Hey everyone, I'm here today with a very new NU Stall team. I just made this team last night, so I'm still working out the kinks. So far I've gone 18-2 with it, and one of those losses was before I made some major changes, so I figure I'm doing something right, even if it isn't quite perfect just yet. I've always been a stall player most of the time, so this team really fits my play style.
I don't think this team is totally perfect, so I'm somewhat open to suggestions. That being said, I'm also quite picky when it comes to teambuilding, so don't expect me to make many changes. Basically, you're really gonna have to impress me if I'm gonna change anything. Most of the time when people suggest changes, I find that it throws off what I was going for, and while it might fix certain issues, it only establishes new ones. So if I don't take your suggestion, it's nothing personal, it's just that I didn't agree with it. A real possibility is that while it may have been a solid suggestion, it just didn't fit with the way I personally like to play. Please keep that in mind.
But I know some of you are going to be closely looking for a way to improve the team, so let me save you some time and point out what I consider to be the biggest weakness. I'll copy and paste directly from the Grumpig description:
"I do wish that it could deal with Special Water type Wallbreakers better (Specs Lanturn, Specs Samurott and Special Floatzel), but you can't get everything. If I had to pick a flaw with this team as a whole, that would be it."
So if you can fix that without creating new problems, by all means, go for it. Anyway, that aside, let's get started.
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Dazzling Gleam
A Mega? In NU? Sign me up. I've admired Mega-Audino's bulk for a very long time, and I've finally built a team based on its amazing defense. This thing is like Alomomola, and if you've seen my RU team, you know I love Alomomola. The numbers don't lie: 409 HP and 386 Physical Defense. Plus with 290 Special Defense, it can hold its own in the Special game as well. Its Fairy typing is fantastic, and it is hands down the best Wish passer in NU. Toxic is there for wearing the opponent down (a habit of mine), and Dazzling Gleam is the STAB attack. And I love running Protect on Stall teams. It only helps the wearing down process.
Now, I have considered making Mega-Audino Specially Defensive based instead of Physically Defensive. The thing is, it just functions so much better as a Physically Defensive Pokemon. The only issue is that my team is lacking in the Special Defense department. But with the ability to sponge hits so well and pass Wishes so easily, I really like it the way it is. Perhaps I could see it as a Mixed Pokemon with EVs in both Sp. Def and Def, but I really hate doing that. I'm of the philosophy that Pokemon should excel in one area to the best of their abilities and let their teammates handle the rest. Regardless, I've been extremely happy with Mega-Audino so far.
And while it's probably not the best example, I just want to show that Mega-Audino can somewhat hold its own in taking Special Attacks, despite the lack of investment:
252 SpA Life Orb Pyroar Fire Blast vs. 248 HP / 8 SpD Mega Audino: 169-200 (41.3 - 48.8%) -- guaranteed 3HKO
And if you want a reason for keeping the EVs the way they are:
252 Atk Life Orb Sheer Force Tauros Rock Climb vs. 248 HP / 252+ Def Mega Audino: 129-152 (31.5 - 37.1%) -- 77.6% chance to 3HKO
Yup, a Tauros check.
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Curse
- Scald
- Earthquake
- Recover
A problem with a Stall team is that the opponent can often have a great time by setting up. Quagsire, for the most part, eliminates that concern. Thanks to the ability Unaware, Stat increases by the opposing Pokemon are meaningless. And by making this Quagsire a Curse variant, it allows me to beat Malamar.
I don't need to go too in depth here. Curse boosts Attack and Defense, Scald gives me a Burn chance, Earthquake is an attack, and Recover keeps Quagsire alive. While I would love to give it Toxic as well, there simply isn't room. So while Quagsire does lose to the Toxic-variant of opposing Quagsire, other Pokemon on my team can usually handle such a situation. Long story short, I really consider this Quagsire to be a sort of glue that keeps my team from being setup upon.
Skuntank @ Black Glasses
Ability: Aftermath
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Sucker Punch
- Defog
- Pursuit
- Crunch
Skuntank is probably the most exciting member of the team. It's clearly an offensive Pokemon, but here I am using it on a Stall team. With all the Xatus and Mesprits running around this tier, I really wanted something with Pursuit, and Skuntank is the best of the bunch, in my opinion. Add in the ability to remove Hazards via Defog, and Skuntank is a winner.
