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You have actually no way to win against heatran + Dark (or just a single heatran if it carries toxic and you didn't tailwind).
It's not really the best answer but you should try focus blast + fightium Z on magearna (it'll make you weaker to zor tho)
But tbh i really don't like your team as you lack speed boost (scolipede is truly broken^^).
i agree with everything u said.
the team is ridiculously matchup dependent.
obviously a few mons just 6-0 the team but that is why the 6th slot can be anything really.
ofc there is no way for it to beat everything
definitely more of a niche team but i appreciate the critique bc i didnt even realize i get 6-0d by tran
i just thought it was worth a mention because although its useless vs some teams, some teams get completely shut down
also, ban scolipede
Uh... hm... you didn't make this team. I guess you "made" it worse... srsly, the changes you made are really puzzling. Unboosted Leech Tapu Bulu? Mono attacking Necrozma? No CM on Mew? How do you even break stall?
I guess you replaced Kyu-B with Tapu Bulu, but without Kyurem-B (which is the best Mold Breaker Pokemon for the task) there's no way to sweep through teams that have a Skarmory, so you'll have to try and set up twice. This can be a Sisyphean task at times, especially since you don't have Z-Memento on Whimsicott. And your Tapu Bulu set does... nothing?
Your Necrozma moveset also seems pretty stupid, without Rock Polish + Charge Beam you're begging to be walled by any Dark type (Greninja? Most common Pokemon?) and possibly Encored by anything faster if they catch your sub or CM turn.
Both of these changes also solve this "Tran + dark" problem, which this team really shouldn't have.
Uh... hm... you didn't make this team. I guess you "made" it worse... srsly, the changes you made are really puzzling. Unboosted Leech Tapu Bulu? Mono attacking Necrozma? No CM on Mew? How do you even break stall?
I guess you replaced Kyu-B with Tapu Bulu, but without Kyurem-B (which is the best Mold Breaker Pokemon for the task) there's no way to sweep through teams that have a Skarmory, so you'll have to try and set up twice. This can be a Sisyphean task at times, especially since you don't have Z-Memento on Whimsicott. And your Tapu Bulu set does... nothing?
Your Necrozma moveset also seems pretty stupid, without Rock Polish + Charge Beam you're begging to be walled by any Dark type (Greninja? Most common Pokemon?) and possibly Encored by anything faster if they catch your sub or CM turn.
Both of these changes also solve this "Tran + dark" problem, which this team really shouldn't have.
The team works for Keldeo to break the potential check of Greninja after being a recipient of NP Mew.
Stabs and any Hidden Power that hits Shedinja. 2+ Breakneck Blitz (Hyper Beam) hits strong in Tapu Fini, Toxapex, Tangrowth and Mega Venusaur, below some calcs.
+2 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 252 HP / 80 SpD Toxapex: 300-354 (98.6 - 116.4%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 312-368 (77.2 - 91%) -- 25% chance to OHKO after Stealth Rock
+2 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 232 HP / 80 SpD Venusaur-Mega: 345-407 (96.1 - 113.3%) -- guaranteed OHKO after Stealth Rock
+2 252 SpA Keldeo Breakneck Blitz (200 BP) vs. 248 HP / 16+ SpD Tapu Fini: 310-365 (90.3 - 106.4%) -- guaranteed OHKO after Stealth Rock
Excadrill lead because Rocks are highly needed.
So the team needed immunity against Eletric to prevent Tapu Koko from tbolt spam after Excadrill die, also an immunity to Ground, and another recipient choice. I really have issues with Focus Blast (everyone here I imagine), so Incinerate does the same damage on Ferrothorn and still hits Shedinja.
The last recipient needs to be a Steel-type to prevent auto lose against Lele.
Magearna was the first choice (although Fleur Cannon acc really disappoints me when needed), but Celesteela ever without Fairy-type is also interesting (not that Air Slash be trusted in the acc).
