Hi, I'm dsm77773. Welcome to my first ORAS OU RMT.
"Wait, what? A stall team? But you're an offensive player!". Don't worry guys, I didn't convert to the terribad stall religion.
So then, why a stall team? Well, one of my biggest flaws as a player is stall. I'm uncapable of building any decent stall team nor play with it. That makes me predictable, I'll be always bringing up somewhat offensive teams. So this, for me, is a challenge. I was encouraged by this article from The Smog (issue 39), extremely helpful! You should read it first to understand better all the RMT.
I decided to build a fairly standard Mega Sableye stall team. And... it wasn't consistent. It just proved why stall is bad after the new shift to offense.
That's why I ask for help here.
I'm not writing the teambuilding process as it can be easily seen and understood in the link I posted above. Now...
The team at a glance
In depth
Teamslot 1: Mega Sableye
Sableye @ Sablenite
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp
The Mega and star of the team: Mega Sableye. Magic Bounce is arguably one of the better abilities in the game, even better for stall. However, you'll always find yourself delaying the Mega Evolution to keep a Prankster Will-O-Wisp. Most of the time I just have a FEELING that I'll need it.
I always try to counter-lead when picking one to start a match, however, after the ladder reset, I'm stuck in the horrible and misterious low ladder, so I end up picking Sableye to get an early burn and try to bounce hazards.
When I was building this, at the start I was running the utility set, but at the end of the teambuilding I found myself without a wincon, so I changed it to the Calm Mind set. Dark Pulse is over Shadow Ball because I absolutely hate not being able to literally touch Normal-types, even though I do technically have Will-O-Wisp.
Calm Mind provides me with a wincon, but let's be realistic. Mega Sableye almost never gets to bounce hazards (although I can deal with that) nor use Calm Mind, let alone sweeping. On most battles you only click Recover or Will-O-Miss. Mega Sableye's bulk is also very underwhelming, but enough to get going. Also having a Pokémon in the back ready to come in and bounce status moves really affects my opponent's plays (not really, I said I'm on the low ladder).
Teamslot 2: The Entry Hazard Remover
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze
Let's be honest here. While Tentacruel has very good synergy with Mega Sableye, Tentacruel is by far the worst member of the team. The main problem I'm having with it is it's lack of recovery. Ok, I have TWO Wish passers on the team, but Tentacruel usually gets OHKOed on the switch. Tentacruel takes a lot of damage taking on Pokémon so it can't always spin. And if Tentacruel falls, this leaves me open to some threats to dismantle the whole build, for example, any entry hazard setter that can beat Mega Sableye one-on-one. Hazard stack suddenly becames more threatening.
On the set, standard stuff. Rapid Spin aids Mega Sableye in taking out the hazards it cannot always bounce. Haze is over more common options such as Toxic Spikes (which I thought detrimental to the team's wide array of statuses to spread) and Knock Off to not automatically lose to set-up if Clefable falls. Notably, it allows Tentacruel to stop Belly Drum Azumarill cold (switching while it sets up) which is nice.
Teamslot 3: The Super Wall
Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Aromatherapy
Astronomical bulk and not fearing status? Yes, please!
For some reason, Chansey is in every RMT I've made (4 at the moment: 2 BH ones, in a meta where Imposter Chansey is everywhere; a RBY OU one where Chansey is on most teams too, and this one).
Chansey walls so much is not even funny, taking pathetic damage from almost everything. My super wall is meant to spread poison (easily abused by my two Protects) and clerical support, which Mega Sableye absolutely adores, Tentacruel too to a lesser extent. Standard set, not much to say here. It can't touch Ghost-types, especially Gengar, but Mega Sableye takes care of those via Dark Pulse.
Teamslot 4: The Fairy Killer
Jirachi @ Leftovers
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
The infamous paraflincher is back, supporting Mega Sableye by getting rid of its only natural weakness. Iron Head is STAB to hit Fairies hard and packs a good chance to hax to death anything slower (and forcing a lot of ragequits). Body Slam is here for paralyzing even Ground-types. Go for it when you force a switch because its basically a free 60% chance to complete the paraflinch combo and hax the switch in. Wish and Protect are self-explanatory.
My team is slow, so it might have to take a potentially fatal hit to recover. This is when Wish passing helps, giving you "fast" recovery to an otherwise too weakened wall to keep on taking on Pokémon. Tentacruel has no recovery at all (just Black Sludge) so it is the one that enjoys Wishes the most.
