XY OU Team Stall-Out

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    • Seen Mar 6, 2014
    Alright, so here is my main team for Pokémon Showdown and X so far:


    Krystal (Cresselia) @ Light Clay
    Ability: Levitate
    EVs: 252 HP / 228 Def / 28 SDef
    Calm Nature
    - Light Screen
    - Reflect
    - Psychic
    - Moonlight

    The usual Cresselia with EV's set in such a way that allows for exactly even defenses, since I figure she has enough bulk to afford to not have to be concentrated completely on one side of defense. (I should also mention that she's the only hacked 'mon on my team in X. I would IV breed for her, but yknow... she's a legendary.) She sets up dual screens for the rest of the team to hide behind and "Stall-Out" the foe. Her usual pattern is to simply set up screens, use moonlight, and then switch. I run Psychic instead of some status-effecting move because I prefer the use of Quagsire's or Venusaur's toxic damage.


    Bill (Clefable) (M) @ Leftovers
    Ability: Unaware
    EVs: 252 HP / 4 Def / 252 SDef
    Calm Nature
    - Moonlight
    - Aromatherapy
    - Cosmic Power
    - Moonblast

    The specially defensive side of my main defensive core. He takes any hits from special attackers with ease, and that Dragon immunity really helps. When behind dual screens, he's almost impossible to take down, and sets up Cosmic Powers easily. He doesn't really need Magic Guard, as he has Aromatherapy, and the only time it would come in handy over Unaware is when coming in on entry hazards. He mainly functions as a Dragon killer and cleric for the rest of the team. It's actually hilarious how many times this has turned into a sweep by spamming Moonblast after reaching +6 defenses. He has great synergy with the other half of the defensive core, which is resistant to both of his weaknesses.


    Sir Q. (Quagsire) (M) @ Leftovers
    Ability: Unaware
    EVs: 252 HP / 252 Def / 4 SAtk
    Bold Nature
    - Muddy Water
    - Stockpile
    - Recover
    - Toxic

    The physically defensive side of my Defensive core. I do the exact same thing as I do with Clefable, but against a physical attacker. Once he's set up enough Stockpiles, he's good to start toxi-stalling. I run Muddy Water instead of Scald because he really doesn't have to worry about setup pokemon with the handy ability Unaware and max physical defense. Once his major threats in other toxi-stallers, grass types and steel types are gone, he can actually pull off a sweep.


    Marina (Dragonite) (F) @ Lum Berry
    Ability: Multiscale
    EVs: 4 HP / 252 Atk / 252 Spd
    Adamant Nature
    - Dragon Dance
    - Dragon Claw
    - Extreme Speed
    - Fire Punch

    The main heavy hitter of my team. Behind Cresselia's dual screens and Multiscale, she can easily set up at least once, twice if the opponent doesn't break the Multiscale on the first turn or switches into a status spreader. Not much to say about her besides her notable weakness to SR and my lack of a Rapid Spinner/Defoger, which will be mentioned later.


    Porkscrew (Mamoswine) (M) @ Life Orb
    Ability: Thick Fat
    EVs: 4 HP / 252 Atk / 252 Spd
    Jolly Nature
    - Stealth Rock
    - Icicle Crash
    - Earthquake
    - Ice Shard

    The other heavy hitter/hazard setter of my team. If a Pokémon goes down, he can then switch in and revenge kill, especially under dual screens. I used to have a Focus Sash until realizing he was making very little under screens. However, since he doesn't have very good synergy with the rest of my team, I'm considering removing him for another hazard setter, particularly Tentacruel with Rapid Spin and Toxic Spikes, which would go better with the "stall" aspect of my team.


    Chloe (Venusaur) (F) @ Venusaurite
    Ability: Chlorophyll
    EVs: 252 HP / 100 Def / 152 SDef
    Calm Nature
    - Giga Drain
    - Sludge Bomb
    - Synthesis
    - Leech Seed

    The main staller that the team got based around. Leech Seed easily wears down the opponent and Giga Drain and Sludge Bomb can easily take out pokemon with lower defense or seriously wear them down while she sits pretty and restores health. Synthesis is to keep stalling while Leech Seed does its job, especially if she's up against a Pokémon that takes half of her health (AKA a SE move or a powerful Life Orb user). I have invested more EV's into Special Defense because a majority of Flying- and Psychic-type moves are special. However, I still have to look out for Brave Bird users like Staraptors and Talonflames. The likes of Skarmory trying to Brave Bird can't do jack, though.

    The major problem with this team is presented in two words: Entry Hazards. This team hates Phazing Skarmory more than anything. Everyone on my team is affected by this, with the exception of Clefable if he had Magic Guard. However, even if he did, he wouldn't be able to do much once he switches in besides flop around and hope to spam Moonblast, which works about 1 in every never times. I've listed a few suggestions I have below, mainly to replace Mamoswine and maybe Dragonite (Although, Dragonite works so well under dual screens that I'd rather not)


    Donphan
    -Rapid Spin
    -EQ
    -Ice Shard
    -Stealth Rock

    Excadrill
    -Rapid Spin
    -Stealth Rock
    -EQ
    -Iron Head

    Avalugg
    -Recover
    -Rapid Spin
    -Avalanche
    -EQ/Curse/Crunch/Roar?

