5th Gen Uber Stall Article

Jibaku

Who let marco in here????
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Garganator said:
Vulnerable to all types of entry hazards (Is it really vulnarable to entry hazards ? It's neutral to SR and Giratina is mostly used in defensive way, so most of times it'll run Sleep Talk anyway, making Toxic Spikes against him useless and opponent must throw in 2-3 times Spikes to make them really dangerous. IMO I would delete this sentence).
Consider that Giratina-A lacks a fast recovery and will be switching into Forretress quite a bit to block Rapid Spin. Forretress, as you already know, throws down Spikes and TS, and if Giratina-A is repeatedly switching into him it is going to take a lot of damage and be forced to Rest. So he is pretty vulnerable to entry hazards.
 
If Giratina-A has Hidden Power Fire, it can 2HKO Forretress if it is not raining. Otherwise Hidden Power Fire is pretty useless so it isn't really recommeded. Outside of the sun, Giratina will barely scratch Nattorei with Hidden Power Fire. A Claw sharpen Giratina-A set can work out sometimes as it beats Boosting tank Kyogre one-on-one.

Giratina-A's vulnerability to entry hazards is probably the main reason it's popularity is severly hampered.

Anyone thinks Tentacruel deserves to be mention in the article? I tried Tentacruel myself. It's advantages over Forretress are Toxic Spikes absorption, Magic Coat, Fire / Water resistance and higher Special bulk. However, Forretress's better typing gives way more resistances and much higher physical defense.
 
mostly grammar and spelling nitpicks, but also some points regarding analyses:

The word repeatitly does not exist. The actual word is repeatedly. This should be changed everywhere it is used.

The introduction needs to be redone. Why would you cast doubt on uber stall based on the false effects of defog and aiming mark?

"Each pokemon has their own specific roles" should be changed to "Each pokemon has its own specific role."

In a tier where extremely frightening sweepers exist"
(removed the s from "exists")

Arguably the best physical or mixed wall in the game, Lugia still remains one of the premier walls in 5th generation Ubers.
in the Lugia description, "along the process" should be changed to "in the process," and you didn't capitalize Beam in Ice Beam in one of the sentences.

Under advantages for Lugia, you say "Roosts" instead of Roost

In the Groudon section, "incite" is misused. I would instead just use invoke or just make/create/bring about/etc.

Boasting defensive stats that make it the bulkiest Uber
something the other popular Uber wall
Being a Ghost type means Giratina can spin-block as well but it isn't recommended to use it purely for spin-blocking, as without Hidden Power Fire Giratina is set up bait for the most common Uber spinner, Forretress.
Access to Will-o-Wisp, Thunder Wave and Toxic. Possesses STAB Dragon Tail(hits through Taunt) and Roar to phaze out setup sweepers. Isn't bothered by status due to Rest. Able to spin-block
I am not sure what convention is used with the term spin-block, but it should be uniform throughout, whether it is with a dash or as one word or two.

If end-game set-up sweeps become too annoying, Arceus can even prevent that from happening with a simple Perish Song followed by repeated Recovers.
worded strangely. Once again, not sure about the convention for the term "end-game."

However, Cresselia usually pales in comparison to Lugia, who has a higher Speed stat as well as more reliable recovery options.
You can't say that Lugia and Cress have roughly equal defenses in the first sentence while also saying that they don't. List other advantages of Lugia instead, as 106/130/154 and 120/120/130 are fairly similar stats. If you want proof, look here: http://www.smogon.com/forums/showthread.php?t=24931

Even mighty special sweepers such as Specs Dialga and Palkia struggle...
Being a Normal type means Blissey has only one weakness, which allows her to wall more effectively. Blissey has a wide movepool but her below average Special Attack means she will be more often seen with Seismic Toss as an attacking move. Natural Cure allows Blissey to take status without fear while Heal Bell or Aromatherapy allows Blissey to cure the entire team from all status.
Also in the Bliss analysis under disadvantages, "weak Defenses stat" should be changed to "weak Defense stat"

Chansey can even use Counter
In the Chansey analysis, it should be mentioned that special hits below approximately 31% are taken better by Blissey, as the Leftovers heal more than Chansey's extra walling power has prevented(neglecting the extra HP that Blissey has). This mark becomes even higher if you are using Protect, and the fact that these hits also cause the opponent to switch means that a Blissey that doesn't feel the need to Softboiled will gain an additional 6% as the opponent switches. Leftovers recovery REALLY adds up.

With a huge HP and stellar Special Defense stat, Ho-Oh is a great addition to stall.
That is the first sentence of the Ho-oh analysis reworded and condensed to be far less awkward and repetitive. The part about 130 base attack was removed because it is mentioned that it hits hard immediately afterward.

Ho-Oh can also take advantage of its large bulk by setting up Screens, stalling with Toxic, or even phazing with Whirlwind.
Grass Arceus is notable for being a counter to some of the biggest threats in the Uber metagame
can use its 120 SpA and a bundle of moves that represent its versatility well. Grass Arceus easily scares off the Ground titans that rule the Ubers Tier with his powerful Grass Knot or Ice beam. Grass Arceus is also good at spreading paralysis, as its Grass typing allows it scare off Ground types attempting to absorb Thunder Wave.
reworded to remove the awkward syntax.

Spikers are a critical component of an Uber stall team
In the Forretress analysis, Gyro Ball is spelled as Gro Ball

Have you considered mentioning Pain Split in the Forry analysis? As admittedly terrible as it is, it is a method of recovery.

4X weakness to Fire-type attacks which is compounded by sun
I assume that "weakness to Fire-type attacks compounded by FIre-type attacks" was wrong. The Forretress analysis also brings up another point: what is the convention for talking about typings? Should everything say "Fire-type" or "Fire type?"

High Defense and reliable recovery in Roost allow it to be a very good physical wall
Once again, not entirely sure what the convention is for the term "recovery," but I think this is inconsistent with the rest of the article.

Deoxys-D's non-steel typing should be mentioned, as this could be a major selling point for some teams that have a lot of fire weaknesses, etc.

Dialga's amazing Defense stat coupled with its [took out myriad of] resistances to Ghost-, Dark-, Normal-, Poison-, Rock-, Steel-, Bug-, Electric-, Grass-, and Water-type attacks, coupled with a resistance to Stealth Rock and immunity to Toxic Spikes allow Dialga to switch in and support a stall team with great ease.
I thought it was funny that you mentioned "low speed" in the Dialga article when it is pretty damn fast as far as walls go.

Bronzong is an uncommon tank in Ubers, but its supporting niche cannot be ignored
"Unique typing and levitate gives it a wide array of resistances" should be changed to "Steel typing and Levitate..." because Bronzong's typing is not unique. You also fail to mention that it is one of only 2 things that resist Ground + Dragon. You also dont talk about Gyro Ball at all until mentioning that it can't hit slow things.

At first glance, Giratina-O might seem like an inferior version of its bulkier cousin, Giratina. This, however, is far from the truth.
Giratina-A just begs for Levitate, as it is greatly affected by the grounded hazards. On the offensive side, Giratina-O completely outclasses his other forme with access to high-powered moves such as Draco Meteor and Outrage. Giratina-O has a decently defensive typing that grants it plenty of resistances and immunities. However, this comes at the price of weaknesses to the common Dragon, Ice, and Dark attacks. Thanks to its STABs, high offensive stats, and the boost from Griseous Orb, Giratina-O is a deadly mixed attacker, which is something the other spin blockers struggle to do [removed "so"].
Another question arises: ss saying "he" and "she" acceptable, or should it be changed to "it" unless that pokemon is always one gender?

This is all I have time for right now. Will proofread the rest later.
 
Fixed all the errors. Thanks for pointing out the mistakes. About the introduction, I don't know, Firecape will edit it later I guess since he is the one who did it.

About the "he" or "she" or "it", I am not sure about that.
 
Waiting for Firecape to recheck and edit the article. I think the pronouns are consistent throughout the article, but if they are any other errors, I will change it.
 
Here is a rough draft of a new introduction. Please indicate any edits or changes that should be made. I may attempt a conclusion later as well, but it is getting late right now. It is a bit long, but I think that the introduction should be longer than it is anyway. This basically outlines some of the general setbacks and improvements to Uber Stall this generation.

It is an undeniable fact that Pokemon Black and White have brought many changes to the competitive Ubers scene. Unfortunately, many of these changes are detrimental to the stall playstyle. The new generation brought with it several Pokemon with ridiculous stats, although only a few have filtered into the Ubers play enviroment. The legendary Zekrom and Reshiram have already firmly established themselves as exceptional offensive threats in Ubers, and many other monstrous new Pokemon such as Terrakion and Excadrill have become moderately common sights in the metagame, ready to tear teams to shreds without a moment's hesitation.

The new games not only posed new threats to Uber stall but also greatly improved many of the old Uber powerhouses. A new signature move for Mewtwo and the removal of Arceus’ previous EV restriction have greatly increased their potential to plow through the typical stall team, while the move Scald has made Kyogre that much more difficult to switch into. Darkrai has also gained a welcomed boost with the change in sleep mechanics that has made Dark Void and other sleep effects more potent than ever. Moreover, the new Dream World abilities will have a greater and greater impact on the game as time goes on, drastically improving Pokemon like Ho-oh and Shandelure while also giving birth to credible threats such as Keldeo and Genesect.

How is it possible for Uber stall to survive with the introduction of new, more powerful, and more diverse threats? Well, the 5th Generation wasn’t all bad for stall… New defensive behemoths such as Ferrothorn, Eviolite Chansey, and 252 HP Arceus have allowed stall to adapt somewhat to this new metagame, while the Ferrothorn and the new effect of Sturdy have also increased the viability of Spikers in the metagame. A new phazing move in Dragon Tail has also proven to be a great boon to the playstyle. Meanwhile, the new sleep mechanics have caused Rest users to become more susceptible to phazing, which means that Stall can now check several threats indirectly. Despite all of the apparent setbacks to stall in this emerging metagame, it is becoming clear that Uber stall is just as viable as ever.

When played correctly, a good stall team will be capable of consistently beating opponents based purely upon extreme defensive prowess and the applied pressure of the entry hazards: Stealth Rock, Spikes, and Toxic Spikes. This article will provide an excellent explanation of viable Uber stalling strategies and Pokemon, and will hopefully entice you to try out this excellent playstyle for yourself, while equipping you with the information necessary to do so effectively. If you prefer an offensive playstyle, then you will also find this article is a great asset to you, as understanding how a stall team functions is the first step in figuring out how to break it!


Aside from that, I have noticed that several grammatical mistakes remain in the OP. I will attempt to go over the OP again when time affords, but some of the mistakes that remain are ones that I have already mentioned so it would be nice if I could get a guarantee that they will be fixed if I take the time to do a thurough edit.

EDIT:

Despite all of the changes that have been made in Generation 5 that would appear to entirely invalidate the play style, stall remains as enduring as the walls that compose it and the players that champion it. Stall is a powerful, adaptive, and consistent strategy that should never be underestimated, especially in a play environment as centralized as the Uber metagame. If the above article has not pursuaded you to try this fabulous strategy for yourself, then hopefully this article has given you the knowledge necessary to better handle any opposing stall teams that you encounter on your journey up the ladder. If you lose anyway, do not become discouraged, as that is simply a testament to the resilience and potency of the stall approach, and perhaps it will give you an appreciation for the style that the above article could not impart to you. Good luck and have fun!
 
I will add the introduction in once the Ubers mods approve and like it. Firecape may not like it though but he made the past introduction and might not want to change it.

I put firecape's introduction in the hide tag and use Anachronism's one. Firecape is busy so he probably won't work on it.
 
Here's another round of edits. I kind of just ripped these segments of text from the article. They are in order, but there is not really much context provided. Use control F to find where they are XD

New defensive behemoths such as Ferrothorn, Eviolite Chansey, and 252 HP Arceus have allowed stall to adapt somewhat to this new metagame, while the Ferrothorn and the new effect of Sturdy have also increased the viability of Spikers in the metagame.

Some of the very best Uber Stall teams are were made by using a Pokémon in a previously unthought-of way uncommon Pokemon such as Forretress and Skarmory. Now, both of these underestimated Steel types are actually quite common in popular on Uber teams, especially Stall. The key here is to be creative, and choose a Pokémon that can fit well in your team. In this new generation, the released of Arceus (not Farceus), Zekrom and Reshiram forces Stall Teams to rearrange their teams to deal with both old and new threats. Stall teams have to be creative to survive in this offensive metagame.

These are the Uber walls you should consider when you are trying to stall in Ubers. In a tier where extremely frightening sweepers exist, such as Rayquaza, Ho-oh and Arceus, bulky and reliable main walls are a necessity. All these walls have incredible defenses either on one side or both. The main wall for stall teams is usually the wall who will be absorbing a lot of attacks and supporting the team along the way. These are the Uber walls you should consider when you are trying to stall in Ubers. In a tier where extremely frightening sweepers exist, such as Rayquaza, Ho-oh and Arceus, bulky and reliable main walls are a necessity. All these walls have incredible defenses either on one side or both. The main wall for stall teams is usually the wall who will be absorbing a lot of attacks and supporting the team along the way. A * sign An asterisk (*) is used if the walls can only check but are unable to switch in directly or counter the threat fully. The best teammates are mentioned first.

Arguably the best physical or mixed wall in the game. Lugia still remains one of the premier walls in 5th generation Ubers. Base 106 HP combined with an impressive base 130 Defense and 154 Special Defense makes make Lugia a very formidable wall and is incredibly hard to take down. With Pressure, Lugia can easily outstall the opponent by spamming Recover or Roosts Roost. The ability to utilize Reflect and Light Screen allows Lugia to reinforce his defenses even more. Lugia can learn a variety of coverage moves such as Ice Beam, Earthquake, Thunder, Psycho Shock and Aeroblast. Lugia can also phaze extremely well with Dragon Tail or Whirlwind. Dragon Tail hits through Taunt and deals some damage in the process and is best paired with Earthquake as a coverage move to hit Steels. Whirlwind on the other hand, should be used with Ice Beam since Whirlwind isn't doing any damage. It is interesting to note that Whirlwind has twice the PP of Dragon Tail which allows Lugia to win PP wars easier more easily. All these qualities have earned Lugia the tittle as the Great Wall of the pokemon world for 4 generations. If your team needs a standalone wall and an entry hazard abuser, Lugia is probably the wall you should be using for your team.

Advantages: Able to use Whirlwind and Dragon Tail as phazing moves which prevents Lugia from being set up on. Access to reliable recovery move moves (Roost and Recover) and Dual Screens. Has very high defenses on both sides. Immune to Grounded attacks including hazards. Fast speed for a wall allowing Lugia to phaze the opponent out before the opposite happens.

Preferred Teammates: Groudon, Forretress, Nattorei Ferrothorn, Chansey, Blissey, Palkia, Kyogre, Zekrom, Giratina-O, Dialga, Magnezone

One of the most reliable walls for almost any team, Groudon is a common stall player. Thanks to his magnificent base 140 Defense stat and high HP stat, he is capable of handling a wide range of threats including Rayquaza, Lucario, Tyranitar, Terakion, Garchomp, Zekrom and checking the mighty Extremekiller Arceus. With access to the move Dragon Tail or Roar, he isn't set up bait either. Groudon's huge base 150 Attack means he is no slouch on the offensive side. Although Groudon sacrifices a lot of offensive power when using a defensive set, his attacks are still powerful enough to KO the threats he needs to counter. Another major reason why Groudon is such a common sight in stall teams is its his ability, Drought, which allows Groudon to summon eternal sunlight. The sunlight Groudon brings to the field will severly hamper the offensive prowess of rain abusers such as Kingdra.

Advantages: Electric immunity. Resistance to Stealth rock Rock. Brings sunny weather into the battlefield. Access to Stealth Rock. Huge physical attack Attack score to dish out massive damage as well. Able to use Dragon Tail and isn't Taunt fodder.

Disadvantages: Lowish Special defense Defense and Speed stat. Lacks recovery outside of Leftovers and Rest. Can only wall effectively on the physical side. Vulnerable to Spikes and Toxic Spikes which will hamper Groudon's bulk significantly.

Useful moves: Earthquake, Dragon Tail, Stone Edge, Stealth Rock, Fire punch Punch, Overheat, Roar, Toxic, Thunder Wave, Bulk Up

Boasting defensive stats that make it the bulkiest Uber, Giratina can wall a significant portion of the metagame. A colossal base HP stat along with great defenses more than make up for his lack of offensive power most of the time. It also boasts the move Will-O-Wisp, something the other popular Uber wall, Lugia, can only dream about. The sketchy accuracy of Will-o-Wisps can be disappointing sometimes but Giratina's bulk allows him it to spam it the move repeatedly. Giratina's attacking stats are still decent enough to ward off or phaze out offensive threats and setup sweepers. Giratina can learn Dragon Tail, which receives a STAB boost, and Roar to counter most setup sweepers such as Groudon. Unlike the other Uber walls, Giratina has tons of resistances such as Water, Electric, Fire, Grass, Bug, Fighting, Normal and Poison. However, Giratina receives nasty weaknesses to the popular Dragon, Ice, Ghost and Ice moves which severly impedes his defensive prowess. Being a ghost type means Giratina can spin-block as well but it isn't recommended to use it purely for spin-blocking as without Hidden Power Fire, Giratina is set up bait for the most common uber spinner, Forretress.

At first sight, Cresselia might seem outclassed by Lugia completely but she has some notable qualities over Lugia. Cresselia lacks a Rock Rock-, Ice- and Electric-type weakness, meaning she takes less damage from Stealth Rock and Stone Edge/, Zekrom's Lightning Strike, and Ice Beam while sporting roughly the same physical durability. The ability to use Dual Screens allows Cresselia to support the team easily. Obviously Cresselia shouldn't use Lunar Dance in a Stall Team. Sacrificing Cresselia for a teammate is usually not worthy in Uber Stall. Moonlight allows Cresselia to heal 2/3 of her health in sunlight and wall physical powerhouses such as Groudon and Garchomp without much problems. However, Cresselia usually pales in comparison to Lugia who has a higher speed stat as well as more reliable recovery options.

Advantages: Invulnerability to hazards( Immune to both Spikes and neutral to Stealth Rock), Heals more efficiently in the sun, lack of eElectric, iIce and rRock weakness.

Blissey's huge base 255 HP and 135 SpD do a great job of soaking up special attacks. It is the premier special sponge, taking hits like a champ and heals healing them off with Softboiled or Wish. Even mighty special sweepers such as Specs Dialga and Palkia struggles struggle to muster a 2HKO on Blissey. The new wWish mechanics allow Blissey to pass 50% of her enormous HP to teammates, almost full fully recovering most walls. Being a normal type Normal-type means Blissey has only one weakness which allows her to wall more effectively. Blissey has a wide movepool but her below average Special Attack means she will be more often seen with Seismic Toss as an attacking move. Natural Cure allows Blissey to take status without fear while Heal Bell or Aromatherapy allows allow Blissey to cure the entire team from all status.

Advantages: Highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the biggest wWish in the game. Learns Aromatherapy, Light Screen and Heal Bell to support the team.

When holding the Evolution Stone Eviolite, Chansey's overall bulk is even higher than Blissey's! Having 641+ HP with 163 Defense and 508 Special defense, Chansey survives almost any attack with ease. Even Standard Support Groudon can only muster roughly 39% to Chansey while Garchomp's Outrage fails to 2HKO on average. The ability to survive even physical assaults decently allows Chansey to somewhat function as a Mixed Wall, which Blissey fails to do so. Similar to Blissey, Chansey can pass gigantic wWishes, heal the team with Heal Bell or Aromatherapy or even set up Stealth Rock. Chansey's extremely terrible attacking stats means even super effective moves are utterly useless leaving Seismic Toss and Toxic as Chansey's only way of dealing damage. Chansey can even use Counter to surprise someone and bounce back their physical attacks at twice the force.

Advantages: Second-highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the gigantic wWishes. Learns Aromatherapy, Light Screen and Heal Bell to support the team.

It might seem strange to use a Meadow Plate on Arceus, but by transforming it into a Grass type, Arceus gains useful resistances like Water, Ground and Electric. Grass Arceus is notable for being a counter to some of the biggest threats in the Uber metagame, including Kyogre, Zekrom and Palkia. It is no slouch offensively either, and can use its 120 SpA and a bundle of moves that represent its versatility well. Grass Arceus easily scares off the weather titans that rule the Ubers Tier with his powerful Grass Knot or Ice Beam. Grass Arceus is also good at spreading paralysis, as its Grass typing allows it scare off Ground types attempting to absorb Thunder Wave.. Grass Arceus's bulk, sSpeed and versatility allows it to function as a great mixed wall as well. Since Grass Arceus always attracts flying types such as Ho-oh and Rayquaza, it can easily suprise them with a nasty Thunder Wave. Perish Song is also a nice addition to Arceus as he can take out end game setup sweepers with it. Able to outspeed and smack Kyogre / Palkia around with a damaging Grass Knot means Grass Arceus can even counter the deadly Specs Kyogre and Mixed Palkia.

Spikers are a critical component of a an Uber stall team. Most damage will be dealt through the entry hazards, so getting in as many layers as possible is important, as Stealth Rock alone won't cut it. Spikes and Toxic Spikes also help wear down many Pokemon such as Reshiram and Zekrom, titans that would otherwise give stall teams a lot of trouble, much more quickly;, especially with the help of phazers, which are commonly seen in stall teems too. A lot of Pokemon that can use Spikes or Toxic Spikes don't really fit well on a Uber stall team or aren't very good Pokemon in general, but these following Pokemon have been shown to work superbly as the Spiker for many successful stall teams. Don't leave home without one of these expert Spikers.

Forretress is also capable of hurting Ghost-types with a decently powerful Payback or Gro Gyro Ball coming off its passable base 90 Attack stat.

Although Ferrothorn faces severe competition from Forretress, it boasts quite a few advantages. Ferrothorn has significantly higher Special Defense and Grass-typing, which grants Nattorei Ferrothorn resistances to Water- and Electric-type attacks in addition to its resistances to Dragon-, Ghost-, Normal-, Dark-, Grass-, and Rock-type attacks. Ferrothorn can set up Stealth Rock or Spikes with ease thanks to its great defenses and resistance set. Ferrothorn can also heal itself using Leech Seed and Protect combined with Leftovers, an advantage that Forretress cannot boast. It can also hit foes quite hard with Power Whip and Gyro Ball, two very strong STAB attacks that come off a decent base 94 Attack stat.

Advantages: Resistances to Water-, Electric-, Dragon-, Grass-, Normal-, Rock-, Ghost-, and Dark-type attacks. Leech Seed for psuedo healing and to force switches, great Special Defense, good 94 Attack with powerful STABs in Power Whip and Gyro Ball let it hit pretty hard. Iron Barbs punishes Pokemon that use direct contact attacks against Nattorei Ferrothorn, especially Outrage.

Skarmory is a very useful Spiker in the Ubers metagame, even if it is only used to stop the menacing Extremekiller Arceus. However, Skarmory's unique typing grants it many useful resistances, including valuable resistances to the popular Dragon- and Ground-type attacking combo, which lets it wall many powerful Uber physical sweepers such as Rayquaza, Garchomp, and Groudon. Skamrory Skarmory also has access to Roost to heal itself, and unlike Deoxys-D, is immune to Poison, Spikes, and Toxic Spikes, which allows it to switch in much more easily. Although Skarmory's support movepool aside from Stealth Rock and Spikes is fairly shallow, Whirlwind is really all it needs, as none of the other Spikers can phaze. Taunt also stops Pokemon from setting up on it. Taunt is also a valuable asset to Skarmory, allowing it to prevent any kind of supportive assault from the likes of Chansey and Ferrothorn. Skarmory also boasts a decently strong STAB Brave Bird to smack things around with, which does surprisingly good damage to most Pokemon. Skarmory does face stiff competition from Forretress unfortunately, due to the steel bird's lack of Rapid Spin and Toxic Spikes.

