Jump to content

slant

Veterans
  • Posts

    129
  • Joined

  • Days Won

    3

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Desolation Dev Blog

Everything posted by slant

  1. Team At A Glance Introduction This is my go-to team at the moment, a sand balanced team that peaked #2 on the ladder. The basic idea started out as a bog-standard sand team that built up to an Excadrill sweep. At this point, I had two avenues to take: either I could choose my team members to weaken and destroy Excadrill's counters, or I could focus on building synergy in my team, making Excadrill less of the centerpiece and taking it away from the spotlight. I chose the latter path, and I've got to say that I've never looked back. My defensive core is Heatran, Skarmory, and Jellicent. Between them, I have two phazers, one status spreader, and one counter each to rain, sand, and sun teams, in addition to resistances to every type except for rock. Since this team was originally built around Excadrill, I obviously had to add in Excadrill and Tyranitar. I originally put in Stoutland as a secondary sand sweeper, however I felt like the team needed a backup check to water and fighting moves, so I replaced it with Celebi, which fit the bill perfectly. I made it a bulky NP set; the bulk was perfect to add to my team's defensive presence against the aforementioned water and fighting moves, while the NP part made it double as a late-game sweeper, filling the hole left by Stoutland. Team In Detail Back In Black (Tyranitar) (F) @ Choice Band Trait: Sand Stream EVs: 100 HP / 240 Atk / 56 SDef / 112 Spd Adamant Nature (+Atk, -SAtk) - Superpower - Stone Edge - Pursuit - Crunch Kicking off this team is Tyranitar, my weather setter and all-around wallbreaker. See that pants-shitting look of terror on Cubone? Yeah, that's how most pokemon feel against this beast. I shouldn't have to explain what an offensive powerhouse this guy is, but for the sake of completeness I'll do it anyways. Stone edge is my main move which nets me a OHKO on a significant portion of the metagame, and 2HKO's everything that does not resist it. Superpower is for steels and to hit stuff like Breloom and Terrakion on the switch. In addition without any attack drops, superpower OHKO's most Ferrothorn, which saves me a ton of headache later. Crunch is the move that I use when I want to use something powerful, but don't want to risk the stone edge miss. Finally, pursuit is crucial for me to trap and remove problem pokemon, such as Chandelure, Latios/Latias, and Ninetales. In particular, Tyranitar can take a Draco Meteor from the Lati twins and get a guaranteed KO on them. I also take advantage of the fact that most Tyranitar are defensive hazard-setters (people, please start taking advantage of that sexy atk stat!). This means that sometimes I can nab a quick KO against an opponent that expects me to use Stealth Rock - some examples of this are Deoxys-D, Deoxys-S, and Azelf, who taunt me as I crunch, and then if they are sashed, my sandstream takes care of the rest. Against opposing Tyranitar, I just Superpower first turn. Usually they don't switch, and even if they do, a +1 superpower really really hurts the switch in. With the attack and speed evs, Tyranitar can outspeed and 2HKO Skarmory. The rest of the EVs are thrown into HP and SpDef to give it surprisingly good special bulk. Also one final remark: The speed evs on Ttar give me some idea of what kind of variant of Politoed I am up against if my opponent leads with it. Faster Politoeds mean that I get sandstorm up (if I'm feeling saucy I'll attack it), while slower ones suggest either physically defensive or specs sets. Most of the time I go to Jellicent though. Roles: Weather setter, wallbreaker. Also eliminates Latios, Latias, Chandelure, Reuniclus. Fighting/Water attacks are directed to: Jellicent, Celebi Grass attacks are directed to: Heatran, Skarmory, Celebi Ground attacks are directed to: Skarmory, Celebi Bug/Steel attacks are directed to: Skarmory, Heatran Highway to Hell (Heatran) (F) @ Leftovers Trait: Flash Fire EVs: 248 HP / 252 SDef / 8 Spd Calm Nature (+SDef, -Atk) - Stealth Rock - Protect - Lava Plume - Roar Specially defensive Heatran is such a great pokemon in the metagame, especially with the rise of sun teams. Heatran forces a ton of switches due to its typing, which gives it ample opportunity to set up Stealth Rock or utilize Roar to rack up that hazards damage. Protect is a really useful move to scout, and lava plume is obviously for that 30% burn chance which will force the opponent to think twice about switching in any physical attackers. Together with Skarmory and Jellicent, it makes an almost invincible defensive core. In addition it checks the #1 OU threat in the metagame, Genesect, which can at best hit it neutrally with thunderbolt. Roles: Stealth rocker, sun counter, special wall, phazer. Fighting/Water attacks are directed to: Jellicent, Celebi Ground attacks are directed to: Skarmory, Celebi Thunderstruck (Skarmory) (M) @ Shed Shell Trait: Sturdy EVs: 252 HP / 248 Def / 8 Spd Impish Nature (+Def, -SAtk) - Roost - Spikes - Whirlwind - Brave Bird In the same vein as how Heatran counters sun, Skarmory is my answer to opposing sand teams. Obviously this guy is a physical wall, easily getting up three layers of spikes and whirlwinding away to build hazard damage, which is a integral part of my team's strategy. It also gets sturdy, which is such a great ability. In essence, if I misplay and somehow allow a pokemon to get too many boosts, I can sacrifice Skarmory if it is at full hp to whirlwind it out and get a second chance to try again. I've chosen to give Skarm a shed shell, after getting my ass handed to me by opposing Chandelure. Now, not only can I escape that annoying Shadow Tag, I can also lure it in, switch to Tyranitar (who takes an Overheat with ease), and trap it with pursuit. Roles: Spiker, phazer, sand counter, physical wall. Electric attacks are directed to: Excadrill, Celebi Fire attacks are directed to: Heatran Dirty Deeds (Jellicent) (M) @ Leftovers Trait: Water Absorb EVs: 248 HP / 216 Def / 44 Spd Bold Nature (+Def, -Atk) - Scald - Will-O-Wisp - Recover - Taunt When I added Jellicent, it was mainly for its typing and ability, since it brings a sorely needed water and fighting immunity to my team. Its ability means that it is my first switch in to lead Politoed. Right off the bat they will usually use their water move against my tyranitar, which I absorb with Jellicent. If they used surf or hydro pump, I know it is a choice set, so I anticipate the switch and cripple their next pokemon with will-o-wisp. Otherwise, I can taunt Politoed and will-o-wisp their next switch in anyways. Overall, Jellicent is very adept at spreading status among the opposing team. The taunt + will-o-wisp combo is also useful against Ferrothorn and Forretress, who get taunted as they try to set up in my face, then burned. Overall, Jellicent is key in spreading status against my team, as a defensive pivot, and as a stall-breaker (to put it in perspective, Chansey and Blissey lose against it 1-on-1). Roles: Rain counter, utility wall, taunter, status spreader, spin blocker. Electric attacks are directed to: