SM OU Thicc Boys Rise Up - Need Team Assistance

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Thicc Boys Rise Up

Hello OU! I've always wanted to try out Stall, even if it's reputation really precedes it. In the end, I am a defensively minded player of Pokemon, and well, you don't get much more bulky and defensive as this. However, I've found myself having a bit less success as I've had with other teams, so I figured that I'd bring it here to see if there were any glaring issues one could see with the team, or if it's just me trying to adjust to the new playstyle and team. Anyways, I'm not going to stall for anymore time (I'll let myself out...), here's the team!

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Protect

So, what comes first to mind when it comes to building a stall team? This little tumor does so much, and fits beautifully on any stall team, to the point where it's pretty much a must have. It's a pretty standard set, knock off removes items, will-o-wisp cripples physical threats, recover let's this tumor essentially never die, and protect allows for safe, easy mega evolution, and allows us to scout for moves from potential choice locked Pokemon.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled

Chansey was another pretty obvious choice in my mind, as this tumor is just as annoying and difficult to kill as it's former teammate. Sableye reflects potentially bad status conditions away from Chansey, and absorbs any potential fighting type attack, while, in return, Chansey can sponge most special attacks with relative ease, and support the rest of the team with the removal of status with heal bell, which is run over stealth rocks due to us having another rocker that i personally prefer. seismic toss acts as consistant, safe damage while keeping chansey not total taunt fodder, toxic wears down anyone unfortunate enough to be hit by it, and soft boiled is for that sweet, sweet hp regeneration.

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Block
- Recover
- Spite
- Rest

Next, almost every stall team that I know of needs some sort of answer to set up sweepers with an unaware wall. While most people choose Clefable or Quagsire, i wanted to try something a little different, and make the team a bit less standard, so I dug deep into the bag of tricks, and settled of good old Pyukumuku. I personally enjoy Pyukumuku as the unaware wall, even tough it's taunt fodder, I find that it does it's job surprisingly well. I'm running a pp stalling set over the standard soak toxic set, as I'd also rather not have my unaware wall also hard countered by substitute. block is a great way to start a pp stall, trapping our threat and forcing them to endure our next level torture, spite is used to help accelerate our pp stalling advances, which works no matter the typing of the opponent, and also works if he opponent is behind a substitute. We also run both recover and rest, as recover is our quick and effective way to heal up, where rest allows us to effectively beat stall, and lets us effectively deal with another magic bounce user would they bounce our block and trap us in.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Heat Wave
- Defog

Zapdos acts as our primary hazard remover should we not bounce rocks and other hazards with defog. Bulky Zapdos also is a softer check to the likes of Mega Gyarados, which makes our little Pyukumuku want to dolphin dive onto a highway, while also having a widevariety of pokemon it can come in on without too much worry, and defog for pretty much free. discharge is a solid STAB option, while also having a good paralysis chance, roost allows Zapdos to keep itself alive, and heat wave is just a good coverage move to ahndle a select few Pokemon to great extent. Nothing crazy here, just a simple, standard set.

Tangrowth @ Leftovers
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire]

Next comes Tangrowth. This bulky Pokemon is yet another check to Mega Gyarados, and acts as a fantastic physical tank. It's yet another standard set, nothing too crazy here. giga drain acts as a good STAB while keeping Tangrowth alive, knock off is for that item removal and potential crippling, and sleep powder is used to remove an opponent's pokemon from the game for a while, which can be very useful in some match ups. Also, it should be worth noting that we are using HP Fire over HP Ice here to nail Kartana, while still allowing us to hit Tapu Bulu for some good damage, further allowing us to support Pyukumuku in doing it's job well.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
- Lava Plume
- Earth Power
- Stealth Rock
- Toxic

Finally, I have Heatran. I'm using the standard SP. Def variant of Heatran, so, again, nothing too insane here, though this pick was mainly to fill in some lose ends more than anything. It acts as another good special wall on top of Chansey, gives Tangrowth a reliable teammate to support it when it comes to potential grass type threats, like Mega Venusaur, and it sets up Stealth Rocks, allowing Chansey to run heal bell instead. lava plume is reliable for our STAB and can spread burns, earth power is a great option to bully other unsuspecting heatran, and toxic allows this set to not be total fodder to bulky water types.