I'm a strong believer in the idea that if you can eliminate an opposing Pokemon ASAP, you do exactly that. Skuntank offers me that luxury. With a base Attack stat of 313 coupled with a x1.2 boost from Black Glasses, you get 376. That's no slouch. And I'll go ahead and make a bold statement: Dark is the best offensive typing in Pokemon right now. If you disagree with that, so be it, but I for one believe that Dark-Spam is a very serious threat.
The move Pursuit traps Psychic Pokemon, often eliminating them from the match entirely. Add in the moves Sucker Punch and Crunch, and I now have the ability to play mind games with my opponent, a concept that I am very much a fan of. I bring this Skuntank in on many different Pokemon, mostly Special Walls. They go to switch, and they get Pursuit-trapped. Simple as that. Even if Skuntank doesn't get the immediate kill, it wears them down for later. With very few viable Wish passers in the tier and reliable recovery being a luxury that many NU Pokemon do not possess, well you get the idea.
And I'd like to give a shout-out to Sucker Punch. Sometimes I get matched up against a Special Sweeper like Vivillon. In the event that such a Pokemon is able to bring down one of my Pokemon, I can usually revenge kill with Skuntank and Sucker Punch. Even if it goes to Roost or whatever, most of the time it is still taking damage from Toxic Poison courtesy of another Pokemon on my team. Eventually, Sucker Punch can usually bring it down. It's such a useful move.
A quick note on Defog. I don't believe my team is heavily hampered by Entry Hazards. That being said, not having a Hazard remover would be foolish because Spikes is a very real threat. In most cases, I'd rather keep Rocks on both sides of the field than have neither side have Rocks. But in the event that I have to deal with Spikes, I want the Hazards gone. I say this because Skuntank is admittedly not the best Pokemon at removing Hazards. It doesn't have amazing Defenses, and it can get worn down (though Wish passing helps prevent this). I consider Hazard-removal to be a secondary goal of Skuntank. Its primary goal is to break walls and eliminate troublesome Pokemon quickly and efficiently. The fact that it can remove Hazards is a bonus simply for the fact that another Pokemon on my team doesn't have to be a dedicated Hazard remover.
One last note, I have considered a Lum Berry over Black Glasses, but I really like the extra power!
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Protect
Another Physically Defensive Pokemon? Am I crazy? Perhaps. But the thing is, Weezing is just so freaking good. I know, I'm already stacked on Physical Defense with Mega-Audino, Quagsire and Golurk, but I just love Weezing. It safely switches in on so many Pokemon. Its Poison typing coupled with Levitate to become immune to Ground attacks is incredible. Like for real, how is this thing even NU? I especially like bringing Weezing in on things like Steelix. Whether it switches into Earthquake or Toxic, Weezing is ready for the job.
Don't get me started on Will-O-Wisp. It's such an amazing move. It turns almost any Physically Offensive Pokemon into a joke. Plus the lost of 12.5% HP per turn is a very serious threat. Sludge Bomb is the obligatory STAB attack. The Poison chance isn't shabby either. Flamethrower tells Klinklang to go home. And oh look, our good friend Protect is there to help wear stuff down!
And before you make the suggestion, I know many of you are going to say to run Taunt over Protect. I've considered the change, trust me. It's just wearing stuff down and getting a free turn of recovery from Black Sludge is just much more appealing to me. Besides, it's not like Weezing can get a Taunt off fast enough in most cases any way. In many cases, I'd be using Taunt to prevent a Heal Bell from Musharna or Grumpig. Do I really wanna get slapped with a Super Effective Psychic? I think not. And so what if the opponent tries to set up, that's why we have Quagsire.
I've also toyed with the idea of replacing Weezing entirely. I mean, the team already has enough Physical Defense; does it really need Weezing? It's just that Weezing is so freaking good, and how else am I gonna stop a Swords Dance Shiftry? But switching it for a Specially Defensive Pokemon is an idea I'm open to, but only if done absolutely right. For now, I love Weezing, as it is probably the single most reliable Pokemon on this team.
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Heal Bell
- Toxic
- Protect
Finally! A Special Defensive Pokemon! As with any Stall team, ya gotta have Heal Bell. Like seriously, if you're trying to play Stall without Heal Bell, you need to reevaluate your life. I had many options for a Heal Bell user, but I ultimately chose Grumpig because of its ability to check Magmortar thanks to its Thick Fat ability.