Excadrill, Celebi Ghost/Dark/Grass attacks are directed to: Heatran, Skarmory Hell's Bells (Celebi) @ Leftovers Trait: Natural Cure EVs: 220 HP / 252 SAtk / 36 Spd Modest Nature (+SAtk, -Atk) - Giga Drain - Recover - Nasty Plot - Hidden Power [Fire] Celebi is my backup. My backup rain counter, my backup wall, and my backup late-game sweeper. Yeah, it does all of that. Early game, it can stay alive easily thanks to its hp investment and access to recover, while late game it becomes a monster backed up by that nasty plot. At +2, Giga Drain heals plenty of damage, almost so much that recover is unnecessary at this point. Also I think HP Fire on Celebi is pretty standard, but all too often I get the opportunity to nab a surprise KO on opposing Ferrothorn/Forretress/Scizor. In addition it brings a second fighting resist to the team, which is definitely welcome. While its coverage is not the best, most notably being resisted by dragons, Tyranitar again will take care of opposing Lati twins, while physical dragons are handled by Skarmory. Roles: Rain counter, utility wall, late game sweeper. Fire attacks are directed to: Heatran Bug/Ghost/Dark/Poison attacks are directed to: Heatran, Skarmory, Excadrill Ice attacks are directed to: Jellicent, Heatran Flying attacks are directed to: Heatran, Tyranitar Shook Me All Night Long (Excadrill) (F) @ Life Orb Trait: Sand Rush EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - Earthquake - Rock Slide - Rapid Spin - Frustration Move aside, Air Ballon Swords Dance (absd) Excadrill, I have a new love in my life, and that's this guy here. There is no limit to what this guy can do, with blistering speed, killer attack, and passable bulk. There are a total of three counters to this thing: Skarmory, Bronzong, and Gliscor, and if I am able to get them eliminated before I bring out Excadrill which is very likely, then it's pretty much GG. Most pokemon that aren't levitating or flying get OHKOed by earthquake, while levitating/flying types are typically OHKOed by Rock Slide if it is super effective, otherwise 2HKOed by Frustration. However I don't ever attempt a sweep until lategame so by that time these 2HKOs turn into OHKOs. Obviously rapid spin is to remove hazards, but I typically don't bother if it's just a layer of stealth rocks or something. But it's nice to have that option in case I am up against a full stall team that is ripping me a new asshole every time I make a switch. Overall, while this guy was originally meant to be a late-game sweeper, it fulfills a bunch of extra niches. Revenge killer? Check. With its amazing speed, it is almost guaranteed to get a rapid spin off whenever you decide, and obviously its great typing gives it immunity to toxic and paralysis, the two things that will absolutely crippled a sweeper. Roles: Revenge killer, rapid spinner, late game sweeper. Fighting/Water attacks are directed to: Jellicent, Celebi Ground attacks are directed to: Skarmory, Celebi Fire attacks are directed to: Jellicent, Heatran. Conclusion So there you have it. This is one of my favorite teams to use, and I hope you see why. The type synergy is really good - I have one resistance to Rock. Besides that, all other types are resisted by at least two pokemon, but most types are resisted by 3 or 4. With so many resistances, I can afford to screw up a little bit, which is good because I kind of suck at prediction. My team has a little bit of everything - hazard layers, status spreaders, two phazers, a bunch of walls, a wallbreaker, and two late game sweepers. Because of that, I am able to constantly adapt to my opponent's strategy, and with so many options, I can formulate several backup plans in case a miscalculation or a stray crit ruins my first plan. It's not uncommon for me to win through hard stall alone; yet with an opening I can easily pull off a late game sweep too. A big shoutout to my clan, AO, for being awesome! Kamina, for being right there with me in the beginning to get the clan off the ground. Hedron, whose sole job is to protect our clan reputation in the lower tiers of the metagame. Rupe, for painstakingly helping me test and retest all my teams and sets. Skwayz, for consistently kicking my ass to prevent my ego from getting too big. Dark Desire, good to see you back! Now never ever leave us ever againnnnnnnn. Duster, for being an all-around solid battler and friend. Last but not least, Hucking, welcome to the clan! Importable
  2. Dude Neo, please try to keep off topic posts to a minimum. I'd like to just read about the team please. Thanks.
  3. Hey kamina, Just thought of something. I think a special Lando with focus blast would be a great addition to this team over donphan. I view this team more as specially based heavy offense. Once you overload their dedicated special wall, you can go to town on the rest of their team. You will lose a spinner, yes, but at the same time you get to keep that electric immunity, a bunch of resistances, and a whole lot of offensive presence. The only pokemon that the loss of a spinner would really hurt is Thundurus. Lando takes neutral damage from rocks, and Tornadus doesn't really mind with regenerator. PS for all of you guys saying that chansey wrecks this team, it really doesn't, especially not with smart play. NP Thundurus will go to town on Chansey unless it carries a status move. Even then Thundurus can take a decent chunk out of it with focus blast, before being sacrificed. Lando can 2hko Chansey, and even Tornadus does around 1/3 to it as well.
  4. This looks so copy pasted Kamina. Get some originality, amirite guys? Try running Beartic, if you get to +6 with SD and with swift swim you will demolish everyone. Don't just run politoed + tornadus etc. that's so unoriginal.
  5. Solid team, Skwayz! I have to admit that I lolled at CB genesect at first, and then I got my ass handed to me by one of those. It's like a faster Scizor that also has that surprise factor. The rest of the team is well constructed too: rain counters in Latias and Rotom, sun counter in Latias, sand abuser in Excadrill, and glue/revenge killers in Genesect and Chandelure. I had to think long and hard (that's what she said) to come up with any constructive suggestions, but for the most part these are tiny changes and mostly it comes down to personal preference. -Roar on Ttar doesn't really beat crep, since Espeon and Mr. Mime can block it, Smeargle can outspeed and spore then ingrain. Just sayin. -I really think Overheat is a better choice than flamethrower. Since Chandelure is a hit and run pokemon you shouldn't really care too much about the spatk drops, and the loss in accuracy is negligible.
  6. 5/10 cause ash is the worst trainer ever. Seriously...pikachu?
  7. You have Light Clay on Xatu but no screens, I'd recommend either changing to a dual screens variant, or giving it leftovers. Also I'm not sure what your evs do, Xatu doesn't outspeed much, I think you should instead give it full hp/def evs and a moveset of Psychic/Reflect/Roost/U-turn. Psychic is a nice strong stab, and combined with Reflect, allows Xatu to basically take on any fighting pokemon 1 on 1. Heatwave is really only useful for those 4x weaknesses like Ferrothorn and Forretress. Hope this helps.
