This is the first RMT I have posted in about two years so expect it to be a little... rough. Also I had a Tentacruel but Jukain killed it.
Anyhow my favorite play style has always been stall. Offense is fun but I feel much less in control when I am forced to bet the outcome of a game on Tyranitar's Stone Edge or Latios Meteors not missing. What I have the most trouble with when I play stall is chip damage wearing down my walls, probably more than actual attacks. So I built this team to be as resistant to residual damage as I can. I originally had Aegislash on this team but with his banning I needed a replacement to try and handle Mega Gardevoir. I tried Skarmory, Scizor, and even defensive Charizard Y before coming full circle and just using Aegi's pre-evolution Doublade. I haven't played very much 6th gen so while this team isn't exactly game breaking it is the most successful team I have used this gen. I played 50 matches with it today and won 46 of them (which is not even close to what I need to get anywhere near the leaderboard) so it seems to fare decently in most matches. Due to Regenerator, Toxic Heal, Wish, and four status absorbers I feel like this team can deal with hax fairly well. A few downsides is that I have trouble with Knock Off. My only Knock Off switch in is Gliscor who can sort of screw himself over if he loses Toxic Orb and later in the match I have to Heal Bell. I also have some trouble with Swords Dance Mega Scizor unless I can burn it. I won't rant on any more. I like this team but it certainly has a long way to go to become better.
Though this is to be used on Pokemon Showdown and thus must conform to Smogon bans and clauses I also want this to be a Wifi team. Due to the fact that it will mostly play IRL friends who are not fully competitive this team may have no legends. Not to mention getting good IVed legends is relatively difficult. Also due to this being a Wifi team I need to be at least somewhat prepared for things banned by Smogon such as Aegislash, Blaziken, and M Kanga.
@ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Toxic
- Seismic Toss
First up is a staple on stall. Chansey basically ignores special attacks. Things that would otherwise be devastating like Greninja and Charizard Y are useless vs Chansey. Due to Chansey's bulk I decided to run Stealth Rocks here. In long games I have sometimes wished I ran Blissey due to Lefties recovery somewhat negating the damage from Stealth Rocks (Chansey switch ins are often obvious and I have been on the butt end of double switches numerous times) as well as not minding Knock Off as much but Chansey's extra physical bulk lets it take on Psyshock and Kyurem B. Toxic is nice to give the dick to Rotom W, Landorus, and a few others. Seismic Toss gives Chansey some decent damage output. I max Defense and SP Defense because I am lazy and unoriginal. Max Special Defense helps retain Chansey's Special walling abilities even if Eviolite gets Knocked Off by some mixed fucker like Venu, Lando, or Thundurus. 4 EVs in speed because I hate speed ties and maybe one in a thousand games it will actually help when I finish off a 0 Speed Mawile or Azumarill.
@ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
Relaxed / Brave Nature
IVs: 0 Spe
- Gyro Ball
- Toxic
- Rock Slide / Rest
- Pursuit / Sleep Talk
This was originally Aegislash, who was banned. I tried to find something that could simultaneously counter or check Heracross, Gardevoir, Latios, Terrakion, Pinsir, and Medicham. The closest I had was Mega Scizor but that left me pretty much 6-0ed against and Mega Pinsir that managed to avoid a Scald Burn (which it always did). I thought Doublade would be dead weight in most games. Only seeing use against a few stallbreaker threats but in practice Doublade has been useful almost every single match. Its bulk is obscene. With the EVs I am using it reaches 322 / 553 / 295 defenses. This is enough to shrug off pretty much any resisted hit. I know I can run 16 def EVs to hit a jump point but the difference is unnoticeable while putting the 12 EVs in SP def improves it by 1%, which helps avoid a 3HKO by Mega Gardevoir. Gyro Ball out damages Iron Head on anything with like 80 base speed uninvested and base 50 with 252 EVs. Toxic hits a few important switch ins like Charizard, Gyarados, and Garchomp. Rock Slide blasts Pinsir, Charizard and Talonflame while Pursuit punishes Gardevoir / Medicham for switching and keeps me from getting wrecked by Gothitelle too hard.
@ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Earthquake
- Taunt
- Knock Off
- Roost
Gliscor is one of the most reliable team members due to how easy it is to just sweep entire teams if they don't have Gliscor / Skarmory. SP Def EVs allows it to tangle with Landorus and Gengar. I'm running Knock Off to beat Gengar and also remove Ferrothorn's Lefties which greatly helps in wearing down that stupid durian. If SD Scizor ever becomes too much of a threat I can just run Fire Fang > Knock Off. 80 speed outruns Adamant Bisharp so I can avoid being crushed by +2 Iron Head and helps beat other Gliscor. I'm running Taunt to somewhat slow down Skarmory, Ferro, and Suicune.
@ Venusaurite
Ability: Chlorophyll
EVs: 164 HP / 244 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
I had Tentacruel here but I needed some way around Suicune and SD Scizor. Offensive Mega Venu puts a lo of pressure on the opposing team and while it lacks the defense of some Venus it still has a ton of natural bulk. Modest nature helps overpower CM Suicune while speed EVs outrun BD Azumarill.
@ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Calm Mind
- Moonblast
CM LO Magic Guard Clefable is a fun time, completely punching holes in certain teams. Life Orb recoil is negated and after even 1 Calm Mind the damage can be pretty decent. Flamethrower gives me a good offensive option against Ferro and Scizor (Mega Scizor's BP caps at only around 60%) while Moonblast covers pretty much everything else.
@ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Scald
- Toxic
- Wish
- Protect
Alomomola basically doesn't care about damage. With its massive HP and okay defense it can walk in on a Band Terrakion Close Combat, Protect, and switch out with virtually all of the damage recovered. +1 Tyranitar and Charizard X both 3HKO while fish poisons them and stalls them out. Alomomola passes very big Wishes to its teammates as well. I would like to run Knock Off or Mirror Coat here but I don't really have room for either one. I considered running Quagsire but that would mostly just help with Mega Scizor, but leave me completely fucked by Mega Gyarados.
Problem 'mons
- Bisharp. Gliscor can beat it as long as doesn't eat a +2 Sucker Punch (which it generally doesn't because everyone expects Sub). Fish can sort of stall it out. Still annoying.
- Gothitelle - It's pretty hard to not beat stall if you use Gothitelle.
- Suicune - Venusaur beats it but it has a decent chance or wearing it down over a long game.