Advantages: High Defense and reliable Rrecovery in Roost allows allow it to be a very good physical wall, can phaze with Whirlwind, can leave a mark on things with STAB Brave Bird, immune to Spikes and Toxic Spikes, resistance to the popular Dragon- and Ground-type attacking combination, one of the few good counters to Extremekiller Arceus. One of the best defensive partners for Blissey. Taunt can stop things from setting up on it.

A stall team often needs some help from some Pokemon other than walls to function. This is where these supporters come in. Supporting Pokemon help stall teams in many ways, whether it be tanking hits with their resistances to cripple opposing pokemon with status, or simply setting up Stealth Rock and act acting as a phazer. The following group of pokemon are well-known for their impressive supporting abilities.

Infamous for it's sheer offensive might, Kyogre can also utilize a defensive set. A high base 100 HP, along with acceptable base 90 defenses Defense and a sexy base 140 special defense Special Defense together with the water Water typing means Kyogre can wall quite a number of threats. Unlike the other walls, Kyogre can wreck wreak havoc while walling at the same time. Double STAB Surfs or Boiling Water Scald will definitely hurt most attackers. Kyogre's support movepool is also suprisingly vast, capable of learning with Roar, Safeguard, Toxic and Thunder Wave. Kyogre can pull off a bulky RestTalk set incredibly well to check some deadly threats such as Ho-Oh, Groudon and Reshiram. Kyogre can also learn Thunder and Ice beam Beam to KO some top-tiered threats such as Rayquaza and Water Arceus.

Common threats checked by Kyogre: Garchomp*(Banded Outrage will hurt), Salamence*(needs Ice Beam), Groudon*(Life Orb Earthquake 2HKOes's), Scizor, Metagross, Giratina-O* (watchout for Outrage), Ice*,(without Roar) Fire, Ground, Steel*(without Roar), and Rock Arceus, Sazandora, Dakrai Darkrai, Mewtwo*(Psycho Break Psystrike can be damaging), Terakion, Kyurem*(Outrage hurts), Heatran, Jirachi, Ho-Oh*(Brave Bird can 2HKO), Reshiram, Qwilfish, Kingdra, Tyranitar, Weavile, Water Arceus*(needs Thunder) and Manaphy*(needs Thunder)

Advantages: Massive power. Only 2 weaknesses. Can use Boiling Water Scald to dish out good damage and burn at the same time. Access to Roar and Thunder Wave. Controls the weather.

Preferred teammates: Palkia, Nattorei Ferrothorn, Groudon, Giratina, Giratina-O, Garchomp, Jirachi, Tyranitar

Jirachi is an excellent pivot point in the Uber tier. Its balanced defensive stats, resistance to Stealth Rock and immunity to Toxic Spikes, and Steel typing enable it to function well in stall teams. A wide support movepool including Wish, Stealth Rock, Thunder Wave, Toxic, Light Screen and U-Turn enables Jirachi to support a stall team easily. Serene Grace Body Slam / Thunder together with Iron Head can easily annoy the opponent. Jirachi only has 2 weaknesses and is resistant to Dragon and Ice moves, which gives Jirachi the capacity to even stomach a Specs Draco Meteor from Reshiram. Wish is a wonderful addition to Jirachi's movepool and it allows Jirachi to support a team even further.

Common threats checked by Jirachi: Garchomp*(only on choiced dragon Choiced Dragon moves), Salamence*(in rain or without Earthquake),Scizor, Metagross*(watchout for Earthquake), Shaymin-S, Giratina-O (beware of Hidden Power Fire in sunlight), Calm Mind Grass*(needs to flinch it to death or Toxic), Ice*(needs Thunder Wave and Iron Head), Rock*(needs Thunder Wave and Iron Head), and Dragon Arceus*(Needs to paralyse and flinch it to death), Latias, Latios*(watchout for rain Thunders or Sun sun Hidden Power Fire), Palkia*(Fire blasts hurt), Dialga*( can't really hurt Dialga and Fire attacks will hurt), Sazandora*(Fire Blast will 2HKO), Dakrai*(+2 Dark Pulse 2HKOes), Mewtwo*(non fire attack ones) Ludicolo, Terakion*(+2 Close Combat OHKOes), Abomasnow, Kyurem

Useful moves: Thunder Wave, Body Slam, Iron head Head, Fire Punch, Wish, Thunder, U-Turn, Ice Punch, Toxic, Light Screen

Each stall team needs a blocker to prevent the hard work of setting up hazards from being eliminated. If a stall team lacks a spinblocker spin blocker, it will not have the upper hand against opposing stall. The move Rapid Spin is blocked by ghost Ghost-types. Unless the spinner has Foresight, the Ghosts can easily spin block spin-block. The only common rapid spinner Rapid Spinner in Ubers is Forretress, who unfortunately can't learn Foresight. In the Ubers tier, the best spinblockers are found here. Giratina, while being a ghost Ghost, shouldn't be used purely as a spinblocker because it is unable to damage Forretress who uses it as set up bait. The following Ghosts are excellent spinblockers in the Ubers metagame.

At first glance, Giratina-O might seem like an inferior version of its bulkier cousin, Giratina. This however, is far from the truth. Giratina-O possesses a titanic base 150 HP, combined with respectable base 100 Defense and Special Defense, granting it a great amount of bulk to switch into attacks repeatedly. Levitate makes this even easier, as it can avoid Toxic Spikes and Spikes, and allows Giratina-O to act as the team’s Ground-type immunity. Giratina-A just begs for Levitate as it is greatly affected by the grounded hazards. On the offensive side, Giratina-O completely outclasses his other forme with higher attacking stats and access to high-powered moves such as Draco Meteor and Outrage. Giratina-O has a decent defensively typing that grants it plenty of resistances and immunities. However, this comes at a the price of having weaknesses to the common Dragon, Ice and Dark attacks. Thanks to its STABs, high offensive stats, and the boost from Griseous Orb, Giratina-O is a deadly mixed attacker, which is something the other spin blockers struggle to do.

Common threats checked by Giratina-O: Ho-oh*(watchout for burn Burn and Brave Birds), Groudon, SD Ground*, Rock*, Poison Arceus(needs Will-o-wisps Will-O-Wisp or some residual damage), Scizor, Metagross*, Terakion, Grass Arceus*(avoid Ice beam Beam and needs Outrage), Heracross, Lucario, Heatran*(needs Earthquake), Kabutops, Qwilfish, Magnezone, Nattorei Ferrothorn, Mewtwo*(without Ice beam Beam and Shadow Ball), Blaziken, Inferape, Ninjasks

Preferred teammates: Forretress, Nattorei Ferrothorn, Ho-Oh, Palkia, Groudon, Skarmory, Jirachi, Chansey, Blissey , Deoxys-D, Lugia

Being the only Arceus forme capable of Spinblocking spin-blocking makes it a staple in stall teams. With a mammoth HP stat and great defenses, Ghost Arceus can block and eliminate any Rapid Spinners with ease. Being, one of the most versatile Arceus formes, Ghost Arceus can learn a variety of support options to aid the team and spinblocking block Spin along the way. Among the support moves Ghost Arceus can utilize includes are Will-O-Wisp, Thunder Wave, Toxic, Roar, and Perish Song. Will-o-wisps Will-O-Wisp will cripple any physical attacker who dares to tackle Ghost Arceus and a burn Burn will make even max aAttack Forretress's Gyro Ball do laughable damage. It is also the only Ghost on this list with access to Flamethrower as opposed to Hidden Power Fire, meaning it can easily roast Forretress to a crisp, especially with favorable weather. Unlike most walls, Ghost Arceus is fully capable of sweeping unprepared teams with a Calm Mind set due to it's impresssive speed Speed and attacking sets stats. The lack of a Dragon typing is actually a blessing to Ghost Arceus as it isn't harmed too much by he the commonly-launched dragon Dragon attacks.

Common threats checked by Ghost Arceus: Rayquaza*(Draco Meteor and Outrage will be hard to stomach), Groudon*(needs a ton of defense evs or Will-o-Wisps), Garchomp, Ground Arceus*(needs Will-o-wisps), Dugtrio, Extremekiller Arceus*(needs Will-o-wisps), Palkia*(Rain surfs will 2HKO), Dialga*(needs Calm Mind and doesn't enjoy Draco Meteors), Metagross*(Choice Band Meteor Mash 2HKOes), Mewtwo*(only if using Thunder Wave or Shadow Claw) , Fighting Arceus*(needs Toxic or Calm Mind), Salamence, Shaymin-s, Terakion, Zekrom*, Giratina-O*(needs to avoid Shadow Ball and Shadow Force), Mew, Lucario, Nattorei Ferrothorn.

Advantages: Immune to Trick or Knock Off. A very Offensive and defensive versatile spinblocker spin blocker, counters most Spikers easily, Perish Song and reliable recovery move. Fast speed Speed especially for a wall. Lacks Dragon and Ice weakness.

Preferred Teammates: Blissey, Chansey, Palkia, Groudon, Forretress, Nattorei Ferrothorn

Palkia
Type: Water / Dragon
Base Stats: 90 HP / 120 Atk / 100 Def / 150 SpA / 120 SpD / 100 Spe
Ability: Pressure / Telepathy (unreleased)

Palkia's massive 150 base Special Attack is the most eyeopening eye-opening stat of them, however its 120 base Attack is not bad by any standards. Palkia also hits the vital base Speed of 100, allowing it to out-speed outspeeding Rayquaza and the numerous base 90s and allowing it to revenge kill Nitro Charge Reshiram, all Zekroms and offensive Kyogre. Palkia's typing gives him a 4x resistant resist to Fire and Water, allowing him to even absorb a Kyogre's full power Water Spout or Reshiram's most powerful Blue Fire in the sun. Palkia's movepool is incrediblely wide. Among the common moves used by Scarf Palkia in stall teams are Spacial Rend, Draco Meteor, Surf, Fire Blast, Thunder, Outrage and Aura Sphere. Palkia's ability to handle the few special threats that Blissey or Chansey cannot handle (most notably Kyogre and Darkrai) made makes it the most common scarfer seen in Stall teams.

Common threats revenged by Palkia: Kyogre, Reshiram*(can't come in on Dragon attacks), Groudon, Ho-Oh*(needs Stone Edge or Power Gem), Zekrom*(OHKOed by Zekrom's Dragon attacks or Lightning Strike), Dragon Arceus*(Come in only on non attacking moves), Metagross, Nattorei Ferrothorn, Kyurem*(Hates Draco Meteor), Latias*(needs Outrage), Latios*(can't come in on Dragon moves), Lucario, Rayquaza*(Dragon attacks will OHKO), Garchomp*(without scarf), Heracross, Blaziken, Sazandora*(can't come in on Draco Meteor or Outrage directly), Weavile, Manaphy, Mewtwo

Disadvantages: Average Defense stat. Affected by all entry hazards. Weaken easily.

Preferred Teammates: Forretress, Nattorei Ferrothorn, Chansey, Blissey, Skarmory, Kyogre, Groudon

Terrakion may seem like an odd choice for stall teams but he is one of the best checks to the Extremekiller Arceus and Rayquaza. He has fantastic offensive typing with excellent Attack and Speed stats, and STAB attacks that allow allowing to hit everything common in Ubers other than the nonexistent for neutral damage at worst. Being a Fighting-type means Terrakion can muscle his way through stall breakers such as Steel and Dark Arceus. Justice Heart allows Terrakion to snag an attack boosts Attack boost when it is hit with a Dark-type attack. Terrakion's mighty Close Combat and Stone Edge can even allow him to break walls with the right moves.
 
This is now ready for GP checks. If Fireburn wants to add Victini or Blaziken in, just edit right into the OP. Keep in mind, Victini kinda sucks because it kept dying to hazards.
 
Well, the 5th Generation wasn’t all bad for stall… New defensive behemoths such as Ferrothorn, Eviolite Chansey, and 252 HP Arceus have allowed stall to adapt somewhat to this new metagame, while the Ferrothorn and the new effect of Sturdy have also increased the viability of Spikers in the metagame
Remove "the"
 
I finally updated the article with English names and added some changes. Forretress isn't the only spinner in Ubers anymore. Added some mention on Rain and Sun stall since they got separate articles mentioning stalls based on weather.

I need some opinions of the Ubers QC team on certain things of the article.

Should Blaziken and Victini be included? I tried Reshiram in sun stall and it did really well actually, picking off many threats other Scarf users can't defeat such as Steel Arceus and Ferrothorn.

Blaziken worked sometimes but it does suck when it can't set up. He checks Steel Arceus, Heatran, Dark Arceus and Dialga but so can Ho-Oh. Victini dies quite fast to hazards but deals with Mewtwo very well. The thing is Victini lacks a powerful secondary STAB and V-Create forces you to switch next turn which means you can't spam it like Reshiram's Blue Flare. Also Reshiram is bulkier than Victini and can deal with Darkrai better.

Should some rare Pokemon such as Whimsicott, Porygon2 and Abomasnow even be in the article? Whimsicott works well in the past but no one uses it anymore due to Ferrothorn getting all the limelight as the better Leech Seeder and Jumpluff at least has access to status to be useful. Porygon2 sucks for me, it sits there and do nothing. The opponent sets up and eventually beat the crap out of it. Theorymon said it is good but I doubt Porygon2 is worth using in Ubers. Abomasnow doesn't exist in Ubers anymore. Well I used it to some degree of success but its vulnerability to hazards really hurt it.

When I get the time, I added in Rain stall. Sun stall is pretty much the same as the first team. The Ubers QC team is free to comment on it. I will add in Hippowdon and Scarf Reshiram in the article.

Who thinks Sand Stall should be added?

Other than those it is ready for GP.
 

Fireburn

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I feel Blaziken and Victini should be added. Blaziken's ability to revenge kill a lot of potential stallbreakers while simultaneous threatening an easy sweep with all the hazards makes it a huge threat. Scarf Victini also has U-turn and is probably the best check to Mewtwo around as it can switch into any of its moves.

Whimsicott can work on Quickstall and has priority Stun Spore/Encore to stop sweeps, I think it deserves at least a small mention.

Porygon2 sucks and does not overlap well with Blissey/Chansey type wise.

Abomasnow has too many weaknesses to really be a viable contender for a stall team. Hail doesn't work terribly well in Ubers anyway.

Sand stall should be included, though if you don't feel a sample team for is necessary a mention of Hippowdon shoudl suffice.
 

New World Order

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Hi, I personally feel that Rock Arceus should be added simply because its the best Ho-oh counter in existence. It also does great against various other threats such as Reshiram and Rayquaza. Its up to you though, as you're certainly much better at Ubers than me. As well, am I the only one amused by the fact that trickroom's and Fireburn's profile pics/ CTs are polar opposites?
 
I feel Blaziken and Victini should be added. Blaziken's ability to revenge kill a lot of potential stallbreakers while simultaneous threatening an easy sweep with all the hazards makes it a huge threat. Scarf Victini also has U-turn and is probably the best check to Mewtwo around as it can switch into any of its moves.
I will add Scarf Victini now :P V-Create allows it to OHKO +6 Steel Arceus and Mewtwo, which are large threats to stall. I will try Blaziken again but if you can like make a team that works well for it, then that will be nice :D

The past team is like this: Blaziken, Giratina, Groudon, Blissey, Forretress and Grass Arceus. If you can give some comments that will be nice. The team becomes vulnerable to Giratina-O spamming Dragon Tail though without Lugia. Also, Blaziken needs a Jolly nature to outspeed Mewtwo at +1 so I will have to use that.

Whimsicott can work on Quickstall and has priority Stun Spore/Encore to stop sweeps, I think it deserves at least a small mention.
The thing is Shaymin-S did far better for me in Quickstall. Shaymin-S already outspeeds almost any non Scarf user anyway, and the Seed Flare + Air Slash means even Ho-Oh doesn't enjoy coming in assuming SR is out :P The immense power and hax Shaymin-S has is too great to neglect. Oh yeah Whimsicott is in the sample team but it is an old one. Anyone wants to change it feel free to suggest it here.

Porygon2 sucks and does not overlap well with Blissey/Chansey type wise.
I agree but I will give it one last shot before removing it. I remember Jibaku doesn't like it too anyway. Fireburn said it sucks too so....I will probably drop it out. Having good defenses but bad typing with no sort of phazing moves just sucks. Only time I liked it was when Porygon2 can actually 2HKO Groudon with +1 Ice Beam. Porygon2 is also Spike bait.

EDIT: I already removed Porygon2, it's typing just sucks, and it cannot do anything but sit there. It is bulky but so are Chansey/Blissey who are actually way bulkier on the special side and have access to gigantic Wishes or even Stealth Rock. It lacks Jirachi's typing and support movepool as well, Wish, U-Turn, IronFlinch and Stealth Rock.

Abomasnow has too many weaknesses to really be a viable contender for a stall team. Hail doesn't work terribly well in Ubers anyway.
Yeah I should remove Abomasnow, the only thing great about it is it can beat Choice Specs Kyogre. Weak to SR and Spikes, and I agree with what you said.

Sand stall should be included, though if you don't feel a sample team for is necessary a mention of Hippowdon shoudl suffice.
Should this sand stall be with Tyranitar or Hippowdon? I have both that worked well. The thing about Hippowdon is its typing overlap a bit with Excadrill. Tyranitar can destroy Skarmory and Ferrothorn with Fire Blast. Hippowdon just walls Tyranitar and Groudon though. I already mentioned Hippowdon in the article.

Added Rock Arceus. I added in both Hippowdon and Tyranitar Sand stall so you Fireburn can pick which one is better :D or just keep both.

New World Order said:
Hi, I personally feel that Rock Arceus should be added simply because its the best Ho-oh counter in existence. Its up to you though, as you're certainly much better at Ubers than me.
Added Rock Arceus, thanks for reminding me about that. Also, I am not better than any average Ubers player, Fireburn/Jibaku are way better. They destroyed my Gyarados :(

As well, am I the only one amused by the fact that trickroom's and Fireburn's profile pics/ CTs are polar opposites?
Isn't that a great thing? I felt happy just being Fireburn's polar opposite :D Fireburn is the best really.

This is done now. Fireburn should take a look at the teams and comment on it, so I can finalize the teams! :D and make it ready for GP , gonna take a long time though :(
 

Lemonade

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holy funck
(gping)

hopefulling finishing tomorrow

Introduction

It is an undeniable fact that Pokemon Black and White have brought many changes to the competitive Ubers scene. Unfortunately, many of these changes are detrimental to the stall playstyle. The new generation brought with it several Pokemon with ridiculous stats, although only a few have filtered into the Ubers play environment. The legendary Zekrom and Reshiram have already firmly established themselves as exceptional offensive threats in Ubers, and many other monstrous new Pokemon such as Terrakion and Excadrill have become moderately common sights in the metagame, ready to tear teams to shreds without a moment's hesitation.

The new games not only posed new threats to Uber stall but also greatly improved many of the old Uber powerhouses. A new signature move for Mewtwo and the removal of Arceus's previous EV restriction have greatly increased their potential to plow through the typical stall team, and the move Scald has made Kyogre that much more difficult to switch into. Darkrai has also gained a welcomed boost with the change in sleep mechanics that makes Dark Void and other sleep effects more potent than ever. Moreover, the new Dream World abilities will have a greater and greater impact on the game as time goes on, drastically improving Pokemon such as Ho-oh and Chandelure, while also giving birth to credible threats such as Genesect.

How is it possible for Uber stall to survive with the introduction of new, more powerful, and more diverse threats? Well, the 5th Generation wasn't all bad for stall... New defensive behemoths such as Ferrothorn, Eviolite Chansey, and 252 HP Arceus have allowed stall to adapt somewhat to this new metagame, while Ferrothorn and the new effect of Sturdy have also increased the viability of Spikers in the metagame. A new phazing move in Dragon Tail has also proven to be a great boon to the playstyle as well. Meanwhile, the new sleep mechanics have caused Rest users to become more susceptible to phazing, which means that stall can now check several threats indirectly. Despite all of the apparent setbacks to stall in this emerging metagame, it is becoming clear that Uber stall is just as viable as ever.

When played correctly, a good stall team will be capable of consistently beating opponents based purely upon extreme defensive prowess and the applied pressure of the entry hazards: Stealth Rock, Spikes, and Toxic Spikes. This article will provide an excellent explanation of viable Uber stalling strategies and Pokemon, and will hopefully entice you to try out this excellent playstyle for yourself, while equipping you with the information necessary to do so effectively. If you prefer an offensive playstyle, then you will also find this article is a great asset to you, as understanding how a stall team functions is the first step in figuring out how to break it!

Pokemon to use in Uber Stall

There are many Pokémon that can work well on Uber Stall teams. Each pokemon has its own specific role. This section contains a list of tried and effective Pokémon that can be used to great effect even in the highly offensive Ubers metagame.

Some of the very best Uber Stall teams are made by using a Pokémon in a previously unthought-of way such as Forretress and Skarmory. Now, both of these underestimated Steel types are actually quite common in Uber teams, especially stall. The key here is to be creative, and choose a Pokémon that can fit well in your team. In this new generation, the released of Arceus (not Farceus), Zekrom, and Reshiram forces Stall Teams to rearrange their teams to deal with both old and new threats.

Main Walls

These are the Uber walls you should consider when you are trying to stall in Ubers. In a tier where extremely frightening sweepers exist, such as Rayquaza, Ho-oh, and Arceus, bulky and reliable main walls are a necessity. All these walls have incredible defenses either on one side or both. The main wall for stall teams is usually the wall who will be absorbing a lot of attacks and supporting the team along the way. A * sign is used if the walls can only check but unable to switch in directly or counter the threat fully. The best teammates are mentioned first.

*Physical Walls*


Lugia
Type: Psychic / Flying
Base Stats: 106 HP / 90 Atk / 130 Def / 90 SpA / 154 SpD / 110 Spe
Ability: Pressure / Multi-Scale (Unreleased)

Arguably the best physical or mixed wall in the game. Lugia still remains as one of the premier walls in 5th generation Ubers. Base 106 HP combined with an impressive base 130 Defense and 154 Special Defense makes Lugia a very formidable wall and is incredibly hard to take down. With Pressure, Lugia can easily outstall the opponent by spamming Recover or Roosts. The ability to utilize Reflect and Light Screen allows Lugia to reinforce his defenses even more. Lugia can learn a variety of coverage moves such as Ice Beam, Earthquake, Thunder, Psyshock and Aeroblast. Lugia can also phaze extremely well with Dragon Tail or Whirlwind. Dragon Tail hits through Taunt and deals some damage in the process and is best paired with Earthquake as a coverage move to hit Steels. Whirlwind on the other hand, should be used with Ice Beam since Whirlwind isn't doing any damage. It is interesting to note that Whirlwind has twice the PP of Dragon Tail which allows Lugia to win PP wars easier. All these qualities have earned Lugia the tittle as the Great Wall of the pokemon world for 4 generations. If your team needs a standalone wall and an entry hazard abuser, Lugia is probably the wall you should be using for your team.

Common threats checked by Lugia: Rayquaza (Bold/Impish only for Dragon Dance Rayquaza), Deoxys, Deoxys-A* (watchout for rain Life Orb Thunder and Ice Beam), Groudon* (Bold only for Rock Polish versions), Garchomp, Giratina-O, Ho-oh* (Bold only and sun-boosted Sacred Fire will hurt) Bug, Ground, Grass and Dragon Arceus (needs Toxic), Blaziken, Infernape, Dugtrio, Extremekiller Arceus, Palkia, Dialga, Heracross, Latias, Latios*(needs to avoid Specs Thunder), Lucario, Kingdra, Qwilfish, Ferrothorn* (needs Weatherball to KO or Lugia will be setup on), Metagross, Mewtwo* (Sun Boosted Fire Blasts and Ice Beam will leave a mark) , Fighting Arceus, Salamence, Shaymin-S, Scizor, Venusaur

Advantages: Able to use Whirlwind and Dragon Tail as phazing moves which prevents Lugia from being set up on. Access to reliable recovery move (Roost and Recover) and Dual Screens. Has very high defenses on both sides. Immune to Grounded attacks including hazards. Fast speed for a wall allowing Lugia to phaze the opponent out before the opposite happens.

