TropicStall
Hello Smogon and welcome to my very first official RMT. I present to you a team that I used a long time ago that I want to make some final changes to before fully jumping into the 5th gen. metagame(I've been dabbling until now. I'm late, I know). This team is pretty special to me. At first, it revolved around Machamp, but after reading the Kevin Garrett Stall RMT a while back, I decided I wanted to give stall a shot and changed the focus of the team. However, I was determined to make the team my own and not just a cookie cutter copy, otherwise what's the point when I can just C/P and run KG Stall like a lot of other players did. This was my first and only attempt at a stall team, though admittedly, it's more like a semi-stall team since I've never actually stalled anyone out in the history of the team. During the teambuilding process, I wanted to challenge myself by building a "stall team without Blissey". Since I wouldn't be running Blissey, the strategy I wanted to follow was that every team member would be self-sufficient in terms of recovery. I didn't quite succeed but I got pretty close and that's one of the things I always loved about this team: nearly every member has a recovery move to stall out the opposing team while Toxic Spikes does it's thing. I also realized that I would need to have at least one status absorber on the team, but preferrably two, so the ResTalk strategy on some team members came into play. This was also my first attempt at using a defensive Fire/Water/Grass core.
The team was pretty effective for me before 5th gen. even existed in a metagame where Machamp was seemingly still everywhere, though the top players had already found ways to deal with Machamp. I don't have any major ladder accomplishments or tournament wins, but the team won more than it's fair share of matches. Unfortunately, the team as it stands has lost some of it's effectiveness and is somewhat outdated, IMHO. I'd even understand if some of you called this a "weak KG stall". It's still my hope that you Smogonites can help me make some final changes to this team though. For this RMT, I'll also be using Dream World artwork because it's pro :) . I haven't actually used this team for a while, so I will try to remember the thought processes behind why I chose who I chose as well as try to throw in some strategy tidbits. Before I ramble on too much, I present the team:
The team was pretty effective for me before 5th gen. even existed in a metagame where Machamp was seemingly still everywhere, though the top players had already found ways to deal with Machamp. I don't have any major ladder accomplishments or tournament wins, but the team won more than it's fair share of matches. Unfortunately, the team as it stands has lost some of it's effectiveness and is somewhat outdated, IMHO. I'd even understand if some of you called this a "weak KG stall". It's still my hope that you Smogonites can help me make some final changes to this team though. For this RMT, I'll also be using Dream World artwork because it's pro :) . I haven't actually used this team for a while, so I will try to remember the thought processes behind why I chose who I chose as well as try to throw in some strategy tidbits. Before I ramble on too much, I present the team:
- Ability: Sand Stream
- Nature: Impish (+Def, -Sp.Atk)
- EV's: 252 HP / 152 Def / 104 Sp.Def
- Moveset:
- Stealth Rock
- Roar
- Earthquake
- Slack Off
I was using Specially Defensive Hippowdon for a long time, but threats such as Swords Dance Lucario were proving to be a big problem. I took ENZ0's suggestion and went with the Physically Defensive spread. It took some time to get used to since I could no longer stay in on certain special attackers, but it works beautifully with the other change I made to this team(see Gyarados below). The synergy between phazers is much better and pretty much all physical threats are handled. Slack Off is obvious and when combined with Sand Stream as an ability, it gets a clear edge over Swampert, a similar lead. Roar is necessary for phazing and is essentially free damage once hazards are up. Earthquake is general STAB and Hippo is pretty strong even with no Attack investment.
- Ability: Levitate
- Nature: Timid (+Spe, -Atk)
- EV's: 248 HP / 44 Sp.Atk / 216 Spe
- Moveset:
- Trick
- Hydro Pump
- Thunderbolt
- Shadow Ball
- Trick
Some people already know this, and this isn't really a factor for laddering, but when I used the team on WiFi, I had to go with the standard Mono Attacker Spiritomb set with a Calm Nature due to having no access to the Rotom formes. That's for anyone that wants to use this on WiFi but may only have Diamond or Pearl. It's a decent replacement, even doing better than Rotom in specific situations and doubling as a backup sweeper. Just know that Rotom overall performs leaps and bounds better, despite Tomb not having a Pursuit weakness.
