
Overview
The team is a Stall team. As I said above I always enjoyed this style of play (I know, I'm such a bore) and I hoped my familiarity with it may make it easier to return to competitive Pokemon. Firstly, the team is based around three well-known cores: the VenuTran core which is wrapped up in a larger-scale FWG core, (well known for the excellent type synergy and coverage it offers, which I believe is useful in a Stall team) complimented by the SkarmBliss core (which is an ever-popular core among the myriad of stall players out there, again, due to its excellent synergy and coverage). I also decided that I ought to have a good balance of Special and Physical walls (and perhaps mixed walls too) to solidify the teams overall synergy/coverage. It ought to be noted that, more through coincidence than planning, the team seems to have gravitated toward status afflictions as the main cause of residual damage as opposed to entry hazards (with only one entry hazard user and one phaser on the team). Nevertheless, this has proven to be a perfectly acceptable and reliable method of damage-dealing.
The Team
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Member one of the FWG core and one half of the VenuTran core. I favour a specially defensive EV spread here with a calm nature and a little speed investment to out-speed Mega Mawile. 0 Attack IVs and the attack reduction from the calm nature helps to mitigate potential confusion/Foul Play damage (as there are no physical attacks in this move-set). Lava Plume is a straightforward STAB attack with a nice burn chance that never goes amiss. This is really the only spot for Stealth Rocks on the team and they are just to useful against the likes of Charizard-Y and Talonflame to pass up. Protect is a move with dual purposes: Firstly, it enables Heatran to scout move-sets. Secondly, it allows Heatran to stall-heal himself with Leftovers in a pinch. Both have proven invaluable. Lastly, Will-O-Wisp may seem redundant given Lava Plume has a good burn chance, however, if my opponents realise that Heatran does not have a reliable burn method they tend to switch in powerful physical attackers that force Heatran out, allowing them a free turn to set up. Also, Will-O-Wisp serves to reliably inflict status upon those Pokemon that are immune to Toxic (which is the preferred method of status-infliction on this team, typically) such as Mega Venusaur.
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earthquake
- Toxic
- Scald
- Recover
Member two of the FWG core. Quagsire is everything a stall team could want from a water type: natural physical bulk, unusual typing and the (frankly, overpowered) ability Unaware. As such, I favour a physically defensive EV spread here with a relaxed nature (as he doesn't notice the speed loss). Scald is a straightforward STAB attack with a decent chance to burn that never goes amiss. Earthquake is also a straightforward STAB attack (thanks to the unusual typing of this Pokemon) and is included for extra coverage. Recover and Leftovers both provide healing capacity to increase longevity and Toxic is an obvious status-inducer. It is worth noting that a significant factor in the inclusion of Quagsire on this team is Unaware. This move allows Quagsire to switch in on already set-up attackers and either wall or Toxic them. I cannot overstate how valuable this ability is to this team.
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 60 Def / 200 SDef
Bold Nature
IVs: 6 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
Member three of the FWG core and the second half of the VenuTran core. The EV spread and bold nature are designed to turn Mega Venusaur into a mixed wall and, rest assured, she is a bloody good one! Giga Drain is a great STAB attack that provides supplementary healing alongside the more reliable Synthesise. Sludge Bomb is another great STAB attack with a good chance to poison and is great for hitting switch-ins with a surprise status affliction. Hidden Power Fire is controversial, to be sure. However, it allows Mega Venusaur to act as a check to VoltTurn teams and to hit some of the other common switch-ins with a surprise super-effective move before I switch out myself. IVs are obviously set up for Hidden Power Fire but, conveniently, the low attack IV presence (and bold nature) also helps to minimise potential confusion/Foul Play damage (as there are no physical attacks on this move-set).
