QueenOfLuvdiscs
Tier 3 Audino sub
Hey guys! Today I'm bringing you the team that I used to get reqs for the NU suspect ladder that performed extremely well (35-5). I wanted to use stall as it's my favourite playstyle and SuperGeist is so fun to use right now because it checks so much stuff and it's cute :]. So here's the nice n fat team:
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 232 HP / 52 Def / 212 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Leech Seed
- Synthesis
- Foul Play
SuperGeist is the star of the team. Being able to check so many threats rn is incredible; SD Virizion, M-Lix, Heliolisk as well as Malamar to an extent. Will-O + Leech Seed are such a good combination; being to wear down everything with either one or both makes it such an annoyance. Synthesis is a new addition it got thanks to ORAS and really boosts it's longevity and helps it outlast so many things. Foul Play is also a new toy it got and quite frankly, it's better than using any STAB move it learns.
Audino @ Audinite
Ability: Regenerator
EVs: 232 HP / 68 Def / 208 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Wish
- Protect
- Heal Bell
It wouldn't be a stall team without your cleric, and that's where Mega Audino comes in. The immense bulk this thing has is incredible + the new Fairy-typing makes it a really good WishPasser. The EV spread is for taking AV Magmortar's Fire Blasts as well as taking LO Focus Blasts from Virizion, with the rest thrown into Def, so that it can take 2 Close Combats from Hariyama and proceed to Wish/Protect stall it until Dazzling Gleam can do considerable damage or they switch out, wanting to preserve their PP.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 56 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Protect
- Toxic
Next up I needed rocks, a fire check and another water resist, so Seismitoad fit perfectly. Stealth Rock + Scald are mandotory on any defensive set imo, so the last 2 slots were fillers. I thought ProTox might be best as I didn't really need Earthquake/Earth Power to hit anything that I can't just Toxic or burn with Scald and it turned out to be really helpful. The extra recovery you can from just clicking Protect, as well as being able to scout for certain Hidden Powers or Choiced mons really makes it such an important asset to the team. For the EVs, I just took the standard defensive set and made it spdef lol.
Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 172 Def / 72 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Moonlight
- Calm Mind
- Stored Power
- Barrier
I needed a win condition as well as another way to beat opposing stall teams, so Barrier Musharna fit perfectly. Being able to set up on both Physical and Special attackers is incredible just as long as you don't get crit; after 1 barrier + 2 cms usually means its over. The EV spread is very different to what you'd expect a Musharna to use, but it allowed me to switch in on Heliolisk and just set up on it in it's face and general speed creep for opposing Musharnas so I can boost first and quicker, before denting them with SP.
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 204 Def / 40 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Pain Split
- Will-O-Wisp
Looking at how the meta was, I saw that Toxic Spikes really broke a lot of offensive teams as well as the common rain teams running around, so Weezing fit nicely as it providing a soft check to M-Lix as well as setting them up. Pain Split can allow it to regain some lost HP as this is the only way in can heal itself 'reliably' and keep it around longer if I need Toxic Spikes back up again. Will-O lets burn the Levitate mons as well as the Poison/Steel mons that aren't affected by the spikes. The speed investment allows Weezing to always outspeed Adamant M-Lix, so you can always cripple it.
Archeops
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Defog
- Roost
- Stone Edge
Finally, I needed something that hit on the physical side and that can remove hazards. Archeops fit perfectly as not only did it do that, it also outsped a lot of the threats in NU like Virizion, Typhlosion and Heliolisk and threaten them out or OHKO them. Acro + Stone Edge provide really good STAB coverage, only being walled by Steel-types, notably M-Lix, but lets me OHKO opposing Archeops as well as Defensive Xatu that try to prevent hazards from going up as they are big nuisances to this team.
So thele it is; have fun stalling ecks dee ecks dee!
Team import: http://pastebin.com/z1PJZmU7
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 232 HP / 52 Def / 212 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Leech Seed
- Synthesis
- Foul Play
SuperGeist is the star of the team. Being able to check so many threats rn is incredible; SD Virizion, M-Lix, Heliolisk as well as Malamar to an extent. Will-O + Leech Seed are such a good combination; being to wear down everything with either one or both makes it such an annoyance. Synthesis is a new addition it got thanks to ORAS and really boosts it's longevity and helps it outlast so many things. Foul Play is also a new toy it got and quite frankly, it's better than using any STAB move it learns.
Audino @ Audinite
Ability: Regenerator
EVs: 232 HP / 68 Def / 208 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Wish
- Protect
- Heal Bell
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 56 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Protect
- Toxic
Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 172 Def / 72 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Moonlight
- Calm Mind
- Stored Power
- Barrier
Ability: Levitate
EVs: 248 HP / 204 Def / 40 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Toxic Spikes
- Pain Split
- Will-O-Wisp
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Defog
- Roost
- Stone Edge
So thele it is; have fun stalling ecks dee ecks dee!
Team import: http://pastebin.com/z1PJZmU7
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