Aero
Member
Nonweather Stall
this RMT was for another forum so if I'm alittle off then please bare with me xd
.::Introduction::.
Hey Guys! I really wanted to share this team with you guys, and as you know I love Stall. Stall is arguably the most reliable playstyle in the game, and it is really effective when put in the right hands. I hope you all enjoy this team as much as I do, I've used for awhile now and I think it's save to say I retired it. With the unbanning of Garchomp and Genesect combined, aswell the fact that Thundurus is rising in usage, this team isn't as effective as it was, before it just 6-0'd everything. Despite that, though, this team is still powerful in terms of Stall, and at times I still use it when in a tournament enviroment or something.
It is substantially hard to make and perfect a non weather team and still have amazing success with it, but here I guess I can say I accomplished that. Really the only reliable non weather playstyles are Bulky Offense and Stall, others are viable too, but these in particular shine when facing weather teams in general. I obviously chose Stall as the premier playstyle I will use in non weather, and it really does work effectively when created good. The general process of a stall team should be this: The first Pokemon should be a Pokemon that can effectively set up hazards or cripple opposing leads, and the second should be your Spin Blocker or reliable weapon against other Stall Teams. The second Pokemon could also be another part of the defensive backbone of your team, like this one that I'm showcasing here. Also, the second Pokemon could be your main Rapid Spinner, but that's only if you cannot fit it in the other categories. The third, fourth, and fifth pokemon should be the main defensive core to your team, a core of Pokemon that resist eachother's weaknesses perfectly. They should also be able to set up hazards and have reliable recovery. The final Pokemon should be a Pokemon that patches up weaknesses to your team as it is, usually a Rapid Spinner or Scarfed Pokemon to revenge certain threats to Stall like Thundurus.
I started this team because I found a particular interest in the Physically Defensive Salamence, and just created it from there. This team doesn't really have any weaknesses except Thundurus (to an extent), Keldeo in the Rain, and mainly, Garchomp. However Garchomp is probably going back into Ubers, which I'll be glad if it did. I usually try and Toxic Keldeo with Quagsire because for some reason no one uses Surf against him. Thundurus is semi walled by Quagsire, but I am considering running a Specially Defensive set to stop it efficiently. As stated before, Garchomp is a major threat to this team, especially mixed ones with Fire Blast over Fire Fang. I really don't know how to solve this weakness without losing a major part to this team, the only thing I can safely think of is possible using Specially Defensive Bronzong over Skarmory, but then I lost the valuable Spikes that is needed more then ever.
This team has had great ladder success, peaking #1 with a rating of 1624 on Mysidia, but that was prior to the ladder reset and new server and all that jazz. I went with a 4-0 win record in the Assassin's tourney, defeating all who crossed my path 6-0. I don't know about you, but that is impressive. Aside from ladder peaks and tourney achievements, this team has been the cause of my continued success in the B/W OU metagame, which has calmed down greatly since it first started. However with Genesect unbanned, the B/W metagame became the old one it was, unstable and inefficient. Stall has weakened since it was introduced, especially with the new (old) threats that are popping up that gradually deteriorate Stall teams.
(I also wanted to give credit for a few people on Beta, as they inspired me to use some of these pokemon. Thanks to Gang Green for the link for the sprites. And credit to Flame God's Kagutsuchi - Smogon Community for the amazing format.)
.::At a Glance::.
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This team is based off of Physically Defensive Salamence, who could handle things like Victini and roast Ferrothorn whenever it wanted, and other Pokemon that can support it and create a very reliable core. I started off with Sableye after Salamence, as Salamence hates hazards, mainly Stealth Rocks. Starmie was added to Spin those away if Sableye could not Taunt the lead that had them. Quagsire, Skarmory, and Chansey were added as my main defensive core to counter a plethora of threats that would otherwise plague this team to no end. Quagsire could handle set up sweepers like Gyarados, Chansey could handle powerful Special Attackers like Latios, and Skarmory could handle powerful Physical threats that Quagsire otherwise could not handle. Overall, I loved how this team turned out, it has impressively taken the title as the best Stall team I have ever used in my life, I love it so much, and I hope you do too. I rarely ever lose with this team, usually due to crit haxes and para haxes, also sometimes being outplayed by other stall teams.