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Whirlwind
- Defog
- Roost
One half of the SkarmBliss core and one of the most infamous physical walls in the game. That is precisely Skarmory's role on this team and the nature and EVs are organised to that effect. There is a relatively hefty speed investment allowing Skarmory to outpace the likes of Ferrothorn, Skarmory, most Baton Passers and (most importantly) Mega Venusaur. True this does impact upon Skarmory's overall bulk but the reason for this investment will become apparent shortly. The bold nature and 0 attack IVs help to mitigate potential confusion/Foul Play damage (as there are no physical attacks on this move-set). Taunt is an endlessly useful move that (with the speed investment noted above) allows Skarmory to prevent the appearance of entry hazards and to allow Skarmory to aid in the whittling down of opposing Mega Venusaur (along with Heatran's Will-O-Wisp). Defog is another endlessly useful move, clearing the field of those perennial entry hazards that can so negatively impact upon the longevity of a stall team. Whirlwind allows Skarmory to phase those stat-up dependent Pokemon that Skarmory is not fast enough to Taunt (such as Ninjask and other naturally speedy Baton Passers). Roost is a straightforward healing move. A rocky helmet helps with some residual damage due to the absence of Toxic on this move-set.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 Def / 216 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
Not SkarmBliss but SkarmChan! I'm not sure. What I am sure of is that Chansey completely outclasses Blissey in terms of overall bulk thanks to Eviolite. True, this comes at the cost of a weakness to Knock-Off but intelligent play can circumvent this threat quite easily. The EV spread and nature are designed to turn Chansey into a mixed wall (which it does quite well, but its always a bit better on the special side of things). Chansey is the teams Wish-passer (Heal Bell is included elsewhere) which aids the teams overall longevity (especially Heatran, who has no healing move of his own). Speaking of which Soft-Boiled is Chansey's healing move. Seismic Toss is for some damage-dealing and Toxic is for hitting those things Seismic Toss cannot. As Seismic Toss is not dependent upon the attack statistic 0 attack IVs and a bold nature help to mitigate potential confusion/Foul Play damage.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SDef / 4 SAtk
IVs: 0 Atk
Calm Nature
- Heal Bell
- Soft-Boiled
- Calm Mind
- Moonblast
As the team stands it has a major weakness to Landorus-I. Earth Power OHKOs Heatran and 2HKOs Qaugsire; Focus Blast 2HKOs Skarmory; Knock Off paired with Focus Blast is rapidly fatal to Chansey and Venusaur is 2HKO'd by Psychic. True, Clefable is vulnerable to a potential Sludge Wave, however, this obliges Landorus to omit Earth Power or Psychic which would allow another member of my team to wall it (Quagsire or Venusaur depending on the particular omission). Thus this Pokemon serves as a check to Landorus. Clefable blends into the team beautifully as a special wall, too. As such, the EVs and nature are set up to that effect. Moreover Clefable adds much to the team in the form of Heal Bell, allowing status afflictions to be healed by someone other than Chansey (allowing Chansey to pass Wishes which greatly improves the entire squads vitality). Lastly, Clefable serves as a win condition should I have need of one. After a few Calm Minds Moonblast hits ridiculously hard (which is Clefable's STAB attack allowing it to wall dragons too). Again, as there are no physical attacks on this move-set 0 attack IVs and the calm nature both minimise potential confusion/Foul Play damage.
Last Words
So thats the squad! I think I have managed to cover most of the huge threats in the OU meta-game, but please feel free to pick it apart. If you notice any weaknesses or wish to point out any inefficiencies/superior sets please feel free to do so! If you wish to copy and paste the team then feel free to do that too. If you notice anything during your use of the team then please comment to that effect! Any information/rates/test results/criticisms would be very much appreciated.