The moveset is simple. Psychic is a STAB attack, Heal Bell keeps the team Status-free, Toxic wears the opponent down, and Protect is awesome. That's really all I need to say.
I do wish that it could deal with Special Water type Wallbreakers better (Specs Lanturn, Specs Samurott and Special Floatzel), but you can't get everything. If I had to pick a flaw with this team as a whole, that would be it. And oh how I wish Grumpig had its own reliable recovery! That aside, Grumpig is still a very good Pokemon on this team.
A question I am still pondering: can Grumpig handle strong Special-Attacking threats mostly on its own? So far, the answer has been yes. In the battles so far, I have been able to keep it healthy via Wish passes. But I'd be lying if I said that having only one Pokemon on the team with Special Defensive investment doesn't keep me on edge.
Golurk @ Colbur Berry
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Stealth Rock
- Dynamic Punch
- Earthquake
- Toxic
This is the weirdest Pokemon on my team. It was the last one I added, and it shows. There were basically two requirements. It had to have Stealth Rock, and it had to beat Zangoose. The Ghost typing was a VERY strong plus for me. And here's the calculation that won me over:
252+ Atk Toxic Boost Zangoose Knock Off (97.5 BP) vs. 248 HP / 252+ Def Colbur Berry Golurk: 133-157 (34.9 - 41.2%) -- guaranteed 3HKO
Now, it's not like I NEED Golurk to beat Zangoose; there's always the good old combination of switching, Protecting and letting its own Toxic Orb do the work. But I don't like crippled Pokemon, and Golurk makes life that much easier. If beating Zangoose wasn't a priority, I probably would have ran something like Special Defensive Cradily to better handle Water types, but I would have been really sad when...
252+ Atk Toxic Boost Zangoose Close Combat vs. 252 HP / 4 Def Cradily: 404-476 (107.4 - 126.5%) -- guaranteed OHKO
I think it goes without saying, that I was hoping I could fit a Special Defensive Pokemon in this final slot. Unfortunately, asking a Pokemon to put up Rocks, beat Zangoose AND maintain a high Special Defense was a tall order that I couldn't fully fulfill. So before I get into the positive traits of Golurk (and there are plenty), let me just say that this is the Pokemon I am probably most open towards replacing, despite its uniqueness and the fact that it has yet to let me down.
Now that I am done whining about how I couldn't fit Cradily on the team, let me talk about why Physically Defensive Golurk is awesome. First there's the Ghost typing. The Normal immunity and Spinblocking capability is huge for me. I don't really care about the Fighting immunity because Weezing, but hey, it's a nice bonus I guess.
Golurk screams offensive Physical Attacker, but here I have a Physically Defensive set. This is a Stall team after all, and it's not like Golurk can run a viable Special Defensive set. The team already has a plethora of Physically Defensive Pokemon, but like I said, a Wallbreaking Zangoose spamming Facade is a real threat to me.
I'm not a big fan of running Berries. But in this case I made an exception. It goes back to what I said in the Skuntank write-up: Dark Spam is extremely dangerous. Hence the Colbur Berry, which halves Dark type damage.
But all that said, Golurk has one other major perk. Its Attack stat. Despite almost no investment into Attack, Golurk boasts a 286 Attack. That is not too shabby. And with STAB Earthquake, it hits fairly hard. And a free Confusion from Dynamic Punch doesn't hurt either.
And most importantly, Golurk gets down Rocks. That's its number one objective, and it accomplishes it well.
Overall, while I could see myself replacing Golurk for something more "traditional", I'm happy with it for now.
So there ya go. I think this team has a fair amount of potential. I'm sure I'll make some sort of change to it eventually, whether it's a suggestion from you guys or a change I make on my own. For now, I'm fairly pleased with it, and hopefully someone out there is happy I posted this.
Anyway, thanks for reading, and I'll see ya around.
- Dugtrio
I don't think this team is totally perfect, so I'm somewhat open to suggestions. That being said, I'm also quite picky when it comes to teambuilding, so don't expect me to make many changes. Basically, you're really gonna have to impress me if I'm gonna change anything. Most of the time when people suggest changes, I find that it throws off what I was going for, and while it might fix certain issues, it only establishes new ones. So if I don't take your suggestion, it's nothing personal, it's just that I didn't agree with it. A real possibility is that while it may have been a solid suggestion, it just didn't fit with the way I personally like to play. Please keep that in mind.
