I wanted to make a pure stall team that covered all the bases: Weather damage, Entry Hazard damage, Status damage, and a really strong defensive core (Jellicent, Forretress, Hippowdon), backed by the Screens and even Wish support. Of course, Rapid Spin and Magic Mirror were thrown in to aid my team's survivability further, and of course with these thing came the need for a pure abuser of the field, one whom could wreak havoc under the right environment. Now, I know most of you assumed Exadrill, and while he is a member of my team, he is not the star of it.
The Pokemon I am talking about is non other than my very own Level 2 Probopass set. Without further ado, please rate my team!
Iron Maiden:
Jirachi @ Leftovers
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 4 SpA / 252 SpD
-Wish
-U-Turn
-Doom Desire
-Stealth Rocks
I want to lead with something that will basically say: Is this scarfed, a tank, a Trick user... etc. so that the foe will be confused. With Wish, I plan on using U-turn to heal my teammates, and Iron Head makes it easier for Jirachi to stay in and heal off Wishes.
Stealth Rocks I found to be more immediately useful for a likely lead than Gravity or Icy Wind, as most Dragons will have a Ground or Fire Move unless Choiced into another move, and Stealth Rocks is more useful in general. Also, Gravity isn't quite useful on a likely lead since Entry hazards like Spikes and Toxic Spikes haven't been set-up, and I don't want to reveal my Exadrill and use its EQ so soon without Sandstream support.
With Jirachi leading, I haven't shown I have Hippowdon, therefore they wont be as likely to assume I have Exadrill yet, and that's an advantage.
Sand Hazards:
Hippowdon @ Leftovers
Ability: Sandstream
Nature: Bold
EVs: 252 HP/8 Def/248 SpD
-Earthquake
-Stockpile
-Whirlwind
-Slack Off
I wanted to ensure that I create as much damage as possible, while being able to stall out against my foes, which is why I chose Hippowdon over Tyranitar: less weaknesses, and Slack Off. Hippowdon also takes physical hits better, and can counter non-Balloon Exadrills.
Overall, Hippowdon is used to stall out the foe, racking up weather, and SR damage through Roar, and Earth-quaking foes like Tyranitar, Nidoking, and Lucario which might pose a threat otherwise. Stockpile is so Hippowdon can stall with Roar and Slack Off, but even if the foe can set-up as well (say Offensive Calm Mind Suicune), I can use Toxic Spikes with Hippowdon to outstall them.
Toxic Spin:
Foretress: @ Leftovers
Ability: Sturdy
Evs: 252 HP / 176 Def / 80 SpD
Nature: Relaxed
- Toxic Spikes
- Spikes
- Rapid Spin
- Volt Change
After team preview, you can tell whether it is better to use Toxic Spikes (lots of non-Steel, Poison types), or Spikes (lots of Steel, Poison types). Forretress is packing Rapid Spin for ensuring that your team can safely switch, as stall teams do rely on staying in strong health. Volt Change can negate the need for Shed Shell, since team preview also tells you if your foe is packing Magnezone, Chandera, etc., allowing you to switch to a counter on their switch-in and maintain Leftovers.
Most importantly, Volt Change allows for easy switch-ins for Probopass, or even Exadrill so that Sturdy and Balloon stay intact.
Puncture Holes:
Exadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP/ 252 Spd / 252 Atk
Nature: Adamant
- Earthquake
- Rock Slide
- Swords Dance
- X-Scissor
Exadrill is here to puncture holes into the opponent's team, and sweep their weakened Pokemon, which shouldn't be hard considering the speed, coverage, and entry hazards stacked up against the foe's team when backed by Hippowdon's Sandstream. Additionally, Exadrill's Steel-typing, and Balloon item help it switch in, and set up. X-Scissor is chosen for Grass types that resist Earthquake, especially Celebi, Eruffun, and can work well against the many Levitating Dark and Psychic types like Hydreigon, Azelf, Cresselia, etc.