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In Depth Look:
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP | 120 Def | 136 SDef
Calm Nature [+SDef, -Atk]
- Will-O-Wisp
- Taunt
- Recover
- Snarl
Comments & Suggestions:
Aah, Sableye. Sableye is an amazing pokemon for this team, providing priority status moves in a pinch. It shuts down common status leads like Forretress, and really does great against any lead in general, except a select few. Will-O-Wisp is amazing, allowing me to hit pokemon like Excadrill and Landorus for the burn when Quagsire or Skarm is weakened, or if I'm trying to keep them alive for another dangerous threat. It also burns Ferrothorn, which is always a very good thing. Taunt, as stated before, shuts down hazard leads and status leads, also dual screen leads. Recover is self-explanitory, it is there only for recover and to remain alive as long as possible. I prefer Snarl over the regular Foul Play, so I can hit incoming special threats like Thundurus, possibly forcing a switch. In case you didn't know, Snarl always lowers the SpAtt stat when it hits. It's pretty good. Also, it hits Xatu and Espeon hard, possibly prefenting the latter from Calm Minding SpAtt boosts. Some people have considered using Toxic or Confuse Ray somewhere on Sableye, but I think this Sableye set is fine the way it is, it does its job just fine, preventing hazards and walling Reuniclus and Sigilyph.
The EVs are designed to make it as bulky as possible, despite how really frail it is. It isn't 2HKOd by Gengar's Shadow Ball if I remember correctly. Sableye's main selling point also is to wall the deadliest threat to stall itself: Reuniclus. Shadow Ball varients are a big problem, though. Infact, I usually save Sableye late game if I see a Reuniclus, or even a Sigilyph, and I won't take any chances like "I'll live if it doesn't crit or parahax" etc. Sableye really does help this team by effectively walling Sigilyph aswell, as Sigilyph can potentially outstall by entire team. However, you must bait Will-O-Wisp first before you come in, as if Sableye gets hit with a burn then it can't wall the required threats to this team as much as I need it too. Snarl also prevents Sigilyph from hitting to hard if it happens to have Air Slash or something. Overall, I love Sableye because without it, this team can't function correctly. Being swept by Reuniclus is not a very good thing, same with Sigilyph.
Quagsire (F) @ Leftovers
Trait: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stockpile
- Recover
- Toxic
- Scald
Comments & Suggestions:
All in all, Quagsire received a major boost in Generation 5. With the new ability Unaware, it can successfully wall set up threats like Excadrill with no problem at all. With this, Quaggy here becomes the primary pokemon on almost every stall team, it's just so good at what it does. Stockpile is an interesting move, allowing Quaggy to maximise his bulk to the fullest extent, bar a crit. I'm considering Earthquake over this spot, so I'm not set up bait for Toxicroak, even though I can just go into a stall war with it. Recover is for recovery, keeping Quaggy alive as long as possible, its a great move. Toxic is sometimes there for toxicing Gastrodon or other Quagsire or something, maybe Toxicing Jellicent as a surprise. I'm considering Encore or something over Toxic, it is just a filler. Scald is so I'm not Taunt bait, and those burns to hit Ferrothorn when needed.
EVs make it as defensively bulky as possible, taking hits like a boss and dealing damage back. The only sand sweeper that can 2HKO it is Adamant Life Orb Excadrill, but if I see one I usually go to Skarmory and not risk poor Quagsire for possible a burn. Quaggy also walls Terrakion, and to an extent, Thundurus. Thundurus himself is a major threat to this team, I'm even considering using Ice Beam on Starmie to deal with him efficiently. Burning things with Scald is actually pretty fun, if they lack a Heal Beller or Aromatheraper (lmao Aroma The Raper). Even if they do have one, Sableye can just Taunt if I predict correctly. Quagsire himself semi walls Thundurus, but it can be a major problem if it has Grass Knot, however that is really rare considering Thundurus gets way better coverage without it. Quagsire also kinda walls Keldeo, which can otherwise hurt my team if it has Hidden Power Ice, but Hidden Power Electric versions are walled by Salamence and can be phazed. Quagsire can Toxic Keldeo so I can wear it down, which helps greatly.