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Anyways, that's what I got for you today. I hope you enjoyed reading this post, and I hope you share some advice for the team! Any and all advice would be greatly appreciated. Anyways, I'll see you all later!​
 
Hey, interesting team!

I definitely like how you've built stall using very rare picks for a stall team, those are the variants that are actually the most fun to play against. I've played around with a couple unusual stall builds myself, so I know how fun it can be. The main problem with deviating from the standard, though, is a lot of the time when something is standard there will be a solid reason for that. Your team obviously isn't the flat-out hard stall, but it isn't quite semi-stall either. It sits at a sort-of awkward spot between the two, and ends up suffering the disadvantages of both.

The first Pokemon I'd imagine you've had the most trouble with is M-Medicham. It 2hko's 5 of your 6 pokemon, and pressures Sableye to come in every time they send it out. You might think Sableye is fine as the sole Medicham answer, but with rocks up and having to take a Thunder Punch/Ice Punch each time it will not stay alive for long, after which point Medicham cleans the rest of your team. The problem with adjusting unique teams like this to be able to deal with standard threats is that with each change, the team starts becoming less and less unique. With that in mind, I'll try catering my recommendations as much as possible to what you already have here.

The first quick change I'd recommend making is Zapdos' ability. I'm sure PP stalling with Pressure sounds like a great option, and I suppose in some very rare scenarios it may be, but the majority of the time you will benefit hugely from running Static. It is obviously-luck based therefore unreliable, but even so it gives you an option. Medicham will think twice every time it considers HJK if there's a chance it will be paralyzed. This also helps with a whole myriad of other Pokemon, including but not limited to Kartana, M-Lopunny, Hawlucha, and M-Charizard X. Even Greninja and Tapu Koko won't U-turn so freely this way.

The second change I'd recommend making is one you might not be as receptive to, but I suggest you take out Pyukumuku and instead add Toxapex. Your reasoning of having an Unaware Pokemon is sound, but the Pokemon in OU that will be setting up on you are not fazed by a Pyukumuku in the slightest. Kartana easily sets up on it (especially seeing as you aren't running Scald on it) and Z-Giga Impact will kill your Zapdos/Tangrowth, Volcarona easily sets up too, even without Giga Drain, and if Chansey is dead or heavily damaged that's game over. Stored Power M-Latias laughs at it, Tapu Bulu won't hesitate to kill it, and even the rare Calm Mind Blacephelon will 2hko with an unboosted shadow ball + Z. It really only stops a Zard-X and Excadrill, which is no doubt useful as both Pokemon are huge threats to stall, but outside of those two you won't get much more mileage out of this thing. Toxapex, while it is by no means an answer to drill, kart, z-psyhic volc, stored power lati, or zard x, at least has haze. This way it comes in before the boosts are too much to handle and puts them back down to neutral. Granted, drill and z-psychic volc won't mind that a whole lot, but Toxapex has a whole lot of other uses outside of being a nice substitute for an Unaware Pokemon. It will also help greatly against Greninja (watch out for z-dig protean), Hawlucha, Lopunny, and even dissuades Medicham from clicking Ice Punch and HJK. Furthermore, Toxic Spikes are Stall's best friend. There are so many match-ups you win at team preview simply by having them. Not to mention this also forces the defog/spin every time they get up, essentially giving you a free turn. Toxapex also takes a little pressure off Chansey as the Greninja switch, as well as a variety of other special mons.

The third is another quick change. On Tangrowth, I recommend using Rocky Helmet instead of Leftovers. You will recover enough with Regenerator regardless, and will instead be able to punish physical mons for clicking an attack into the switch, which can stack up over the long period of time that comes will a stall game. This makes dealing with Kartana that much easier, in addition to all the aforementioned threats like Medicham, Lopunny etc.

