The Classy Prankster Stall

So after fooling around for a while with different variations this is a team I came up with:
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Espeon @ Leftovers
Ability: Magic Bounce
EVs: 200 HP / 188 Def / 120 Spe
Bold Nature
IVs: 2 Atk / 30 SAtk / 30 Spe
- Baby-Doll Eyes
- Morning Sun
- Grass Knot
- Hidden Power [Fire]

Breakdown: So I did have an entirely different and weird setup, but after learning about Baby Doll eyes that's solved all my problems. The idea is to use Baby Doll eyes on the first turn against the relevant pokemon (namely Hippowdon and Ferrothorn) and then take it out in subsequent turns, healing when necessary - for Forretress, Mamoswine and Skarmory you shouldn't need this first step. The EVs are based on outspeeding a Jolly 252 Spe Mamoswine and surviving the attacks (EQ then Ice Shard) of an Adamant 252 Mamoswine whilst 2HKOing with Grass Knot. It won't be able to survive Galvantula but my team doesn't suffer from the effects of Sticky Web (flyers, levitators or pokemon with low speed anyway), Tyranitar is also going to kill it but Sableye can deal with him. My team doesn't suffer too greatly from residual hazards anyway (unless it's three levels of spikes, or toxic spikes), but it is nice to get them out of the way and rebuff status moves. The IVs are for full power HP Fire whilst minimising attack, in case Foul Play comes up which it often does.

Synergy: It's nice to not have status on your stall pokemon or have to contend with hazards, plus having Baby Doll eyes means I can suicide Espeon when the need arises to pave the way for something else (or just lower their attack to hilarious levels). Grass Knot lets it handle annoyances like Gastrodon and Quagsire when they occasionally rear their ugly heads.


Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Foul Play
- Swagger
- Substitute
- Thunder Wave

Breakdown: This set is great, as very few people know what to do with it. If you didn't know already, the idea is to Thunder Wave pokemon you can take hits from or - if you're desperate - Swagger pokemon you can't take hits from and who will OHKO (as a worse case scenario, not your go-to option). On the second turn, use the other status move when applicable (not when they have Own Tempo or ground/electric type respectively) and on the third set up a sub. Keep trying to sub until it sticks, confusing again when necessary, and then Foul Play. Rinse and repeat, once you're actually behind the sub your troubles are somewhat over. If you see a known Knock Off user (Tentacruel or Mandibuzz) or WoW user always sub first, their resisted dark type move won't break your sub anyway but this set is ruined by loss of its leftovers or by a burn.

Though this set relies on chance, it's really controlled chance - if you can take the alternate pokemon's hit and have reduced its chance of hitting by 50% on the first turn then you're set. Next with confusion that becomes 75%. Your subs have priority, so you won't have to suffer more than 25% of its boosted attack from your health. With Klefki's natural bulk the chances of all this happening are quite good.

Synergy: Can switch in easily on fairy moves directed at Sableye, grass moves directed at Rotom-W or dragon moves directed at Noivern and can switch out easily to Rotom-W and Noivern to cover its ground and fire weakness (always initially switching to Rotom-W due to its nice bulk, unless I see a Mold Breaker). Also, completely eliminates the problem of Dragon Tail phazing if they lack fire moves. Chansey can further wall most special attacks, and can alleviate any status it may be afflicted with that would prevent stalling. When Klefki does fall, Sableye or Chansey can revenge kill the paralysed foe with Foul Play or Seismic Toss. Also, opponents don't like to deal with two Pranksters in my experience - they'll have a contingency for one but not two.

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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Recover
- Foul Play

Breakdown: You know the drill, burn physical attackers with WoW (now with pretty great accuracy, and even when it doesn't land Sableye can usually manage) then either stall them out with recover or finish them off with Foul Play; the amount of people who SD to overcome the burn only to be wiped out by Foul Play is astonishing. Defense investiture as Chansey or Klefki are there to take the special hits not Sableye. Really does a number on most megas not called Mega Mawile (notably including Mega TTar who it can stop SRing with Taunt), also makes for a nice ghost counter. Taunt stops BP chains dead in their tracks, and also stops phazers.

Synergy: As mentioned, Klefki covers its fairy weakness. Sableye covers Chansey's fighting weakness very nicely.

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Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Aromatherapy

Breakdown: I was having a lot of problems with Rotom-W, then in comes Chansey to make all my problems go away. Chansey clerics for the team (absolutely vital) and can absorb status if I predict it, it's also a vital stall component in and of itself. As I mentioned it can also take care of any dirty messes Klefki leaves so long as they are paralysed.

Synergy: Can swap out to Sableye when the need arises, but with its defense it's fine with a lot of physical Fighting hits so long as they aren't STABed. General sponge for special attacks, and can take out Rotom-W (so long as it doesn't have trick, which isn't very common). Did I mention Chansey is a cleric?

