XY NU KangaStall (plz don't hate me)

QueenOfLuvdiscs

Tier 3 Audino sub
is a Tiering Contributor Alumnus
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.

the_kangaskhan_family_by_zerochan923600-d4svtah.png


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.

597.png


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.jpg


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_by_whmseik-d6yjf9q.png


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
Dragon Tail lets me get rid of the Combuskens that like to set up before they BP out into something, or even better, D-Tail the receiver of the boosts. Protect just adds to the stalling nature of the team.

spiritomb_by_drmaniacal-d4prcjz.png


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)

CryogonalWTF.jpg


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.
I'm using Haze over HP Ground as it gives me another answer to Crotomb besides Dragalge's D-Tail. Again, RS + Recover round off the moves as they provide nice support for the team.

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 :]]]
 
Last edited:
This team is easily torn apart by stallbreakers like MixMortar and Shiftry. Simply put, they 6-0 your team, as MixMortar literally only needs to EQ once to get rid of Dragalge, and from there on can start spamming Fire Blast, while Shiftry simply needs to click Knock Off to win. This team also lacks any defensive presence classic to stall, especially due to lack of recovery on the team as a whole. Overall, while the synergy appears good on paper, classic mixed wallbreakers easily tear you apart, and you lack the recovery needed to make a good full on stall team.

The easiest thing to do would be to remove Kangaskhan for Cleric Audino. Simply put, your team cannot take advantage of Kangaskhan as much as it can Audino. Kangaskhan lacks the basic defensive presence that Audino has to tank stuff like MixMortar to no end with no problems, While passing gargantuan wishes to your other pokemon such as Dragalge and Ferroseed which they really appreciate. By making this one change, you easily remove such threats, and by offering wish your team is massively patched up as now many of your defensive pokemon can heal themselves more reliably. Regenerator is also cool.

Minor Changes:
Granbull: Earthquake / Toxic > Heal Bell, as Audino can act as a better cleric by using Regenerator to pivot in and Cleric. Instead, earthquake and toxic give you slightly more offensive presence, allowing you to further stall them out since Heal Bell really is now unneeded.
Ferroseed: I feel that on your specific team, Spikes are key, as especially with Dragalge's Dragon Tail, you want to take advantage of them to rack damage quickly. For these reasons, I reccomend Spikes > Protect or Leech Seed, as you need as much residual damage as possible with stall to gain an edge.
Spiritomb: Simply put, Crotomb is better on your team. It completely 6-0s most teams leaving them rather helpless to its setup opportunities, and it can setup on so much stuff. Calm Mind / Dark Pulse / Rest / Sleep Talk lets you easily stall out the opponent late game and acts as a great Defensive Win Condition to gain a huge edge against opponents. On top of this, Rest + Sleep Talk gives your key spinblocker longevity, supporting your team more effecitvely.
Cryogonal: Defensive Cryogonal helps a lot more on your team with use of Haze > HP Ground, Leftovers. Obviously give it a SDef EV spread, but simply put, Defensive Cryogonal helps your team more consistently pivot into things such as VileToad, Special Archeops, etc. Haze is also key, as with Cryogonal's high speed, a quick haze can save your life, preventing you from getting swept by some stray sweeper.
_________
531.gif

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off / Double Edge
- Wish
- Protect
- Heal Bell
 
Cheers for all the feedback, I really appreciate all of it.

The changes I've made:
  • Spiritomb to Crotomb now as that will deffo help me out in the long run.
  • Cryogonal is now a defensive set to help support the team more, like you said.
  • Ferroseed now has Spikes over Protect.
I still really like using Granbull as the Fairy typing more useful and Kanga is staying because the team is built around her haha, but once again, thank you for the feedback
 
On ANY successful stall you NEED a wishpasser. Audino is the most fitting.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Knock Off / Double Edge
- Wish
- Protect
- Heal Bell
531.gif
how can you say no to THIS
 
Back
Top