Disadvantages: Unable to hit bulky sweepers hard enough. Weak to Stealth Rock, Electric, Ice and Dark moves. Vulnerable to Taunt if using Whirlwind.

Useful moves: Dragon Tail, Whirlwind, Earthquake, Toxic, Thunder Wave, Roosts, Recover, Reflect, Light Screen, Aeroblast, Ice beam, Weather Ball(use with Groudon)

Preferred Teammates: Groudon, Forretress, Ferrothorn, Chansey, Blissey, Palkia, Kyogre, Zekrom, Giratina-O, Dialga, Magnezone


Groudon
Type: Ground
Base Stats: 100 HP / 150 Atk / 140 Def / 100 SpA / 90 SpD / 90 Spe
Ability: Drought

One of the most reliable walls for almost any team, Groudon is a common stall player. Thanks to his magnificent base 140 Defense stat and high HP stat, he is capable of handling a wide range of threats, including Rayquaza, Lucario, Tyranitar, Terrakion, Garchomp, Zekrom, and can check the mighty Extreme Killer Arceus. With access to the move Dragon Tail or Roar, he isn't set up bait either. Groudon's huge base 150 Attack means he is no slouch on the offensive side. Although Groudon sacrifices a lot of offensive power when using a defensive set, his attacks are still powerful enough to KO the threats he needs to counter. Another major reason why Groudon is such a common sight in stall teams is its ability, Drought, which allows Groudon to summon eternal sunlight. The sunlight Groudon brings to the field will severely hamper the offensive prowess of rain abusers such as Kingdra.

Common threats checked by Groudon: Rayquaza*(physical only), opposing Groudon, Extremekiller Arceus, Ground and Ghost Arceus* (SD set without Recover only), Excadrill, Jirachi, Garchomp, Dialga* (Draco Meteor will hurt especially Life Orb or Specs Versions), Heracross, Lucario, Metagross, Palkia* (physical only), Salamence, Scizor, Tyranitar, Zekrom* (watch out for mixed versions!), Kabutops, Kingdra, Qwilfish, Terrakion, Rock Arceus, Steel Arceus(physical ones)

Advantages: Electric immunity. Resistance to Stealth rock. Brings sunny weather into the battlefield. Access to Stealth Rock. Huge physical attack stat to dish out massive damage as well. Able to use Dragon Tail and isn't Taunt fodder.

Disadvantages: Lowish Special defense and Speed stat. Lacks recovery outside of Leftovers and Rest. Can only wall effectively on the physical side. Vulnerable to Spikes and Toxic Spikes which will hamper Groudon's bulk significantly.

Useful moves: Earthquake, Dragon Tail, Stone Edge, Stealth Rock, Fire Punch, Overheat, Roar, Toxic, Thunder Wave, Bulk Up

Preferred teammates: Forretress, Chansey, Blissey, Giratina, Giratina-O, Ho-Oh, Kyogre, Palkia


Giratina
Type: Ghost / Dragon
Base Stats: 150 HP / 100 Atk / 120 Def / 100 SpA / 120 SpD / 90 Spe
Ability: Pressure / Telepathy (Unreleased)

Boasting defensive stats that make it the bulkiest Uber, Giratina can wall a significant portion of the metagame. A colossal base HP stat along with great defenses more than make up for his lack of offensive power most of the time. It also boasts the move Will-O-Wisp, something the other popular Uber wall, Lugia, can only dream about. The sketchy accuracy of Will-O-Wisps can be disappointing sometimes, but Giratina's bulk allows him to spam it repeatedly. Giratina's attacking stats are still decent enough to ward off or phaze out offensive threats and setup sweepers. Giratina can learn Dragon Tail, which receives a STAB boost and Roar to counter most setup sweepers such as Groudon. Unlike the other Uber walls, Giratina has tons of resistances, such as to Water, Electric, Fire, Grass, Bug, Fighting, Normal and Poison. However, Giratina receives nasty weaknesses to the popular Dragon, Ice, Ghost and Ice moves which severely impedes his defensive prowess. Being a ghost type means Giratina can spin-block as well but it isn't recommended to use it purely for spin-blocking as without Hidden Power Fire, Giratina is set up bait for the most common Uber spinner, Forretress.

Common threats checked by Giratina: Ho-oh, Groudon, Extremekiller Arceus, SD Ground, Rock, Poison, Ghosts* (Will-O-Wisps can cripple Arceus but a +2 Shadow Claw can be damaging) Arceus, Scizor, Metagross, Terrakion, Kyogre* (not Choice Specs), Grass Arceus, Heracross, Lucario, Heatran* (needs Earthquake), Jirachi, Kabutops, Qwilfish, Magnezone, Nattorei, Mewtwo* (without Ice beam), Blaziken, Infernape, Ninjask, Tyranitar* ( can't switch in directly and needs Will-O-Wisp)

Advantages: Enormous defenses and a wide array of resistances. Access to Will-O-Wisp, Thunder Wave and Toxic. Possesses STAB Dragon Tail (hits through Taunt) and Roar to phaze out setup sweepers. Isn't bothered by status due to Rest. Able to spinblock

Disadvantages: Lacks reliable recovery outside of Rest, forcing it to stay asleep for 2 turn without Sleep Talk. Vulnerable to all types of entry hazards. Weak to Dragon type moves. Usually slower than most Ubers.

Useful moves: Will-O-Wisps, Toxic, Thunder Wave, Dragon Tail, Outrage, Earthquake, Dragon Pulse, Roar, Rest, Sleep Talk

Preferred Teammates: Groudon, Forretress, Chansey, Blissey, Ferrothorn, Kyogre, Jirachi


Normal Arceus
Type: Normal
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Usually seen around as the Extreme Killer, Normal Arceus can also go for a defensive route. Base 120 in HP, and both defenses are nothing to scoff at. Access to a variety of coverage moves allows Arceus to counter just about anything. To make things worse for the opponent, Arceus can utilize a myriad of support options such as Thunder Wave, Will-O-Wisp, Reflect, Light Screen, Roar, and Toxic. Possessing dual base 120 attacking stats means he is not going to be set up bait anytime soon. If end game set-up sweeps become too annoying, Arceus can even prevent that from happening with a simple Perish Song followed by repeated Recovers.

Common threats checked by Normal Arceus: Rayquaza* (Draco Meteor will badly damage Arceus), Groudon, Extreme Killer Arceus, Ghost Arceus* (without Focus Blast), Ho-Oh* (Arceus is unable to damage Ho-Oh while Arceus will be receiving powerful Sacred Fires and Brave Birds), Garchomp, Dialga* (Specs set will hurt, especially Draco Meteor), Giratina-O, Metagross, Palkia* (Specs Spacial Rend or Draco Meteor will easily 2HKO), Salamence, Scizor* (Superpower can be painful), Tyranitar* (Choice Band Superpower does a ton), Zekrom* (Choice Band Bolt Strike hurts)

Advantages: Lacks Rock, Electric, Dragon, Ice, Dark weaknesses like the majority of other Uber walls. Access to a reliable healing move (Recover) and a wide support movepool (Stealth Rock can't be learned by most). Able to take down end-game stat boosters with Perish Song. Fast speed.

Disadvantages: Lower Special Defense than the other main Uber walls (Lugia, Giratina, Cresselia) Unable to handle Mixed Attackers (Rayquaza, Dialga, Palkia, Mewtwo) effectively. Vulnerable to all forms of entry hazards. Only has one immunity.

Useful moves: Recover, Will-O-Wisps, Reflect, Roar, Ice beam, Thunder Wave, Perish Song, Stealth Rock, Flamethrower

Preferred Teammates: Blissey, Chansey, Forretress, Ferrothorn, Giratina, Palkia, Groudon


Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Ability: Sand Stream / Sand Force

Hippowdon might be statistically inferior to Groudon and Ground Arceus in every way, but it has certain qualities that allows it to set it apart from the two Uber Ground-types. Hippowdon has access to reliable instant recovery, something that Groudon would kill to get, and having Leftovers is a big advantage over Ground Arceus as a defensive Pokemon. Also, unlike Groudon and Ground Arceus, Hippowdon has the rare Sand Stream ability, which allows it to support its team in a unique way, and can open up some very interesting team options. Something to note is that Hippowdon can actually wall Ho-Oh for some time, while Groudon and Ground Arceus get 2HKOed.

Common threats checked by Hippwodon: Rayquaza* (physical only), Groudon, Extreme Killer Arceus, Ground and Ghost Arceus, Excadrill, Jirachi, Garchomp, Dialga* (Draco Meteor will KO), Heracross, Lucario, Metagross, Palkia, Salamence, Scizor, Tyranitar, Zekrom* (watch out for mixed versions!), Ho-Oh, Rock Arceus, Steel Arceus (physical ones), Terrakion

Advantages: Resist Stealth Rock and has access to it. Access to a reliable healing move (Slack Off), summons Sandstorm, can phaze with Roar.

Disadvantages: Much lower Special Defense than the other main Uber walls (Lugia, Giratina, Cresselia, Groudon) Unable to handle Mixed Attackers (Rayquaza, Dialga, Palkia, Mewtwo), hates Spikes and Toxic Spikes. Very slow. Vulnerable to Taunt.

Useful moves: Slack Off, Roar, Ice Fang, Earthquake, Stealth Rock, Stone Edge

Preferred teammates: Forretress, Chansey, Blissey, Giratina, Giratina-O, Ho-Oh, Latias, Excadrill, Palkia, Dialga, Ferrothorn


Cresselia
Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Ability: Levitate

At first sight, Cresselia might seem completely outclassed by Lugia, but she actually has some notable qualities over Lugia. Cresselia lacks a Rock and Electric-type weakness, meaning she takes less damage from Stealth Rock and Stone Edge/ Zekrom's Bolt Strike, while sporting roughly the same physical durability. Furthermore, the ability to use dual screens allows Cresselia to support the team easily. Obviously Cresselia shouldn't use Lunar Dance in a stall Team since sacrificing Cresselia for a teammate is usually not worthy in Uber Stall. Moonlight allows Cresselia to heal 2/3 of her health in sunlight and wall physical powerhouses such as Groudon and Garchomp without much problems. However, Cresselia usually pales in comparison to Lugia, which has both a higher speed stat and more reliable recovery options.

Common threats checked by Cresselia: Rayquaza* (Draco Meteor hurts Cresselia. Swords Dance Outrage will OHKO after Stealth Rock damage), Groudon, Garchomp, Ground Arceus, Dugtrio, Extremekiller Arceus* (Cresselia needs Reflect and Toxic to even touch it while Arceus sets up multiple Swords Dance on it), Palkia, Dialga* (Cresselia cannot damage Dialga at all, while Specs Draco Meteor hurts, needs sunlight Moonlight to wall it), Metagross*, Mewtwo* (only if using Thunder Wave), Fighting Arceus, Salamence, Shaymin-s, Terrakion, Zekrom* (Life Orb or Choice Band Bolt Strike will 2HKO, can't switch in directly on those moves)

Advantages: Invulnerability to hazards(Immune to both Spikes and neutral to Stealth Rock), heals more efficiently in the sun, lack of Electric, Ice, and Rock weaknesses

Disadvantages: Set-up bait for most sweepers not weak to ice. Lack the ability to phaze. Pathetic offenses. Outside of sunlight, Moonlight is unreliable and only has 8 PP. Weak to bug moves (U-Turn). Dead weight against opposing stall teams.

Useful moves: Moonlight, Thunder Wave, Ice Beam, Reflect, Light Screen, Grass Knot, Hidden Power Fire, Rest, Safeguard

Preferred Teammate: Forretress, Groudon (use Cresselia only with Groudon) , Blissey, Chansey, Ferrothorn, Ho-Oh, Palkia, Magnezone

*Special Walls*


Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Ability: Natural Cure / Serene Grace / Healing Heart (Unreleased)

Blissey's huge base 255 HP and 135 SpD do a great job of soaking up special attacks. It is the premier special sponge, taking hits like a champ and healing them off with Softboiled or Wish. Even mighty special sweepers such as Specs Dialga and Palkia struggle to muster a 2HKO on Blissey. The new Wish mechanics allow Blissey to pass 50% of her enormous HP to teammates, almost full recovering most walls. Being a Normal-type means Blissey has only one weakness which allows her to wall more effectively. Blissey has a wide movepool but her below average Special Attack means she will be more often seen with Seismic Toss as an attacking move. Natural Cure allows Blissey to take status without fear, while Heal Bell or Aromatherapy allow Blissey to cure the entire team from all status.

Common threats checked by Blissey: Calm Mind Bug, Fire, Ghosts, Water, Ice, Dragon, Electric, Fighting* (+2 Judgement will hurt), Dark* (without Refresh), Flying, Grass, Rock Arceus, Kyogre* (non Rest versions, and can't come in on a full power Specs Water Spout), Reshiram* (Specs Blue Flare and Outrage can be painful), Hydreigon, Dakrai* (+2 Focus Blasts 2HKOes), Dialga* (can't damage Dialga much while Outrage hurts a bit), Palkia* (rain Aqua Tail and Outrage will do lots of damage), Heatran, Latias, Latios* (without Psyshock), Magnezone

Advantages: Highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the biggest wish in the game. Learns Aromatherapy, Light Screen, and Heal Bell to support the team.

Disadvantages: Weak Defense stat and vulnerable to entry hazards, pathetic offenses, dependent on Toxic to cause damage

Useful moves: Wish, Toxic, Softboiled, Seismic Toss, Protect, Heal Bell, Aromatherapy, Fire Blast, Ice Beam, Thunder, Calm Mind, Light Screen, Stealth Rock

Preferred Teammates: Lugia, Groudon, Giratina, Forretress, Skarmory, Ho-Oh, Palkia


Chansey
Type: Normal
Base stats: 250 HP / 5 Atk / 5 Def / 35 SpAtk / 105 SpD / 50 Spe
Ability: Natural Cure / Serene Grace / Healing Heart (Unreleased)

When holding Eviolite, Chansey's overall bulk is even higher than Blissey's! Having 641+ HP with 163 Defense and 508 Special defense, Chansey survives almost any attack with ease. Even Standard Support Groudon can only muster roughly 39% to Chansey while Garchomp's Outrage fails to 2HKO on average. The ability to survive even physical assaults decently allows Chansey to somewhat function as a Mixed Wall which Blissey fails to do so. Similarly to Blissey, Chansey can pass gigantic wishes, heal the team with Heal Bell or Aromatherapy, or even set up Stealth Rock. Chansey's extremely terrible attacking stats means even super effective moves are utterly useless, leaving Seismic Toss and Toxic as Chansey's only way of dealing damage. However, Chansey can use Counter to surprise and opponent and bounce back their physical attacks at twice the force.

Common threats checked by Chansey: Calm Mind Bug, Fire, Ghosts, Water, Ice, Dragon, Electric, Fighting*, Dark* (without Refresh), Flying, Grass, Rock Arceus, Kyogre* (non Rest versions, and can't come in on a full power Specs Water Spout), Reshiram, Hydreigon, Dakrai* (+2 Focus Blasts can 2HKO), Dialga* (can't poison Dialga and loses to Bulk Up variants), Palkia, Heatran, Latias, Latios, Magnezone, Garchomp* (not Band or Swords Dance sets), Groudon* (support Groudon only)

Advantages: Second highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the gigantic wishes. Learns Aromatherapy, Light Screen, and Heal Bell to support the team.

Disadvantages: Average Defense stat and vulnerable to entry hazards, pathetic offenses, dependent on Toxic to cause damage. Lacks passive recovery as Eviolite is the only item she should use. Blissey can take smaller hits better than Chansey such as Shaymin-S's Air Slash a lot better thanks to Leftovers recovery. Lighter hits dealing below approximately 31% are taken better by Blissey who has passive recovery in the form of Leftovers.

Useful moves: Wish, Toxic, Softboiled, Seismic Toss, Heal bell, Aromatherapy, Light Screen, Stealth Rock, Counter

Preferred Teammates: Lugia, Groudon, Giratina, Forretress, Skarmory, Ho-Oh, Palkia


Ho-Oh
Type: Fire / Flying
Base Stats: 106 HP / 130 Atk / 90 Def / 110 SpA / 154 SpD / 90 Spe
Ability: Pressure / Regenerator (Unreleased)

With a huge HP and stellar Special Defense stat, Ho-Oh is a great addition to stall. To make things better for Ho-Oh, it hits like a ton of bricks, which allows it to wreck even Arceus using Sacred Fire and Brave Bird. Although Ho-Oh's physical movepool isn't the best, its STABs combined with Earthquake to shatter Zekrom and Rock-types allow it to hit most everything in the game for heavy damage. Even when used as a wall, Ho-Oh can retain much of his offensive prowess. Ho-Oh just needs at least 405 HP and Recover to stall out most threats. Furthermore, Sacred Fire's high burn rate cripples most physical attackers. Ho-Oh can also take advantage of its large bulk by setting up screens, stalling with Toxic, or even phazing with Whirlwind. Unfortunately, Stealth Rock will hurt Ho-Oh as it strips off 50% of Ho-Oh's health every switch in. Note that in Wifi Ubers, Ho-Oh can sadly only use Pressure to PP stall. However, never underestimate Ho-Oh in Standard Ubers, as it only takes a simple Roost or Recover for Ho-Oh to recover off Stealth Rock damage.

Common threats checked by Ho-Oh: Abomasnow, Blaziken, Bronzong, Bug Arceus, Dark Arceus, Deoxys, Deoxys-A, Dialga, Dragon Arceus* (special versions only), Fire Arceus, Flying Arceus, Fighting Arceus, Forretress, Ghost Arceus, Giratina* (can't really hurt Giratina back), Giratina-O* (without Outrage), Heracross, Ice Arceus, Jirachi, Kyurem* (watch out for Stone Edge or Outrage), Latias, Latios, Magnezone* (needs to avoid Electric moves), Metagross, Ninjask, Palkia* (in sun only), Poison Arceus, Rayquaza* (Mixed versions without Outrage), Reshiram, Hydreigon, Shaymin-S, Skarmory, Steel Arceus, Weavile, Venusaur

Advantages: Access to Recover and Roost to recover off damage easily. High power STABs and attacking power. Immune to Toxic Spikes and Spikes. Only has 3 weaknesses. Can break opposing stall teams. Able to phaze with Whirlwind. Can stall with Pressure and Recover or Roost

Disadvantages: Very weak to Stealth Rock. Hates rain. Low speed

Useful moves: Sacred Fire, Brave Bird, Recover, Substitute, Earthquake, Light Screen, Toxic, Whirlwind

Preferred Teammates: Forretress, Groudon, Palkia, Giratina, Giratina-O, Chansey, Blissey, Jirachi, Nattorei


Grass Arceus
Type: Grass
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

It might seem strange to use a Meadow Plate on Arceus, but by transforming it into a Grass type, Arceus gains useful resistances like Water, Ground and Electric. Grass Arceus is notable for being a counter to some of the biggest threats in the Uber metagame, including Kyogre, Zekrom, and Palkia. It is no slouch offensively either, and can use its 120 Special Attack and a bundle of moves that represent its versatility well. Grass Arceus easily scares off the weather titans that rule the Ubers Tier with his powerful Grass Knot or Ice Beam. Grass Arceus is also good at spreading paralysis, as its Grass typing allows it scare off Ground types attempting to absorb Thunder Wave. Grass Arceus's bulk, speed, and versatility allows it to function as a great mixed wall as well. Since Grass Arceus always attracts flying types such as Ho-oh and Rayquaza, it can easily surprise them with a nasty Thunder Wave. Perish Song is also a nice addition to Arceus as he can take out end game setup sweepers with it. Able to outspeed and smack Kyogre / Palkia around with a damaging Grass Knot means Grass Arceus can even counter the deadly Specs Kyogre and Mixed Palkia.

Common threats checked by Grass Arceus: Calm Mind Water, Electric, Dark* (needs Perish Song), Grass, Rock Arceus, Kyogre, Hydreigon, Dakrai* (someone needs to take the sleep first), Dialga, Palkia, Latias, Latios* (watch out for Hidden power Fire in the sun), Magnezone, Garchomp, Groudon* (beware of Fire Punch), Zekrom

Advantages: Water, Electric, Ground resist. Immune to Trick and Knock Off. A very good Palkia (watch out for sun Fire Blast), Kyogre and Zekrom counter, Perish Song and reliable recovery move. Fast speed especially for a wall

Disadvantages: Weak to Ice and Fire. Unable to damage Fire-types (Heatran, Ho-Oh, Fire Arceus and Reshiram), hurt by all entry hazards, lots of things resists grass attacks and lacks Leftovers

Useful moves: Grass Knot, Judgement, Thunder Wave, Toxic, Flamethrower, Ice beam, Perish Song, Recover, Light Screen, Calm Mind, Roar

Preferred Teammates: Ho-Oh, Heatran, Kyogre, Chansey, Blissey, Palkia, Zekrom, Giratina

Spikers

Spikers are a critical component of a Uber stall team. Most damage will be dealt through the entry hazards, so getting in as many layers as possible is important, as Stealth Rock alone won't cut it. Spikes and Toxic Spikes also help wear down many Pokemon such as Reshiram and Zekrom, titans that would otherwise give stall teams a lot of trouble, much more quickly; especially with the help of phazers, which are commonly seen in stall teams. A lot of Pokemon that can use Spikes or Toxic Spikes don't really fit well on a Uber stall team or aren't very good Pokemon in general, but these following Pokemon have been shown to work superbly as the Spiker for many successful stall teams. Don't leave home without one of these expert Spikers.


Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Ability: Sturdy / Dustproof (unreleased)

Forretress's excellent defensive typing grants it resistances to Normal-, Bug-, Steel-, Ice-, Ghost-, Dark-, and Dragon-type attacks, all fairly common in the Ubers metagame, which allows the little shell to come in and set up Spikes with the greatest of ease. The bagworm also has access to all three entry hazards, most notably Toxic Spikes. Forretress's set of resistances and good defenses make it the best defensive Toxic Spiker in Ubers. Forretress is also one of the only three viable users of Rapid Spin in Ubers, which is important to stop your own walls from being worn down by the opponent's entry hazards. Forretress is also capable of hurting Ghost-types with a decently powerful Payback or Gyro Ball coming off its passable base 90 Attack stat. It is a great lead for your stall team as well. Rapid Spin makes attempts at setting up hazards against it useless, and Sturdy all but ensures Forretress will survive at least one attack, meaning that it will usually be able to quickly set up at least one layer if need be.

Common threats checked by Forretress: Scizor, Metagross, Giratina (that lack a Fire-type attack), Tyranitar (needs Gyro Ball and avoid Fire attacks)...that's about it. Forretress isn't really meant to wall anything, it is rather meant to come in on resisted attacks, get up a layer of hazards or spin, and then get back out. However, Forretress does excel at soaking up Outrages thanks to its meaty base 140 Defense stat.

Advantages: Resists Dragon-, Ice-, Dark-, and Ghost-type attacks, great Defense, Rapid Spin, can use all three entry hazards, Sturdy.

Disadvantages: Low Special Defense and Speed, easy to set up on because of relatively low Attack stat, trapped by Magnezone unless it uses Shed Shell or Earthquake, 4X weakness to Fire-type attacks which is compounded by Fire-type attacks. Cannot phaze.

Useful moves
: Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, Toxic, Gyro Ball, Payback, Volt Change, Earthquake, Reflect, Light Screen

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, anything that can take a Fire-type attack.


Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

Although Ferrothorn faces severe competition from Forretress, the former boasts quite a few advantages. Ferrothorn has significantly higher Special Defense and a Grass-typing, which grants it resistances to Water- and Electric-type attacks in addition to its resistances to Dragon-, Ghost-, Normal-, Dark-, Grass-, and Rock-type attacks. Ferrothorn can set up Stealth Rock or Spikes with ease thanks to its great defenses and resistance set. Ferrothorn can also heal itself using Leech Seed and Protect combined with Leftovers, an advantage that Forretress cannot boast. It can also hit foes quite hard with Power Whip and Gyro Ball, two very strong STAB attacks that come off a decent base 94 Attack stat.

Common threats checked by Ferrothorni: Groudon* (needs to avoid Fire Punch or Overheat), Kyogre* (can't have Specs), Arceus* (can't have a Fire- or Fighting-type attack), Metagross, Kingdra, Latios* (avoid Hidden Power Fire), Latias* (Hidden Power Fire can KO in the sun), Giratina-O* (needs rain), Giratina, Palkia* (watch out for Fire Blasts), Dialga* (watch out for Fire attacks), Garchomp* (can't survive 2 +2 Earthquakes), Zekrom* (without Focus Blast).

Advantages: Resistances to Water-, Electric-, Dragon-, Grass-, Normal-, Rock-, Ghost-, and Dark-type attacks. Leech Seed for psuedo-healing and to force switches, great Special Defense, good 94 Attack with powerful STABs in Power Whip and Gyro Ball let it hit pretty hard. Iron Barbs punishes Pokemon that use direct contact attacks against Ferrothorn, especially Outrage.

Disadvantages: Low Speed, 4X weakness to Fire-type attacks that is compounded by sunlight, faces severe competition from Forretress for a team slot.

Useful moves: Stealth Rock, Spikes, Leech Seed, Protect, Thunder Wave, Power Whip, Gyro Ball, Thunder Wave, Toxic

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, anything that can take a Fire-type attack.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Ability: Sturdy / Keen Eye / Breakable Armor

Skarmory is a very useful Spiker in the Ubers metagame, even if it is only used to stop the menacing Extreme Killer Arceus. However, Skarmory's unique typing grants it many useful resistances, including valuable resistances to the popular Dragon- and Ground-type attacking combo, which lets it wall many powerful Uber physical sweepers such as Rayquaza, Garchomp, and Groudon. Skamrory also has access to Roost to heal itself, and unlike Deoxys-D, is immune to Poison, Spikes, and Toxic Spikes, which allows Skarmory to switch in much more easily. Although Skarmory's support movepool aside from Stealth Rock and Spikes is fairly shallow, Whirlwind is really all it needs, as none of the other Spikers can phaze. Taunt also stops Pokemon from setting up on it. Skarmory also boasts a decently strong STAB Brave Bird to smack things around with, which does surprisingly good damage to most Pokemon. Skarmory does face stiff competition from Forretress unfortunately, due to the steel bird's lack of Rapid Spin and Toxic Spikes.

Common threats checked by Skarmory: Garchomp, Salamence* (Fire Blasts hurts), Rayquaza* (Overheat can OHKO), Groudon* (can't have a Fire-type attack), Scizor, Metagross, Shaymin-S, Arceus* (must be a physical variant lacking a Fire- or Electric-type attack), Excadrill, Dugtrio, Giratina-O* (must lack Thunder or Hidden Power Fire in sunlight), Venusaur* (lacking Hidden Power Fire).

Advantages: High Defense and reliable Recovery in Roost allows it to be a very good physical wall. Can phaze with Whirlwind, can leave a mark on things with STAB Brave Bird, immune to Spikes and Toxic Spikes, resistance to the popular Dragon- and Ground-type attacking combination, one of the few good counters to Extreme Killer Arceus. One of the best defensive partners for Blissey. Taunt can stop things from setting up on it.

Disadvantages: Low Speed, middling Attack, weaknesses to Fire- and Electric-type attacks, support movepool isn't as good compared to the other Spikers, can't take repeated special attacks too well even with investment, easily trapped by Magnezone.

Useful moves: Stealth Rock, Spikes, Whirlwind, Roost, Taunt, Toxic, Brave Bird

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, Giratina-O, Zekrom.


Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Ability: Liquid Ooze / Clear Body / Rain Dish

In generation four, Tentacruel was a rather horrible Pokemon to use in Ubers. With the introduction of Rain Dish and Ferrothorn however, Tentacruel became a very viable Rapid Spinner and Toxic Spike user in Ubers. Despite it's rather shabby physical defense stat, Tentacruel has considerable bulk on the special department, allowing it to live even 2 Thunders from Scarf Palkia factoring in Leftovers and Rain Dish + Protect recovery. Tentacruel also gained a new toy in the form of Scald which allows it to spread random status. Access to certain useful support moves such as Knock Off, Magic Coat and Rapid Spin makes Tentacruel a decent candidate as a spinner in Ubers.

Common threats checked by Tentacruel: Skarmory, Deoxys-D, Fighting Arceus, Lugia, Terrakion* (Tentacruel dies to +2 Stone Edge or Earthquake). Tentacruel doesn't check much, but rather spins for your team and launch Toxic Spikes on the field, functioning like Forretress, though Tentacruel can easily come in on some special moves such as Dragon Pulse, Surf, Fire Blast, Grass Knot, or even Draco Meteor.

Advantages: Rain Dish, access to Scald, Toxic Spikes, gets Rapid Spin and has surprising Speed, better Special bulk than Forretress and Ferrothorn. Ice Beam can take out Rayquaza and Garchomp.

Disadvantages: Bad physical defense, no access to Spikes, weak attacks. Set up bait for some sweepers such as Bulk Up Dialga. Cannot touch Giratina.

Useful moves: Rapid Spin, Toxic Spikes, Scald, Protect, Knock Off, Ice Beam, Magic Coat

Preferred Teammates: Skarmory, Ferrothorn, Groudon, Kyogre, Giratina-O, Lugia, Ho-Oh, Zekrom


Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

Although Deoxys-D has a middling HP stat, its enormous Defense and Special Defense make up for it. Recover also helps to extend Deoxys-D's lifespan, allowing it to come in and set up Stealth Rock and Spikes repeatedly if needed. Deoxys-D is also one of the only viable users of Knock Off, which can let it cripple Pokemon such as Reshiram that rely on their items for offensive power. Taunt also helps keep Deoxys-D from being set up bait, and Magic Coat lets it combat faster Taunters. Deoxys-D also gets Reflect and Light Screen to support the team and bolster its own defenses, making it stupidly hard to kill when combined with Recover. Deoxys-D however suffers heavily from the 4 moveslot syndrome because it cannot utilize its myriad of support options on the same set.

Common threats checked by Deoxys-D: Rayquaza* (Swords Dance or Dragon Dance versions can OHKO after a boosts), Groudon* (+2 Earthquake can 2HKO easily), Garchomp* (Choice Band ones 2HKO with Outrage), Salamence* (needs Ice Beam), Terrakion* (must not have Swords Dance), Dialga, Palkia* (in the rain, Palkia can 2HKO with Surf or Aqua Tail), Metagross, Calm Mind Arceus that aren't Steel-, Poison-, Ghost-, Dark-, or Bug-type (will need Toxic.), Giratina-O.

Advantages: Very wide movepool, gets Recover for healing, Magic Coat and Taunt helps keep it from being set up on, Ice Beam lets it take a more direct approach in the handling of Rayquaza, Garchomp, and the like. High Special Defense. Access to Knock Off.

Disadvantages: Poor offenses, only two resistances, hit by all entry hazards, cannot phaze. Suffers heavily from the 4 moveslot syndrome.

Useful moves: Recover, Stealth Rock, Spikes, Ice Beam, Magic Coat, Taunt, Knock Off, Reflect, Light Screen, Toxic, Thunder Wave.

Preferred Teammates: Groudon, Blissey, Giratina, Giratina-O, Skarmory, Arceus

Supporters

A stall team often needs some help from some Pokemon other than walls to function. This is where these supporters come in. Supporting Pokemon help stall teams in many ways, whether it be tanking hits with their resistances to cripple opposing pokemon with status, or simply setting up Stealth Rock and act as a phazer. The following group of pokemon are well-known for their impressive supporting abilities.


Kyogre
Type: Water
Base Stats: 100 HP / 100 Atk / 90 Def / 150 SpA / 140 SpD / 90 Spe
Ability: Drizzle

Infamous for it's sheer offensive might, Kyogre can also utilize a defensive set. A high base 100 HP, acceptable base 90 Defense and a sexy base 140 Special Defense, and a Water typing means Kyogre can wall quite a number of threats. Unlike the other walls, Kyogre can wreck havoc and wall at the same time. Double STAB (due to rain) Surfs or Scald will definitely hurt most attackers. Kyogre's support movepool is also surprisingly vast, capable of learning Roar, Safeguard, Toxic and Thunder Wave. Furthermore, Kyogre can pull off a bulky RestTalk set incredibly well to check some deadly threats such as Ho-Oh, Groudon, and Reshiram. Kyogre can also learn Thunder and Ice beam to KO some top-tiered threats such as Rayquaza and Water Arceus.

Common threats checked by Kyogre: Garchomp* (Banded Outrage will hurt), Salamence* (Kyogre needs Ice Beam), Groudon* (Life Orb Earthquake 2HKOes), Scizor, Metagross, Giratina-O* (watch out for Outrage), Ice*,(without Roar) Fire, Ground, Steel* (without Roar), Rock Arceus, Hydreigon, Dakrai, Mewtwo* (Psystrike can be damaging), Terakion, Kyurem* (Outrage hurts), Heatran, Jirachi, Ho-Oh*(Brave Bird can 2HKO), Reshiram, Qwilfish, Kingdra, Tyranitar, Weavile, Water Arceus* (Kyogre needs Thunder) and Manaphy* (Kyogre needs Thunder)

Advantages: Massive power. Only 2 weaknesses. Can use Scald to dish out good damage and burn at the same time. Access to Roar and Thunder Wave. Controls the weather.

Disadvantages: Lacks recovery outside of Rest. Slow. Weak to Electric and Grass moves. Main attack walled by all the Dragons. The rain it brings attracts a lot of Thunders. Vulnerable to all entry hazards

Useful moves: Scald, Surf, Thunder, Ice Beam, Thunder Wave, Rest, Sleep Talk, Roar, Calm Mind

Preferred teammates: Palkia, Ferrothorn, Groudon, Giratina, Giratina-O, Garchomp, Jirachi, Tyranitar


Dialga
Type: Steel / Dragon
Base Stats: 100 HP / 120 Atk / 120 Def / 150 SpA / 100 SpD / 90 Spe
Ability: Pressure / Telepathy (Unreleased)

Dialga's amazing Defense stat, coupled with resistances to Ghost-, Dark-, Normal-, Poison-, Rock-, Steel-, Bug-, Electric-, Grass-, and Water-type attacks, coupled with a resistance to Stealth Rock and immunity to Toxic Spikes allow Dialga to support a stall team with great ease. Dialga's auspicious typing allows it to pair well with a lot of walls such as Lugia and Cresselia. Dialga can set up Stealth Rock, spread status with Toxic or Thunder Wave, and even phaze the opponent out with Roar or a powerful STAB Dragon Tail. Dialga is very capable of punching holes through the opposing team while using a defensive set thanks to his mighty offensive stats. Its offensive movepool is extremely wide, consisting of STAB Outrage and Draco Meteor, Dragon Pulse, Fire Blast, Thunder, Earthquake, Brick Break, Aura Sphere, Power Gem, and Earth Power, allowing Dialga to strike at the weaknesses of pretty much every Pokemon in the game.

Common threats checked by Dialga: Salamence* (hates Earthquake), Rayquaza* (hates Earthquake, boosted Outrages, and Draco Meteors), Scizor, Metagross, Shaymin-S, Arceus* (must be a physical variant lacking Earthquake and needs Toxic), Giratina-O, Venusaur, Non Recover Calm Mind Grass, Ice, Electric, Dragon Arceus. Kyogre* (not Choice Specs), Palkia* (Lustrous Orb or Specs Spacial Rend hurts, Aura Sphere will leave a mark)

Advantages: Auspicious typing gives Dialga a wide range or resistances and immunities. Access to Stealth Rock, Thunder Wave and Toxic. Hits incredibly hard with it's powerful dragon strikes or coverage moves. Immune to Poison. Able to phaze well with STAB Dragon Tail or Roar

Disadvantages: Lacks recovery. Weak to Ground and Fighting moves which hampers it as a physical wall. Cannot set up screens. Low speed compared to most Ubers.

Useful moves: Draco Meteor, Dragon Pulse, Flamethrower, Thunder, Toxic, Thunder Wave, Dragon Tail, Roar, Stealth Rock, Earth Power, Aura Sphere, Outrage

Preferred teammates: Lugia, Ho-Oh, Palkia, Arceus, Kyogre, Giratina-O


Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Attack / 116 Def / 79 SpA / 116 SpD / 33 Spe
Ability: Levitate / Heatproof / Heavy Metal (unreleased)

Bronzong is an uncommon tank in Ubers, but its supporting niche cannot be ignored. Access to Stealth Rock makes it a very reliable supporter to launch Stealth Rock into the field. Furthermore, Bronzong can utilize dual screens, Thunder Wave, Toxic, or Hypnosis to cripple opponents or support the entire stall team. With the Levitate ability, Bronzong can wall a lot of top threats such as Groudon, Garchomp, Rayquaza, Latias and Giratina-O. Bronzong is blessed with a good defensive typing that leaves it with only one weakness. The lack of recovery moves may be disappointing, but Bronzong's raw bulk and Steel typing grant it a lot of resistances to support a team longer. In addition, Bronzong can inflict heavy damage on fast sweepers with Gyro Ball thanks to his low speed.

Common threats checked by Bronzong: Garchomp, Salamence* (avoid Fire attacks), Rayquaza*, Groudon* (can't take too many Fire-type attacks), Scizor, Metagross, Palkia* (can't take rain Surfs or sun Fire Blast), Dialga* (can't damage Dialga at all without Earthquake and Fire Blasts can hurt), Shaymin-S, Arceus* (must be a physical variant lacking a Fire attack and needs Toxic), Latias, Latios, Excadrill, Dugtrio, Giratina-O (beware of Hidden Power Fire in sunlight), Venusaur, Non Recover Calm Mind Grass, Ice, Dragon Arceus.

Advantages: Steel typing and Levitate gives it a wide array of resistances. Virtually immune to entry hazards thanks to Levitate. Access to Stealth Rock and dual screens. Wide support movepool. One of only 2 things that resist Ground + Dragon attacks.

Disadvantages: Unable to damage slower and bulkier threats. Vulnerable to Taunt and Low speed. Lacks recovery. Dead weight against opposing stall.

Useful moves: Gyro Ball, Stealth Rock, Hypnosis, Reflect, Light Screen, Toxic, Payback, Earthquake

Preferred Teammates: Kyogre, Chansey, Blissey, Palkia, Ho-Oh, Giratina, Zekrom


Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Jirachi is an excellent pivot point in the Uber tier. Its balanced defensive stats, resistance to Stealth Rock, immunity to Toxic Spikes, and Steel typing enable it to function well in stall teams. A wide support movepool including Stealth Rock, Thunder Wave, Toxic, Light Screen, and U-Turn enables Jirachi to support a stall team easily. Serene Grace Body Slam / Thunder together with Iron Head can easily annoy the opponent. Jirachi only has 2 weaknesses and is resistant to Dragon and Ice moves, which gives Jirachi the capacity to even stomach a Specs Draco Meteor from Reshiram. Wish is a wonderful addition to Jirachi's movepool allowing it to support a team even further.

Common threats checked by Jirachi: Garchomp* (only on Choiced dragon moves), Salamence* (in rain or without Earthquake), Scizor, Metagross* (watc hout for Earthquake), Shaymin-S, Giratina-O (beware of Hidden Power Fire in sunlight), Calm Mind Grass* (needs to flinch it to death or Toxic), Ice* (needs Thunder Wave and Iron Head), Rock* (needs Thunder Wave and Iron Head) Dragon Arceus* (Needs to paralyse and flinch it to death), Latias, Latios* (watchout for rain Thunders or Sun Hidden Power Fire), Palkia* (Fire blasts hurt), Dialga* ( can't really hurt Dialga and Fire attacks will hurt), Hydreigon* (Fire Blast outside of rain will 2HKO), Dakrai*(+2 Dark Pulse 2HKOes), Mewtwo* (non fire attack ones) Ludicolo, Terrakion* (+2 Close Combat OHKOes), Abomasnow, Kyurem

Advantages: Wish support. Dragon, Ice, Rock resists. Immune to Toxic Spikes and resistant to Stealth Rock. Wide support movepool. U-Turn to scout. Serene Grace will annoy opponents.

Disadvantages: Weak attacks. Hurt by Spikes. Powerless against any threat with Rest or a faster Substitute.

Useful moves: Thunder Wave, Body Slam, Iron Head, Fire Punch, Wish, Thunder, U-Turn, Ice Punch, Toxic, Light Screen

Preferred Teammates: Palkia, Kyogre, Giratina, Chansey, Blissey, Ho-Oh, Lugia

Spinblockers

Each stall team needs a spinblocker to prevent the hard work of setting up hazards from being eliminated--teams lacking a spinblocker will not have the upper hand against opposing stall. The move Rapid Spin is Normal-type: thus, unless the spinner has Foresight, Ghost-types can easily spinblock. The only common rapid spinner in Ubers is Forretress, which unfortunately can't learn Foresight. Furthermore, the best spinblockers are found in the Uber tier. Giratina, while possessing a Ghost typing, shouldn't be used purely as a spinblocker because it is unable to damage Forretress, which uses it as set up bait. However, the following Ghost-types are excellent spinblockers.


Giratina-O
Type: Ghost / Dragon
Base Stats: 150 HP / 120 Atk / 100 Def / 120 SpA / 100 SpD / 90 Spe
Ability: Levitate

At first glance, Giratina-O might seem like an inferior version of its bulkier cousin, Giratina. This however, is far from the truth. Giratina-O possesses a titanic base 150 HP, combined with respectable base 100 Defense and Special Defense, granting it a great amount of bulk to switch into attacks repeatedly. Levitate makes this even easier, as it can avoid Toxic Spikes and Spikes, and allows Giratina-O to act as the team’s Ground-type immunity. Giratina just begs for Levitate, as it is greatly affected by the grounded hazards. On the offensive side, Giratina-O completely outclasses his other forme, with access to high-powered moves such as Draco Meteor and Outrage. Giratina-O has a decent defensively typing that grants it plenty of resistances and immunities. However, this comes at a price of having weaknesses to the common Dragon, Ice, and Dark attacks. Thanks to its STABs, high offensive stats, and the boost from Griseous Orb, though, Giratina-O is a deadly mixed attacker, which is something the other spin blockers struggle to do.

Common threats checked by Giratina-O: Ho-Oh* (watch out for burn and Brave Birds), Groudon, Swords Dance Ground*, Rock*, Poison Arceus* (needs Will-O-Wisp or some residual damage), Scizor, Metagross*, Terrakion, Grass Arceus* (avoid Ice beam and needs Outrage), Heracross, Lucario, Heatran* (Giratina-O needs Earthquake), Kabutops, Qwilfish, Magnezone, Ferrothorn, Mewtwo* (without Ice beam and Shadow Ball), Blaziken, Infernape, Ninjask

Advantages: Levitate, near immunity to entry hazards, Powerful STABs with Griseous Orb boost. Access to Shadow Sneak for revenging frailer threats like Mewtwo. Can phaze remarkably well with powerful Dragon Tails

Disadvantages: Weakness to common Dragon, Ice, Dark and Ghost attacks. Can only hold the Griseous Orb and lacks passive recovery. Hates passive damage like sand and hail.

Useful moves: Shadow Sneak, Draco Meteor, Hidden Power Fire, Outrage, Dragon Claw, Earthquake, Will-O-Wisps, Dragon Pulse, Thunder, Dragon Tail, Shadow Force (only for OHKOing StallTwo), Magic Coat

Preferred teammates: Forretress, Ferrothorn, Ho-Oh, Palkia, Groudon, Skarmory, Jirachi, Chansey, Blissey, Deoxys-D, Lugia, Excadrill



Ghost Arceus
Type: Ghost
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

The only Arceus forme capable of spinblocking makes it a staple in stall teams. With a mammoth HP stat and great defenses, Ghost Arceus can block and eliminate any Rapid Spinners with ease. Being, one of the most versatile Arceus formes, Ghost Arceus can learn a variety of support options to aid the team and spinblocking along the way, such as Will-O-Wisp, Thunder Wave, Toxic, Roar, and Perish Song. Will-O-Wisp will cripple any non Fire-type physical attacker that dares to tackle Ghost Arceus, and a burn will make even max attack Forretress's Gyro Ball do laughable damage. Unlike most walls, Ghost Arceus is fully capable of sweeping unprepared teams with a Calm Mind set due to it's impressive speed and attacking sets. The lack of a Dragon typing is actually a blessing to Ghost Arceus, as it isn't harmed too much by the commonly launched dragon attacks.

Common threats checked by Ghost Arceus: Rayquaza* (Draco Meteor and Outrage will be hard to stomach), Groudon* (needs a ton of defense evs or Will-O-Wisp), Garchomp, Ground Arceus* (needs Will-O-Wisps, Dugtrio, Extremekiller Arceus* (needs Will-O-Wisps), Palkia* (Rain surfs will 2HKO), Dialga* (needs Calm Mind and doesn't enjoy Draco Meteo), Metagross* (Choice Band Meteor Mash 2HKOes), Mewtwo* (+1 Fire Blast will OHKO in the sun after some prior damage) , Fighting Arceus* (needs Toxic or Calm Mind), Salamence, Shaymin-S, Terrakion, Zekrom* (needs Will-O-Wisp), Giratina-O* (needs to avoid Shadow Ball and Shadow Force), Mew, Lucario, Ferrothorn

Advantages: Immune to Trick and Knock Off. A very offensive and defensive spinblocker, counters most Spiker users easily. Perish Song and reliable recovery move. High Speed, especially for a wall. Lacks Dragon and Ice weaknesses

Disadvantages: Lacks a lot of resistances. Countered by two common spinner partners (Ho-Oh and Kyogre). Fails to damage special walls. Affected by entry hazards, especially Toxic Spikes.

Useful moves: Judgement, Shadow Claw, Recover, Calm Mind, Will-O-Wisps, Thunder Wave, Reflect, Roar, Flamethrower, Thunder, Perish Song, Ice Beam

Preferred Teammates: Blissey, Chansey, Palkia, Groudon, Forretress, Ferrothorn

Scarf users

Even in stall it sometimes becomes necessary to go on the offensive, using a fast Pokemon equipped with a Choice Scarf to prevent powerful sweepers such as Dragon Dance Rayquaza or the like from tearing huge holes in your team. The following Pokemon are usually the best and most common choices for a stall team to employ as Choice Scarf users.


Palkia
Type: Water / Dragon
Base Stats: 90 HP / 120 Atk / 100 Def / 150 SpA / 120 SpD / 100 Spe
Ability: Pressure / Telepathy (unreleased)

Palkia's massive 150 base Special Attack is the most eyeopening stat of them; however, its 120 base Attack is not bad by any standards. Palkia also hits the vital base Speed of 100, allowing it to outspeed Rayquaza and the numerous base 90s such as +1 Flame Charge Reshiram, all Zekrom variants, and offensive Kyogre. Palkia's typing gives him 4x resistance to Fire and Water, allowing him to even absorb a Kyogre's full power Water Spout or Reshiram's most powerful Blue Fire in the sun. Palkia's movepool is incredibly wide. Among the common moves used by Choice Scarf Palkia in stall teams are Spacial Rend, Draco Meteor, Surf, Fire Blast, Thunder, Outrage, and Aura Sphere. Palkia's ability to handle the few special threats that Blissey or Chansey cannot make Palkia the most common scarfer seen in Stall teams.

