Introduction
Hello, i'm Davon. I enjoy playing in every tier, and I have to say, RU is my favorite right now. I like RU because there are a variety of teambuilding options available; like trick room, rain, and sticky web. I've been experimenting with stall since RU came out. When RU first came out I would use the biggest threats in the tier such as sub-roost Kyurem, now I like to use pokes that don't see too much usage, but are still viable. I've accomplished a pretty good rating with this team, I've made it to 1504 ELO, putting me at 37 on the ladder. I named the team "This Team Smells" because after building it I noticed i'm using Muk which smells like shit, and Aromatisse which gives you a headache from the smell of perfume.Team Preview
I started this team off with Muk. After looking at the RU thread, I wanted to try Lure Muk, which lures in rock types.
Cofagrigus was put on for its ability to setup toxic spikes, something new this gen. I also wanted a physical wall that could burn things that are immune to toxic spikes. It also acts as my spin blocker.
I needed a stealth rocker that could take on Gligar so my rocks don't disappear, so I opted for Seismitoad.
I wanted something that could abuse defog, so I went for Braviary. I needed a win condition that could win against opposing stall also, which Sub BU does.
Aromatisse is my special wall and cleric. It passes wishes so Muk, Seismitoad, and Cofagrigus can heal easier.
I needed an answer to setup sweepers, so I threw on Liepard whose encore locks them into setting up. Liepard is also a great answer to opposing stall breakers such as Reuniclus and Cresselia.
My team had no flying resist, and could easily be pressured by Tornadus. The best solution is to replace Braviary with Raikou.
In-Depth
Muk
Muk @ Assault Vest
Ability: Sticky Hold
EVs: 228 Atk / 248 HP / 32 Def
Brave Nature
- Gunk Shot
- Giga Drain
- Fire Punch
- Shadow Sneak
Muk was the first poke that I chose. I wanted to build a team around it after seeing this set in the RU thread. Basically, this set lures in rock types such as Carracosta, Rhyperior, and Barbaracle, and then can giga drain them for 4x super effective damage. Also, people like to bring in Escavalier on Muk, but little do they know Muk has fire punch. Even with a speed hindering nature, Muk still outspeeds Escavalier and Rhyperior, so I don't have to harm my bulk. Gunk shot is the STAB of choice as it hits the hardest and since it got a buff to 80% accuracy I might as well use it over poison jab, I mean 50% more damage for just 20% less accuracy seems reasonable to me. If gunk shot barely misses out on a kill, shadow sneak can pick off the remaining HP. Muk eats up incoming grass type attacks aimed at Seismitoad, and take poison attacks aimed at Aromatisse. The assault vest is extra helpful for taking an earth power from Shaymin so Muk can retaliate with a nice and clean gunk shot.
Sticky hold is a very useful ability to have on stall teams. It allows me to switch in on tricks from Rotom-mow and friends so that way none of my team has to be tricked a scarf. The last thing you want is for one of your walls to be locked into a move.
Synergy
-Psychic-
-Ground-
Cofagrigus
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 248 Def / 8 Spd
Bold Nature
IVs: 0 Atk
- Haze
- Toxic Spikes
- Will-O-Wisp
- Shadow Ball
Cofagrigus got a new toy this gen in toxic spikes. I've never really been a fan of Cofagrigus, but figured i'd give it a shot in this team. Toxic spikes are really good on stall teams, I think every stall team should have toxic spikes this gen because you're giving permanent status to the opponent, since most of the time the opponent has to switch a couple times before defogging. I don't think regular spikes are mandatory on stall teams anymore since their effect is entirely gone from a defog. Shadow ball allows me to scare out the only magic bouncer in the tier (Xatu), allowing me to setup toxic spikes easier. Haze is useful for stopping setup, since lots of things like to sub on a will-o-wisp and then proceed to setup. Will-o-wisp is great for burning everything not affected by toxic spikes, such as Cobalion, Gligar, and Escavalier. Speaking of Escavalier, I run 8 spd evs just to speed creep all the base 30's in the tier; like Amoongus, Slowking, and Reuniclus. This allows me to get off a final move in instances where I can sac Cofag, also speed creeping is just pro. Cofag can take bug and fighting moves aimed at Liepard, and can take poison moves directed at Aromatisse.
