Team Building Process:
Before even beginning to build the team, I knew one pokemon that I had in mind and wanted to try out
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
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
The next on my list was a bulky water. I'm not a fan of Slowbro, so I went with old reliable Milotic
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
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
**Quick note: A good portion of my battle testing was done in OU which may have influenced some of my choices.
(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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Before even beginning to build the team, I knew one pokemon that I had in mind and wanted to try out

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


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



The next on my list was a bulky water. I'm not a fan of Slowbro, so I went with old reliable Milotic




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






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






**Quick note: A good portion of my battle testing was done in OU which may have influenced some of my choices.

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.
---

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.
---

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.
---

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.
---

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.
---

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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