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Jan 26th, 2016
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  1. Giratina @ Leftovers
  2. Ability: Pressure
  3. EVs: 252 HP / 252 Def / 4 SpD
  4. Bold Nature
  5. IVs: 0 Atk
  6. - Will-O-Wisp
  7. - Roar
  8. - Rest
  9. - Sleep Talk
  10. If you want a GaF stall team, a stallgod is practically required. Since Lugia has a terrible defensive typing for to gain followers, there was only really one choice. while dragon and ghost aren't great stall types, they are workable. The moves are fairly obvious, since resttalk is the only recovery Giratina gets. While it has no attacks, every move here is absolutely vital.
  11.  
  12. Sableye @ Sablenite
  13. Ability: Prankster
  14. EVs: 248 HP / 252 Def / 8 SpD
  15. Bold Nature
  16. - Toxic
  17. - Recover
  18. - Foul Play
  19. - Will O Wisp
  20. The so called stall enabler, Sableye is back and better than ever. Dual status allows Sableye to cripple both steel types and fire types, while recover keeps it alive throughout the match. Foul play is to keep it from being setup bait, particularly from Talonflame. With the given EVs and will o wisp, it can stall physical attackers to hell and back. Prankster is so good it's almost mandatory- on the turn Sableye megas, its non-attacking moves have +1 priority. This allows it to be a blanket check to a variety of sweepers, hitting them with a status that will haunt them for the rest of the fight.
  21.  
  22. Latias @ Leftovers
  23. Ability: Levitate
  24. EVs: 252 HP / 4 Def / 252 SpD
  25. Calm Nature
  26. - Wish
  27. - Psyshock
  28. - Defog
  29. - Draco Meteor
  30. The cleric of the team, Latias is there to keep everyone healthy. Since Sableye already acts as a deterrent to most status attempts, Latias can instead run dual attacks. Psychic and Dragon suffer from immunities, but what can't be hit by one can be hit by the other. Maximum Hp allows Latias to keep passing large wishes to heal its teammates without recovery.
  31.  
  32. Cofagrigus @ Leftovers
  33. Ability: Mummy
  34. EVs: 252 HP / 252 Def / 4 SpD
  35. IVs: 0 Spe
  36. - Hex
  37. - Will-O-Wisp
  38. - Trick Room
  39. - Destiny Bond
  40. Hex's improved base after a will o wisp makes up for Cofagrigus' lackluster offenses while simultaneously punishing physical attackers. To make things even better, it doesn't need to be Cofagrigus who statuses them- Sableye works just as well. This allows Cofagrigus to get solid damage with relative constancy in the mid to late game. Trick room instantly reverses all speed tiers, making most of this team the fastest thing around. Destiny Bond is included for more mind screwery- after its revealed, many attackers are hesitant to finish the kill. Alternatively, it can be used in Trick Room to take down a troublesome opposing mon without trouble. Mummy is the main draw of this mon, removing the potentially positive abilities of any pokemon that makes contact.
  41.  
  42. Goodra @ Assault Vest
  43. Ability: Sap Sipper
  44. EVs: 248 HP / 252 SpA / 8 SpD
  45. Modest Nature
  46. - Dragon Pulse
  47. - Fire Blast
  48. - Sludge Bomb
  49. - Dragon Tail
  50. The special tank of the team, Goodra thrives in an environment where physical attackers are burnt. With an assault vest adding to its already ridiculous special bulk, Goodra is nearly impossible to break. Dragon tail is a pivot move in reverse- instead of switching you out of a bad matchup, it switches them out of a good one. What's more, it removes their boosts on the way. sludge bomb hits fairies that want to wall you, while Fire Blast does the same to steels.
  51.  
  52. Garchomp @ Focus Sash
  53. Ability: Rough Skin
  54. EVs: 252 Atk / 4 SpD / 252 Spe
  55. Jolly Nature
  56. - Stealth Rock
  57. - Swords Dance
  58. - Earthquake
  59. - Outrage
  60. WHile this may seem out of place on a stall team, its there for a reason- its unexpected. When you see a Garchomp on an obviously defensive team, you think tankchomp. When it sets up rocks, you're even more certain- until you die to a +2 or +4 outrage. Garchomp is a potent cleaner, especially late game after rocks are up and most troublesome Pokemon have received prior damage. The EV spread maximizes speed while still maintaining an offensive presence. Focus sash, meanwhile, gives Garchomp a guaranteed chance to set rocks, set up, or stop a sweep.
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