UU Stall Team

Team Building Process:

Before even beginning to build the team, I knew one pokemon that I had in mind and wanted to try out
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Now since the pokemon I wanted to build around is excellent at forcing switchs and doesn't play much of a role in offensive teams, I decided to go with a Stall team. That means I needed some Spikes, and since froslass can function as a lead I went with her
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I know I needed Stealth Rock, but I also noticed right away my only 2 pokemon are both Stealth Rock weak themselves. I decided to go with Claydol to help me with both problems
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The next on my list was a bulky water. I'm not a fan of Slowbro, so I went with old reliable Milotic
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Now at first I figured with my defensive core in place, I could use some offense. I went with my favorite Physical attacker in Swellow, and a back up spin blocker in Mismagius
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After a long series of games and some trial and error, I found that Froslass wasn't as reliable as I had hoped, Swellow didn't fit in with the team, and Mismagius was a little too frail on the physical side. After a few changes I ended up with
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**Quick note: A good portion of my battle testing was done in OU which may have influenced some of my choices.

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(M) @ Focus Sash
Ability: Poison Point
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Spikes
- Destiny Bond
- Waterfall
- Explosion

Quilfish, despite his frailty and lack of use is actually a very reliable Spiker with decent enough speed to get the job done. In the event the opposing opener happens to have Earthquake, I switch out to Claydol to set up rocks earlier than usual. Otherwise Quilfish just lays out his spikes, then Destiny Bonds/Explode.
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(M) @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Surf
- Recover
- Toxic
- Hidden Power [Grass]

Your typical bulky water. I went with Toxic on this set to disrupt stat boosters which otherwise can set up on this team, and to also force switchs.
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@ Leftovers
Ability: Levitate
EVs: 252 HP/112 SAtk/144 SDef
Calm nature (+SDef, -Atk)
- Stealth Rock
- Rapid Spin
- Earth Power
- Shadow Ball

My Rapid Spinner, he doesnt function as much else except maybe to absorb the incoming Thunderbolt thats headed at Milotic. Still an excellent pokemon that plays a vital role in the team.
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(M) @ Leftovers
Ability: Chlorophyll
EVs: 188 Def/252 Spd/68 SDef
Timid nature (+Spd, -Atk)
- Leech Seed
- Substitute
- Encore
- Sleep Powder

The pièce de résistance. Jumpluff is the center of the team and the reason it works so well. A moveset designed to annoy and force switchs that's only really stopped my Scarfers locked into something that can KO him or a speedy Taunt. Let this guy switch in on an Earthquake or a Grass attack and you're in for trouble. Leech Seed also helps my other pokemon(Claydol, Steelix, Rotom) get some healing in, allowing Jumpluff to play a sort of PseudoCleric Role in addition to its already incredible ability at destroying teams via entry hazard.
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(M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/40 Atk/218 SDef
Careful nature (+SDef, -SAtk)
- Earthquake
- Gyro Ball
- Roar
- Explosion

The Phazer and a fairly reliable physical wall. There's not many attacks that can successfully OHKO this guy. His main role in the team is switching into physical attackers then Roaring around the switch in to do maximum entry hazard damage.
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@ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Hidden Power [Fighting]
- Shadow Ball
- Charge Beam

The teams spin blocker, which can arguably make him the most important member of the team. Under normal circumstances a more bulky Rotom variant, possibly RestTalk would fit better on a stall based team, but with the opportunity to get free setups with Encore Jumpluff on the team, I went with Charge Beam Rotom. Late game this guy can really wreak havoc on already battered teams.
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ok just a short rate:

firstly, i'm not a expert on stall. seriously. but i know you need a reliable user of toxic-spikes. also, i would consider running protect on milotic instead of HP grass or toxic. if you don't want dual screens, consider changing claydol to donphan who has brilliant physical bulk and removing steelix. i don't think qwilfish fits very well on this team, and drapion is a much better t-spikes and it can also phaze and has good physical bulk.

gl with the team!
 
Hey there. Your team is solid, and looks good. I do see a few problems though. A mixed Life Orb Venusaur could cause you problems. Leaf Storm does a ton to Rotom, Steelix, Claydol and Milotic, and if you have already put a pokemon to sleep with Jumpluff, you'll have a even bigger problem, and to make things worse, Venusaur can put one of your pokemon to sleep, and then maybe proceed to sweep. For a mixed Venusaur, even with Life Orb + Earthquake, it wouldn't do too much to a Registeel, and since mixed variants don't have Swords Dance, you can T-Wave it to cripple it making it much easier to take it out, and you can even Explode on it if you find it a problem.