Common threats revenged by Palkia: Kyogre, Reshiram* (can't come in on Dragon attacks), Groudon, Ho-Oh* (needs Stone Edge or Power Gem), Zekrom* (Palkia is OHKOed by Zekrom's Dragon attacks or CB Bolt Strike), Dragon Arceus* (Come in only on non attacking moves or Extremespeed), Metagross, Ferrothorn* (outside of rain), Kyurem* (Draco Meteor OHKOes), Latias* (Palkia needs Outrage to OHKO boosted ones), Latios* (can't come in on Dragon moves), Lucario, Rayquaza* (Dragon attacks will OHKO), Garchomp* (without scarf), Heracross, Blaziken, Hydreigon* (can't come in on Draco Meteor or Outrage directly), Weavile, Manaphy, Mewtwo* (Only Hydro Pump in rain can OHKO it)

Advantages: Unique typing. Able to come in on Specs Kyogre and Reshiram. Powerful attacking stats with high powered moves. Can work well under almost any weather condition

Disadvantages: Average Defense stat. Affected by all entry hazards. Weakened easily.

Useful moves: Draco Meteor, Spacial Rend, Fire Blasts, Thunder, Surf, Outrage, Stone Edge, Power Gem, Aura Sphere, Flamethrower, Hydro Pump

Preferred Teammates: Forretress, Ferrothorn, Chansey, Blissey, Skarmory, Kyogre, Groudon


Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion may seem like an odd choice for stall teams, but he is one of the best checks to Extreme Killer Arceus and Rayquaza. He has fantastic offensive typing and excellent Attack and Speed stats, allowing him to hit everything other than the nonexistent Claydol? (don't miss this) nonexistent what?_? for neutral damage at worst. Being a Fighting-type means Terrakion can muscle his way through stall breakers such as Steel and Dark Arceus. Furthermore, Justice Heart allows Terrakion to snag an attack boosts when it is hit with a Dark-type attack. Its mighty Close Combat and Stone Edge can even allow him to break walls with the right moves.

Common threats checked by Terrakion: Abomasnow* (Wood Hammer can KO), Blissey, Bug Arceus, Chansey, Dark Arceus, Dakrai, Dialga* (might not OHKO it and Draco Meteor hurts), Excadrill* (in Sand, Excadrill outspeeds and KO Terakion first), Fire, Flying Arceus, Heatran, Ho-oh*, Ice Arceus, Kingdra* (can't come in on Waterfall), Kyurem, Lucario* (hates Close Combat), Magnezone, Ferrothorn*(hates Power Whip and Gyro Ball), Normal Arceus, Rayquaza* (can only come in on resisted attacks), Reshiram* (Blue Flare and Draco Meteor KOes), Rock Arceus, Salamence*(hates Earthquake), Hydreigon, Steel Arceus* (OHKOed by Judgement), Weavile

Advantages: Resists ExtremeSpeed. High Speed. Powerful unresisted STABs. Has resistance to Dark- and Rock-types.

Disadvantages: Mediocre defenses. Hates Toxic Spikes and Spikes. Countered by the common weather ubers. Weak to Ground and Water.

Useful moves: Stone Edge, Close Combat, Sacred Sword, Earthquake, X-Scissors

Preferred Teammates: Chansey, Blissey, Giratina-O, Kyogre, Palkia, Ghost Arceus, Lugia

Zekrom
Type: Dragon / Electric
Base Stats: 100 HP / 150 Atk / 120 Def / 120 SpA / 100 SpD / 90 Spe
Ability: Teravolt

Zekrom's mighty offensive stats might make him look like an odd choice for stall teams, but his ability to break down some top tier threats earns him a spot on some stall teams. STAB Bolt Strike coming off a base 150 Attack is nothing to laugh at, and even bulky sweepers such as boosting tank Kyogre are OHKOed. Instead of hitting hard with special attacks, Zekrom bulldozes his way through Calm Mind users with ease on the physically. Choice Scarf Zekrom still has enough power to 2HKO max HP Arceus with Bolt Strike, and can outspeed Mewtwo.

Common threats checked by Zekrom: Blissey, Bronzong, Bug Arceus*, Chansey*, Dark Arceus*, Dakrai, Deoxys, Deoxys-A*, Dragon Arceus*, Flying Arceus, Garchomp* (non Choice Scarf), Giratina*, Giratina-O*, Ho-Oh*, Kyogre*, Kyurem*, Latias*, Latios*, Lucario, Lugia, Mewtwo, Normal Arceus*, Scizor*, Steel Arceus*, Tyranitar

Advantages: Huge Attack stat and good physical Defense. Resist Fire, Water, Electric and Flying. Powerful near unresisted dual physical STABs.

Disadvantages: Outsped by other Choice Scarf users. Affected by all hazards. Main Stab is easily absorbed by Ground-types. Shallow movepool but good type coverage.

Useful moves: Bolt Strike, Outrage, Dragon Claw, Cross Thunder, Draco Meteor, Focus Blast

Preferred Teammates: Groudon, Palkia, Forretress, Lugia, Chansey, Blissey, Jirachi, Kyogre, Giratina, Giratina-O, Excadrill


Type: Dragon / Electric
Base Stats: 100 HP / 12 Atk / 100 Def / 150 SpA / 120 SpD / 90 Spe
Ability: Turbo Blaze

Reshiram's staggering base 150 Special Attack, complemented by a respectable base 120 Attack, allows Reshiram to tear gaping holes into many teams even when used in stall teams. In fact the main reason Reshiram is used in stall teams is to abuse it's sheer offensive power. Immunity to burn and its ability to blow through otherwise hard to revenge threats such as Mewtwo and Arceus earn Reshiram a place in sun-based stall teams. However, it isn't all good news, as being weak to Stealth Rock and hurt by Spikes and Toxic Spikes severely hampers it as a Choice Scarf user. Luckily, stall teams can usually deal with this issue through Wish support from the likes of Blissey or Chansey or Rapid Spinning.

Common threats checked by Reshiram: Bronzong, Bug Arceus, Cresselia, Dark Arceus (unboosted), Dakrai, Deoxys, Deoxys-A*, Dragon Arceus*, Grass, Ice Arceus, Garchomp* (non Choice Scarf), Giratina*, Giratina-O*, Ho-Oh*,Kyurem*, Latias, Latios*, Lucario, Lugia*, Mewtwo, Normal Arceus*, Scizor, Steel Arceus, Weavile

Advantages: Huge Special Attack stat and great Special Defense. Resists Fire and has a burn immunity. Powerful unresisted dual STABs.

Disadvantages: Outsped by other Choice Scarf users. Weak to all hazards. Main Stab is easily absorbed by Kyogre, the most common Pokemon in Ubers. Shallow movepool.

Useful moves: Blue Flare, Dragon Pulse, Outrage, Stone Edge, Flamethrower, Draco Meteor, Focus Blast

Preferred Teammates: Groudon, Palkia, Forretress, Lugia, Chansey, Blissey, Jirachi, Ferrothorn, Giratina, Giratina-O


Garchomp
Type: Dragon / Ground
Base Stats: 108 HP / 130 Atk / 95 Def / 80 SpA / 85 SpD / 102 Spe
Ability: Sand Veil / Rough Skin (unreleased)

Zekrom's higher attack stat means it is usually picked over Garchomp in stall teams. Nevertheless, Garchomp has several key advantages over Zekrom. Garchomp's unique speed stat allows it to outsped even Choice Scarf Palkia and a Dragon Danced Rayquaza! While Zekrom cannot revenge kill Dragon Dance Rayquaza and Salamence, Garchomp can do it with ease. Garchomp's defenses are also pretty decent as well, allowing it to survive even a +2 ExtremeSpeed from Rayquaza after Stealth Rock damage. It also has STAB for the invaluable Earthquake, which allows Garchomp to even muscle pass certain Arceus such as Steel and Electric Arceus. It's Ground typing allows Garchomp to come in on the frequent Thunders or Bolt Strike and wreck havoc with powerful Outrages and Earthquakes. Sand Veil is pretty useless unless you are using a Sand Streamer, though Rough Skin can be useful sometimes when the opponent uses a contact move. Keep in mind that Rough Skin is not possible with Outrage. However, if Rayquaza uses ExtremeSpeed, Garchomp can pick Rayquaza off with a Dragon Claw.

Common threats checked by Garchomp: Blaziken, Bug Arceus* (needs Stone Edge and some hazards), Deoxys* (Ice Beam OHKOes), Deoxys-A* (Ice Beam kills), Dialga* (needs to be weaken first), Excadrill, Dragon Arceus, Electric Arceus, Fire Arceus, Flying Arceus* (needs Stone Edge), Giratina-O* (can't come in on Dragon moves), Heatran, Ho-Oh* (hates burn and Brave Bird), Jirachi, Kyurem, Latias* (can't come in on Dragon moves), Latios* (Draco Meteor / Dragon Pulse will KO easily), Magnezone, Metagross, Mewtwo* (weaken it first), Palkia* (Dragon attacks kill Garchomp easily), Posion Arceus, Rayquaza* (can't come in on Dragon attacks), Reshiram* (Blue Flare and Dragon attacks can KO), Rock Arceus, Salamence* (can't eat a Dragon attack), Hydreigon* (Can't survive a Draco Meteor, Steel Arceus, Tyranitar, Zekrom* (Dragon attacks will KO)

Advantages: Faster than most Choice Scarf users. Almost unresisted dual-STAB and access to powerful moves. Resistant to Stealth Rock and immune to Thunder Wave.

Disadvantages: Needs to use Outrage for major damage. Weak against most stall teams. Set up bait for Spikers. Affected greatly by Spikes and Toxic Spikes.

Useful moves: Outrage, Dragon Claw, Earthquake, Stone Edge, Toxic, Dual Chop, Fire Fang, Fire Blast

Preferred Teammates: Forretress, Lugia, Kyogre, Jirachi, Bronzong, Chansey, Blissey, Palkia, Tyranitar, Ferrothorn, Excadrill

Heracross
Type: Bug / Fighting
Base Stats: 80 HP / 125 Atk / 75 Def / 40 SpA / 95 SpD / 85 Spe
Ability: Swarm / Guts / Moxie (unreleased)

Heracross is sometimes seen in Ubers stall for one main reason: it's almost a hard counter to Darkrai. Heracross resists the two common moves seen on Darkrai, Focus Blast and Dark Pulse, and by giving it Sleep Talk, it can hit it for super-effective damage with either of its two STABs with a Guts boost thrown in, dealing huge damage to other things as well. Unlike most Bug-types, Heracross has STAB Fighting-type moves allowing it to break through steels such as Ferrothorn. Heracross's STAB Megahorn / Close Combat are very powerful and dealing super-effective damage to the many Psychic- and Steel-, Dark-typed Pokemon in the tier. Heracross almost boasts Guts which allows him to abuse Toxic Spikes for major power increase. With a Guts boost, this bug can even threaten Groudon to an extend.

Common threats checked by Heracross: Abomasnow, Bug Arceus, Chansey, Blissey, Dark Arceus, Darkrai, Deoxys, Deoxys-A* (Fire punch and Psyho Boosts OHKOes), Deoxys-D, Dialga* (needs some prior damage and hates Fire attacks), Excadrill, Dugtrio, Grass Arceus, Heatran* (can't take a Fire attack), Ice Arceus, Latias, Latios, Mew, Mewtwo, Ferrothorn, Normal Arceus* (+2 Extremespeed OHKOes), Psychic Arceus, Rock Arceus, Hydreigon, Steel Arceus, Tyranitar* (Stone Edge will hurt), Weavile

Advantages: Powerful STABs. Megahorn for KOing the abundant Psychic-types. Guts ability to abuse status.

Disadvantages: Pretty frail and walled by Flying types if not stuck on Stone Edge

Useful moves: Megahorn, Close Combat, Stone Edge, Sleeptalk, Toxic, Earthquake (only for Poison Arceus and Tentacruel), Night Slash

Preferred Teammates: Heatran, Ho-Oh, Skarmory, Kyogre, Giratina-O, Mewtwo, Lugia, Palkia, Dialga, Arceus, Zekrom


Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 SpD / 98 Spe
Ability: Levitate

Hydreigon's stats may lead you to believe that it is not a threatening Pokemon in any way; the fact that it has a very wide movepool can make it a very effective Choice Scarf user for stall teams. Hydreigon can open up holes in the opponent's team with Draco Meteor or scout switch-ins with U-turn. Having Dark as a secondary STAB is very useful in Ubers, allowing Hydreigon to hit many Pokemon in the tier for super-effective damage. This dragon also has access to the rarely seen Head Smash. It might seem terrible move for a non-Rock Head pokemon to use, but Hydreigon can OHKO Ho-Oh even with an Attack reducing nature. Levitate is perhaps the biggest advantage it has over Palkia, as it allows Hydreigon to ignore the deadly Spikes and Toxic Spikes. Hydreigon's unique typing and ability grants it resistances to the commonly used Psychic (Mewtwo), Electric, Fire, Water, Ghost and Dark attacks.

Common threats checked by Hydreigon: Abomasnow* (Blizzard will be dangerous), Darkrai, Deoxys, Deoxys-A (watch out for Superpower and Ice Beam), Deoxys-D, Dragon Arceus (can't come in on Dragon moves), Whimsicott, Garchomp (non Scarf and can't take an Outrage), Ghost Arceus* (before Calm Mind boosts), Giratina-O (Draco Meteor will OHKO), Grass Arceus, Groudon* (hates Dragon Tail), Heatran (needs Earth Power), Ho-Oh (needs Head Smash), Jirachi* (hates paralysis), Latias* and Latios* (hates Dragon attacks), Lucario (can't come in on Close Combat), Ludicolo*(can't take too many Ice Beams), Magnezone, Metagross (Meteor Mash hurts), Rayquaza (can't stomach a Dragon attack), Reshiram (Dragon attacks will OHKO), Scizor* (don't come in on U-Turn), Skarmory, Zekrom* (can't take any Dragon attack)

Advantages: Levitate, not vulnerable to all hazards. Dark typing. Access to Head Smash for OHKOing Ho-Oh. Can scout very well with U-Turn

Disadvantages: Average Attacking stats by Ubers standards. Weak to Dragon and Ice. Less speed than base 100s such as Palkia and Mew

Useful moves: Draco Meteor, Dark Pulse, Fire Blast, U-Turn, Head Smash, Dragon Pulse, Outrage, Surf, Crunch

Preferred Teammates: Forretress, Ferrothorn, Giratina-O, Heatran, Jirachi, Chansey, Blissey, Lugia, Ho-Oh


Victini
Type: Fire / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

Victini might seem to be outclassed by Reshiram at first due to inferior stats, but it has a trump card: V-create. V-create is a move with staggering power, so powerful that, when backed by sun and STAB, it reaches an incredible 405 Base Power and it hits on the physically, which allows it to bypass the Calm Mind boosts from the likes of Arceus or Mewtwo. Fusion Bolt allows it to somewhat hurt Kyogre on the switch in. Useful resistances to Fire-, Psychic-, Ice- and Grass- allows it to revenge kill dangerous threats to stall such as Steel Arceus, Mewtwo and Shaymin-S. Victini isn't the best defensively though, as it is weak to all forms of entry hazards, but that can be alleviated with the use of Rapin Spin users, which are common in stall such as Forretress.

Common threats checked by Victini: Bronzong, Bug Arceus, Cresselia, Dark Arceus* (must be weakened), Dakrai, Deoxys, Deoxys-A, Ground Arceus* (must be weakened), Grass, Ice Arceus, Garchomp* (non scarf and needs HP Ice), Ho-Oh* (Stealth Rock must be out), Kyurem, Latias, Latios*, Lucario, Mewtwo, Normal Arceus* (+2 ExtremeSpeed kills), Rayquaza, Scizor, Steel Arceus, Weavile

Advantages: Immensely powerful V-Create, faster than base 90 Scarf users. Has U-Turn to scout, can revenge kill Mewtwo easily, strikes on the physical side allowing it to defeat Calm Mind users.

Disadvantages: Weak to all hazards. Main Stab is easily absorbed by Kyogre, the most common Pokemon in Ubers. Relies on weather for power. Average stats.

Useful moves: V-Create, Fusion Bolt, U-Turn, Zen Headbutt, Hidden Power Ice, Overheat, Brick Break

Preferred Teammates: Groudon, Palkia, Forretress, Lugia, Chansey, Blissey, Ho-Oh Ferrothorn, Giratina, Giratina-O, Excadrill, Tentacruel

Other

Some Pokemon can't just be classified into the above categories. That's what this section is for. This lack of a way to classify them by no means they are bad though!


Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Ability: Sand Veil / Hyper Cutter / Poison Heal (released)

This annoying little bugger can stall out teams with a simple Toxic + Taunt combination. Poison Heal is an amazing way of recovery. Gliscor also has STAB Earthquake to bash the occasional Poison- and Steel-types that are immune to Toxic. Taunt makes most walls useless and Gliscor's unique typing, allowing it to wall Groudon efficiently. In terms of Speed, Gliscor isn't too shabby either. It outruns the slow base 90s easily. Gliscor's great physical defense is a huge plus to it's stalling capabilities. The lack of Roost can easily be ignored when you are healing 12.5% every turn: Protect + Poison Heal is an effective way of healing even in Ubers. Gliscor has some drawbacks though because it has rather pathetic Attack stat and Special Defense stat making it vulnerable to the powerful Special attackers who dominate Ubers.

Common threats checked by Gliscor: Bronzong, Blaziken, Groudon (Gliscor hates +2 Fire Punch), physical Arceus* (Gliscor can't hurt it much outside of Toxic), Forretress, Ferrothorn, Chansey, Blissey, Rayquaza* (not mixed ones), Garchomp, Salamence, Heatran, Metagross, Zekrom, Ground Arceus, Fighting Arceus* (without Ice Beam), Rock Arceus*(physical ones, watch out for +2 Stone Edge!).

Advantages: Poison Heal, Ground and Electric immunity, Fighting resistance, access to Taunt.

Disadvantages: Terrible Special Defense, weakness to Ice and Water, weak attacks.

Useful moves: Taunt, Earthquake, Substitute, Protect, Toxic, Fling, Acrobatics, Ice Fang, Stone Edge

Preferred Teammates: Kyogre, Dialga, Palkia, Ferrothorn, Forretress, Grass Arceus, Chansey, Blissey, Deoxys-D, Steel Arceus, Giratina-O, Giratina, Skarmory.


Blaziken
Type: Fire / Fighting
Stats: 80 HP / 120 Atk / 70 Def / 110 SpA / 70 SpD / 80 Spe
Ability: Blaze / Speed Boost

Blaziken might seem out of place in a stall team, but its ability is a huge boon to its usability. With enough Speed boosts gathered, Blaziken can sweep rather easily with its sizable Attack stat, mighty STAB Hi Jump Kick, and Flare Blitz, which is further boosted in the sun. While you are not planning to sweep in stall teams, Blaziken can abuse Protect which allows it to revenge kill many deadly threats to stall, Heatran, Dark Arceus, Darkrai, Mewtwo and Steel Arceus being a few of them. Due to the popularity of Groudon in stall teams, Blaziken can easily blast through otherwise hard to kill offensive threats such as Mewtwo with Flare Blitz in one hit. Blaziken does have some flaws though, it is incredibly frail by Ubers standards and needs the weather or the use of Protect to revenge kill properly.

Common threats checked by Blaziken: Abomasnow, Blissey, Bug Arceus, Chansey, Dark Arceus, Dakrai, Dialga, Excadrill* (in Sand, Excadrill outspeeds and KO you even at +2), Fire, Heatran, Ho-oh* (Blaziken must use Stone Edge), Ice Arceus, Kyurem, Lucario* (Blaziken hates Close Combat), Magnezone, Mewtwo* (Psystrike OHKOes), Ferrothorn, Normal Arceus, Rock Arceus, Steel Arceus* (OHKOed by Earthquake), Weavile

Advantages: Powerful STABs. Has resistant to Dark-type attacks. Becomes very powerful in the sun. Is not weak to Stealth Rock. Can sweep if given the chance. Burn immunity means it can bash through defensive Mewtwo lacking Psytrike.

Disadvantages: Horrible defenses. Hates Toxic Spikes and Spikes. Gets walled a lot easier in rain. Needs Protect to be useful in revenge killing.

Useful moves: High Jump Kick, Protect, Swords Dance, Stone Edge, Flare Blitz, Overheat, Shadow Claw

Preferred Teammates: Giratina-O, Groudon, Palkia, Ghost Arceus, Lugia, Ho-Oh, Blissey, Chansey, Ferrothorn, Zekrom


Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Ability: Flash Fire / Flame Body (unreleased)

Heatran, while rarely seen in Ubers, is still something to watch out for. Heatran's fire attacks in the Sun are one of the most powerful Fire-type moves in the game, only falling short of Chandelure and Reshiram. Heatran uses a more defensive set in stall, thanks to his numerous resistances, good stats, Roar, Taunt, and even Torment, and Lava Plume, which has a 30% chance to cause burn, helping it greatly against Groudon and Zekrom. Heatran has resistances to common Uber attacks such as Dragon, Ice, Dark, Ghost, and Fire making him a fine choice even in stall teams. Heatran can also shut down several well-known stall breakers such as Steel and Dark Arceus through the combination of Taunt and Flamethrower or Lava Plume. Heatran can also harass great walls with Taunt, Roar and Toxic.

Common threats checked by Heatran: Abomasnow, Bronzong, Bug Arceus, Dark Arceus, Deoxys, Deoxys-A* (Superpower hurts), Dialga* (Earth Power OHKOes), Dragon Arceus* (Earthquake kills), Fire Arceus, Flying Arceus, Forretress, Ghost Arceus (avoid Focus Blasts), Giratina*, Giratina-O* (without Earthquake), Ho-Oh* (without Earthquake), Ice Arceus, Jirachi, Kyurem, Latias, Latios* (Thunder or Surf hurt in the rain), Magnezone, Metagross*, Ninjask, Palkia* (only under the sun), Poison Arceus, Rayquaza* (without Brick Break or Earthquake), Hydreigon, Shaymin-S, Skarmory, Steel Arceus, Weavile

Advantages: Immune to Toxic Spikes. Able to use Taunt and Torment effectively, Can phaze with Roar and use Stealth Rock. Packs a wide array of resistances.

Disadvantages: Lacks recovery. Slow and stopped by Rain. Hates Spikes. Main STAB resisted by many Dragon- and Water-types

Useful moves: Flamethrower, Roar, Taunt, Torment, Stealth Rock, Protect, Lava Plume, Dragon Pulse, Toxic

Preferred Teammates: Groudon, Lugia, Ho-Oh, Palkia, Ferrothorn, Forretress, Skarmory


Jumpluff
Type: Grass / Flying
Base Stats: 75 HP / 55 Atk / 70 Def / 55 SpA / 85 SpD / 110 Spe
Ability:Chlorophyll / Leaf Guard / Infiltrator

Jumpluff sports great Speed, reaching 700 in the sun, and is only outsped under Sunny Day by Choice Scarf Deoxys-S. It's wide support movepool includes double status, Encore, and Leech Seed. Jumpluff now faces severe competition from Whimsicott, but Jumpluff does provide several advantages over its Grass-type counterpart: it is immune to Ground attacks and Toxic Spikes, and has access to Sleep Powder, which is invaluable. Toxic Spikes in particular will completely ruin Whimsicott.

Common threats checked by Jumpluff: Jumpluff can't counter anything but come in on resisted hits or one it is immune to, such as Earthquake. From there, Jumpluff can set up accordingly.