Exadrill also works extremely well with this team because its Earthquakes kill off the Steel and Poison types that ignore Toxic Spikes, while its Rock Slide hits Flying types for equal power (when factoring in the Super Effective attribute).
The Standstill:
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Nature: Bold
- Scald
- Toxic
- Recover
- Taunt
Jellicent is here to pretty much block the opponent's progress. They will be burned, Taunted, and their Water, Fighting, Normal, Steel, Ice, Bug and Fire moves will be mere dents to this Ghost. Recover just prolongs the damage and will likely force switches when combined with Taunt.
I feel Jellicent is the only spin-blocker that makes sense for my team, as it also absorbs Water, and takes the Ice, and Fire attacks that threaten Forretress, Exadrill, and Hippowdon. In turn, Jellicent's Grass weakness is resisted by Forretress, and Electric weakness is negated after a switch to Hippowdon or Exadrill. Forretress and Exadrill also resist Jellicent's Dark, and Ghost weaknesses.
Straight from the Jellicent analysis opposing Jirachi (especially with Body Slam), Heatran, and choice-locked Azumarill will have a hard time getting past Jellicent. Additionally, Rapid Spin users like Donphan, and Hitmontop wont like being blocked and taking either Scalds or Toxics. Jellicent also serves as a fine answer to Politoed, who will be able to do little more than give Jellicent that signature dumb stare.
Recover is one of Jellicent's most important moves, as it would be on any defensive Pokemon, and with ability to Burn or Toxic opponents, it allows Jellicent to stall Steel, Flying, Poison, and Levitating Pokemon that Toxic Spikes doesn't affect. Thanks to Jellicent's high Special Defense, it is capable of stalling out Draco Meteors from Latios, Latias, or even Dragonite with Recover. Taunt, allows Jellicent to wear down slower Pokemon who rely on a recovery move, including Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon. The EV spread is relatively simple; 44 Speed EVs allow Jellicent to outspeed and burn Scizor, while the rest maximize bulk with emphasis on Jellicent's weaker Defense stat. 248 HP EVs allow Jellicent to take less damage from Spikes.
Pain Stall:
Level 2 Probopass: @ Leftovers
Ability: Sturdy
Nature: (+ SpA, -Spe)
EVs: 0 on all
IVs: 0 on all
~Magic Coat
~Pain Split
~Protect
~Torment
This set is the final and most supported Pokemon on this entire team. This Pokemon is basically what happens when all the opponent has left are the few bulky offensive threats that haven't been killed off by Exadrill, and perhaps a wall that just needs to be worn down.
Probopass is very simple to use when Sandstorm and Toxic Spikes are up. Stealth Rocks and Spikes are not required, but they do make Probopass' job slightly faster. All Probopass has to do is Pain Split when the foe uses an attack move, Magic Coat when the foe uses an indirect move (like Encore), or Torment if the foe is Choiced (combined with Protect works wonders).
Pain Split + Sturdy works so well that it may seem impossible for Probopass to go down if they opponent lacks a surviving Substitute user. Yes, using Probopass does require prediction, but with team preview, and by the time Sandstorm, and Toxic Spikes have been set up, it will be easy to differentiate what sets the opponent is using; Probopass is, after all, meant to be used late game.
~~~~Overall, I accomplished fitting what needed to be in my team to ensure Probopass has the right amount of support. What I need is your help to perfect movesets, EV spreads, and possible teammate ( I have considered Erufun over Jirachi in the lead spot, but I do find Wish support comes in handy quite often ).
Previous Teammate:
Mirror Wall: [Lead]
Espeon @ Light Clay
Ability: Magic Bounce
Nature: Timid (+ Spe, - Atk)
252 HP / 252 Spe / 4 SpD
-Psychic
-Reflect
-Light Screen
-Baton Pass
Espeon is designed as an anti-lead against annoyers, and set-uppers.
