Also i forgot zoroark has night burst instead of dark pulse, so he does a tiny bit more damage with his stab move.
I like Dark Pulse more anyway because of Flinchhax.
I tried out the Infernape/Zoroark combo and it does work pretty decently. The only problem is that they're both really, really frail, so they get torn up pretty easily by just about anything.
Someone tell me how to make a useful stall team. Is Rain Stall viable? Might make a RestDration Vaporean.
I played someone by the name of Kevin Garrett last night (on PO /tr/ so idk if it was actually him) who ran a stall team something like this:
Stockpile Hippowdon
WoW Recover Burungeru
Softboiled Wish Blissey
Nattorei
Landlos (no idea what kind, didn't really see it at all)
Garchomp (I assume it was Scarfed)
He pretty much destroyed my [****ty] team with it, his prediction was really good compared to the average /tr/ scrub. The only thing I can think of this team being weak against is Baloon SD Doryuzu since he has a sandstorm starter and no priority users. Aside from that there aren't many weaknesses. Hail could also be a problem for this team since Abomasnow can hurt Burungeru and Blizzard can hurt everything else. If Burungeru dies, fighting types will be a problem too. Landlos' bulk is impressive, but it's not good enough to take repeated Ice Punches. Breloom is a problem since it can punch Blissey, Spore Nattorei, and Seed Bomb everything else. It's still a great team though and a lot more solid that it initially seems.
In terms of general stall advice, I can reasonably say these few tips:
- Find a good stall core. This can be based on resistances (FWG cores), stats (BlissKarm or Blissey and any defensive steel type), immunities (Blissey+Ghosts), or other synergy, such as with abilities, status effects, or speed. You can't build an effective stall team (or any effective team) around a bunch of pokemon that are good individually. Once you have a core in place, you can metagame the rest of your team around that core.
- Have lots of immunities. Ground immunity is especially important both because of opposing entry hazards that could damage your core and the increase in usage of Sandstorm teams in Gen V. Water immunity is also important in Gen V because of rain teams. If you're running Blissey, a fighting immunity is basically required. Steel types are good due to their immunity to all things poison, most notably Toxic Spikes. Electric immunity is very good to have because chances are something on your team will be a water or flying type. Fire immunity is nice but not necessary, mostly because all the pokemon who have fire immunity don't function very well defensively or have better abilities. For reference, the team I posted above has 7 immunities, and most successful Gen IV stall teams had around 6.
- Have lots of entry hazards. Do you like Skarmory, Forretress, Deoxys, Cloyster, Omastar, Qwlfish, Roserade, Pendra, and Nidoqueen? Well you should. All these pokemon have access to multiple entry hazards. In stall teams, entry hazards are going to be your best friend since your opponents are going to be switching so much to try and get out of the way of an unfavorable matchup. Stealth Rock is the best hazard by far, as it hits everything without Magic Guard. Toxic Spikes is probably the second most useful, as it hits all grounded non-steel, non-poison pokemon and severely limits what they can do and for how long. Spikes are very useful as well, since they can hit steel types for extra damage, which is very necessary since they'll only take about 6% damage from Stealth Rock and be immune to T. Spikes.
- Have lots of ways around entry hazards. Rapid Spin is the best since it clears your whole side of every entry hazard. Most teams have ghost types to block this, so if you are running a spinner you'll need to make sure it can handle all of them. Starmie is a good choice for this as it can hit almost every commonly used Ghost type for super effective damage without having to run Shadow Ball. Another way around Toxic Spikes is to run a poison type without flying or levitate. Grounded poison types absorb Toxic Spikes when they are sent in, meaning that they can get rid of an entry hazard without having to waste a turn spinning. Tentacruel is a good example of this, especially since he can also use Rapid Spin. Regeneration is a good way for a single pokemon to compensate for the loss of health from entry hazards. Mamanbou and Slowbro are both good examples of this, as they will take quite a bit of damage from spikes if they have to come in repeatedly. Generally though, when dealing with entry hazards you usually want to focus on helping your whole team, so this single-pokemon ability isn't that helpful. Similarly, Magic Guard is a good ability for avoiding entry hazards (and some status moves), but not only does it only benefit one pokemon but all the users are terrible. Clefable isn't bad, but it shares a type with Blissey who is far superior; Alakazam is about as durable as rice paper; Shinbora's defensive stats aren't that great overall and his typing isn't very good; Rankurusu is probably the best user of Magic Guard since he has good offensive and defensive stats and access to Trick Room to compensate for his atrociously low speed stat.
- Have lots of phazers. In stall, most of your damage comes from entry hazards, so you want to maximize your damage as much as possible by including good phazers. One of my personal favorites is Resttalk Roar Gyarados. Gyarados' typing is pretty good, leaving him with only 2 weaknesses that are both resisted by ground types. His ability (Intimidate, not Overconfident/Earthquake Spiral) also increases his physical bulk, which complements his good natural special bulk. In Gen V, you can replace Roar with Dragon Tail when you can and generally be ok. This helps against Soundproof pokemon and Dragons.
- Have something to absorb sleep. Sleep is a gay thing for any team to deal with, but in Stall it's even worse since you're effectively losing a really bulky pokemon that you need badly to one move. Having a sleep talker on your stall team will be good for absorbing sleep and also for tanking since most Sleep Talk sets are designed to be incredibly bulky.
- Know your metagame. This is probably the most important point of all. You could have the greatest stall team ever on paper, but if there is 1 pokemon or strategy that can counter it and that one pokemon or strategy is the most commonly used thing, your team is probably going to suck.
That's all the adivce I can think of right now. These are just general strategies because stall is, in the end, a metagame team. When you have an established metagame, stall can be really good. When you have an unknown metagame (like right now in BW), stall can have a bunch of random problems and just generally not be as good as it could be.
I debated running Curse over Dragon Dance, cause I'm not certain that the Speed boost is worth it or not. It's worth it sometimes because I can Rest 2nd turn before someone KOs me, but other than that, I might consider Curse.
You're using a priority move, you don't need the speed boost. If Lapras knew Aqua Jet this set would create itself.