But I know some of you are going to be closely looking for a way to improve the team, so let me save you some time and point out what I consider to be the biggest weakness. I'll copy and paste directly from the Grumpig description:
"I do wish that it could deal with Special Water type Wallbreakers better (Specs Lanturn, Specs Samurott and Special Floatzel), but you can't get everything. If I had to pick a flaw with this team as a whole, that would be it."
So if you can fix that without creating new problems, by all means, go for it. Anyway, that aside, let's get started.
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Dazzling Gleam
A Mega? In NU? Sign me up. I've admired Mega-Audino's bulk for a very long time, and I've finally built a team based on its amazing defense. This thing is like Alomomola, and if you've seen my RU team, you know I love Alomomola. The numbers don't lie: 409 HP and 386 Physical Defense. Plus with 290 Special Defense, it can hold its own in the Special game as well. Its Fairy typing is fantastic, and it is hands down the best Wish passer in NU. Toxic is there for wearing the opponent down (a habit of mine), and Dazzling Gleam is the STAB attack. And I love running Protect on Stall teams. It only helps the wearing down process.
Now, I have considered making Mega-Audino Specially Defensive based instead of Physically Defensive. The thing is, it just functions so much better as a Physically Defensive Pokemon. The only issue is that my team is lacking in the Special Defense department. But with the ability to sponge hits so well and pass Wishes so easily, I really like it the way it is. Perhaps I could see it as a Mixed Pokemon with EVs in both Sp. Def and Def, but I really hate doing that. I'm of the philosophy that Pokemon should excel in one area to the best of their abilities and let their teammates handle the rest. Regardless, I've been extremely happy with Mega-Audino so far.
And while it's probably not the best example, I just want to show that Mega-Audino can somewhat hold its own in taking Special Attacks, despite the lack of investment:
252 SpA Life Orb Pyroar Fire Blast vs. 248 HP / 8 SpD Mega Audino: 169-200 (41.3 - 48.8%) -- guaranteed 3HKO
And if you want a reason for keeping the EVs the way they are:
252 Atk Life Orb Sheer Force Tauros Rock Climb vs. 248 HP / 252+ Def Mega Audino: 129-152 (31.5 - 37.1%) -- 77.6% chance to 3HKO
Yup, a Tauros check.
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Curse
- Scald
- Earthquake
- Recover
A problem with a Stall team is that the opponent can often have a great time by setting up. Quagsire, for the most part, eliminates that concern. Thanks to the ability Unaware, Stat increases by the opposing Pokemon are meaningless. And by making this Quagsire a Curse variant, it allows me to beat Malamar.
I don't need to go too in depth here. Curse boosts Attack and Defense, Scald gives me a Burn chance, Earthquake is an attack, and Recover keeps Quagsire alive. While I would love to give it Toxic as well, there simply isn't room. So while Quagsire does lose to the Toxic-variant of opposing Quagsire, other Pokemon on my team can usually handle such a situation. Long story short, I really consider this Quagsire to be a sort of glue that keeps my team from being setup upon.
Skuntank @ Black Glasses
Ability: Aftermath
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Sucker Punch
- Defog
- Pursuit
- Crunch
Skuntank is probably the most exciting member of the team. It's clearly an offensive Pokemon, but here I am using it on a Stall team. With all the Xatus and Mesprits running around this tier, I really wanted something with Pursuit, and Skuntank is the best of the bunch, in my opinion. Add in the ability to remove Hazards via Defog, and Skuntank is a winner.
I'm a strong believer in the idea that if you can eliminate an opposing Pokemon ASAP, you do exactly that. Skuntank offers me that luxury. With a base Attack stat of 313 coupled with a x1.2 boost from Black Glasses, you get 376. That's no slouch. And I'll go ahead and make a bold statement: Dark is the best offensive typing in Pokemon right now. If you disagree with that, so be it, but I for one believe that Dark-Spam is a very serious threat.