  8. Hey Conor, I'd suggest putting an expert belt on that Jirachi set over leftovers, since with that coverage it can hit almost everything super effectively.
  9. You're not understanding what I'm trying to say. With evasion clause, many below average players will use it and win games that they otherwise wouldn't against better players which we can agree should not happen. Put another way, evasion is the exact opposite of what "strategy" is - it is eliminating strategy and hoping that the RNG works out in your favor. It's a matter of principle - after all, why should a shittier opponent win even 1 out of 100 matches due to pure luck when you have no option to prevent it from happening? I have no problem with RELIABLE ways to win. This includes flinch hax, and whatever Whimsicott does (I don't really see how this is related). Between Jirachi's flinch and paralysis the opponent has close to 80% chance not to attack which is reliable in my book. I'd also say something about Whimsicott and Muk but to be honest I don't know where you're going with this. If you beat me with reliable methods then congratulations, you deserve the win. On the other hand, evasion gives a 50% chance of a miss after one double team. This is not reliable by any means, this is the opponent leaving the match up to the RNG, not a test of skill.
  10. I completely agree with Kamina. I think we can all agree that ideally, a skilled player should beat an unskilled player 100% of the time. The further we move from this ideal, the more flawed the game is. We already have to deal with bs like flinches and crits; adding evasion clause just makes things even worse since it shifts the focus of the game towards luck and away from skill. This is meant to be a game of strategy, not of luck. Some other random points that I'd like to refute: This is not true. The epitome of strategy games are chess and go; both games have no luck factor, making it purely a contest of skill. Plenty of people have this attitude that evasion shouldn't be a problem since there are ways to prepare for it. Kamina already did a good job explaining why these methods are unrealiable or infeasible, but this is completely missing the point - we should not have to prepare for evasion. Of course we're prepared for the opponent trying to set up, but evasion is a different thing entirely. Nobody wants to put the fate of their match in the hands of a RNG, and I think as a goal we should be minimizing the impact of luck wherever possible. Also suggesting that Kamina shouldn't be laddering is kind of silly.
  11. Hey Conor, Shell smash + baton pass Gorebyss is such a neat strategy, I consistently get wrecked by those teams. My only concern is that this team doesn't seem to be centered around the shell smash/baton pass strategy, in particular Thundurus-T, Kingdra, and Ferrothorn just seem to be doing their own thing, they don't support the dnite sweep in any way. If that's what you're going for, then cool, it seems pretty solid. Otherwise, here are my suggestions (again just pick and choose what you like, you don't have to necessarily go for all of them): -Light Clay Xatu. This guy will take care of your hazard problem, and can also set up dual screens to support your shell smash sweep. -You should consider having another recipient to your baton pass. I have two suggestions: 200atk, 200spatk, 108speed Jirachi with a moveset of Iron Head/Drain Punch/Thunderbolt/Energy Ball. This guy gets perfect coverage and can hit almost everything super effectively, plus the flinch rate of iron head behind a +2atk boost is just too good. Some other choices are Gyarados and Salamence - with Moxie they will just plow through the opponent's team. Salamence has better coverage, but Gyarados resists both bullet punch and mach punch. I'd suggest getting rid of Kingdra and Thundurus for these changes since these two pokemon don't really help your sweep. Hope this helps.
  12. Stall guide is updated in Dr Fuji's Laboratory, let me know how it looks!

  13. OK, after almost a month I finally got off my ass and did some more work. At this point it is almost done, and again I'd be willing to listen to any more suggestions to improve this guide. BTW if anyone has a suggestion about another pokemon that should make it into the guide, please PLEASE try to supply an analysis of it too if you can. I'm exhausted at this point after writing so many. Again thanks for all the help and thanks for stopping by!
  14. Rupe, this team is so cheap. I just shake my head when I see ANOTHER rain team, seriously can you try to be a bit original? You are the reason why I don't ladder anymore, every weather noob I fight just has the same 6 pokemon on their team. ...ok, now that I've got that out of my system. Your team is pretty solid (I know both from testing it and getting my ass kicked). Like Skwayz said, lack of spikes may hurt your stalling capabilities a bit but I think you would have noticed it by now. You can test Skarmory over Bronzong and putting SR on Chansey over toxic but this is just a nitpick. Salamence is cool since it can wishpass to Bronzong, and together they resist all types.
  15. Hey Conor, This is a really good start to a volt turn team, it looks like it would be very tough to face off against. I recently just made a similar team so I think I can help with the team building process. A volt turn team operates on momentum; you need to constantly be switching in and out to put offensive pressure on the opponent, forcing him to react to your moves. The main problem I see with your team is that your team has a few members that instantly kill momentum. In order to keep momentum up, ideally every team member should have a volt turn move. With this in mind, I suggest the following (ps I'm not suggesting you make all of the changes, but just pick and choose which ones you like): -Xatu over Starmie. Starmie kills your momentum in two ways: First, it has no u turn move and second, you need to waste a precious turn spinning away hazards, giving your opponent a chance to capture the momentum. Xatu on the other hand has access to u turn and can automatically bounce hazards back with magic mirror without wasting a turn. Plus it is a great physical wall with a sick 4x resist to fighting which will definitely come in handy. -Lanturn over Amoonguss. Amoonguss is not a bad idea on a u turn team since you can switch it in and out to keep it healthy, plus it can really cripple the opponent if given an opportunity. Lanturn works almost the same way, as a bulky special wall (with key resistances to ice, water, and fire), and also learns volt switch. It can also support the team by spreading status or keeping it healthy with heal bell. -Rotom-w kind of outclasses Rotom-h, that fire typing is just bleh. Water types have much fewer weaknesses than fire types, and while overheat can hit steel, grass, and ice super effectively, a) Rotom-w resists steel, and Scizor 4x resists grass and can wreck ice with bullet punch. -I second Kamina's suggestion of scarf moxie mence. The idea is to wear the opponent down with volt turn, and then when they are around 40% or so, scarfmence can plow through the entire team with its moxie boosts. Hope this helps!
  16. Pro team, Skwayz! I have very few nitpicks but I've got to say something in my rate right? So here it is: -Like Kamina said, maybe replace swords dance with fire blast? Boosted by the sun, Garchomp really wrecks the steel types that would otherwise try to switch in. -Literally nothing on your team enjoys switching into Mamoswine (ok maybe Venusaur but that's a shaky counter), I'd think about a way to counter that. I'd suggest a Skarmory somewhere but I don't know who to replace as I don't want to upset your synergy. Like I said these are very minor points, and i fully get that sun teams are played offensively and aren't meant to cover every threat. Good job and i will be stealing this team in the near future!
  17. Haha Alice, I'm such a nice guy that I felt bad pissing people off with this team . Also the win rate of this team wasn't as high as I am accustomed to, there are definitely some problems with the team that I outlined in the post.
