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So my first RU team was a failed attempt at Stall and it was a disaster, never winning a game (except once) and often getting 6-0'ed. So here is my second attempt!

Ferroseed @ Eviolite
Trait: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)

  • Spikes
  • Leech Seed
  • Thunder Wave
  • Gyro Ball

Item: Eviolite gives him supreme defensive bulk, making him my Defensive Wall.
Ability: Iron Barbs is his only option. If only he could use Rocky Helmet. But he needs the additional bulk.
EVs: Give him maximum bulk so he can wall better.
Nature: Relaxed Nature gives him for bulk on the defensive side while lowering his Speed, which is unwanted because of Gyro Ball
Moves: Ferroseed is my lead and i'm happy about it. He also acts as my Defensive Wall. Spikes are used as Entry Hazards over Stealth Rock because they are more rare in RU. But i'm not really sure if i should use Spikes or Stealth Rock. Leech Seed is recovery and can be pretty annoying on such a bulky Pokemon. Thunder Wave is support for my Pokemon and cripples offensive threats.Gyro Ball is STAB and with is low Speed, it hits hard.
Roles: Lead, Entry Hazards setter, Defensive Wall.

Scyther @ Choice Band
Trait: Technician
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature (+Spd, -SAtk)

  • U-Turn
  • Aerial Ace
  • Bug Bite
  • Brick Break

Item: Choice Band + Technician boost + STAB can do a lot of damage when unresisted. Point is that Band is for the Attack boost.
Ability: Technician is an awesome Ability and all my moves are boosted by it.
EVs: EVs get the most out of his sweeping abilities while giving him a teensy bit more of bulk.
Nature: Jolly gives him more Speed, which is needed for sweeps.
Moves: U-Turn performs a little VolTurn with Lanturn, who covers a lot of his weaknesses. It is also boosted by Technician and STAB. Aerial Ace is STAB and is also boosted by Technician.Bug Bite is STAB and boosted by Technician and is an alternative to U-Turn if i don't want to switch. Brick Break is not STAB but is good coverage again Rock and Ice types.
Roles: Physical Sweeper, Scout, VolTurner.

Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 252 Def / 216 SDef / 32 HP / 8 SAtk
Calm Nature (+SDef, -Atk)

  • Scald
  • Volt Switch
  • Ice Beam
  • Heal Bell

Item: Leftovers lets him recover some health.
Ability: Volt Absorb is here to absorb Electric attacks directed towards Scyther.
EVs: It's a basic Wall EV Spread but i reduced the amount of HP EVs and put some in Special Attack.
Nature: Calm Nature gives him more Special Defense, making him a Defensive monster.
Moves: Scald is STAB and has a nice chance to burn the foe, crippling the plethora of Physical attackers in RU. Volt Switch performs a mini VolTurn with Scyther and is STAB. He and Scyther work well together as they cover their weaknesses. Ice Beam is coverage against his one and only weakness, Grass, which is also taken care of by Scyther. Heal Bell takes care of all the useless and often unwanted Status problems.
Roles: Wall, Status cleric, VolTurner.

Omastar @ White Herb
Trait: Swift Swim
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature (+Spd, -Atk)

  • Shell Smash
  • Surf
  • Ice Beam
  • Hidden Power [Grass]

Item: White Herb is to prevent Stat losses caused by Shell Smash.
Ability: Swift Swim because, eh, if ever someone uses Rain Dance, i'll be ready.
EVs: They give him the power to sweep.
Nature: Timid over Modest for the additional Speed.
Moves: Shell Smash is the core of this set and boosts his Stats pretty high. Surf is STAB and is used over Hydro Pump for more reliable accuracy. Ice Beam is coverage against Grass types while HP Grass is coverage against other Water types, mainly Omastar.
Roles: Set-up sweeper, Special sweeper.

Cofagrigus @ Leftovers
Trait: Mummy
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)

  • Calm Mind
  • Shadow Ball
  • Hidden Power [Fighting]
  • Rest

Item: Leftovers are the perfect Item for a wall.
Ability: Mummy is a great Ability, taking away Abilities from Pokemon who rely on their Ability to be a good Pokemon.
EVs: They give him a bulky approach with a minuscule bit of sweeping power.
Nature: Bold Nature gives him even more Defense.
Moves: Calm Mind boosts his Special Defense and Special Attack to high levels. Shadow Ball is STAB and is coverage against Ghost types while HP Fighting is coverage against Dark types. Rest works really well with Lanturn's Heal Bell.
Roles: Physical and Special Wall, Special attacker.

Sandslash @ Lum Berry
Trait: Sand Rush
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)

  • Swords Dance
  • Rapid Spin
  • Earthquake
  • Stone Edge

Item: Lum Berry guarantees him an additional turn if the opponent tries to burn him.
Ability: Sand Rush because it's better than Sand Veil.
EVs: EVs turn him into a bulky sweeper.
Nature: Adamant Nature is here because with Jolly, he won't outspeed a lot.
Moves: Swords Dance gives him a lot of Attack, turning him into a dangerous sweeper. Rapid Spin gets rid of Hazards who are very annoying. Earthquake and Stone Edge make the EdgeQuake combination, which has a lot of coverage.
Roles: Spinner, Physical Sweeper.
At last finished. Hope you liked my team!

asked by
Gyro ball and thunder wave is bad since then they have less speed so you do less damage.Why not life orb on scyther? Still does a ton of damage and always can u turn out,
On Ferro, replace Thunder Wave for either Curse or Protect. I prefer Curse.
Hummm, ok, thanks, GT.
Nice team JCM. Now for that battle you promise me!
Sorry JCM I missed you. We can fght tomorrow.
JCM I gave the same tip that GL gave and no thanks? Sigh no love for me ;)
xP Lawl, you didn't tell me to put Curse (Which works wonderfully, thanks, GT).
I will be answering this
Yeah, thanks :P

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