Gen 5 disgusting

disgusting: stall in bw ou
special thanks to dice for inspiring these builds


sun stall

overview
dice passed me a skeleton during spl with tales, scarf mag, sr chomp, and cm cresselia. i built off that team to make this sun stall and used it later that week against High Impulse. ideally, this team is looking to trap opposing steels using scarf mag in sun to enable the defensive core of chansey + cresselia to operate unhindered by hazards and toxic-immune pokemon. this two-pokemon core is where this team's longevity and staying power come from as they wall the majority of the metagame in sun. ninetales is the de-facto sun setter in bw and works well here to consistently ensure bright skies overhead. tentacruel is the team's spinner, a mandatory role when running a sr-weak pokemon that's important to team functionality. it also provides toxic spikes, which can make-or-break matchups against offense that could otherwise muscle through chansey + cresselia. sd gliscor rounds out the squad by providing a strong ttar check and robust win condition that makes the most of weakened water moves.

under the microscope


Ninetales @ Chesto Berry
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest

ninetale's set and role on the team are both fairly straightforward. against weatherless teams, try to set sun as early as possible because they often lack ways to remove your weather. against potential sd garchomp structures, navigate so the chomp doesn't gain a free turn to sd as it is one of the few mons that can consistently beat cresselia. also be wary of potential sandstorm scarf users on weatherless teams and try to preserve tales accordingly. will-o-wisp is used to cripple opposing weather setters and potential setup sweepers that switch into tales. a common play pattern is to wisp the opposing setter on the switch then sunny day is the face of a burned ttar or toed, followed by a switch out to an appropriate check. if there is a ferrothorn on the opposing team, it is important to keep up sun using double switches and aggressive sunny days to ensure it can still be trapped by scarf magnezone; otherwise it may be able to have a hazard-setting field day. chestorest provides tales with some longevity and lets it act as a single-time switch-in against breloom's spore as well, which can be relevant before gliscor is poisoned. the ev spread outspeeds jolly mamoswine and maximizes special bulk to allow tales to switch into politoed.


Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

chansey is the team's primary water resist and special tank. seismic toss is chansey's staple attack and allows for consistent damage output vs every threat. toxic is important to cripple pokemon with reliable recovery and ensures chansey can beat every variant of volcarona. toxic is also important for pressuring natural cure spin starmie to keep sr up against opposing passive teams. chansey is an amazing sr setter because it fares well against tentacruel , starmie, and non-sd excadrill. i don't run aromatherapy or heal bell because it would both take up a valuable spot for other necessary moves and gliscor + natural cure chansey + rest ninetales provides the team with three solid status absorbers. despite being the team's main switch-in to special attackers, be wary around pokemon that might use trick to cripple chansey, specifically latios.


Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Ice Beam
- Toxic
- Skill Swap
- Moonlight

cresselia is near-impossible to break in sun due to its high natural bulk and 75% recovery move in moonlight. running magnezone as a partner allows cresselia to drop hidden power [fire] in favor of more useful moves. in my spl match, i dedicated this moveslot to reflect, which gives better matchups against breakers like sd chomp, tyranitar, and physical offenses. the switch to skill swap is a concession for boltbeam reuniclus and poison heal breloom, both of which spiked in popularity after i built this team. it has added utility against sd gliscor for the same reasons, and tracing slowbro's regenerator is always nice. ice beam and toxic are the two mainstays on every defensive cresselia. ice beam hits the most threatening physical attackers (grounds, dragons). toxic exerts passive pressure against defensive threats and put offensive mons on a timer.


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost

gliscor is this team's way of exerting pressure in passive vs passive matchups. in sun, gliscor is truly a terror to face. it can shrug of almost every attack that comes its way; even super-effective STABs like keldeo's hydro pump fail to 2hko. i chose facade over other coverage moves because it's the strongest with the best neutral coverage. it also allows gliscor to effectively pressure rotom-w, which can be a major nuisance for this team. once gliscor is safely poisoned, it can come in against every defensively mon in the tier that lack an ice move and begin to setup. gliscor is also the glue against sd rock gem terrakion that blow their load against cresselia; it will almost always survive a +2 stone edge after SR from full hp. this ev spread outspeeds 12 speed base 100s like jirachi, hits a poison heal number in hp, and otherwise maxmizes special bulk.



Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe

Bold Nature
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin

tentacruel is the team's true water resist and main keldeo check. rain dish was chosen over liquid ooze because of its utility vs politoed and opposing tentacruel; liquid ooze is only useful against ferrothorn leech seed, which should be trapped by magnezone. scald is tenta's best STAB and rapid spin is a required slot. t-spikes is useful is offense matchups where they are unlikely to be absorbed or spun away. the decision of what move to run in tenta's final slot is challenging -- i've tested ice beam, sludge bomb, toxic, and knock off in that slot and they all are viable. i've listed knock off here because it's the most consistent option for crippling rotom-w and opposing tentacruel, the latter of which makes keeping SR up with chansey infinitely easier. the ev spread is fairly simple: hp to hit a rain dish number, max defense for better tyranitar matchups, and the rest in speed to give a little creep (although it's rarely useful).


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

magnezone serves two main purposes on this team, the first of which is trapping skarmory and ferrothorn. steel types with spikes are particularly threatening to this build because chansey, cresselia, and gliscor are setup bait. additionally, tentacruel can be worn down by skarmory in the long term due to the lack of rain or wish. magnezone nullifies these issues by outright removing both spiking steels when sun is up, allowing the rest of the team to function as intended. beyond that, it functions as an actual dragon resist in cases where chansey may fear trick or cresselia might be unable to sponge 2 outrages. choice scarf allows magnezone to function as a catch-all for setup threats that might break past other members of the team. specifics that come to mind are cm keldeo, sd terrakion, sd garchomp, and sd scizor.

Ninetales @ Chesto Berry
Ability: Drought
Shiny: Yes
EVs: 248 HP / 164 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Will-O-Wisp
- Sunny Day
- Rest

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Skill Swap
- Moonlight

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Facade
- Swords Dance
- Roost

Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Knock Off
- Toxic Spikes
- Rapid Spin

Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
 
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taunt stall

overview

this team was inspired by dice's shadow tag meta stall (chansey / gothitelle / excadrill / skarmory / amoonguss / quagsire). after goth's banning, i edited the existing structure to function without shadow tag and this is the result. the team is designed to prevent hazards by having three team members with the move taunt in conjunction with an effective rapid spinner. these taunt users also give the team a way to exert pressure against other defensive or passive teams. here, every team member is important to the defensive core; this team has much less raw power than the sun stall shown above. skarmory + chansey make up the team's hazard-laying core and effectively wall large swaths of the metagame. chansey and amoonguss form a specially-defensive core that can be challenging for even the most specially-offensive rain teams to break. skarmory, mew, and gliscor form a physically-defensive core that walls most physical threats. excadrill, mew, and gliscor all provide unique utility with hazard removal, status absorption, and stallbreaking respectively.

taking a closer look


Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Stealth Rock
- Soft-Boiled

it's the same chansey set featured in the sun stall and it serves virtually the same purpose on this team as it does there. similarly, because this team has good status absorbers, i do not need to fit heal bell on this set.




Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
- Night Shade
- Will-O-Wisp
- Taunt
- Soft-Boiled

mew runs its classic taunt + wisp set on this team, bar one moveslot change from ice beam to night shade. night shade provides more consistent damage output on SpD heatran and reuniclus. because it can damage heatran, specially defensive sets will have trouble keeping SR up against this mew. hitting reuniclus is important because mew is this team's main way of handling boltbeam sets. taunt + wisp provide mew with a way to wear down mons and prevent defensive mainstays from laying hazards, recovering, or statusing it. the ev spread outspeeds max speed base 70s (namely breloom) and maximizes physical bulk for taking on dragons and tyranitar.


Gliscor @ Leftovers
Ability: Poison Heal
EVs: 244 HP / 212 SpD / 52 Spe
Careful Nature
- Earthquake
- Ice Fang
- Taunt
- Roost

gliscor serves as the team's utility check and primary spore switch-in. its good mixed defenses allow it to check many threats that could potentially run away with games, namely terrakion and opposing gliscor. in that same vein, gliscor sports ice fang to hit opposing ground-flying types (lando-t and itself) and breloom. taunt allows gliscor to shut down hazard setters and passive mons the same way it does on mew. i chose to run roost over protect because this team prefers the additional longevity; protect is only the better choice when your team can exert powerful offense itself. the ev spread is the same as gliscor's on the sun team for the same reasons.



Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 176 Def / 156 SpD / 176 Spe
Jolly Nature
- Earthquake
- Toxic
- Rapid Spin
- Protect

excadrill's main function on this team is to spin and its set is designed to help it do so. protect gives it much-needed longevity, as well as scouting ability against choiced threats, namely opposing ground-types. mold breaker is the ability of choice because this team has no sand and being able to hit rotom-w and the lati twins with a single move is extremely important. rotom-w is a threat to this team and occasionally excadrill must be pivoted in a volt switch to prevent the rotom from gaining momentum. additionally, between roost on gliscor and protect on excadrill, opposing rotom's hydro pp is easily depleted. excadrill also serves as the backup steel that can be pivoted in against potential tricks from lati@s aimed for chansey. the ev spread outspeeds all heatran and to be quite honest, were just split between defenses because hp investment is worse with excadrill's already-high starting hp.



Amoonguss @ Leftovers
Ability: Regenerator
EVs: 184 HP / 96 Def / 228 SpD
Calm Nature
- Giga Drain
- Hidden Power [Fire]
- Spore
- Sleep Talk

amoonguss is the team's water resist and go-to keldeo and breloom check. spore is standard and allows amoonguss to essentially KO one member of the opposing team due to BW's sleep mechanics. giga drain is obligatory STAB and is needed to pressure waters that amoonguss is meant to check. hp [fire] allows amoonguss to pressure ferrothorn so it can't spike as easily. sleep talk makes amoonguss the best switch-in to both itself and breloom. i've considered dropping one of either sleep talk or spore for worry seed, which has great targets in poison heal, magic guard, and regenerator mons.




Skarmory @ Shed Shell or Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 152 Def / 72 SpD / 36 Spe
Impish Nature
- Taunt
- Spikes
- Whirlwind
- Roost

skarmory acts as this team's spiker and physical sponge. taunt is a given because this team needs to prevent opposing hazards at all costs. the other three moves are standard fare and should never be dropped from any skarmory. this mon is the team's main switch-in to sd grounds and dragon dance users. the choice between rocky helmet and shed shell is a big one -- choosing the former leaves this team weaker to dragmag strategies and latter leaves it weak to spin excadrill.

Chansey (F) @ Eviolite

Ability: Natural Cure

EVs: 248 HP / 252 Def / 8 SpD

Bold Nature

- Seismic Toss

- Toxic

- Stealth Rock

- Soft-Boiled



Mew @ Leftovers

Ability: Synchronize

EVs: 248 HP / 148 Def / 112 Spe

Bold Nature

IVs: 0 Atk

- Night Shade

- Will-O-Wisp

- Taunt

- Soft-Boiled



Gliscor @ Leftovers

Ability: Poison Heal

EVs: 244 HP / 212 SpD / 52 Spe

Careful Nature

- Earthquake

- Ice Fang

- Taunt

- Roost



Excadrill @ Leftovers

Ability: Mold Breaker

EVs: 176 Def / 156 SpD / 176 Spe

Jolly Nature

- Earthquake

- Toxic

- Rapid Spin

- Protect



Amoonguss @ Leftovers

Ability: Regenerator

EVs: 184 HP / 96 Def / 228 SpD

Calm Nature

IVs: 2 Atk / 30 SpA / 30 Spe

- Giga Drain

- Hidden Power [Fire]

- Spore

- Sleep Talk



Skarmory @ Shed Shell

Ability: Sturdy

EVs: 248 HP / 152 Def / 72 SpD / 36 Spe

Impish Nature

- Taunt

- Spikes

- Whirlwind

- Roost
 
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imposter stall

overview
this team is based on the SM OU teams used in the last WCoP that utilize mega-scizor + hidden power [ground] ditto to trap opposing magnezone off the u-turn. i ported the concept over to BW because the meta is beginning to look move favorable for scizor again -- lati@s rarely run hp [fire] and magnezone is rarely choice specs. scizor is a unique pokemon because it's one of the hardest counters to reuniclus and a great switch-in to non-hp [fire] lati@s, both of which are sorely needed on stall teams. the downside to scizor is it's bait for spikers. that's where xatu comes in -- with magic bounce, it hard counters the steel-type spikers. ditto is the perfect partner for scizor with hp [ground] because it traps magnezone, is amazing vs passive teams because it has infinite pp, and is a great utility check to any runaway sweeper. chansey + slowbro is defensive core heist used to use to great success on similar teams that featured dugtrio. excadrill is the most consistent spinner in the tier.