  18. Hey Conor, I always love a good rain stall team. It seems you have 5 stall pokemon + a late game cleaner in Celebi. Here's my 2 cents on how to improve it: - First off don't get rid of toxic, on a stall team you can never have too many toxic users. Also Skarmory can't do shit to this team, Tentacruel can take hits all day long from it, spin away its hazards, lay its own hazards, and scald it (does upwards of 50% and plus you can always burn it). -Celebi isn't the best choice for a late game cleaner imo. Grass + fire is just a horrible attacking combination, especially in rain. I'd suggest CM Jirachi instead (full speed, full hp, cm/thunder/waterpulse/substitute). That guy just cleans up once teams are a bit weakened, plus in rain it gets its fire weakness taken away. -You have no phazer, which means you also have no way to stop boosters or really any way to abuse your hazards. I'd think about removing Ferrothorn for Skarmory to solve this problem. Hope this helps
  19. Hey ryan, a few suggestions: -Your team really lacks some solid pivots. Everything is really frail (yes even Hydreigon and Starmie) so I would think about swapping them out for more defensive pokemon (e.g. Forry). In particular your team has no dragon resists, which means that scarf moxie mence, physical dnite, and specs latios can run through this team pretty easily. -To echo Skwayz, try out Scarfmence instead of focus sash/dd. Its revenge killing capabilities are really unmatched, and arguably dnite fills the role of dragon dancer better due to multiscale. -I'd recommend Lilligant over Leafeon (Quiver dance, giga drain, hp fire, sleep powder). It doesn't really need sun to survive, and is fully capable of sweeping through opposing rain/sand teams. If sun is up, Lilligant can also disable something with sleep powder which is awesome. In contrast, here are the problems I see with Leafeon: 1) If you need it to set up sunny day, you will have to switch out the next turn, but as I pointed out already you lack defensive pivots. 2) In general you should avoid using a choiced attacker as a sweeper since the lack of flexibility will mean that your opponent can easily wall you. 3) Grass and bug are horrible attacking types, a lot of pokemon resist both coverage types. Hope this helps
  20. Deoxys-D I will add, Deoxys-S maybe not since I don't think it fits into stall. About reflect on starmie - I will probably say a few sentences at the end about reflect/light screen in general but I don't think reflect starmie deserves its own shoutout. Thanks for the ideas guys.
  21. bump for more comments. I also need people to say a few sentences about hail and sun stall respectively since I do not know that much about them (but I will probably point out that they are not as viable as rain or sand stall unless someone can convince me otherwise).
  22. Zapdos should stay in OU. Thundurus-T is extremely offensive, while I see Zapdos used more in a support role. It can toxic, roar, substitute, roost, for stalling. A strong thunder backed by possibly a lightningrod boost is just icing on the cake. In my opinion these two pokemon occupy completely different niches.
  23. My understanding is that this team relies on volt turn to wear down opponents, followed by a heavy hitter to clean up, overall a very solid strategy. Here are my concerns: -Please go with the standard genesect, (scarf/icebeam/flamethrower/thunderbolt/uturn), it really is a lot better. If you just went with Genesect for the u-turn, Scizor would be a better choice. First off, the genesect you have is waaaay too slow to do anything, and second off the extra coverage is useful. -Scarf Thundurus should have a moveset like volt switch/thunderbolt/focus blast/grassknot/hp ice (you have to decide which one of those to get rid of). Hp ghost doesn't hit anything that thunderbolt hits for neutral damage. -You have sand force Landorus but no sand. While I can see the merits of this in countering a sand team, I think a Sheer Force, mixed Landorus would be way better. Something like psychic/earth power/u turn/focus blast -I really don't recommend having specs Keldeo, which just kills your momentum. If you choice something, make sure it has volt switch or u turn. I'd just go with standard Keldeo here (CM/sub/surf/secret sword) since Keldeo gets ample opportunity to switch in on something it threatens thanks to volt turn. PS everyone expects secret sword on keldeo. -Replace Alakazam with Rotom-W, you lack a solid switch in to either sun or rain teams, plus it gets volt switch. -Your team lacks any way to deal with hazards which will really wear you down in combination with volt turn. I would think about sticking a Xatu somewhere.
  24. I don't think that spinblockers are absolutely necessary. Two great stall teams immediately come to mind that lack spinblockers: 1) M Dragon's rain stall team, http://www.smogon.com/forums/showthread.php?t=3455765 2) Rain Man, the rain stall team that popularized CM rain Jirachi, http://www.smogon.com/forums/showthread.php?t=3454555. I think a more accurate statement would be stall teams should be able to limit the number of times something can spin away hazards. For example, on the stall teams I just mentioned, Ferrothorn with rocky helmet takes away a quarter of something's hp every time it gets hit with rapid spin. Otherwise status such as burn and toxic can help chip away at their spinner, or really just attacking on the spin. Thanks for the input, I will put that in (along with a note to analyze Duskclops and Dusknoir).
