With Stalling Abusers being one of my most prized teams I felt it was time to rework it into an even more effective team with more Stalling potental. So here it is. New and improved. Team Stalling Abusers: Reworked.
Heatran:M-Air Balloon
Ability: Flash Fire
Nature: Modest +Sp. Atk/-ATK
EV's: 4 HP/252 Sp. Atk/252 Spe
Attacks:
~Fire Blast
~Earth Power
~Hidden Power Ice/Dragon Pulse
~Stealth Rock
Heatran holds slot one since it has better STATs then Aerodactyl did. With Air Balloon Heatran becomes immune to all Ground attacks making it much more versital. Fire Blast holds STAB as Heatrans most powerful attack next to Eruption which is only available through one of the pokemon ranger games and Overheat which is a -2 in Special Attack after use. Earth Power is a great move to use to check and inflict high damage on pokemon like Infernape and Jolteon. Hidden Power Ice and Dragon Pulse holds slot 3 since either of them provide great coverage against Dragon-types, however HP Ice does more damage to Dragonite, Flygon and Salamence then Dragon Pulse would. Stealth Rock is last since it is used to set up entry hazzards that are ment to cripple Flying and Levitating pokemon.
Heatrans Speed makes it easy to out pace but the fact it doesn't rellie on more the 1 non-attacking move makes it a much more worthy threat which can be used late and early game.
Forretress:M-Leftovers
Ability: Sturdy
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 252 HP/4 ATK/252 Sp. Def
Attacks:
~Spikes
~Rapid Spin
~Pay Back
~Toxic Spikes
One of my favorite Spinner pokemon is holding the line as toughest Defence. Forretress is meant to do 2 things: Layer Spikes and Toxic Spikes and clear entry hazzards. Rapid Spin isn't effective against Ghost-types but Pay Back can solve that problem. While it isn't as effective as other Rapin Spinners it does hold better Defence and can layer hazzards. This combined with Stealth Rock can cause large ammounts of damage without any attacks.
Blue Demon(Gliscor):M-Toxic Orb
Ability: Poison Heal
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 244 HP/44 ATK/220 Sp. Def
Attacks:
~Swords Dance
~Earthquake
~Stone Edge
~Night Slash
My oldest pokemon Blue Demon is back and this time it is designed along the lines of using Poison Heal. Swords Dance gives the Attack a +2 boost and allows for hard hitting attacks. Earthquake holds STAB and can inflict heavy damage to a fair size portion of the OU metagame. Stone Edge is a great move since it can score Crittical Hits and cause descent damage to any pokemon. Finally Night Slash is here to check Ghost-types such as Jellicent and Gengar.
Jellicent:M-Leftovers
Ability: Water Absorb
Nature: Bold +DEF/-ATK
EV's: 248 HP/216 DEF/44 Spe
Attacks:
~Will-o-Wisp
~Scald
~Taunt/Shadow Ball
~Recover
One of my biggest counters to Normal attacks and Fighting attacks. Since Jellicent is designed to inflict burn and stall at the same time it proves to be a very effective wall. Will-o-Wisp is meant to inflict a burn right off the bat while Scald has the 30% chance of causeing it and holds STAB. Taunt is used to Taunt slower Jellicent and other slower pokemon. Shadow Ball is an option if a non-Taunt set is being run. Finally Recover when combined with Leftovers and Water Absorbs provides a massive HP recovery combo that can't be matched that easy.
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
~Crunch
~Rest/Ice Punch
One of the very few pokemon that I run that has a typeing that allows for a wide coverage. Bulk Up is used to increase both Attack and Defence. Drain Punch holds STAB and is used to recover HP while Crunch also holding STAB is used to clear out Ghost-types. Rest took slot 4 as a great way to recover HP and clear up Poison and Burn and other status problems. Ice Punch is an option and can be used to counter Dragon-types.
Latias:F-Choice Scarf
Ability: Levitate
Nature: Timid +Spe/-ATK
EV's: 4 HP/252 Sp. Atk/252 Spe
Attacks:
~Draco Meteor/Dragon Pulse
~Thunderbolt/Psychic
~Surf/Shadow Ball
~Trick
While not a pokemon I would have run I have found that Latias holds a place here thanks to the fact it is a counter to Fighting-types and is resistant to Fire, Grass, Water, Electric and Psychic attacks. Trick can be used to switch held items then can be fallowed up with and attack. Draco Meteor holds top pick as it holds STAB and massive damage. Thunderbolt can be used to cripple Water-types while STAB Psychic can be used to counter Fighting-types. Surf is the best option since it can be used on Fire-types but Shadow Ball is also and option if you want a Ghost and Psychic counter. Latias earned the 6th slot thanks to it's typeing and made it easier to check the counters to the team and can inflict high damage to them at the same time.
