One notable feature of ObiStall, and most stall teams that followed, was that it had many roles it needed to fill: Spikes, SR, Tspikes, Rapid Spin, spin blocker, Heal Bell, Wish, sandstorm, pHazing, etc, not to mention walling the offensive Pokemon of the time. The problem of satisfying all these roles had very few solutions. What eventually happened is that 4 or so key Pokemon were put on every stall team. Usually these could fill several of the above roles--think Skarm, Forretress, Tentacruel, TTar, etc.
I came to the (Pokebank) OU scene a little bit later, when these Pokemon for Gen 6 have already been partially identified. The thing about Gen 6 OU is that the offensive threats are pretty diverse, so there isn't enough room for all of the roles to fit into a single team. The team "Daunting Dreadnoughts" seems to have gotten the most attention:
http://www.smogon.com/forums/threads/stall-daunting-dreadnoughts-come-celebrate.3492583/
Its core is pretty solid, and I believe that team has found some of the Pokemon (more or less) that will be on every stall team. This team, while retaining those Pokemon, plays very differently, and I believe, more effectively.
No pictures, sorry!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 Def / 252 HP / 4 Spd
Impish Nature
- Earthquake
- Taunt
- Protect
- Knock Off
Gliscor doesn't serve ANY of the roles that were important to ObiStall. It has a unique purpose, however, and I think this will be one of the Pokemon that define Gen 6 stall. He's far from unbreakable, but walls a nice portion of the metagame. In fact, you can think of the rest of this team as trying to compensate for Gliscor's weaknesses.
He's usually the lead, and this moveset allows me to scout with Protect, block opponents' setup with Taunt, or use Knock Off whatever switches in. The thing that differentiates Gliscor from other things that can run essentially this same set (think Mandibuzz or Skarm) is Poison Heal, which crucially allows him (and this whole team) to deal with status. Without any Heal Bell, this becomes very important.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 40 SAtk / 252 HP / 212 SDef / 4 Spd
IVs: 0 Atk
Calm Nature
- Stealth Rock
- Lava Plume
- Roar
- Earth Power
Heatran was always a reliable defensive Pokemon. He's especially important now with the introduction of Talonflame, and nicely complements the weaknesses of Gliscor and Venusaur. Usually he's the easiest way to get up Stealth Rocks, but against some teams I have another option:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Roost
- Defog
- Brave Bird
- Spikes
I once used Forretress here (to Rapid Spin, which in my mind is superior to Defog), but after a bad beat to a Mega Pinsir I switched it up to Skarmory. I run Spikes instead of Whirlwind because I don't need the phazing and to help counter certain stall teams. With Skarmory, I usually find myself playing with rocks on my side, but it hasn't hurt me that badly.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
This Venusaur set is taken from Aj in his Daunting Dreadnoughts team. With weaknesses only to Flying and Psychic, it's a great general purpose wall. It beats all forms of Mega Lucario, and gets that clutch Roar off against most set-up sweepers. Unfortunately, it's also in turn walled by basically everything, struggling especially badly against last Pokemon. That's where the next Pokemon comes in...
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Perish Song
- Aqua Jet
- Play Rough
- Ice Punch
Azumarill can Perish Song the last Pokemon on a team (which can't be Roared by Venusaur or Heatran). In addition, he plays a niche role hard countering many Dragon-type threats (notably Kingdra, Char X and the Latis) that are otherwise difficult to handle. He also plays the key offensive position, killing things like Tyranitar and sniping with Aqua Jet.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Recover
- Shadow Ball
- Scald
- Toxic
Jellicent is the final and least useful Pokemon on this team. He helps beat those random Scalds that can seriously hurt this team, and difficult waters like Suicune and Manaphy. He's also useful as a spinblocker, which helps so much against some teams. I also tried using Blissey here to help against strong ghost attackers (after encountering a Specs Gengar), but it was dead weight in most games.