  25. A Guide to Stall in BW2 OU by Slant and Rupe Table of Contents Introduction to Stall Teambuilding How to Play Stall Walls and Common Cores Threats to Stall A Sample Stall Team Conclusion Introduction to Stall "The best offense is a good defense." With the release of BW2, I figure it's time for me to make my own guide to stall. It is one of my favorite playstyles in the metagame (as you may have guessed from my RMT's). Normally getting a win in a match consists of, I'd say, 70% teambuilding and 30% execution - in stall I'd say it is 95% teambuilding and 5% execution. Battling with stall does not require prediction, which is why some people think its nooby. On the contrary, it is not -the hallmark of a good team is that it can always stick to its gameplan and pull out a win regardless of what the opponent does, and in this regard, stall teams absolutely rule. Put another way, if you need to predict every move your opponent makes then you don't have the advantage, you're just guessing. On the other hand, if your teambuilding is solid, you will know exactly what you need to do at any point in the game, eliminating all the guesswork. When a stall team is played correctly, it will consistently be able to beat opponents through a combination of defensive prowess, hazard damage, and toxic. The same reason why people hate stall is why I love it, if it is done correctly the opponent will have little control over any battle, simply having to watch in horror as they get slowly whittled down. Teambuilding "Luck favors the prepared." Randomly picking 6 defensive pokemon to put on your team does not make it a stall team. At best such a team will delay the opponent's win for a while, but otherwise there is little chance of winning. A well made stall team should have the following components: Must-haves: Type synergy, bulk: This is a no-brainer. You need a solid switch in to every single attacking move, otherwise your stall will get broken apart. Simple. Hazards: Spikes and stealth rock are absolutely necessary, while toxic spikes is nice to have but not needed. During a match you will force your opponent to be constantly switching (e.g. if I bring in Chansey on Jolteon, my opponent is forced to switch and rack up extra hazards damage). Phazers (Roar, Whirlwind): These serve a twofold purpose. First, it forces the opponent to take hazards damage, and second, any pokemon that has attempted to boost its stats loses all of its boosts. Rapid spinner:You will be constantly switching your pokemon in and out to wall different threats. If hazards are up and you cannot spin them away you'll be in trouble since your pokemon will be worn down from entry hazards alone. Nice to have: Wish support/self healing: Most pokemon on your team must have a way to heal itself up (e..g with roost, softboiled, etc.). For the few that are not able to, you must focus on keeping it healthy throughout the match with wish support. Otherwise it will be only a matter of time before your team is worn down by damage. Perish song: This move is solely to stop last pokemon sweeps, a major threat to stall teams. Spinblocker: These pokemon are typically bulky ghost types that can stop your hard-earned hazards from being spun away due to their immunity to the move rapid spin. See "Walls and Common Cores" for a list of these pokemon. Toxic users: For the pokemon that are immune to toxic spikes but not toxic, either because of levitate or because of its flying type, a toxic user really comes in handy to wear them down. How To Play Stall (It's Gametime!) "The strongest of all warriors are these two: Time and Patience." My goal in this section is to give a "cookbook", step by step approach to every match for a stall team that, if followed correctly, will usually guarantee a win. Obviously there will be exceptions, but I feel that what I outline below will get a win the majority of the time. During a match, I always try to adhere to these next three points as much as possible. As I point them out, they seem pretty obvious; yet my contribution here is to list these rules in decreasing order of priority, i.e. rule 1 is most important, then rule 2, then rule 3. I think of a stall team as a big wall, where each member of the team walls a specific set of threats. When all six team members are alive, it is relatively easy to wall your opponent's pokemon, but once one or two members of your team get KOed, then your wall starts crumbling. This brings me to my first rule: 1) Always try to keep your pokemon healthy. This may seem like a 'duh' thing to say, but all too often I see people sacrificing Tentacruel to get that rapid spin off, or letting Skarmory die to get that last layer of spikes up. This is not the way to play a stall team, every member you lose severely weakens your defensive power! Going along with this, I want to point out that crits happen a lot more to stall teams. This is not magic, it simply happens because stall matches tend to drag on a long time, so the law of large numbers starts to kick in. This means you have to plan ahead! For example, if I have Skarmory at 30% and I know that the incoming stone edge is only going to do 20%, I'm still going to roost, since I know that if the crit kicks in I'll be out one precious wall. 2) Don't let your opponent's pokemon set up. A stall team is bulky enough to take a hit from a pokemon with one boost under its belt. However do not allow it to set up multiple boosts since in that case it will sweep through your team. As an example, Skarmory is 2hkoed by both Lucario and Terrakion with one swords dance; letting either of these two get two boosts would be disastrous. 3) Spin away any hazards on your side. It's quite simple. You will be switching in and out often, meaning hazard damage tends to add up. Thus you want to get rid of any hazards as soon as possible. The above three rules are things that should constantly be in the back of your head during every game. Now I'll go more in detail about how every stall match should unfold, i.e. how you should play in the early game, midgame, and endgame. -Early game, set up hazards, spin away any hazards your opponent lays, and spread status if possible. Again this may seem like obvious stuff, but I can't tell you how many people do not follow this simple rule. Unless your opponent is begging for it, don't go for any quick KO's, try not to engage in any fancy mindgames with your opponent. Usually I am constantly switching against my opponent. As soon as he switches in a new threat, I switch in my counter to that threat. As he switches his pokemon out, boom, either I lay one layer of hazards or try to status his switch in. Then I will look at his switch in and repeat this process. -Midgame, focus on spreading more status, phazing to rack up damage. Look for possible threats in the end game. If you've reached midgame with your hazards laid down and all your pokemon intact, congratulations. You're in good shape to pull off the win. At this point your opponent will have most of his pokemon still alive, but statused and worn down a bit. Now is when you bring in your phazer - constantly whirlwinding or roaring will a) prevent any sweeps from happening and racking up hazards damage. If you have stealth rock and 3 layers of spikes down, you're doing about 30% damage every turn. Here's the key part. Now that you have a feel for your opponent's team, keep a lookout for any pokemon that can pull off a last pokemon sweep (e.g. CM Jirachi, bulk up toxicroak, CM Latias). If you see any, formulate a plan as to how you will take care of that threat and think carefully about which pokemon on your team you need alive to pull it off. If nothing comes to mind, then your team is faulty and needs to be reworked. Final note - perish song is terrific for exactly this purpose. -Endgame, use your pokemon to stop any last-pokemon sweeps (you should have prepared for this in midgame already). If there are no last pokemon sweeps attempted then just stall until you win. Walls and Common Cores Jellicent This floating balloon pringles thing is such a great addition to any stall team. Its typing and ability grant it a whopping three immunities, to water, normal, and fighting, attack types that are frequently seen in the metagame, as well as several key resistances and high defenses. In addition because of its ghost typing it can spinblock those hazards that have probably accumulated on your opponent's side. There are not