Synergy
-Ghost-
-Dark-
Seismitoad
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 244 Def / 252 HP / 4 Atk / 8 Spd
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Sludge Bomb
Seismitoad is my stealth rocker. Stealth rock is the main reason I use Seismitoad over Gastrodon. Earthquake also hits Raiku better after a calm mind than an earth power. I chose sludge bomb because I don't really need toxic since I have toxic spikes, so sludge bomb allows me to hit Shaymin super effective on the switch, forcing it to rest sooner. Scald is so I can burn things, status is always nice. I chose Seismitoad to be physically defensive because it lets me switch in on powerful stone edges, and physically defensive is usually just a better option for Seismitoad's typing. Although Roselia is rare in RU, I've been in a situation where I could've killed Roselia with an earthquake but it outspeeds Seismitoad by 1 point uninvested. Seismitoad is good for beating Gligar, so I can usually have my rocks up. Most stealth rock leads are weak to water, so Seismitoad usually forces a switch from the start. Seismitoad is also useful for ridding the opponent of their poison types so toxic spikes can stay on the field.
Synergy
-Grass-
Raikou
Raikou @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
Raikou has been a really great addition to this team. Without Raikou I would encounter problems with flying pokemon, as I had no resist before. Tornadus used to just sweep through my team, but Raikou can stop Tornadus's reign (rain?) of terror. Raikou is a sub CM set, able to break stall pretty effectively. Muk works great with Raikou since it lures in ground types like gastrodon which wall Raikou. Muk also soaks up toxic spikes, meaning Raikou can set up without having to be worn down by poison. Raikou is shiny because shiny Raikou are usually event pokemon, so I can possibly trick my opponent into thinking it's a rash Raikou, but it's actually timid. EVs are pretty self explanatory, I just want to be able to outspeed as many things to sweep the opponent.
Synergy
-Ground-
Aromatisse
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 240 SDef / 252 HP / 16 spd
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Protect
- Moonblast
Aromatisse is the go-to cleric in RU. It was great when Kyurem was in the tier, now that it's left it is still a great support mon. Aromatherapy is useful just incase Raikou gets status'd, because when Raikou is on the field it is usually in for a long time, so I don't want toxic to rack up. It can stall very nicely if there are toxic spikes on the field, as this is a very hard pokemon to ohko. Wish heals the rest of my team, which is important since my other walls don't reliable healing. Aromatisse also acts as a knock off sponge, resisting it and being able to heal it off. 16 spd evs are to outspeed uninvested base 30's to get off a last wish or moonblast if I need to. The rest goes into special defense and hp because I need a special wall that can take dark pulses from Spiritomb. Aromatisse is also great because it synergizes perfectly with Seismitoad, it can take steel and poison type moves. The only thing that I need to watch out for the Seismitoad-Aromatisse core is Amoonguss.
Synergy
-Steel-
-Poison-
Liepard
Liepard (F) @ Leftovers
Ability: Prankster
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Encore
- U-turn
- Knock Off
- Sucker Punch
Liepard is something you might not expect on a stall team, but it has the ability to lock setup sweepers into their boosting move, which is huge for stall. It allows me to get past those pesky stall breakers that would other wise give me lots of trouble, such as Reuniclus and Cresselia. It also packs a STAB knock off that is not only great utility for wearing down the opponent, but it's a great attack that deals great damage. U-turn is great because (most of the time) the opponent switches out when they get encored into their boosting move. If they don't switch out I can always go into Cofag to haze the boosts. I use sucker punch for priority because you never know when a situation can get dicey, it's also great for scarfed Delphox, which if it isn't scarfed I can safely knock off. I opted for attack instead of HP because 3 of my moves are attacks and it only makes knock off more crippling.
Synergy
-Bug-
-Fighting-
-Fairy-
Conclusion
Overall I really like this team, it's pretty unique and does very well. I have no ice resists, but I don't think I really need it because now that Kyurem is gone there aren't really many ice types. The only ice type I can think off the top of my head is Froslass, which is handled by Muk.
Muk @ Assault Vest
Ability: Sticky Hold
EVs: 228 Atk / 248 HP / 32 Def
Brave Nature
- Gunk Shot
- Giga Drain
- Fire Punch
- Shadow Sneak
Muk was the first poke that I chose. I wanted to build a team around it after seeing this set in the RU thread. Basically, this set lures in rock types such as Carracosta, Rhyperior, and Barbaracle, and then can giga drain them for 4x super effective damage. Also, people like to bring in Escavalier on Muk, but little do they know Muk has fire punch. Even with a speed hindering nature, Muk still outspeeds Escavalier and Rhyperior, so I don't have to harm my bulk. Gunk shot is the STAB of choice as it hits the hardest and since it got a buff to 80% accuracy I might as well use it over poison jab, I mean 50% more damage for just 20% less accuracy seems reasonable to me. If gunk shot barely misses out on a kill, shadow sneak can pick off the remaining HP. Muk eats up incoming grass type attacks aimed at Seismitoad, and take poison attacks aimed at Aromatisse. The assault vest is extra helpful for taking an earth power from Shaymin so Muk can retaliate with a nice and clean gunk shot.
