TVTropes Will Ruin Your Life

Hey there, Smogon. Just a lurker who decided to take a crack at trying a full blown Stall team, and looking for a bit of critique for it! I would like to note that the closest thing to Stall I've ever attempted is Bulky Offense, so this is a bit of a radically different experience for me. I'm curious to see how well my team has been built for Ubers, so go ahead and put it under the microscope!

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Gratuitous Panning (Giratina) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Will-O-Wisp
- Dragon Tail
- Rest
- Sleep Talk

The Great Wall of Ubers itself and the thing that inspired me to take a crack at a full-blown stall team. It's my primary physical wall and is there to abuse that Will-O-Wisp buff that happened this generation. RestTalk is usually something that I try to stay away from, but it makes it SOOO much more easy to keep Giratina alive. Additionally, if I predict right and feel like taking a small risk against Darkrai, I can Sleep Talk after it outspeeds me and either Burn it, or phase it with Dragon Tail (I may take half my health in damage from a Dark Pulse in the worst case scenario). Not a lot of offensive presence, obviously, but that's what my other teammates are for. Since I chose Dragon Tail too, it sometimes will struggle against things with Sub. Regardless, it's a big honking physical tank and I love it.

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Sue Donym (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 48 Atk / 252 HP / 208 SDef
Sassy Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Gyro Ball
- Power Whip

I love Ferrothorn in Ubers. I am still of the opinion that she's better in this tier than she ever will be in OU. With the EV spread I have, she will more or less beat most Kyogre into submission provided I keep her health up. She's also my Spikes user, so sometimes I'll consider leading with her just for an opportunity to set them up, or even a Leech Seed. If I see what looks like a Rain team, though, I will almost always lead with her, because as I said, REALLY nice Kyogre check. (Not saying she's a counter because Modest Specs 2HKOs with Water Spout, assuming Kyogre is at hull HP and Ferro is coming in on a switch). Power Whip does heavy damage on a super effective hit, and Gyro Ball will do a nice dent to any cheeky Fairies out there. (2HKOes Xerneas without any bulk investment, 3HKOes Arceus-Fairy and Arceus-Fairy won't be able to do much back without a coverage move or Will-O-Wisp).

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WAFF (Groudon) @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

Secondary physical wall, Stealth Rocker, and another common lead for my team. Not really there for Sun itself, matter of fact I was going to try using Dialga at first, but then I sort of thought to myself that Dialga wouldn't offer anything new at this juncture aside from maybe a more powerful Dragon attacking option. Earthquake is a nice STAB move and funny enough my best option with dealing with Dialga. Stone Edge hits Ho-Oh and Rayquaza real well, and Toxic is there for things that I can't deal heavy damage to that aren't Steel or Poison typed. I'm heavily considering putting Fire Punch or Lava Plume somewhere, but I'm not sure where on the set I'd be able to squeeze it in. Probably in place of Toxic, but I'm just not sure.

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100% Adoration Rat (Sylveon) (F) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice

(Nickname is the way it is because Showdown cut it off there :B. Was supposed to be 100% Adoration Rating) Clerics are helpful, especially when faced with Burns and Paralysis and Toxic and all that bad stuff. Sylveon happens to have a combination of traits that stops many an Yveltal dead in its tracks: pure fairy typing and ludicrous Sp. Def. Wish/Protect keeps her and her teammates pretty healthy, although they obviously aren't as potent as Blissey/Chansey Wishes. Heal Bell is a must to cure the bad statuses (and can wake Giratina earlier if need be). Hyper Voice hits pretty decently hard despite being nearly uninvested, 2HKOing most Yveltal and OHKOing Darkrai, while taking petty scratches from Darkrai and 3HKOed by any of Yveltal's most damaging moves (Sucker Punch and Hurricane). I was pleasantly surprised to see how well Sylveon does to check special threats when I first tested her out.

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We Meet Again (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 200 SDef / 252 HP / 56 Spd
Calm Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Thunder Wave
- Recover

This is probably the most troubling mon I have on my team. It's a Defogger that I'm running with hazards, specially defensive with a bit of speed, and I'm honestly not so sure if it's as big of a help as the other members of the team. Feels redundant in a sense. It IS my Thunder Waver which I love to put onto opposing Dialga and any other sweepers with overwhelming speed (Read: Geonmancy Xerneas). Ice Beam felt like it would be more helpful than a Water STAB, so I ran with that. Recover is obvious. I sort of feel there might be another mon that can do Arceus-Water's job better, but I'm not so sure on what it might be. (I also get the feeling I slapped it on because I was still worried about Kyogre).

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Our Product Sucks (Yveltal) @ Leftovers
Ability: Dark Aura
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Foul Play
- Taunt
- Sucker Punch
- Roost

The runner up in the contest of "most troubling mon" on my team. Here to stop physical threats from being problematic with a nice Dark Aura boosted Foul Play, is this physically defensive Yveltal. Taunt can put the kibosh on Dragon Dance among some other Setup moves, its presence can keep Mewtwo from mindlessly Psystriking all day, Sucker Punch for a little surprise factor (as even uninvested it can do nice chunks of damage), and Roost for recovery. I'll be totally honest here, I've forgotten the original reason I put this thing on the team, but it's been...okay? Maybe? I just don't know.