Lead with a screen depending on your foe's offense, or Psychic a foe if they are Fighting or Psychic. Baton Pass is so you can avoid Pursuit when you switch out. Espeon's lead role with the Magic Mirror ability allows her to prevent Taunt, Stealth Rocks, Spikes, status, and moves like Encore, meaning Espeon can get away without using attacks, unlike most leads. She can also switch in which works great with foes trying to Taunt, or status teammates. Letting Espeon act as a status absorber works great, while Hippowdon, or Exadrill, can absorb Discharges, and Jellicent can absorb Scalds, while Forretress of course, can Rapid Spin Toxic Spikes making my team very resistant to status conditions.
Against Tyranitar leads they will likely predict a switch, and use either Pursuit or Stealth Rocks, and be met with a quick Reflect, (not to mention Magic Mirror will reflect any Stealth Rocks back on their team); Espeon will be able to survive a weakened Pursuit. From there Espeon can then Baton Pass out safely. Baton Pass also works to scout for incoming counters, allowing for Exadrill and Probopass to come in safely with their Sturdy and Balloon intact.
Mirror Wall: [Lead]
Xatu: @ Light Clay
Ability: Magic Bounce
Nature: Timid
EVs: 252 HP / 4 Def / 252 Spe
-Wish / Roost
-Light Screen
-Reflect
-Tailwind / Night Shade
So I am considering this over Espeon due to having recovery (Espeon's Wish is illegal with Magic Bounce), and more general support for my team with Tailwind. Xatu is also neutral to Bug, dual resistant to Fighting, Immune to Ground, and can use Night Shade against all non-Normal targets. I have Tailwind as an option since Xatu can support my team, including Exadrill without the need for sandstorm, and Tailwind can also act as a saving grace if I know Xatu can only handle 1 more hit (survive the hit, use Tailwind and use any of its other supporting options going first).
I am considering that if I Tailwind, I could lower its Speed and have more EVs in Defenses, but I feel that the initial Speed before Tailwind can be more beneficial if it can Light Screen or Reflect before the foe has a chance to hit it, ultimately letting it survive hits behind the screens against foes that are mid-speed range.
The Pokemon I am talking about is non other than my very own Level 2 Probopass set. Without further ado, please rate my team!
Iron Maiden:
Jirachi @ Leftovers
Ability: Serene Grace
Nature: Calm
EVs: 252 HP / 4 SpA / 252 SpD
-Wish
-U-Turn
-Doom Desire
-Stealth Rocks
I want to lead with something that will basically say: Is this scarfed, a tank, a Trick user... etc. so that the foe will be confused. With Wish, I plan on using U-turn to heal my teammates, and Iron Head makes it easier for Jirachi to stay in and heal off Wishes.
Stealth Rocks I found to be more immediately useful for a likely lead than Gravity or Icy Wind, as most Dragons will have a Ground or Fire Move unless Choiced into another move, and Stealth Rocks is more useful in general. Also, Gravity isn't quite useful on a likely lead since Entry hazards like Spikes and Toxic Spikes haven't been set-up, and I don't want to reveal my Exadrill and use its EQ so soon without Sandstream support.
With Jirachi leading, I haven't shown I have Hippowdon, therefore they wont be as likely to assume I have Exadrill yet, and that's an advantage.
Sand Hazards:
Hippowdon @ Leftovers
Ability: Sandstream
Nature: Bold
EVs: 252 HP/8 Def/248 SpD
-Earthquake
-Stockpile
-Whirlwind
-Slack Off
I wanted to ensure that I create as much damage as possible, while being able to stall out against my foes, which is why I chose Hippowdon over Tyranitar: less weaknesses, and Slack Off. Hippowdon also takes physical hits better, and can counter non-Balloon Exadrills.
