This is it as it currently stands:
STALL TEAM
Heatran @ Leftovers
Ability: Flash Fire
EVs: 200 HP / 108 SDef / 150 Spd
Modest Nature
- Lava Plume
- Protect
- Roar
- Torment
Venusaur @ Venusaurite
Ability: Overgrow ---> Thick Fat
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Leech Seed
- Sludge Bomb
- Synthesis
- Giga Drain
Forretress @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Toxic Spikes
- Stealth Rock
- Explosion
- Rapid Spin
Jellicent @ Leftovers
Ability: Cursed Body
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Will-O-Wisp
- Hex
- Surf
- Ice Beam
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Earthquake
- Toxic
- Substitute
- Protect
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Scald
- Wish
- Protect
- Toxic
Roles in the team:
Heatran: Irritator, uses Torment and Protect to keep it safe for a turn, while regaining health from Lefties.
Forretress: Lead, entry hazard setter and after tanking hits and after having fulfilled its usefulness it uses Explosion as a last hurrah and sets an edge for the next one to come in onto.
Jellicent: Coverage, generic bulky water type; covers threats such as Dragonite with Ice Beam, and uses the free toxic from the Toxic Spikes to wreak havoc with Hex, it's powerful STAB. Uses WoW to hit those unaffected by the spikes and has the added effect of halving attack, which is always useful.
Vaporeon: Wish passer, generic cleric, here to provide team support and as a somewhat decent attacker; with the Wish/Protect combo it is almost guaranteed to stay in for a while and has the added bonus of bein able to get a free switch in on a
Rotom-W or the equivalent. Useful in conjunction with Heatran: Heatran switches in on a fire move, then draws out their water type which then gets nullified by Vaporeon.
Gliscor: Pretty obvious, the most irritating staller out there; capable of withstanding many physical hits to set up a substitute, and from there it is plain sailing: by switching between Protect and Substitute you can stall indefinitely with Poison Heal healing the damage from the Substitute in 2 turns. With the free toxic from the hazards, it is ready to sit there being a wall to everything.
Venusaur: Grass/Poison wall, impervious to Toxic which is always helpful, and after setting up Leech Seed it's bulky defence has it lasting for a while against many physical hits. Has Sludge Bomb for STAB coverage on fairy types, and Synthesis keeps it alive for a good long while.
I'm not currently sure about the item spread, and my main concern is the move set for both Heatran and Forretress. Can anybody critique this please?