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- NSW, Australia
- Seen Apr 10, 2025
So I haven't bothered making a Stall Team since early in the year, so I decided to give it another shot. So here goes...
Basically, the idea of the Team is to set up all of the entry hazards and then wall threats as they give me trouble. At the end, Skymin is there to SubSeed the hell out of everything. Here goes...
Team Line-up
Team Line-up
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![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/392-m.png)
![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/227-m.png)
![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/143-m.png)
![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net//platinum/pokemon/479-t.png)
![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/073-m.png)
![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/260-m.png)
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TO BE REPLACED BY MESPRIT![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/392-m.png)
Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 24 Atk/252 Spd/232 SAtk
Naive nature (+Spd, -SDef)
Stealth Rock - I want to get Stealth Rock out fast, and this is faster than Aerodactyl, so I'm using it to make sure I get the rocks down. This is probably not the most effective way at getting Stealth Rock onto the field, although I don't want to be Taunted into oblivion.
Close Combat - Bread and Butter move. It's here so I can revenge Pokemon with Infernape. It also hits DDTar after a DD or two. This can be rather dangerous, with STAB and a high speed, although most fighting-weak pokemon are slow.
Fire Blast - This takes out the odd Bronzong Lead and just provides good coverage in general. Flamethrower is an option, although without Life Orb/Nasty Plot, it's a bit underpowered. I'm considering Overheat.
Hidden Power [Ice] - I am having second thoughts here. I put it down for revenging Dragons, Skymin, etcetera. It looks good on paper, but it doesn't get much use. I can't really see another Hidden Power being useful here, so I'm open to suggestions.
Close Combat - Bread and Butter move. It's here so I can revenge Pokemon with Infernape. It also hits DDTar after a DD or two. This can be rather dangerous, with STAB and a high speed, although most fighting-weak pokemon are slow.
Fire Blast - This takes out the odd Bronzong Lead and just provides good coverage in general. Flamethrower is an option, although without Life Orb/Nasty Plot, it's a bit underpowered. I'm considering Overheat.
Hidden Power [Ice] - I am having second thoughts here. I put it down for revenging Dragons, Skymin, etcetera. It looks good on paper, but it doesn't get much use. I can't really see another Hidden Power being useful here, so I'm open to suggestions.
Team Role - This provides me with SR support from the beginning. It also gives me a revenge killer, should something go wrong. I am really considering running Aerodactyl, in it's place.
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![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/227-m.png)
Skarmory (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
Brave Bird - Regardless of Skarmory's mediocre attack, this still hits hard. It also OHKOs Heracross, should one switch in. (Skarm can't switch in on it.)
Whirlwind - Phazing on a stall team is a neccesity. This stops most Physical Sweepers setting up on me. Once I get all entry hazards down, I can user this to shuffle around the opponents team, taking 37.5% HP.
Roost - Any good wall needs it's beauty-sleep, just look how pretty Skarmory is...[/facepalm] Stalls off slower Electric attacks, etc. It can also stall out those pokemon that pick up Toxic Spikes.
Spikes - It wouldn't be a stallteam without Spikes. Skarmory is bulky enough to survive for the three turns it takes to set up Spikes. Taking 25% off everything that switches in is damn nice.
Whirlwind - Phazing on a stall team is a neccesity. This stops most Physical Sweepers setting up on me. Once I get all entry hazards down, I can user this to shuffle around the opponents team, taking 37.5% HP.
Roost - Any good wall needs it's beauty-sleep, just look how pretty Skarmory is...[/facepalm] Stalls off slower Electric attacks, etc. It can also stall out those pokemon that pick up Toxic Spikes.
Spikes - It wouldn't be a stallteam without Spikes. Skarmory is bulky enough to survive for the three turns it takes to set up Spikes. Taking 25% off everything that switches in is damn nice.
Team Role - Skarmory provides me with a good Physical wall, as well as a Source of Spikes. Phazing is also useful.
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![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/143-m.png)
Snorlax (M) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/252 SDef
Careful nature (+SDef, -SAtk)
Body Slam - Gutsy, STAB and a decent chance of Paralysis. (Given Lax's Survivability) It hurts anything that doesn't resist it. After Parahax, anything with less than 378 Spd is outsped by Snorlax, which makes Snorlax an offensive threat.
Crunch - Mainly for hitting Ghosts/Darks. It still leaves me hurting against Steels, but Heatran is the only one that Snorlax should be dealing with, so it can just Paralyse it. For extended use, the 10% 1 stage Def dropcan kick in, although I had minimal luck from that degree on my last Stall team.
Rest - Lax is very difficult to take down with Special Attacks. Give it recovery and 5 turns of attacking just went to waste. It's also great for absorbing Status and activating Sleep Clause.
Sleep Talk - This keeps it moving while it's asleep. Otherwise it can become setup-fodder, but the threat of paralysis prevents this.
Crunch - Mainly for hitting Ghosts/Darks. It still leaves me hurting against Steels, but Heatran is the only one that Snorlax should be dealing with, so it can just Paralyse it. For extended use, the 10% 1 stage Def dropcan kick in, although I had minimal luck from that degree on my last Stall team.
Rest - Lax is very difficult to take down with Special Attacks. Give it recovery and 5 turns of attacking just went to waste. It's also great for absorbing Status and activating Sleep Clause.
