acc no.1
acc no.3 (96% win rate)
I decided to try my hand at the PULT and realized just how out of touch I was with the current PU metagame. I got demolished for the first 3 cycles, barely able to pass 1400.
I decided to experiment with stall seeing as almost everyone uses solid balance teams and/or hyper offense (usually on the lower end of the ladder who tend to use unorthodox HO which usually ends up killing itself).
Phase 1) I wanted something on my stall team to help with my Froslass matchup and also deal with Steel and Rock-type Pokemon. Additionally something which can help me checking Water-types.
Thus, I chose Abomasnow. This Pokemon worked very well for a while, helping me climb from 1000 -> 1350.
However, my team still didn't have something to deal with bulky set up CM seed users so I changed this to Articuno and never looked back.
On paper, this team looks like it gets mauled by hazards however the ironic thing is the most convincing wins I managed to get were vs full hazard stack balance teams.
------------------------------------Onto the team------------------------------------
ADAMANTINE KATA (Audino) (M) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
EVs: 216 HP / 40 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Knock Off
- Toxic
Audino really helps vs the myriad of special attackers in the tier. Without this beast, Charizard would prove to be quite annoying. I tend to play with this Pokemon very aggressively, going for early Knock Offs and baiting the opposing Scarfty/Aromatisse/Silvally to come out. Not only does this let me adjust my gameplan depending on what Silvally we are facing (Upon the Silvally coming in on Audino, I can protect/switch out and they usually reveal one of their moves - most often than not they reveal a move that helps me identify their set).
The double Wish cycle that I have on this team is quite punishing and if you get yourself in a loop then you can more or less get in a few knock offs with Wish and then start to set up hazards.
Toxic is great vs pretty much anything as it forces players to use their Heal Bell / Aromatherapy in tandem with being pressured by hazards.
EVs let you live LO Fishious Rend from Arctovish if God forbid you need to knock off or Toxic it in a last ditch effort.
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JELLYFISH CLUTCH (Articuno) @ Heavy-Duty Boots
Ability: Pressure
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Freeze Dry
- Defog
- Roost
- Haze
This is most likely the MVP on the team. It sits on half the tier without giving a toss about what they run. Haze allows me to avoid that end game demise vs grassy seed Pokemon and the PP is great in tandem with Pressure. Freeze Dry is an absolute god send and lets me threaten Water types and deal decent damage to Articuno's soft offensive checks. Speed is for modest max speed water spout Jellicent. Outpacing the weird awkward Jolly Marowak and Band Adamant Arctovish is cool as well. In most games I do not bring this Pokemon in until it is absolutely needed. I have overloaded on Pokemon that trash Grass-types which is important for stall since they usually carry moves that can break stall apart. Articuno Galar is handled very well thanks to this demon. Ensure that you don't switch it in recklessly vs the likes of Specs Mespirit / Ribombe lest they Trick you and then you're really screwed.
One of the savage loops I tend to create is:
1) Audino Knock off the incoming Scrafty.
2) Go into Qwil as they Knock or Poison Jab and then set up as they switch out to Weezing / Ferroseed etc.
3) Go to my Miltank and get up SR as they either spike / leech speed / toxic spike (I got sap sipper so suck on that,...)
4) They go back to their Fighting type, I can now absorb T Spikes if needed or to Aroma to start the wish pass cycle while hazards punish them.
5) Force them to eventually defog with Whims/Zard and Either Knock or Toxic the defogger.
6) Rinse and repeat (you still have Quag and Articuno untouched and not revealed set-wise so you can see how you still control the end game pretty damn well).
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IRON FINGERS (Miltank) @ Heavy-Duty Boots
Ability: Sap Sipper
Shiny: Yes
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Milk Drink
- Stealth Rock
- Seismic Toss / Body Press
- Toxic
This slot was originally for Corsola-G however I was very weak to Grass spam. This change was the main reason why I went undefeated in 27 games in a row.
Miltank is nice in that it has decent special defense so it is very safe to use it as a lead bar when the opponent has a Passimian.
This Pokemon gets up hazards and with Toxic, it tends to pressure any defogger. Additionally it came in clutch when someone tried to use the demonic Ghost-vally with Swords Dance / Multi Attack / Flame Charge / Grass Pledge which took my Quagsire to the afterlife.