Registeel @ Leftovers
Nature: Careful
EVs: 252 HP/100 Atk/156 Def
-Ice Punch/Seismic Toss
-Thunder Wave
-Explosion
-Shadow Claw

OR you could go for a Curse Restalk Registeel which is a great pokemon late game and can completely counter Venusaur.

Registeel @ Leftovers
Nature: Careful
EVs: 252 HP/40 Atk/216 Sp. Def
-Curse
-Iron Head
-Rest
-Sleep Talk

Sorry NightShadow but I don't agree with you about T-Spikes. With all those Foresight + Rapid Spin or generally Rapid Spinners and Venusaurs running around UU, Toxic Spikes won't help that much. If Foresight-Rapid Spinners are causing you trouble, you may want to try one more ghost which I use.

Maybe Spiritomb since its bulky.

Spiritomb @ Leftovers
Nature: Relaxed/Sassy
252 HP/252 Def/4 Sp. Def or
252 HP/252 Sp. Def/4 Def
-Toxic
-Dark Pulse
-Pursuit/Sucker Punch
-Protect/Rest

Up to you which spread you rather use. Each set counters different pokemon, and this is generally a good spin blocker. If that Foresight Hitmontop is Foresighting, go for Toxic and watch him continue Foresighting as you keep switching and stall him out with Toxic. Protect/Rest for further stalling, Pursuit/Sucker Punch is for some damage from the physical side. No one expects a mixed bulky Spiritomb =P so I think it'd be a great Spin Blocker ONLY if you are having problems with Foresight Rapid Spinners (ahem Hitmotop) now or in the future.

Not much else. Good luck!

-ShinyAzelf
 
In regards to the first post, I dunno about Donphan over Claydol. Levitate nets me free setup and the ability to Shadowball incoming spin blockers helps a lot. I dunno about toxic spikes, ive never been a huge fan and there isn't much room on this team to squeeze it in there. I could throw it on Qwilfish but he doesn't tend to last long enough to get down both Spikes and TSpikes.


Registeel never even crossed my mind. I could run a slightly more Specially defensive variant in place of steelix to compensate for the noticeable lack of special bulk on my team. I haven't had too much trouble with Spinners so I dont think I'd need to throw on another ghost, but I'm definitely gunna give that Registeel idea a try.
 
At the moment your team seems to view Milo as an impossible figure to budge. Rotom will not work since it lacks a reliable recovery move to combat it consistently. Try out defensive Venu > Jumpluff - as much as your team is based around it I think this will help you win games more! For a stall team, pluff seems out of place and a defensive venu with calm nature and 252hp/252spd with the movesets LeafStorm / Synthesis / SludgeBomb / SleepPowder. Sludge Bomb is simply there to limit an easy SD set-up for Leafeon - a threat that would otherwise beat your team easily. This venu also deals with enemy Lo Venusaur once you have another member alseep.

The other change to look for a simple ghost swap between spiritomb and rotom. You simply gain a "special slayer" since tomb can defeat Missy, Alakazam, and Rotom. All three pokemon can seriously threaten your team easily because Steelix lacks a recovery move to consistently cushion all these attacks. Tomb has resistances and immunity to boost and access to pursuit to permanently erase the aforementioned threats. Go for Sassy nature with max/max ev spread to maximize on taking special hits. For movesets go for Pursuit / Shadow Sneak / Dark Pulse / Wow. Wow is there to induce physical attackers on the switch, this includes Rhyperior, Leafeon, to name a few.

With that said my final change will be weezing > steelix for the sole purpose of checking Sceptile, Venusaur, and Leafeon - the three grass Pokemon that easily steamrolls your team. A defensive spread of 252 hp / 252 spd wit ha bold nature seems like the best option to deal with mix sceptile and mix venusaur, sd sceptile, sd venusaur, etc. Go for the movesets Sludge Bomb / wow / sleep talk / rest. Restalk for optimal recovery against the three aforementioned grasses.

As for other options, try out taunt > explosion/waterfall on Qwilfish. This can help you shut down opposing enemy hazards at the start of the match. Not a huge deal but I think you can squeeze it in over watefall possibly. The only thing you miss out on is hitting rhyperior leads, but milotic does most of the work anyways with checking that. explosion is always the sweeter move to open holes on your foes team! overall gl
 
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