Teamslot 5: The Secondary Physical Wall
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
I'd hate losing to Mega Charizard X and I didn't like Slowbro, and I had an Unaware wall already so I thought I didn't need Swagsire. Teamslot 5 is the most flexible one, and I ended up giving it to standard Hippo. It basically deals with physical threats Mega Sableye can't. Sand Stream also allows it to rack up a lot of passive damage while not hindering its teammates that much. I have enough status flying around to use Toxic on the last moveslot. Stone Edge goes on its place to take out Flying-types and Air Ballon pokes. I'm still an offensive player and while this is a stall team I still like to play aggressively. Hippowdon is also my hazard setter, on predicted switches place Stealth Rock.
Teamslot 6: The Mega Sableye Counter
Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Flamethrower
- Wish
- Protect
A Mega Sableye stall team is ironic on its own. It is very weak to Mega Sableye so the last teamslot is dedicated to its counter. Clefable not only counters Mega Sableye but also brings a lot of utility in checking set-up sweepers and Wish passing. Flamethrower is over Heal Bell because I already have a cleric, and it gets rid of those pesky Steel-types that think they can do a number to you. Still you won't be able to deal one-on-one with them, but a Flamethrower will hurt while you switch out.
Conclusion and final spoilers
It's not been a consistent team, but I had decent success with it, so it's my first step at mastering stall too!
Manaphy. If its Rain Dance + Tail Glow... forfeit.
Hoopa-U. I haven't faced one yet, but this is stall, so you don't stand a chance against it.
Diggersby. Azumarill is a cuter rabbit. Now seriously, this thing is free to Swords Dance and proceed to 2HKO the whole team, even Clefable. When you face one don't Mega Evolve Sableye and try to burn it at all costs.
Shitty gimmicks. I hate losing to them, but I'm on the low ladder stuck, and some of them can catch me off-guard and screw me over.
"Wait, what? A stall team? But you're an offensive player!". Don't worry guys, I didn't convert to the terribad stall religion.
So then, why a stall team? Well, one of my biggest flaws as a player is stall. I'm uncapable of building any decent stall team nor play with it. That makes me predictable, I'll be always bringing up somewhat offensive teams. So this, for me, is a challenge. I was encouraged by this article from The Smog (issue 39), extremely helpful! You should read it first to understand better all the RMT.
I decided to build a fairly standard Mega Sableye stall team. And... it wasn't consistent. It just proved why stall is bad after the new shift to offense.
That's why I ask for help here.
I'm not writing the teambuilding process as it can be easily seen and understood in the link I posted above. Now...
The team at a glance
In depth
Teamslot 1: Mega Sableye
Sableye @ Sablenite
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp
The Mega and star of the team: Mega Sableye. Magic Bounce is arguably one of the better abilities in the game, even better for stall. However, you'll always find yourself delaying the Mega Evolution to keep a Prankster Will-O-Wisp. Most of the time I just have a FEELING that I'll need it.
I always try to counter-lead when picking one to start a match, however, after the ladder reset, I'm stuck in the horrible and misterious low ladder, so I end up picking Sableye to get an early burn and try to bounce hazards.
When I was building this, at the start I was running the utility set, but at the end of the teambuilding I found myself without a wincon, so I changed it to the Calm Mind set. Dark Pulse is over Shadow Ball because I absolutely hate not being able to literally touch Normal-types, even though I do technically have Will-O-Wisp.
Calm Mind provides me with a wincon, but let's be realistic. Mega Sableye almost never gets to bounce hazards (although I can deal with that) nor use Calm Mind, let alone sweeping. On most battles you only click Recover or Will-O-Miss. Mega Sableye's bulk is also very underwhelming, but enough to get going. Also having a Pokémon in the back ready to come in and bounce status moves really affects my opponent's plays (not really, I said I'm on the low ladder).
Teamslot 2: The Entry Hazard Remover
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze
Let's be honest here. While Tentacruel has very good synergy with Mega Sableye, Tentacruel is by far the worst member of the team. The main problem I'm having with it is it's lack of recovery. Ok, I have TWO Wish passers on the team, but Tentacruel usually gets OHKOed on the switch. Tentacruel takes a lot of damage taking on Pokémon so it can't always spin. And if Tentacruel falls, this leaves me open to some threats to dismantle the whole build, for example, any entry hazard setter that can beat Mega Sableye one-on-one. Hazard stack suddenly becames more threatening.