Been laddering in the 1600's range for a while testing some teams and trying some fun mons of course I didn't use bp at all so here are some of the squads I've been using for the most (pretend there isn't a Fini in every single one of them and SD wak is bae)
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- U-turn
- Hidden Power [Ice]
Built around QD Volc+Koko bc it gets the volt switch off on mons that are set up bait for Volc such as Ferro Tang etc. Fini is there to clear rocks and Lando completes the Lando Fini core cause I'm a lazy builder, added Wak as an elec immunity and helps vs mosa, SD outside of TR is actually decent and I rather have it>WoW bc it helps against Stall (Volc builds usually struggle against it) and is super nice against BP Ban Scoli. Finally Metagross is my Lele check and another mon that lures Ferro and stuff.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- U-turn
- Water Shuriken
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 252 Spe
Adamant Nature
- Fire Punch
- Shadow Bone
- Bonemerang
- Swords Dance
This is super standard but it has SD wak so I figured I'd share it. Gren lures fat grasses and fini which give Wak and Gross opportunities to punch holes. LandoFini is actually bad but I still use it bc it covers a lot of threats if you play correctly. Scarf Chomp rounds it out with a rkiller for volc and mence.
Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 116 Def / 128 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
This is built around Protean Gren+Manaphy and uses the type spam concept to let Manaphy sweep. Added Wak for Rocks and elec immunity alongside Tang as a ground resist and Greninja check. Scarfchomp is just a great rkiller overall and the last slot is mzor bc I'm really weak to Meta but I guess Meta works too. Now that I think about it you could get away with running RH Tang and Metagross, gonna try that later
So I wanted to use Zone for once bc Steels are evrywhere and for some reason every single Skarm I run into has either Lefties or Helmet (?. Salamence is another mon I wanted to use and abuses the Steel removal from Zone, then added LandoFini to the mix bc Fini was kinda mandatory due to Defog and Lando is super good. Nihi is a scarfer I've been trying to use but I always end up using Chomp bc it's just better lol, Meta is my Lele check and appreciates Skarm and Steela gone.
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Shiny: Yes
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Stealth Rock
- Fire Punch
- Shadow Bone
- Earthquake
I think I've used this for the longest bc Zard-Y is seriously slept on as a breaker. Added Wak as an elec immunity and bc it forms a nice Fire Spam core with Zard under the sun (You can run Blitz>Punch and it'll blow everything back). Fini is mandatory again but I didn't want to use Lando this team bc that would make me susceptable to a well played Gross, so I added a Steela as my Lele check and Gross lacking tpunch check. Dug is broken on Stall and is broken in general lol use it to trap Chansey Toxa and watch everything die to Zard. Lele is the scarfer of choice bc it appreciates the pressure Zard puts on steels.
These teams are pretty standard but solid too. I might share some fun teams later bc most of them are still being tweaked and the world isn't ready for double dance Hoopa
Edit: Editted this 10000 times bc I suck at using hide tags ;-;
Threw this team on the RMT Forum but figured I might as well post it here as well since I'm pretty proud of it (its not amazing but whatever, it has synergy at least)
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
Thundurus @ Flyinium Z
Ability: Defiant
EVs: 208 Atk / 48 SpD / 252 Spe
Jolly Nature
- Knock Off
- Fly
- Wild Charge
- Superpower
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Rock Slide
- Fire Blast
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hydro Pump
- Dark Pulse
- Water Shuriken
This team is a hyper offensive team based around a rather unique set Z-Fly Defiant Thundurus-I. Set up hazards with Azelf then apply pressure with Ash Greninja and Tapu Koko, Greninja lures in all common defoggers which Thundurus is able to abuse. Thundy can then or later surprise a bulky switch-in like Mega Venusaur and Tangrowth with Z-Fly which greatly helps Greninja and Tapu Koko. Agility Mega Metagross is here to beat more offensive teams with its nice coverage and near unbeatable speed at +2, its especially good against Tapu Lele + Pheromosa Hyper Offense. Meta's common counters are beaten down by Koko, Garchomp is a solid cleaner who appreciates Thundy's ability to lure and clear bulky threats. Garchomp is also a great revenge killer who beats dangerous dragon dancers who otherwise can stomp the rest of the team. The combination of Azelf and Thundurus gives you a pretty good match-up against stall since Thundy and Koko lure in Chansey who Thundy can knock off or Koko can pivot into thundy.
