Aids..cos you all got it aka GOTH-Zard semi stall. 40-0.

SO I originally made this team probably about 3 1/2- or whenever VI came out months ago.. gave it to a few friends **cough **cough ben gay... cough cough.. and it kinda took off like wild fire... Only reason I'm Rmt'ing is because Sugarhigh is making me.

My idea behind making this team really was to be bulkier and still have the play ability to utilize Zard-X's brutal power.

First and foremost... The main staple of this team


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Chansey (F) (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Bold Nature
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Thunder Wave/Toxic
So let me explain why I chose T-wave over toxic... in the long run I really enjoyed having priority roost and soft boiled so to speak... along with making it easier to phase for the rest of the team and allowing me to take out certain threats I otherwise might lose to being slower...

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Skelotor (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 236 Def / 248 HP / 24 Spd
Impish Nature
- Stealth Rock
- Roost
- Counter
- Defog

You will probably notice a certain chain of reassurances of me constantly saying "this is a staple," but it's definitely true. Defog to keep Based zard X or Y alive.. which ever way you decide to go. Counter to hit stuff like Chomp and other physical stall breakers. Rocks, roost are kind of self explanatory... live.. clear rocks, set rocks.. counter stuff.

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Sir Bag O'dicks (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
- Earthquake
- Haze
- Toxic
- Recover

Again, quite standard.. other than Haze. It may seem a little redundant.. but really the rest of the team obv doesn't have Unaware.. so it's my safety net of stopping a sweeper threat and prevent possible mis-plays or big damage being dealt. Earthquake basically so VVVVVVV this guy down below isn't entirely screwed by stuff named Heatran and Excadrill and Pokemon alike.

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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 40 Spd / 188 SDef / 32 Atk
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-0-Miss
Really the star of the show. I've seen people use my team and switch him out for zard Y as well to potentially break other walls... I personally like x better only because it helps soften up other potential threats so Zard can either handle or the rest of my team can. This spread maximizes it's potential for roost . Also running more Hp also maximizes Blitz spam.. if you have more questions. the video below kinda explains everything.. .


Also, another option would be to run Zard-y if you feel rotom-w and other bulky waters are a problem... although amoongus should do that job nicely...
but here's a set anyway just for shits and gigs.

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Charizard-Mega-Y @ Charizardite Y
EVs: 248 HP / 40 Spd / 124 SDef / 98 SpA
Ability: Drought
- SolarBeam
- Flamethrower
- Will-O-Wisp
- Roost
As far as the ev spread, I was still testing a bulkier spread.. not sure if this one is very conventional for it's sun cousin. But just another fun option :]

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Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Spd / 176 SAtk / 80 HP
Modest Nature
- Rest
- Psyshock
- Taunt
- Trick

This is probably my favorite set/mon on this team to be frank. The Rest is for longevity... along with the trick to basically stall break and taunt another mon into a non attacking move virtually forcing it to faint itself with the help of Shadow Tag. Then Psyshock to kill bulky mons named Mega-Venusaur. The ev spread still allows you to outspeed 8 speed Lando, 44 speed rotom.. even after the scarf is gone... Modest for warp speed blasting power of course since scarf is the item.
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Magic Johnson (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 236 SDef / 32 Def
Calm Nature
- Spore
- Clear Smog/ Sludge Bomb
- Foul Play
- Energy Ball/ Giga-Drain

Amoongus again is another staple... Really helps the team function smoothly and allows you to sort of surprise your Oppo with foul plays along with the obvious spore being quite functional as well. I go back and fourth with clear smog only because it does have a great way of working... but tbh I'm testing sludge bomb right now and it really does seem to put in more a great deal more. The Hp number optimizes the sludge regain and re generator really speaks for itself.

All in all. I'm really pretty stoked this team took off like it did. I figured I'd finally post an RMT on it just to get it out to ppl who possibly haven't "ALREADY," given it a go.
As far as the team goes, every mon works to support one another and compliment each win condition they all bring to the table.
I'm very quite satisfied with this team, and it really was my first stall I've built successfully.

Pls feel free to post any questions or concerns in the chat. Keep in my this is only my second RMT so really feed back is much appreciated :]


ALSO TY SMOGON FOR THESE BAD ASS SPRITES

 
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Yeah pretty much all of my successful teams follow the same build; Quag/Chans/Skarm, a bulky Grass, and then hard hitters / stallbreakers, one of which must have a strong Fire move. I like to use a powerful Fairy + powerful Fire type combination for the last two mons, which covers all the common Defoggers; Gothitelle + Char-X is definitely another solid option, giving you an even more overwhelming advantage against stall, in return for a lack of a revenge killer (I usually fit powerful priority, either Entei's ESpeed, Azu's Aqua Jet, or M-Mawile's Sucker Punch into one or both of the last two slots) which could hurt you somewhat against offense.

