ORAS OU TSS - Stalling with Sand

Hey guys :)

So this is my first thread here on the RMT forum. I have played TSS (Toxic/Spikes/Sandstorm)-teams since forever now, and even though I'm aware they're not top tier right now, I just can't give up on them because of nostalgia-reasons, and would now like to know what others think of the current incarnation that I'm playing atm.

I'll break this thread down into several parts to keep it as clean and understandable as possible:

1) General overview of what I'm trying to achieve with the team:

For those that haven't been playing back then, or need a little refreshment, TSS teams are basically a form of stall. You want a lot of tanky and resilient pokemon that are able to check and outlast a plenty of threats. Your "win condition" is to wear down the enemy team by using residual damage from hazard stacking, PHazing and status inflictions, while keeping your own team healthy. What distinguishes TSS teams from "regular" sand teams is that you don't use the sand turns to boost a sweeper, but take the sand as an additional source of residual damage to supplement hazard and statuses, and what distinguishes them from regular stall is that you mostly use pokemon that are not negatively affected by sand themselves.

2) Current teamlist:

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Spikes
- Brave Bird
- Whirlwind

Sableye-Mega (F) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Toxic

Excadrill (F) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rest
- Roar
- Sleep Talk

3) Explanations behind pokemon and their sets
Here, I'll try to give a small explanation as to why I'm using the pokemon that I'm using and what I want them to do.

Hippowdon: Obvious choice. It's the defensive one of the 2 sand setters, a mixed wall, reliable recovery, SR setter and PHazer.

Chansey: Special wall and cleric to keep my team healthy and clear of status alignments. Can also help weear down people with toxic. (Small addition: I don't think I need wish, since most of my pokemon have recovery themselves, although I might be wrong here)

Skarmory: Physicall wall, spike setter, PHazer, not affected by sand. Also Brave Bird to get rid of bulky grass types that provide a problem to the rest of the team.

M-Sableye: Mixed wall, 2 insanely good abilities to either get priority burns to cripple physical attackers, and to block enemy entry hazards. Also recovery, and the incredibly important Knock Off.

Excadrill: Not use as a sweeper on this team, but as a spinner, hence mold breaker instead of sand rush to not be affected by spinblockers. A spinner is obviously preferred over a defogger on this kind of team, and together with Sableye, you control the hazard game.

Suicune: Bulky water type that checks a lot of enemy water types that would otherwise trouble the whole team. Also gives at least SOME offensive presence on the team and can PHaze.

4) Additional thoughts or additions to the team
I was testing several other pokemon on this team, with more or less good effects (mostly depending on enemy comps). Some of those were Magnezone to trap steels, Swampert/Tentacruel/Slowbro instead of the Suicune (Swampert not affected by sand, also better offense. Tentacruel another form of hazards with TSpikes and can spin too. Slowbro is love), and Ferrothorn instead of Skarmory with Bulky Talonflame instead of the Bulky Water type (to still be able to check both water AND grass types).

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I'd be really interested in what other people think of both the general idea of the team, and my current incarnation. I'm open to any form of constructive criticism, thought processes and input :) Already thanks a lot for all of your replies.

Sart
 
Hey man nice stall team you got there. There are some holes that could be fixed, and some of these changes could help out.

I noticed that waters especially manaphy can break holes in the team. Because of this, I believe you should go Ferrothorn>Excadrill on this team. This way you have a water resist, and a fantastic wall. The set I recommend is seen here:
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Protect
- Leech Seed
- Gyro Ball
- Power Whip

Gyro Ball hits threats such as Mega Gardevoir, while surviving a Focus Blast+ Hyper Voice at full. Leech seed is for recovery, and forces switches. Protect is to scout for moves from the opponent, and also get more recovery from Leech Seed. Finally, Power Whip makes it so that you hit Waters Hard, and Bulky Grounds as well.

Keldeo also runs through the team a bit, and Suicune is a very passive check, seeing as it can get worn down really easily, and can also lose to the sub Calm Mind set. Because of this, I suggest going Defensive Starmie>Suicune. This way you have a much better Keldeo switch in, and you get hazard removal.

On Skarmory the moveset is fine for this build, but I suggest using a Special Defensive Skarmory spread with Iron Head would help, so that you could check threats such as Diancie and Mega Alakazam better. And on Mega Sableye run Fake out>Toxic so that you get the ensured Mega on things like Zard Y, Fairy types, and Keldeo. After you get the ensured Mega you can always Pivot out to something else.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Protect
- Leech Seed
- Gyro Ball
- Power Whip
(Over Excadrill)

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Sableye-Mega (F) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out
Gl with the team and I hope these changes Helped!
 
Hi Creat0r and thanks for your detailled post already!

