If there is one thing that I am good at its using Stall Teams. So I decided to post one of my most succesful teams thus far. It has been effective against LegendaryRockMaster who has a nich in Sandstorm Teams. Now without further ado I present Team Stalling Abusers.
Heatran: M-Air Balloon
Ability: Flash Fire
Nature: Modest +Sp. Atk/-ATK
EV's: 4 DEF/252 Sp. Atk/252 Spd
Attacks:
~Fire Blast
~Earth Power
~HP Ice/Dragon Pulse
~Stealth Rock
Since Aerodactyl is to frail for its old job I replaced it with a pokemon with a bit more use. Heatran has the ability to set-up Stealth Rock and go on the offensive as well. Fire Blast is its main STAB attack and thanks to Flash Fire it can take some of the heat from Fire attacks that are directed at Scizor, Magnezone and Ferrothorn. Earth Power can be used to cripple pokemon like Bisharp and Tyranitar if they don't have a Air Balloo and HP Ice or Dragon Pulse can be used to deal with Dragonite and Haxorous. Even Salamence won't be a problem once taken down by HP Ice.
Heatrans weakness to Water and Fighting when holding an Air Balloon can be over looked when combined with Jellicent who can absorb the Water attacks and is immune to Fighting attacks. Ferrothorn is also a great partner since it is strong against Ground and Water-types. This allows for Heatran to come in again later on to provide coverage to it when a Fire-type is able to scortch it.
Scrafty: M-Leftovers
Ability: Shed Skin
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 252 HP/ 4 ATK/ 252 Sp. Def
Attacks:
~Bulk Up
~Drain Punch
~Fire Punch/Crunch
~ThunderPunch/Ice Punch
This particular Scrafty is one that me and LRM had spent a few weeks trying to figure out and had finally got it finished. Bulk Up Scrafty provides great coverage and holds a good deal of defence to be a useful buffer. The EV investment is ment for Bulk and allows Scrafty to endure a great deal of damage then heal it away with its STAB Drain Punch. Fire Punch and ThunderPunch can be swaped out for several different moves includding Stone Edge, Crunch and Ice Punch. Though Fire Punch holds priority to counter Ferrothorn and Scizor while ThunderPunch holds priority to counter Jellicent and non-bulky non-ground water-types.
The only draw back is the fact Scrafty suffers to fall victimn to Taunt and easily paced by faster pokemon. While it may look as bait it is more of a threat if not dealt with before it can get in 2 Bulk Ups. Ferrothorn, Scizor, Jellicent and Magnezone prove to be effective partners since they can set-up for it so it can do it's job.
Scizor: M-Leftovers
Ability: Technician
Nature: Adamant +ATK/-DEF
EV's: 252 HP/40 ATK/216 Sp. Def
Attacks:
~Swords Dance
~Bullet Punch
~Bug Bite
~Roost
Since I have gotten some good suggestions to the team I decided to use them. Since Swords Dance Scizor with Bug Bite and Bullet Punch packs a great punch that can deal high damage it can also be used to cripple Gengar. Tyranitar won't be so tough either once it gets nailed by a Technician boosted Bullet Punch or Bug Bite. Roost provides a healing move while Bullet Punch provides a STAB that gets boosted by Technician.
Fire attacks can quickly take out Scizor and a Magnezone holding Magnet Pull and HP Fire is the biggest threat. Magnezone and Scrafty can counter this if the can get switched out before Scizor gets trapped.
Jellicent: M-Leftovers
Ability: Water Absorb
Nature: Bold +DEF/-ATK
EV's: 248 HP/216 DEF/44 Spd
Attacks:
~Scald
~Recover
~Will-o-Wisp
~Shadow Ball/Taunt
While a bulkier Ghost-type would have been a better pick I have found Jellicent to be a much better option since it has a great typeing and has access to a non-sleep HP recovering move. Scald provides STAB against Fire, Ground and Rock-types while Shadow Ball holds STAB on Ghost and Psychic. Recover allows for HP recovery and when combined with Water Absorb and Leftovers Jellicent has some great bulk. Another nice niche is that it can also be a great buffer to Steel, Fire, Water, Ice, Bug, Poison, Fighting and Normal-types and can be an effective spin blocker.The investment into the Speed allows for the out pacing of slower Jellicent and when combined with Taunt it makes a great crippler. Will-o-Wisp when combined with Scald makes for a great Burn combination.
Jellicent itself is weak to Dark, Ghost, Electric and Grass attacks. Gengar who has held OU for it being fast and holding high Sp. Atk could OHKO if not 2HKO Jellicent with Shadow Ball and that depends on if it's Scarfed or Specs. Scrafty can counter Gengar and provide Jellicent with coverage to its counters and checks.