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Noivern @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Focus Blast
- Switcheroo

Breakdown: Noivern comes in very handy, able to both revenge kill or neutralise threats with Switcheroo behind subs with Infiltrator who might stop the stall (Gliscor with Draco Meteor and Trevenant with Flamethrower, or BPers). It can also neutralise other annoying pokemon, such as Clerics. Unlike Rotom-W, Switcheroo isn't walled by dark types which is something else useful about Noivern. Hits dragons hard when you need it, a Timid nature is absolutely necessary to outspeed Greninja and OHKO in most cases. Focus Blast will be useful for when Heatran comes into play.

Synergy: There to remove the problems blocking a stall, and to hit hard when the need requires - especially on dragons like Charizard-X who would otherwise avoid the burn. Not much more to say here.

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Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Dark Pulse
- Trick

Breakdown: Another Trick user to ensure I can take out a cleric, if the opponent is clever they might switch out their cleric when I try to Trick or Switcheroo them first time round - Rotom-W gives me another shot at it. Rotom-W is also a very good Talonflame and Gliscor counter, and can tag team with Noivern to take out Charizard-Y (who would ordinarily cause problems for the team) by Volt Switching before it lands SolarBeam and letting Noivern finish it off with Draco Meteor (the main reason I'm running Scarf instead of Specs). Dark Pulse is really there just because, any suggestions on what I should change it to? It goes without saying that Rotom-W has pretty nice bulk.

Synergy: Helps with Klefki's weaknesses, and has its own grass weakness covered by a whole variety of other mons here. Trick again needed to neutralise difficult pokemon.

Problems for the Team: Trick users can be an issue if they land on my Chansey, hopefully with prediction I can switch in Noivern and Rotom-W. The only real problem is, as my dedicated Rotom-W counter is Chansey, she might get tricked inadvertently - still this team should be able to manage most of the time if that is the case. Hydration Rain Dance Goodra can also be a huge annoyance, but a Trick or Switcheroo would stop its fun and then you can stall it out once the rain stops like anything else. I also might run into problems with ground types who's attack I've boosted with Klefki if I'm not careful, I used to use Unaware mons in the place of Chansey to stop this problem but decided Chansey is in most cases a better wall.

Thoughts? Be as scathing as you like.
 
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I like to use Knock Off instead of Foul Play on Sableye. Of course this is highly situational, but it can be really great at key moments, such as when you scare something out with Will-O-Wisp or Taunt, and then procede to knock off the incoming switch in. This does leave you slightly screwed against Mega Mons though, Ive gotten screwed over by incoming Mega Zard Y. It does do wonders against stuff like Heatran though, which really does like its air balloon/leftovers/etc.
 
Your team lacks a heavy hitter and will have a very hard time getting past chansey, megavenusaur and stuff like that. I also ran a Prankster team and I have found out that without hazards your oponnent can just switch in and out two pokemon with leftovers that take minimal damage from foul play and bascially pp stall your swaggers/foul plays.

I would replace espeon with some dangerous set up sweeper that can benefit from the paralysis and is able to wreck a team if it manages to set up on a para-confused pokemon. Bellydrum Azumarill is a good example.
 
Thanks for the rates, I forgot to watch this thread so I wasn't notified. However, I've now made several changes to the team in light of the Pokemon Bank pokemon being unlocked. Removing Espeon, Noivern and Rotom-W we now have:
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Whimsicott @ Choice Scarf
Ability: Infiltrator
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature
- Stun Spore
- Charm
- Knock Off
- Switcheroo

Breakdown: Ordinarily I would take Prankster over Infiltrator any day of the week, however Infiltrator here allows me to catch opponents in subs off guard who presumes it will run Prankster (especially in light of the other two Pranksters on the team, they'll just assume I'm having a Prankster hoedown) and shut them down - particularly Gliscor. With a Choice Scarf, for quite a while it will seem like I have Prankster anyway as there's very little Whimsicott won't outspeed. Stun Spore allows me to paralyse opposing scarfers and ground pokemon, which is reasonably useful (Chansey only takes under 50% from most things, so it can heal up and then Seismic Toss the scarfer to death if needs be).

This team is walled by subs, so like Noivern was Whimsicott is a vital asset here. For the set, Charm is pretty much just taking up space - any suggestions? There's also a chance here to take out Mandibuzzes, by swapping into Mega Venusaur (see later) and when I'm Whirlwinded away hoping to eventually swap into Whimsicott or Gothitelle (see later) - not a perfect strategy but it does work.

Synergy: With the introduction of my new team members, the onus is much more about dealing with checks than perfect synergy. However Whimsicott can take both Ground and Fighting hits well to cover both Chansey and Klefki, whereas Klefki covers Whimsicott's poison weakness. Being able to paralyse ground types is a pretty big plus too.

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Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Trick
- Heal Bell
- Psychic
- Thunder Wave

Breakdown: Before with Noivern and Rotom-W I was leaving it up to chance as to whether I would be able to take a cleric out of play; now with Gothitelle there is no chance, Shadow Tag lets me take a cleric (or anything that I don't like the look of if they don't have a cleric) out of play which is enormously useful. Heal Bell makes Gothitelle a back up Cleric if Chansey falls, and Thunder Wave let's me spread status more (though I will change it if people have better suggestions). Psychic is the obligatory stab, letting me take out something choice into a non-damaging move - should I use something like Thunderbolt however in case of dark type pokemon? The EV spread gives Gothitelle enough bulk to switch into most things, allowing be to choice lock most attackers if clerics aren't an issue as I will outspeed on the subsequent turn.

