imperfectluck
Banned deucer.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 152 HP/252 Def/8 Spd/98 SDef
Bold nature (+Def, -Atk)
- Seismic Toss
- Wish
- Stealth Rock
- Protect
---
People say, why Blissey? The average lead bar Infernape cannot do more than 50-60% to it at the most, and if it faces a Taunt lead, unlike a suicide lead, it is more than bulky enough to come back in and do its job later in the game as necessary. As the premier special wall in the game, Blissey finds many opportunities to come in on anything packing an all special moveset and even the occasional wall to come in and Wish my team back to health as needed.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Sassy nature (+SDef, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback
---
Rapid Spin is necessary for stall teams to keep their feet clean and their Blisseys alive, while Spikes and Toxic Spikes are essential components to any passive damage based team. Payback allows for the eventual wearing out of Rotom-A over a few switches (it does 35% average to most bulky builds), while maximum special defense eases the setting up of entry hazards on Pokemon it would otherwise be hard pressed to set up on. Forretress also provides a much-needed Dragon typed resist at this time to switch into Draco Meteors and Outrages as necessary.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 SDef
Bold nature (+SDef, -Atk)
- Grass Knot
- Recover
- Reflect
- Perish Song
---
At first, Celebi was added to the team for one purpose, and one purpose only: to ensure that I never lost to any Pokemon that could use a setup move while it was the last remaining Pokemon, thus preventing me from forcing it out with Roar. However, Celebi also fulfills a niche as a Water resist, (ha take that RSE Gyarados) and Reflect helps the whole team out as most often physical threats such as Salamence, Tyranitar, and Scizor enjoy switching in on Celebi. Perish Song also has the benefit of racking up more switches for passive damage.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 248 HP/220 Def/40 SDef
Bold nature (+Def, -Atk)
- Discharge
- Shadow Ball
- Sleep Talk
- Rest
---
Rotom-h was the Rotom appliance of choice for me, due to its ability to scare off Scizors and Forretresses without letting them setup further on Rotom-h. Essential to any stall team that wishes to keep its entry hazards around against fellow stall teams or even just an offensive team with Rapid Spin, Rotom also provides several key resists on this team, including Steel to deal with physical Jirachis, Metagrosses, Bug to deal with Scizor, Electric to beat Zapdos, and Flying to wall Togekiss, among other things. Rest + Sleep Talk ensures that Rotom-h stays around and isn't disabled by something such as a Blissey's Thunder Wave or Toxic, and prevents Rotom-h from being free setup bait for the likes of Gyarados.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/216 Def/60 SDef
Bold nature (+Def, -Atk)
- Thunderbolt
- Heat Wave
- Roar
- Roost
---
Thunderbolt was chosen for a steady source of damage, while Heat Wave was picked primarily to deal with Lucario and Scizor in a pinch. As an important Fighting, Bug, Steel, and Ground resist much like Rotom-h, this "doubling up" of defensive walls that counters many similar things ensures that it is very difficult to sweep me with an "overwhelm" strategy. Zapdos really shines, though, against other stall teams, when it can Roar over and over again, playing mind games with your opponent as they try to switch Skarmory out of Zapdos only to eat passive damage on Blissey while Skarmory is forcibly switched back in.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP/216 Def/40 SDef
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Roar
- Protect
---
Many times people have asked me, why Swampert over a similarly bulky Ground Pokemon brethren with instant recovery, Hippowdon? My answers are various, but they include Swampert's respectable Ice Beam SAtk, and his much more impressive list of resists, especially with Fire being of the utmost importance, as Swampert provides me with a backup Fire Blast Heatran switch-in, something Hippowdon cannot do. Swampert is here as the Rock resist of the team, keeping the team together by preventing the dominance of threats such as Tyranitar and Salamence. Protect is chosen over a Water typed attack as Ground/Ice hits most things harder than adding a Water attack would, covering only Mamoswine, Skarmory, Gengar, and Bronzong in OU. Protect keeps Choice users from ever hitting me hard while recovering Swampert those valuable 6%'s a turn - I've once managed to bring Swampert back to full health from 20% purely via switching and Protects.
Overall, this team managed to deal with the large majority with threats in the metagame, save Infernape, for the duration that I used this team.
