garchompmaster29
Xatu>Espeon
;178;Hello Serebii Forums! It has been QUITE a while since I have posted on these forums . And while stuck outside in the cold for 8 hours with nothing but a computer, an outlet, and weak internet access while waiting for my dad get out of his meeting and pick me up, I remembered Serebii.
So I am returning to the forums to post an RMT for my full rain stall that peaked #12 [1536] on PO DW OU.;178;
Politoed (F) @ Leftovers
Trait: Drizzle
EVs: 252 HP / 40 Def / 216 SDef
Calm Nature (+SDef - Atk)
- Scald
- Toxic
- Rest
- Encore
Politoed starts my team off setting up the much needed rain. While it is not 100% imperative that rain constantly be up, it is a huge plus. A pretty standard Politoed, evs to maximize spD (216 is the highest spD ev # that gives a +2 stat boost to due to nature), and the remaining evs went into defense. Scald gives you a double stab option that has a nice burn chance. Toxic for status. Encore is amazing for stopping set up sweepers and incapacitating most substitute Pokémon. Recently, I have put Rest>Protect because I have added a heal beller to the team, this lets Politoed recover all of his HP, while not having to endure the 2 turn recovery.
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 Def / 88 SDef
Impish Nature (+Def - Spa)
-Spikes
-Leech Seed
-Power Whip
-Thunder Wave
This is my teams defensive wall, while at the same time retaining a still quite high special defense stat. Overused he may be, and ordinarily I would use Skarmory over him for the reliable recovery and phasing move, but that would give my team 4 electric weaknesses which would not be a good thing. I run a more physically based set because this is my team's dedicated physical wall. While walling various things, he can lay down spikes to put pressure on my opponent and cause residual damage each turn. Leech seed is a nice recovery move that can slowly drain away opponents' HP. Power whip is my most reliable STAB move with a nice 120 base power. However unlike gyro ball, it has 16 pp, and doesn't rely on you fighting a fast Pokemon. Thunder wave goes into the last slot to stop sweepers and help my team out speed Pokémon unfortunate enough to be hit by it.
Stanley (Chansey) (F) @ Eviolite
Trait: Natural Cure
EVs: 48 HP / 252 Def / 208 SDef
Bold Nature (+Def, - Atk)
- Softboiled
- Wish
- Stealth Rock
- Seismic Toss
This is Chansey, easily the most important member of my team. She has more special bulk than Blissey, and more physical bulk than Swampert. Softboiled is your most reliable form of recovery, and even with wish, I find it more reliable than protect. Especially since she does not get leftovers recovery. Wish lets me pass massive HP recovery to my Pokémon and keep the stall train going. Stealth rock is a nice move to fit on Chansey so that you don't have to put it on someone else. Chansey finds multiple opportunities to set it up, and to be quite honest, with Tentacruel on the team, I don't really miss toxic. Seismic toss is you only reliable means of damage so it's a non-negotiable.
Jellicent (F) @ Leftovers
Trait: Water Absorb
Evs: 252 HP / 216 SDef / 40 Def
Calm Nature (+SDef - Atk)
Recover
Wil-O-Wisp
Scald
Shadow Ball
Due to TripleZ's idea, I have implemented Jellicent as a spin blocker into this team. I would have loved to use a non-electric weak one, but Jellicent is the only one with reliable recovery, and has amazing typing with adequate stats. It is also the easiest to switch into Starmie and opposing Tentacruel. Jellicent also adds a water absorber, and fighting immunity to my team which is quite nifty. The set is fairly standard, go to smogon for an explanation. I made up for re-adding a 3rd electric weakness, by providing an additional electric resister to my team as you will see later on.