Heatran:M-Air Balloon
Ability: Flash Fire
Nature: Modest +Sp. Atk/-ATK
EV's: 4 HP/252 Sp. Atk/252 Spe
Attacks:
~Fire Blast
~Earth Power
~Hidden Power Ice/Dragon Pulse
~Stealth Rock
Heatran holds slot one since it has better STATs then Aerodactyl did. With Air Balloon Heatran becomes immune to all Ground attacks making it much more versital. Fire Blast holds STAB as Heatrans most powerful attack next to Eruption which is only available through one of the pokemon ranger games and Overheat which is a -2 in Special Attack after use. Earth Power is a great move to use to check and inflict high damage on pokemon like Infernape and Jolteon. Hidden Power Ice and Dragon Pulse holds slot 3 since either of them provide great coverage against Dragon-types, however HP Ice does more damage to Dragonite, Flygon and Salamence then Dragon Pulse would. Stealth Rock is last since it is used to set up entry hazzards that are ment to cripple Flying and Levitating pokemon.
Heatrans Speed makes it easy to out pace but the fact it doesn't rellie on more the 1 non-attacking move makes it a much more worthy threat which can be used late and early game.
Forretress:M-Leftovers
Ability: Sturdy
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 252 HP/4 ATK/252 Sp. Def
Attacks:
~Spikes
~Rapid Spin
~Pay Back
~Toxic Spikes
One of my favorite Spinner pokemon is holding the line as toughest Defence. Forretress is meant to do 2 things: Layer Spikes and Toxic Spikes and clear entry hazzards. Rapid Spin isn't effective against Ghost-types but Pay Back can solve that problem. While it isn't as effective as other Rapin Spinners it does hold better Defence and can layer hazzards. This combined with Stealth Rock can cause large ammounts of damage without any attacks.
Blue Demon(Gliscor):M-Toxic Orb
Ability: Poison Heal
Nature: Careful +Sp. Def/-Sp. Atk
EV's: 244 HP/44 ATK/220 Sp. Def
Attacks:
~Swords Dance
~Earthquake
~Stone Edge
~Night Slash
My oldest pokemon Blue Demon is back and this time it is designed along the lines of using Poison Heal. Swords Dance gives the Attack a +2 boost and allows for hard hitting attacks. Earthquake holds STAB and can inflict heavy damage to a fair size portion of the OU metagame. Stone Edge is a great move since it can score Crittical Hits and cause descent damage to any pokemon. Finally Night Slash is here to check Ghost-types such as Jellicent and Gengar.
Jellicent:M-Leftovers
Ability: Water Absorb
Nature: Bold +DEF/-ATK
EV's: 248 HP/216 DEF/44 Spe
Attacks:
~Will-o-Wisp
~Scald
~Taunt/Shadow Ball
~Recover
One of my biggest counters to Normal attacks and Fighting attacks. Since Jellicent is designed to inflict burn and stall at the same time it proves to be a very effective wall. Will-o-Wisp is meant to inflict a burn right off the bat while Scald has the 30% chance of causeing it and holds STAB. Taunt is used to Taunt slower Jellicent and other slower pokemon. Shadow Ball is an option if a non-Taunt set is being run. Finally Recover when combined with Leftovers and Water Absorbs provides a massive HP recovery combo that can't be matched that easy.
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
~Crunch
~Rest/Ice Punch
One of the very few pokemon that I run that has a typeing that allows for a wide coverage. Bulk Up is used to increase both Attack and Defence. Drain Punch holds STAB and is used to recover HP while Crunch also holding STAB is used to clear out Ghost-types. Rest took slot 4 as a great way to recover HP and clear up Poison and Burn and other status problems. Ice Punch is an option and can be used to counter Dragon-types.
Latias:F-Choice Scarf
Ability: Levitate
Nature: Timid +Spe/-ATK
EV's: 4 HP/252 Sp. Atk/252 Spe
Attacks:
~Draco Meteor/Dragon Pulse
~Thunderbolt/Psychic
~Surf/Shadow Ball
~Trick
While not a pokemon I would have run I have found that Latias holds a place here thanks to the fact it is a counter to Fighting-types and is resistant to Fire, Grass, Water, Electric and Psychic attacks. Trick can be used to switch held items then can be fallowed up with and attack. Draco Meteor holds top pick as it holds STAB and massive damage. Thunderbolt can be used to cripple Water-types while STAB Psychic can be used to counter Fighting-types. Surf is the best option since it can be used on Fire-types but Shadow Ball is also and option if you want a Ghost and Psychic counter. Latias earned the 6th slot thanks to it's typeing and made it easier to check the counters to the team and can inflict high damage to them at the same time.