Overall, Hippowdon is used to stall out the foe, racking up weather, and SR damage through Roar, and Earth-quaking foes like Tyranitar, Nidoking, and Lucario which might pose a threat otherwise. Stockpile is so Hippowdon can stall with Roar and Slack Off, but even if the foe can set-up as well (say Offensive Calm Mind Suicune), I can use Toxic Spikes with Hippowdon to outstall them.
Toxic Spin:
Foretress: @ Leftovers
Ability: Sturdy
Evs: 252 HP / 176 Def / 80 SpD
Nature: Relaxed
- Toxic Spikes
- Spikes
- Rapid Spin
- Volt Change
After team preview, you can tell whether it is better to use Toxic Spikes (lots of non-Steel, Poison types), or Spikes (lots of Steel, Poison types). Forretress is packing Rapid Spin for ensuring that your team can safely switch, as stall teams do rely on staying in strong health. Volt Change can negate the need for Shed Shell, since team preview also tells you if your foe is packing Magnezone, Chandera, etc., allowing you to switch to a counter on their switch-in and maintain Leftovers.
Most importantly, Volt Change allows for easy switch-ins for Probopass, or even Exadrill so that Sturdy and Balloon stay intact.
Puncture Holes:
Exadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP/ 252 Spd / 252 Atk
Nature: Adamant
- Earthquake
- Rock Slide
- Swords Dance
- X-Scissor
Exadrill is here to puncture holes into the opponent's team, and sweep their weakened Pokemon, which shouldn't be hard considering the speed, coverage, and entry hazards stacked up against the foe's team when backed by Hippowdon's Sandstream. Additionally, Exadrill's Steel-typing, and Balloon item help it switch in, and set up. X-Scissor is chosen for Grass types that resist Earthquake, especially Celebi, Eruffun, and can work well against the many Levitating Dark and Psychic types like Hydreigon, Azelf, Cresselia, etc.
Exadrill also works extremely well with this team because its Earthquakes kill off the Steel and Poison types that ignore Toxic Spikes, while its Rock Slide hits Flying types for equal power (when factoring in the Super Effective attribute).
The Standstill:
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 216 Def / 44 Spe
Nature: Bold
- Scald
- Toxic
- Recover
- Taunt
Jellicent is here to pretty much block the opponent's progress. They will be burned, Taunted, and their Water, Fighting, Normal, Steel, Ice, Bug and Fire moves will be mere dents to this Ghost. Recover just prolongs the damage and will likely force switches when combined with Taunt.
I feel Jellicent is the only spin-blocker that makes sense for my team, as it also absorbs Water, and takes the Ice, and Fire attacks that threaten Forretress, Exadrill, and Hippowdon. In turn, Jellicent's Grass weakness is resisted by Forretress, and Electric weakness is negated after a switch to Hippowdon or Exadrill. Forretress and Exadrill also resist Jellicent's Dark, and Ghost weaknesses.
Straight from the Jellicent analysis opposing Jirachi (especially with Body Slam), Heatran, and choice-locked Azumarill will have a hard time getting past Jellicent. Additionally, Rapid Spin users like Donphan, and Hitmontop wont like being blocked and taking either Scalds or Toxics. Jellicent also serves as a fine answer to Politoed, who will be able to do little more than give Jellicent that signature dumb stare.
Recover is one of Jellicent's most important moves, as it would be on any defensive Pokemon, and with ability to Burn or Toxic opponents, it allows Jellicent to stall Steel, Flying, Poison, and Levitating Pokemon that Toxic Spikes doesn't affect. Thanks to Jellicent's high Special Defense, it is capable of stalling out Draco Meteors from Latios, Latias, or even Dragonite with Recover. Taunt, allows Jellicent to wear down slower Pokemon who rely on a recovery move, including Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon. The EV spread is relatively simple; 44 Speed EVs allow Jellicent to outspeed and burn Scizor, while the rest maximize bulk with emphasis on Jellicent's weaker Defense stat. 248 HP EVs allow Jellicent to take less damage from Spikes.