Magnezone: ?-Air Balloon
Ability: Magnet Pull
Nature: Timid +Spd/-ATK
EV's: 4 HP/ 252 Sp. Atk/ 252 Spd
Attacks:
~Discharge
~Flash Cannon
~HP Fire
~Volt Switch/Substitute
Thanks to the addition of a new retreating move Magnezone no longer has to suffer from pick of a worthwhile hold item. Air Balloon provides great protection from Ground-type attacks and makes it able to stay around longer. Discharge was picked over Thunderbolt for the fact it has a 30% chance of paralyzing the target and it has STAB against non-bulky non-ground water-types. Flash Cannon also holds STAB against the likes of Tyranitar and does decent neutral damage. HP Fire can handle the likes of Scizor and Ferrothorn while Volt Switch allows for scouting and providing STAB. Substitute is also another optional attack that allows Magnezone some protection from attacks and lets for a couple attacks at the same time, a great combo when used with Discharge.
Magnezone can be dealt with by powerful Fire or Fighting attacks. After it's Air Balloon pops then it can be OHKOed by Ground-type moves. Ferrothorn and Scizor take neutral damage from these attacks and Jellicent can counter there users.
Ferrothorn: M-Leftovers
Ability: Iron Barbs
Nature: Sassy +Sp. Def/-Spd
IV's: 0 Spd
EV's: 252 HP/ 48 DEF/ 208 Sp. Def
Attacks:
~Spikes/Curse
~Leech Seed
~Gyro Ball
~Power Whip
With Ferrothorn being able to use its access to moves like Spikes and Leech Seed, Ferrothorn provides effective coverage against Water, Grass, Dark, Psychic and many other types. After layering Spikes a coulpe times Leech Seed can then be used to syphon health from the seeded pokemon and can also be used to heal the other pokemon on the team. With the Sassy nature and 0 IV's in Spd, Ferrothorn's Spd reaches a low of 40 which allows the already potent STAB Gyro Ball to hit even harder. Power Whip also provides STAB and deals heavy edged damage to bulky water-types that have taken Spikes and Stealth Rock damage already. Curse is also an option since it can boost Ferrothorns ATK and DEF while lowering its Spd even more. This allows Ferrothorn to have more Physical Bulk and let its already powerful Gyro Ball hit even harder while it endures powerful physical attacks without so much as getting a scratch.
Being so slow makes Ferrothorn a sitting duck that could be OHKOed by powerful Specail base Fire attacks like Fire Blast and Overheat. Jellicent can counter these types and help protect Ferrothorn from it's counters. This provides Ferrothorn with breathing room and lets it stick around to keep hammering away with Leech Seed, Gyro Ball and Power Whip.
*Note* All Edits are in BOLD.
Heatran: M-Air Balloon
Ability: Flash Fire
Nature: Modest +Sp. Atk/-ATK
EV's: 4 DEF/252 Sp. Atk/252 Spd
Attacks:
~Fire Blast
~Earth Power
~HP Ice/Dragon Pulse
~Stealth Rock
Since Aerodactyl is to frail for its old job I replaced it with a pokemon with a bit more use. Heatran has the ability to set-up Stealth Rock and go on the offensive as well. Fire Blast is its main STAB attack and thanks to Flash Fire it can take some of the heat from Fire attacks that are directed at Scizor, Magnezone and Ferrothorn. Earth Power can be used to cripple pokemon like Bisharp and Tyranitar if they don't have a Air Balloo and HP Ice or Dragon Pulse can be used to deal with Dragonite and Haxorous. Even Salamence won't be a problem once taken down by HP Ice.
Heatrans weakness to Water and Fighting when holding an Air Balloon can be over looked when combined with Jellicent who can absorb the Water attacks and is immune to Fighting attacks. Ferrothorn is also a great partner since it is strong against Ground and Water-types. This allows for Heatran to come in again later on to provide coverage to it when a Fire-type is able to scortch it.
Scrafty: M-Leftovers
Ability: Shed Skin
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 252 HP/ 4 ATK/ 252 Sp. Def
Attacks:
~Bulk Up
~Drain Punch
~Fire Punch/Crunch
~ThunderPunch/Ice Punch
This particular Scrafty is one that me and LRM had spent a few weeks trying to figure out and had finally got it finished. Bulk Up Scrafty provides great coverage and holds a good deal of defence to be a useful buffer. The EV investment is ment for Bulk and allows Scrafty to endure a great deal of damage then heal it away with its STAB Drain Punch. Fire Punch and ThunderPunch can be swaped out for several different moves includding Stone Edge, Crunch and Ice Punch. Though Fire Punch holds priority to counter Ferrothorn and Scizor while ThunderPunch holds priority to counter Jellicent and non-bulky non-ground water-types.
The only draw back is the fact Scrafty suffers to fall victimn to Taunt and easily paced by faster pokemon. While it may look as bait it is more of a threat if not dealt with before it can get in 2 Bulk Ups. Ferrothorn, Scizor, Jellicent and Magnezone prove to be effective partners since they can set-up for it so it can do it's job.
