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Team Dogg Stall (UU)

natedogg

Ahhh, it's so hot...
  • 154
    Posts
    15
    Years
    • Age 30
    • Ohio
    • Seen Nov 16, 2011
    Please excuse the lame name.


    Well this is my first attempt into the play style of stall. I decided to go UU because it is my favorite tier. Thoughts helped me with this team so yeah thanks bro! His is a bit different from mine though. I have pretty much everything a stall team needs except for a tricker.

    Team At A Glance

    *image removed**image removed**image removed**image removed**image removed**image removed*


    *image removed* @ Leftovers
    Ability: Sturdy
    Evs: 252 Hp/ 252 Sp.D/ 4 Atk
    Nature: Sassy
    - Earthquake
    - Gyro Ball
    - Stealth Rocks
    - Roar

    Steelix is a pretty reliable lead. It works well against many common leads. Froslass takes a gyro ball to the face. Ambipom can't do anything to it as Steelix resists all of its attacks. Taunt can be a problem but I can bring Steelix back in later to set up rocks. Roar is good for later in the game when I have both spikes and stealth rocks up.


    *image removed* @ Leftovers
    Ability: Natural Cure
    Evs: 252 Hp/ 200 Def/ 56 Sp.D
    Nature: Calm
    - Perish Song
    - Dragon Pulse
    - Roost
    - Roar

    I wonder why you don't see many Altaria in UU. It makes a great sweeper and even better wall. With natural cure Altaria can come in on status moves. Perish song forces switches and also takes care of the last pokemon my opponent has. Roar may seem a bit weird on Altaria but it works quite well. Altaria causes many switches so it gets plenty opportunities to shuffle my opponents team. Roost for obvious reason is a good recovery move.


    *image removed* @ Leftovers
    Ability: Intimidate
    Evs: 252 Hp/ 252 Atk/ 4 Def
    Nature: Adamant
    - Close Combat
    - Sucker Punch
    - Foresight
    - Rapid Spin

    The all important spinner. Hitmontop makes a great spinner with foresight. Lets me spin against ghost and/or hit them with Close Combat. Spiritomb also gets it hard with a super effective Close Combat if I catch it with a foresight on the switch in. Sucker punch also hits ghosts that try to attack and give me some okay priority. Intimidate also is helps with physical attacks toward Hitmontop.


    *image removed* @ Leftovers
    Ability: Poison Point
    Evs: 252 Hp/ 152 Def/ 106 Sp.D
    Nature: Impish
    - Waterfall
    - Pain Split
    - Poison Jab
    - Spikes

    Qwilfish makes a decent spiker in UU. Takes hit considerable well and then sets up spikes. Pain Split isn't the best recovery move but it's the only one Qwilfish has got. Waterfall and Poison Jab for STAB. Poison point might also get the opponent poisoned if I am attack with a physical attack.


    *image removed* @ Leftovers
    Ability: Pressure
    Evs: 252 Hp/ 144 Def/ 112 Sp.D
    Nature: Bold
    - Rest
    - Sleep Talk
    - Will-O-Wisp
    - Shadow Ball

    Spiritomb is my rapid spin blocker. Also makes a good status absorber. Will-o-Wisp is good for physical attackers. Shadow ball is for ghost types.


    *image removed* @ Leftovers
    Ability: Synchronize
    Evs: 252 Hp/ 252 Sp.D/ 4 Atk
    Nature: Careful
    - Payback
    - Wish
    - Toxic
    - Taunt

    Umbreon provides good wish support for my team. Taunt and Toxic work well together to help bring down more bulky pokemon. Payback is good STAB as Umbreon will most of the time be going last.
     
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