Advantages: Very fast in the sun, and has access to double status, Leech Seed and Encore, immune to Spikes and Toxic Spikes.

Disadvantages: Lacks any offensive power, weak to Stealth Rock, average defenses and relies on weather for blazing Speed, still very fast without it though.

Useful moves: Sleep Powder, Stun Spore, Encore, Leech Seed, Substitute, U-Turn

Preferred Teammates: Groudon, Forretress, Palkia, Giratina, Giratina-O, Chansey, Blissey, Jirachi, Heatran, Ho-Oh, Reshiram


Whimsicott
Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Ability: Prankster / Infiltrator / Chlorophyll (Unreleased)

Initially Whimsicott looks like a worse Shaymin. However, Whimsicott's combination of its abilities and its decent defensive stats along with Mischievous Heart, made it the fastest SubSeeder in the game. Whimsicott can neglect his speed stat due to Mischievous Heart and invest fully in defenses to stay alive longer. Unlike Jumpluff, Whimsicott can use Taunt as well. It can also use Stun Spore, priority Tickle, and Worry Seed to cripple sweepers. A fast U-Turn allows Whimsicott to scout easily. A combination of four support moves is already adequate to annoy most teams. Whimsicott is also a good emergency stop to setup sweepers.

Common threats checked by Whimsicott: Darkrai, Dark Arceus* (Whimsicott can't kill it), Deoxys* (Ice Beam will KO), Deoxys-A* (Ice Beam KOes), Deoxys-D, Groudon* (Fire punch will hurt), Kyogre* (Ice Beam kills easily), Excadrill, Dugtrio, Ground Arceus, Jirachi. Note: Whimsicott isn't meant to come on powerful attacks, but rather on setup moves or weak attacks.

Advantages: Priority support moves, can invest fully in defenses. Access to Encore, Leech Seed and Taunt.

Disadvantages
: Lacks offensive power, screwed by Toxic Spikes. Average defenses. Cannot switch in on powerful attacks

Useful moves: Taunt, Encore, Leech Seed, Substitute, Tickle, Worry Seed, U-Turn

Preferred Teammates: Forretress, Poison Arceus, Palkia, Giratina, Giratina-O, Chansey, Blissey, Jirachi, Heatran, Ho-Oh, Skarmory


Shaymin-S
Type: Grass/Flying
Base Stats: 100 HP/ 103 Atk / 75 Def / 120 SpA / 75 SpD / 127 Spe
Ability: Serene Grace

Shaymin-S's stats may make you believe its cousin Shaymin can fit better in stall teams, but thanks to its blazing speed and great offensive stats, Shaymin-S can puncture holes in an opposing team and utilize the SubSeed Strategy at the same time. STAB Seed Flare coupled with Serene Grace can halve an opponent's Special Defense 80% of the time, provided it hits. Air Slash, while only at a 70 Base Power, is nothing to laugh at either, as it can flinch 60% of the time thanks to Shaymin-S's ability. It's worth nothing that the only Shaymin-S set commonly seen in Quick Stall teams is the SubSeed set. It can also abuse it's fantastic Speed and push it even further with a Choice Scarf. With said item, Shaymin-S can even outspeed Kabutops and standard Kingdra in the rain.

Common Threats checked by Shaymin-S: Abomasnow* (Blizzard OHKOes), Blaziken* (Fire attacks OHKO), Bug Arceus, Deoxys* (Ice attacks kill Shaymin-S), Deoxys-A* (Ice Beam can KO), Fighting Arceus, Forretress, Garchomp (Needs Hidden Power Ice to OHKO and beware of Stone Edge and Outrage), Grass Arceus (without Ice Beam), Kyogre* (Ice Beam OHKOes), Magnezone (needs Earth Power), Poison Arceus, Hydreigon* (Fire Blast will be painful), Terrakion. (Shaymin-S cannot absorb many attacks and needs to get in safely to be effective)

Advantages: Very impressive Speed stat. High Special attack with awesome moves like Seed Flare and Air Slash together with Serene Grace. Access to Leech Seed and Growth to even sweep some teams. Immune to Spikes and Toxic Spikes.

Disadvantages: Low defenses. Weak to Stealth Rock, and cursed with a quadruple weakness to Ice. Main STAB walled by many common Ubers (Ho-Oh, Lugia, Rayquaza, Dialga, Zekrom, Reshiram, Giratina).

Useful moves: Seed Flare, Air Slash, Leech Seed, Substitute, Earth Power, Hidden Power [Ice], Growth

Preferred Teammates: Kyogre, Heatran, Forretress, Ho-Oh, Dialga, Palkia, Skarmory


Mewtwo
Type: Psychic
Base Stats: 106 HP / 110 Atk / 90 Def / 154 SpA / 90 SpD / 130 Spe
Ability: Pressure / Unnerve (unreleased)

Mewtwo has, since RBY, served as an offensive terror on Ubers teams. Generation V continues that trend. Mewtwo's Base 154 Special Attack, combined with Base 130 Speed, allow it to outspeed and outdamage everything commonly seen in Ubers, with the exceptions of Deoxys-S and Deoxys-A. Despite Mewtwo's amazing offensive stats, it can also go on the defensive. Mewtwo's access to Light Screen, Reflect, Will-O-Wisp, Taunt, and Recover allow it to stop offensive threats and even opposing stall teams. Unfortunately, Mewtwo's average defenses somewhat hamper its walling abilities since it can't switch in directly on powerful foes such as Kyogre. If Mewtwo does manage to switch in safely, however, it can easily stall out many threats and force a lot of switches due to Taunt and status. Its blazing Speed allows it to Taunt an opponent, hide behind a screen, or burn the opponent before it hits Mewtwo.

Common threats checked by Mewtwo: Abomasnow, Blaziken* (Flare Blitz will leave a mark and can't be burned), Bronzong* (Gyro Ball will hurt), Bug Arceus, Chansey, Blissey, Deoxys, Deoxys-A* (Shadow Ball can deal major damage), Dialga* (can't take Specs or LO Draco Meteors), Dragon Arceus* (+2 Outrage hurts even through burn), Fighting Arceus, Forretress, Garchomp, Giratina, Giratina-O* (Draco Meteor and Shadow Sneak will KO), Jirachi, Kyurem* (Choice Specs Blizzards will do lots of damage), Latias, Latios* (Specs Draco Meteor can OHKO), Lugia, Magnezone, Metagross* (needs a burn), Palkia* (Scarf ones can outspeed and 2HKO while Specs set will hit Mewtwo hard), Poison Arceus, Rayquaza* (can't stomach a Draco Meteor or Outrages), Sazandora*(Dark Pulse will be painful), Shaymin-S, Skarmory, Steel Arceus* (Boosted Judgements can hurt), Terrakion

Advantages: Very high speed. Pressure and Recover stall. Access to Taunt, Dual Screens and Will-o-wisps.

Disadvantages: Average defenses and affected by all hazards. Weak to Pursuit and unable to burn Fire-types like Ho-Oh.

Useful moves: Will-O-Wisps, Light Screen, Taunt, Recover, Psystrike, Flamethrower, Thunder, Reflect, Ice Beam

Preferred Teammates: Giratina, Chansey, Blissey, Forretress, Kyogre, Palkia, Arceus, Dialga, Heatran


Ground Arceus
Type: Ground
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Unlike most Arceus formes, Ground Arceus can hit incredibly hard on the with physical attacks. STAB Earthquake combined with Stone Edge forms a nearly unresisted combo, and Ground Arceus's Speed, great bulk, and wide movepool set it apart from Groudon. Ground Arceus has access to the invaluable Will-O-wisp and Perish Song as well. Unlike Garchomp or Groudon, Ground Arceus can take an Ice Beam from Specs Kyogre and live to tell the tale. If you team desperately needs someone to setup Stealth Rock, Ground Arceus can do it as well. Or if you want a bulky sweeper, Ground Arceus will fit perfectly in your team.

Common threats checked by Ground Arceus: Bronzong (Needs Gravity), Bug Arceus (needs Stone Edge or Toxic / Perish Song), Dark Arceus (Needs Swords Dance or Perish Song), Deoxys, Deoxys-A* (Grass Knot hurts), Dialga* (Specs Draco Meteor will hurt), Flying Arceus, Forretress, Ghost Arceus (Needs Toxic), Giratina* (Can't really kill it without Calm Mind and Ice Beam), Giratina-O, Ho-Oh (Needs Stone Edge), Jirachi, Latias* (watch out for Grass Knot), Latios* (Grass Knot can leave a mark), Magnezone, Metagross, Ninjask, Palkia* (rain Surfs OHKOes), Poison Arceus, Rayquaza, Reshiram (can't take a Specs Blue Flare), Hydreigon, Shaymin-S, Skarmory, Steel Arceus, Tyranitar, Weavile, Zekrom

Advantages: Resists Stealth Rock. Immune to Knock Off and Trick. Fast Speed with Perish Song for end game sweepers. Has Recover to stay healthy. Powerful STAB and coverage moves form near unresisted combos. Can sweep with Swords Dance.

Disadvantages: Lacks passive recovery, weak to Ice and Water moves. Affected by Spikes, hates Toxic, and crippled by Will-O-Wisp.

Useful moves: Judgement, Earthquake, Thunder Wave, Toxic, Roar, Recover, Ice Beam, Will-O-Wisp, Stealth Rock, Stone Edge, Calm Mind, Swords Dance, Gravity, Perish Song

Preferred Teammates: Palkia, Kyogre, Ferrothorn, Forretress, Zekrom, Giratina-O


Steel Arceus
Type: Steel
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Steel Arceus is one of the most resilient Arceus formes. Its typing grants it resistances to many common attack types in the Ubers environment, including Dragon-, Ghost-, Dark-, and Ice-type attacks. Steel Arceus can easily take advantage of its brilliant defensive stats, Speed, and Recover to Calm Mind against the majority of foes, even being able to outlast Fire-types if it is raining. Although STAB Steel-type attacks don't offer much in the way coverage, Steel Arceus can still check and eliminate many threats to stall such as Palkia and Dark Arceus. A wide support movepool such as Will-O-Wisp, Thunder Wave, Toxic, Roar, Light Screen, Reflect, and Perish Song allows Steel Arceus to act as a teamplayer. Being the bulkiest Steel-type around, Steel Arceus makes a fine counter to most Dragon types. The ability to utilize Spacial Rend, Ice Beam, Flamethrower, Earth Power, and Thunder allows Steel Arceus to smack at the weaknesses of threats.

Common threats checked by Steel Arceus: Abomasnow, Bronzong, Bug Arceus, Dark Arceus, Deoxys, Deoxys-A* (Superpower hurts), Dialga* (Fire Blasts will hurt), Dragon Arceus*(Earthquake will leave a dent), Flying Arceus, Forretress, Ghost Arceus* (avoid Focus Blasts), Giratina* (can't really kill it without Calm Mind), Giratina-O* (without Earthquake), Ice Arceus, Jirachi, Kyurem, Latias, Latios* (Hidden Power Fire in the sun can leave a mark), Magnezone, Metagross* (Earthquake can be problematic), Ninjask, Palkia* (Fire Blast and rain Surf will be damaging), Poison Arceus, Rayquaza* (without Fire moves or Earthquake), Hydreigon, Shaymin-S, Skarmory, Steel Arceus, Tyranitar, Weavile

Advantages: Steel typing gives a lot of resistances. Immune to Toxic Spikes and resist Stealth Rock. Immune to Knock Off and Trick. Fast Speed with Perish Song for end game sweepers. Has Recover to stay healthy.

Disadvantages: Lacks passive recovery, Weak to Fire and Ground moves. Bad offensive STAB.

Useful moves: Judgement, Thunder Wave, Toxic, Roar, Recover, Iron Head, Flamthrower, Ice Beam, Thunder, Reflect, Light Screen, Will-O-Wisp, Earth Power, Stealth Rock

Preferred Teammates: Ho-Oh, Palkia, Kyogre, Lugia, Zekrom, Giratina-O


Poison Arceus
Type: Poison
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Although Poison has always been considered a subpar typing due to a lack of offensive coverage, (being resisted or immune by 5 types, 4 of which are common in Ubers and only hitting super effectively against one type that is rather rare) Poison Arceus has a unique niche in Ubers. Poison Arceus brings some useful resistances, good bulk, and the ability to absorb Toxic Spikes. It has a wide support movepool like the other Arceus formes such as Will-O-Wisp, Thunder Wave, Toxic, Roar, Light Screen, Reflect, and Perish Song. However, unless your team is very weak to Toxic Spikes, Poison Arceus should never be considered in a stall team, as the resistances it provides for the team are near useless. Bug, Grass, Poison, and Fighting moves are usually considered rare moves in Ubers.

Common threats walled by Poison Arceus: Abomasnow, Bronzong* (can't hurt Bronzong back), Bug Arceus, Dark Arceus* (Arceus needs Perish Song to win), Deoxys and Deoxys-A* (Psycho Boost OHKOes), Dialga* (Arceus can't damage Dialga back), Dragon Arceus* (Arceus needs Toxic and Earthquake will leave a dent), Flying Arceus, Forretress, Ghost Arceus* (Needs Perish Song or Toxic), Giratina* (Can't really kill it without Calm Mind), Giratina-O* (without Earthquake), Ice Arceus, Jirachi, Kyurem, Latias* (Choice Specs Draco Meteor and Psyshock can leave a mark), Latios* (Draco Meteor and Psyshock can leave a mark), Magnezone, Metagross* (Earthquake can be problematic), Ninjask, Palkia* (rain Surf and Draco Meteor will be damaging), Poison Arceus, Rayquaza* (without Earthquake), Hydreigon, Shaymin-S, Skarmory, Tyranitar (needs Toxic or Focus Blast), Weavile

Advantages: Toxic Spikes absorption. Fast Speed and access to wide support movepool. Can use Perish Song for end game sweepers. Immune to Trick and Knock Off. Has Recover to stay alive longer.

Disadvantages: Outclassed by other Arceus formes and lacks passive recovery. Sucky offensive typing.

Useful moves: Ice Beam, Stealth Rock, Roar, Recover, Perish Song, Will-O-Wisp, Flamethrower, Thunder Wave

Preferred Teammates: Forretress, Skarmory, Ferrothorn, Giratina-O, Giratina, Chansey, Blissey, Giratina, Lugia


Rock Arceus
Type: Rock
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Rock Arceus might seem like a weird choice for stall teams, but it has everything it needs to be a deadly tank. Access to useful support moves like all the other Arceus variants just makes it a whole lot better. Rock Arceus best functions in sand stall, where it can act as a very resilient wall with more Special Defense than even Lugia. The main niche Rock Arceus has over the other Arceus variants is that Rock Arceus is arguably the best counter for Reshiram and Ho-Oh ever existed. Choice Specs Focus Blast or Life Orb Earthquake from Ho-Oh can 2HKO, but Rock Arceus can finish them off before that happens. It also has the advantage of defeating Calm Mind Giratina-O due to the Special Defense buff it receives from the sand, something other Arceus variants struggle to do. Arceus Rock isn't without flaws though, its typing just invites Kyogre to switch in and drown it.

Common threats walled by Rock Arceus: Abomasnow, Bronzong* (can't hurt Bronzong back), Bug Arceus, Dark Arceus* (needs Perish Song to win), Deoxys and Deoxys-A* (Superpower hurts), Dialga, Dragon Arceus* (Needs Will-O-Wisp and Earthquake will leave a dent), Flying Arceus, Forretress, Ghost Arceus* (Needs Perish Song or Toxic), Giratina*(Can't really kill it without Calm Mind), Giratina-O, Ho-Oh, Heatran, Ice Arceus, Kyurem, Latias, Latios, Magnezone, Ninjask, Palkia* (only outside of rain), Poison Arceus, Rayquaza* (watch out for boosted Earthquake), Reshiram, Hydreigon, Skarmory, Tyranitar, Weavile

Advantages: Fast speed and access to wide support movepool. Can use Perish Song for end game sweepers. Immune to Trick and Knock Off. Has Recover to stay alive longer. Special Defense becomes extremely high in the sand, counters Reshiram and Ho-Oh easily.

Disadvantages: Has nasty weakness to Ground- and Water-type attacks, weak to both weather Ubers. Lack Leftovers and takes damage from all forms of entry hazards.

Useful moves: Judgment, Fire Blast, Calm Mind, Stealth Rock, Roar, Recover, Perish Song, Will-O-Wisp, Flamethrower, Grass Knot

Preferred Teammates: Forretress, Skarmory, Ferrothorn, Giratina-O, Giratina, Chansey, Blissey, Giratina, Lugia, Hippowdon, Tyranitar, Excadrill


Excadrill
Steel / Ground
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Ability: Sand Rush / Sand Force / Mold Breaker (Unreleased)

Excadrill's very high Attack stat means it is more commonly seen in offensive teams. Outside of puncturing holes in an opposing team, Excadrill is a fantastic Spinner even in the Ubers tier, since it can break through almost every Ghost-type not named Giratina and pull of a Rapid Spin. While Excadrill struggles to break Giratina-A, it can smash any other spinblocker like Ghost Arceus with a boosted Earthquake, something Forretress cannot boast. Excadrill's unique typing allows it to wall several top threats such as Zekrom and some Dialga. Access to a usable movepool allows Excadrill to fit in stall teams just fine, particularly rain teams. Excadrill can actually beat most Calm Mind Dark and Steel Arceus one-on-one (both can break apart most unprepared stall teams).

Common threats checked by Excadrill: Bug Arceus, Dark Arceus, Deoxys, Deoxys-A* (Superpower kills), Dialga* (Fire Blasts OHKOes), Dragon Arceus* (Earthquake / Fire Blast kills), Electric Arceus, Fire Arceus (only in the sand and fire attacks will OHKO), Flying Arceus, Forretress, Jirach, Latias, Latios, Magnezone, Metagross* (Earthquake kills), Ninjask, Palkia* (Surf and Fire attacks will kill), Poison Arceus, Skarmory (can't kill Skarmory but can spin away the Spikes easily), Steel Arceus, Tyranitar, Weavile

Advantages: Immune to Toxic Spikes and Thunder Wave. Has a wide array of resistances. Very good attack stat and can sweep with Swords Dance. Takes little damage from Stealth Rock. Can use Rapid Spin effectively.

Disadvantages: Lacks recovery. Slow without sandstorm support. Hates Spikes. Many Uber are immune to it's main STAB. Low defenses.

Useful moves: Earthquake, Rapid Spin, Rock Slide, Shadow Claw, X-Scissor, Swords Dance

Preferred Teammates: Tyranitar, Lugia, Kyogre, Ferrothorn, Palkia, Giratina-O


Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Ability: Sand Stream / Unnerve (Unreleased)

Although weak to many common types and extremely slow, Tyranitar gains a free Special Defense buff thanks to Sand Steam. Thus, it makes a great lead for stall teams, guaranteeing most opposing leads only get one layer of entry hazards while setting up your own Stealth Rock. The boost from sandstorm also allows Tyranitar to come in on most special attacks with ease and retaliate with its enormous Attack. STAB Crunch allows Tyranitar to nail most Ubers on their softer Defense for super effective damage. Furthermore, access to phazing moves allows Tyranitar to even surprise someone. A wide movepool lets Tyranitar to land super effective hits on almost every opponent.

Common threats walled by Tyranitar: Abomasnow, Bug Arceus* (Judgement hurts), Dark Arceus* (Tyranitar needs Superpower to win), Deoxys and Deoxys-A* (Superpower OHKOes), Dialga* (Aura Sphere and Brick Break will KO), Dragon Arceus* (Special versions one only), Electric Arceus, Fire Arceus, Flying Arceus, Forretress, Ghost Arceus* (watch out for Focus Blast), Giratina* (without Will-O-Wisp versions only), Giratina-O* (without Will-O-Wisp, Earthquake, and Outrage or you will get 2HKOed), Ho-Oh, Ice Arceus, Kyurem, Latias, Latios, Magnezone, Ninjask, Palkia* (Aura Sphere, Surf, and Choice Specs Draco Meteors will be damaging), Poison Arceus, Hydreigon, Skarmory (Tyranitar needs Fire Blast)

Advantages: Sand boosts Special Defense. High power with Dark typing. STAB Stone Edge and access to Stealth Rock.

Disadvantages: Very slow and weak to Toxic Spikes and Spikes. Has a lot of common weaknesses such as to Fighting, Water, Steel, and Ground.

Useful moves: Stealth Rock, Fire Blast, Crunch, Stone Edge, Superpower, Earthquake, Ice Punch

Preferred Teammates: Giratina, Garchomp, Ferrothorn, Skarmory, Arceus, Kyogre, Palkia, Lugia, Jirachi


Introduction

It is an undeniable fact that Pokemon Black and White have brought many changes to the competitive Ubers scene. Unfortunately, many of these changes are detrimental to the stall playstyle. The new generation brought with it several Pokemon with ridiculous stats, although only a few have filtered into the Ubers play enviroment. The legendary Zekrom and Reshiram have already firmly established themselves as exceptional offensive threats in Ubers, and many other monstrous new Pokemon such as Terrakion and Excadrill have become moderately common sights in the metagame, ready to tear teams to shreds without a moment's hesitation.

The new games not only posed new threats to Uber stall but also greatly improved many of the old Uber powerhouses. A new signature move for Mewtwo and the removal of Arceus's previous EV restriction have greatly increased their potential to plow through the typical stall team, whileand the move Scald has made Kyogre that much more difficult to switch into. Darkrai has also gained a welcomed boost with the change in sleep mechanics that has mademakes Dark Void and other sleep effects more potent than ever. Moreover, the new Dream World abilities will have a greater and greater impact on the game as time goes on, drastically improving Pokemon likesuch as Ho-oh and Chandelure, while also giving birth to credible threats such as Genesect.

How is it possible for Uber stall to survive with the introduction of new, more powerful, and more diverse threats? Well, the 5th Generation wasn't all bad for stall... New defensive behemoths such as Ferrothorn, Eviolite Chansey, and 252 HP Arceus have allowed stall to adapt somewhat to this new metagame, while Ferrothorn and the new effect of Sturdy have also increased the viability of Spikers in the metagame. A new phazing move in Dragon Tail has also proven to be a great boon to the playstyle as well. Meanwhile, the new sleep mechanics have caused Rest users to become more susceptible to phazing, which means that Sstall can now check several threats indirectly. Despite all of the apparent setbacks to stall in this emerging metagame, it is becoming clear that Uber stall is just as viable as ever.

When played correctly, a good stall team will be capable of consistently beating opponents based purely upon extreme defensive prowess and the applied pressure of the entry hazards: Stealth Rock, Spikes, and Toxic Spikes. This article will provide an excellent explanation of viable Uber stalling strategies and Pokemon, and will hopefully entice you to try out this excellent playstyle for yourself, while equipping you with the information necessary to do so effectively. If you prefer an offensive playstyle, then you will also find this article is a great asset to you, as understanding how a stall team functions is the first step in figuring out how to break it!

Pokemon to use in Uber Stall

There are many Pokémon whothat can work well ion Uber Stall teams. Each pokemon has its own specific role. This section contains a list of tried and effective Pokémon that can be used to great effect even in the highly offensive Ubers metagame.

Some of the very best Uber Stall teams are made by using a Pokémon in a previously unthought-of way such as Forretress and Skarmory. Now, both of these underestimated Steel types are actually quite common in Uber teams, especially Sstall. The key here is to be creative, and choose a Pokémon that can fit well in your team. In this new generation, the released of Arceus (not Farceus), Zekrom, and Reshiram forces Stall Teams to rearrange their teams to deal with both old and new threats.

Main Walls

These are the Uber walls you should consider when you are trying to stall in Ubers. In a tier where extremely frightening sweepers exist, such as Rayquaza, Ho-oh, and Arceus, bulky and reliable main walls are a necessity. All these walls have incredible defenses either on one side or both. The main wall for stall teams is usually the wall who will be absorbing a lot of attacks and supporting the team along the way. A * sign is used if the walls can only check but unable to switch in directly or counter the threat fully. The best teammates are mentioned first.