Sticky hold is a very useful ability to have on stall teams. It allows me to switch in on tricks from Rotom-mow and friends so that way none of my team has to be tricked a scarf. The last thing you want is for one of your walls to be locked into a move.
Synergy
-Psychic-
-Ground-
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 248 Def / 8 Spd
Bold Nature
IVs: 0 Atk
- Haze
- Toxic Spikes
- Will-O-Wisp
- Shadow Ball
Cofagrigus got a new toy this gen in toxic spikes. I've never really been a fan of Cofagrigus, but figured i'd give it a shot in this team. Toxic spikes are really good on stall teams, I think every stall team should have toxic spikes this gen because you're giving permanent status to the opponent, since most of the time the opponent has to switch a couple times before defogging. I don't think regular spikes are mandatory on stall teams anymore since their effect is entirely gone from a defog. Shadow ball allows me to scare out the only magic bouncer in the tier (Xatu), allowing me to setup toxic spikes easier. Haze is useful for stopping setup, since lots of things like to sub on a will-o-wisp and then proceed to setup. Will-o-wisp is great for burning everything not affected by toxic spikes, such as Cobalion, Gligar, and Escavalier. Speaking of Escavalier, I run 8 spd evs just to speed creep all the base 30's in the tier; like Amoongus, Slowking, and Reuniclus. This allows me to get off a final move in instances where I can sac Cofag, also speed creeping is just pro. Cofag can take bug and fighting moves aimed at Liepard, and can take poison moves directed at Aromatisse.
Synergy
-Ghost-
-Dark-
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 244 Def / 252 HP / 4 Atk / 8 Spd
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Sludge Bomb
Seismitoad is my stealth rocker. Stealth rock is the main reason I use Seismitoad over Gastrodon. Earthquake also hits Raiku better after a calm mind than an earth power. I chose sludge bomb because I don't really need toxic since I have toxic spikes, so sludge bomb allows me to hit Shaymin super effective on the switch, forcing it to rest sooner. Scald is so I can burn things, status is always nice. I chose Seismitoad to be physically defensive because it lets me switch in on powerful stone edges, and physically defensive is usually just a better option for Seismitoad's typing. Although Roselia is rare in RU, I've been in a situation where I could've killed Roselia with an earthquake but it outspeeds Seismitoad by 1 point uninvested. Seismitoad is good for beating Gligar, so I can usually have my rocks up. Most stealth rock leads are weak to water, so Seismitoad usually forces a switch from the start. Seismitoad is also useful for ridding the opponent of their poison types so toxic spikes can stay on the field.
Synergy
-Grass-
Braviary Replaced by Raikou
Braviary
Braviary (M) @ Leftovers
Ability: Defiant
EVs: 252 HP / 196 SDef / 60 Spd
Careful Nature
- Substitute
- Roost
- Bulk Up
- Brave Bird
Braviary is my answer to opposing stall. This thing destroys stall, and can setup on multiple pokemon, such as Gligar, Alomomola, Amoongus, Milotic, Cofagrigus, and more. Its ability, defiant, comes in very handy. It allows me to turn a seed flare from Shaymin to an advantage, it allows me to pressure the opponent from defogging. 252 HP allows me to create 101 subs, which is great for pokes that rely on seismic toss for breaking substitutes. Since Muk lures in rock types and gets rid of them, this makes Braviary a very good partner since my only attacking move is brave bird. Substitute blocks toxics and will-o-wisps, so pokemon like Gligar are practically useless against Braviary. 60 spd evs allows me to outspeed base 85s like AV Toxicroak.
Synergy
-Electric-
-Ice-
Braviary (M) @ Leftovers
Ability: Defiant
EVs: 252 HP / 196 SDef / 60 Spd
Careful Nature
- Substitute
- Roost
- Bulk Up
- Brave Bird
Braviary is my answer to opposing stall. This thing destroys stall, and can setup on multiple pokemon, such as Gligar, Alomomola, Amoongus, Milotic, Cofagrigus, and more. Its ability, defiant, comes in very handy. It allows me to turn a seed flare from Shaymin to an advantage, it allows me to pressure the opponent from defogging. 252 HP allows me to create 101 subs, which is great for pokes that rely on seismic toss for breaking substitutes. Since Muk lures in rock types and gets rid of them, this makes Braviary a very good partner since my only attacking move is brave bird. Substitute blocks toxics and will-o-wisps, so pokemon like Gligar are practically useless against Braviary. 60 spd evs allows me to outspeed base 85s like AV Toxicroak.