Thank you for your time and effort
Oh, and please be gentle :)
Importable
Here is the importable for ease of copy and paste:
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earthquake
- Toxic
- Scald
- Recover
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 60 Def / 200 SDef
Bold Nature
IVs: 6 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Whirlwind
- Defog
- Roost
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 Def / 216 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SDef / 4 SAtk
IVs: 0 Atk
Calm Nature
- Heal Bell
- Soft-Boiled
- Calm Mind
- Moonblast
Introduction
I have been absent from competitive battling for some years but have recently begun to get back into the swing of things. I always enjoyed the stall play-style and thought that this would be the best place to start (on familiar ground). After a few weeks reading around the X/Y Overused metagame I begun to build the best stall team I could with the help of this community (who responded beautifully, helpfully and enthusiastically). This is the result of that combined effort. All changes suggested by other raters that I have chosen to impliment are included in this original post, therefore, the team below is the team as it currently stands. Without further ado, here it is:
Overview
The team is a Stall team. As I said above I always enjoyed this style of play (I know, I'm such a bore) and I hoped my familiarity with it may make it easier to return to competitive Pokemon. Firstly, the team is based around three well-known cores: the VenuTran core which is wrapped up in a larger-scale FWG core, (well known for the excellent type synergy and coverage it offers, which I believe is useful in a Stall team) complimented by the SkarmBliss core (which is an ever-popular core among the myriad of stall players out there, again, due to its excellent synergy and coverage). I also decided that I ought to have a good balance of Special and Physical walls (and perhaps mixed walls too) to solidify the teams overall synergy/coverage. It ought to be noted that, more through coincidence than planning, the team seems to have gravitated toward status afflictions as the main cause of residual damage as opposed to entry hazards (with only one entry hazard user and one phaser on the team). Nevertheless, this has proven to be a perfectly acceptable and reliable method of damage-dealing.
The Team
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Member one of the FWG core and one half of the VenuTran core. I favour a specially defensive EV spread here with a calm nature and a little speed investment to out-speed Mega Mawile. 0 Attack IVs and the attack reduction from the calm nature helps to mitigate potential confusion/Foul Play damage (as there are no physical attacks in this move-set). Lava Plume is a straightforward STAB attack with a nice burn chance that never goes amiss. This is really the only spot for Stealth Rocks on the team and they are just to useful against the likes of Charizard-Y and Talonflame to pass up. Protect is a move with dual purposes: Firstly, it enables Heatran to scout move-sets. Secondly, it allows Heatran to stall-heal himself with Leftovers in a pinch. Both have proven invaluable. Lastly, Will-O-Wisp may seem redundant given Lava Plume has a good burn chance, however, if my opponents realise that Heatran does not have a reliable burn method they tend to switch in powerful physical attackers that force Heatran out, allowing them a free turn to set up. Also, Will-O-Wisp serves to reliably inflict status upon those Pokemon that are immune to Toxic (which is the preferred method of status-infliction on this team, typically) such as Mega Venusaur.
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earthquake
- Toxic
- Scald
- Recover
Member two of the FWG core. Quagsire is everything a stall team could want from a water type: natural physical bulk, unusual typing and the (frankly, overpowered) ability Unaware. As such, I favour a physically defensive EV spread here with a relaxed nature (as he doesn't notice the speed loss). Scald is a straightforward STAB attack with a decent chance to burn that never goes amiss. Earthquake is also a straightforward STAB attack (thanks to the unusual typing of this Pokemon) and is included for extra coverage. Recover and Leftovers both provide healing capacity to increase longevity and Toxic is an obvious status-inducer. It is worth noting that a significant factor in the inclusion of Quagsire on this team is Unaware. This move allows Quagsire to switch in on already set-up attackers and either wall or Toxic them. I cannot overstate how valuable this ability is to this team.
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 60 Def / 200 SDef
Bold Nature
IVs: 6 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
Member three of the FWG core and the second half of the VenuTran core. The EV spread and bold nature are designed to turn Mega Venusaur into a mixed wall and, rest assured, she is a bloody good one! Giga Drain is a great STAB attack that provides supplementary healing alongside the more reliable Synthesise. Sludge Bomb is another great STAB attack with a good chance to poison and is great for hitting switch-ins with a surprise status affliction. Hidden Power Fire is controversial, to be sure. However, it allows Mega Venusaur to act as a check to VoltTurn teams and to hit some of the other common switch-ins with a surprise super-effective move before I switch out myself. IVs are obviously set up for Hidden Power Fire but, conveniently, the low attack IV presence (and bold nature) also helps to minimise potential confusion/Foul Play damage (as there are no physical attacks on this move-set).