*Physical Walls*


Lugia
Type: Psychic / Flying
Base Stats: 106 HP / 90 Atk / 130 Def / 90 SpA / 154 SpD / 110 Spe
Ability: Pressure / Multi-Scale (Unreleased)

Arguably the best physical or mixed wall in the game., Lugia still remains as one of the premier walls in 5th generation Ubers. Base 106 HP combined with an impressive base 130 Defense and 154 Special Defense makes Lugia a very formidable wall and is incredibly hard to take down. With Pressure, Lugia can easily outstall the opponent by spamming Recover or Roosts. The ability to utilize Reflect and Light Screen allows Lugia to reinforce his defenses even more. Lugia can learn a variety of coverage moves such as Ice Beam, Earthquake, Thunder, Psyshock and Aeroblast. Lugia can also phaze extremely well with Dragon Tail or Whirlwind. Dragon Tail hits through Taunt and deals some damage in the process and is best paired with Earthquake as a coverage move to hit Steels. Whirlwind on the other hand, should be used with Ice Beam since Whirlwind isn't doing any damage. It is interesting to note that Whirlwind has twice the PP of Dragon Tail which allows Lugia to win PP wars easier. All these qualities have earned Lugia the tittle as the Great Wall of the pokemon world for 4 generations. If your team needs a standalone wall and an entry hazard abuser, Lugia is probably the wall you should be using for your team.

Common threats checked by Lugia: Rayquaza (Bold/Impish only for Dragon Dance Rayquaza), Deoxys, Deoxys-A*(watchout for rain Life Orb Thunder and Ice Beam), Groudon*(Bold only for Rock Polish versions), Garchomp, Giratina-O, Ho-oh* (Bold only and sun-boosted Sacred Fire will hurt) Bug, Ground, Grass and Dragon Arceus (needs Toxic), Blaziken, Infernape, Dugtrio, Extremekiller Arceus, Palkia, Dialga, Heracross, Latias, Latios*(needs to avoid Specs Thunder), Lucario, Kingdra, Qwilfish, Ferrothorn*( (Lugia needs Weatherball to KO or Lugiait will be setup on), Metagross, Mewtwo*(Sun B (Ice Bean and sun-boosted Fire Blasts and Ice Beam will leave a mark), Fighting Arceus, Salamence, Shaymin-S, Scizor, Venusaur

Advantages: ABeing able to use Whirlwind and Dragon Tail as phazing moves which prevents Lugia from being set up on. Access to reliable recovery move (Roost and Recover) and Ddual Sscreens. Has very high defenses on both sides. Immune to Grounded attacks including hazards. Fast speed for a wall allowing Lugia to phaze the opponent out before the opposite happens.

Disadvantages: Unable to hit bulky sweepers hard enough. Weak to Stealth Rock, Electric, Ice, and Dark moves. Vulnerable to Taunt if using Whirlwind.

Useful moves: Dragon Tail, Whirlwind, Earthquake, Toxic, Thunder Wave, Roosts, Recover, Reflect, Light Screen, Aeroblast, Ice beam, Weather Ball(use with Groudon)

Preferred Teammates: Groudon, Forretress, Ferrothorn, Chansey, Blissey, Palkia, Kyogre, Zekrom, Giratina-O, Dialga, Magnezone


Groudon
Type: Ground
Base Stats: 100 HP / 150 Atk / 140 Def / 100 SpA / 90 SpD / 90 Spe
Ability: Drought

One of the most reliable walls for almost any team, Groudon is a common stall player. Thanks to his magnificent base 140 Defense stat and high HP stat, he is capable of handling a wide range of threats, including Rayquaza, Lucario, Tyranitar, Terrakion, Garchomp, Zekrom, and can checking the mighty Extremek Killer Arceus. With access to the move Dragon Tail or Roar, he isn't set up bait either. Groudon's huge base 150 Attack means he is no slouch on the offensive side. Although Groudon sacrifices a lot of offensive power when using a defensive set, his attacks are still powerful enough to KO the threats he needs to counter. Another major reason why Groudon is such a common sight in stall teams is its ability, Drought, which allows Groudon to summon eternal sunlight. The sunlight Groudon brings to the field will severely hamper the offensive prowess of rain abusers such as Kingdra.

Common threats checked by Groudon: Rayquaza*(physical only), opposing Groudon, Extremekiller Arceus, Ground and Ghost Arceus*(SD set without Recover only), Excadrill, Jirachi, Garchomp, Dialga*(Draco Meteor will hurt especially Life Orb or Specs Versions), Heracross, Lucario, Metagross, Palkia*(physical only), Salamence, Scizor, Tyranitar, Zekrom* (watchout for mixed versions!), Kabutops, Kingdra, Qwilfish, Terrakion, Rock Arceus, Steel Arceus(physical ones)

Advantages: Electric immunity. Resistance to Stealth rock. Brings sunny weather into the battlefield. Access to Stealth Rock. Huge physical attack stat to dish out massive damage as well.
Able to use Dragon Tail and isn't Taunt fodder.

Disadvantages: Lowish Special defense and Speed stat. Lacks recovery outside of Leftovers and Rest. Can only wall effectively on the physical side. Vulnerable to Spikes and Toxic Spikes which will hamper Groudon's bulk significantly.

Useful moves: Earthquake, Dragon Tail, Stone Edge, Stealth Rock, Fire Punch, Overheat, Roar, Toxic, Thunder Wave, Bulk Up

Preferred teammates: Forretress, Chansey, Blissey, Giratina, Giratina-O, Ho-Oh, Kyogre, Palkia


Giratina
Type: Ghost / Dragon
Base Stats: 150 HP / 100 Atk / 120 Def / 100 SpA / 120 SpD / 90 Spe
Ability: Pressure / Telepathy (Unreleased)

Boasting defensive stats that make it the bulkiest Uber, Giratina can wall a significant portion of the metagame. A colossal base HP stat along with great defenses more than make up for his lack of offensive power most of the time. It also boasts the move Will-O-Wisp, something the other popular Uber wall, Lugia, can only dream about. The sketchy accuracy of Will-O-Wisps can be disappointing sometimes, but Giratina's bulk allows him to spam it repeatedly. Giratina's attacking stats are still decent enough to ward off or phaze out offensive threats and setup sweepers. Giratina can learn Dragon Tail, which receives a STAB boost and Roar to counter most setup sweepers such as Groudon. Unlike the other Uber walls, Giratina has tons of resistances, such as to Water, Electric, Fire, Grass, Bug, Fighting, Normal and Poison. However, Giratina receives nasty weaknesses to the popular Dragon, Ice, Ghost and Ice moves which severely impedes his defensive prowess. Being a ghost type means Giratina can spin-block as well but it isn't recommended to use it purely for spin-blocking as without Hidden Power Fire, Giratina is set up bait for the most common uUber spinner, Forretress.

Common threats checked by Giratina: Ho-oh, Groudon, Extremekiller Arceus, SD Ground, Rock, Poison, Ghosts* (Will-O-Wisps can cripple Arceus but a +2 Shadow Claw can be damaging) Arceus, Scizor, Metagross, Terrakion, Kyogre*(not sChoice Specs), Grass Arceus, Heracross, Lucario, Heatran*(needs Earthquake), Jirachi, Kabutops, Qwilfish, Magnezone, Nattorei, Mewtwo*(without Ice beam), Blaziken, Infernape, Ninjask, Tyranitar*( can't switch in directly and needs Will-O-Wisps)

Advantages: Enormous defenses and a wide array of resistances. Access to Will-oO-Wisp, Thunder Wave and Toxic. Possesses STAB Dragon Tail (hits through Taunt) and Roar to phaze out setup sweepers. Isn't bothered by status due to Rest. Able to Sspin-block

Disadvantages: Lacks reliable recovery outside of Rest, forcing it to stay asleep for 2 turn without Sleep Talk. Vulnerable to all types of entry hazards. Weak to Dragon type moves. Usually slower than most uUbers.

Useful moves: Will-O-Wisps, Toxic, Thunder Wave, Dragon Tail, Outrage, Earthquake, Dragon Pulse, Roar, Rest, Sleep Talk

Preferred Teammates: Groudon, Forretress, Chansey, Blissey, Ferrothorn, Kyogre, Jirachi



Normal Arceus
Type: Normal
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

Usually seen around as the Extremek Killer, Normal Arceus can also go for a defensive route. Base 120 in HP, and both defenses are nothing to scoff at. Access to a variety of coverage moves allows Arceus to counter just about anything. To make things worse for the opponent, Arceus can utilize a myriad of support options such as Thunder Wave, Will-O-Wisp, Reflect, Light Screen, Roar, and Toxic. Possessing dual base 120 attacking stats means he is not going to be set up bait anytime soon. If end game set-up sweeps become too annoying, Arceus can even prevent that from happening with a simple Perish Song followed by repeated Recovers.

Common threats checked by Normal Arceus: Rayquaza*(Draco Meteor will badly damage Arceus), Groudon, Extremek Killer Arceus, Ghost Arceus*(without Focus Blasts), Ho-oOh*(Arceus is unable to damage Ho-Oh while Arceus will be receiving powerful Sacred Fires and Brave Birds), Garchomp, Dialga*(Specs set will hurt, especially Draco Meteor), Giratina-O, Metagross, Palkia*( (Specs Spacial Rend or Draco Meteor will easily 2HKO), Salamence, Scizor*(Superpower can be painful), Tyranitar*(Choice Band Superpower does a ton), Zekrom* (Choice Banded Bolt Strike hurts)

Advantages: Lacks Rock, Electric, Dragon, Ice, Dark weaknesses like the majority of other uUber walls. Access to a reliable healing move (Recover) and a wide support movepool (Stealth Rock can't be learned by most). Able to take down end-game stat boosters with Perish Song. Fast speed.

Disadvantages: Lower Special Defense than the other main Uber walls (Lugia, Giratina, Cresselia) Unable to handle Mixed Attackers (Rayquaza, Dialga, Palkia, Mewtwo) effectively. Vulnerable to all forms of entry hazards. Only has one immunity.

Useful moves: Recover, Will-O-Wisps, Reflect, Roar, Ice beam, Thunder Wave, Perish Song, Stealth Rock, Flamethrower

Preferred Teammates: Blissey, Chansey, Forretress, Ferrothorn, Giratina, Palkia, Groudon


Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Ability: Sand Stream / Sand Force

Hippowdon might be statistically inferior to Groudon and Ground Arceus in every way, but it has certain qualities that allows it to set it apart from the land titantwo Uber Ground-types. Hippowdon has access to reliable instant recovery, something that Groudon would kill to get while, and having Leftovers is a big advantage over Ground Arceus as a defensive Pokemon. Also, unlike Groudon and Ground Arceus, Hippowdon has the rare Sand Stream ability, which allows it to support its team in a unique way, and can open up some very interesting team options. Something to note is that Hippowdon can actually wall Ho-Oh for some time, while Groudon and Ground Arceus gets 2HKOed.

Common threats checked by Hippwodon: Rayquaza*(physical only), Groudon, Extremek Killer Arceus, Ground and Ghost Arceus, Excadrill, Jirachi, Garchomp, Dialga*(Draco Meteor will KO), Heracross, Lucario, Metagross, Palkia, Salamence, Scizor, Tyranitar, Zekrom* (watchout for mixed versions!), Ho-Oh, Rock Arceus, Steel Arceus(physical ones), Terrakion

Advantages: Resist Stealth Rock and has access to it. Access to a reliable healing move (Slack Off), summons Sandstorm, can phaze with Roar.

Disadvantages: Much lower Special Defense than the other main Uber walls (Lugia, Giratina, Cresselia, Groudon) Unable to handle Mixed Attackers (Rayquaza, Dialga, Palkia, Mewtwo), hates Spikes and Toxic Spikes. Very slow. Vulnerable to Taunt.

Useful moves: Slack Off, Roar, Ice Fang, Earthquake, Stealth Rock, Stone Edge

Preferred teammates: Forretress, Chansey, Blissey, Giratina, Giratina-O, Ho-Oh, Latias, Excadrill, Palkia, Dialga, Ferrothorn


Cresselia
Type: Psychic
Base Stats: 120 HP / 70 Atk / 120 Def / 75 SpA / 130 SpD / 85 Spe
Ability: Levitate

At first sight, Cresselia might seem completely outclassed by Lugia completely but she, but she actually has some notable qualities over Lugia. Cresselia lacks a Rock and Electric-type weakness, meaning she takes less damage from Stealth Rock and Stone Edge/ Zekrom's Bolt Strike, while sporting roughly the same physical durability. TFurthermore, the ability to use Ddual Sscreens allows Cresselia to support the team easily. Obviously Cresselia shouldn't use Lunar Dance in a Sstall Team. S since sacrificing Cresselia for a teammate is usually not worthy in Uber Stall. Moonlight allows Cresselia to heal 2/3 of her health in sunlight and wall physical powerhouses such as Groudon and Garchomp without much problems. However, Cresselia usually pales in comparison to Lugia, who hasich has both a higher speed stat as well asnd more reliable recovery options.

Common threats checked by Cresselia: Rayquaza*(Draco Meteor hurts Cresselia. Swords Dance Outrage will OHKO after Stealth Rock damage), Groudon, Garchomp, Ground Arceus, Dugtrio, Extremekiller Arceus*( (Cresselia needs Reflect and Toxic to even touch it while Arceus sets up multiple Swords Dance on it), Palkia, Dialga*(Cresselia cannot damage Dialga at all, while Specs Draco Meteor hurts, needs sunlight Moonlight to wall it), Metagross*, Mewtwo*(only if using Thunder Wave), Fighting Arceus, Salamence, Shaymin-s, Terrakion, Zekrom*(Life Orb or Choice Band Bolt Strike will 2HKO, can't switch in directly on those moves)

Advantages: Invulnerability to hazards(Immune to both Spikes and neutral to Stealth Rock), Hheals more efficiently in the sun, lack of eElectric, iIce, and rRock weaknesses

Disadvantages: Set-up bait for most sweepers not weak to ice. Lack the ability to phaze. Pathetic offenses. Outside of sunlight, Moonlight is unreliable and only has 8 PP. Weak to bug moves (U-Turn). Dead weight against opposing stall teams.

Useful moves: Moonlight, Thunder Wave, Ice Beam, Reflect, Light Screen, Grass Knot, Hidden Power Fire, Rest, Safeguard

Preferred Teammate: Forretress, Groudon (use Cresselia only with Groudon) , Blissey, Chansey, Ferrothorn, Ho-Oh, Palkia, Magnezone

*Special Walls*


Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Ability: Natural Cure / Serene Grace / Healing Heart (Unreleased)

Blissey's huge base 255 HP and 135 SpD do a great job of soaking up special attacks. It is the premier special sponge, taking hits like a champ and healsing them off with Softboiled or Wish. Even mighty special sweepers such as Specs Dialga and Palkia struggles to muster a 2HKO on Blissey. The new wWish mechanics allow Blissey to pass 50% of her enormous HP to teammates, almost full recovering most walls. Being a nNormal-type means Blissey has only one weakness which allows her to wall more effectively. Blissey has a wide movepool but her below average Special Attack means she will be more often seen with Seismic Toss as an attacking move. Natural Cure allows Blissey to take status without fear, while Heal Bell or Aromatherapy allows Blissey to cure the entire team from all status.

Common threats checked by Blissey: Calm Mind Bug, Fire, Ghosts, Water, Ice, Dragon, Electric, Fighting*(+2 Judgement will hurt), Dark*(without Refresh), Flying, Grass, Rock Arceus, Kyogre*(non Rest versions, and can't come in on a full power Specs Water Spout), Reshiram*(Specs Blue Flare and Outrage can be painful), Hydreigon, Dakrai*(+2 Focus Blasts 2HKOes), Dialga*(can't damage Dialga much while Outrage hurts a bit), Palkia*(R (rain Aqua Tail and Outrage will do lots of damage), Heatran, Latias, Latios*(without Psyshock), Magnezone

Advantages: Highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the biggest wish in the game. Learns Aromatherapy, Light Screen, and Heal Bell to support the team.

Disadvantages: Weak Defense stat and vulnerable to entry hazards, pathetic offenses, dependent on Toxic to cause damage

Useful moves: Wish, Toxic, Softboiled, Seismic Toss, Protect, Heal bBell, Aromatherapy, Fire bBlast, Ice Beam, Thunder, Calm Mind, Light Screen, Stealth Rock

Preferred Teammates: Lugia, Groudon, Giratina, Forretress, Skarmory, Ho-Oh, Palkia


Chansey
Type: Normal
Base stats: 250 HP / 5 Atk / 5 Def / 35 SpAtk / 105 SpD / 50 Spe
Ability: Natural Cure / Serene Grace / Healing Heart (Unreleased)

When holding Eviolite, Chansey's overall bulk is even higher than Blissey's! Having 641+ HP with 163 Defense and 508 Special defense, Chansey survives almost any attack with ease. Even Standard Support Groudon can only muster roughly 39% to Chansey while Garchomp's Outrage fails to 2HKO on average. The ability to survive even physical assaults decently allows Chansey to somewhat function as a Mixed Wall which Blissey fails to do so. Similarly to Blissey, Chansey can pass gigantic wishes, heal the team with Heal Bell or Aromatherapy, or even set up Stealth Rock. Chansey's extremely terrible attacking stats means even super effective moves are utterly useless, leaving Seismic Toss and Toxic as Chansey's only way of dealing damage. However, Chansey can even use Counter to surprise someand opponent and bounce back their physical attacks at twice the force.

Common threats checked by Chansey: Calm Mind Bug, Fire, Ghosts, Water, Ice, Dragon, Electric, Fighting*, Dark*(without Refresh), Flying, Grass, Rock Arceus, Kyogre*(non Rest versions, and can't come in on a full power Specs Water Spout), Reshiram, Hydreigon, Dakrai*(+2 Focus Blasts can 2HKO), Dialga*(C (can't poison Dialga and loses to Bulk Up variants), Palkia, Heatran, Latias, Latios, Magnezone, Garchomp*(not Band or Swords Dance sets), Groudon*(S (support Groudon only)

Advantages: Second highest HP stat in the game, huge Special Defense score, has only one weakness, able to pass the gigantic wishes. Learns Aromatherapy, Light Screen, and Heal Bell to support the team.

Disadvantages: Average Defense stat and vulnerable to entry hazards, pathetic offenses, dependent on Toxic to cause damage. Lacks passive recovery as Eviolite is the only item she should use. Blissey can take smaller hits better than Chansey such as Shaymin-S's Air Slash a lot better thanks to Leftovers recovery. Lighter hits dealing below approximately 31% are taken better by Blissey who has passive recovery in the form of Leftovers.

Useful moves: Wish, Toxic, Softboiled, Seismic Toss, Heal bell, Aromatherapy, Light Screen, Stealth Rock, Counter

Preferred Teammates: Lugia, Groudon, Giratina, Forretress, Skarmory, Ho-Oh, Palkia


Ho-Oh
Type: Fire / Flying
Base Stats: 106 HP / 130 Atk / 90 Def / 110 SpA / 154 SpD / 90 Spe
Ability: Pressure / Regenerator (Unreleased)

With a huge HP and stellar Special Defense stat, Ho-Oh is a great addition to stall. To make things better for Ho-Oh, it hits like a ton of bricks, which allows it to wreck even Arceus using Sacred Fire and Brave Bird. Although Ho-Oh's physical movepool isn't the best, its STABs combined with Earthquake to shatter Zekrom and Rock-types allow it to hit most everything in the game for heavy damage. Even when used as a wall, Ho-Oh can retain much of his offensive prowess. Ho-Oh just needs at least 405 HP and Recover to stall out most threats. Furthermore, Sacred Fire's high burn rate cripples most physical attackers. Ho-Oh can also take advantage of its large bulk by setting up Sscreens, stalling with Toxic, or even phazing with Whirlwind. Unfortunately, Stealth Rock will hurt Ho-Oh as it strips off 50% of Ho-Oh's health every switch in. INote that in Wifi Ubers, Ho-Oh can sadly only use Pressure to PP stall. NHowever, never underestimate Ho-Oh though even in Standard Ubers, as it only takes a simple Roost or Recover for Ho-Oh to recover off Stealth Rock damage.

Common threats checked by Ho-Oh: Abomasnow, Blaziken, Bronzong, Bug Arceus, Dark Arceus, Deoxys, Deoxys-A, Dialga, Dragon Arceus*(special versions only), Fire Arceus, Flying Arceus, Fighting Arceus, Forretress, Ghost Arceus, Giratina*(can't really hurt Giratina back), Giratina-O*(without Outrage), Heracross, Ice Arceus, Jirachi, Kyurem*(watchout for Stone Edge or Outrage), Latias, Latios, Magnezone* (needs to avoid Electric moves)*, Metagross, Ninjask, Palkia*(in sun only), Poison Arceus, Rayquaza*(Mixed versions without Outrage), Reshiram, Hydreigon, Shaymin-S, Skarmory, Steel Arceus, Weavile, Venusaur

Advantages: Access to Recover and Roost to recover off damage easily. High power STABs and attacking power. Immune to Toxic Spikes and Spikes. Only has 3 weaknesses. Can break opposing stall teams. Able to phaze with Whirlwind. Can stall with Pressure and Recover or Roost

Disadvantages: Very weak to Stealth Rock. Hates rain. Low speed

Useful moves: Sacred Fire, Brave Bird, Recover, Substitute, Earthquake, Light Screen, Toxic, Whirlwind

Preferred Teammates: Forretress, Groudon, Palkia, Giratina, Giratina-O, Chansey, Blissey, Jirachi, Nattorei


Grass Arceus
Type: Grass
Base Stats: 120 HP / 120 Atk / 120 Def / 120 SpA / 120 SpD / 120 Spe
Ability: Multitype

It might seem strange to use a Meadow Plate on Arceus, but by transforming it into a Grass type, Arceus gains useful resistances like Water, Ground and Electric. Grass Arceus is notable for being a counter to some of the biggest threats in the Uber metagame, including Kyogre, Zekrom, and Palkia. It is no slouch offensively either, and can use its 120 SpAecial Attack and a bundle of moves that represent its versatility well. Grass Arceus easily scares off the weather titans that rule the Ubers Tier with his powerful Grass Knot or Ice Beam. Grass Arceus is also good at spreading paralysis, as its Grass typing allows it scare off Ground types attempting to absorb Thunder Wave. . Grass Arceus's bulk, speed, and versatility allows it to function as a great mixed wall as well. Since Grass Arceus always attracts flying types such as Ho-oh and Rayquaza, it can easily surprise them with a nasty Thunder Wave. Perish Song is also a nice addition to Arceus as he can take out end game setup sweepers with it. Able to outspeed and smack Kyogre / Palkia around with a damaging Grass Knot means Grass Arceus can even counter the deadly Specs Kyogre and Mixed Palkia.