Synergy: Gothitelle doesn't have much in the way of type synergy, removing a cleric check (or anything else that is annoying) is really all it's here for. That being said it does cover Mega Venusaurs psychic weakness and Chansey's fighting weakness which is something - also its bug, dark and ghost weaknesses are covered by Chansey and Klefki. Having a back up Cleric comes in handy a lot, and Thunder Wave coupled with that bulk has saved me a few times by taking out a scarfer after Gothitelle has got rid of it's own scarf.

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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Earthquake
- Giga Drain
- Leech Seed
- Synthesis

Breakdown: It came apparent with the previous iteration of my team that I needed a mega, as Knock Off could easily wipe out my entire team without issue. I settled on Mega Venusaur due to its fantastic bulk and the sheer difficulty of taking it out. It can deal with a good portion of Knock Off users (Bisharp, Crawdaunt, Donphan, Tentacruel) and those it can't deal with can be mopped up in conjunction with something else (most Mandibuzz users who have Knock Off will also have Whirlwind so they can Knock Off many items, Venusaur can switch in making Mandibuzz Whirlwind it away and then if I repeat this I should settle into a Trick user at some point neutering Mandibuzz's effectiveness). EQ is very nice for taking Heatran at unawares. Lastly, Venusaur has a another option for stall and can absorb Spores and Toxic - which is really quite useful. All of this being said, I'm quite open to suggestions of another mega I could use in this slot - blocking Knock Off is all I really need.

Synnergy: Another switch in for Sableye's fairy weakness and Chansey's fighting weakness (if I needed another). Can take Toxic and Spores, has its own psychic weakness covered by Gothitelle. Main thing to note here is that it blocks Knock Off, which would otherwise destroy this team utterly.

New Problems For The Team: Now that I no longer have Rotom-W Talonflame is a problem. I can usually deal with it between Sableye, Venusaur and Chansey but there's no mistaking it is a big issue. Thundurus-I also isn't something that's fun to face either - before Whimsicott I was running an Infiltrator Malamar which could do quite a bit of damage with Foul Play but I had to get rid of it as it was useless in the face of other scarfers, Chansey can deal with it to an extent because of Seismic Toss. Any changes I could make to combat these issues?

Overall

Questions: Are there any other good alternatives to deal with subs other than Infiltrators that I'm missing? Obviously there's Pixelated Hyper Voice (where I could maybe swap out Chansey for Sylveon) and Scrappy Boomburst - but I'd imagine they don't work in all situations and their distribution is quite limited. Might it be better to go back to Noivern for the sub combatting support?

Should I try to squeeze in Wish support? One pretty big problem with the team is that I can't recover anything once I start to be ground down, but Chansey isn't really the best user for Wish and I'm not keen on Blissey because it doesn't have quite as much physical bulk. In either instance I would need to maintain their Cleric role, leaving me with Aromatherapy/Wish/Protect/Other which isn't a great distribution.

Should I go for SR support - maybe on Chansey instead of Toxic? I've not had the PP stalling problem that Alejandro mentioned because I can usually deal with enough pokemon to not have them limitlessly switch (particularly between Whimsicott and Gothitelle), however SR certainly would be nice to hinder Talonflame?

Lastly, any suggestions for another Mega apart from Venusaur? Anything I could use to hinder Thundurus-I to a greater extent?

I know I've asked a lot of questions, feel free to pick and choose what you can be bothered to answer.
 
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Another problem that might hurt your team is opposing Priority. Anybody with a faster taunt, Talonflame, moves like Bullet Punch, Mega-Pinser's Quick Attack, and (You noted this, though it's not priority) Knock Off. Not sure how to handle this on this team specifically though.

The ability to switch against you against anything but Gothitelle (Who is weak to U-Turn =/) with no problem could be a major issue too. I'd strongly recomend something with Stealth Rock. Best case scenario: You do a lot of damage. Worst Case Scenario: They waste time Spinning/Defogging and you deal more stall damage. For this, Skarmory might not be a bad choice, as he packs a beefy Def stat. Skarm can also Defog and Whirlwind (yay new breeding) on top of Stealth Rock, with Brave Bird to round out and bypass taunting. Downside to Skarm though is its Fire weakness (that would be three on your team unless you replace Kelki or Whimsicott).
 
Considering that Gothitelle is primarily on this team to rid of clerics and other 'mons that could be an annoyance, I would personally take Calm Mind over Heal Bell. First, putting their tanky/cleric mon in a position to only use one move already puts them at a disadvantage, but it's perfect set-up fodder for you as well. You can just CM up to +6 and proceed to not only kill the original cleric, but get some extra bonus damage off if lucky. May be unhelpful is Chansey falls early often, but just an idea.
 
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