UU Toxic Stall

Well, I'm a pretty new battler and this is my second team that I've put together by myself. The first was a rain dance, offensive team so for my second, I wanted to try a stall team.

The first iteration went like this:

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It actually worked out pretty well - better than i thought it was going to. The one weakness I found was Omastar. I don't know if I was just switching it in at the wrong times or what, but it always got taken down extremely easily and never got to set up entry hazards like I wanted it to. So I switched out Omastar for Quagsire and came up with this:

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I think Quagsire just fits with my play style better than Omastar because it's been a major player on my team whereas Omastar usually got 1 or 2HKO'ed.

Now, The Breakdown:

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Ambipom @ Silk Scarf
Ability: Technician
EV's: 4 HP, 252 Atk, 252 Spd
Jolly Nature (+Spe, -SpA)
- Fake Out
- U-Turn
- Taunt
- Low Kick

I love Ambipom, it's so versatile for free damage. It fakes out right off the bat and then can taunt to prevent a set up, and/or low kick for damage, and/or U-turn for damage and a switch to something more effective. And I really love the fact that that move combo isn't exclusive to leading. If I'm in a pinch, I can switch it in for some free fake out/U-turn damage.

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Venusaur @ Leftovers
Ability: Overgrow
EV's: 252 HP, 4 Def, 252 SpD
Calm Nature (+SpD, -Atk)
- Sleep Powder
- Leech Seed
- Sludge Bomb
- Energy Ball

There's not much to say here, Venusaur is pretty basic for any toxic team (and just about any UU team for that matter) and this is the most basic set. There's a reason that it's basic, and that's because it's proven to work time and time again. It can put poison types, that are immune to toxic, to sleep and hit almost anything in UU for good damage with energy ball or sludge bomb.

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Quagsire @ Leftovers
Ability: Water Absorb
EV's: 252 HP, 96 Atk, 160 Def
Relaxed Nature (+Def, -Spe)
- Earthquake
- Surf
- Yawn
- Protect

Also a pretty basic bulky set for Quagsire. I can toxic+yawn pokes that I can't deal with very well and earthquake does good damage against several popular UU types. Now Quagsire usually carries ice beam to deal with grass types, and mine did too, but with Quagsire's pathetic speed, I could almost never get one off. And with the 4x weakness, I never lived if I did manage to get the first hit in. With that, on top of my need for a back-up to Venusaur for ground/rock types, I decided to go with surf for a reliable STAB move.

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Registeel @ Leftovers
Ability: Clear Body
EV's: 252 HP, 100 Atk, 156 SpD
Careful Nature (+SpD, -SpA)
- Toxic
- Iron Head
- Rest
- Sleep Talk

Here we have my first wall. Registeel has great defense and this moveset takes advantage of that. It's sole purpose is to toxic the opponent and stall out, dealing damage when it can, until they're dead. I have iron head instead of explosion because I like to deal consistent damage and my team is pretty diverse enough that there isn't one sole pokemon gives me a big enough problem that I have to explode on it.

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Chansey @ Leftovers
Ability: Natural Cure
EV's: 252 Def, 252 SpD
Calm Nature (+SpD, -Atk)
- Wish
- Protect
- Toxic
- Seismic Toss

Ah, Chansey, probably my favorite pokemon on this team. With toxic, wish, an incredible HP stat, and respectable special defense, I can stall a ton pokes, including some fighting types. It completely walls almost any special attacker and it has the added benefit of wish being able to heal the other members of my team too. There have been more than a few battles that I've won with Chansey alone.

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Moltres @ Leftovers
Ability: Pressure
EV's: 248 HP, 148 Def, 112 Spe
Bold Nature (+Def, -Atk)
- Flamethrower
- Roost
- Substitute
- Toxic

Here we go, classic Stalltres that is so popular nowadays. Water and rock types, the bane of Moltres, can be stalled out with toxic and substitute and roost can remove the flying type, letting Moltres stand up to rock types for much longer. Flamethrower adds STABed defense against grass types.

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Conclusion
Well there you have, it my toxic stall team (I'm probably going to have to think up a catchy name for it like Too Much Toxic). The only real problems that I see are from physical teams, but those are taken care of by Venusaur, Registeel, and Quagsire. However, I know I'm not knowledgeable enough about competitive pokemon to provide accurate analysis so any rates and team suggestions would be most appreciated.
 
Omastar is better leading if you ever want to try it again in future. It pairs up well with many leads.

Anyway, Quagsire should have recover, that is honestly one of its biggest selling points as a quick nitpick.

And finally, nothing that can set up entry hazards for an offensively inept team (stall) like this will make you pay. Giving sweepers a free switch in is really not good.

Get something to set up hazards, block spin and something spin for you or its going to be hard "stalling" anything.
 
Hi
Just battled this team 5 minutes ago (lol) and I noticed that Ambipom cannot do much against my CBtomb lead.Yeah,Omastar fit the lead slot better and it can fare well with other lead
Btw one thing is missing,where is SR?SR is important for stall team like this because stall cause many switches and entry hazard help rack up damage,but I see that pokemon that can set-up SR (Regi,Chansey) need all their move to work properly so I'll leave it alone for now
Definitely use recover over yawn on Quaggy,because you can't yawn anything that already poisoned and you will sometimes found that yawn is less useful.Also,use encore over surf,this allow you to stall your opponent and quaggy can also act your phazer because encore cause switches

That's all for now and gl :)
 
Well I've had the chance to battle a lot more with this team and some of its major weakness have come out. Namely, Mismagius popped out and promptly crapped on me. So I removed Chansey and added Clefable as a counter for Mismagius as it can fill largely the same roll as Chansey.
I also took the advice and re-added Omastar as a lead stealth rocker, but that didn't work out so well. I decided to remove Omastar and add Kabutops with a focus sash so I could have a stealth rocker and a rapid spinner all in one. It was after a couple games with that team, and several 2HKO's on Kabutops, that I realized how much I missed my Ambipom lead. So I put Ambipom back in the lead, removed Quagsire, and added Donphan as a rapid spinner/stealth rocker.

Here's the new team with the new additions:

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The Newcomers

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Donphan @ leftovers
Ability: Sturdy
EV's: 52 HP, 252 Atk, 204 Def
Adamant Nature (+Atk, -SpA)
- Rapid Spin
- Stealth Rock
- Earthquake
- Assurance

Your standard rapid spinning, stealth rocker. Assurance also helps with Mismagius and Cresselia once Clefable has encored them. It also doesn't have the fighting weakness like Clefable for the HP fighting from Mismagius.

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Clefable @ Toxic Orb
Ability: Magic Guard
EV's: 252 HP, 152 Def, 100 SpD, 4 Spe
Calm Nature (+SpD, -Atk)
- Encore
- Wish
- Seismic Toss
- Toxic

Fills essentially the same roll as Chansey did with the added ability to trap Mismagius and Cresselia with encore when they try to set up. I debated with myself over wish vs softboiled and decided on wish for the added team support. I have the toxic orb on because of a Clefable I came up against earlier today. That Clefable had the toxic orb and I couldn't put it to sleep for some reason because of it. I'm really not sure about the mechanics behind it, but it seems like a pretty good deal if my support wall can't be statused in any way.

And now after talking with ZapdosBlitz some more, I decided to get rid of Ambipom and go with a Froslass lead:

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Froslass @ Focus Sash
Ability: Snow Cloak
EV's: 4 Def, 252 SpA, 252 Spe
Timid Nature (+Spe, -Atk)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam

Basic spiker with destiny bond for those difficult pokes, taunt to prevent an opposing set up, and ice beam for a reliable STAB move.
 
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