Tentacruel (F) @ Black Sludge
Trait: Rain Dish
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, - Atk)
- Scald
- Toxic Spikes
- Rapid Spin
- Protect
Tentacruel is one of those tried and true stall Pokémon, further buffed this generation with rain dish and scald. The evs allow him to take advantage of his massive special bulk, while at the same time allowing him to take a physical hit in the case that I really need to get a rapid spin in. I have tried 252/252 Calm, but I continued to lose matches because I could not get an emergency spin in against a physical attacker. Scald is for double STAB damage + burn chance. Rapid spin for removing entry hazards I manage to let down. Protect gives me 12.5 extra % recovery if I need to giving me the equivalent of 25% hp recovery per turn. Toxic spikes allow me to poison non steel/flying/poison Pokemon when they switch in. I usually just go for 1 layer of T-spikes as it takes 4 turns for bad poisoning to outdo the damage of regular poisoning, and my team is based upon walling all of my opponents Pokemon and forcing them to either constantly switch, or die. However if i see that my Pokemon has a more defensive type team then I lay both layers of T-spikes down so that their bulky Pokemon will be forced to switch out so as to not take more and more damage.
My most recent addition:
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 136 Def / 120 SDef
Impish Nature (+Def, -SAtk)
- Heal Bell
- Rest
- Seed Bomb
- U-turn
I added Celebi to my team for a multiplicity of reasons. For one, its good defensive stats, and more than reliable recovery in Rest + natural cure, heal bell, grass and electric resistances, and relatively high offensive stats make it a great team addition. Heal bell is VERY crucial for my team, especially when facing opposing stall or semi stall. It also lets me run rest on my Politoed with out the nasty 3 turn sleep. This makes it much easier to fight opposing weather as well. Rest is amazing, and I find it far superior to recover, as it recovers your health, and heals status should you chose to stay in. Seed Bomb is a strong STAB move. I use it over giga drain because all but 1 other Pokemon on my team are special attackers, and as such I though it is nice to have a physical attacker. U-turn lets me scout, and keeps the momentum in my favor (what little momentum stall has). It's also a nasty surprise for incoming Tyranitar, and I can just switch to Politoed and turn the weather back in my favor.
Thank you very much for taking the time to read this RMT, feel free to rate or criticize, and if you like, you can use the team yourself. It just requires A LOT of patience, and should not be attempted if you do not know how to play stall.
So I am returning to the forums to post an RMT for my full rain stall that peaked #12 [1536] on PO DW OU.;178;
Politoed (F) @ Leftovers
Trait: Drizzle
EVs: 252 HP / 40 Def / 216 SDef
Calm Nature (+SDef - Atk)
- Scald
- Toxic
- Rest
- Encore
Politoed starts my team off setting up the much needed rain. While it is not 100% imperative that rain constantly be up, it is a huge plus. A pretty standard Politoed, evs to maximize spD (216 is the highest spD ev # that gives a +2 stat boost to due to nature), and the remaining evs went into defense. Scald gives you a double stab option that has a nice burn chance. Toxic for status. Encore is amazing for stopping set up sweepers and incapacitating most substitute Pokémon. Recently, I have put Rest>Protect because I have added a heal beller to the team, this lets Politoed recover all of his HP, while not having to endure the 2 turn recovery.
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 168 Def / 88 SDef
Impish Nature (+Def - Spa)
-Spikes
-Leech Seed
-Power Whip
-Thunder Wave
This is my teams defensive wall, while at the same time retaining a still quite high special defense stat. Overused he may be, and ordinarily I would use Skarmory over him for the reliable recovery and phasing move, but that would give my team 4 electric weaknesses which would not be a good thing. I run a more physically based set because this is my team's dedicated physical wall. While walling various things, he can lay down spikes to put pressure on my opponent and cause residual damage each turn. Leech seed is a nice recovery move that can slowly drain away opponents' HP. Power whip is my most reliable STAB move with a nice 120 base power. However unlike gyro ball, it has 16 pp, and doesn't rely on you fighting a fast Pokemon. Thunder wave goes into the last slot to stop sweepers and help my team out speed Pokémon unfortunate enough to be hit by it.