Main goal is to support Zygarde, which is a DD variant. Substitute helps to avoid status and residual damage versus Mons like Rotom-W and Celesteela. Thousand Arrows is standard. The spread is meant to outspeed Phero as well as Modest Scarf Lele (does this exist?) at +1 with the remainder dumped into hp for bulk. Not going to lie, a sub Coil set may be a better fit here, but I haven't tried that out yet.
Mega Venusaur deals with the bulky grass types Zygarde loathes: Bulu and Tangrowth. I opted for a more defensive spread because hard walling the common Pheromosa variants and checking M-Scizor is real nice. The spread also ensures that Specs Greninja doesn't 2HKO with Dark Pulse before the forme change.
AV Magearna has wonderful synergy with Zygarde type-wise, and is the team's answer to threats like Latios, Lele, and most Greninja variants. HP Fire was chosen over Aura Sphere to deal with M-Scizor and Ferrothorn, two very common switch-ins in my experience.
Specs Pheromosa was chosen to blow holes into phat mons like M-Sableye and opposing M-Venusaur in addition to putting in work against more offensive teams. Bug Buzz is excellent neutral coverage and softens up many teams for an eventual Zygarde sweep. HP Ground may seem like an odd choice, but if you nail Alolan Marowak and Toxapex on the switch-in, they won't be able to come in again.
Landorus is the team's lead. Stealth Rock and U-turn are self-explanatory. Knock Off helps against stall and is just a great move in general. I opted for a relaxed nature to get U-Turn initiative in the event of a mirror Landorus lead, but this can (and probably should) be changed to impish.
At this point the team clearly got bent by M-Metagross, so I added Slowking. It also doubles as a Heatran switch-in, as the team struggles to switch into it without risking burns (Zygarde) or death (Phero). It can also serve as an secondary Tapu Lele check if Magearna needs to be kept healthy for a bigger threat. Thunder Wave is excellent utility, but it isn't entirely necessary.
The team has a horrid matchup against stall, so using Toxic over Extreme Speed/Thunder Wave on Zygarde/Slowking may be a viable option. Dual Dance Z-Move Landorus is also a major threat, but it can be played around with Pheromosa. You'll be in for a hard time if the opponent has M-ZardY or Volcarona. Any improvements are welcome!
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Heal Bell
- Soft-Boiled
- Seismic Toss
Explanation:
Before I get into anything, I want to make clear that I made this team myself and had specific reasons for making it the way I did; this looks very similar to common stall builds atm but this has specific goals. Also, know that Duggy is being suspected as I write this. I made the team about two weeks ago and thought I'd post it anyway. If Duggy stays, cool, keep using this. If not, good riddance oh well.
I built this team in order to counterplay many of stall's issues in this meta. Despite many common, excellent stallbreakers such as Hoopa and Lele being made less effective by trapping, stall is still pressured hard by Alolan Marowak, SubCoil Zygarde, Waterium Z TG Manaphy, Fightinium Z SD Kartana, and Fightinium Z SD Tapu Bulu, among others. I decided to build around Shedinja to limit the effectiveness of these threats.
Shed does what it always does: counter everything in the game that can't hit it for SE damage or residual damage. Because of this, it serves as an excellent answer to many common breakers. Standard Z Kartana/Bulu/Manaphy don't carry coverage that hits Shed, Mega Metagross can only touch it if Meta runs Pursuit (which is uncommon currently), and any Zygarde lacking Toxic is countered. Shedinja is also a great way to check physical sweepers since it can live a hit with its sash and Wisp, then pivot into an actual wall. Baton Passing out against your opponent is really amusing and gives you safe switches. Protect scouts for uncommon coverage and completely dicks on choice-locked mons.
