Hi geeezer
Team Pastebin
I have made and used this team extensively for the past month and have had some experience facing stall. Note that this team fairly old and may need to be updated (I would, but have not had the time to play much recently). I'll go over the overall role/purpose of each member:
Team Breakdown
1. I wanted to build around nasty plot Celebi. Here are the initial two Pokemon I based my team around:
I wanted to build around covering its checks (ex: Scizor, Aero, Latias and other revenge killers). I decided to pair LO 4-attacks Starmie, as it can heavily pressure and weaken Pokemon Celebi struggles with such as Latias, Mantine, Hydreigon (though most are scarfed from my experience). Also greatly improves the stall matchup, as you can 2HKO Blissey with psyshock after around 20% chip damage. In return, Celebi can weaken muk with earth power to the point where Hydro Pump 2HKOs.
2. Next, I needed a defensive Pokemon that can take advantage of Latias, Muk, Aero, Beedrill, Sylevon, Togekiss, Scizor, etc (in general, Pokemon that can revenge kill or defensively check the above core), and I needed a rocker. Aggron was added here to fulfill this role. Very standard set aside from running both earthquake and fire punch. Fire punch is 100% needed because otherwise, this team has a very poor Scizor matchup. Earthquake is ran over Toxic because most Toxic targets (alomomola, Suicune, mega bro, hippo) are hard checked by Celebi. Plus, I didn't want to let mons like Volcanion and Staka in for free (which I have nothing for defensively).
3. From here, I noticed that my team was extremely slow and vulnerable to offense (especially mega manectric offence). I lacked speed control, a ground immunity, and something that could pivot effectively. Scarf Hydreigon was added as a result of these weaknesses. Its main role is to revenge kill or pivot on mons such as mega manectric, serperior, and with U-turn get in one of my breakers (usually Starmie, as offensive teams usually have 0 switchins). I also added Defog>Fire Blast as I had defensive (later on in the building process) and offensive answers to cobalion and klefki, although like I said this team is a little bit old, so feel free to change it.
4. The final two Pokemon added are "glue" that mainly serve to help the above core. Firstly, I added CB Scizor with Pursuit. This is extremely helpful in a stall matchup to chip Blissey to the point where LO Psyshock from Starmie 2HKOs. In addition, Scizor baits in Gliscor, Alomomola, and Quagsire on stall, which LO Starmie takes advantage of. Finally, trapping Latias is nice because this team lacks wish support for Aggron, meaning that it is heavily pressured in a lot of matchups, so being able to trap Latias after a draco eases some of this pressure.
Gliscor was added mainly to have a more reliable ground immunity, to better handle scarf Infernape, and to have something to more directly counter Klefki (bare in mind that this team was made when Klefki offense was much more common). The EVs are to take an HP Ice from M-Man most of the time from full, and to outspeed 252+ base 80s. This is probably the least useful or essential team member, so feel free to swap it out for other alternatives.
Replays, Weaknesses, & Things to Consider
Here I've attached two replays against stall that showcase this team succeeding. Bare in mind that these are only ladder replays (around 1500-1650 ranking )against random players. As such, their quality is questionable and is not an indication of how this team will do in a tournament setting. These are the only two stall matchups I could find, but I had some losses against stall that I unfortunately didn't save, which were mainly due to me becoming impatient and sacking something hastily.
As for weaknesses, this team has a very bad matchup against Mega Manectric. Keep scarf Hydreigon alive for this, and in an emergency, Gliscor can take an HP Ice and kill back with Earthquake. Consider changing out Gliscor for another ground type potentially that checks Manectric better. The Scizor matchup is decent, but always scout for Superpower instead of going Aggron every time. If you let Starmie die, Gliscor becomes troublesome as well, so in those matchups prioritize keeping it around to handle Gliscor. Finally, Mega Pidgeott and Moltres (especially Moltres) are annoying to deal with -- try and keep rocks up so they can't come in for free.
For everyone who reads this, please feel free to provide feedback and suggestions here, through PMs, or on my profile, as this team is somewhat old and could use some fine-tuning. Thank you for reading.
[Edit 1: Error in a set from the pastebin]
Team Pastebin
I have made and used this team extensively for the past month and have had some experience facing stall. Note that this team fairly old and may need to be updated (I would, but have not had the time to play much recently). I'll go over the overall role/purpose of each member:
Team Breakdown
1. I wanted to build around nasty plot Celebi. Here are the initial two Pokemon I based my team around:
Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Earth Power
- Giga Drain
- Psychic
Standard NP Celebi. Psychic>Dazzling Gleam due to the team being build around checking the mons that dazzling would hit anyways (ex: Latias). Groundium-Z helps weaken A-Muk for Starmie later on in the match, though most good players will scout for Z-earth power, so weakening it on the switch is helpful.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Psyshock
- Ice Beam
I have hazard removal on another member of my team, and thunberbolt is extremely nice to have to take on Empoleon, Volcanion, Mantine, as well as 2HKO most Suicune. The other moves are self-explanatory.
