Havens
WGI World Champion
USUM brought some crazy mons and large amounts of move distribution. However, what was also included in this game was old move compatibility matched w/ abilities (I.e. Defog Lugia w/ Multiscale, Curse Ho-oh, etc.) That being said, I found it interesting that Sap Sipper Azumarill is now compatible w/ Whirlpool! You can already guess that this is a water stall team, but I feel like that now Azumarill has effective means to trap and break mons via Whirlpool + Perish Song, while also being immune to Water's biggest enemy in Tapu Bulu's STAB moves, I decided to give Water Stall a try.
Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Protect
- Perish Song
The basis of the team. Scald can be substituted for Knock Off or Toxic, but in terms of crippling the opponent over time, Scald is the best way to go for consistent chip damage.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald
Since we already have our Grass "immunity" covered, it's best that we also added in our Electric "immunity" as well. Volt Switch is there to be a momentum keeper, w/ Scald for burns/chip and Heal Bell to act as a cleric for the rest of our team.
Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Perhaps the most important mon on the team; Toxapex just has incredible longevity on any battlefield. It has Haze to act as a stop to setup sweepers like Volcarona and Bisharp, Scald needs no explanation, Recover to further increase longevity, and TSpikes to cripple down pretty much any team that isn't Steel, Flying, or Poison.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 20 Def / 236 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Our actual Electric Immunity and setup immunity is this blob right here; EQ for STAB, Toxic for chip, and Recover to heal. As for the spread, 236 SpDef Sassy is meant to take Z-Draco from Naganadel (a current metagame menace) after Rocks, but only if Quag is at full. If not, you're at risk to dying.
252 SpA Naganadel Devastating Drake (195 BP) vs. 252 HP / 232+ SpD Unaware Quagsire: 301-355 (76.3 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Calm Mind
- Iron Defense
Slowbro is also pretty standard for this stall, being the second Regenerator along w/ Toxapex. CM + Iron Defense is meant to make this thing nearly impossible to break, and Rest is used over Slack Off as a means to heal off Status once Lanturn's Heal Bells lose PP and to stall the opponent out of their own PP. I decided to run Max SpDef mainly for the fact that this mon is already incredibly physically bulky as is, and needs much more bulk on the special side to better deal with things such as Greninja and Volcarona w/ CM boosts.
Mantine @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald
The last part to this Stall team is classic Mantine. Mainly for it's Defogging abilities, it also acts as a ground immunity for Water, as this team isn't resisting any Ground type hit.
Cons to this team:
-No Stealth Rocks
-No Wish Support (lack of Alomomola)
-No Fun :(
Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Protect
- Perish Song
The basis of the team. Scald can be substituted for Knock Off or Toxic, but in terms of crippling the opponent over time, Scald is the best way to go for consistent chip damage.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald
Since we already have our Grass "immunity" covered, it's best that we also added in our Electric "immunity" as well. Volt Switch is there to be a momentum keeper, w/ Scald for burns/chip and Heal Bell to act as a cleric for the rest of our team.
Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Perhaps the most important mon on the team; Toxapex just has incredible longevity on any battlefield. It has Haze to act as a stop to setup sweepers like Volcarona and Bisharp, Scald needs no explanation, Recover to further increase longevity, and TSpikes to cripple down pretty much any team that isn't Steel, Flying, or Poison.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 20 Def / 236 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Our actual Electric Immunity and setup immunity is this blob right here; EQ for STAB, Toxic for chip, and Recover to heal. As for the spread, 236 SpDef Sassy is meant to take Z-Draco from Naganadel (a current metagame menace) after Rocks, but only if Quag is at full. If not, you're at risk to dying.
252 SpA Naganadel Devastating Drake (195 BP) vs. 252 HP / 232+ SpD Unaware Quagsire: 301-355 (76.3 - 90.1%) -- guaranteed 2HKO after Leftovers recovery
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Calm Mind
- Iron Defense
Slowbro is also pretty standard for this stall, being the second Regenerator along w/ Toxapex. CM + Iron Defense is meant to make this thing nearly impossible to break, and Rest is used over Slack Off as a means to heal off Status once Lanturn's Heal Bells lose PP and to stall the opponent out of their own PP. I decided to run Max SpDef mainly for the fact that this mon is already incredibly physically bulky as is, and needs much more bulk on the special side to better deal with things such as Greninja and Volcarona w/ CM boosts.
Mantine @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald
The last part to this Stall team is classic Mantine. Mainly for it's Defogging abilities, it also acts as a ground immunity for Water, as this team isn't resisting any Ground type hit.
Cons to this team:
-No Stealth Rocks
-No Wish Support (lack of Alomomola)
-No Fun :(
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald
Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Protect
- Perish Song
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 20 Def / 236 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Calm Mind
- Iron Defense
Mantine @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Protect
- Heal Bell
- Scald
Toxapex @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Whirlpool
- Protect
- Perish Song
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 20 Def / 236 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Toxic
Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Calm Mind
- Iron Defense
Mantine @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Scald
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