too many options in its movepool, but Jellicent works well with what it's got. Scald is a nifty move that makes physical attackers loathe to switch in, fearing the burn. Obviously it can keep itself healthy with recover too. Finally, Jellicent gets access to taunt, allowing it to beat Chansey one-on-one, and it also gets access to both toxic and will-o-wisp, making it ideal to spread status. Pairs well with: Ferrothorn (covers each other's weaknesses), sand stall teams (as a pivot to take high-powered water moves), Keldeo counter. Reasons to use: Bulk, typing, immunities, spinblocker, status inducer, rain counter. Starmie Now, I know this cute little star doesn't seem like the most ideal Pokemon for a stall team, but it definitely has its uses! Its typing grants it six key resistances to very offensive types, including : Fighting, Fire, Psychic, Water, Steel and Ice. Starmie also has a nice niche in stall teams due to his getting Rapid Spin. He may not seem like the worlds best spinner due to his obvious frailty, but using the right EV spread, maximising HP, he can become quite the formidable physical OR special wall. What sets it apart from other spinners is its blazing speed and access to a self-recovery move, which any other spinner would kill for. Natural cure is nice too. Starmie has a very good movepool that makes him an even better option for stall teams. We've already covered Rapid spin, but it can also learn some other key moves that make him even better. Recover is a fantastic move, giving Starmie reliable recovery which is made even better when equipped with a bulky spread; he never dies. Starmie also gains a new move this gen in the form of Scald, which lets him burn certain annoying threats such as Scizor or Terrakion, or even Skarmory or Ferrothorn. As you all know, Starmie also gets a bunch of useful attacking moves such as Psychic/Psyshock, Thunderbolt/Thunder and Ice beam. Any of these could be used as a 4th slot, each to counter different things such as bulky water types, dragon types who want to set up for free, or bulky fighting types such as Conkeldurr. Pairs well with: Starmie can pair well with Ferrothorn(Great type synergy together!) or even the standard SkarmBliss core(Blissey can wall a lot of special electric/grass moves while Skarmory does the same on the physical side with dark/bug moves. Reasons to use: Rapid spin, recover, fast speed Chansey We all know what this annoying pink blob can do, and that's why he's perfect for almost any stall team! Chansey has a whopping base 250 HP, meaning his maximum HP is 704. If this was not good enough, his amazing bulk is backed up by a base 105 special defence. This alone makes Chansey one of the best special walls of the game. If all of that wasn't enough, this gen gave Chansey a new toy to play with in the form of the "Eviolite", which gives his already great special defence a 50% boost, which gives him the edge over his older brother in most cases. Chansey also has a great set of moves that it can abuse to its fullest. Chansey has the ability to Wish-pass one of the best wishes in the game, hitting at max a 302 HP pass, which will almost surely give the following switch in all of its health back with ease. Chansey also has a very cool softboiled, which gives it 50% of its health back in a flash, making this thing even harder to take down! With other support moves such as Aromatherapy and Heal bell(along side Wish), Chansey alone can keep its entire team healthy and status-free! Can also spread status in the form of Toxic and even fight back with a reliable Seismic toss, doing a fair 100 HP damage every turn. Pairs well with: Skarmory( forming the classic SkarmBliss core, they have almost perfect synergy and cover both the physical and special sides of the spectrum respectively), Gliscor( as we all know, Terrakion can OHKO Chansey with almost any move in its arsenal, and also heavily damage skarmory. Gliscor takes off some of the pressure Terrakion gives on stall teams, being able to wall his attacks from +0 and fight back with Earthquake) and bulky Psychic types such as Slowbro( Slowbro walls fighting attacks aimed at Chansey with ease and can fight back with scalds/toxics). Reasons to use: Mixed wall, stealth rock, wish support, status inducer, aromatherapy. Blissey I will keep this short. Blissey works the exact same way as Chansey, but loses the ability to physically wall anything due to the loss of eviolite. What it gains is access to leftovers, giving it an extra source of recovery, and ok special attack (compared to Chansey at least). This means that it can run a special move such as flamethrower or ice beam to hit dragon switch ins and so it can have a way to damage ghosts. Pairs well with: Skarmory, Gliscor, bulky Psychics, sand stall teams (leftovers offsets the sand damage that it takes). Reasons to use: Special wall, stealth rock, wish support, status inducer, aromatherapy. Heatran: This robot volcano is one of the best counters to sun that you could ask for, immune to fire moves and taking pittance from grass moves. In addition its typing gives it resistances to a whopping 12 different types, and it is surprisingly bulky with base 105 defenses. While it has monster offenses, on a stall team we'll focus more on its extensive support movepool. Heatran is one of the best users of stealth rock, having ample chance to switch in due to its aforementioned defenses and resistances. However, it's not set up bait either since it can force out stat boosters with Roar; otherwise it is able to cripple pokemon with either Will-o-wisp or toxic. Defensive Heatran's main mode of attack is Lava Plume, forcing the opponent to think twice about sending in any physical counters. Pairs well with: Celebi (covers each other's weaknesses perfectly), Ferrothorn/Forretress (can absorb fire attacks aimed at these two and continue laying down hazards), 1/3rd of the Heatran/Amoonguss/Slowbro core. Reasons to use: Sun counter, stealth rock, phazer, status inducer. Tentacruel Ah, the squid that we all hated to see while surfing in Gen 1. There was no way this guy could avoid being put in this stall guide. The Zubat of the sea, he's annoying as fuck both ingame and in a stall team. His typing alone grants him a free switch into toxic status, and even completely wipe out toxic spikes from your side of the field which can be really troublesome for a stall team. With access to a new ability "Rain Dish", his niche as a bulky spinner within rain teams has strengthened. Tentacruel has so many stall defining moves within his movepool, it would be silly for him not to be considered for a stall team. With access to Toxic Spikes and rapid spin, Tentacruel can now lay hazards and keep hazards off his teams side effectively. Protect paired with Rain Dish allows Tentacruel to regain 12.5% health every turn, meaning if he's taken a hit the previous turn, he's already regained a whole quarter of his health! Tent also has access to some other interesting moves including: Toxic, Substitute and Scald, which could all have their own uses. Pairs well with: Ferrothorn ( both cover each other's weaknesses very well, and between them can set up all hazards as well as spinning hazards off your own side of the field), Heatran(Covers eachothers weaknesses fairly well, despite sharing a ground weakness), Rain stall. Reasons to use: Toxic spiker, bulky spinner. Politoed There is one and only one reason to use this pokemon, to summon rain. In a stall capacity, Politoed is usually seen as a bulky physical wall, typically sporting only scald as its only attack (although the extra power from surf and hydro pump would not go amiss, as Politoed basically has a double STAB boost on water attacks due to the rain it summons). Its support movepool is fairly wide, with access to protect (to toxic stall and scout choiced pokemon), It also gets access to perish song to beat last pokemon stat uppers, toxic, and encore to mess with the opponent. Pairs well with: Pokemon with abilities that abuse rain (duh), and steel types, which lose their fire weakness in rain. Reasons to use: Summoning rain, perish song Skarmory The premier physical wall of BW2 (and several generations before that). Skarmory is awesome on a stall team since it is so bulky and fulfills so many support roles. With its typing, it has a total of two weaknesses, and its ability sturdy grants it an automatic focus sash. Skarmory is one of the best hazard