The move Pursuit traps Psychic Pokemon, often eliminating them from the match entirely. Add in the moves Sucker Punch and Crunch, and I now have the ability to play mind games with my opponent, a concept that I am very much a fan of. I bring this Skuntank in on many different Pokemon, mostly Special Walls. They go to switch, and they get Pursuit-trapped. Simple as that. Even if Skuntank doesn't get the immediate kill, it wears them down for later. With very few viable Wish passers in the tier and reliable recovery being a luxury that many NU Pokemon do not possess, well you get the idea.
And I'd like to give a shout-out to Sucker Punch. Sometimes I get matched up against a Special Sweeper like Vivillon. In the event that such a Pokemon is able to bring down one of my Pokemon, I can usually revenge kill with Skuntank and Sucker Punch. Even if it goes to Roost or whatever, most of the time it is still taking damage from Toxic Poison courtesy of another Pokemon on my team. Eventually, Sucker Punch can usually bring it down. It's such a useful move.
A quick note on Defog. I don't believe my team is heavily hampered by Entry Hazards. That being said, not having a Hazard remover would be foolish because Spikes is a very real threat. In most cases, I'd rather keep Rocks on both sides of the field than have neither side have Rocks. But in the event that I have to deal with Spikes, I want the Hazards gone. I say this because Skuntank is admittedly not the best Pokemon at removing Hazards. It doesn't have amazing Defenses, and it can get worn down (though Wish passing helps prevent this). I consider Hazard-removal to be a secondary goal of Skuntank. Its primary goal is to break walls and eliminate troublesome Pokemon quickly and efficiently. The fact that it can remove Hazards is a bonus simply for the fact that another Pokemon on my team doesn't have to be a dedicated Hazard remover.
One last note, I have considered a Lum Berry over Black Glasses, but I really like the extra power!
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Protect
Another Physically Defensive Pokemon? Am I crazy? Perhaps. But the thing is, Weezing is just so freaking good. I know, I'm already stacked on Physical Defense with Mega-Audino, Quagsire and Golurk, but I just love Weezing. It safely switches in on so many Pokemon. Its Poison typing coupled with Levitate to become immune to Ground attacks is incredible. Like for real, how is this thing even NU? I especially like bringing Weezing in on things like Steelix. Whether it switches into Earthquake or Toxic, Weezing is ready for the job.
Don't get me started on Will-O-Wisp. It's such an amazing move. It turns almost any Physically Offensive Pokemon into a joke. Plus the lost of 12.5% HP per turn is a very serious threat. Sludge Bomb is the obligatory STAB attack. The Poison chance isn't shabby either. Flamethrower tells Klinklang to go home. And oh look, our good friend Protect is there to help wear stuff down!
And before you make the suggestion, I know many of you are going to say to run Taunt over Protect. I've considered the change, trust me. It's just wearing stuff down and getting a free turn of recovery from Black Sludge is just much more appealing to me. Besides, it's not like Weezing can get a Taunt off fast enough in most cases any way. In many cases, I'd be using Taunt to prevent a Heal Bell from Musharna or Grumpig. Do I really wanna get slapped with a Super Effective Psychic? I think not. And so what if the opponent tries to set up, that's why we have Quagsire.
I've also toyed with the idea of replacing Weezing entirely. I mean, the team already has enough Physical Defense; does it really need Weezing? It's just that Weezing is so freaking good, and how else am I gonna stop a Swords Dance Shiftry? But switching it for a Specially Defensive Pokemon is an idea I'm open to, but only if done absolutely right. For now, I love Weezing, as it is probably the single most reliable Pokemon on this team.
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Heal Bell
- Toxic
- Protect
Finally! A Special Defensive Pokemon! As with any Stall team, ya gotta have Heal Bell. Like seriously, if you're trying to play Stall without Heal Bell, you need to reevaluate your life. I had many options for a Heal Bell user, but I ultimately chose Grumpig because of its ability to check Magmortar thanks to its Thick Fat ability.
The moveset is simple. Psychic is a STAB attack, Heal Bell keeps the team Status-free, Toxic wears the opponent down, and Protect is awesome. That's really all I need to say.
I do wish that it could deal with Special Water type Wallbreakers better (Specs Lanturn, Specs Samurott and Special Floatzel), but you can't get everything. If I had to pick a flaw with this team as a whole, that would be it. And oh how I wish Grumpig had its own reliable recovery! That aside, Grumpig is still a very good Pokemon on this team.