Sleep Talk - This keeps it moving while it's asleep. Otherwise it can become setup-fodder, but the threat of paralysis prevents this.
Team Role: Snorlax is a reliable Special wall, handling threats from Gengar to Skymin relatively well. It also makes a useful status absorber, being a reliable switch into common T-Wavers, etc.
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![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net//platinum/pokemon/479-t.png)
Rotom-H @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def
Bold nature (+Def, -Atk)
Discharge - Discharge can be used to Revenge kill various pokemon, such Gyarados. Although Thunderbolt is 15BP more powerful, it doesn't have the same 30% Paralysis chance.
Shadow Ball - Another reliable STAB. This can be used to hit Starmie, as Rotom is my Anti-Spin, although it's more of a filler-STAB.
Overheat - The Signature move of Heat Rotom is here to mostly counter Scizor, although it can deal with Lucario, Heracross and Skymin (to a degree). You often have to scout with Reflect or another move, because the SAtk drop is undesired, plus Heatran will often switch in.
Reflect - Not a common move on Rotom at the beginning of Pt, it's gained a spot on the main standard set. It's here for team support and to deal with Physical threats/Pursuit better. I am seriously considering running Will-o-wisp here, instead. It helps for the whole "stall" idea.
Shadow Ball - Another reliable STAB. This can be used to hit Starmie, as Rotom is my Anti-Spin, although it's more of a filler-STAB.
Overheat - The Signature move of Heat Rotom is here to mostly counter Scizor, although it can deal with Lucario, Heracross and Skymin (to a degree). You often have to scout with Reflect or another move, because the SAtk drop is undesired, plus Heatran will often switch in.
Reflect - Not a common move on Rotom at the beginning of Pt, it's gained a spot on the main standard set. It's here for team support and to deal with Physical threats/Pursuit better. I am seriously considering running Will-o-wisp here, instead. It helps for the whole "stall" idea.
Team Role: Rotom is answer to various threats, especially Scizor and Gyarados. It also allows for both Reflect Support and an Anti-Spin.
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![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/073-m.png)
Tentacruel (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/32 Spd/48 SAtk/176 SDef
Calm nature (+SDef, -Atk)
Surf - The main STAB attack. It's here for hitting Heatran, to which Tentacruel makes a rather nice counter. It can also deal with Infernape, so that helps me out. It also just helps as a generally reliable STAB.
Ice Beam - Ice Beam can be really handy when countering threats such as MixMence and... No that's all I can think of. Regardless it seems far more useful than HP Electric, hitting a more suited range of pokemon for Tentacruel to be challenging.
Toxic Spikes - A major core of my team, Toxic Spikes are probably the most effective way at stalling. Even if I only get one layer down, they really pose problems for pokemon with Life Orb (losing 37% on entry and 22.5% every turn.)
Knock Off - I decided to go with Knock Off over Rapid Spin. Why? I have 1 SR weakness(Skymin), which should only be switching in once. The only Hazard that bothers me is Toxic Spikes, which Tenta absorbs on entry.
Ice Beam - Ice Beam can be really handy when countering threats such as MixMence and... No that's all I can think of. Regardless it seems far more useful than HP Electric, hitting a more suited range of pokemon for Tentacruel to be challenging.
Toxic Spikes - A major core of my team, Toxic Spikes are probably the most effective way at stalling. Even if I only get one layer down, they really pose problems for pokemon with Life Orb (losing 37% on entry and 22.5% every turn.)
Knock Off - I decided to go with Knock Off over Rapid Spin. Why? I have 1 SR weakness(Skymin), which should only be switching in once. The only Hazard that bothers me is Toxic Spikes, which Tenta absorbs on entry.
Team Role: Tentacruel is one of those pokemon. Sometimes it seems to be useless, other times, it makes the difference between a win and loss. It provides me with a MixApe and MixMence counter as well as both absorbing and laying out Toxic Spikes.
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TO BE REPLACED BY MACHAMP![[PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT] [PokeCommunity.com] Hazards & Subseeding - Pt Stall [OU RMT]](https://serebii.net/platinum/pokemon/260-m.png)
Swampert (M) @ Leftovers
Ability: Torrent
EVs: 124 HP / 40 Def / 128 SAtk / 216 SDef
Sassy nature (+SDef, -Spd)
Earthquake - STAB. Earthquake is here to OHKO Tyranitar, who otherwise proves a massive threat to my team. With the SDef EVs, it makes a half-decent switch-in to Heatran, OHKOing (threefold) with EQ.
Ice Beam - This is here to deal with Salamence. Hopefully it can take a chunk from any Skymins/Celebis that feel safe switching in.
Rest - Swampert may be bulky, but it doesn't have godly defenses. Rest keeps it alive, which is handy.
Sleep Talk - Having a status absorber that can take a Physical hit means that I can deal with more threats and it keeps me dishing out damage while sleeping.
Team Role: Swampert is just such a reliable pokemon. Great typing combined with well-placed stats mean it sticks around for a while, dealing with Tyranitar and Salamence, especially. It also gives me another option for Status Absorbtion, although I'd probably be better dishing Status out...
Ok, that's it, go wild, guys. Suggest changes, give advice, whatever...
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