    Empoleon
    -Defog
    -SR
    -Hydro Pump/Surf
    -Ice Beam/Flash Cannon

    Gliscor
    -Defog
    -SR
    -EQ/Toxic/Protect
    -Acrobatics/Toxic/Protect

    Tentacruel
    -Rapid Spin
    -TS
    -Scald/Hydro Pump
    -Hex/Haze

    Heatran
    -WoW
    -SR
    -Earth Power
    -Flamethrower/Magma Storm

    What do you suggest? Who do you suggest removing? I personally like the idea of the combination of Tentacruel and Heatran replacing Mamoswine and Dragonite, as setting up both Toxic Spikes and Stealth Rock is an extremely appealing idea for the rest of my team. Thanks for any and all suggestions in advance!
     
    Even though Cresselia has the bulk to set up dual screens multiple times in a match, I think that Klefki or Espeon get the nod ahead of it because of Prankster (letting Klefki get at least 1 screen up before getting Taunted) and Magic Bounce (to prevent Espeon from being Taunted altogether, among other things), respectively:

    Klefki:
    -Reflect
    -Light Screen
    -Spikes
    -Dazzling Gleam/Foul Play
    Nature: Bold
    EVs: 252 HP/152 Def/104 SDef
    Item: Light Clay
    Ability: Prankster

    Espeon:
    -Reflect
    -Light Screen
    -Psychic/Psyshock
    -Hidden Power (Fire)/Dazzling Gleam/Baton Pass
    Nature: Timid
    EVs: 252 HP/4 Def/252 Spe
    Item: Light Clay
    Ability: Magic Bounce

    Sigilyph makes a better Cosmic Power abuser than Clefable, because it actually can make use of the boosts itself with Stored Power. While Clefable can do the same thing, Sigilyph gets STAB on Stored Power, making it more effective (though Dark Pokemon have to be eliminated first):
    -Cosmic Power
    -Stored Power
    -Psycho Shift
    -Roost
    Nature: Bold
    EVs: 252 HP/200 Def/56 Spe
    Item: Flame Orb
    Ability: Magic Guard

    Stockpile boosting is a waste of time, IMO. While Quagsire can become pretty much impenetrable with this thanks to Unaware, Grass Pokemon and Pokemon with Mold Breaker can still break through it regardless. While Muddy Water's odds of lowering accuracy is the same as that of Scald burning the opponent, the opponent can just switch to negate the accuracy drop, so it's not worth doing. The burn chance of Scald is generally more useful than the accuracy drop. Also, Quagsire appreciates the power and coverage of Earthquake.

    I like having Tentacruel and Heatran together, but I wouldn't replace Mamoswine and Dragonite because you need some sort of muscle on this team. I don't like Avalugg at all; while its Defense is certainly massive, its pure Ice typing leaves it weak to common attacking types, making its high Defense moot. I can also see Empoleon working on the team. I also wouldn't recommend Hex; it's too dependent on the opponent being statused.

    Preferred movesets for each Pokemon (minus Avalugg, for the reasons I stated, and Excadrill, for being rather spot-on):

    Tentacruel:
    -Scald
    -Sludge Bomb
    -Rapid Spin
    -Toxic/Knock Off/Toxic Spikes
    Nature: Bold
    EVs: 252 HP/224 Def/32 Spe
    Item: Black Sludge
    Ability: Liquid Ooze

    Heatran:
    -Lava Plume
    -Protect
    -Roar/Earth Power
    -Toxic/Will-o-Wisp/Stealth Rock
    Nature: Calm
    EVs: 248 HP/8 Def/252 SDef
    Item: Leftovers
    Ability: Flash Fire

    Empoleon:
    -Scald
    -Defog/Stealth Rock
    -Roar/Toxic/Stealth Rock
    -Knock Off/Ice Beam/Protect
    Nature: Calm
    EVs: 248 HP/44 Def/216 SDef
    Item: Leftovers
    Ability: Torrent

    Gliscor:
    -Earthquake
    -Taunt/Toxic/Defog
    -Ice Fang/U-turn/Knock Off
    -Protect/Roost
    Nature: Impish
    EVs: 244 HP/248 Def/16 Spe or 244 HP/40 Def/224 Spe
    Item: Toxic Orb
    Ability: Poison Heal

    Donphan:
    -Earthquake
    -Knock Off
    -Rapid Spin
    -Stealth Rock/Stone Edge
    Nature: Impish
    EVs: 252 HP/252 Def/4 SDef
    Item: Leftovers/Assault Vest
    Ability: Sturdy
     
    Thanks! Although, I prefer using Clefable if I were to use Stored Power, as at +6 in both defense (and +6 in Special Attack, if you run Charge Beam) it's nearly impossible to wall, so you don't need the STAB, and Clefable has alot less weaknesses and a bit better Special Defense and HP than him. Also, Unaware doesn't let sweepers set up on him and simply break through him while he's trying to set up his own defenses. Nevertheless, thanks for the suggestions, and I'll take the rest of these to heart, especially Knock Off, since you mentioned it so many times.
     
    Thanks! Although, I prefer using Clefable if I were to use Stored Power, as at +6 in both defense (and +6 in Special Attack, if you run Charge Beam) it's nearly impossible to wall, so you don't need the STAB, and Clefable has alot less weaknesses and a bit better Special Defense and HP than him. Also, Unaware doesn't let sweepers set up on him and simply break through him while he's trying to set up his own defenses. Nevertheless, thanks for the suggestions, and I'll take the rest of these to heart, especially Knock Off, since you mentioned it so many times.

    Another reason why I suggested Sigilyph over Clefable because it can use the burn to its advantage if Clefable lacks Magic Guard (which yours does, making it prone to burn and poison). Magic Guard blocks the burn damage, while the burn protects Sigilyph from other statuses like sleep or paralysis. Sigilyph can then pass on the burn to other opponents with Psycho Shift; after that, the Flame Orb will burn it again.
     
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