UU stall team

i posted this originally in OU but the team has since shed its single OU mon and now qualifies as UU. since the original thread has died i thought it might pay off to get some tweaks to better attune it to UU rather than OU, where i've been doing the majority of my testing recently. to be honest this team has more than held its own in OU with a solid 60% (now upwards of 85% since celebi ) win rate, its main enemy being sand rush excadrill, which can be handled in the proper situation but it's always a very close dance that loses me 2-3 pokes to deal with. and seeing as excadrill is a major part of OU it would pay to get out of the realm of weather teams.
the team works by wearing down the opponents pokes slowly ( like every stall team ) with steelix handling just about any physical attacker in stride ( 1v1 it beats excadrill but i need a free switch in at about 75% health depending on the situation ) running tandem with milotic, restalk + marvel scale gives it 315/315 defenses. togekiss, celebi, and hitmontop are all mixed walls as well. once i've gotten his team worn down to <50% HP ea, i just wait for a free switch and clean up with ninjask.

Changes in bold

Spr_5b_208_m.png

Steelix ( lets dance )
@ leftovers
relaxed nature
ability: sturdy
252 HP / 252 Def / 4 SpD
-earthquake/iron head/stone edge/aqua tail/elemental fang/crunch
-roar/dragon tail
-protect/rest

-stealth rocks

Im up in the air about what attacking move to give steelix, man for an RU poke he has some awesome type coverage. SR goes without saying. roar instead ofdragon tail to hit subs, it hasnt been a problem yet but i dont want it to be. protect goes along with his overall build. instead of patching his pitiful special defense i've reinforced his godly physical defense. however a mixed set can catch him off-guard. so protect is there to scout potential mixed attackers. and thanks to his resistances i only really need to worry about special fire,water,ground,and fighting. grass and ice to lesser extent. overall, steelix is a beast capable of taking nearly any unboosted physical attack.

Spr_5b_291.png

ninjask ( wrath )
@ choice band
adamant nature
ability: speed boost
4 HP / 252 Atk / 252 Spe
-x-scissor
-aerial ace
-night slash
-u-turn

Ninjask doesn't play games, he's the end of line, he's the unstoppable force, and the most underrated sweeper period. 90 base attack is nothing to scoff at after a positive nature and a choice band, especially in UU. Still don't believe me? He deals ~60% damage to standard garchomp with u-turn. This is THE revenge killer. And that powerful u-turn is great with this team's plethora of walling options. After one speed boost he outspeeds just about every scarf user in OU making him an amazing late game clean-up sweeper as well. Unfortunately his offensive movepool is limited at best. But u-turn / x-scissor pack enough STAB power to brute force their way through pokes that don't resist. Due to his fragility I don't factor in his resistances for my teams synergy but my team doesn't need it as I still have resistances to all 17 types.


Spr_5b_251.png

celebi ( shinto )
@ leftovers
Bold nature
ability: natural cure
252 HP / 130 Def / 126 SpD
-leaf storm
-HP fire
-calm mind
-recover

A had to drop Articuno for celebi in order to round of my team's resistances/synergy but it was sure as hell worth it. My excadrill weakness is a long forgotten memory, +2 exadrill 3HKOs while this celebi can 2HKO a max spdef, max HP exadrill. But this is uu, grass/fire makes for some awesome type coverage as it's resisted only by fire. And most fire types will Likely want to return.... Er.. Fire. A situation arcanine will be quick to exploit. Recover because its a wall. And leafstorm + calm mind is something I'm particularly happy with, despite the spatk drop I keep the spdef boost(s). This really helps me when my opponent lacks super-effective physical moves. Overall, celebi is BEAST


Spr_5b_468.png

togekiss ( hax! )
@ leftovers
calm nature
ability: serene grace
252 HP / 252 Def / 4 SpD
-air slash
-thunder wave
-heal bell
-roost

this togekiss operates with para-flinch, t-wave for para, air slash for flinch. it works pretty well as this togekiss is bulky enough to take many unboosted hits from sweepers in stride, giving a chance to paralyze. from there it's a piece of cake. heal bell because i dont really need anything else for this set but a team of walls can defiantly make use of such a move. my original idea was to use defog to clear entry hazards, but im an idiot and didnt realize that it only helps my opponent, when i found that out i facepalmed pretty hard. but aside from that little blunder this set seems solid. i think it's UU.

Spr_5b_237.png

hitmontop ( dreidel )
@ leftovers
careful nature
ability: intimidate
252 HP / 126 Def / 130 SpD
-close combat
-sucker punch
-rapid spin
-rest

I just stole TonyFlygon's set, mine was working I guess. But it was just underwhelming, if it's only move were rapid spin I'd use it just as much, I knew I needed to change it's set as the poke itself had no problems doing what it was meant to. But I was reading his RMT and saw his YouTube and I figured I had a heal bell user already anyway, his rest idea was solid, my priority set-up was fail ( I had also been using a calm nature lol ) it's a BIG improvement. Thanks for being awesome Tony!


Spr_5b_350_f.png

milotic ( ssssssnake )
@ leftovers
calm nature
ability: marvel scale
252 HP / 252 SpD / 4 Def
-scald
-dragon tail
-sleep talk
-rest

although my need for a restalker has been diminished due to togekiss's heal bell, it is nice to avoid using heal bell. regardless restalk lets me use milotic as a dedicated special wall that becomes a strong physical wall as well once asleep. for this reason i usually just rest the first chance i get and go from there. milotic makes for a great partner with steelix. and as long as i keep the hazards out i have a poke that can switch in on EQ. making milotic an excellent addition to the team.

like it, hate it, i dont mind, just tell me how to improve it.
 
make the evspread on steelix 252hp/ 4def/ 252sp.def, steelix has high defensive anyway

if this is a stall team then you need (toxic) spikes to rake up more damage per turn maybe change togikiss for drapion? also you need a wish passer so your guys will stay alive maybe chansey over something (I don't know sorry)? Also you need a spinblocker (a ghost type) so that you keep your hazerds up on thier side, maybe dusclops over something?
 
I've tried using a max spdef steelix and it's spdef remained abysmal. The only difference between the two is this steelix noms on ttars and other EQ users all day. I don't think I'll use toxic spikes and a spinblocker just because I dont like where that strategy goes. The more hazards abuse the more unfun the game becomes IMO. SR is out of necessity. And TBH my team ( aside from hitmontop who I'm considering toxic on ) packs enough of a punch that hazard abuse really isn't that necessary at all, celebi alone scores a lot of 80% hits. A wish passer is something I've tried too, it worked just fine but now that I have rest + heal bell all need is gone. As an added bonus my original wish passer ( togekiss ) no longer needs to wait a turn for recovery. Which really makes a difference. Also, I don't have to choose between heal bell for team support and protect to keep togekiss alive. rest + heal bell is just a genius idea and TonyFlygon deserves alot of credit.
 
Back
Top