Pokémon Rate My Team
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The team is a gen 9 ou toxic stall team.
The main strategy is to send out glimmora to get up 2 layers of toxic spikes and then the rest of the team stalls till poison damage wins the game.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Flying
EVs: 104 HP / 152 Def / 252 SpD
Bold Nature
- Stealth Rock
- Spikes
- Mortal Spin
- Power Gem

Glimmora is in the team to set up Stealth rock and spikes for chip damage to punish switching from the opposing team, which will let poison to let it's damage stack up. Mortal spin gives another chance to poison to stall but is mainly here as a less useful but extra chance of getting rid of other hazards. Power gem is just for a general damaging attack. Flying tera allows glimmora to avoid 4x super effective ground type attacks, and focus sash allows a decent chance to get up a layer of spikes and stealth rock, +sash makes it's easier to get two layers of toxic spikes via toxic debris.

Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Careful Nature
- Recover
- Protect
- Body Press
- Salt Cure

Gargancl is our secondary staller capable of causing his own chip damage using salt cure, gargancl is the team's main way to stall steel and poison types immune to poison, as body press and salt cure will annihilate any steel type and salt cure can get very good chip damage, each turn making poison types struggle to survive especially after chip from stealth rock or spikes from glimmora. Protect and recover allows gargancl to stall for longer and lets salt cure get free damage. Ghost tera goes with purifying salt as purifying salt along with ghost tera names gargancl only weak to dark type attacks, which body press can retaliate against any dark types. Leftovers supplies extra healing overtime as well.

Great Tusk @ Assault Vest
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Rapid Spin
- Close Combat
- Earthquake
- Knock Off

Isn't a main staller on the team and is mainly here to properly get rid of hazards with rapid spin, though the speed boost from rapid spin allows great tusk to get quicker close combats and earthquakes off which also are a very good counter to steel types which the team struggles with, else where earthquake and close combat supply chip damage overtime. Knock off lets great tusk remove items like leftovers making stalling easier. Fire tera is there just for a defensive switch up and assault vest applies a nice special defense boost letting great tusk take attacks like psychic or dazzling gleam better.

Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Grass
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Atk
- Toxic Spikes
- Recover
- Protect
- Infestation

Toxapex is not only a great staller for the team able to use infestation to trap foes into getting poison damage to stack while toxapex heals through left overs and recover, but toxapex can also be used as a more reliable way of setting up toxic spikes compared to glimmora who needs to get hit. Regenerator allows toxapex to be used for defensive switches more as she can recover without needing to wait for leftovers or recover. Grass tera lets the ground and psychic weakness.

Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Curse
- Rest
- Sleep Talk
- Body Press

Dondozo is a very good wall as unlike the rest of the team dondozo has the ability unaware letting him wall any stat boosted attacks while recovering from leftovers and rest. Curse allows dondozo to increase its defense making it bulkier while also making body press stronger. Grass tera lets dondozo tank grass and electric type attacks completely flipping what its capable of walking.

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Body Press
- Fissure

Ting-lu fills the last staller in the team via his high defenses and hp along with rest for recovering and sleep talk to set off body press for strong chip damage or fissure for the chance of a ohko. Ghost tera allows a defensive switch up against fighting type moves letting ting-lu dodge something like a close combat or even drain punch which would ruin any stall. Leftovers just supplies extra healing overtime.

Overall the team can stall and slowly wipe out foes with salt cure, poison, infestation, and a mix of chip damage from other attacks. Along with ting-lu having a chance to just straight up pick up kills with fissure. And great tusk helps the whole team take less damage from hazards by removing them while also being capable of wiping out steel types that the team struggles with.
For great tusk I was also thinking of using heavy duty boots so hazards would not harm it when it comes in to remove them, not sure how useful it would be.

ago by
Why was this downvoted?
I would upvote to counter it but i have NO points in rmt
Wasn't me but it's a stall team with no SpDef, no Steel type, no phasing, a move that's banned in OU, random Glimmora, etc. Pretty sure Hatt 6-0s it on preview.

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