Gratuitous Panning (Giratina) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Will-O-Wisp
- Dragon Tail
- Rest
- Sleep Talk

Sue Donym (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 48 Atk / 252 HP / 208 SDef
Sassy Nature
IVs: 0 Spd
- Leech Seed
- Spikes
- Gyro Ball
- Power Whip

WAFF (Groudon) @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

100% Adoration Rating (Sylveon) (F) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice

We Meet Again (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 200 SDef / 252 HP / 56 Spd
Calm Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Thunder Wave
- Recover

Our Product Sucks (Yveltal) @ Leftovers
Ability: Dark Aura
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Foul Play
- Taunt
- Sucker Punch
- Roost

I'd like to point out that from my experience, I've had a bit of trouble handling Dialga. Groudon is basically my only option for reliably chunking out its HP if I don't burn it. Offhand I'm having a bit of trouble recalling some other things that have given me problems, but I clearly remember Dialga being something of an issue.
 
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The team is very solid

Just know that Dialga is a tough customer to take down to matter how well built the team is.

If Dialga is really bugging you though, run 16 speed EV's on Groudon to outspeed special tank variants that only speed creep on other base 90s if they run speed at all. Use Sylveon as a pivot to get Groudon in on a non-Draco though.

If Dialga is scarf( the only variant that runs speed normally) then keep Sylveon in as hyper voice will hurt non tank variants significantly, if Sylveon falls to a couple of flash cannons, then bring in Yveltal to finish it off after it has taken damage from Sylveon.

Hope my insight helps
 
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This is a really solid team, very few threats that really bother this team when it is still intact. Mega Mewtwo Y can be annoying with Psystrike / Ice Beam / Fire Blast or Aura Sphere, but it will never sweep you thanks to Yveltal. Specs Kyurem-W hits really hard, but with Sylveon and Arceus-Water you can take pretty much anything. If it predicts right though, it can 2HKO both of those. Switching out will work, but switching Sylveon in the second time on Ice Beam means it's a goner. Also, SD Blaziken can be troublesome if Giratina has some prior damage or entry hazards are up, since +2 Knock Off can do up to 80% to Giratina. Also, I wonder how you deal with Xerneas, Thunder Wave with Arceus-Water I suppose, but it will still be very bulky and powerful and Arceus also takes a lot so it needs to be at high health.

You could consider using defensive Ho-Oh > Yveltal since you say you don't like it. It can take on Xerneas, though keep sun up cause +2 Thunder can be a bitch without SpD EVs if you go physically defensive, +2 Psyshock and Moonblast are very weak though. Blaziken is also easily countered by Ho-Oh which is a solid advantage, and it's another backup for Kyurem-W. Mega Mewtwo Y can be annoying since Psystrike 2HKOes specially defensive Ho-Oh so physically defensive is best for that. However, this means problems with Thunder Xerneas. Another thing you can test is Landorus-T > Groudon. Sun doesn't really benefit your team (unless you decide to use Ho-Oh) and while weather control is nice, with 5 turn weather it's not really a big deal anymore. Intimidate is great though.

Though, this team is really solid as it is right now and these suggestions in the end might not improve the team at all if you test them, so keep that in mind.
 
Put on the 16 Speed EVs on Groudon. Since making that post I've been swept by Geomancy Xerneas quite a few times now. Moonblast becomes a 2HKO to my Sylveon and Ferrothorn cannot take a +2 Focus Blast. To be honest I'm having more trouble with it than I am with Dialga now. While Yveltal has certainly been very useful, I'm going to try a physically defensive Ho-Oh out in its place. Unfortunately, this does mean that Mega Mewtwo Y is now going to be more of an issue, but if it doesn't get to boost, I should be fine.
 
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There is one big problem with this team. It is GeoXerneas weak, and in extension it is very weak to the playstyle that GeoXerneas is mostly seen on- Hyper Offense. With no decent way of handling Deo-S leads (the "best" way you can pull off anything is force it to taunt you after it SRs) a game could be over after 3-4 turns depending on what sweepers your opponent is packing on his HO. Some notable examples of mons that just messes you up early game with fast hazard/taunt support are Xerneas, Blaziken, Darkrai, Double Dance Grouon etc. A combination of wallbreakers+sweepers (common on HO) will break down a wall needed for a checking a threat, and with hazards you have trouble retaliating. A little problematic is also fast and frail sweepers, Darkrai can pose big threat utilizing the move: Taunt. Even if Sylveon can check Darkrai after something is put to sleep, a simple Taunt prevents Heal Bell and forces you to attack, meaning your opponent has the chance of bringing in a set up sweeper.

Some of these issues can be fixed with relevant sets (see Waterceus) but the structure of the team makes it hard to me to suggest concrete changes, I don't know what the team's goal is, don't know the justification for some mons (Groudon, Giratina) too well since I'd not personally consider them on my stall teams. Feel free to take up team building aspects and such with me in PM if you want further tips. Good luck!
 
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