I’ve never really played stall for an extended period of time. I used to find it boring though it seems to be a bit more entertaining in this gen for some reason. I felt like creating a stall team of my own and since I haven’t played much at all in the WiFi ladder I decided to make a team suited to that metagame, that way I wouldn’t have to worry about running a Shed Shell for Shandera. When it comes to creating stall teams I’m no expert so I’m posting it here to see if I can get any advice on what I could do to improve it. It has been decent so far, but I still feel it can do better.
Nattorei @ Leftovers
Ability: Steel Thorns
EVs: 252 HP / 60 Def / 196 Sp.Def
Nature: Sassy (+Sp.Def, -Spe)
- Power Whip
- Gyro Ball
- Stealth Rock
- Spikes
Nattorei was one of the first things which I wanted to use when I decided to make a stall team. It has one of the best defensive typings in the game, solid mixed defenses, and an excellent support movepool. He sets up most of my entry hazards and checks things such as Dragons and Waters, while also doing quite a bit of damage with his STAB moves. The only issue I have had with him is choosing which moves to use. I can’t seem to find room for anything else to use hazards so I’m stuck with SR and Spikes, therefore I can’t use Leech Seed, though Thunder Wave would also be nice, maybe over Gyro Ball. Power Whip is a great STAB move which eliminates Water types among other things. Gyro Ball is also a great move for taking down faster foes such as Latios. Stealth Rocks are usually set up first since they tend to be more useful than Spikes, except in certain situations.
Burungeru @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 Sp.Def
Nature: Calm (+Sp.Def, -Atk)
- Boiling Water
- Shadow Ball
- Toxic
- Recover
Burungeru was another thing which immediately came to mind when making this team. Its’ typing compliments Nattorei’s perfectly, plus it can Spin Block when necessary to prevent his hazards from going to waste. With reliable recovery and great Special Defense, it can be very tough to take down, especially if it manages to Burn something with Boiling Water. Shadow Ball is a good secondary STAB, though I have heard that Evil Eye is useful since Burungeru usually uses status on its foes before attacking, but I find the Sp.Def drop from Shadow Ball useful at times too. Toxic ruins other walls which try to get in its way, as well as allowing it or another team member to stall something quickly.
Chansey @ Evolution Stone
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Sp.Def
Nature: Bold (+Def, -Atk)
- Seismic Toss
- Toxic
- Wish
- Protect
Wish is even more awesome this gen than it was in the past. Healing any one of my team members to full HP in one go is too good to pass up so I decided to take either Blissey or Chansey on my team. After trying Evo-Stone Chansey for a short time I decided that it would probably be more useful than Blissey in the long run, though I admit Leftovers would be nice at times. Anyway, in most situations this thing simply will not die. Between Wish and Protect it has a reliable way to recover, plus it is helpful for stalling foes hit by Toxic. Seismic Toss is sadly Chansey’s only way to deal any significant damage outside of Toxic stalling, therefore it does have trouble with Ghosts. Fortunately since I usually don’t use this team on DW I don’t have to worry about Shandera very often, and Burungeru is the only other Ghost I see on a regular basis.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Earthquake
- Aerial Ace
- Toxic
- Protect
Gliscor can be either impossible to take down, or dead weight depending on what kind of team he faces. He can take out Doryuuzu, Breloom, and several other threats without many problems, but against Rain teams he tends to be the first thing I sacrifice unless there is something specific I need him to deal with. Earthquake is for obligatory STAB, while Aerial Ace lets me deal with Breloom who is otherwise a nuisance to the team. Toxic is mainly for Flyers/Levitators, and with Protect he can stall very well while gaining good amounts of HP every turn. I’ve found Gliscor to be very useful, though I’ve been seeing plenty more Zuruzukin around among other things which give the team trouble so I might end up having to replace him to deal with them, I would prefer that he stay though.
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 Sp.Def
Nature: Calm (+Sp.Def, -Atk)
- Boiling Water
- Ice Beam
- Toxic Spikes
- Rapid Spin
Tentacruel is my choice for setting up Toxic Spikes, mainly because he can use Rapid Spin also, and I would just rather use him as opposed to Forretress. If anyone thinks Forry would be more helpful than Tentacruel, feel free to convince me otherwise. He can remove Toxic Spikes that opponents set up simply by switching in, plus he can Burn foes which are immune to his Toxic Spikes by using Boiling Water. Ice Beam has been helpful as his final move so far since it hits Dragons and Flyers harder than most other things on the team. The only things I would consider replacing him with are other things which get Toxic Spikes since they are very important to the team. I’ve considered Forretress but I can’t think of any reason why that would help me more than Tentacruel, plus Forry just seems to similar to Nattorei.
Sazandora @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Sp.Atk / 252 Spe
Nature: Timid (+Spe, -Atk)
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Sazandora serves as a revenge killer, as well as a check to several things which give the rest of the team trouble. Draco Meteor is very difficult to switch into for people without Steel types or Chansey/Blissey/TTar. Dark Pulse is a secondary STAB which deals with Rankurusu, Burungeru, and other Ghosts or Psychics which can be difficult for the rest of the team. Fire Blast allows me to deal with most Nattorei in one shot, and finally U-turn is a great scouting move which sets it apart from Latios, and it puts me at an advantage against predicted switches. I mainly wanted something here to revenge kill and deal with Rankurusu, which could be difficult for the rest of the team to defeat due to Magic Guard. He has done a decent job at doing so, but I also need a way to deal with Zuruzukin now as well since I had to get rid of Roopushin.