You're not weak to offense per se, but I feel like any team without a good revenge killer or at least a fast cleaner will always have some issues. You're also pretty Heatran weak, it gets momentum and lays SR against 4, even 5 members of your team if you count Zard-X, which could get seriously problematic if paired with something dangerous which gets free switches against Chansey. I always use Taunt Tran when I can fit it in which kinda fucks up this team, but I haven't seen anyone else use it recently so it's not much of an issue. You also kinda have an issue with Clefable and Latias; both have workarounds, but I've always felt that you need a way to threaten them on this build, otherwise they Cleric / Defog the hell out of you. Finally, Gyarados running Taunt / Waterfall / Bounce / DD, M-Gardevoir, MegaCham and Mega-Heracross are all massive threats, but they're all uncommon enough that I wouldn't worry too much.

Basically the main change I'd suggest would be going the more offensive route with Zard-X. Personally I'd run a bulky Dragon Dancer to better take advantage of Gothitelle's ability to trap Grounds, while still punishing HO more than your current set. In addition, having a fast cleaner alleviates your problem with Mega-wallbreakers and having no revenge killer.

For Goth, if you go with that change it could definitely be worth trying something like Grass Knot / Psyshock / HP Ice / Trick. You cover blobs still, but more importantly, you trap and take out every single bulky Ground with ease, opening enemies to a Zard sweep.

Changes in bold because people'll read it: Bulky DD Charizard-X, and Psyshock/Grass Knot/HP Ice/Trick Gothitelle.
 
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Hey! I really like your team, it has solid synergy, seems to be working well. I'm not a stall expert, so some of my suggestions and questions might seem silly, but bare with me.

First of all, I'd like to ask why you've chosen to maximize Defense and HP on Chansey? Wouldn't maximizing Defense and Special Defense be most beneficial for Chansey's bulk? Seeing as you have solid physical walls besides Chansey, I don't think losing some of the physical bulk is that hazardous. I get the idea of Haze theoretically on Quagsire, but which threats do you usually Haze? I can't think of any notable physical attackers who can't be won either by Toxic stalling, or using STABs, whereas Quagsire is hardpressed to even come on the field against boosting special attackers. I was thinking of Scald in place of Haze. And I watched the Char-X video, and it did specify on why the EVs are spread like that, but I'm still going to make a suggestion for it. I would make a spread of 248 HP / 148 SDef / 112 Spd with Careful nature, and this is the one found on the Char-X analysis on official analysis forums. Even without the Attack investment, you get all the 2HKOes you could possibly want, and the extra investment in bulk lets you still swallow the same amount of powerful special attacks. What I think is the best thing about the set, that with 112 Speed, you outspeed Gyarados and can burn him, before he has a chance to DD. Seeing as M-Gyara has Mold Breaker, your team will have a majorly hard time checking him. I also think your team could benefit from EQ, but I would put it in place of Flare Blitz. I would maybe consider trying Choice Specs on Gothitelle, as aside from Taunt + Trick strategy, Choice Specs just does a better job of killing problematic Pokemon. I also don't think HP Fighting or Ice are the most optimal choices. HP Ground could be to effectively check Heatran, which as stated above, could be problematic. Shadow Ball also could be used to hit common Defoggers and M-Gardevoir. On Amoonguss, I definitely advocate Giga Drain, as the HP you get could be invaluable. I find Foul Play to be in contradiction with Amoonguss' role. Seeing as he is a special wall, you might take too much damage before you can actually retaliate with Foul Play. If u feel like it, you could try a Double Powder set with Stun Spore replacing Foul Play. Overall, good job with the team, and I hope my few thoughts have been of help!
 
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Yeah pretty much all of my successful teams follow the same build; Quag/Chans/Skarm, a bulky Grass, and then hard hitters / stallbreakers, one of which must have a strong Fire move. I like to use a powerful Fairy + powerful Fire type combination for the last two mons, which covers all the common Defoggers; Gothitelle + Char-X is definitely another solid option, giving you an even more overwhelming advantage against stall, in return for a lack of a revenge killer (I usually fit powerful priority, either Entei's ESpeed, Azu's Aqua Jet, or M-Mawile's Sucker Punch into one or both of the last two slots) which could hurt you somewhat against offense.

You're not weak to offense per se, but I feel like any team without a good revenge killer or at least a fast cleaner will always have some issues. You're also pretty Heatran weak, it gets momentum and lays SR against 4, even 5 members of your team if you count Zard-X, which could get seriously problematic if paired with something dangerous which gets free switches against Chansey. I always use Taunt Tran when I can fit it in which kinda fucks up this team, but I haven't seen anyone else use it recently so it's not much of an issue. You also kinda have an issue with Clefable and Latias; both have workarounds, but I've always felt that you need a way to threaten them on this build, otherwise they Cleric / Defog the hell out of you. Finally, Gyarados running Taunt / Waterfall / Bounce / DD, M-Gardevoir, MegaCham and Mega-Heracross are all massive threats, but they're all uncommon enough that I wouldn't worry too much.

