So this isn't my first ever team per se, but it is my first RMT and the first team where I tried really hard to actually properly build a team that might function while still including some of my favourite Pokemon. I was trying to go for a stall type of team, because I really love being able to take all the hits like they are nothing but little booboos and watch them struggle futilely. Keep in mind I'm not completely sure what stall teams entail necessarily so this might seem like a semi-stall team. (What's semi-stall mean anyway? Eh, whatever.)
This team has had mixed results. Sometimes I do extremely well and sometimes it all just flushes down the proverbial toilet. However I am still on the low ladder, I think that whenever I win it is because the opponent has weird sets. Or maybe I'm putting myself down too much. Eh, either way, if I could get some advice on how I could improve my team that would be great. I know it can be improved but at this point I'm not sure how.
If you couldn't tell by my username, Venusaur is one of my favourite starters. Blessed with an amazingly awesome, cool and cute mega evolution that is what got me into stall in the first place, he was of course the Pokemon I NEEDED to have in my team. He has amazing survivability with Leech Seed, Synthesis and Giga Drain and often forces switches in which I just leech seed whatever comes in anyway. Fully invested in special defense, he eats special attacks like yummy ice cream and can even take 2 Psyshocks from a Mega Alakazam (disclaimer: Don't keep him in on Mega Alakazam. Or any Psychic type). Plus, his sludge bombs still deal a hefty amount of damage to whatever comes in though I sometimes have been considering using Toxic instead. Once he is in, he can be a bit hard to force back out without flying or psychic moves. However, I have sometimes been considering running him to be physically defensive or mixed.
Furfrou is such an amazing physical wall and if often underestimated. His ability combined with Cotton Guard means he becomes nigh untouchable, even by fighting types. For comparison, Furfrou's uninvested Return does more damage than a Breloom's Mach Punch which only hits 27.4 - 32.4%, and even Conkeldurr's Drain Punch only does 39.8 - 46.8% if he isn't statused, and that's without Cotton Guard's +3 Defense boost! It's fairly easy to switch Furfrou in on things, get a Cotton Guard up and rest away the damage and any Toxics the enemy thinks they are so clever in using before revenging with his own and just watching them die. With a 90 base attack, his damage also isn't completely useless.
I actuallygot stole this Garchomp set from Ajwf's Terrible Triremes, because I thought it fitted in perfectly. It can switch in, scare the enemy out, set up rocks, and fire blast Ferrothorns and Skarmories which I am really scared of. Even then, he can tank hits fairly well and strike back with a powerful EdgeQuake combo. He also counters Charizard Y, a Pokemon I'm scared of, the main reason why I chose him to be specially defensive. However, he can get worn down fairly easily.
artist:Couldn't find
Good ol' Sylveon can never go wrong. With access to Wish and Heal Bell, Sylveon helps massively with supporting my teammates and keeping them healthy, and with a Pixilate Hyper Voice, Sylveon can dish some nice damage on a lot of Pokes, so making Gliscor about 10x less annoying. The defensive EVs and Nature patch up Sylveon's sub-par Defense, and similarly lets it survive 2 Psyshocks from Latios, so if played right can get the threat to my team out of the way or at least heavily cripple it. There's nothing too special to be said otherwise though, very standard Sylveon set, but standard because it does it's job well.
Rotom is always useful, and in this team he's no exception. He assists me in dealing with Talonflame, which can be difficult to deal with if Furfrou is weakened, as well as Skarmory, who is always a nuisance that Garchomp cannot always take out. Air Balloon Heatran, another big threat, is easily disposed of, resisting Lava Plume and immune to Earth Power. Another user of Will-O-Wisp heavily benefits my team, crippling physical attackers as well as racking up more damage is the best thing stall can ask for, and the Volt Switch momentum is super useful always. Pain Split is not just an unreliable recovery, but it's great for crippling Pokes to let my other teammates have an easier time dealing with them.
This team has had mixed results. Sometimes I do extremely well and sometimes it all just flushes down the proverbial toilet. However I am still on the low ladder, I think that whenever I win it is because the opponent has weird sets. Or maybe I'm putting myself down too much. Eh, either way, if I could get some advice on how I could improve my team that would be great. I know it can be improved but at this point I'm not sure how.