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So far the team has had problems with Bulk Up Zuruzukin. I originally had a Roopushin on the team over Sazandora to deal with it, but I had problems with Rankurusu before so I’m trying to figure out a way to deal with both of them without leaving myself weak against anything else in the process. If anyone has any ideas on how to help the team let me know.
Nattorei @ Leftovers
Ability: Steel Thorns
EVs: 252 HP / 60 Def / 196 Sp.Def
Nature: Sassy (+Sp.Def, -Spe)
- Power Whip
- Gyro Ball
- Stealth Rock
- Spikes
Nattorei was one of the first things which I wanted to use when I decided to make a stall team. It has one of the best defensive typings in the game, solid mixed defenses, and an excellent support movepool. He sets up most of my entry hazards and checks things such as Dragons and Waters, while also doing quite a bit of damage with his STAB moves. The only issue I have had with him is choosing which moves to use. I can’t seem to find room for anything else to use hazards so I’m stuck with SR and Spikes, therefore I can’t use Leech Seed, though Thunder Wave would also be nice, maybe over Gyro Ball. Power Whip is a great STAB move which eliminates Water types among other things. Gyro Ball is also a great move for taking down faster foes such as Latios. Stealth Rocks are usually set up first since they tend to be more useful than Spikes, except in certain situations.
Burungeru @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 Sp.Def
Nature: Calm (+Sp.Def, -Atk)
- Boiling Water
- Shadow Ball
- Toxic
- Recover
Burungeru was another thing which immediately came to mind when making this team. Its’ typing compliments Nattorei’s perfectly, plus it can Spin Block when necessary to prevent his hazards from going to waste. With reliable recovery and great Special Defense, it can be very tough to take down, especially if it manages to Burn something with Boiling Water. Shadow Ball is a good secondary STAB, though I have heard that Evil Eye is useful since Burungeru usually uses status on its foes before attacking, but I find the Sp.Def drop from Shadow Ball useful at times too. Toxic ruins other walls which try to get in its way, as well as allowing it or another team member to stall something quickly.
Chansey @ Evolution Stone
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Sp.Def
Nature: Bold (+Def, -Atk)
- Seismic Toss
- Toxic
- Wish
- Protect
Wish is even more awesome this gen than it was in the past. Healing any one of my team members to full HP in one go is too good to pass up so I decided to take either Blissey or Chansey on my team. After trying Evo-Stone Chansey for a short time I decided that it would probably be more useful than Blissey in the long run, though I admit Leftovers would be nice at times. Anyway, in most situations this thing simply will not die. Between Wish and Protect it has a reliable way to recover, plus it is helpful for stalling foes hit by Toxic. Seismic Toss is sadly Chansey’s only way to deal any significant damage outside of Toxic stalling, therefore it does have trouble with Ghosts. Fortunately since I usually don’t use this team on DW I don’t have to worry about Shandera very often, and Burungeru is the only other Ghost I see on a regular basis.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 4 Def / 252 Spe
Nature: Jolly (+Spe, -Sp.Atk)
- Earthquake
- Aerial Ace
- Toxic
- Protect
Gliscor can be either impossible to take down, or dead weight depending on what kind of team he faces. He can take out Doryuuzu, Breloom, and several other threats without many problems, but against Rain teams he tends to be the first thing I sacrifice unless there is something specific I need him to deal with. Earthquake is for obligatory STAB, while Aerial Ace lets me deal with Breloom who is otherwise a nuisance to the team. Toxic is mainly for Flyers/Levitators, and with Protect he can stall very well while gaining good amounts of HP every turn. I’ve found Gliscor to be very useful, though I’ve been seeing plenty more Zuruzukin around among other things which give the team trouble so I might end up having to replace him to deal with them, I would prefer that he stay though.
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 Sp.Def
Nature: Calm (+Sp.Def, -Atk)
- Boiling Water
- Ice Beam
- Toxic Spikes
- Rapid Spin
Tentacruel is my choice for setting up Toxic Spikes, mainly because he can use Rapid Spin also, and I would just rather use him as opposed to Forretress. If anyone thinks Forry would be more helpful than Tentacruel, feel free to convince me otherwise. He can remove Toxic Spikes that opponents set up simply by switching in, plus he can Burn foes which are immune to his Toxic Spikes by using Boiling Water. Ice Beam has been helpful as his final move so far since it hits Dragons and Flyers harder than most other things on the team. The only things I would consider replacing him with are other things which get Toxic Spikes since they are very important to the team. I’ve considered Forretress but I can’t think of any reason why that would help me more than Tentacruel, plus Forry just seems to similar to Nattorei.
Sazandora @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Sp.Atk / 252 Spe
Nature: Timid (+Spe, -Atk)
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
Sazandora serves as a revenge killer, as well as a check to several things which give the rest of the team trouble. Draco Meteor is very difficult to switch into for people without Steel types or Chansey/Blissey/TTar. Dark Pulse is a secondary STAB which deals with Rankurusu, Burungeru, and other Ghosts or Psychics which can be difficult for the rest of the team. Fire Blast allows me to deal with most Nattorei in one shot, and finally U-turn is a great scouting move which sets it apart from Latios, and it puts me at an advantage against predicted switches. I mainly wanted something here to revenge kill and deal with Rankurusu, which could be difficult for the rest of the team to defeat due to Magic Guard. He has done a decent job at doing so, but I also need a way to deal with Zuruzukin now as well since I had to get rid of Roopushin.
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So far the team has had problems with Bulk Up Zuruzukin. I originally had a Roopushin on the team over Sazandora to deal with it, but I had problems with Rankurusu before so I’m trying to figure out a way to deal with both of them without leaving myself weak against anything else in the process. If anyone has any ideas on how to help the team let me know.