in-depth analysis


Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

scizor is the team's main check to the lati twins and reuniclus. its main checks are steel, fire, and water types that are easily checked by slowbro and can be whittled down by SR and burn chip from rogue scalds. beyond that, scizor functions as the team's main win condition and main way of exerting pressure, especially against defensive starmie (chansey does not have toxic and can struggle to keep up SR in this matchup). u-turn is key for escaping from magnezone traps, as is the ev spread. max special bulk ensures non-boosted max special attack magnezone hidden power [fire] will never OHKO scizor.


Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Transform

ditto has great utility on this team. as mentioned earlier, its main function is to trap opposing magnezone. however, its uses go far beyond that. ditto can switch in on any mon with regenerator to gain free HP, it can copy hazard setters and lay spikes, it can use reliable recovery against mons like starmie, it can revenge kill most sweepers and myriad of other threats... it really does it all. the ev spread is for the rare chance you encounter other ditto and want to ensure you underspeed in the struggle war and the IVs give hidden power [ground]. on a final note, something to be aware of when using this set is that thundurus-t cannot be revenged; it's immune to its own STAB and ditto's hidden power, and resists focus blast.


Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Aromatherapy
- Stealth Rock
- Soft-Boiled

it's basically the same chansey set as the other two teams with the minor change of aromatherapy over toxic. aromatherapy is much more important for this team given that it has no great status absorbers. additionally, the need for toxic is lessened because of ditto's presence as a team member. this means chansey has to pressure setup sweepers less because ditto can revenge them.


Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Night Shade
- Toxic
- Reflect
- Roost

xatu is extremely useful for preventing spikes from going up. it walls both skarmory and ferrothorn, as well as most passive mons. it's also a great check to breloom, bouncing spore and resisting both STABs. i run night shade here for the same reason i run it on mew -- it's consistent damage on everything in the tier and can pressure heatran. toxic is useful for that do-nothing pressure stalls enjoy so much. reflect helps challenge tyranitar if it tries to trap xatu. rocky helmet is the chosen item for the same reason -- it pressures ttar while behind reflect at no cost to xatu. xatu is physically defensive because all the threats it needs to check are physical attackers; there aren't many special SR setters in BW.


Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 24 Def / 236 SpD
Calm Nature
- Scald
- Ice Beam
- Psychic
- Slack Off

slowbro is the primary water resist, keld check, and physical dragons and grounds check all rolled into one. it also is an amazing counter to most heatran. scald is the best STAB any defensive water can ask for and threatens burn against common switch-ins like rotom-w and ferrothorn. ice beam is needed to check garchomp and gliscor effectively. psychic is for poison heal breloom, keldeo, and tentacruel that happen to switch in. i definitely think a more physically-defensive slowbro could be a good choice here, as sd chomp is fairly threatening to this team. i've also considered replacing slowbro + excadrill with tangrowth and sludge bomb tentacruel, which would perform similar roles.


Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 176 Def / 156 SpD / 176 Spe
Jolly Nature
- Earthquake
- Toxic
- Rapid Spin
- Protect

same excadrill set as the previous team doing the exact same thing for another weatherless stall.

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Transform

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Aromatherapy
- Stealth Rock
- Soft-Boiled

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Night Shade
- Toxic
- Reflect
- Roost

Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 24 Def / 236 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Psychic
- Slack Off

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 176 Def / 156 SpD / 176 Spe
Jolly Nature
- Earthquake
- Toxic
- Protect
- Rapid Spin



closing remarks
i won't sugarcoat it -- stall is a mediocre playstyle in BW and is primarily a matchup fish. if you get the matchup you're looking for, it can be a real pain to break. i hope you all enjoyed reading about these teams. i got bored and decided to write this. good luck in smogtour season everyone. thanks!
 
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