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Seismic Toss
- Toxic
- Softboiled
Comments & Suggestions:
Same old, same old, Chansey. It's just amazing, taking hits from even Genesect really good (U-turn does nothing). Chansey here is also my main Stealth Rocker, it is unbelievable on how many switches this thing causes. Stealth Rock isn't as prominent as it was on Generation 4, but it still is very reliable on hitting Flying and Levitating Pokemon very well. Without it, Multi-Scale Dragonite can cause alot of damage to this team, especially if it is the Mixed DD set. I love it, it does so many things and walls so many things it just plain amazing. Seismic Toss is my only attacking move, allows me to wear down Thundurus and Tornadus etc. Toxic hits CM Latias very well, preventing poor Chansey from being set up bait for Latias. Softboiled is for reliable recovery, I am considering Wish or something over it, but every member of my team has some sort of recovery, it doesn't matter in my opinion.
I've seen plenty of people hate on using max HP on Chansey, but Chansey here needs it to effectively wall Genesect, who is rising in usage alot. It also allows me to actually take a strong physical hit as a last resort, maybe against something I need to Toxic and Skarm/Quag is weakened, but that rarely happens without hax somewhere. Eviolite is the one reason I use Chansey over Blissey, it boosts it's defensive prowess a ton, but as I said, it's just the same old, same old Chansey we all know and love. Chansey is also my main answer to powerful Special Attackers that lack Psyshock, like Volcarona. Without Chansey, I would be swept by Latios, Volcarona, etc.. the list goes on. I have been considering Thunder Wave over Toxic, which I had at first, but then Latias and Rotom-W walled this team to no end. At times I really want Aromatherapy over Stealth Rocks, as unexpected burns and Toxic's are deadly to this team, but Stealth Rock somehow won it out in the end by being the best reliable Entry Hazard since Generation 4.
Skarmory(M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 240 Def / 16 Spd
Impish Nature (+Def, -SAtk)
- Brave Bird
- Roost
- Whirlwind
- Spikes
Comments & Suggestions:
For three generations, Skarmory has been the primary Physical Wall of almost every team in existence, and with the inroducton of Roost in Generation 4, Skarmory received even more usage. Skarmory forms a great Physical Walling core with Quagsire and Chansey, resisting each other's weaknesses almost perfectly. It also walls the Adamant LO Excadrill that plagues the rest of my team, and sets up Spikes as an entry hazard. Brave Bird is to hit things like Conkeldurr hard, even though Skarm technically doesn't wall Conkeldurr after Conkeldurr sets up a few Bulk Ups. Whirlwind is to phaze pokemon and rack up entry hazard damage like a boss. Roost is for recovery, however leaving me weak to fighting for a turn (if I'm faster),cough Conkeldurr, is a letdown. Some people prefer Drill Peck over Brave Bird, but really Brave Bird functions as a hard hitting attack that can actually KO some threats with relative ease, unlike Drill Peck. It also hits Conkeldurr alot harder, which is something I need unless I want to be swept by it. However sometimes I consider Taunt on Skarmory just because other than Salamence and Sableye, my team can't really wall Ferrothorn that well.
Skarmory also walls other Physical threats like Landorus and Terrakion, if Quagsire can't handle it effectively. Impish Nature is required to get the most out of Physical walling, and without it Skarmory would not be able to wall the threats it walls so well. However, I am considering running a Gliscor over Skarmory, but the lack of Spikes is a letdown considering I don't want Stealth Rocks the only hazard on a stall team. Also, Gliscor can semi-wall Ferrothorn with Taunt, maybe Protect to scout for Scarf Genesect, since it is rising in usage. Let me know what you think I should use over Skarmory, if I would replace it. Sturdy is a nifty ability, even though it is rarely used effectively, it makes me be guarenteed to phaze or set up a final layer of Spikes or something when I'm at low HP and when there is nothing Skarm can really wall left on the opponents team. I'm also considering a SpDefensive spread to be able to take Special hits better and surprise opponents, but that's really what Chansey is for, except the surprise part.