Ability: Natural Cure
EVs: 152 HP/252 Def/8 Spd/98 SDef
Bold nature (+Def, -Atk)
- Seismic Toss
- Wish
- Stealth Rock
- Protect
---
People say, why Blissey? The average lead bar Infernape cannot do more than 50-60% to it at the most, and if it faces a Taunt lead, unlike a suicide lead, it is more than bulky enough to come back in and do its job later in the game as necessary. As the premier special wall in the game, Blissey finds many opportunities to come in on anything packing an all special moveset and even the occasional wall to come in and Wish my team back to health as needed.
Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Sassy nature (+SDef, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback
---
Rapid Spin is necessary for stall teams to keep their feet clean and their Blisseys alive, while Spikes and Toxic Spikes are essential components to any passive damage based team. Payback allows for the eventual wearing out of Rotom-A over a few switches (it does 35% average to most bulky builds), while maximum special defense eases the setting up of entry hazards on Pokemon it would otherwise be hard pressed to set up on. Forretress also provides a much-needed Dragon typed resist at this time to switch into Draco Meteors and Outrages as necessary.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/216 Def/40 SDef
Bold nature (+SDef, -Atk)
- Grass Knot
- Recover
- Reflect
- Perish Song
---
At first, Celebi was added to the team for one purpose, and one purpose only: to ensure that I never lost to any Pokemon that could use a setup move while it was the last remaining Pokemon, thus preventing me from forcing it out with Roar. However, Celebi also fulfills a niche as a Water resist, (ha take that RSE Gyarados) and Reflect helps the whole team out as most often physical threats such as Salamence, Tyranitar, and Scizor enjoy switching in on Celebi. Perish Song also has the benefit of racking up more switches for passive damage.
Rotom-h @ Leftovers
Ability: Levitate
EVs: 248 HP/220 Def/40 SDef
Bold nature (+Def, -Atk)
- Discharge
- Shadow Ball
- Sleep Talk
- Rest
---
Rotom-h was the Rotom appliance of choice for me, due to its ability to scare off Scizors and Forretresses without letting them setup further on Rotom-h. Essential to any stall team that wishes to keep its entry hazards around against fellow stall teams or even just an offensive team with Rapid Spin, Rotom also provides several key resists on this team, including Steel to deal with physical Jirachis, Metagrosses, Bug to deal with Scizor, Electric to beat Zapdos, and Flying to wall Togekiss, among other things. Rest + Sleep Talk ensures that Rotom-h stays around and isn't disabled by something such as a Blissey's Thunder Wave or Toxic, and prevents Rotom-h from being free setup bait for the likes of Gyarados.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/216 Def/60 SDef
Bold nature (+Def, -Atk)
- Thunderbolt
- Heat Wave
- Roar
- Roost
---
Thunderbolt was chosen for a steady source of damage, while Heat Wave was picked primarily to deal with Lucario and Scizor in a pinch. As an important Fighting, Bug, Steel, and Ground resist much like Rotom-h, this "doubling up" of defensive walls that counters many similar things ensures that it is very difficult to sweep me with an "overwhelm" strategy. Zapdos really shines, though, against other stall teams, when it can Roar over and over again, playing mind games with your opponent as they try to switch Skarmory out of Zapdos only to eat passive damage on Blissey while Skarmory is forcibly switched back in.
Swampert (F) @ Leftovers
Ability: Torrent
EVs: 252 HP/216 Def/40 SDef
Relaxed nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Roar
- Protect
---
Many times people have asked me, why Swampert over a similarly bulky Ground Pokemon brethren with instant recovery, Hippowdon? My answers are various, but they include Swampert's respectable Ice Beam SAtk, and his much more impressive list of resists, especially with Fire being of the utmost importance, as Swampert provides me with a backup Fire Blast Heatran switch-in, something Hippowdon cannot do. Swampert is here as the Rock resist of the team, keeping the team together by preventing the dominance of threats such as Tyranitar and Salamence. Protect is chosen over a Water typed attack as Ground/Ice hits most things harder than adding a Water attack would, covering only Mamoswine, Skarmory, Gengar, and Bronzong in OU. Protect keeps Choice users from ever hitting me hard while recovering Swampert those valuable 6%'s a turn - I've once managed to bring Swampert back to full health from 20% purely via switching and Protects.
Overall, this team managed to deal with the large majority with threats in the metagame, save Infernape, for the duration that I used this team.