layers in the metagame, easily sponging physical attacks and retaliating by laying down a layer of spikes. It also gets access to stealth rock, but I would recommend putting it on another pokemon since Skarmory cannot afford to give up a moveslot). It also easily manages to get whirlwind off, forcing out boosters and forcing the opponent to get hazards damage. The main advantages that Skarmory has over the other "best" spiker in the tier, Ferrothorn, is that it gets access to a self-healing move (roost), and also has access to whirlwind. Skarmory also is a great answer to physical dragon types like Salamence or Dragonite who want to sweep through your team (in rain, a +1 Dragonite does about 25% to Skarmory with Fire Punch, its best option). Most people give Skarmory leftovers for the extra healing, but a very important option to consider is Shed Shell, which allows it to escape those pesky Chandelures and Magnezones. Reasons to use: Physical wall, dragon counter, spiker, stealth rocker, phazer Pairs well with: Politoed (rain halves Skarmory's damage from fire), Chansey/Blissey (takes the special hits that Skarmory can't) Gliscor Gliscor makes an appearance in many stall teams due to its ability to counter top-tier physical threats, such as Terrakion and Conkeldurr. It has great defenses and an amazing ability, Toxic Heal, which not only heals double the amount that leftovers does, but makes Gliscor immune to status, the Achilles heel of bulky walls. One of Gliscor's best strategies is to toxic stall with a combination of substitute and protect, which when combined with poison heal cause Gliscor to lose negligible hp after every turn. Another worthy option in Gliscor's support movepool is taunt, which prevents setup by offensive sweepers, or hazard laying. Although not exactly fitting into a stall team, Gliscor is also a very effective Swords Dance user, functioning primarily as a late game cleaner. Reasons to use: Status inducer, physical wall, late game sweeper, taunt, Pairs well with: Rain teams (due to electric immunity) Quagsire There is only one reason to use this guy in OU, and that is the ability unaware. If you aren't planning to use it for that, look elsewhere for a better bulky water/ground type, of which there are tons. Quagsire's ability allows it to ignore any stat boosts the opponent may have accumulated, making it the perfect 'oh shit' switch in if you have allowed a pokemon to accumulate too many boosts and you are on the verge of getting swept. While Quagsire's special attack is nothing to write home about, it still has access to scald, allowing it to cripple many physical pokemon. It also gets access to recover, which many other bulky waters would kill for. Other options that it has are toxic, stockpile, curse, and yawn, which all have their uses. Overall, use this guy to stop any sweeper in their tracks. Reasons to use: Unaware (have I not made it clear yet?) Pairs well with: Hippowdon Hippowdon is a pokemon that is perfectly suited to stall, with high defenses and hp. It is a perfect defensive wall and also receives self-healing in the form of slack off, making it suited to winning weather wars. Tyranitar is a huge competitor to Hippowdon for the role of summoning sand, but Hippowdon has higher defenses (versus Tyranitar's special defense), and a recovery move, but loses Tyranitar's monster offenses. Hippowdon can set up stealth rock to support its team mates, while phazing with whirlwind. Typically it carries earthquake as its sole attack, although ice fang can be handy as well in order to hit dragons and Gliscor, pokemon that just love walling Hippowdon otherwise. When playing with Hippowdon, be careful to keep it away from burns and toxic, as these two status completely destroy Hippowdon's ability to wall. Reasons to use: Sandstorm, stealth rock, physical wall, phazer. Pairs well with: Tyranitar (to win the weather war), spinners (to remove stealth rock). Forretress Forretress makes its way onto stall teams for good reason. It completely answers all of a team's needs related to hazards. In addition its steel/bug typing gives it multiple resistances, which when coupled with Forretress's monster defenses means that it will not be dying anytime soon. It also has access to the ability sturdy, essentially giving it a focus sash. If you use Forretress, make sure to give it hazards to lay. It can set all three different types of hazards (toxic spikes, spikes, stealth rock), although stealth rock is recommended to give to another team member since it is more common and we don't want to waste a moveslot on Forretress. Another non-negotiable move on Forretress is rapid spin; if you don't plan to use Forretress as a rapid spinner then you would be better off going with Ferrothorn, which boasts largely the same advantages, but with better typing and higher special defense. Finally, it is common to put an attacking move on Forretress, depending on your preference. One option is gyro ball, which gives it a high-powered stab move. However, I usually go with Volt Switch, since otherwise people just love sending in boosters to set up as Forretress lays hazards. It is also useful to help me avoid Chandelures that attempt to trap and kill Forretress. Reasons to use:Spinner, hazard layer, physical wall Pairs well with: Heatran Amoonguss Ever since the release of BW2 this bulky little mushroom has been tearing it up on stall teams. With excellent defensive stats, the ability to absorb toxic spikes, and access to the awesome ability regenerator, this guy will have no problem staying alive and annoying the shit out of your opponent. Amoonguss is also used as a great rain counter, thanks to its typing. Amoonguss's main job is that of a status inducer. It gets access to the exclusive move Spore, effectively disabling one pokemon for the entire match. It can also use stun spore and clear smog to mess with the opponent's sweepers. Reasons to use: Status inducer, rain counter, toxic spikes absorber, Keldeo/Thundurus-T/Breloom counter. Pairs well with: 1/3rd of the Heatran/Amoonguss/Slowbro core, rain teams. Slowbro 5th gen has been extremely kind to our old friend Slowbro, granting him some new toys in the form of Scald, Psyshock and most importantly, a new ability in the form of Regenerator, allowing him to regain an entire third of his health simply from switching out. Slowbro still retains his amazing base 110 defence and fair bulk from his past generations, and equipped with such a great ability he's now able to now stall through physical sweepers more than ever. Slowbro has a lot of interesting moves in his arsenal which make him a great addition to any stall team. He has access to three great moves which can all spread paralysis, making him a great status spreader for any team, let alone a stall team in the forms of Thunder Wave, Toxic and Scald. Also, having the move Slack Off Slowbro can be an efficient Toxic Stall pokemon. Slowbro can be used to counter a vast array of physical attackers and even more bulky Pokemon, due to the fact that he also has some attacking capabilities. With Ice Beam, Thunderbolt, Psyshock, Scald, Hydro Pump and Fire blast, he can effectively "fight back" against the Pokemon he walls, and doesn't make him set-up fodder. Reasons to use: Regenerator, status spreader, reliable recovery, physical wall. Pairs well with: Amoonguss, Chansey, Bulky grass types. Ferrothorn It is not hard to see why this pokemon consistently tops usage charts. With its great typing and massive defenses in both the physical and special sides, it can check a plethora of pokemon, switching in and then either threatening to set up entry hazards or cripple a pokemon with status. Its attack is not too shabby either, and most pokemon will not enjoy taking either a gyro ball or power whip unless it carries resistances to these types. For the most part it overshadows its older brother Forretress due to its typing, but would kill for access to rapid spin. However, if equipped with a rocky helmet, Ferrothorn can act as a pseudo-spinblocker, punishing any pokemon which tries to rapid spin by taking away 29% of their health. Most Ferrothorn carry some sort of entry hazards, either stealth rock or spikes. Other popular moves on it are some sort of attack, either Gyro Ball or Power Whip (if using gyro ball, remember to set speed IVs to zero!). It can also cripple incoming attackers with thunder wave or toxic, or even alternate between