It's been a while since I've posted anything on the forums, so I thought I'd make a return. I'm really enjoying NU at the moment but when you're seeing offensive teams the majority of the time, it can get, how you'd say 'stale'. I thought stall usually works in the lower tiers quite well (it did last gen imo), so I thought I'd have a go at bringing it back.
The team was based around Toxic Spikes + Fake Out, which I love using as it really helps rack up the damage a lot, which I guess is good regardless haha. Another common problem people have when facing Stall is that it takes too long. However, they don't need to worry about that, once you've set up your hazards, Kangaskhan comes through :]
So here's the team! Once again, please don't hate me for using Stall.
Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Fake Out
- Sucker Punch
- Return
- Drain Punch
The star of the show herself! She really adds the pressure/priority that stall usually misses out and she does it beautifully. Giving her max attack makes sure she hits hard. 32 HP is used as most Kangaskhans have 40 HP (iirc) so you still have an odd HP number and you can outspeed others with the extra 8 Spe investment and, hopefully, knock them out before they do.
The moves are pretty standard, Fake Out and Sucker Punch give your team that well needed priority. Return gives you a nice powerful STAB that hurts anything that doesn't resist and Drain Punch gives you nice recovery as well as add some good coverage which can also hit Spiritomb for SE damage thanks to Scrappy.
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Rest
- Sleep Talk
- Play Rough
- Heal Bell
I absolutely LOVE this set! Rest Talk Granbull is a great wall that can switch in on physical threat, notably Sawk and Kangaskhan thanks to the introduction of Fairy typing. With Intimidate to add do it's physical bulk, it can eat up a lot of hits:
-1 252+ Atk Silk Scarf Kangaskhan Return vs. 252 HP / 252+ Def Granbull: 102-121 (26.5 - 31.5%) -- 20.2% chance to 4HKO after Leftovers recovery
-1 252+ Atk Choice Band Sawk Earthquake vs. 252 HP / 252+ Def Granbull: 101-119 (26.3 - 30.9%) -- 6.3% chance to 4HKO after Leftovers recovery
+1 252+ Atk Feraligatr Waterfall vs. 252 HP / 252+ Def Granbull: 160-190 (41.6 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
As you can see, the bulk is real!!
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Spikes
- Gyro Ball
Ferroseed is very underused in the NU tier I believe. It makes a great Feraligatr check, being able to eat up the hits whilst you wear it down with Leech Seed + Iron Barbs. It can also set up Stealth Rocks which is always nice when playing stall. Gyro Ball just allows to hit all the faster pokemon then you can switch into a check to the pokemon they have out, but more importantly, it hits Slurpuff for some nice damage.
Spikes really help get that extra damage in + hit the annoying Poison and Steel-types in the tier.
The 48 SpD investment allows me to not get OHKO'd by +1 Slurpuff's Flamethrower
0 Atk Ferroseed Gyro Ball (150 BP) vs. 248 HP / 252+ Def Slurpuff: 150-176 (40.8 - 47.9%) -- 56.6% chance to 2HKO after Stealth Rock
0 Atk Ferroseed Gyro Ball (150 BP) vs. 0 HP / 0 Def Slurpuff: 212-252 (69.5 - 82.6%) -- guaranteed 2HKO after Stealth Rock
(This calcs takes Unburden into account)
Dragalge @ Black Sludge
Ability: Poison Point
EVs: 232 HP / 8 SpA / 252 SpD / 16 Spe
Calm Nature
- Toxic Spikes
- Dragon Tail
- Protect
- Sludge Bomb
Fire-type attacks? What are they?
Dragalge is a great special wall and when you pair it with Ferroseed and Granbull, you've got yourself a great defensive core. The EVs look a bit weird, so I'll explain my reasoning behind then:
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Dark Pulse
Completely changed the set to Crotomb, as a win condition was definitely needed on the team + Rest gives my spinblocker that extra longevity the team needs. 0 atk IVs because it doesn't need them and makes the rare Foul Play do barely anything.
Keeping Infiltrator on the set as I wanna be able to hit through the Subs + dual Screens that seem to be getting more popular in the tier.
(The annoying thing was that this was Gothorita, but then UU stall players were salty that it beat their teams, so Shadow Tag got banned)
Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Timid Nature
- Freeze-Dry
- Haze
- Rapid Spin
- Recover
The EVs look like they're everywhere but here's my reasoning for these:
So yeah, here's the team. Give it a go and tell me how it works for you guys and any changes that should you think should be necessary.
http://pastebin.com/GrHyAF0k <--- Here's the pastebin for the team as well, because I'm nice :]]]
The team was based around Toxic Spikes + Fake Out, which I love using as it really helps rack up the damage a lot, which I guess is good regardless haha. Another common problem people have when facing Stall is that it takes too long. However, they don't need to worry about that, once you've set up your hazards, Kangaskhan comes through :]
So here's the team! Once again, please don't hate me for using Stall.
Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Fake Out
- Sucker Punch
- Return
- Drain Punch
The star of the show herself! She really adds the pressure/priority that stall usually misses out and she does it beautifully. Giving her max attack makes sure she hits hard. 32 HP is used as most Kangaskhans have 40 HP (iirc) so you still have an odd HP number and you can outspeed others with the extra 8 Spe investment and, hopefully, knock them out before they do.
The moves are pretty standard, Fake Out and Sucker Punch give your team that well needed priority. Return gives you a nice powerful STAB that hurts anything that doesn't resist and Drain Punch gives you nice recovery as well as add some good coverage which can also hit Spiritomb for SE damage thanks to Scrappy.
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Rest
- Sleep Talk
- Play Rough
- Heal Bell
I absolutely LOVE this set! Rest Talk Granbull is a great wall that can switch in on physical threat, notably Sawk and Kangaskhan thanks to the introduction of Fairy typing. With Intimidate to add do it's physical bulk, it can eat up a lot of hits:
-1 252+ Atk Silk Scarf Kangaskhan Return vs. 252 HP / 252+ Def Granbull: 102-121 (26.5 - 31.5%) -- 20.2% chance to 4HKO after Leftovers recovery
-1 252+ Atk Choice Band Sawk Earthquake vs. 252 HP / 252+ Def Granbull: 101-119 (26.3 - 30.9%) -- 6.3% chance to 4HKO after Leftovers recovery
+1 252+ Atk Feraligatr Waterfall vs. 252 HP / 252+ Def Granbull: 160-190 (41.6 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
As you can see, the bulk is real!!
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Spikes
- Gyro Ball
Ferroseed is very underused in the NU tier I believe. It makes a great Feraligatr check, being able to eat up the hits whilst you wear it down with Leech Seed + Iron Barbs. It can also set up Stealth Rocks which is always nice when playing stall. Gyro Ball just allows to hit all the faster pokemon then you can switch into a check to the pokemon they have out, but more importantly, it hits Slurpuff for some nice damage.
Spikes really help get that extra damage in + hit the annoying Poison and Steel-types in the tier.
The 48 SpD investment allows me to not get OHKO'd by +1 Slurpuff's Flamethrower
0 Atk Ferroseed Gyro Ball (150 BP) vs. 248 HP / 252+ Def Slurpuff: 150-176 (40.8 - 47.9%) -- 56.6% chance to 2HKO after Stealth Rock
0 Atk Ferroseed Gyro Ball (150 BP) vs. 0 HP / 0 Def Slurpuff: 212-252 (69.5 - 82.6%) -- guaranteed 2HKO after Stealth Rock
(This calcs takes Unburden into account)
Dragalge @ Black Sludge
Ability: Poison Point
EVs: 232 HP / 8 SpA / 252 SpD / 16 Spe
Calm Nature
- Toxic Spikes
- Dragon Tail
- Protect
- Sludge Bomb
Fire-type attacks? What are they?
Dragalge is a great special wall and when you pair it with Ferroseed and Granbull, you've got yourself a great defensive core. The EVs look a bit weird, so I'll explain my reasoning behind then:
- Max SpD because we want the bulk
- 16 Spe allows me to outspeed base 45 pokes as well has try to 'speed creep' a couple of them
- 232 HP gives it 329, which in case you get burned, will give you the max number of turns to survive as 328 is a multiple of 8
- The final 8 EVs I just put into SpA to make Sludge Bomb that tiny bit stronger
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Dark Pulse
Completely changed the set to Crotomb, as a win condition was definitely needed on the team + Rest gives my spinblocker that extra longevity the team needs. 0 atk IVs because it doesn't need them and makes the rare Foul Play do barely anything.
Keeping Infiltrator on the set as I wanna be able to hit through the Subs + dual Screens that seem to be getting more popular in the tier.
Cryogonal @ Leftovers
Ability: Levitate
EVs: 248 HP / 100 SpA / 104 SpD / 56 Spe
Timid Nature
- Freeze-Dry
- Haze
- Rapid Spin
- Recover
The EVs look like they're everywhere but here's my reasoning for these:
- Max HP to keep in around longer
- 56+ Spe outspeeds base 80 pokemon in the tier w/ +Spe Natures
- 100 SpA means that Shiftry gets OHKO'd by Freeze-Dry after SR + 1 Spike and it also adds a bit of extra power to the team.
- The remaining 104 EVs go into SpD to keep it that bit bulkier, and investing them into Def isn't worth it in the slightest imo.
So yeah, here's the team. Give it a go and tell me how it works for you guys and any changes that should you think should be necessary.
http://pastebin.com/GrHyAF0k <--- Here's the pastebin for the team as well, because I'm nice :]]]
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