Have you ever built a team that, in your gut, you feel should be a top notch threat, but in practice proves less than effective? Well, that is what I've come up against with this team. I have always preferred defensive teams to hyper offensive ones, and this was supposed to be the stall-team-to-end-all-stall-teams... I'm still at a positive ratio, but I'm 10W/8L. I was hoping that you, the great people of smogon, who have helped me greatly before, could once again give me some advice. The hope of this team is to set up hazards, spread poison or burns, and stall the opponent into submission.
~~Teambuilding Process~~
As no stall team is complete without hazards, I decided I needed a dedicated spiker, and who better than Froslass. She is one of the most underrated pokemon IMO, and has so many potential uses.
Now I needed a spinner, to repel opposing entry hazards, and I went with Hitmontop. With foresight and reasonable bulk, I typically have no problem getting hazards off the field.
Then we move on to part 1 of the defensive core. Empoleon and Gligar complement eachother marvelously: each resisiting the others weaknesses, and one walling specially while the other walls physically.
Part 2 of my stalling core is Umbreon and Cofagrigus, another complimentary duo who tend to patch up eachother's weaknesses well. these two have a fairly easy time stalling most threats with their individual talents.
~~The Team- In Practice~~
Frost- Dedicated Lead
Froslass@ Focus Sash
Timid Nature
Ability: Cursed Body
EVs: 252 Spd, 252 SpAttk, 4 SpDef
-Spikes
-Taunt
-Destiny Bond
-Ice Beam
Twister- Rapid Spinner
Hitmontop@ Leftovers
Impish Nature
Ability: Intimidate
EVs: 252 HP, 252 Def, 4SpDef
-Foresight
-Rapid Spin
-Close Combat
-Stone Edge
Trident- Stealth Rocker/SpDef Tank
Empoleon@ Leftovers
Timid Nature
Ability: Torrent
EVs: 252 HP, 252 SpDef, 4 Def
-Stealth Rock
-Scald
-Ice Beam
-Roar
Goof Ball- Physical wall
Gligar@ Eviolite
Impish Nature
Ability: Immunity
EVs: 252 HP, 252 Def, 4 SpDef
-Taunt
-Toxic
-Roost
-Earthquake
Luna-Special Wall/ Cleric
Umbreon@ Leftovers
Calm Nature
Ability: Synchronize
EVs: 252 HP, 252 SpDef, 4 Def
-Wish
-Heal Bell
-Foul Play
-Protect
Curse- Defensive Tank/Disruptor
Cofarigus@ Leftovers
Bold Nature
Ability: Mummy
EVs: 252 HP, 252 Def, 4 SpDef
-Will-o-Wisp
-Shadow Ball
-Haze
-Pain Split
~~Teambuilding Process~~
As no stall team is complete without hazards, I decided I needed a dedicated spiker, and who better than Froslass. She is one of the most underrated pokemon IMO, and has so many potential uses.
Now I needed a spinner, to repel opposing entry hazards, and I went with Hitmontop. With foresight and reasonable bulk, I typically have no problem getting hazards off the field.
Then we move on to part 1 of the defensive core. Empoleon and Gligar complement eachother marvelously: each resisiting the others weaknesses, and one walling specially while the other walls physically.
Part 2 of my stalling core is Umbreon and Cofagrigus, another complimentary duo who tend to patch up eachother's weaknesses well. these two have a fairly easy time stalling most threats with their individual talents.
~~The Team- In Practice~~
Frost- Dedicated Lead
Froslass@ Focus Sash
Timid Nature
Ability: Cursed Body
EVs: 252 Spd, 252 SpAttk, 4 SpDef
-Spikes
-Taunt
-Destiny Bond
-Ice Beam
Role: She is my dedicated lead/spiker, doubling as a spin blocker, and tripling as a suicide bomber. She is also a great counter offensively to flygon, and taunting opposing leads like 80% of the time isnt bad either. Her overall role, however, can vary greatly depending on the opponents team. The plan is to set up at least a layer of spikes (hopefully two depending on the opposing team and the needs of my own) before either dying straight up, or taking an enemy with her with Dbond. Faster leads and Xatu can cause her problems, though. EVs and Nature allow for Max speed for her to get her job done.