Basically the main change I'd suggest would be going the more offensive route with Zard-X. Personally I'd run a bulky Dragon Dancer to better take advantage of Gothitelle's ability to trap Grounds, while still punishing HO more than your current set. In addition, having a fast cleaner alleviates your problem with Mega-wallbreakers and having no revenge killer.

For Goth, if you go with that change it could definitely be worth trying something like Grass Knot / Psyshock / HP Ice / Trick. You cover blobs still, but more importantly, you trap and take out every single bulky Ground with ease, opening enemies to a Zard sweep.

Changes in bold because people'll read it: Bulky DD Charizard-X, and Psyshock/Grass Knot/HP Ice/Trick Gothitelle.


Funny you suggest that, because I changed him from a bulky DD at the last minute to this will-0 set... I actually prefer the dd set tbh and was more or less testing this. As far are the team goes, some major stall breakers such as Garchomp Mega still oppose a threat unless played properly. I appreciate your feed back, ill def try your suggestions
 
- Chansey looks good.

- Skarmory should have Brave Bird over Taunt. It's not fast enough, and Brave Bird can do serious damage.

- You should use Scald over Toxic. The high Burn chance is invaluable, and you would otherwise be walled by Talonflame. You could also use Encore.

- DDance over Will-O-Wisp any day. Use Will-O-Wisp on Charizard Y

- Charizard Y looks good.

- Gothitelle is good.

- Amoonguss is good

10/10
 
- Chansey looks good.

- Skarmory should have Brave Bird over Taunt. It's not fast enough, and Brave Bird can do serious damage.

- You should use Scald over Toxic. The high Burn chance is invaluable, and you would otherwise be walled by Talonflame. You could also use Encore.

- DDance over Will-O-Wisp any day. Use Will-O-Wisp on Charizard Y

- Charizard Y looks good.

- Gothitelle is good.

- Amoonguss is good

10/10

I'm just gonna say that will o wisp is much better on charizard x than on y so I'm not sure why you say to only use it on y. The bulky tank zard-x is one of its best sets and serves a completely different purpose than the ddance one
 
This team appears to have trouble with Knock Off Landorus, or Landorus with any team support i.e. Pursuit Bisharp to deal with Chansey. A hotfix is to run HP Ice > Rest on Goth limiting it to one kill, and/or the Zard Y replacement, but yeah... You also lose to Taunt Megavoir sans Zard Y so yeah the Zard Y replacement looks good (ofc then it's just Dauude Sandstorm's version of this).
 
This isn't Dauude's team everyone. Fingers has had it for much longer, he just saw someone else using it and changed some sets.

I've used this team a fair amount, and honestly I don't think it's very good. It doesn't really give the user room to outplay the opponent and it is very matchup based. It just straight up loses to some teams but it also beats some teams without having to do anything. It's a great team for an inexperienced player to do well with, but you won't learn much from playing with it.

I don't think there's much to be done about it in terms of team changing. I've played both variations with char-x and char-y, but it really just changes what you're weak to. I wouldn't say one variation is significantly better than the other. The Char-Y variation just straight up beats opposing stall, and Char-x does much better against those generic genie teams.
 
Right-o, so I've been using the SkarmChansQuag core for a little while now, and while this is more tailored to my team I think it could be an overall improvement.

First thing I say is replace toxic with Scald on Quag. With unaware, a burn actually makes you capable of switching into something that couldn't normally take a boosted attack. Or just take advantage of this and kill them off with Quag. Secondly, I've found theShellderSmuggler's Encore Quag to be absolutely fantastic, especially with Goth. The reason they work so well is instead of repeatedly hazing, which I find kills any sort of momentum and wastes turns, you can Encore dem boosts, switch to Goth, and Trick dat Scarf. Now they're locked into boosting permanently and literally can't do anything to you (unless they happen to be a Mega of course, but Encore is still great regardless). If you really want to be a dick, taunt 'em and watch them struggle. This actually helps against things that resist psyshock. That's for Quag.

For Skarmory, while counter is pretty neat, I think overall it's kind of silly. Brave Bird is more reliable, as you can actually hit things on the switch and you won't be 100% dead weight against any and all special attackers. I know you need defog b/c Zard, but for teams not using Zard (like my own), Toxic is a pretty neat option. Skarmory is actually very good at toxic stalling powerful physical attackers that it would normally have to whirlwind out or switch out to deal with. Things like Gyarados/Mega Gyarados get worn down rather quickly this way. I know counter is good against physical attackers, but Toxic is generally a more reliable and safer option (especially if the sweeper goes mixed, like Mega Garchomp has a tendency to do).

Lastly, for teams that don't have reliable recovery on every single team member, wish + protect can be used in place of softboiled + healbell. Not saying you should change that, I don't think you should; but it's a better option for some teams.

tl;dr chansquagskarm is super neato and I made some changes/suggestions you don't have to listen to
 
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