A question I am still pondering: can Grumpig handle strong Special-Attacking threats mostly on its own? So far, the answer has been yes. In the battles so far, I have been able to keep it healthy via Wish passes. But I'd be lying if I said that having only one Pokemon on the team with Special Defensive investment doesn't keep me on edge.
Golurk @ Colbur Berry
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Stealth Rock
- Dynamic Punch
- Earthquake
- Toxic
This is the weirdest Pokemon on my team. It was the last one I added, and it shows. There were basically two requirements. It had to have Stealth Rock, and it had to beat Zangoose. The Ghost typing was a VERY strong plus for me. And here's the calculation that won me over:
252+ Atk Toxic Boost Zangoose Knock Off (97.5 BP) vs. 248 HP / 252+ Def Colbur Berry Golurk: 133-157 (34.9 - 41.2%) -- guaranteed 3HKO
Now, it's not like I NEED Golurk to beat Zangoose; there's always the good old combination of switching, Protecting and letting its own Toxic Orb do the work. But I don't like crippled Pokemon, and Golurk makes life that much easier. If beating Zangoose wasn't a priority, I probably would have ran something like Special Defensive Cradily to better handle Water types, but I would have been really sad when...
252+ Atk Toxic Boost Zangoose Close Combat vs. 252 HP / 4 Def Cradily: 404-476 (107.4 - 126.5%) -- guaranteed OHKO
I think it goes without saying, that I was hoping I could fit a Special Defensive Pokemon in this final slot. Unfortunately, asking a Pokemon to put up Rocks, beat Zangoose AND maintain a high Special Defense was a tall order that I couldn't fully fulfill. So before I get into the positive traits of Golurk (and there are plenty), let me just say that this is the Pokemon I am probably most open towards replacing, despite its uniqueness and the fact that it has yet to let me down.
Now that I am done whining about how I couldn't fit Cradily on the team, let me talk about why Physically Defensive Golurk is awesome. First there's the Ghost typing. The Normal immunity and Spinblocking capability is huge for me. I don't really care about the Fighting immunity because Weezing, but hey, it's a nice bonus I guess.
Golurk screams offensive Physical Attacker, but here I have a Physically Defensive set. This is a Stall team after all, and it's not like Golurk can run a viable Special Defensive set. The team already has a plethora of Physically Defensive Pokemon, but like I said, a Wallbreaking Zangoose spamming Facade is a real threat to me.
I'm not a big fan of running Berries. But in this case I made an exception. It goes back to what I said in the Skuntank write-up: Dark Spam is extremely dangerous. Hence the Colbur Berry, which halves Dark type damage.
But all that said, Golurk has one other major perk. Its Attack stat. Despite almost no investment into Attack, Golurk boasts a 286 Attack. That is not too shabby. And with STAB Earthquake, it hits fairly hard. And a free Confusion from Dynamic Punch doesn't hurt either.
And most importantly, Golurk gets down Rocks. That's its number one objective, and it accomplishes it well.
Overall, while I could see myself replacing Golurk for something more "traditional", I'm happy with it for now.
Audino-Mega @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Dazzling Gleam
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Curse
- Scald
- Earthquake
- Recover
Skuntank @ Black Glasses
Ability: Aftermath
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Sucker Punch
- Defog
- Pursuit
- Crunch
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Protect
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Heal Bell
- Toxic
- Protect
Golurk @ Colbur Berry
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Stealth Rock
- Dynamic Punch
- Earthquake
- Toxic
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Dazzling Gleam
Quagsire @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Curse
- Scald
- Earthquake
- Recover
Skuntank @ Black Glasses
Ability: Aftermath
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 SpA
- Sucker Punch
- Defog
- Pursuit
- Crunch
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Flamethrower
- Protect
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Psychic
- Heal Bell
- Toxic
- Protect
Golurk @ Colbur Berry
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Stealth Rock
- Dynamic Punch
- Earthquake
- Toxic
So there ya go. I think this team has a fair amount of potential. I'm sure I'll make some sort of change to it eventually, whether it's a suggestion from you guys or a change I make on my own. For now, I'm fairly pleased with it, and hopefully someone out there is happy I posted this.
Anyway, thanks for reading, and I'll see ya around.
- Dugtrio
Last edited: