- 143
- Posts
- 7
- Years
- Tampa, Florida
- Seen Oct 12, 2023
Greetings it is Levea here again with another team i had built recently. Iast time i had posted a bulky Offense team so this time i decided to post an intolerable Stall team that i made. I made the team when i had become bored of building the usual types of teams and decided to expand my building of
play-styles. I have found some success but i have not used the team as much outside of ladder and as usual i am willing to hear what people think of the team. The highest peak on ladder that i had made with this was 1600 from 1100 since i do not ladder as much unless I am testing and i have not played in too many room tours as of late to really test this there. One thing I do want to say however is that Stall is a match up pick outside of ladder play in my honest opinion. without dragging on this intro i will begin explaining the team.
Also Pictures are just a small joke of sorts since April fools is around the corner if the pictures in any are a detriment to the RMT I will replace them.
I do not own this just letting you know.
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Protect
- Will-O-Wisp
Mega Sableye, This mon is the face of Full stall and a frustrating mon to deal with for some to deal with sableye has a great defensive typing in Ghost/Dark being weak only to Fairy. It's ability magic bounce redirects moves such as stealth rock and other status moves and is used as a switch in to common hazard setters like Landorus-T and Ferrothorn to bounce back their rocks/spikes. Prankster is the only ability sableye should have before mega evolving as it allows sableye to burn physical attackers on turn one with Will-O-Wisp. A careful nature with max investment in SpDef is for better taking special attacks. Recover is to heal sableye throuhout the course of the game and Knock off removes items from mons. Protect is always used over moves such as fakeout to safely Mega-evolve in front of Fairies and is useful for both protection and moveset scouting for determining what to switch in to wall the mon. Will-O is for crippling physical attackers.
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect
Next i needed a mon that that could provide healing to the team so that the team does not get worn down i also needed a ground check and Alomomola not only does that but it has a really big health stat and a great ability in regenerator to keep itself healthy. Rocky helmet is chosen over leftovers for two reasons: one, it has healing in the form of Wish + protect and Regenerator, Two, Rocky helmet chips down physical attackers like Garchomp and Tandorus-T when they make contact. Max HP and Max defense is to stomach physical attacks as effectively as possible. Scald is used for it's chance to spread burns on common switch ins that would "Intend" to set up or hit and run. Toxic is here for crippling anything that is not immune to it. Wish is used to pass HP to either itself or its teammates like heatran which has no form of recovery outside of leftovers. Protect is to safely gain the health from wish in a dangerous situation or if you just want to sit there.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Toxic
Chansey is a staple on every stall team this mon is used as a switch in to all special attackers with its really large HP stat. Eviolite is mandatory on all chansey builds as it raises both of chansey's defensive stats by 1.5x allowing to not only wall 99% of special attackers but also wall a few physical attackers if the situation mandates it. Bold nature with max hp and max defense is used to patch up its defense stat and make it as bulky as possible. Natural Cure is Chansey's only ability and it is a good one because it allows Chansey to heal of it's status by switching out which will be done very often. Heal bell was placed on chansey because most if not all heavy stall teams need a way to heal off status and since chansey can just sit there it is a really good user of it. Seismic Toss is chansey's best attacking move since it hits rather weakly with anything else and Toss will always do 100 HP in damage to its target. Softboiled is so that chansey can heal itself. Toxic is used so that mons such as Mega-Latias cannot use it as set-up fodder and to just cripple things.