Scizor: M-Leftovers
Ability: Technician
Nature: Adamant +ATK/-DEF
EV's: 252 HP/40 ATK/216 Sp. Def
Attacks:
~Swords Dance
~Bullet Punch
~Bug Bite
~Roost
Since I have gotten some good suggestions to the team I decided to use them. Since Swords Dance Scizor with Bug Bite and Bullet Punch packs a great punch that can deal high damage it can also be used to cripple Gengar. Tyranitar won't be so tough either once it gets nailed by a Technician boosted Bullet Punch or Bug Bite. Roost provides a healing move while Bullet Punch provides a STAB that gets boosted by Technician.
Fire attacks can quickly take out Scizor and a Magnezone holding Magnet Pull and HP Fire is the biggest threat. Magnezone and Scrafty can counter this if the can get switched out before Scizor gets trapped.
Jellicent: M-Leftovers
Ability: Water Absorb
Nature: Bold +DEF/-ATK
EV's: 248 HP/216 DEF/44 Spd
Attacks:
~Scald
~Recover
~Will-o-Wisp
~Shadow Ball/Taunt
While a bulkier Ghost-type would have been a better pick I have found Jellicent to be a much better option since it has a great typeing and has access to a non-sleep HP recovering move. Scald provides STAB against Fire, Ground and Rock-types while Shadow Ball holds STAB on Ghost and Psychic. Recover allows for HP recovery and when combined with Water Absorb and Leftovers Jellicent has some great bulk. Another nice niche is that it can also be a great buffer to Steel, Fire, Water, Ice, Bug, Poison, Fighting and Normal-types and can be an effective spin blocker.The investment into the Speed allows for the out pacing of slower Jellicent and when combined with Taunt it makes a great crippler. Will-o-Wisp when combined with Scald makes for a great Burn combination.
Jellicent itself is weak to Dark, Ghost, Electric and Grass attacks. Gengar who has held OU for it being fast and holding high Sp. Atk could OHKO if not 2HKO Jellicent with Shadow Ball and that depends on if it's Scarfed or Specs. Scrafty can counter Gengar and provide Jellicent with coverage to its counters and checks.
Magnezone: ?-Air Balloon
Ability: Magnet Pull
Nature: Timid +Spd/-ATK
EV's: 4 HP/ 252 Sp. Atk/ 252 Spd
Attacks:
~Discharge
~Flash Cannon
~HP Fire
~Volt Switch/Substitute
Thanks to the addition of a new retreating move Magnezone no longer has to suffer from pick of a worthwhile hold item. Air Balloon provides great protection from Ground-type attacks and makes it able to stay around longer. Discharge was picked over Thunderbolt for the fact it has a 30% chance of paralyzing the target and it has STAB against non-bulky non-ground water-types. Flash Cannon also holds STAB against the likes of Tyranitar and does decent neutral damage. HP Fire can handle the likes of Scizor and Ferrothorn while Volt Switch allows for scouting and providing STAB. Substitute is also another optional attack that allows Magnezone some protection from attacks and lets for a couple attacks at the same time, a great combo when used with Discharge.
Magnezone can be dealt with by powerful Fire or Fighting attacks. After it's Air Balloon pops then it can be OHKOed by Ground-type moves. Ferrothorn and Scizor take neutral damage from these attacks and Jellicent can counter there users.
Ferrothorn: M-Leftovers
Ability: Iron Barbs
Nature: Sassy +Sp. Def/-Spd
IV's: 0 Spd
EV's: 252 HP/ 48 DEF/ 208 Sp. Def
Attacks:
~Spikes/Curse
~Leech Seed
~Gyro Ball
~Power Whip
With Ferrothorn being able to use its access to moves like Spikes and Leech Seed, Ferrothorn provides effective coverage against Water, Grass, Dark, Psychic and many other types. After layering Spikes a coulpe times Leech Seed can then be used to syphon health from the seeded pokemon and can also be used to heal the other pokemon on the team. With the Sassy nature and 0 IV's in Spd, Ferrothorn's Spd reaches a low of 40 which allows the already potent STAB Gyro Ball to hit even harder. Power Whip also provides STAB and deals heavy edged damage to bulky water-types that have taken Spikes and Stealth Rock damage already. Curse is also an option since it can boost Ferrothorns ATK and DEF while lowering its Spd even more. This allows Ferrothorn to have more Physical Bulk and let its already powerful Gyro Ball hit even harder while it endures powerful physical attacks without so much as getting a scratch.
Being so slow makes Ferrothorn a sitting duck that could be OHKOed by powerful Specail base Fire attacks like Fire Blast and Overheat. Jellicent can counter these types and help protect Ferrothorn from it's counters. This provides Ferrothorn with breathing room and lets it stick around to keep hammering away with Leech Seed, Gyro Ball and Power Whip.
*Note* All Edits are in BOLD.