Salamence (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 240 Def / 16 SAtk
Relaxed Nature (+Def, -Spd)
- Wish
- Roost
- Dragon Tail
- Flamethrower
Comments & Suggestions:
Here it is, the basic of this team, the big kahuna himself in all his power. This Salamence set probably looks very strange to you, but trust me it works like a charm. I have been using a MixMence over it for awhile how, but all in all this set works better in my opinion. Wish is for team recovery if I really needed it in dire situations, which rarely happen, but hey better safe then sorry. Roost may seem redundant with Wish, but it is for Salamence only, works in cases where you know you'll take a deadly hit. Dragon Tail racks up hazards, and makes the opponent very upset at times, lol. Flamethrower is mainly there for Ferrothorn, a clean 2HKO with the SpAtt investments. Leftovers is just the standard item, but really it's the only thing Salamence wants, any other item is just insignificant compared to Leftovers. I have been considering a different EV spread if anyone can think of one, besides the usual Smogon sets that I sometimes use.
One key reason why this thing is so effective is because of Intimidate, sometimes I can pivot around Salamence to rack up Intimidate damage on a powerful threat, which is clever. Intimidate also allows me to cripple some Baton Passing, as I said pivoting around with Salamence really helps against Baton Pass if Skarmory is not able to phaze or Espeon is trolling me. The EVs are standard, taking Physical hits good and phazing, hitting Ferro and supporting the team. The SpAtt investments allow me to hit Ferro harder when it's in the rain. The only reason I don't use SpDefensive ParaShuffler Dragonite is because this team needs something to stop Ferrothorn. Salamence also does good with this team in taking hits from Choice Band Victini, who 2HKOs all of my other teammates bar Quagsire.
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Comments & Suggestions:
Last but not least, Starmie. Starmie is this team's Rapid Spinner, and hard hitter. However I do sometimes feel that Starmie isn't bulky enough. Rapid Spin is for annoying hazards that Chansey hates. Surf is to hit things really hard, also hitting Heatran very well and safely. Thunderbolt is the main reason I use Starmie over things like Forretress, because it hits Jellicent, the most prominent spin blocker in the game, very hard. It's a 3HKO, but with hazard damage it works fine. Recover is obvious, reliable recovery is reliable. I'm increasingly considering Ice Beam over Thunderbolt or Surf because Thundurus is really a pain to deal with, and having a good revenge killer to it is amazing. However, sometimes there is a fine line between Revenge Killer and a Check to a pokemon, as Starmie still can come in on a predicted Hidden Power Ice or something.
I love Starmie because of Natural Cure, it can spin away Toxic Spikes without worrying about being poisoned throughout the game. the EVs are the regular spinning Starmie spread, but at times I am considering running a bulkier spread to spin easier, but then I lost coverage on reliably beating Jellicent. Overall, I love Starmie and it's the perfect Rapid Spinner for this team needs, like all Stall teams need a Rapid Spinner. Keeping Starmie at a good amount of health is vital, so it can reliably check Keldeo without Hidden Power Electric. However Starmie is so weak to Ferrothorn that it can be very hard to do that if you cannot risk trying to predict a Ferrothorn switch. At times I use Modest over Timid so I can 2HKO Jellicent without Stealth Rocks or Spikes. However, I soon found out how ineffective it was, being slower than Thundurus is not a good idea.
.::Conclusion::.
This has overall been the most successful Stall team I've ever used in my life, it works amazing but it is difficult to adapt to. I really hope you enjoy this team as much as I do, it really works effectively. I certainly enjoyed using this team for awhile and typing up this RMT for you all to rate. I know there isn't much you can suggest, but really I didn't post it for you all to suggest multiple things, I showcased with RMT because I wanted you all to get an idea of what I am used to playing in this metagame, and get a general overview of some of the most successful teams on Mysidia. Nonetheless, I would be happily open to suggestions, minor nitpicks, really anything you have a question about with this team. And that, my friends, concludes this team.
This team is actually one of those teams that has a good check to almost everything, but doing so it is very weak to just sheer instability. (I don't know the right word). One wrong move, misclick, or any other thing can lead to this team's downfall, and I really don't have a way to fix this, tbh I don't think anyone does. If you plan to use this team, try and play effectively, as anyone without common knowledge of the B/W OU metagame cannot shine with this team.
this RMT was for another forum so if I'm alittle off then please bare with me xd
.::Introduction::.