Stanley (Chansey) (F) @ Eviolite
Trait: Natural Cure
EVs: 48 HP / 252 Def / 208 SDef
Bold Nature (+Def, - Atk)
- Softboiled
- Wish
- Stealth Rock
- Seismic Toss
This is Chansey, easily the most important member of my team. She has more special bulk than Blissey, and more physical bulk than Swampert. Softboiled is your most reliable form of recovery, and even with wish, I find it more reliable than protect. Especially since she does not get leftovers recovery. Wish lets me pass massive HP recovery to my Pokémon and keep the stall train going. Stealth rock is a nice move to fit on Chansey so that you don't have to put it on someone else. Chansey finds multiple opportunities to set it up, and to be quite honest, with Tentacruel on the team, I don't really miss toxic. Seismic toss is you only reliable means of damage so it's a non-negotiable.
Jellicent (F) @ Leftovers
Trait: Water Absorb
Evs: 252 HP / 216 SDef / 40 Def
Calm Nature (+SDef - Atk)
Recover
Wil-O-Wisp
Scald
Shadow Ball
Due to TripleZ's idea, I have implemented Jellicent as a spin blocker into this team. I would have loved to use a non-electric weak one, but Jellicent is the only one with reliable recovery, and has amazing typing with adequate stats. It is also the easiest to switch into Starmie and opposing Tentacruel. Jellicent also adds a water absorber, and fighting immunity to my team which is quite nifty. The set is fairly standard, go to smogon for an explanation. I made up for re-adding a 3rd electric weakness, by providing an additional electric resister to my team as you will see later on.
Tentacruel (F) @ Black Sludge
Trait: Rain Dish
EVs: 252 HP / 80 Def / 176 SDef
Calm Nature (+SDef, - Atk)
- Scald
- Toxic Spikes
- Rapid Spin
- Protect
Tentacruel is one of those tried and true stall Pokémon, further buffed this generation with rain dish and scald. The evs allow him to take advantage of his massive special bulk, while at the same time allowing him to take a physical hit in the case that I really need to get a rapid spin in. I have tried 252/252 Calm, but I continued to lose matches because I could not get an emergency spin in against a physical attacker. Scald is for double STAB damage + burn chance. Rapid spin for removing entry hazards I manage to let down. Protect gives me 12.5 extra % recovery if I need to giving me the equivalent of 25% hp recovery per turn. Toxic spikes allow me to poison non steel/flying/poison Pokemon when they switch in. I usually just go for 1 layer of T-spikes as it takes 4 turns for bad poisoning to outdo the damage of regular poisoning, and my team is based upon walling all of my opponents Pokemon and forcing them to either constantly switch, or die. However if i see that my Pokemon has a more defensive type team then I lay both layers of T-spikes down so that their bulky Pokemon will be forced to switch out so as to not take more and more damage.
My most recent addition:
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 136 Def / 120 SDef
Impish Nature (+Def, -SAtk)
- Heal Bell
- Rest
- Seed Bomb
- U-turn
I added Celebi to my team for a multiplicity of reasons. For one, its good defensive stats, and more than reliable recovery in Rest + natural cure, heal bell, grass and electric resistances, and relatively high offensive stats make it a great team addition. Heal bell is VERY crucial for my team, especially when facing opposing stall or semi stall. It also lets me run rest on my Politoed with out the nasty 3 turn sleep. This makes it much easier to fight opposing weather as well. Rest is amazing, and I find it far superior to recover, as it recovers your health, and heals status should you chose to stay in. Seed Bomb is a strong STAB move. I use it over giga drain because all but 1 other Pokemon on my team are special attackers, and as such I though it is nice to have a physical attacker. U-turn lets me scout, and keeps the momentum in my favor (what little momentum stall has). It's also a nasty surprise for incoming Tyranitar, and I can just switch to Politoed and turn the weather back in my favor.
Thank you very much for taking the time to read this RMT, feel free to rate or criticize, and if you like, you can use the team yourself. It just requires A LOT of patience, and should not be attempted if you do not know how to play stall.
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