Twister- Rapid Spinner
Hitmontop@ Leftovers
Impish Nature
Ability: Intimidate
EVs: 252 HP, 252 Def, 4SpDef
-Foresight
-Rapid Spin
-Close Combat
-Stone Edge
Role: Basically the primary function of this lil top is to spin away enemy hazards... but I'm guessing you already knew that. foresight almost guarantees I get them away, and CC and SE provide decent coverage, although I though about Sucker Punch, Toxic, or Stealth Rock. He is, despite his usefulness, my least favorite of the team. EVs allow him to be respectfully bulky on either end of the spectrum, and intimidate helps him against prominent physical attackers attempting to hinder his spinning.
Trident- Stealth Rocker/SpDef Tank
Empoleon@ Leftovers
Timid Nature
Ability: Torrent
EVs: 252 HP, 252 SpDef, 4 Def
-Stealth Rock
-Scald
-Ice Beam
-Roar
Role: With his unique defensive typing, great synnergy with Gligar, useable SpAttk even without investment, and useful movepool, Empoleon holds its own as a great special tank. He is usually able to set up SR, and then either attack with stab Scald (30% burn is a godsend) or Ice Beam, or proceed to phaze with roar. Bronzong, snorlax, and umbreon are his arch enemies, and some physical juggernauts (Darmanitan and Mienshao primarily) can stop him outright, however that brings us to...
Goof Ball- Physical wall
Gligar@ Eviolite
Impish Nature
Ability: Immunity
EVs: 252 HP, 252 Def, 4 SpDef
-Taunt
-Toxic
-Roost
-Earthquake
Role: Nothing about his appearance scream "Defensive Behemoth," but it couldn't be more contrary. When paired with Empoleon, the two offer amazing defensive synnergy, and the little scorpion-bat can sure take a hit physically. Roost allows it to shrug off certain damage, Toxic to DOT opponents, and EQ for a decent STAB move, making it not total taunt bait. The last slot used to be U-Turn for momentum, but Taunt ultimately proved more useful on the likes of Bulk up scrafty and opposing walls like umbreon. Immunity helps it tremendously, as it is immune to T-wave AND Toxic, two common statuses.
Luna-Special Wall/ Cleric
Umbreon@ Leftovers
Calm Nature
Ability: Synchronize
EVs: 252 HP, 252 SpDef, 4 Def
-Wish
-Heal Bell
-Foul Play
-Protect
Role: I EFFING LOVE UMBREON!!! Ever sinve her release in GSC, Umbreon has held a permanent spot in my heart. Her ability to hel others makes her the premier Cleric IMO, and her fantastic bulk allows her to tank special hits even from LO or Specs boosted sweepers, then shrug it off with wish/protect. I Usually have Toxic on her moveset, but I wasnt willing to sacrifice any of the other moves. Foul play makes Umbreon also a viable physical attacker, as even with 0 attk IVs, most UU powerhouses have better attk stats that umbreon does. Heal bell to remove all statuses from my team, which I honestly can't speak highly enough of. Although, this makes 2 pokes with a fighting weakness and less-than-perfect Def stats, so on to...
Curse- Defensive Tank/Disruptor
Cofarigus@ Leftovers
Bold Nature
Ability: Mummy
EVs: 252 HP, 252 Def, 4 SpDef
-Will-o-Wisp
-Shadow Ball
-Haze
-Pain Split
Role: acts as a secondary spinblocker for my much needed entry hazards, as well as a solid defensive tank. it evens out my fighting weakness, and provides burns, hazing, and decently reliable healing with pain split. also, I've found its ability to be fairly useful too, making opposing physical attackers lose their prescious abilities.
Summary:
The team is made up of stellar pokemon IMO, and just needs some tweaks to improve fuctionality. Any and all suggestions will be considered, although I'm mostly hoping for EV and movepool tweaks (I've grown fairly attatched to these guys).
Summary:
The team is made up of stellar pokemon IMO, and just needs some tweaks to improve fuctionality. Any and all suggestions will be considered, although I'm mostly hoping for EV and movepool tweaks (I've grown fairly attatched to these guys).