Synergy
-Electric-
-Ice-
Raikou @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
Raikou has been a really great addition to this team. Without Raikou I would encounter problems with flying pokemon, as I had no resist before. Tornadus used to just sweep through my team, but Raikou can stop Tornadus's reign (rain?) of terror. Raikou is a sub CM set, able to break stall pretty effectively. Muk works great with Raikou since it lures in ground types like gastrodon which wall Raikou. Muk also soaks up toxic spikes, meaning Raikou can set up without having to be worn down by poison. Raikou is shiny because shiny Raikou are usually event pokemon, so I can possibly trick my opponent into thinking it's a rash Raikou, but it's actually timid. EVs are pretty self explanatory, I just want to be able to outspeed as many things to sweep the opponent.
Synergy
-Ground-
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 240 SDef / 252 HP / 16 spd
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Protect
- Moonblast
Aromatisse is the go-to cleric in RU. It was great when Kyurem was in the tier, now that it's left it is still a great support mon. Aromatherapy is useful just incase Raikou gets status'd, because when Raikou is on the field it is usually in for a long time, so I don't want toxic to rack up. It can stall very nicely if there are toxic spikes on the field, as this is a very hard pokemon to ohko. Wish heals the rest of my team, which is important since my other walls don't reliable healing. Aromatisse also acts as a knock off sponge, resisting it and being able to heal it off. 16 spd evs are to outspeed uninvested base 30's to get off a last wish or moonblast if I need to. The rest goes into special defense and hp because I need a special wall that can take dark pulses from Spiritomb. Aromatisse is also great because it synergizes perfectly with Seismitoad, it can take steel and poison type moves. The only thing that I need to watch out for the Seismitoad-Aromatisse core is Amoonguss.
Synergy
-Steel-
-Poison-
Liepard (F) @ Leftovers
Ability: Prankster
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Encore
- U-turn
- Knock Off
- Sucker Punch
Liepard is something you might not expect on a stall team, but it has the ability to lock setup sweepers into their boosting move, which is huge for stall. It allows me to get past those pesky stall breakers that would other wise give me lots of trouble, such as Reuniclus and Cresselia. It also packs a STAB knock off that is not only great utility for wearing down the opponent, but it's a great attack that deals great damage. U-turn is great because (most of the time) the opponent switches out when they get encored into their boosting move. If they don't switch out I can always go into Cofag to haze the boosts. I use sucker punch for priority because you never know when a situation can get dicey, it's also great for scarfed Delphox, which if it isn't scarfed I can safely knock off. I opted for attack instead of HP because 3 of my moves are attacks and it only makes knock off more crippling.
Synergy
-Bug-
-Fighting-
-Fairy-
Conclusion
Overall I really like this team, it's pretty unique and does very well. I have no ice resists, but I don't think I really need it because now that Kyurem is gone there aren't really many ice types. The only ice type I can think off the top of my head is Froslass, which is handled by Muk.
Exploud: Exploud can 2HKO my entire team with specs. The best way to deal with it is to toxic stall with Aromatisse and hope you don't get critted.
Dugtrio: I have to play around dugtrio so Muk isn't trapped, usually I switch out to seismitoad whenever I predict Dugtrio to trap Muk.
Amoongus: I always have to put something to sleep to bring in Muk. It also messes up Seismitoad-Aromatisse core.
Raiku with HP grass: I have to keep Muk healthy and be careful of pressure stalling.
Dugtrio: I have to play around dugtrio so Muk isn't trapped, usually I switch out to seismitoad whenever I predict Dugtrio to trap Muk.
Amoongus: I always have to put something to sleep to bring in Muk. It also messes up Seismitoad-Aromatisse core.
Raiku with HP grass: I have to keep Muk healthy and be careful of pressure stalling.
-Braviary was changed to Raiku for its ability to stop flying types.
Muk @ Assault Vest
Ability: Sticky Hold
EVs: 228 Atk / 248 HP / 32 Def
Brave Nature
- Gunk Shot
- Giga Drain
- Fire Punch
- Shadow Sneak
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 Def / 252 HP / 8 Spd
Bold Nature
IVs: 0 Atk
- Haze
- Toxic Spikes
- Will-O-Wisp
- Shadow Ball
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 244 Def / 252 HP / 4 Atk / 8 Spd
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Sludge Bomb
Raikou @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 240 SDef / 252 HP / 16 Spd
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Protect
- Moonblast
Liepard (F) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Knock Off
- Sucker Punch
Ability: Sticky Hold
EVs: 228 Atk / 248 HP / 32 Def
Brave Nature
- Gunk Shot
- Giga Drain
- Fire Punch
- Shadow Sneak
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 Def / 252 HP / 8 Spd
Bold Nature
IVs: 0 Atk
- Haze
- Toxic Spikes
- Will-O-Wisp
- Shadow Ball
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 244 Def / 252 HP / 4 Atk / 8 Spd
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Sludge Bomb
Raikou @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 240 SDef / 252 HP / 16 Spd
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Protect
- Moonblast
Liepard (F) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Knock Off
- Sucker Punch
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