Lastly, I recommend swapping Heatran out for Mew. This isn't as much a standard change as you might think, but I'll get to that in a sec. I don't see much need for Heatran on this team, especially if it isn't the stallbreaker Heatran. You deal with Grass types comfortably enough as is between Chansey, Tangrowth and Zapdos, and so removing Heatran allows you to start focusing on beating a few of the Pokemon that still give you trouble. This is where the Mew comes in. Now, the Mew set I recommend isn't standard at all, and in 95% of scenarios I would not recommend it, but here specifically it does precisely what you need. This is Roost +3 Attacks Mew with Expert Belt. Mew lures the opposing Heatrans in, and Expert Belt Earthquake ohko's the offensive tran. This is significant in that stallbreaker Heatran potentially 6-0s your team. The spdef Heatran you currently have is in no way a counter. Next, Superpower always ohko's ttar that tries revenging/pursuit trapping, as well as still getting off somewhat decent damage on Ferrothorn. Lastly, Gunk Shot always ohko's Tapu Bulu and Tapu Lele (this makes Mew a more optimal switch-in to Lele than spdef Heatran which gets 2hkod by Focus Blast, and stops specs/calm mind Z Lele from otherwise sweeping your team). Gunk also has a chance of 2hkoing AV Tangrowth. Roost gives Mew the mandatory recovery on a stall team, as well as the longevity to consistently come in and do what you need it to.

Alternatively, instead of Mew>Heatran, you can do Celesteela>Heatran. This helps further against Kartana, as well as giving you a more comfortable match-up against rain, as Swampert can otherwise tear through your whole team unhindered under rain. This also gives you another spdef oriented mon if you really do want to use the Heatran slot for that. Furthermore, +2 Excadrill with Rock Slide could otherwise very easily 6-0, so Celesteela gives a strong answer to that if you are so inclined. It additionally beats the Bulu and Lele, and does it more safely than Mew.

Note: If you do choose Mew over Celesteela, you can also run Seed Bomb on it for Swampert, instead of Superpower, but just be warned that this doesn't ohko even with max atk investment. It does leave the Swampert in range of Rocky Helmet though, so it's not an issue.

I recommended Mew as it's a fun pick with cool tech, although Celesteela will probably win you more games. The only set-back of picking Celesteela over Mew is that stallbreaker Heatran (magma, e power, taunt) otherwise 6-0s without a reliable EQ Mew coming in, luring the tran to stay in.

It's entirely up to you though, as are all my other suggestions obviously. Take it or leave it, although I really do suggest you take it!


The sets:

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes

Mew @ Expert Belt
Ability: Synchronize
EVs: 252 HP / 100 Atk / 84 SpD / 72 Spe
Jolly Nature
- Earthquake
- Roost
- Gunk Shot
- Seed Bomb
OR
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

(plus Static>Pressure on Zapdos, and Rocky Helmet>Leftovers on Tangrowth)

Hope this helped!
 
Hey, interesting team!

I definitely like how you've built stall using very rare picks for a stall team, those are the variants that are actually the most fun to play against. I've played around with a couple unusual stall builds myself, so I know how fun it can be. The main problem with deviating from the standard, though, is a lot of the time when something is standard there will be a solid reason for that. Your team obviously isn't the flat-out hard stall, but it isn't quite semi-stall either. It sits at a sort-of awkward spot between the two, and ends up suffering the disadvantages of both.

The first Pokemon I'd imagine you've had the most trouble with is M-Medicham. It 2hko's 5 of your 6 pokemon, and pressures Sableye to come in every time they send it out. You might think Sableye is fine as the sole Medicham answer, but with rocks up and having to take a Thunder Punch/Ice Punch each time it will not stay alive for long, after which point Medicham cleans the rest of your team. The problem with adjusting unique teams like this to be able to deal with standard threats is that with each change, the team starts becoming less and less unique. With that in mind, I'll try catering my recommendations as much as possible to what you already have here.

The first quick change I'd recommend making is Zapdos' ability. I'm sure PP stalling with Pressure sounds like a great option, and I suppose in some very rare scenarios it may be, but the majority of the time you will benefit hugely from running Static. It is obviously-luck based therefore unreliable, but even so it gives you an option. Medicham will think twice every time it considers HJK if there's a chance it will be paralyzed. This also helps with a whole myriad of other Pokemon, including but not limited to Kartana, M-Lopunny, Hawlucha, and M-Charizard X. Even Greninja and Tapu Koko won't U-turn so freely this way.

The second change I'd recommend making is one you might not be as receptive to, but I suggest you take out Pyukumuku and instead add Toxapex. Your reasoning of having an Unaware Pokemon is sound, but the Pokemon in OU that will be setting up on you are not fazed by a Pyukumuku in the slightest. Kartana easily sets up on it (especially seeing as you aren't running Scald on it) and Z-Giga Impact will kill your Zapdos/Tangrowth, Volcarona easily sets up too, even without Giga Drain, and if Chansey is dead or heavily damaged that's game over. Stored Power M-Latias laughs at it, Tapu Bulu won't hesitate to kill it, and even the rare Calm Mind Blacephelon will 2hko with an unboosted shadow ball + Z. It really only stops a Zard-X and Excadrill, which is no doubt useful as both Pokemon are huge threats to stall, but outside of those two you won't get much more mileage out of this thing. Toxapex, while it is by no means an answer to drill, kart, z-psyhic volc, stored power lati, or zard x, at least has haze. This way it comes in before the boosts are too much to handle and puts them back down to neutral. Granted, drill and z-psychic volc won't mind that a whole lot, but Toxapex has a whole lot of other uses outside of being a nice substitute for an Unaware Pokemon. It will also help greatly against Greninja (watch out for z-dig protean), Hawlucha, Lopunny, and even dissuades Medicham from clicking Ice Punch and HJK. Furthermore, Toxic Spikes are Stall's best friend. There are so many match-ups you win at team preview simply by having them. Not to mention this also forces the defog/spin every time they get up, essentially giving you a free turn. Toxapex also takes a little pressure off Chansey as the Greninja switch, as well as a variety of other special mons.

The third is another quick change. On Tangrowth, I recommend using Rocky Helmet instead of Leftovers. You will recover enough with Regenerator regardless, and will instead be able to punish physical mons for clicking an attack into the switch, which can stack up over the long period of time that comes will a stall game. This makes dealing with Kartana that much easier, in addition to all the aforementioned threats like Medicham, Lopunny etc.

Lastly, I recommend swapping Heatran out for Mew. This isn't as much a standard change as you might think, but I'll get to that in a sec. I don't see much need for Heatran on this team, especially if it isn't the stallbreaker Heatran. You deal with Grass types comfortably enough as is between Chansey, Tangrowth and Zapdos, and so removing Heatran allows you to start focusing on beating a few of the Pokemon that still give you trouble. This is where the Mew comes in. Now, the Mew set I recommend isn't standard at all, and in 95% of scenarios I would not recommend it, but here specifically it does precisely what you need. This is Roost +3 Attacks Mew with Expert Belt. Mew lures the opposing Heatrans in, and Expert Belt Earthquake ohko's the offensive tran. This is significant in that stallbreaker Heatran potentially 6-0s your team. The spdef Heatran you currently have is in no way a counter. Next, Superpower always ohko's ttar that tries revenging/pursuit trapping, as well as still getting off somewhat decent damage on Ferrothorn. Lastly, Gunk Shot always ohko's Tapu Bulu and Tapu Lele (this makes Mew a more optimal switch-in to Lele than spdef Heatran which gets 2hkod by Focus Blast, and stops specs/calm mind Z Lele from otherwise sweeping your team). Gunk also has a chance of 2hkoing AV Tangrowth. Roost gives Mew the mandatory recovery on a stall team, as well as the longevity to consistently come in and do what you need it to.