Mega Sab, of course, is a major ally against hazards and checks most hazard setters in OU. Its great typing and reliable recovery enables it to take on many otherwise scary breakers. Knock and Wisp annoy the hell out of opponents and most importantly make life easier for other members of the team. Protect is for a safe mega evo that Lele can't prevent, and is always nice for scouting.
Duggy traps annoying and/or threatening mons like Chansey, Hoopa, Lele, Tran, Bandtar, Megagross... yeah get this broken shit out of here. It greatly appreciates the hazard control and removes opponents' wincons if played intelligently. Just keep rocks off the field and you're set. Speaking of which, Duggy packs rocks since it can't be fit anywhere else.
Skarmory is another hazard-related mon- this time as the remover. Skarm answers the meta's strongest physical attackers and punished them with Counter. I find that it hits most threats harder than BB/Iron Head and is fairly reliable; besides, Skarm loses to any real special attacker regardless of its move choice. Defog removes hazards and is necessary for Dug and Shed to perform properly. Whirlwind phazes out boosted mons. I opted for Shed Shell to beat Magnezone more easily, since my team doesn't have a good answer to Volt Switch spam with coverage. Be careful of random special moves on physical mons (eg. Fire Blast on ScarfChomp).
Chansey is the team's cleric and answer to most special (and some physical) attackers. I tried to build without this but getting 6-0d by Zard Y and Volcarona sucks (although Toxapex helps check them). Chansey spreads status via Toxic, which is very valuable for putting the likes of Alolan Marowak on a timer. Softboiled heals, Seismic gets reliable damage off. Nuff said.
Toxapex is crucial for beating Tapu Fini and Zygarde, since neither lasts long after being poisoned/badly poisoned by T spike. Pex also beats set-up mons like Zard X (bar EQ), Mega Sciz, Mega Pinsir, etc. since it's very fat and has access to Haze. Scald spreads more burns against steels that can't be poisoned, and Recover keeps Pex healthy. Most of the time this serves as a pivot due to Regenerator. Amazing ability; I wish the rest of the team had such great passive recovery but w/e. Playing with this is fairly simple: come in, set T spikes as often as needed, spam Scald, pivot out, have team remove clerics/hazard removers, set T spikes again if needed, wait, win. Because of its reliability in poisoning stall's biggest issues and immense bulk, stall almost always needs this.
As I said, this team operates by keeping Shed/Dug alive by keeping hazards off your side so they can respectively counter and trap breakers. Meanwhile, Sab and Pex chip away at opponents to the point that the opponent can no longer win. Play smart if needed, but otherwise go on autpilot or win at team preview. Have fun, and be sure to remind the opponent to visit the doctor (you did just give them cancer, after all).
Alola Wak is still a huge pain but it likes to come in against Chansey and gets surprised by Toxic. From there, pivot as needed and try to get off a Scald with Pex. In a pinch, Shed does ~40% minimum with Shadow Sneak. Pivoting between Skarm and Pex can help PP stall Zygarde and whirlwind it out without losing too much health on anything (see replay). Keep Sab and Skarm as healthy as possible so they can do their jobs.
As suggested, I'm going to list some key differences between this team and the one above/common gen 7 stall builds to clarify my team's objectives. It's already touched upon in the explanation but I'll elaborate:
My team's Sab is mixed defenses over max hp/max spdef because I already have Physdef Skarm/Chansey/Toxapex, which together mean that common physical attackers are less concerning. Sab therefore can afford to invest in more spedef to better check stuff like Torn-T.
My Shedinja runs the standard spread, which is most effective. I chose Shadow Sneak over Shadow Ball since it hits more mons hard and the priority is valuable.