All of your changes seem reasonable, although I have some problems with them:

- Running Starmie over Excadrill as my spinner leaves me a bit vulnerable to Ghost types as spinblockers, because I migth not be able to check all of them with Sableye or Chansey. And keeping my side clean of hazards is just SO important, because I think I switch more often with this team than I use an actual move, so hazards really punish me. Also Excadrill has the (although small) benefit of not taking Sand damage. On the other hand Starmie has reliable Recovery and can check Keldeo like you said :/ Hard decision

- The reason I run Brave Bird over Iron Head on Skarmory is because I needed something to deal with bulky grass types that would otherwise tear through my team a lot too. Guess I can switch between the two moves depending on what I meet a lot during a specific day. The idea of a specially defensive set is appealing though, gonna try that.

- If I use Ferrothorn, I use pretty much the exact same set that you posted, although I'm not sure if I want both Skarmory AND Ferrothorn on my team. I think if I replace Excadrill and Suicune with Starmie (to fill both, the spinner and the water check role), I would rather use Heatran or defensive Talonflame over Ferrothorn in the last spot, no? The latter would then also allow me to run your Iron Head idea on my Skarm because I have another grass check then.

- Fake Out on my Sableye is actually a really good idea, gonna change that for sure, especially since it already runs another status move with will-o-wisp.

Small addition: Since it seems I failed miserably at putting my team in spoilers, how exactly do I do that? :D Gonna post the updated version as soon as I figured it out
 
replace the word "spoiler" with "hide".

I think you should swap stealth rock and toxic on hippowdon and chansey. It'll be much easier to set stealth rock with chansey rather than hippowdon. It'll also be much easier to spread poison using hippowdon since it's less likely to be pressured and subsequently forced out than chansey because of the widespread amount of pokemon it can check.

You should also go careful > impish on skarmory to give the team a secondary check to diancie. In theory it could without a careful nature but there's a high chance that diancie could 2HKO skarmory with moonblast after stealth rock damage. I don't see how a skarmory without spe investment could use brave bird before breloom could use spore. Iron Head would definitely be better for skarmory for this team.

sableye doesn't really help the team much, a bulky mega altaria would definitely be beneficial. altaria adds a myriad of resistances to things you struggle against as well as an weapon late game. a mega venusaur here, could also play a similar role as altaria.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire
 
Thanks a lot to you too rob for the input (and the help with commands ;D )!

I really, really like the idea of venusaur, now that I think about it, but doesn't cutting Sableye leave me way too vulnerable to hazards? Only having 1 spinner on a team that relies so much on keeping your own pokemon healthy seems risky af (especially if I run Starmie over Excadrill as my spinner, losing mold breaker in the process).

Edit: Here are 3 alternative versions of the team, each with a different kind of variation depending on what you guys suggested:

1) SpeD set + Iron Head on Skarm, Starmie > Suicune as water check, Ferrothorn > Excadrill because Starmie can now spin, and Power Whip/Gyro Ball. Also Fake Out on Sableye (Creat0r's version)

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Sableye-Mega (F) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out

Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect

2) Same as above but Heatran > Ferrothorn to still have something that hits grass etc. hard (own twist on Creat0r's version)

Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

3) Venusaur > Sableye, switched Toxic and SR on Hippowdon/Chansey, SpeD set + Iron Head + Careful on Skarm, Starmie > Suicune as bulky water, kept Excadrill as 2nd Hazard control because of the loss of Sableye (my twist on rob's version)

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Toxic
- Slack Off
- Whirlwind

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Stealth Rock
- Soft-Boiled
- Seismic Toss
- Heal Bell

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Venusaur-Mega (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Excadrill (F) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

Edit #2: Even though it kinda contradicts the original idea of making a sand stall team, would a sand rush varian of excadrill that runs rapid spin over swords dance be an option too? Making it some kind of semi-stall
 
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Update: So after trying everything out for a bit, I settled down with rob's idea of M-Venusaur. It works well and the team is definitely shaping the way I wanted it to, but the last spot gives me some major headache right now.

Safe spots are:

- Hippowdon
- Chansey
- Starmie
- Mega-Venusaur
- Skarmory

with the following sets:

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Toxic
- Slack Off
- Stone Edge

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Stealth Rock
- Soft-Boiled
- Seismic Toss
- Heal Bell

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Venusaur-Mega (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

So right now what's bugging me are 4 things:

1) I had to give up one of my 2 PHazing moves in the team to get Stone Edge on Hippowdon for Talonflame. Or is Starmie enough of a check for it?

2) I don't have any coverage for Psychic (hits my venusaur), Ghost and Dark (hit my Starmie) mons. Maybe a pursuit trapper is needed?

3) I only have 1 hazard control in this team, if my Starmie gets taken out or spinblocked (see 2, no coverage against ghosts), I'm fucked. Since M-Sableye is not an option any more I was thinking about running a second spinner in Excadrill (because of Mold Breaker)

4) I don't have a spinblocker anymore

So basically what I need is a dark-move, phazing, hazard controlling ghost type :D Any ideas are appreciated
 
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