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
The next thing i needed for this team was another means of hazard prevention/removal, a switch in to Kartana, and a ground immunity. Zapdos can do all of those really well with a bold nature with 240 defense, 248 HP and 20 speed. Pressure is used over Static so that that i can waste my opponents time and run them out of PP in their 8PP moves or force struggle if i need to. Defog is used to remove any hazards that Sableye fails to bounce back and discharge can be replaced with thunderbolt if needed but paralysis can be useful at certain times. Heat wave is here to remove Kartana and any other fire weak mons from the game. Roost keeps Zapdos healthy as it preforms it's role.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Lava Plume
- Stealth Rocks
Another thing i needed on this stall team was a hazard setter, a Lele check, and a koko check and i figured Spedef Tran can fill this role well as its great typing allows it to take very little from Lele unless it has Focus Blast and stomach some hits from non-Z-Wild charge Tapu Koko and either set up hazards or remove the latter with earth power or the former with lava plume or toxic. Calm nature with max investment in its HP and Spdef stat allows Tran to wall a myriad of special attackers and dish damage back. Flash Fire grants a fire immunity. Earth Power allows Heatran to hit ground weak mons and rarely one vs. one other Heatran. Lava plume is preffered over Magma storm due to having more PP and a very valuable burn chance that can cripple common swtich ins such as Landorus-T and Zygarde. Toxic is here for instantaneous Status and punishing mons not weak to burns. Stealth Rocks were needed so i placed them on Heatran.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Recover
- Toxic
The final mon that i needed was a way to out set-up sweepers such as Charizard X and a way to out Z-Wild Charge Tapu Koko and with a great defensive typing in water/Ground being only weak to grass it can check Koko. Unaware makes it so that the opponents stat boosts mean nothing when damage is calculated allowing it to wall Many set-up sweepers that hit on the physical side. Max HP and Max Def with an Impish nature makes it as bulky as possible. Earthquake is run on Quagsire over Earth Power so that it can secure successful ko's on Heatran and Koko, Scald is here to burn switch in's, Recover is to increase longevity, and Toxic cripples things.
- Sub Toxic Zygarde with set up - If it subs, hypothetically there is nothing that can be done.
- Sub Dragon Dance Mega Gyarados - Zapdos is the only answer so getting this in before it sets up too much is the way to beat it ( and not get flinched down by waterfall)
- Vincune - This variant of suicune is hard to deal with if it gets a substitute up Calm Mind + Pressure is a stall breaking combination for the team unless it is poisoned on the switch.
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Protect
- Will-O-Wisp
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Toxic
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Lava Plume
- Stealth Rocks
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Recover
- Toxic
Some replays
https://replay.pokemonshowdown.com/gen7ou-726579081
https://replay.pokemonshowdown.com/gen7ou-726574185
https://replay.pokemonshowdown.com/gen7ou-726567808
https://replay.pokemonshowdown.com/gen7ou-726571905
play-styles. I have found some success but i have not used the team as much outside of ladder and as usual i am willing to hear what people think of the team. The highest peak on ladder that i had made with this was 1600 from 1100 since i do not ladder as much unless I am testing and i have not played in too many room tours as of late to really test this there. One thing I do want to say however is that Stall is a match up pick outside of ladder play in my honest opinion. without dragging on this intro i will begin explaining the team.
Also Pictures are just a small joke of sorts since April fools is around the corner if the pictures in any are a detriment to the RMT I will replace them.
Spoiler: some music if you wish as you read
I do not own this just letting you know.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/XaQDtwh.png)
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Protect
- Will-O-Wisp
Mega Sableye, This mon is the face of Full stall and a frustrating mon to deal with for some to deal with sableye has a great defensive typing in Ghost/Dark being weak only to Fairy. It's ability magic bounce redirects moves such as stealth rock and other status moves and is used as a switch in to common hazard setters like Landorus-T and Ferrothorn to bounce back their rocks/spikes. Prankster is the only ability sableye should have before mega evolving as it allows sableye to burn physical attackers on turn one with Will-O-Wisp. A careful nature with max investment in SpDef is for better taking special attacks. Recover is to heal sableye throuhout the course of the game and Knock off removes items from mons. Protect is always used over moves such as fakeout to safely Mega-evolve in front of Fairies and is useful for both protection and moveset scouting for determining what to switch in to wall the mon. Will-O is for crippling physical attackers.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/RGJN2WW.png)
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect
Next i needed a mon that that could provide healing to the team so that the team does not get worn down i also needed a ground check and Alomomola not only does that but it has a really big health stat and a great ability in regenerator to keep itself healthy. Rocky helmet is chosen over leftovers for two reasons: one, it has healing in the form of Wish + protect and Regenerator, Two, Rocky helmet chips down physical attackers like Garchomp and Tandorus-T when they make contact. Max HP and Max defense is to stomach physical attacks as effectively as possible. Scald is used for it's chance to spread burns on common switch ins that would "Intend" to set up or hit and run. Toxic is here for crippling anything that is not immune to it. Wish is used to pass HP to either itself or its teammates like heatran which has no form of recovery outside of leftovers. Protect is to safely gain the health from wish in a dangerous situation or if you just want to sit there.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/ka0zGRh.png)
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Toxic
Chansey is a staple on every stall team this mon is used as a switch in to all special attackers with its really large HP stat. Eviolite is mandatory on all chansey builds as it raises both of chansey's defensive stats by 1.5x allowing to not only wall 99% of special attackers but also wall a few physical attackers if the situation mandates it. Bold nature with max hp and max defense is used to patch up its defense stat and make it as bulky as possible. Natural Cure is Chansey's only ability and it is a good one because it allows Chansey to heal of it's status by switching out which will be done very often. Heal bell was placed on chansey because most if not all heavy stall teams need a way to heal off status and since chansey can just sit there it is a really good user of it. Seismic Toss is chansey's best attacking move since it hits rather weakly with anything else and Toss will always do 100 HP in damage to its target. Softboiled is so that chansey can heal itself. Toxic is used so that mons such as Mega-Latias cannot use it as set-up fodder and to just cripple things.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/2Fe5uQJ.png)
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
The next thing i needed for this team was another means of hazard prevention/removal, a switch in to Kartana, and a ground immunity. Zapdos can do all of those really well with a bold nature with 240 defense, 248 HP and 20 speed. Pressure is used over Static so that that i can waste my opponents time and run them out of PP in their 8PP moves or force struggle if i need to. Defog is used to remove any hazards that Sableye fails to bounce back and discharge can be replaced with thunderbolt if needed but paralysis can be useful at certain times. Heat wave is here to remove Kartana and any other fire weak mons from the game. Roost keeps Zapdos healthy as it preforms it's role.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/7QRywPu.png)
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Lava Plume
- Stealth Rocks
Another thing i needed on this stall team was a hazard setter, a Lele check, and a koko check and i figured Spedef Tran can fill this role well as its great typing allows it to take very little from Lele unless it has Focus Blast and stomach some hits from non-Z-Wild charge Tapu Koko and either set up hazards or remove the latter with earth power or the former with lava plume or toxic. Calm nature with max investment in its HP and Spdef stat allows Tran to wall a myriad of special attackers and dish damage back. Flash Fire grants a fire immunity. Earth Power allows Heatran to hit ground weak mons and rarely one vs. one other Heatran. Lava plume is preffered over Magma storm due to having more PP and a very valuable burn chance that can cripple common swtich ins such as Landorus-T and Zygarde. Toxic is here for instantaneous Status and punishing mons not weak to burns. Stealth Rocks were needed so i placed them on Heatran.
![[PokeCommunity.com] Levea Stall [PokeCommunity.com] Levea Stall](https://i.imgur.com/l5oYkT2.png)
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Recover
- Toxic
The final mon that i needed was a way to out set-up sweepers such as Charizard X and a way to out Z-Wild Charge Tapu Koko and with a great defensive typing in water/Ground being only weak to grass it can check Koko. Unaware makes it so that the opponents stat boosts mean nothing when damage is calculated allowing it to wall Many set-up sweepers that hit on the physical side. Max HP and Max Def with an Impish nature makes it as bulky as possible. Earthquake is run on Quagsire over Earth Power so that it can secure successful ko's on Heatran and Koko, Scald is here to burn switch in's, Recover is to increase longevity, and Toxic cripples things.
Weaknesses
- Hoopa-U - Playing against this is extremely hard especially if it carries Nasty plot + psyshock if it does just click X. if it is banded there is some chance to win but one has to play really smart, land a toxic, and pivot in and out with defensive mons if the team gets overwhelmed too much before the poison does it in, it is a loss depending on how late or early game it is.- Sub Toxic Zygarde with set up - If it subs, hypothetically there is nothing that can be done.
- Sub Dragon Dance Mega Gyarados - Zapdos is the only answer so getting this in before it sets up too much is the way to beat it ( and not get flinched down by waterfall)
- Vincune - This variant of suicune is hard to deal with if it gets a substitute up Calm Mind + Pressure is a stall breaking combination for the team unless it is poisoned on the switch.
Spoiler: Team
Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Protect
- Will-O-Wisp
Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Wish
- Protect
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Toxic
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Earth Power
- Toxic
- Lava Plume
- Stealth Rocks
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Recover
- Toxic
Some replays
https://replay.pokemonshowdown.com/gen7ou-726579081
https://replay.pokemonshowdown.com/gen7ou-726574185
https://replay.pokemonshowdown.com/gen7ou-726567808
https://replay.pokemonshowdown.com/gen7ou-726571905
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