Bad Ass
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hello all, i've come to discuss an interesting playstyle that seems to have been thrown by the wayside come generation 5 -- that being, stall. full stall teams are seen fairly commonly in generations 2, 3, and 4, but in black and white they seemed to fall out of favor for a variety of different teams. hyper offense teams dominated with new huge base power moves and huge base stat pokemon. often, they utilized weather as an end to their means. balanced and weatherless teams lacked the ability to push back vs strong offense and also took a decline. recently, however, with the nerf of rain and the banning of genesect a new type of balance team has taken over bw.
these teams mostly consist of a few water resists (spdef celebi is very common along with rotom-w), a strong special attacker (landorus, latias, keldeo), and then various defensive pivots (landorus-t, aforementioned rotom and latias, garchomp). they are very common in their archetype and show a new leaning towards defense over the previous strategy of spam strong attackers until someone folds. but even with these new metagame changes, is it enough for full stall to be viable?
full stall teams, if you aren't aware, usually use 6 fully defensive pokemon. a scarfer can be added to check various threats -- scarf rotom was extremely useful in dp -- but usually is forgone and the last pokemon used to patch up any leftover holes. then, hazards go up and the staller tries to drain the opponent's HP before they can ram through his defenses and sweep. rain stall can accomplish this by using tentacruel to keep hazards off the field, having an extra fire resistance, and unlocking new abilities like 100% thunder, rain dish, and high-power scalds. sand stall has extra passive damage, access to stoutland, and can still use fire moves on their own team. there are a ton of ways to make a stall team, but are any of them viable?
here are my two cents: i don't think that stall can be performed effectively in bw2. there are too many random threats that you have to cover, too many combinations of high powered attackers to be completely safe against. this is the first problem. garchomp and terrakion alone are huge nuisances for stall since the main way to deal with them is by phazing, and they can always come in and perform another setup (that won't be stopped, this time). heck, as we saw in the smogon tournament finals, dunk had a huge problem stopping gr8astard's feraligatr, because that's just something that is not prepared for, but it works extremely well against stall! it's impossible to be prepared against the myriad of new threats, new moves, and new tactics while still being shored up against the old. you will always have to compromise your defenses, will always have to be weak to something. it's simply not possible to build something that has multiple outs vs every viable pokemon in ou.
the second issue is the lack of quality spinblockers. the list goes like this, from least bulky to most: gengar, sableye, cofagrigus, jellicent. gengar is completely unviable as a spin blocker due to every spinner being able to bypass it very easily. cofagrigus is barely viable in ou, and only with a nasty plot set at that, really. sableye has to rely on his speed to be able to burn opponents before they hit his paper-thin defenses with actual attacks, and is nearly useless vs tentacruel and starmie (aka the two most common spinners). jellicent is the most viable on a stall team with enough speed to stallbreak with taunt+will o wisp, access to recover and scald, and a secondary water typing, but even it has its flaws. it is susceptible to toxic spikes, life orb starmie can get through it with a little prediction, and forretress volt switch --> choice band tyranitar (or anything really, it takes 15 from volt switch + 12 from SR, which adds up, especially with multiple layers) completely bones it. tentacruel is nearly impossible to kill and starmie is too fast to prevent from spinning at least once. forretress can always volt switch out and pursue and/or otherwise antagonize your spinblocker, and even donphan can 2hko most of these guys with earthquake. rotom-a wasn't the greatest blocker; it had to use restalk for reliable recovery, it was weak as hell to tyranitar, and it has a very low HP, but during DP it could run a myriad of sets effectively and it showed in the metagame. spikes were neither dominant nor total trash. there was a good balance (perhaps in the favor of the spinner due to the ease of nailing it with a pursuit, but i digress).
so: is stall viable in bw? have you created a highly successful stall team? is the concept of "full stall" a relic that should stick in the early generations, and if so what does stall need to do to succeed going forward into consistently more offensive metagames?
these teams mostly consist of a few water resists (spdef celebi is very common along with rotom-w), a strong special attacker (landorus, latias, keldeo), and then various defensive pivots (landorus-t, aforementioned rotom and latias, garchomp). they are very common in their archetype and show a new leaning towards defense over the previous strategy of spam strong attackers until someone folds. but even with these new metagame changes, is it enough for full stall to be viable?
full stall teams, if you aren't aware, usually use 6 fully defensive pokemon. a scarfer can be added to check various threats -- scarf rotom was extremely useful in dp -- but usually is forgone and the last pokemon used to patch up any leftover holes. then, hazards go up and the staller tries to drain the opponent's HP before they can ram through his defenses and sweep. rain stall can accomplish this by using tentacruel to keep hazards off the field, having an extra fire resistance, and unlocking new abilities like 100% thunder, rain dish, and high-power scalds. sand stall has extra passive damage, access to stoutland, and can still use fire moves on their own team. there are a ton of ways to make a stall team, but are any of them viable?
here are my two cents: i don't think that stall can be performed effectively in bw2. there are too many random threats that you have to cover, too many combinations of high powered attackers to be completely safe against. this is the first problem. garchomp and terrakion alone are huge nuisances for stall since the main way to deal with them is by phazing, and they can always come in and perform another setup (that won't be stopped, this time). heck, as we saw in the smogon tournament finals, dunk had a huge problem stopping gr8astard's feraligatr, because that's just something that is not prepared for, but it works extremely well against stall! it's impossible to be prepared against the myriad of new threats, new moves, and new tactics while still being shored up against the old. you will always have to compromise your defenses, will always have to be weak to something. it's simply not possible to build something that has multiple outs vs every viable pokemon in ou.
the second issue is the lack of quality spinblockers. the list goes like this, from least bulky to most: gengar, sableye, cofagrigus, jellicent. gengar is completely unviable as a spin blocker due to every spinner being able to bypass it very easily. cofagrigus is barely viable in ou, and only with a nasty plot set at that, really. sableye has to rely on his speed to be able to burn opponents before they hit his paper-thin defenses with actual attacks, and is nearly useless vs tentacruel and starmie (aka the two most common spinners). jellicent is the most viable on a stall team with enough speed to stallbreak with taunt+will o wisp, access to recover and scald, and a secondary water typing, but even it has its flaws. it is susceptible to toxic spikes, life orb starmie can get through it with a little prediction, and forretress volt switch --> choice band tyranitar (or anything really, it takes 15 from volt switch + 12 from SR, which adds up, especially with multiple layers) completely bones it. tentacruel is nearly impossible to kill and starmie is too fast to prevent from spinning at least once. forretress can always volt switch out and pursue and/or otherwise antagonize your spinblocker, and even donphan can 2hko most of these guys with earthquake. rotom-a wasn't the greatest blocker; it had to use restalk for reliable recovery, it was weak as hell to tyranitar, and it has a very low HP, but during DP it could run a myriad of sets effectively and it showed in the metagame. spikes were neither dominant nor total trash. there was a good balance (perhaps in the favor of the spinner due to the ease of nailing it with a pursuit, but i digress).
so: is stall viable in bw? have you created a highly successful stall team? is the concept of "full stall" a relic that should stick in the early generations, and if so what does stall need to do to succeed going forward into consistently more offensive metagames?