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My first time trying to build a semi stall team and tbh. the first team of mine to build a team that doesn't consist solely of random stuff that I put together.
Full Team:
Team Members:
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Giga Drain
- Baton Pass
- Heal Bell / Thunder Wave
Celebi is the Pokemon I wanted to build the team around. It's part of my defensive Celebi-Heatran-Alomomola core, being able to take the other two's weaknesses. It's also a good answer to Rotom-W, making it a good partner for my Azumarill. Baton Pass is to get around Pursuit trapping.
For the last slot I'm actually not sure which of the two I should use, since both of them could come in handy, as Heal Bell can cure potential burns from Azumarill or Poison from the other walls. Thunder Wave sounds nice, too, because it allows Azumarill to outspeed more stuff and gives free turns once in a while.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Earth Power
The second member of the defensive core. Together with Celebi it has almost perfect defensive coverage. Taunt is for Pokemon who try to set up and Earth Power for opposing Heatran.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Relaxed Nature
- Scald
- Wish
- Protect
- Knock Off / Toxic
It's huge amount of HP makes it a good Wish passer. As for the forth slot, I'm not exactly sure, if I should stick with Knock Off or if I should go for Toxic.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Foul Play
- Roost
- Whirlwind
- Defog
Mandibuzz main purpose is to tank Dark and Ghost type moves which my core is still weak to; Whirlwind allows me to threaten setup sweepers and in combination with Stealth Rock it's a nice way to wear my opponent down. Also thanks to Defog I can easily get rid of entry hazards on my side of the field.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
Since I still need a hazard setter on my team, Landorus-T came to my mind. Thanks to its Ground type it can also stop my opponent's momentum while creating momentum itself thanks to U-Turn. Knock Off is for predicted switch-ins.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 4 Def / 164 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Azumarill is my late game cleaner. Superpower lets it 1HKO Chansey about 98% of the time (without Rocks) and since it's meant to come into play at the end of the match I really don't see a point in running Knock Off.
Additional notes:
The EVs are not optimized in any way and just copy-pasted from Smogon. If you have some advice on what to watch out for, that would be really cool.
As for actual matches, they went relatively mediocre, although that's mostly because of my lack of experience in Competitive play. Also people forfeiting before the first round didn't help either.
Threats:
Greninja easily breaks this team.
So, any advice you could give me?
Full Team:
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/celebi.gif)
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/heatran.gif)
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/alomomola.gif)
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/mandibuzz.gif)
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/landorus-therian.gif)
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/azumarill.gif)
Team Members:
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/celebi.gif)
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Giga Drain
- Baton Pass
- Heal Bell / Thunder Wave
Celebi is the Pokemon I wanted to build the team around. It's part of my defensive Celebi-Heatran-Alomomola core, being able to take the other two's weaknesses. It's also a good answer to Rotom-W, making it a good partner for my Azumarill. Baton Pass is to get around Pursuit trapping.
For the last slot I'm actually not sure which of the two I should use, since both of them could come in handy, as Heal Bell can cure potential burns from Azumarill or Poison from the other walls. Thunder Wave sounds nice, too, because it allows Azumarill to outspeed more stuff and gives free turns once in a while.
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/heatran.gif)
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Earth Power
The second member of the defensive core. Together with Celebi it has almost perfect defensive coverage. Taunt is for Pokemon who try to set up and Earth Power for opposing Heatran.
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/alomomola.gif)
Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Relaxed Nature
- Scald
- Wish
- Protect
- Knock Off / Toxic
It's huge amount of HP makes it a good Wish passer. As for the forth slot, I'm not exactly sure, if I should stick with Knock Off or if I should go for Toxic.
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/mandibuzz.gif)
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Foul Play
- Roost
- Whirlwind
- Defog
Mandibuzz main purpose is to tank Dark and Ghost type moves which my core is still weak to; Whirlwind allows me to threaten setup sweepers and in combination with Stealth Rock it's a nice way to wear my opponent down. Also thanks to Defog I can easily get rid of entry hazards on my side of the field.
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/landorus-therian.gif)
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
Since I still need a hazard setter on my team, Landorus-T came to my mind. Thanks to its Ground type it can also stop my opponent's momentum while creating momentum itself thanks to U-Turn. Knock Off is for predicted switch-ins.
![[PokeCommunity.com] First attempt on a more stallish team [PokeCommunity.com] First attempt on a more stallish team](https://www.pkparaiso.com/imagenes/xy/sprites/animados/azumarill.gif)
Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 4 Def / 164 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Azumarill is my late game cleaner. Superpower lets it 1HKO Chansey about 98% of the time (without Rocks) and since it's meant to come into play at the end of the match I really don't see a point in running Knock Off.
Additional notes:
The EVs are not optimized in any way and just copy-pasted from Smogon. If you have some advice on what to watch out for, that would be really cool.
As for actual matches, they went relatively mediocre, although that's mostly because of my lack of experience in Competitive play. Also people forfeiting before the first round didn't help either.
Threats:
Greninja easily breaks this team.
So, any advice you could give me?