Kiro (Venusaur) (M) @ Venusaurite
Ability: Chlorophyll
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis
Ability: Chlorophyll
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Giga Drain
- Sludge Bomb
- Leech Seed
- Synthesis
If you couldn't tell by my username, Venusaur is one of my favourite starters. Blessed with an amazingly awesome, cool and cute mega evolution that is what got me into stall in the first place, he was of course the Pokemon I NEEDED to have in my team. He has amazing survivability with Leech Seed, Synthesis and Giga Drain and often forces switches in which I just leech seed whatever comes in anyway. Fully invested in special defense, he eats special attacks like yummy ice cream and can even take 2 Psyshocks from a Mega Alakazam (disclaimer: Don't keep him in on Mega Alakazam. Or any Psychic type). Plus, his sludge bombs still deal a hefty amount of damage to whatever comes in though I sometimes have been considering using Toxic instead. Once he is in, he can be a bit hard to force back out without flying or psychic moves. However, I have sometimes been considering running him to be physically defensive or mixed.
Emperor (Furfrou) (M) @ Leftovers
Ability: Fur Coat
Shiny: Yes
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Return
- Cotton Guard
- Toxic
- Rest
Ability: Fur Coat
Shiny: Yes
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Return
- Cotton Guard
- Toxic
- Rest
Furfrou is such an amazing physical wall and if often underestimated. His ability combined with Cotton Guard means he becomes nigh untouchable, even by fighting types. For comparison, Furfrou's uninvested Return does more damage than a Breloom's Mach Punch which only hits 27.4 - 32.4%, and even Conkeldurr's Drain Punch only does 39.8 - 46.8% if he isn't statused, and that's without Cotton Guard's +3 Defense boost! It's fairly easy to switch Furfrou in on things, get a Cotton Guard up and rest away the damage and any Toxics the enemy thinks they are so clever in using before revenging with his own and just watching them die. With a 90 base attack, his damage also isn't completely useless.
Garchomp (M) @ Leftovers
Ability: Rough Skin
EVs: 252 HP / 252 SDef / 4 Atk
Sassy Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Blast
Ability: Rough Skin
EVs: 252 HP / 252 SDef / 4 Atk
Sassy Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Blast
I actually

artist:Couldn't find
Eniripsa (Sylveon) (M) @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
Good ol' Sylveon can never go wrong. With access to Wish and Heal Bell, Sylveon helps massively with supporting my teammates and keeping them healthy, and with a Pixilate Hyper Voice, Sylveon can dish some nice damage on a lot of Pokes, so making Gliscor about 10x less annoying. The defensive EVs and Nature patch up Sylveon's sub-par Defense, and similarly lets it survive 2 Psyshocks from Latios, so if played right can get the threat to my team out of the way or at least heavily cripple it. There's nothing too special to be said otherwise though, very standard Sylveon set, but standard because it does it's job well.
WASHER (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 44 SpA / 216 SpD
Calm Nature
- Hydro Pump
- Will-O-Wisp
- Volt Switch
- Pain Split
Ability: Levitate
EVs: 248 HP / 44 SpA / 216 SpD
Calm Nature
- Hydro Pump
- Will-O-Wisp
- Volt Switch
- Pain Split
Rotom is always useful, and in this team he's no exception. He assists me in dealing with Talonflame, which can be difficult to deal with if Furfrou is weakened, as well as Skarmory, who is always a nuisance that Garchomp cannot always take out. Air Balloon Heatran, another big threat, is easily disposed of, resisting Lava Plume and immune to Earth Power. Another user of Will-O-Wisp heavily benefits my team, crippling physical attackers as well as racking up more damage is the best thing stall can ask for, and the Volt Switch momentum is super useful always. Pain Split is not just an unreliable recovery, but it's great for crippling Pokes to let my other teammates have an easier time dealing with them.
μ (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 Def / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Soft-Boiled
- Defog
After Sylveon was added, I didn't particularly need Heal Bell on Mew anymore, but it's utility was still a great boon to my team. It was swapped to a more Defensive build, Defog lets me get rid of Hazards, and Will-O-Wisp lets me status whatever doesn't get Toxic'd (besides Heatran). The speed EVs allow me to outspeed a number of threats, such as Impish Gliscor, Adamant Dragonite, and the like so I can burn or taunt them before they cause too much havoc. Though losing Psyshock makes me a bit more suspect-able to opposing Venusaurs, the added utility that Taunt and Defog brings is good enough to justify it.Ability: Synchronize
EVs: 252 HP / 148 Def / 108 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Soft-Boiled
- Defog
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