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Earth Power
- Giga Drain
- Psychic
Standard NP Celebi. Psychic>Dazzling Gleam due to the team being build around checking the mons that dazzling would hit anyways (ex: Latias). Groundium-Z helps weaken A-Muk for Starmie later on in the match, though most good players will scout for Z-earth power, so weakening it on the switch is helpful.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Psyshock
- Ice Beam
I have hazard removal on another member of my team, and thunberbolt is extremely nice to have to take on Empoleon, Volcanion, Mantine, as well as 2HKO most Suicune. The other moves are self-explanatory.
2. Next, I needed a defensive Pokemon that can take advantage of Latias, Muk, Aero, Beedrill, Sylevon, Togekiss, Scizor, etc (in general, Pokemon that can revenge kill or defensively check the above core), and I needed a rocker. Aggron was added here to fulfill this role. Very standard set aside from running both earthquake and fire punch. Fire punch is 100% needed because otherwise, this team has a very poor Scizor matchup. Earthquake is ran over Toxic because most Toxic targets (alomomola, Suicune, mega bro, hippo) are hard checked by Celebi. Plus, I didn't want to let mons like Volcanion and Staka in for free (which I have nothing for defensively).
Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 8 Def / 248 SpD
Careful Nature
- Heavy Slam
- Stealth Rock
- Fire Punch
- Earthquake
Ability: Filter
EVs: 252 HP / 8 Def / 248 SpD
Careful Nature
- Heavy Slam
- Stealth Rock
- Fire Punch
- Earthquake
3. From here, I noticed that my team was extremely slow and vulnerable to offense (especially mega manectric offence). I lacked speed control, a ground immunity, and something that could pivot effectively. Scarf Hydreigon was added as a result of these weaknesses. Its main role is to revenge kill or pivot on mons such as mega manectric, serperior, and with U-turn get in one of my breakers (usually Starmie, as offensive teams usually have 0 switchins). I also added Defog>Fire Blast as I had defensive (later on in the building process) and offensive answers to cobalion and klefki, although like I said this team is a little bit old, so feel free to change it.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Dark Pulse
- Draco Meteor
- Defog
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Dark Pulse
- Draco Meteor
- Defog
4. The final two Pokemon added are "glue" that mainly serve to help the above core. Firstly, I added CB Scizor with Pursuit. This is extremely helpful in a stall matchup to chip Blissey to the point where LO Psyshock from Starmie 2HKOs. In addition, Scizor baits in Gliscor, Alomomola, and Quagsire on stall, which LO Starmie takes advantage of. Finally, trapping Latias is nice because this team lacks wish support for Aggron, meaning that it is heavily pressured in a lot of matchups, so being able to trap Latias after a draco eases some of this pressure.
Gliscor was added mainly to have a more reliable ground immunity, to better handle scarf Infernape, and to have something to more directly counter Klefki (bare in mind that this team was made when Klefki offense was much more common). The EVs are to take an HP Ice from M-Man most of the time from full, and to outspeed 252+ base 80s. This is probably the least useful or essential team member, so feel free to swap it out for other alternatives.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 128 SpD / 136 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Roost
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 128 SpD / 136 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Facade
- Roost
Replays, Weaknesses, & Things to Consider
Here I've attached two replays against stall that showcase this team succeeding. Bare in mind that these are only ladder replays (around 1500-1650 ranking )against random players. As such, their quality is questionable and is not an indication of how this team will do in a tournament setting. These are the only two stall matchups I could find, but I had some losses against stall that I unfortunately didn't save, which were mainly due to me becoming impatient and sacking something hastily.
As for weaknesses, this team has a very bad matchup against Mega Manectric. Keep scarf Hydreigon alive for this, and in an emergency, Gliscor can take an HP Ice and kill back with Earthquake. Consider changing out Gliscor for another ground type potentially that checks Manectric better. The Scizor matchup is decent, but always scout for Superpower instead of going Aggron every time. If you let Starmie die, Gliscor becomes troublesome as well, so in those matchups prioritize keeping it around to handle Gliscor. Finally, Mega Pidgeott and Moltres (especially Moltres) are annoying to deal with -- try and keep rocks up so they can't come in for free.
For everyone who reads this, please feel free to provide feedback and suggestions here, through PMs, or on my profile, as this team is somewhat old and could use some fine-tuning. Thank you for reading.
[Edit 1: Error in a set from the pastebin]
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