I use a Physically-defensive set rather than Sp.Def since I can now act as a backup soft check to Perrserker (taking less than half most of the time from Iron Head and absorbing Seed Bomb) in addition to taking less than half from choice band Trevenant Drain Punch which is important. I have never had to use this vs any special attacker anyways since Audino and Articuno cover them with ease.
Body Press can be used to really nail Steel-Types and pressure opposing Audino.
So yes, this Pokemon is absolutely amazing and it is a shame that it isnt used more on stall teams.
----------------------------
WEEPING WILLOW (Qwilfish) (M) @ Rocky Helmet
Ability: Poison Point
Shiny: Yes
EVs: 232 HP / 148 Def / 128 Spe
Jolly Nature
- Spikes
- Pain Split
- Waterfall / Poison Jab
- Destiny Bond
Qwilfish performs a million roles in one however due to the fantastic team support, it never feels overwhelmed which is the main thing here. It helps create the dreaded wish-knock-hazard-rinse-repeat loop that just dismantles balance teams while acting as a check to Physical attackers and absorbing Toxic Spikes. Nothing much to say apart from try not to stay in on Charizard while predicting it to defog so you can hit it with Waterfall. it is not worth it, for starters you dont come close to killing it and secondly Hurricane just puts you to sleep. Charizard will NEVER Toxic you as you switch out to Audino so it is the best play to make and then you can stomach the Hurricane and Knock/Toxic start the Wish loop etc if it Defogged. I wanted to use Toxic Spikes at one point but with Weezing being top 10 Pokemon in the tier there is no point and the less times I can force Weezing to come in, the better (i.e. there are other Pokemon on the opponents team that I like to lure in which help me much more than luring in Weezing). I outpace Adamant Gallade who is quite common nowadays and can proceed to either Revenge Kill it or Destiny Bond. You can opt for a faster spread and outpace Jolly as well.
---------------------------------
FIRE WATER (Quagsire) (M) @ Heavy-Duty Boots
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Ice Punch / Liquidation
- Recover
- Curse
Seeing Quagsire on my team always fills me with confidence since I know it WILL be pivotal in my win. The cycle I mentioned a few times earlier that I try to get going allows me to dispatch of the opposing Whimsicott mid-game and other special attackers. This means that Quagsire finds itself in a position to actually sweep at the end of the game. This set has helped me so much vs dual boosting Cofagirus as well who to be fair is not a pain with Articuno there but knowing that you have more than one Pokemon to deal with it means that I can afford to let Articuno die and still win the endgame. Try to conserve Quagsire as much as you can via Wish support and letting Qwilfish and Miltank also share some of the load of checking/countering physical attackers. Standard EVs. I did not want to use sp.def variant since by the time this thing starts, hard hitting Sp.Attkers are dead anyways. You also have a high change of living the demonic choice band seed bomb Morpeko if it comes down to it but I dont think it should ever come down to it.
----------------------
POSSESSING SPIRIT (Aromatisse) (M) @ Leftovers
Ability: Aroma Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
The gate-keeper of this team. Synergy between this and Audino is amazing and Aromatisse finds many chances to come in to the field. This Pokemon also helps me take on the hard hitting fighting-types of the tier (think Reckless Hitmonlee / Hitmontop / Sawk / Passimian). I avoid sending this out on pivoting Bulky Pokemon such as Lanturn and WishiWashi. Use Audino for that or heck even Articuno. Bog standard EVs to help it stomach many hits. Truly a terror.
Unlike every other stall I built in the previous metagames, this one is actually alot of fun and you can exert alot of pressure yourself if you make a solid gameplan. There are many "backup" plans you can fall on if you get crit etc so that is great.
Weakness:
Raichu + other wallbreakers: You have to really plan ahead and avoid situations where Raichu comes in on something like Qwilfish.
Mold Breaker Boosting Throh + Other Fighters to lure and kill Aromatisse by overloading it.
Importable: https://pokepast.es/e3897e6b940c64a7
New Importable with turbo-Fish to outpace jolly SD Gallade and with Scald to spread burns: https://pokepast.es/650bf64b414e7c25
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