Alternatively, instead of Mew>Heatran, you can do Celesteela>Heatran. This helps further against Kartana, as well as giving you a more comfortable match-up against rain, as Swampert can otherwise tear through your whole team unhindered under rain. This also gives you another spdef oriented mon if you really do want to use the Heatran slot for that. Furthermore, +2 Excadrill with Rock Slide could otherwise very easily 6-0, so Celesteela gives a strong answer to that if you are so inclined. It additionally beats the Bulu and Lele, and does it more safely than Mew.

Note: If you do choose Mew over Celesteela, you can also run Seed Bomb on it for Swampert, instead of Superpower, but just be warned that this doesn't ohko even with max atk investment. It does leave the Swampert in range of Rocky Helmet though, so it's not an issue.

I recommended Mew as it's a fun pick with cool tech, although Celesteela will probably win you more games. The only set-back of picking Celesteela over Mew is that stallbreaker Heatran (magma, e power, taunt) otherwise 6-0s without a reliable EQ Mew coming in, luring the tran to stay in.

It's entirely up to you though, as are all my other suggestions obviously. Take it or leave it, although I really do suggest you take it!


The sets:

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes

Mew @ Expert Belt
Ability: Synchronize
EVs: 252 HP / 100 Atk / 84 SpD / 72 Spe
Jolly Nature
- Earthquake
- Roost
- Gunk Shot
- Seed Bomb
OR
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

(plus Static>Pressure on Zapdos, and Rocky Helmet>Leftovers on Tangrowth)

Hope this helped!
Hey! Thanks for the rate! I took a little bit of time trying out the changes you suggested (so far I've primarily used the Mew over Heatran, since there is a part of me that dreads running a team that gets 6-0ed by a single pokemon), and I've got to say that the team definitely feels more solid and less fragile overall. I do have a quick question that I wanted to run by you, however. Would you recommend still running Heal Bell on Chansey, or should I instead opt for Stealth Rocks for the consistent chip damage? Honestly my mind is open for either of the two options, I'm just unsure which of the two are more optimal.
 
Oh yeah, I absolutely forgot to mention to add Stealth Rock to Chansey, good catch! You won't really miss Heal Bell all that much, if you run Toxapex then opposing t spikes isn't a problem for you as you can clear them on entry. The odd mon with surprise toxic will occasionally catch zapdos or tangrowth, but for the most part you won't feel the loss of Heal Bell. It's mostly just for the match-up against opposing stall, to heal wisps from sab and stuff like that, that's why you usually see it on the Clefable, as Clefable switches in on the opponents M-Sableye every time so it needs a way to heal status as it won't have unaware. Heal Bell on Chansey is much less necessary. And in the stall match-up you can always go Mew on the wisp to synchronize the burn to sableye as well, so it shouldn't be a problem.
 
Oh yeah, I absolutely forgot to mention to add Stealth Rock to Chansey, good catch! You won't really miss Heal Bell all that much, if you run Toxapex then opposing t spikes isn't a problem for you as you can clear them on entry. The odd mon with surprise toxic will occasionally catch zapdos or tangrowth, but for the most part you won't feel the loss of Heal Bell. It's mostly just for the match-up against opposing stall, to heal wisps from sab and stuff like that, that's why you usually see it on the Clefable, as Clefable switches in on the opponents M-Sableye every time so it needs a way to heal status as it won't have unaware. Heal Bell on Chansey is much less necessary. And in the stall match-up you can always go Mew on the wisp to synchronize the burn to sableye as well, so it shouldn't be a problem.
Thanks for the info, I really appreciate you taking the time to help me with this team.
 
ssjjynx I disagree with running Static on Zapdos. I'm a big Static Zapdos fan but I always use Pressure when building for stall. 1st of all if you paralyze something you can't burn/poison it, which can be hugely detrimental for already-slow pokes like Ferrothorn/Celesteela because Sableye is forced to recover more often. 2nd of all, it may cause Pyukumuku to lose PP stall wars. 3rd (and most importantly) people will be able to use Stealth Rock 32 times instead of just 16, so you will not be able to keep rocks off the field since Defog only has 24 PP.
 