On the set, standard stuff. Rapid Spin aids Mega Sableye in taking out the hazards it cannot always bounce. Haze is over more common options such as Toxic Spikes (which I thought detrimental to the team's wide array of statuses to spread) and Knock Off to not automatically lose to set-up if Clefable falls. Notably, it allows Tentacruel to stop Belly Drum Azumarill cold (switching while it sets up) which is nice.
Teamslot 3: The Super Wall
Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Aromatherapy
Astronomical bulk and not fearing status? Yes, please!
For some reason, Chansey is in every RMT I've made (4 at the moment: 2 BH ones, in a meta where Imposter Chansey is everywhere; a RBY OU one where Chansey is on most teams too, and this one).
Chansey walls so much is not even funny, taking pathetic damage from almost everything. My super wall is meant to spread poison (easily abused by my two Protects) and clerical support, which Mega Sableye absolutely adores, Tentacruel too to a lesser extent. Standard set, not much to say here. It can't touch Ghost-types, especially Gengar, but Mega Sableye takes care of those via Dark Pulse.
Teamslot 4: The Fairy Killer
Jirachi @ Leftovers
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
The infamous paraflincher is back, supporting Mega Sableye by getting rid of its only natural weakness. Iron Head is STAB to hit Fairies hard and packs a good chance to hax to death anything slower (and forcing a lot of ragequits). Body Slam is here for paralyzing even Ground-types. Go for it when you force a switch because its basically a free 60% chance to complete the paraflinch combo and hax the switch in. Wish and Protect are self-explanatory.
My team is slow, so it might have to take a potentially fatal hit to recover. This is when Wish passing helps, giving you "fast" recovery to an otherwise too weakened wall to keep on taking on Pokémon. Tentacruel has no recovery at all (just Black Sludge) so it is the one that enjoys Wishes the most.
Teamslot 5: The Secondary Physical Wall
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
I'd hate losing to Mega Charizard X and I didn't like Slowbro, and I had an Unaware wall already so I thought I didn't need Swagsire. Teamslot 5 is the most flexible one, and I ended up giving it to standard Hippo. It basically deals with physical threats Mega Sableye can't. Sand Stream also allows it to rack up a lot of passive damage while not hindering its teammates that much. I have enough status flying around to use Toxic on the last moveslot. Stone Edge goes on its place to take out Flying-types and Air Ballon pokes. I'm still an offensive player and while this is a stall team I still like to play aggressively. Hippowdon is also my hazard setter, on predicted switches place Stealth Rock.
Teamslot 6: The Mega Sableye Counter
Clefable @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Flamethrower
- Wish
- Protect
A Mega Sableye stall team is ironic on its own. It is very weak to Mega Sableye so the last teamslot is dedicated to its counter. Clefable not only counters Mega Sableye but also brings a lot of utility in checking set-up sweepers and Wish passing. Flamethrower is over Heal Bell because I already have a cleric, and it gets rid of those pesky Steel-types that think they can do a number to you. Still you won't be able to deal one-on-one with them, but a Flamethrower will hurt while you switch out.
Conclusion and final spoilers
It's not been a consistent team, but I had decent success with it, so it's my first step at mastering stall too!
my friends michaeloche thdhted jordanthejq12 Joshz thdhted I haven't forgot your challenge
Chopin Alkaninoff Piccolo Daimao Ransei Voltages Pikachuun and basically everybody on the Other Metas room the OU room can just wish to be like us
(sorry if I missed somebody, pls PM me and I'll add you ASAP)
Chopin Alkaninoff Piccolo Daimao Ransei Voltages Pikachuun and basically everybody on the Other Metas room the OU room can just wish to be like us
(sorry if I missed somebody, pls PM me and I'll add you ASAP)
Manaphy. If its Rain Dance + Tail Glow... forfeit.
Hoopa-U. I haven't faced one yet, but this is stall, so you don't stand a chance against it.
Diggersby. Azumarill is a cuter rabbit. Now seriously, this thing is free to Swords Dance and proceed to 2HKO the whole team, even Clefable. When you face one don't Mega Evolve Sableye and try to burn it at all costs.
Shitty gimmicks. I hate losing to them, but I'm on the low ladder stuck, and some of them can catch me off-guard and screw me over.
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Aromatherapy
Jirachi @ Leftovers
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Flamethrower
- Wish
- Protect
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Dark Pulse
- Recover
- Will-O-Wisp
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Aromatherapy
Jirachi @ Leftovers
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Flamethrower
- Wish
- Protect
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