I run Toxic on Chansey since it baits Alola Wak into getting residual damage. Then I can pivot around until it drops. The other teams don't account for this and easily get broken by Wak.
Skarm has Whirlwind over Toxic because literally anything with Sub beats Skarm otherwise. Counter beats everything my team needs. Whirlwind also phazes Zygarde, which otherwise gets up a Sub if not poisoned already, Coils a few times, and wins. See the replays for reference.
By running T Spikes over Toxic on Toxapex, I can get better residual damage against special attackers like Greninja, Tapu Lele, and Tapu Koko (all of which are very threatening). Most importantly, T Spikes wear down Zygarde and Tapu Fini since both are hard to weak down. At best they are huge annoyances and at worst they break the team. T Spikes are invaluable.
Dugtrio packs rocks because it allows it to always do something in matchups where it doesn't trap anything notable. Because of this I room on Skarm/Chansey to run a better move. Screech makes trapping even easier, and a Rock move isn't needed when Flying-tpyes can't be trapped anyways.
tl;dr my team actually handles mons that usually plague fat teams and has a playstyle centered around preventing opp's hazards and keeping my own t spikes up that, as replays show, is reliable.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Heal Bell
- Soft-Boiled
- Seismic Toss
Explanation:
Before I get into anything, I want to make clear that I made this team myself and had specific reasons for making it the way I did; this looks very similar to common stall builds atm but this has specific goals. Also, know that Duggy is being suspected as I write this. I made the team about two weeks ago and thought I'd post it anyway. If Duggy stays, cool, keep using this. If not, good riddance oh well.
I built this team in order to counterplay many of stall's issues in this meta. Despite many common, excellent stallbreakers such as Hoopa and Lele being made less effective by trapping, stall is still pressured hard by Alolan Marowak, SubCoil Zygarde, Waterium Z TG Manaphy, Fightinium Z SD Kartana, and Fightinium Z SD Tapu Bulu, among others. I decided to build around Shedinja to limit the effectiveness of these threats.
Shed does what it always does: counter everything in the game that can't hit it for SE damage or residual damage. Because of this, it serves as an excellent answer to many common breakers. Standard Z Kartana/Bulu/Manaphy don't carry coverage that hits Shed, Mega Metagross can only touch it if Meta runs Pursuit (which is uncommon currently), and any Zygarde lacking Toxic is countered. Shedinja is also a great way to check physical sweepers since it can live a hit with its sash and Wisp, then pivot into an actual wall. Baton Passing out against your opponent is really amusing and gives you safe switches. Protect scouts for uncommon coverage and completely dicks on choice-locked mons.
Mega Sab, of course, is a major ally against hazards and checks most hazard setters in OU. Its great typing and reliable recovery enables it to take on many otherwise scary breakers. Knock and Wisp annoy the hell out of opponents and most importantly make life easier for other members of the team. Protect is for a safe mega evo that Lele can't prevent, and is always nice for scouting.
Duggy traps annoying and/or threatening mons like Chansey, Hoopa, Lele, Tran, Bandtar, Megagross... yeah get this broken shit out of here. It greatly appreciates the hazard control and removes opponents' wincons if played intelligently. Just keep rocks off the field and you're set. Speaking of which, Duggy packs rocks since it can't be fit anywhere else.
Skarmory is another hazard-related mon- this time as the remover. Skarm answers the meta's strongest physical attackers and punished them with Counter. I find that it hits most threats harder than BB/Iron Head and is fairly reliable; besides, Skarm loses to any real special attacker regardless of its move choice. Defog removes hazards and is necessary for Dug and Shed to perform properly. Whirlwind phazes out boosted mons. I opted for Shed Shell to beat Magnezone more easily, since my team doesn't have a good answer to Volt Switch spam with coverage. Be careful of random special moves on physical mons (eg. Fire Blast on ScarfChomp).