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Whirlwind
- Defog
- Roost
One half of the SkarmBliss core and one of the most infamous physical walls in the game. That is precisely Skarmory's role on this team and the nature and EVs are organised to that effect. There is a relatively hefty speed investment allowing Skarmory to outpace the likes of Ferrothorn, Skarmory, most Baton Passers and (most importantly) Mega Venusaur. True this does impact upon Skarmory's overall bulk but the reason for this investment will become apparent shortly. The bold nature and 0 attack IVs help to mitigate potential confusion/Foul Play damage (as there are no physical attacks on this move-set). Taunt is an endlessly useful move that (with the speed investment noted above) allows Skarmory to prevent the appearance of entry hazards and to allow Skarmory to aid in the whittling down of opposing Mega Venusaur (along with Heatran's Will-O-Wisp). Defog is another endlessly useful move, clearing the field of those perennial entry hazards that can so negatively impact upon the longevity of a stall team. Whirlwind allows Skarmory to phase those stat-up dependent Pokemon that Skarmory is not fast enough to Taunt (such as Ninjask and other naturally speedy Baton Passers). Roost is a straightforward healing move. A rocky helmet helps with some residual damage due to the absence of Toxic on this move-set.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 Def / 216 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
Not SkarmBliss but SkarmChan! I'm not sure. What I am sure of is that Chansey completely outclasses Blissey in terms of overall bulk thanks to Eviolite. True, this comes at the cost of a weakness to Knock-Off but intelligent play can circumvent this threat quite easily. The EV spread and nature are designed to turn Chansey into a mixed wall (which it does quite well, but its always a bit better on the special side of things). Chansey is the teams Wish-passer (Heal Bell is included elsewhere) which aids the teams overall longevity (especially Heatran, who has no healing move of his own). Speaking of which Soft-Boiled is Chansey's healing move. Seismic Toss is for some damage-dealing and Toxic is for hitting those things Seismic Toss cannot. As Seismic Toss is not dependent upon the attack statistic 0 attack IVs and a bold nature help to mitigate potential confusion/Foul Play damage.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SDef / 4 SAtk
IVs: 0 Atk
Calm Nature
- Heal Bell
- Soft-Boiled
- Calm Mind
- Moonblast
As the team stands it has a major weakness to Landorus-I. Earth Power OHKOs Heatran and 2HKOs Qaugsire; Focus Blast 2HKOs Skarmory; Knock Off paired with Focus Blast is rapidly fatal to Chansey and Venusaur is 2HKO'd by Psychic. True, Clefable is vulnerable to a potential Sludge Wave, however, this obliges Landorus to omit Earth Power or Psychic which would allow another member of my team to wall it (Quagsire or Venusaur depending on the particular omission). Thus this Pokemon serves as a check to Landorus. Clefable blends into the team beautifully as a special wall, too. As such, the EVs and nature are set up to that effect. Moreover Clefable adds much to the team in the form of Heal Bell, allowing status afflictions to be healed by someone other than Chansey (allowing Chansey to pass Wishes which greatly improves the entire squads vitality). Lastly, Clefable serves as a win condition should I have need of one. After a few Calm Minds Moonblast hits ridiculously hard (which is Clefable's STAB attack allowing it to wall dragons too). Again, as there are no physical attacks on this move-set 0 attack IVs and the calm nature both minimise potential confusion/Foul Play damage.
Last Words
So thats the squad! I think I have managed to cover most of the huge threats in the OU meta-game, but please feel free to pick it apart. If you notice any weaknesses or wish to point out any inefficiencies/superior sets please feel free to do so! If you wish to copy and paste the team then feel free to do that too. If you notice anything during your use of the team then please comment to that effect! Any information/rates/test results/criticisms would be very much appreciated.
Thank you for your time and effort
Oh, and please be gentle :)
Importable
Here is the importable for ease of copy and paste:
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SDef / 40 Spd
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Protect
- Stealth Rock
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earthquake
- Toxic
- Scald
- Recover
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 60 Def / 200 SDef
Bold Nature
IVs: 6 Atk / 30 SAtk / 30 Spd
- Synthesis
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 168 Def / 88 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Whirlwind
- Defog
- Roost
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 Def / 216 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Wish
- Soft-Boiled
- Seismic Toss
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SDef / 4 SAtk
IVs: 0 Atk
Calm Nature
- Heal Bell
- Soft-Boiled
- Calm Mind
- Moonblast