Hey Guys! I really wanted to share this team with you guys, and as you know I love Stall. Stall is arguably the most reliable playstyle in the game, and it is really effective when put in the right hands. I hope you all enjoy this team as much as I do, I've used for awhile now and I think it's save to say I retired it. With the unbanning of Garchomp and Genesect combined, aswell the fact that Thundurus is rising in usage, this team isn't as effective as it was, before it just 6-0'd everything. Despite that, though, this team is still powerful in terms of Stall, and at times I still use it when in a tournament enviroment or something.
It is substantially hard to make and perfect a non weather team and still have amazing success with it, but here I guess I can say I accomplished that. Really the only reliable non weather playstyles are Bulky Offense and Stall, others are viable too, but these in particular shine when facing weather teams in general. I obviously chose Stall as the premier playstyle I will use in non weather, and it really does work effectively when created good. The general process of a stall team should be this: The first Pokemon should be a Pokemon that can effectively set up hazards or cripple opposing leads, and the second should be your Spin Blocker or reliable weapon against other Stall Teams. The second Pokemon could also be another part of the defensive backbone of your team, like this one that I'm showcasing here. Also, the second Pokemon could be your main Rapid Spinner, but that's only if you cannot fit it in the other categories. The third, fourth, and fifth pokemon should be the main defensive core to your team, a core of Pokemon that resist eachother's weaknesses perfectly. They should also be able to set up hazards and have reliable recovery. The final Pokemon should be a Pokemon that patches up weaknesses to your team as it is, usually a Rapid Spinner or Scarfed Pokemon to revenge certain threats to Stall like Thundurus.
I started this team because I found a particular interest in the Physically Defensive Salamence, and just created it from there. This team doesn't really have any weaknesses except Thundurus (to an extent), Keldeo in the Rain, and mainly, Garchomp. However Garchomp is probably going back into Ubers, which I'll be glad if it did. I usually try and Toxic Keldeo with Quagsire because for some reason no one uses Surf against him. Thundurus is semi walled by Quagsire, but I am considering running a Specially Defensive set to stop it efficiently. As stated before, Garchomp is a major threat to this team, especially mixed ones with Fire Blast over Fire Fang. I really don't know how to solve this weakness without losing a major part to this team, the only thing I can safely think of is possible using Specially Defensive Bronzong over Skarmory, but then I lost the valuable Spikes that is needed more then ever.
This team has had great ladder success, peaking #1 with a rating of 1624 on Mysidia, but that was prior to the ladder reset and new server and all that jazz. I went with a 4-0 win record in the Assassin's tourney, defeating all who crossed my path 6-0. I don't know about you, but that is impressive. Aside from ladder peaks and tourney achievements, this team has been the cause of my continued success in the B/W OU metagame, which has calmed down greatly since it first started. However with Genesect unbanned, the B/W metagame became the old one it was, unstable and inefficient. Stall has weakened since it was introduced, especially with the new (old) threats that are popping up that gradually deteriorate Stall teams.
(I also wanted to give credit for a few people on Beta, as they inspired me to use some of these pokemon. Thanks to Gang Green for the link for the sprites. And credit to Flame God's Kagutsuchi - Smogon Community for the amazing format.)
.::At a Glance::.







This team is based off of Physically Defensive Salamence, who could handle things like Victini and roast Ferrothorn whenever it wanted, and other Pokemon that can support it and create a very reliable core. I started off with Sableye after Salamence, as Salamence hates hazards, mainly Stealth Rocks. Starmie was added to Spin those away if Sableye could not Taunt the lead that had them. Quagsire, Skarmory, and Chansey were added as my main defensive core to counter a plethora of threats that would otherwise plague this team to no end. Quagsire could handle set up sweepers like Gyarados, Chansey could handle powerful Special Attackers like Latios, and Skarmory could handle powerful Physical threats that Quagsire otherwise could not handle. Overall, I loved how this team turned out, it has impressively taken the title as the best Stall team I have ever used in my life, I love it so much, and I hope you do too. I rarely ever lose with this team, usually due to crit haxes and para haxes, also sometimes being outplayed by other stall teams.