Anyhow my favorite play style has always been stall. Offense is fun but I feel much less in control when I am forced to bet the outcome of a game on Tyranitar's Stone Edge or Latios Meteors not missing. What I have the most trouble with when I play stall is chip damage wearing down my walls, probably more than actual attacks. So I built this team to be as resistant to residual damage as I can. I originally had Aegislash on this team but with his banning I needed a replacement to try and handle Mega Gardevoir. I tried Skarmory, Scizor, and even defensive Charizard Y before coming full circle and just using Aegi's pre-evolution Doublade. I haven't played very much 6th gen so while this team isn't exactly game breaking it is the most successful team I have used this gen. I played 50 matches with it today and won 46 of them (which is not even close to what I need to get anywhere near the leaderboard) so it seems to fare decently in most matches. Due to Regenerator, Toxic Heal, Wish, and four status absorbers I feel like this team can deal with hax fairly well. A few downsides is that I have trouble with Knock Off. My only Knock Off switch in is Gliscor who can sort of screw himself over if he loses Toxic Orb and later in the match I have to Heal Bell. I also have some trouble with Swords Dance Mega Scizor unless I can burn it. I won't rant on any more. I like this team but it certainly has a long way to go to become better.
Though this is to be used on Pokemon Showdown and thus must conform to Smogon bans and clauses I also want this to be a Wifi team. Due to the fact that it will mostly play IRL friends who are not fully competitive this team may have no legends. Not to mention getting good IVed legends is relatively difficult. Also due to this being a Wifi team I need to be at least somewhat prepared for things banned by Smogon such as Aegislash, Blaziken, and M Kanga.

Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Toxic
- Seismic Toss
First up is a staple on stall. Chansey basically ignores special attacks. Things that would otherwise be devastating like Greninja and Charizard Y are useless vs Chansey. Due to Chansey's bulk I decided to run Stealth Rocks here. In long games I have sometimes wished I ran Blissey due to Lefties recovery somewhat negating the damage from Stealth Rocks (Chansey switch ins are often obvious and I have been on the butt end of double switches numerous times) as well as not minding Knock Off as much but Chansey's extra physical bulk lets it take on Psyshock and Kyurem B. Toxic is nice to give the dick to Rotom W, Landorus, and a few others. Seismic Toss gives Chansey some decent damage output. I max Defense and SP Defense because I am lazy and unoriginal. Max Special Defense helps retain Chansey's Special walling abilities even if Eviolite gets Knocked Off by some mixed fucker like Venu, Lando, or Thundurus. 4 EVs in speed because I hate speed ties and maybe one in a thousand games it will actually help when I finish off a 0 Speed Mawile or Azumarill.

Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
Relaxed / Brave Nature
IVs: 0 Spe
- Gyro Ball
- Toxic
- Rock Slide / Rest
- Pursuit / Sleep Talk
This was originally Aegislash, who was banned. I tried to find something that could simultaneously counter or check Heracross, Gardevoir, Latios, Terrakion, Pinsir, and Medicham. The closest I had was Mega Scizor but that left me pretty much 6-0ed against and Mega Pinsir that managed to avoid a Scald Burn (which it always did). I thought Doublade would be dead weight in most games. Only seeing use against a few stallbreaker threats but in practice Doublade has been useful almost every single match. Its bulk is obscene. With the EVs I am using it reaches 322 / 553 / 295 defenses. This is enough to shrug off pretty much any resisted hit. I know I can run 16 def EVs to hit a jump point but the difference is unnoticeable while putting the 12 EVs in SP def improves it by 1%, which helps avoid a 3HKO by Mega Gardevoir. Gyro Ball out damages Iron Head on anything with like 80 base speed uninvested and base 50 with 252 EVs. Toxic hits a few important switch ins like Charizard, Gyarados, and Garchomp. Rock Slide blasts Pinsir, Charizard and Talonflame while Pursuit punishes Gardevoir / Medicham for switching and keeps me from getting wrecked by Gothitelle too hard.

Ability: Poison Heal
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Earthquake
- Taunt
- Knock Off
- Roost
Gliscor is one of the most reliable team members due to how easy it is to just sweep entire teams if they don't have Gliscor / Skarmory. SP Def EVs allows it to tangle with Landorus and Gengar. I'm running Knock Off to beat Gengar and also remove Ferrothorn's Lefties which greatly helps in wearing down that stupid durian. If SD Scizor ever becomes too much of a threat I can just run Fire Fang > Knock Off. 80 speed outruns Adamant Bisharp so I can avoid being crushed by +2 Iron Head and helps beat other Gliscor. I'm running Taunt to somewhat slow down Skarmory, Ferro, and Suicune.

@ Venusaurite
Ability: Chlorophyll
EVs: 164 HP / 244 SpA / 100 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
I had Tentacruel here but I needed some way around Suicune and SD Scizor. Offensive Mega Venu puts a lo of pressure on the opposing team and while it lacks the defense of some Venus it still has a ton of natural bulk. Modest nature helps overpower CM Suicune while speed EVs outrun BD Azumarill.

@ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Calm Mind
- Moonblast
CM LO Magic Guard Clefable is a fun time, completely punching holes in certain teams. Life Orb recoil is negated and after even 1 Calm Mind the damage can be pretty decent. Flamethrower gives me a good offensive option against Ferro and Scizor (Mega Scizor's BP caps at only around 60%) while Moonblast covers pretty much everything else.

Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Scald
- Toxic
- Wish
- Protect
Alomomola basically doesn't care about damage. With its massive HP and okay defense it can walk in on a Band Terrakion Close Combat, Protect, and switch out with virtually all of the damage recovered. +1 Tyranitar and Charizard X both 3HKO while fish poisons them and stalls them out. Alomomola passes very big Wishes to its teammates as well. I would like to run Knock Off or Mirror Coat here but I don't really have room for either one. I considered running Quagsire but that would mostly just help with Mega Scizor, but leave me completely fucked by Mega Gyarados.
Problem 'mons
- Bisharp. Gliscor can beat it as long as doesn't eat a +2 Sucker Punch (which it generally doesn't because everyone expects Sub). Fish can sort of stall it out. Still annoying.
- Gothitelle - It's pretty hard to not beat stall if you use Gothitelle.
- Suicune - Venusaur beats it but it has a decent chance or wearing it down over a long game.
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