- Ability: Sturdy
- Nature: Careful(+Sp.Def, -Sp.Atk)
- EV's: 252 HP / 4 Def / 252 Sp.Def
- Moveset:
- Spikes
- Toxic Spikes
- Rapid Spin
- Payback
This is another set everyone knows: max Sp.Defense and max HP to weather special attacks as best as possible, especially in the current metagame. Spikes and Toxic Spikes add to the hazard mayhem and speeds up the process of stalling the opposing team out. Rapid Spin to stay ahead of the hazard war and set opposing hazard stacking teams several turns back. Having no hazards on your side of the field is just awesome, allowing free switches for your guys to take hits, even if the only hazards the other team has is Stealth Rock and nothing else. The time has to be right to spin them away though. Payback is to scout for Ghost-type switch-ins like Gengar and other Rotom-A. Sadly, Forry is the only member of the team that doesn't have a recovery move. Rest wouldn't exactly be great anyway since I don't run a cleric. It also sucks that Forry is setup fodder for certain dangerous sweepers like Nasty Plot Infernape and Swords Dance Lucario, but there isn't much that can be done about that unless I switch to another hazard setter. I'd rather have a 'mon that can "do it all" in terms of hazards and use as few team slots as possible. Forry does that for me.
- Ability: Flash Fire
- Nature: Calm(+Sp.Def, -Atk)
- EV's: 252 HP / 56 Sp.Atk / 200 Sp.Def
- Moveset:
- Rest
- Sleep Talk
- Lava Plume
- Roar
- Ability: Intimidate
- Nature: Careful (+Sp.Def, -Sp.Atk)
- EV's: 252 HP / 192 Def / 64 Sp.Def
- Moveset:
- Rest
- Sleep Talk
- Waterfall
- Roar
- Rest
Anyway, this is the second piece of my FWG core. It's also my second status absorber on this team. However, the spread is different from what you're used to seeing. 64 Special Defense EV's with a Careful nature allow Gyarados to survive a +2 Grass Knot from Nasty Plot Infernape. The EV's do so much more than that though. Gyarados just takes special attacks in general better than before without really losing much on the physical side. I've surprised many opponents and they've asked me what spread I'm running when they see Gyara live a Thunderbolt from certain Pokémon.
- Ability: Overgrow
- Nature: Calm (+Sp.Def, -Atk)
- EV's: 252 HP / 56 Def / 24 Sp.Atk / 176 Sp.Def
- Moveset:
- Sleep Powder
- Leech Seed
- Hidden Power Fire
- Energy Ball
Conclusion
So that's it, in a nutshell. I'm not very good at ending things that I write, but I do encourage you guys to go through the whole RMT before rating since I put some time into it. I'd really appreciate it. Hopefully it doesn't have too bad of a case of tl;dr since I tend to ramble on about things. I hope you guys enjoyed my first RMT and I plan to put up other 4th gen teams in the near future as I make the final transistion. Thanks in advance, guys!
Initial Concerns
Not having a "glue" to the team - Usually a stall team's sixth member is a failsafe like ScarfTar or possibly another revenge killer. In the past, I was able to get away without using one, but it's probably necessary to have one now. Thoughts on this?
Scarf Rotom-W has pretty much solved this issue.
Life Orb & certain setup sweepers - This is more of an acknowledging the threats are there than this being actual threats, but things like MixApe(not so much), LO Heatran and LO Shaymin still irk me to this day when I think about this team as I felt like I was put in a position where I was forced to predict if it was mid to late game so as not to lose key members. This goes back to not having a failsafe to revenge kill these threats. I used to get swept a lot by Nasty Plot Infernape and Swords Dance Lucario, but that's because I'd usually play incorrectly. That can be said for any team though. Usually, I'd stay in with the 'mon I have and either attack it or cripple it since they would always carry Life Orb and I'd just let the recoil do it's thing from there and make the right switches. It's only bad if they switch in on Forry and I usually end up losing two 'mons with the others taking damage as well, forcing them to recover when they got the chance, but they would lose their main sweeper usually.
Having a failsafe in Scarf Rotom-W has alleviated this somewhat. The change to ResTalk Gyarados and Hippowdon's spread have also helped as well as Venusaur's, making him partner better with Heatran if needed(although Heatran and Rotom-W do well anyway). Overall, the changes take the pressure off of me as a player. These will still be threats if I play wrong, however.
Both phazers are weak to Water - this makes it difficult to actually phaze something like Offensive Suicune if it comes out before I can get TSpikes down. Worst case scenario is if it's unboosted and it either comes in on Hippo/Heatran or if either of them get in safely, I can Roar it out but I take huge damage for it. Usually I'd rather try to get Toxic on it via Slowbro or Leech Seed/Sleep Powder via Venusaur(as long as Venu doesn't come in on a predicted Ice Beam). Suicune is just one example, though.
Switching to Gyarados over Slowbro was big in solving this issue as Hippowdon and Gyara have excellent type synergy. Heatran still fares as a decent phazer for special attackers not of the Water type. Venusaur and Rotom-W are backups for those, anyway.