I'm looking for some ideas on what I can do with Venusaur and Jellicent, especially. Also I'm curious about your point of view on Skarm vs. Forretress. These are Pokemon that don't see use every game, but are absolutely necessary against certain teams. I'm very happy with this team, though, and playing with it feels much more solid than any of the Gen 4 and 5 stall teams that I made, getting to about 2600 on this inflated ladder.
I came to the (Pokebank) OU scene a little bit later, when these Pokemon for Gen 6 have already been partially identified. The thing about Gen 6 OU is that the offensive threats are pretty diverse, so there isn't enough room for all of the roles to fit into a single team. The team "Daunting Dreadnoughts" seems to have gotten the most attention:
http://www.smogon.com/forums/threads/stall-daunting-dreadnoughts-come-celebrate.3492583/
Its core is pretty solid, and I believe that team has found some of the Pokemon (more or less) that will be on every stall team. This team, while retaining those Pokemon, plays very differently, and I believe, more effectively.
No pictures, sorry!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 Def / 252 HP / 4 Spd
Impish Nature
- Earthquake
- Taunt
- Protect
- Knock Off
Gliscor doesn't serve ANY of the roles that were important to ObiStall. It has a unique purpose, however, and I think this will be one of the Pokemon that define Gen 6 stall. He's far from unbreakable, but walls a nice portion of the metagame. In fact, you can think of the rest of this team as trying to compensate for Gliscor's weaknesses.
He's usually the lead, and this moveset allows me to scout with Protect, block opponents' setup with Taunt, or use Knock Off whatever switches in. The thing that differentiates Gliscor from other things that can run essentially this same set (think Mandibuzz or Skarm) is Poison Heal, which crucially allows him (and this whole team) to deal with status. Without any Heal Bell, this becomes very important.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 40 SAtk / 252 HP / 212 SDef / 4 Spd
IVs: 0 Atk
Calm Nature
- Stealth Rock
- Lava Plume
- Roar
- Earth Power
Heatran was always a reliable defensive Pokemon. He's especially important now with the introduction of Talonflame, and nicely complements the weaknesses of Gliscor and Venusaur. Usually he's the easiest way to get up Stealth Rocks, but against some teams I have another option:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Roost
- Defog
- Brave Bird
- Spikes
I once used Forretress here (to Rapid Spin, which in my mind is superior to Defog), but after a bad beat to a Mega Pinsir I switched it up to Skarmory. I run Spikes instead of Whirlwind because I don't need the phazing and to help counter certain stall teams. With Skarmory, I usually find myself playing with rocks on my side, but it hasn't hurt me that badly.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Roar
This Venusaur set is taken from Aj in his Daunting Dreadnoughts team. With weaknesses only to Flying and Psychic, it's a great general purpose wall. It beats all forms of Mega Lucario, and gets that clutch Roar off against most set-up sweepers. Unfortunately, it's also in turn walled by basically everything, struggling especially badly against last Pokemon. That's where the next Pokemon comes in...
Azumarill @ Leftovers
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Perish Song
- Aqua Jet
- Play Rough
- Ice Punch
Azumarill can Perish Song the last Pokemon on a team (which can't be Roared by Venusaur or Heatran). In addition, he plays a niche role hard countering many Dragon-type threats (notably Kingdra, Char X and the Latis) that are otherwise difficult to handle. He also plays the key offensive position, killing things like Tyranitar and sniping with Aqua Jet.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Recover
- Shadow Ball
- Scald
- Toxic
Jellicent is the final and least useful Pokemon on this team. He helps beat those random Scalds that can seriously hurt this team, and difficult waters like Suicune and Manaphy. He's also useful as a spinblocker, which helps so much against some teams. I also tried using Blissey here to help against strong ghost attackers (after encountering a Specs Gengar), but it was dead weight in most games.
I'm looking for some ideas on what I can do with Venusaur and Jellicent, especially. Also I'm curious about your point of view on Skarm vs. Forretress. These are Pokemon that don't see use every game, but are absolutely necessary against certain teams. I'm very happy with this team, though, and playing with it feels much more solid than any of the Gen 4 and 5 stall teams that I made, getting to about 2600 on this inflated ladder.
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