leech seed and protect to annoy the living daylights out of your opponent. Since it does not have access to reliable healing on its own, I heavily recommend wish support to keep it healthy. If you are careful, Ferrothorn will not be going down anytime soon. Reasons to use: Mixed wall, status spreader, hazard layer Pairs well with: Heatran, Jellicent, rain teams (has fire weakness halved, resists electric attacks). Tyranitar The big boss himself. Tyranitar is, for obvious reasons, a staple on sandstorm teams. It fills so many niches on a team, including stealth rock layer, special wall, and mixed attacker. In sandstorm Tyranitar gets its special defense boosted by 50%, and also has a monster base 134 attack and respectable base 95 special attack, meaning it can hit hard on both sides of the spectrum. In addition it gets ice beam and fire blast to hit its main counters, Gliscor, Skarmory, and other steel types. With its sheer unpredictability, your opponent will hesitate to send in anything without first scouting out Tyranitar's moveset. Tyranitar's STAB pursuit can also come in handy, eliminating pesky spinblockers on your opponent's side, and also getting rid of Chandelure, a major threat otherwise to any stall team. Reasons to use: Special wall, sandstorm, stealth rock. Pairs well with: Sand teams (duh), Skarmory (to take fighting, ground, and bug attacks), Hippowdon (to win the weather war). Celebi This guy is soooo unpredictable since it can literally learn almost anything under the sun. With base 100 stats everywhere, it can function as a sweeper, an annoyer, a status spreader, or a tank. Since this is a stall guide, we'll focus on the "tank" aspects. With the proper EVs, Celebi becomes a great tank, and with access to both recover and natural cure, it won't be KOed easily. It can spread status with thunder wave and toxic, use heal bell to remove status on your team (which is a godsend, and by the way practically guarantees you a win against other stall teams), and finally it learns the all-important perish song. Definitely consider Celebi on any stall team, it fulfills a niche that other team members are hard pressed to duplicate. Reasons to use: Perish song, status, stealth rock, rain counter, Pairs well with: Heatran, Tentacruel. Dragonite Dragonite is commonly seen as a dragon dancer, for good reason. But it can also pull off a bulky stall set well, thanks to its numerous resistances, natural bulk, and awesome ability in multiscale. To put it in perspective, with multiscale, a Dragonite has more special bulk than Chansey and Blissey. Typically this set will only be seen on rain stall, due to Dragonite's ability to both abuse hurricane and thunder. In addition it gets access to roost to keep itself healthy, thunder wave to spread around status, and dragon tail to phaze out threats. I usually use this Dragonite in conjunction with Skarmory; Skarmory phazes out the physical threats, while Dragonite is able to phaze out the special ones. Reasons to use: Phazer, status, special wall, Breloom/Reuniclus/Espeon counter. Pairs well with: Rain teams, steel types. Gastrodon This stupid looking slug may not look like much, but it is THE BEST counter to rain teams, boasting an immunity to both water and electric attacks, the two staples of rain offense. There is not too much to say about this; besides its typing the pokemon's stats are pretty mediocre. A typical tank set will give it recover for survivability, toxic to spread status, and then scald/icebeam/earth power for coverage. Reasons to use: Rain counter, CM Jirachi counter, Rotom-W counter. Pairs well with: Heatran? Dunno, someone help me out here Sableye Sableye deserves an honorable mention here, although it is not quite on par with OU tier stall pokemon because of its mediocre defensive stats. What sets it apart from other pokemon is its ability, prankster. This is abused in one of two ways. The first way is obviously to annoy the fuck out of your opponent with status (Sableye gets access to tons of support moves such as taunt, will o wisp, toxic, substitute, and recover, all with +1 priority). You can also use it to prevent set ups - e.g. if you accidentally let your opponent's dragonite get a dragon dance off, you can burn it with a priority will o wisp to stop the sweep. Its typing also allows it to be a spinblocker. Reasons to use: Prankster, spinblocker, Reuniclus counter. Pairs well with: Rapid spinners? Again kind of clueless. Deoxys-D Jeez, of course this guy was gonna make an appearance on my stall guide. It has the word "defense" right in its name. With titanic defensive stats, awesome support moves, and a pretty decent speed stat, Deoxys-D is a great choice. The main reason to use it is to lay hazards; while it has a worse typing than its main competitor, Skarmory, it makes up for this with access to taunt, so that while it lays down spikes, the opponent can't take advantage of the free turns to set up. PS I can't find a picture of Deoxys-D so there's regular old Deoxys. Reasons to use: Hazard layer, taunt, status spreader. Pairs well with: Gliscor; any pokemon that can wall fighting and bug attacks. Threats to Stall Reuniclus: CM variants are a problem, but TR variants not so much since Chansey can tank hits from it all day. Thanks to its awesome ability, magic guard, this guy just does not give a shit about stall teams. The solutions I see are to either a) pick up a dedicated Reuniclus counter or make sure that you have both a phazer that can take special hits and a user of perish song. In this case Reuniclus cannot set up midgame due to the phazer, and then in endgame if the opponent attempts a last pokemon sweep, it is stopped by perish song. Thankfully Reuniclus's bad typing means it takes a decent amount of damage from many things, making it feasible to wear down. Trappers (Chandelure, Dugtrio, Magnezone): The presence of these guys on your opponent's team means that at least one pokemon on your team is going down. This is a problem since it drastically reduces the synergy of your team and makes it easier for your opponent to punch holes in your team (see rule 1 above). Unfortunately there is not too much you can do about this, except to run shed shell on pokemon that typically lure these trappers in. Breloom: Spore just wrecks stall teams, essentially taking one wall out of commission. In addition Breloom can take advantage of the free turns to set up Swords Dance and wreck stall teams. Playing against Breloom means you have to sacrifice one pokemon to spore, and then bring in your dedicated physical wall to KO it or force it out. Even in this best case scenario, you will be at a disadvantage. Stat-uppers that are immune to toxic: Play very carefully against these pokemon. Typically what you have to do if you see one of these is keep on phazing them out and force them to accumulate hazards damage. By the time it attempts the last pokemon sweep, hopefully it will be too weakened to do much of anything before being taken out by you. Again, perish song helps out tons against this. Notable threats in this category are: CM Jirachi, BU Toxicroak, Work Up Vaporeon, Sub/CM Latias. Sample Stall Team I will skip the indepth analysis, and instead simply point out the roles that each pokemon plays. First off, note that there are, for the most part, at least two resistances to each type. Hippowdon is a physical wall, stealth rocker, and phazer. Blissey is the dedicated special wall that can also spread toxic if needed and wish supports if necessary. Skarmory is another physical wall, spikes layer, sand counter, and phazer. Tentacruel is a rapid spinner, toxic spikes layer, and one of my rain counters. Celebi is a mixed wall, cleric, perish song user, and another rain counter. Finally Jellicent is a rain counter, mixed wall, spinblocker, and can also spread toxic if necessary. Conclusion The main reason why I posted this is to showcase my favorite playstyle. I almost exclusively stick to defensive or balanced teams, and this is why. Stall teams, if built correctly, are wildly successful - I have used both my rain stall and sand semi-stall teams for months now and I consistently win matches with them (currently I have around an 80% win ratio). I think this says something about stall. Stall takes all the guesswork out of a match, making it purely about preparation and solid play. Thanks for reading, and I encourage everyone to give stall a shot!
×
×
  • Create New...