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In Depth Look:
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP | 120 Def | 136 SDef
Calm Nature [+SDef, -Atk]
- Will-O-Wisp
- Taunt
- Recover
- Snarl
Comments & Suggestions:
Aah, Sableye. Sableye is an amazing pokemon for this team, providing priority status moves in a pinch. It shuts down common status leads like Forretress, and really does great against any lead in general, except a select few. Will-O-Wisp is amazing, allowing me to hit pokemon like Excadrill and Landorus for the burn when Quagsire or Skarm is weakened, or if I'm trying to keep them alive for another dangerous threat. It also burns Ferrothorn, which is always a very good thing. Taunt, as stated before, shuts down hazard leads and status leads, also dual screen leads. Recover is self-explanitory, it is there only for recover and to remain alive as long as possible. I prefer Snarl over the regular Foul Play, so I can hit incoming special threats like Thundurus, possibly forcing a switch. In case you didn't know, Snarl always lowers the SpAtt stat when it hits. It's pretty good. Also, it hits Xatu and Espeon hard, possibly prefenting the latter from Calm Minding SpAtt boosts. Some people have considered using Toxic or Confuse Ray somewhere on Sableye, but I think this Sableye set is fine the way it is, it does its job just fine, preventing hazards and walling Reuniclus and Sigilyph.
The EVs are designed to make it as bulky as possible, despite how really frail it is. It isn't 2HKOd by Gengar's Shadow Ball if I remember correctly. Sableye's main selling point also is to wall the deadliest threat to stall itself: Reuniclus. Shadow Ball varients are a big problem, though. Infact, I usually save Sableye late game if I see a Reuniclus, or even a Sigilyph, and I won't take any chances like "I'll live if it doesn't crit or parahax" etc. Sableye really does help this team by effectively walling Sigilyph aswell, as Sigilyph can potentially outstall by entire team. However, you must bait Will-O-Wisp first before you come in, as if Sableye gets hit with a burn then it can't wall the required threats to this team as much as I need it too. Snarl also prevents Sigilyph from hitting to hard if it happens to have Air Slash or something. Overall, I love Sableye because without it, this team can't function correctly. Being swept by Reuniclus is not a very good thing, same with Sigilyph.


Quagsire (F) @ Leftovers
Trait: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stockpile
- Recover
- Toxic
- Scald
Comments & Suggestions:
All in all, Quagsire received a major boost in Generation 5. With the new ability Unaware, it can successfully wall set up threats like Excadrill with no problem at all. With this, Quaggy here becomes the primary pokemon on almost every stall team, it's just so good at what it does. Stockpile is an interesting move, allowing Quaggy to maximise his bulk to the fullest extent, bar a crit. I'm considering Earthquake over this spot, so I'm not set up bait for Toxicroak, even though I can just go into a stall war with it. Recover is for recovery, keeping Quaggy alive as long as possible, its a great move. Toxic is sometimes there for toxicing Gastrodon or other Quagsire or something, maybe Toxicing Jellicent as a surprise. I'm considering Encore or something over Toxic, it is just a filler. Scald is so I'm not Taunt bait, and those burns to hit Ferrothorn when needed.
EVs make it as defensively bulky as possible, taking hits like a boss and dealing damage back. The only sand sweeper that can 2HKO it is Adamant Life Orb Excadrill, but if I see one I usually go to Skarmory and not risk poor Quagsire for possible a burn. Quaggy also walls Terrakion, and to an extent, Thundurus. Thundurus himself is a major threat to this team, I'm even considering using Ice Beam on Starmie to deal with him efficiently. Burning things with Scald is actually pretty fun, if they lack a Heal Beller or Aromatheraper (lmao Aroma The Raper). Even if they do have one, Sableye can just Taunt if I predict correctly. Quagsire himself semi walls Thundurus, but it can be a major problem if it has Grass Knot, however that is really rare considering Thundurus gets way better coverage without it. Quagsire also kinda walls Keldeo, which can otherwise hurt my team if it has Hidden Power Ice, but Hidden Power Electric versions are walled by Salamence and can be phazed. Quagsire can Toxic Keldeo so I can wear it down, which helps greatly.


Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Seismic Toss
- Toxic
- Softboiled
Comments & Suggestions:
Same old, same old, Chansey. It's just amazing, taking hits from even Genesect really good (U-turn does nothing). Chansey here is also my main Stealth Rocker, it is unbelievable on how many switches this thing causes. Stealth Rock isn't as prominent as it was on Generation 4, but it still is very reliable on hitting Flying and Levitating Pokemon very well. Without it, Multi-Scale Dragonite can cause alot of damage to this team, especially if it is the Mixed DD set. I love it, it does so many things and walls so many things it just plain amazing. Seismic Toss is my only attacking move, allows me to wear down Thundurus and Tornadus etc. Toxic hits CM Latias very well, preventing poor Chansey from being set up bait for Latias. Softboiled is for reliable recovery, I am considering Wish or something over it, but every member of my team has some sort of recovery, it doesn't matter in my opinion.
I've seen plenty of people hate on using max HP on Chansey, but Chansey here needs it to effectively wall Genesect, who is rising in usage alot. It also allows me to actually take a strong physical hit as a last resort, maybe against something I need to Toxic and Skarm/Quag is weakened, but that rarely happens without hax somewhere. Eviolite is the one reason I use Chansey over Blissey, it boosts it's defensive prowess a ton, but as I said, it's just the same old, same old Chansey we all know and love. Chansey is also my main answer to powerful Special Attackers that lack Psyshock, like Volcarona. Without Chansey, I would be swept by Latios, Volcarona, etc.. the list goes on. I have been considering Thunder Wave over Toxic, which I had at first, but then Latias and Rotom-W walled this team to no end. At times I really want Aromatherapy over Stealth Rocks, as unexpected burns and Toxic's are deadly to this team, but Stealth Rock somehow won it out in the end by being the best reliable Entry Hazard since Generation 4.


Skarmory(M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 240 Def / 16 Spd
Impish Nature (+Def, -SAtk)
- Brave Bird
- Roost
- Whirlwind
- Spikes
Comments & Suggestions:
For three generations, Skarmory has been the primary Physical Wall of almost every team in existence, and with the inroducton of Roost in Generation 4, Skarmory received even more usage. Skarmory forms a great Physical Walling core with Quagsire and Chansey, resisting each other's weaknesses almost perfectly. It also walls the Adamant LO Excadrill that plagues the rest of my team, and sets up Spikes as an entry hazard. Brave Bird is to hit things like Conkeldurr hard, even though Skarm technically doesn't wall Conkeldurr after Conkeldurr sets up a few Bulk Ups. Whirlwind is to phaze pokemon and rack up entry hazard damage like a boss. Roost is for recovery, however leaving me weak to fighting for a turn (if I'm faster),cough Conkeldurr, is a letdown. Some people prefer Drill Peck over Brave Bird, but really Brave Bird functions as a hard hitting attack that can actually KO some threats with relative ease, unlike Drill Peck. It also hits Conkeldurr alot harder, which is something I need unless I want to be swept by it. However sometimes I consider Taunt on Skarmory just because other than Salamence and Sableye, my team can't really wall Ferrothorn that well.
Skarmory also walls other Physical threats like Landorus and Terrakion, if Quagsire can't handle it effectively. Impish Nature is required to get the most out of Physical walling, and without it Skarmory would not be able to wall the threats it walls so well. However, I am considering running a Gliscor over Skarmory, but the lack of Spikes is a letdown considering I don't want Stealth Rocks the only hazard on a stall team. Also, Gliscor can semi-wall Ferrothorn with Taunt, maybe Protect to scout for Scarf Genesect, since it is rising in usage. Let me know what you think I should use over Skarmory, if I would replace it. Sturdy is a nifty ability, even though it is rarely used effectively, it makes me be guarenteed to phaze or set up a final layer of Spikes or something when I'm at low HP and when there is nothing Skarm can really wall left on the opponents team. I'm also considering a SpDefensive spread to be able to take Special hits better and surprise opponents, but that's really what Chansey is for, except the surprise part.