Eidolon Stratagem I noticed that your team is very similar to this stall build I found in the sample teams some months ago (can't find it now, but I know it was there). Comparing the two I can immediately see what your team is weak to. Volt Switch Tapu Koko is a big threat due to the lack of a ground type, it basically forces in Chansey which ppl can bring in their physical breakers like Mega Maw on. This is a consequence of choosing Pyukumuku over Quag. It is also quite weak to specs Lele, which can 2hko everything with the right predictions (Chansey gets psyshock'd, Heatran focus blasted/psyshock'd, etc.) and Z-move Kyurem-B (basically 6-0s). This results from using Heatran over Jirachi. The lack of a Wish passer is also not optimal. Unforunately I can't tell you off the top of my head how to fix all this, other than copying their build of course.
 
ssjjynx Responding to some more of your feedback:

The second change I'd recommend making is one you might not be as receptive to, but I suggest you take out Pyukumuku and instead add Toxapex. Your reasoning of having an Unaware Pokemon is sound, but the Pokemon in OU that will be setting up on you are not fazed by a Pyukumuku in the slightest. Kartana easily sets up on it (especially seeing as you aren't running Scald on it) and Z-Giga Impact will kill your Zapdos/Tangrowth, Volcarona easily sets up too, even without Giga Drain, and if Chansey is dead or heavily damaged that's game over. Stored Power M-Latias laughs at it, Tapu Bulu won't hesitate to kill it, and even the rare Calm Mind Blacephelon will 2hko with an unboosted shadow ball + Z. It really only stops a Zard-X and Excadrill, which is no doubt useful as both Pokemon are huge threats to stall, but outside of those two you won't get much more mileage out of this thing. Toxapex, while it is by no means an answer to drill, kart, z-psyhic volc, stored power lati, or zard x, at least has haze. This way it comes in before the boosts are too much to handle and puts them back down to neutral. Granted, drill and z-psychic volc won't mind that a whole lot, but Toxapex has a whole lot of other uses outside of being a nice substitute for an Unaware Pokemon. It will also help greatly against Greninja (watch out for z-dig protean), Hawlucha, Lopunny, and even dissuades Medicham from clicking Ice Punch and HJK. Furthermore, Toxic Spikes are Stall's best friend. There are so many match-ups you win at team preview simply by having them. Not to mention this also forces the defog/spin every time they get up, essentially giving you a free turn. Toxapex also takes a little pressure off Chansey as the Greninja switch, as well as a variety of other special mons.

  • It's not relevant that Pyukumuku doesn't have offensive presence or can't scare people with the threat of a Scald burn. Its job is simply to check setup sweepers, which it does better than Toxapex.
  • Kartana will absolutely not break through the team in its current state, even if it eliminates one of Zapdos/Tangrowth w/ a Z-move (Tang has a good change to live +2 BB btw) the other will be able to come in and check it.
  • Why would you be worried about Volcarona if you have a Chansey? Furthermore, if you see a Volcarona then why would you let your Chansey die/get heavily damaged?
  • Stored Power M-Latias - there is a Sableye on the team.
  • Tapu Bulu- there is a Zapdos/physdef Tang on the team.
  • CM Blacephalon- OK, valid point
  • "Furthermore, Toxic Spikes are Stall's best friend. There are so many match-ups you win at team preview simply by having them." - No, defog / opposing Toxapex are very popular and half the meta is immune to Toxic Spikes.

In the end I'm not convinced he needs a pex, if he does choose to replace it though it should be physdef with rocky helmet because having another special tank is unnecessary w/ Chansey around.

Lastly, I recommend swapping Heatran out for Mew. This isn't as much a standard change as you might think, but I'll get to that in a sec. I don't see much need for Heatran on this team

It fulfills the extremely important role of bulky steel so that Tapu Lele doesn't just Psyshock/Moonblast through the whole team.

Oh yeah, I absolutely forgot to mention to add Stealth Rock to Chansey, good catch! You won't really miss Heal Bell all that much

Huh? So it's fine for everything besides Chansey to get burned/toxic'd and have no way of curing status? IMO, Heal Bell near-mandatory on stall teams.
 
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