Pain Stall:
Level 2 Probopass: @ Leftovers
Ability: Sturdy
Nature: (+ SpA, -Spe)
EVs: 0 on all
IVs: 0 on all
~Magic Coat
~Pain Split
~Protect
~Torment
This set is the final and most supported Pokemon on this entire team. This Pokemon is basically what happens when all the opponent has left are the few bulky offensive threats that haven't been killed off by Exadrill, and perhaps a wall that just needs to be worn down.
Probopass is very simple to use when Sandstorm and Toxic Spikes are up. Stealth Rocks and Spikes are not required, but they do make Probopass' job slightly faster. All Probopass has to do is Pain Split when the foe uses an attack move, Magic Coat when the foe uses an indirect move (like Encore), or Torment if the foe is Choiced (combined with Protect works wonders).
Pain Split + Sturdy works so well that it may seem impossible for Probopass to go down if they opponent lacks a surviving Substitute user. Yes, using Probopass does require prediction, but with team preview, and by the time Sandstorm, and Toxic Spikes have been set up, it will be easy to differentiate what sets the opponent is using; Probopass is, after all, meant to be used late game.
~~~~Overall, I accomplished fitting what needed to be in my team to ensure Probopass has the right amount of support. What I need is your help to perfect movesets, EV spreads, and possible teammate ( I have considered Erufun over Jirachi in the lead spot, but I do find Wish support comes in handy quite often ).
Previous Teammate:
Mirror Wall: [Lead]
Espeon @ Light Clay
Ability: Magic Bounce
Nature: Timid (+ Spe, - Atk)
252 HP / 252 Spe / 4 SpD
-Psychic
-Reflect
-Light Screen
-Baton Pass
Espeon is designed as an anti-lead against annoyers, and set-uppers.
Lead with a screen depending on your foe's offense, or Psychic a foe if they are Fighting or Psychic. Baton Pass is so you can avoid Pursuit when you switch out. Espeon's lead role with the Magic Mirror ability allows her to prevent Taunt, Stealth Rocks, Spikes, status, and moves like Encore, meaning Espeon can get away without using attacks, unlike most leads. She can also switch in which works great with foes trying to Taunt, or status teammates. Letting Espeon act as a status absorber works great, while Hippowdon, or Exadrill, can absorb Discharges, and Jellicent can absorb Scalds, while Forretress of course, can Rapid Spin Toxic Spikes making my team very resistant to status conditions.
Against Tyranitar leads they will likely predict a switch, and use either Pursuit or Stealth Rocks, and be met with a quick Reflect, (not to mention Magic Mirror will reflect any Stealth Rocks back on their team); Espeon will be able to survive a weakened Pursuit. From there Espeon can then Baton Pass out safely. Baton Pass also works to scout for incoming counters, allowing for Exadrill and Probopass to come in safely with their Sturdy and Balloon intact.
Mirror Wall: [Lead]
Xatu: @ Light Clay
Ability: Magic Bounce
Nature: Timid
EVs: 252 HP / 4 Def / 252 Spe
-Wish / Roost
-Light Screen
-Reflect
-Tailwind / Night Shade
So I am considering this over Espeon due to having recovery (Espeon's Wish is illegal with Magic Bounce), and more general support for my team with Tailwind. Xatu is also neutral to Bug, dual resistant to Fighting, Immune to Ground, and can use Night Shade against all non-Normal targets. I have Tailwind as an option since Xatu can support my team, including Exadrill without the need for sandstorm, and Tailwind can also act as a saving grace if I know Xatu can only handle 1 more hit (survive the hit, use Tailwind and use any of its other supporting options going first).
I am considering that if I Tailwind, I could lower its Speed and have more EVs in Defenses, but I feel that the initial Speed before Tailwind can be more beneficial if it can Light Screen or Reflect before the foe has a chance to hit it, ultimately letting it survive hits behind the screens against foes that are mid-speed range.