Salamence (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 240 Def / 16 SAtk
Relaxed Nature (+Def, -Spd)
- Wish
- Roost
- Dragon Tail
- Flamethrower
Comments & Suggestions:
Here it is, the basic of this team, the big kahuna himself in all his power. This Salamence set probably looks very strange to you, but trust me it works like a charm. I have been using a MixMence over it for awhile how, but all in all this set works better in my opinion. Wish is for team recovery if I really needed it in dire situations, which rarely happen, but hey better safe then sorry. Roost may seem redundant with Wish, but it is for Salamence only, works in cases where you know you'll take a deadly hit. Dragon Tail racks up hazards, and makes the opponent very upset at times, lol. Flamethrower is mainly there for Ferrothorn, a clean 2HKO with the SpAtt investments. Leftovers is just the standard item, but really it's the only thing Salamence wants, any other item is just insignificant compared to Leftovers. I have been considering a different EV spread if anyone can think of one, besides the usual Smogon sets that I sometimes use.
One key reason why this thing is so effective is because of Intimidate, sometimes I can pivot around Salamence to rack up Intimidate damage on a powerful threat, which is clever. Intimidate also allows me to cripple some Baton Passing, as I said pivoting around with Salamence really helps against Baton Pass if Skarmory is not able to phaze or Espeon is trolling me. The EVs are standard, taking Physical hits good and phazing, hitting Ferro and supporting the team. The SpAtt investments allow me to hit Ferro harder when it's in the rain. The only reason I don't use SpDefensive ParaShuffler Dragonite is because this team needs something to stop Ferrothorn. Salamence also does good with this team in taking hits from Choice Band Victini, who 2HKOs all of my other teammates bar Quagsire.


Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Recover
Comments & Suggestions:
Last but not least, Starmie. Starmie is this team's Rapid Spinner, and hard hitter. However I do sometimes feel that Starmie isn't bulky enough. Rapid Spin is for annoying hazards that Chansey hates. Surf is to hit things really hard, also hitting Heatran very well and safely. Thunderbolt is the main reason I use Starmie over things like Forretress, because it hits Jellicent, the most prominent spin blocker in the game, very hard. It's a 3HKO, but with hazard damage it works fine. Recover is obvious, reliable recovery is reliable. I'm increasingly considering Ice Beam over Thunderbolt or Surf because Thundurus is really a pain to deal with, and having a good revenge killer to it is amazing. However, sometimes there is a fine line between Revenge Killer and a Check to a pokemon, as Starmie still can come in on a predicted Hidden Power Ice or something.
I love Starmie because of Natural Cure, it can spin away Toxic Spikes without worrying about being poisoned throughout the game. the EVs are the regular spinning Starmie spread, but at times I am considering running a bulkier spread to spin easier, but then I lost coverage on reliably beating Jellicent. Overall, I love Starmie and it's the perfect Rapid Spinner for this team needs, like all Stall teams need a Rapid Spinner. Keeping Starmie at a good amount of health is vital, so it can reliably check Keldeo without Hidden Power Electric. However Starmie is so weak to Ferrothorn that it can be very hard to do that if you cannot risk trying to predict a Ferrothorn switch. At times I use Modest over Timid so I can 2HKO Jellicent without Stealth Rocks or Spikes. However, I soon found out how ineffective it was, being slower than Thundurus is not a good idea.

.::Conclusion::.
This has overall been the most successful Stall team I've ever used in my life, it works amazing but it is difficult to adapt to. I really hope you enjoy this team as much as I do, it really works effectively. I certainly enjoyed using this team for awhile and typing up this RMT for you all to rate. I know there isn't much you can suggest, but really I didn't post it for you all to suggest multiple things, I showcased with RMT because I wanted you all to get an idea of what I am used to playing in this metagame, and get a general overview of some of the most successful teams on Mysidia. Nonetheless, I would be happily open to suggestions, minor nitpicks, really anything you have a question about with this team. And that, my friends, concludes this team.
This team is actually one of those teams that has a good check to almost everything, but doing so it is very weak to just sheer instability. (I don't know the right word). One wrong move, misclick, or any other thing can lead to this team's downfall, and I really don't have a way to fix this, tbh I don't think anyone does. If you plan to use this team, try and play effectively, as anyone without common knowledge of the B/W OU metagame cannot shine with this team.
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