Chansey is the team's cleric and answer to most special (and some physical) attackers. I tried to build without this but getting 6-0d by Zard Y and Volcarona sucks (although Toxapex helps check them). Chansey spreads status via Toxic, which is very valuable for putting the likes of Alolan Marowak on a timer. Softboiled heals, Seismic gets reliable damage off. Nuff said.
Toxapex is crucial for beating Tapu Fini and Zygarde, since neither lasts long after being poisoned/badly poisoned by T spike. Pex also beats set-up mons like Zard X (bar EQ), Mega Sciz, Mega Pinsir, etc. since it's very fat and has access to Haze. Scald spreads more burns against steels that can't be poisoned, and Recover keeps Pex healthy. Most of the time this serves as a pivot due to Regenerator. Amazing ability; I wish the rest of the team had such great passive recovery but w/e. Playing with this is fairly simple: come in, set T spikes as often as needed, spam Scald, pivot out, have team remove clerics/hazard removers, set T spikes again if needed, wait, win. Because of its reliability in poisoning stall's biggest issues and immense bulk, stall almost always needs this.
As I said, this team operates by keeping Shed/Dug alive by keeping hazards off your side so they can respectively counter and trap breakers. Meanwhile, Sab and Pex chip away at opponents to the point that the opponent can no longer win. Play smart if needed, but otherwise go on autpilot or win at team preview. Have fun, and be sure to remind the opponent to visit the doctor (you did just give them cancer, after all).
Alola Wak is still a huge pain but it likes to come in against Chansey and gets surprised by Toxic. From there, pivot as needed and try to get off a Scald with Pex. In a pinch, Shed does ~40% minimum with Shadow Sneak. Pivoting between Skarm and Pex can help PP stall Zygarde and whirlwind it out without losing too much health on anything (see replay). Keep Sab and Skarm as healthy as possible so they can do their jobs.
Yo, the guy right above you posted the exact same team with a couple of different moves, I'm not saying you didn't build this because there are like 3 different Stall teams on the ladder and most good Stall teams end up looking pretty similar but considering someone already posted a very similar team maybe you could've explained why you chose certain moves over the standard ones or the other team's, idk here we are supposed to share teams and if the team is so similar then might as well add something to justify posting it. Great job on your peak tho :)
Leooo_33 I added another section for that. Thanks for the tip. Most teams here don't suggest a playstyle when using the team so I was sure to emphasize that along with the differences in EV spreads/movesets.
Celesteela @ Shed Shell
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
The goal is to facilitate a Lando-T sweep. I opted for Rock Polish as a boosting move instead of Swords Dance as I found Lando to be too slow to sweep. I did entertain the idea of Double Dance, but found myself relying on the coverage. Lele is a stall breaker, as well as a balance breaker. Bulky cores basically crumble under her. PheroKoko is an excellent Volt Turn core, and are excellent at wearing things down for the dog. They're also crucial for Zard Y, who the team basically has to sac a mon against every time it comes in (I never seem to build teams that don't auto-lose to Zard Y RIP). Chomp is the Rocker, and it's also the best answer to Bloom Doom Tran, which is why I picked it over something like Ferrothorn. Celesteela rounds out the team by being a blanket check to most of OU (not even joking). It is one of the most reliable mons I've used in SM OU and it also fills the critical role of preventing the team from losing to Lando and MegaGross.
I would like to share the team than I got Coil to vote for suspect Dugtrio, even without Dugtrio, the team has some ''adaptations'' if Dugtrio stays in the tier.
Honestly a lot of shit gimmick, but both in practice and on paper they work well.
Just a quick explanation about what is different, if is possible to have a different stall.
Skill Swap Chansey is a slot lost in 90% of cases, since giving Natural Cure is very annoying when working with stall, but allows Chansey to remove Arena Trap from Dug/Dig and switch to Skarmory.
Among other situations that occurred in suspect;
Remove Flame Body from Volcarona and be able to hit with Seismic Toss without suffering burn.
