First attempt on a more stallish team

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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:
    [PokeCommunity.com] First attempt on a more stallish team
    [PokeCommunity.com] First attempt on a more stallish team
    [PokeCommunity.com] First attempt on a more stallish team
    [PokeCommunity.com] First attempt on a more stallish team
    [PokeCommunity.com] First attempt on a more stallish team
    [PokeCommunity.com] First attempt on a more stallish team


    Team Members:
    [PokeCommunity.com] First attempt on a more stallish team

    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

    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

    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

    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

    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

    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?
     
    I think you can consider Empoleon for a spot on the team because it helps deal with Greninja that lack Low Kick. It also provides Stealth Rock and Defog support in one slot, though the lack of recovery kinda hurts in that regard:
    -Stealth Rock
    -Scald
    -Defog
    -Toxic/Roar
    Nature: Calm
    EVs: 248 HP/8 Def/252 SDef
    Item: Leftovers
    Ability: Torrent

    You can also consider Mega Sableye or Mega Slowbro as win conditions for the team; once again, I don't know who to replace:

    Sableye:
    -Calm Mind
    -Dark Pulse/Shadow Ball
    -Will-o-Wisp
    -Recover
    Nature: Bold
    EVs: 252 HP/252 Def/4 SDef
    Item: Sabelnite
    Ability: Prankster

    Slowbro:
    -Calm Mind
    -Scald
    -Rest
    -Sleep Talk
    Nature: Bold
    EVs: 252 HP/232 Def/24 SDef
    Item: Slowbronite
    Ability: Regenerator

    or
    -Calm Mind
    -Iron Defense
    -Scald
    -Slack Off
    Nature: Bold
    EVs: 252 HP/4 Def/252 SDef
    Item: Slowbronite
    Ability: Regenerator
     
    I think you can consider Empoleon for a spot on the team because it helps deal with Greninja that lack Low Kick. It also provides Stealth Rock and Defog support in one slot, though the lack of recovery kinda hurts in that regard:
    -Stealth Rock
    -Scald
    -Defog
    -Toxic/Roar
    Nature: Calm
    EVs: 248 HP/8 Def/252 SDef
    Item: Leftovers
    Ability: Torrent
    tbh tentacruel does the same thing but it isnt weak to low kick. esens isnt even common on gren anymore so you dont have to worry about that. also lando already has sr and without lando, zard x sweeps half of this team ezpz which is bad ;x tenta also has cool options like rapid spin, scald and idk acid spray (hey thats what smorgen runs!!)

    consider tenta, and idk but mega sceptile seems like a threat to this team. lando, azu and heatran could ko it but they would have to take a hit or two first. if they're at ko range, sceptile manhandles them. so yea tenta and m-sableye would be cool. gr8 synergy and m-sableye could handle sceptile after a boost or two, i guess.

    tl;dr
    - i recommend tenta over empoleon to handle gren better, it packs rapid spin and scald too.
    - mega sceptile is a threat imo so cm m-sableye is a nice option.
    - i'd go for tenta over mandi and m-bleye over heatran (not sure if this is wise, veterans pls give input!)
     
    tbh tentacruel does the same thing but it isnt weak to low kick. esens isnt even common on gren anymore so you dont have to worry about that. also lando already has sr and without lando, zard x sweeps half of this team ezpz which is bad ;x

    consider tenta, and idk but mega sceptile seems like a threat to this team. lando, azu and heatran can ko it but they would have to take a hit or two first. if they're at ko range, sceptile manhandles them. so yea tenta and m-sableye would be cool. gr8 synergy and m-sableye could handle sceptile after a boost or two, i guess.

    Yeah, Tentacruel somehow slipped my mind. D: Anyway, here's the set if you're interested:
    -Scald
    -Acid Spray
    -Sludge Bomb/Knock Off
    -Rapid Spin
    Nature: Calm
    EVs: 240 HP/252 SDef/16 Spe
    Item: Black Sludge
    Ability: Liquid Ooze
     
    [PokeCommunity.com] First attempt on a more stallish team

    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.

    Have you tried running Protect in place of Earth Power? I'm thinking of putting it on my Heatran for extra turns of lefties recovery.
     
    Have you tried running Protect in place of Earth Power? I'm thinking of putting it on my Heatran for extra turns of lefties recovery.
    well im agreeing to this unless you run 4 extra evs in speed to speedcreep opposing heatran. im p sure the smogon set runs 68 so you risk a speed tie vs opposing earth power heatran. 72 will eliminate that problem unless scarf or offensive, reduce from sp.def evs.
     
    Yeah, Tentacruel somehow slipped my mind. D: Anyway, here's the set if you're interested:
    -Scald
    -Acid Spray
    -Sludge Bomb/Knock Off
    -Rapid Spin
    Nature: Calm
    EVs: 240 HP/252 SDef/16 Spe
    Item: Black Sludge
    Ability: Liquid Ooze

    Haze over sludge bomb tbh, much more utility
     
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