Receive Intimidate from Landorus-T and become able to wall even after losing Eviolite.
Remove Speed Boost from Scolipede and see the opponent choked.
Skarmory with Pursuit allows you to switch in Dug / Dig and break the Sash, and kills Shedinja.
Diglett runs Endure as it does not have 201 HP as Dugtrio, so you can receive the second Seismic Toss from Chansey, or enter into Stealth Rock and still maximize the use of Reversal, this became useful for defeating Chansey (It's a 10/16 roll with Jolly Dig vs 252 HP / 252 Def Chansey, but Skarmory will revenge with Pursuit in a bad roll case) and a Crawdaunt Band locked in CrabHammer.
M-Sableye, Clefable and Toxapex do not escape the usual pattern.
This team suffers a lot against Z-Moves, Charizard X, offensive grass types, Lele and Koko Taunt. However, it was enough to ensure the Coil, with Dig replacing Dug well.
Y'all are ready for this? This my first forum post aight this gonna be fire because I'm gonna be hitting y'all with a team that IS fire. So fire in fact I don't even need a double steel core. I call the team "The 5 Legends" 'cause it's got four legendary Pokemon and as all of you probably know I'm a legend.
Aight let me explain some stuff to ya first, since I do have some unorthodox things(that you're allowed to change mind you, because this stuff has been working out for me).
First off is the ZardX spread, which is a bulky DD set. The speed is enough to out speed a non-speed boosting nature Mosa while having a very good amount of bulk on it to turn Tapu Fini into set up fodder as well as live hits easily from Volcarona and Zard Y. I'm aware that scarf Mosa outspeeds it after two dragon dances, however I feel with the kind of weakness my team has to Volcarona it's justifiable.
Now, the next unorthodox move/set is the Tapu Koko's grass knot. People have told me before that I wouldn't need it, since I wouldn't be clicking it very often. However, more often than not it has been supporting my Zard and Greninja IMMENSELY when I've encountered the rare Quagsire, Seismitoad, or Gastrodon. These Pokemon have more than once walled the living daylights out of my team, and I need some way to beat them. So naturally, I chose to run grass knot on my Tapu Koko in order to deal with those threats.
The rest is very standard, so I don't feel there's much explaining to be done beyond what I've already said.
Hey everyone, it's your boy A. I was planning to get reqs but I got really busy and a lot of my alts got killed. Anyway, here's one of the more successful teams I've used within my more recent runs, that being Screens Koko Baton Pass. This definitely has a lot of weird concepts compared to the Xurkitree or w/e, but I think it's worked out pretty well. I was consistently getting through 10-0 without a worry (until you run into the CT or hax :(). Attract is such a dirty move.
Here's my Aurora Veil team that I laddered to 1700 before the suspect test. There's a few things annoying me about it however, so I didn't want to do a RMT:
Mew and Ninetales explanation, behind hide tags as it's a little more lengthy...
The main idea is that between Mew and Ninetales you can always get Aurora Veil set. Mew can switch in on all OU relevant Steel types (who opponents like to use as leads when they see Ninetales) or Pheromosa (being able to take HJK followed by U-turn), with the EVs designed so Mew can take a two Meteor Mashes from Mega Metagross (one on the switch from Ninetales if they lead with it, one while it sets Aurora Veil). If the opponent leads with Greninja, I normally switch in Keldeo who is the most sackable mon of the team, and then bring in Mew who can take a Dark move from full health and again set Aurora Veil - not an optimal situation but one that is reliable.
On Mew I find Defog Support useful due to Volcarona and to remove Toxic Spikes which ruin me, and Reflect gives me another means of getting a screen if the opponent has a lot of their own weather (plus you can have trolly Reflect and Aurora Veil set sometimes). Explosion guarantees me a free switch I don't want to catch a random Toxic or Knock Off, and heavily damages the opponent's mon, having a chance to OHKO things like Greninja (made much more likely with the hail damage). No SR as hail gets rid of sashes anyway and this team doesn't really force many switches with its load of set-up sweepers (plus two turns of hail = one lot of neutral rocks damage), and with how I use Mew there is never really any opportunity to set it in the first place - but by all means use it in place of Reflect if you want.
The Ninetales set is standard, apart from Hail. Hail provides a nice means to counter-play opposing weathers who switch in, ensuring I don't lose momentum (for example, using it on a TTar switch you can set Aurora Veil turn 2 and take a Stone Edge from behind it, leaving you with greater than 25% for another switch later in the match taking into account rocks), besides no-one falls for Encore anymore as it's the standard set, they'll just switch. Between the utility Mew set and Ninetales, Aurora Veil is set in around 99% of my matches in the first few turns, and ensures I can easily lead with Ninetales more or less every match I play without worrying about more complex counter-plays if I didn't have Mew to switch into steel types.
Volcarona is standard Firium-Z, and between Aurora Veil and Defog you practically double the set-up opportunities (if I don't Defog rocks away, Aurora Veil doubles my bulk, etc.). It's a pretty reliable Mega Metagross counter with Aurora Veil in play, and is very hard to stop once set up with +1 SpDef behind Aurora Veil.
I went for a more offensive slant on my Zygarde rather than the standard SpDef set, with Adamant +2 Extreme Speed really becomes a problem for many many teams. Sub ensures that, even if the opponent has something like Lele on their team, I can safely Sub on a switch and get a unboosted Thousand Arrows without really any prediction.
Mega Metagross was too good not to use on this team, and becomes a literal wall behind Aurora Veil. Aurora Veil and Power-Up Punch allow me to set-up Metagross quite easily, which all too often becomes out of control with the random Meteor Mash boost (I've gotten to +4 several times). As I already have plenty of means to threaten non-Ground weak steels, EQ is the move of choice to hit the rest. Thunder Punch is good to hit Bulky Waters, Skarmory (neither of which are keen on Meta at the +1) and Zard-Y (who's a problem for the team due to hindering hail). I find Ice Punch pretty unnecessary as Power-Up Punch means that you can get through a lot of ground types without a huge effort.
Keldeo threatens Greninja some of the time as well as Mega Gyarados, plus little enjoys taking a Modest Scald due to the burn chance. Secret Sword is great to hit on the other side of the defensive spectrum, as we all know. It also can set-up on Lando readily, a role which is needed on any offensive team. EVs to give more bulk, wasn't too bothered about the speed as I still outpace stallmons. Other than that, it gives me fodder to get in what I actually want to be using under Aurora Veil - definitely the weakest link of the team.
The downfall of this team was really the combo of Specs Battle Bond Greninja and Stall enforcing too much role compression, as there's very little that can handle both comfortably - which a team that focusses on bulkier offence really needs to do (though I would say this team is pretty much HO with bulky mons). There's also other problems, such as the rise of HP Ice Lando giving Zygarde a lot of issues compared to last gen's Knock Off/EQ/U-turn/SR sets. I think I'll review this team when either some form of Greninja gets a ban, or more Megas are released which threaten it and balance the meta out a bit more (with Mega Bee in-bound, maybe it'll be enough).
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect
A stall team I put together to get reqs for the dugtrio suspect ladder and ended up going 45-14 with.
Missing out on dugtrio definitely hurts as some pokemon like xurkitree, excadrill and heatran(and basically every other offensive steel type not named metagross) become a pain in the ass to handle. The addition of shedinja does patch up some holes the team was missing before such as being able to completely wall mega metagross and fini while also walling almost the entirety of a baton pass team.
Shedinja is running shadow ball over shadow claw / sneak in order to avoid killing itself to helmets / ferrothorn
I have seen some stall teams using weavile and tried it myself but it is not even close to being able to fill dugtrios role and generally has a very hard time 1HKOing mons and switching in