Common threats checked by Grass Arceus: Calm Mind Water, Electric, Dark*(needs Perish Song), Grass, Rock Arceus, Kyogre, Hydreigon, Dakrai*(someone needs to take the sleep first), Dialga, Palkia, Latias, Latios*(watch out for Hidden power Fire in the sun), Magnezone, Garchomp, Groudon*(beware of Fire Punch), Zekrom

Advantages: Water, Electric, Ground resist. Immune to Trick orand Knock Off. A very good Palkia (watchout for sun Fire Blasts), Kyogre and Zekrom counter, Perish Song and reliable recovery move. Fast speed especially for a wall

Disadvantages: Weak to Ice and Fire. Unable to damage Fire-types (Heatran, Ho-oOh, Fire Arceus and Reshiram), hurt by all entry hazards, lots of things resists grass attacks and lacks Leftovers

Useful moves: Grass Knot, Judgement, Thunder Wave, Toxic, Flamethrower, Ice beam, Perish Song, Recover, Light Screen, Calm Mind, Roar

Preferred Teammates: Ho-oOh, Heatran, Kyogre, Chansey, Blissey, Palkia, Zekrom, Giratina

Spikers

Spikers are a critical component of a Uber stall team. Most damage will be dealt through the entry hazards, so getting in as many layers as possible is important, as Stealth Rock alone won't cut it. Spikes and Toxic Spikes also help wear down many Pokemon such as Reshiram and Zekrom, titans that would otherwise give stall teams a lot of trouble, much more quickly; especially with the help of phazers, which are commonly seen in stall teems tooams. A lot of Pokemon that can use Spikes or Toxic Spikes don't really fit well on a Uber stall team or aren't very good Pokemon in general, but these following Pokemon have been shown to work superbly as the Spiker for many successful stall teams. Don't leave home without one of these expert Spikers.


Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Ability: Sturdy / Dustproof (unreleased)

Forretress's excellent defensive typing grants it resistances to Normal-, Bug-, Steel-, Ice-, Ghost-, Dark-, and Dragon-type attacks, all fairly common in the Ubers metagame, which allows the little shell to come in and set up Spikes with the greatest of ease. The bagworm also has access to all three entry hazards, most notably Toxic Spikes. Forretress's set of resistances and good defenses make it the best defensive Toxic Spiker in Ubers. Forretress is also one of the only three viable users of Rapid Spin in Ubers, which is important to stop your own walls from being worn down by the opponent's entry hazards. Forretress is also capable of hurting Ghost-types with a decently powerful Payback or Gyro Ball coming off its passable base 90 Attack stat. ForretressIt is a great lead for your stall team as well. Rapid Spin makes attempts at setting up hazards against it useless, whileand Sturdy all but ensures Forretress will survive at least one attack, meaning that it will usually be able to quickly set up at least one layer if need be.

Common threats checked by Forretress: Scizor, Metagross, Giratina (that lack a Fire-type attack), Tyranitar(needs Gyro Ball and avoid Fire attacks)...that's about it. Forretress isn't really meant to wall anything, it is rather meant to come in on resisted attacks, get up a layer of hazards or Sspin, and then get back out. However, Forretress does excel at soaking up Outrages thanks to its meaty base 140 Defense stat.

Advantages: Resists Dragon-, Ice-, Dark-, and Ghost-type attacks, great Defense, Rapid Spin, can use all three entry hazards, Sturdy.

Disadvantages: Low Special Defense and Speed, easy to set up on because of relatively low Attack stat, trapped by Magnezone unless it uses Shed Shell or Earthquake, 4X weakness to Fire-type attacks which is compounded by FIire-type attacks. Cannot phaze.

Useful moves
: Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, Toxic, Gyro Ball, Payback, Volt Change, Earthquake, Reflect, Light Screen

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, anything that can take a Fire-type attack.


Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

Although Ferrothorn faces severe competition from Forretress, itthe former boasts quite a few advantages. Ferrothorn has significantly higher Special Defense and a Grass-typing, which grants Nattoreiit resistances to Water- and Electric-type attacks in addition to its resistances to Dragon-, Ghost-, Normal-, Dark-, Grass-, and Rock-type attacks. Ferrothorn can set up Stealth Rock or Spikes with ease thanks to its great defenses and resistance set. Ferrothorn can also heal itself using Leech Seed and Protect combined with Leftovers, an advantage that Forretress cannot boast. It can also hit foes quite hard with Power Whip and Gyro Ball, two very strong STAB attacks that come off a decent base 94 Attack stat.

Common threats checked by Ferrothorni: Groudon*(needs to avoid Fire Punch or Overheat), Kyogre* (can't have Specs), Arceus* (can't have a Fire- or Fighting-type attack), Metagross, Kingdra, Latios*(avoid Hidden Power Fire), Latias*(Hidden Power Fire can KO in the sun), Giratina-O*(needs rain), Giratina, Palkia*(watchout for Fire Blasts), Dialga*(W (watchout for Fire attacks), Garchomp*(can't survive 2 +2 Earthquakes), Zekrom* (without Focus Blast).

Advantages: Resistances to Water-, Electric-, Dragon-, Grass-, Normal-, Rock-, Ghost-, and Dark-type attacks. Leech Seed for psuedo-healing and to force switches, great Special Defense, good 94 Attack with powerful STABs in Power Whip and Gyro Ball let it hit pretty hard. Iron Barbs punishes Pokemon that use direct contact attacks against NattoreiFerrothorn, especially Outrage.

Disadvantages: Low Speed, 4X weakness to Fire-type attacks whichthat is compounded by sunlight, faces severe competition from Forretress for a team slot.

Useful moves: Stealth Rock, Spikes, Leech Seed, Protect, Thunder Wave, Power Whip, Gyro Ball, Thunder Wave, Toxic

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, anything that can take a Fire-type attack.


Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Ability: Sturdy / Keen Eye / Breakable Armour

Skarmory is a very useful Spiker in the Ubers metagame, even if it is only used to stop the menacing Extremek Killer Arceus. However, Skarmory's unique typing grants it many useful resistances, including valuable resistances to the popular Dragon- and Ground-type attacking combo, which lets it wall many powerful Uber physical sweepers such as Rayquaza, Garchomp, and Groudon. Skamrory also has access to Roost to heal itself, and unlike Deoxys-D, is immune to Poison, Spikes, and Toxic Spikes, which allows itSkarmory to switch in much more easily. Although Skarmory's support movepool aside from Stealth Rock and Spikes is fairly shallow, Whirlwind is really all it needs, as none of the other Spikers can phaze. Taunt also stops Pokemon from setting up on it. Skarmory also boasts a decently strong STAB Brave Bird to smack things around with, which does surprisingly good damage to most Pokemon. Skarmory does face stiff competition from Forretress unfortunately, due to the steel bird's lack of Rapid Spin and Toxic Spikes.

Common threats checked by Skarmory: Garchomp, Salamence*(Fire Blasts hurts), Rayquaza* (Overheat can OHKO)*, Groudon* (can't have a Fire-type attack), Scizor, Metagross, Shaymin-S, Arceus* (must be a physical variant lacking a Fire- or Electric-type attack), Excadrill, Dugtrio, Giratina-O* (must lack Thunder or Hidden Power Fire in sunlight), Venusaur* (lacksing Hidden Power Fire).

Advantages: High Defense and reliable Recovery in Roost allows it to be a very good physical wall, c. Can phaze with Whirlwind, can leave a mark on things with STAB Brave Bird, immune to Spikes and Toxic Spikes, resistance to the popular Dragon- and Ground-type attacking combination, one of the few good counters to Extremek Killer Arceus. One of the best defensive partners for Blissey. Taunt can stop things from setting up on it.

Disadvantages: Low Speed, middling Attack, weaknesses to Fire- and Electric-type attacks, support movepool isn't as good compared to the other Spikers, can't take repeated special attacks too well even with investment, easily trapped by Magnezone.

Useful moves: Stealth Rock, Spikes, Whirlwind, Roost, Taunt, Toxic, Brave Bird

Preferred Teammates: Blissey, Giratina, Palkia, Chansey, Giratina-O, Ho-Oh, Groudon, Giratina-O, Zekrom.


Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Ability: Liquid Ooze / Clear Body / Rain Dish

In generation 4four, Tentacruel was a rather horrible Pokemon to use in Ubers. With the introduction of Rain Dish and Ferrothorn however, Tentacruel became a very viable Rapid Spinner and Toxic Spike user in Ubers. Despite it's rather shabby physical defense stat, Tentacruel has considerable bulk on the special department, allowing it to live even 2 Thunders from Scarf Palkia factoring in Leftovers and Rain Dish + Protect recovery. Tentacruel also gained a new toy in the form of Scald which allows it to spread random status. Access to certain useful support moves such as Knock Off, Magic Coat and Rapid Spin makes Tentacruel a decent candidate as a spinner in Ubers.

Common threats checked by Tentacruel: Skarmory, Deoxys-D, Fighting Arceus, Lugia, Terrakion*( (Tentacruel dies to +2 Stone Edge or Earthquake). Tentacruel doesn't check much, but rather spins for your team and launch Toxic Spikes on the field, functioning like Forretress but, though Tentacruel can easily come in on some special moves such as Dragon Pulse, Surf, Fire Blast, Grass Knot, or even Draco Meteor.

Advantages: Rain Dish, access to Scald, Toxic Spikes, gets Rapid Spin and has surprising Speed, better Special bulk than Forretress and Ferrothorn. Ice Beam can take out Rayquaza and Garchomp.

Disadvantages: Bad physical defense, no access to Spikes, weak attacks. Set up bait for some sweepers such as Bulk Up Dialga. Cannot touch Giratina and can't Spike.

Useful moves: Rapid Spin, Toxic Spikes, Scald, Protect, Knock Off, Ice Beam, Magic Coat

Preferred Teammates: Skarmory, Ferrothorn, Groudon, Kyogre, Giratina-O, Lugia, Ho-Oh, Zekrom


Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

Although Deoxys-D has a middling HP stat, its enormous Defense and Special Defense make up for it. Recover also helps to extend Deoxys-D's lifespan, allowing it to come in and set up Stealth Rock and Spikes repeatedly if needed. Deoxys-D is also one of the only viable users of Knock Off, which can let it cripple Pokemon such as Reshiram that rely on their items for offensive power. Taunt also helps keep Deoxys-D from being set up bait, and Magic Coat lets it combat faster Taunters. Deoxys-D also gets Reflect and Light Screen to support the team and bolster its own defenses, making it stupidly hard to kill when combined with Recover. Deoxys-D however suffers heavily from the 4 moveslot syndrome because it cannot utilize its myriad of support options on the same set.

Common threats checked by Deoxys-D: Rayquaza*(Swords Dance or Dragon Dance versions can OHKO after a boosts), Groudon*(+2 Earthquake can 2HKO easily), Garchomp*(Choice Band ones 2HKO with Outrage), Salamence*(N (needs Ice Beam), Terrakion* (must not have Swords Dance), Dialga, Palkia*( I (in the rain, Palkia can 2HKO with Surf or Aqua Tail), Metagross, Calm Mind Arceus that aren't Steel-, Poison-, Ghost-, Dark-, or Bug-type (Wwill need Toxic.), Giratina-O.

Advantages: Very wide movepool, gets Recover for healing, Magic Coat and Taunt helps keep it from being set up on, Ice Beam lets it take a more direct approach in the handling of Rayquaza, Garchomp, and the like. High Special Defense. Access to Knock Off.

Disadvantages: Poor offenses, only two resistances, hit by all entry hazards, cannot phaze. Suffers heavily from the 4 moveslot syndrome.

Useful moves: Recover, Stealth Rock, Spikes, Ice Beam, Magic Coat, Taunt, Knock Off, Reflect, Light Screen, Toxic, Thunder Wave.

Preferred Teammates: Groudon, Blissey, Giratina, Giratina-O, Skarmory, Arceus

Supporters

A stall team often needs some help from some Pokemon other than walls to function. This is where these supporters come in. Supporting Pokemon help stall teams in many ways, whether it be tanking hits with their resistances to cripple opposing pokemon with status, or simply setting up Stealth Rock and act as a phazer. The following group of pokemon are well-known for their impressive supporting abilities.


Kyogre
Type: Water
Base Stats: 100 HP / 100 Atk / 90 Def / 150 SpA / 140 SpD / 90 Spe
Ability: Drizzle

Infamous for it's sheer offensive might, Kyogre can also utilize a defensive set. A high base 100 HP, along with acceptable base 90 Defense and a sexy base 140 Special Defense together with the w, and a Water typing means Kyogre can wall quite a number of threats. Unlike the other walls, Kyogre can wreck havoc whileand walling at the same time. Double STAB (due to rain) Surfs or Scald will definitely hurt most attackers. Kyogre's support movepool is also surprisingly vast, capable of learning Roar, Safeguard, Toxic and Thunder Wave. Furthermore, Kyogre can pull off a bulky RestTalk set incredibly well to check some deadly threats such as Ho-Oh, Groudon, and Reshiram. Kyogre can also learn Thunder and Ice beam to KO some top-tiered threats such as Rayquaza and Water Arceus.

Common threats checked by Kyogre: Garchomp*(Banded Outrage will hurt), Salamence*( (Kyogre needs Ice Beam), Groudon*(Life Orb Earthquake 2HKOes), Scizor, Metagross, Giratina-O* (watchout for Outrage), Ice*,(without Roar) Fire, Ground, Steel*(without Roar), Rock Arceus, Hydreigon, Dakrai, Mewtwo*(Psystrike can be damaging), Terakion, Kyurem*(Outrage hurts), Heatran, Jirachi, Ho-Oh*(Brave Bird can 2HKO), Reshiram, Qwilfish, Kingdra, Tyranitar, Weavile, Water Arceus*( (Kyogre needs Thunder) and Manaphy*( (Kyogre needs Thunder)

Advantages: Massive power. Only 2 weaknesses. Can use Scald to dish out good damage and burn at the same time. Access to Roar and Thunder Wave. Controls the weather.

Disadvantages: Lacks recovery outside of Rest. Slow. Weak to Electric and Grass moves. Main attack walled by all the Dragons. The rain it brings attracts a lot of Thunders. Vulnerable to all entry hazards

Useful moves: Scald, Surf, Thunder, Ice Beam, Thunder Wave, Rest, SleepTalk, Roar, Calm Mind

Preferred teammates: Palkia, Ferrothorn, Groudon, Giratina, Giratina-O, Garchomp, Jirachi, Tyranitar


Dialga
Type: Steel / Dragon
Base Stats: 100 HP / 120 Atk / 120 Def / 150 SpA / 100 SpD / 90 Spe
Ability: Pressure / Telepathy (Unreleased)

Dialga's amazing Defense stat, coupled with resistances to Ghost-, Dark-, Normal-, Poison-, Rock-, Steel-, Bug-, Electric-, Grass-, and Water-type attacks, coupled with a resistance to Stealth Rock and immunity to Toxic Spikes allow Dialga to support a stall team with great ease. Dialga's auspicious typing allows it to pair well with a lot of walls such as Lugia and Cresselia. Dialga can set up Stealth rRock, spread status with Toxic or Thunder Wave, and even phaze the opponent out with Roar or a powerful STAB Dragon Tail. Dialga is very capable of punching holes through the opposing team as well even whenwhile using a defensive set thanks to his mighty offensive stats. Dialga'Its offensive movepool is extremely wide, consisting of STAB Outrage and Draco Meteor, Dragon Pulse, Fire Blast, Thunder, Earthquake, Brick Break, Aura Sphere, Power Gem, and Earth Power, allowing Dialga to strike at the weaknesses of pretty much every Pokemon in the game.

Common threats checked by Dialga: Salamence*(H (hates Earthquake), Rayquaza*(H (hates Earthquake, boosted Outrages, and Draco Meteors), Scizor, Metagross, Shaymin-S, Arceus* (must be a physical variant lacking Earthquake and needs Toxic), Giratina-O, Venusaur, Non Recover Calm Mind Grass, Ice, Electric, Dragon Arceus. Kyogre*(not sChoice Specs), Palkia*(Lustrous Orb or Specs Spacial Rend hurts, Aura Sphere will leave a mark)

Advantages: Auspicious typing gives Dialga a wide range or resistances and immunities. Access to Stealth Rock, Thunder Wave and Toxic. Hits incredibly hard with it's powerful dragon strikes or coverage moves. Immune to Poison. Able to phaze well with STAB Dragon Tail or Roar

Disadvantages: Lacks recovery. Weak to Ground and Fighting moves which hampers it as a physical wall. Cannot set up screens. Low speed compared to most Ubers.

Useful moves: Draco Meteor, Dragon Pulse, Flamethrower, Thunder, Toxic, Thunder Wave, Dragon Tail, Roar, Stealth Rock, Earth Power, Aura Sphere, Outrage

Preferred teammates: Lugia, Ho-Oh, Palkia, Arceus, Kyogre, Giratina-O


Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Attack / 116 Def / 79 SpA / 116 SpD / 33 Spe
Ability: Levitate / Heatproof / Heavy Metal (unreleased)

Bronzong is an uncommon tank in Ubers, but its supporting niche cannot be ignored. Access to Stealth Rock makes it a very reliable supporter to launch Stealth Rock into the field. Furthermore, Bronzong can utilize Ddual Sscreens, Thunder Wave, Toxic and, or Hypnosis to cripple opponents or support the entire stall team. With the Levitate ability, Bronzong can wall a lot of top threats such as Groudon, Garchomp, Rayquaza, Latias and Giratina-O. Bronzong is blessed with a good defensive typing whichthat leaves it with only one weakness. The lack of recovery moves may be disappointing, but Bronzong's raw bulk and sSteel typing grants it a lot of resistances to support a team longer. In addition, Bronzong can even inflict heavy damage on fast sweepers with Gyro Ball thanks to his low speed.

Common threats checked by Bronzong: Garchomp, Salamence*(avoid Fire attacks), Rayquaza*, Groudon* (can't take too many Fire-type attacks), Scizor, Metagross, Palkia*(can't take rain Surfs or sun Fire Blast), Dialga*(can't damage Dialga at all without Earthquake and Fire Blasts can hurt), Shaymin-S, Arceus* (must be a physical variant lacking a Fire attack and needs Toxic), Latias, Latios, Excadrill, Dugtrio, Giratina-O (beware of Hidden Power Fire in sunlight), Venusaur, Non Recover Calm Mind Grass, Ice, Dragon Arceus.

Advantages: Steel typing and Levitate gives it a wide array of resistances. Virtually immune to entry hazards thanks to Levitate. Access to Stealth Rock and Ddual Sscreens. Wide support movepool. One of only 2 things that resist Ground + Dragon attacks.

Disadvantages: Unable to damage slower and bulkier threats. Vulnerable to Taunt and Low speed. Lacks Rrecovery. Dead Wweight against opposing stall.

Useful moves: Gyro Ball, Stealth Rock, Hypnosis, Reflect, Light Screen, Toxic, Payback, Earthquake

Preferred Teammates: Kyogre, Chansey, Blissey, Palkia, Ho-Oh, Giratina, Zekrom


Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Jirachi is an excellent pivot point in the Uber tier. Its balanced defensive stats, resistance to Stealth Rock and, immunity to Toxic Spikes, and Steel typing enable it to function well in stall teams. A wide support movepool including Stealth Rock, Thunder Wave, Toxic, Light Screen, and U-Turn enables Jirachi to support a stall team easily. Serene Grace Body Slam / Thunder together with Iron Head can easily annoy the opponent. Jirachi only has 2 weaknesses and is resistant to Dragon and Ice moves, which gives Jirachi the capacity to even stomach a Specs Draco Meteor from Reshiram. Wish is a wonderful addition to Jirachi's movepool and it allows Jirachillowing it to support a team even further.

Common threats checked by Jirachi: Garchomp*(only on cChoiced dragon moves), Salamence*(in rain or without Earthquake),Scizor, Metagross*(watchout for Earthquake), Shaymin-S, Giratina-O (beware of Hidden Power Fire in sunlight), Calm Mind Grass*(needs to flinch it to death or Toxic), Ice*(needs Thunder Wave and Iron Head), Rock*(needs Thunder Wave and Iron Head) Dragon Arceus*(Needs to paralyse and flinch it to death), Latias, Latios*(watchout for rain Thunders or Sun Hidden Power Fire), Palkia*(Fire blasts hurt), Dialga*( can't really hurt Dialga and Fire attacks will hurt), Hydreigon*(Fire Blast outside of rain will 2HKO), Dakrai*(+2 Dark Pulse 2HKOes), Mewtwo*(non fire attack ones) Ludicolo, Terrakion*(+2 Close Combat OHKOes), Abomasnow, Kyurem

Advantages: Wish support. Dragon, Ice, Rock resists. Immune to Toxic Spikes and resistant to Stealth Rock. Wide support movepool. U-Turn to scout. Serene Grace will annoy opponents.

Disadvantages: Weak attacks. Hurt by Spikes. Powerless against any threat with Rest or a faster Substitute.

Useful moves: Thunder Wave, Body Slam, Iron hHead, Fire Punch, Wish, Thunder, U-Turn, Ice Punch, Toxic, Light Screen

Preferred Teammates: Palkia, Kyogre, Giratina, Chansey, Blissey, Ho-Oh, Lugia

Spinblockers

Each stall team needs a spinblocker to prevent the hard work of setting up hazards from being eliminated. If a stall --teams lacksing a spinblocker, it will not have the upper hand against opposing stall. The move Rapid Spin is blocked by ghost types. UNormal-type: thus, unless the spinner has Foresight, the Ghost-types can easily spinblock. The only common rapid spinner in Ubers is Forretress, whoich unfortunately can't learn Foresight. In the Ubers tierFurthermore, the best spinblockers are found herein the Uber tier. Giratina, while bepossessing a gGhost typing, shouldn't be used purely as a spinblocker because it is unable to damage Forretress, whoich uses it as set up bait. THowever, the following Ghost-types are excellent spinblockers in the Ubers metagame.


Giratina-O
Type: Ghost / Dragon
Base Stats: 150 HP / 120 Atk / 100 Def / 120 SpA / 100 SpD / 90 Spe
Ability: Levitate

At first glance, Giratina-O might seem like an inferior version of its bulkier cousin, Giratina. This however, is far from the truth. Giratina-O possesses a titanic base 150 HP, combined with respectable base 100 Defense and Special Defense, granting it a great amount of bulk to switch into attacks repeatedly. Levitate makes this even easier, as it can avoid Toxic Spikes and Spikes, and allows Giratina-O to act as the team’s Ground-type immunity. Giratina-A just begs for Levitate, as it is greatly affected by the grounded hazards. On the offensive side, Giratina-O completely outclasses his other forme, with access to high-powered moves such as Draco Meteor and Outrage. Giratina-O has a decent defensively typing that grants it plenty of resistances and immunities. However, this comes at a price of having weaknesses to the common Dragon, Ice, and Dark attacks. Thanks to its STABs, high offensive stats, and the boost from Griseous Orb, though, Giratina-O is a deadly mixed attacker, which is something the other spin blockers struggle to do.

Common threats checked by Giratina-O: Ho-oOh*(watchout for burn and Brave Birds), Groudon, SDwords Dance Ground*, Rock*, Poison Arceus* (needs Will-O-Wisps or some residual damage), Scizor, Metagross*, Terrakion, Grass Arceus*(avoid Ice beam and needs Outrage), Heracross, Lucario, Heatran*( (Giratina-O needs Earthquake), Kabutops, Qwilfish, Magnezone, Ferrothorn, Mewtwo*(without Ice beam and Shadow Ball), Blaziken, Infernape, Ninjask

Advantages: Levitate, near immunity to entry hazards, Powerful STABs with Griseous Orb boost. Access to Shadow Sneak for revenging frailer threats like Mewtwo. Can phaze remarkably well with powerful Dragon Tails

Disadvantages: Weakness to common Dragon, Ice, Dark and Ghost attacks. Can only hold the Griseous Orb and lacks passive recovery. Hates passive damage like Ssand Storm and Hhail.

Useful moves: Shadow Sneak, Draco Meteor, Hidden Power Fire, Outrage, Dragon Claw, Earthquake, Will-O-Wisps, Dragon Pulse, Thunder, Dragon Tail, Shadow Force (only for OHKOing StallTwo), Magic Coat

Preferred teammates: Forretress, Ferrothorn, Ho-Oh, Palkia, Groudon, Skarmory, Jirachi, Chansey, Blissey, Deoxys-D, Lugia, Excadrill


phew
1/"4"

edit: yeah, I would just use the c/p version; the other one doesn't like empty spaces and i didn't complete it like that
 

Lemonade

WOOPAGGING
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yw :)
ok, we're going to do a small experiment with this article--split the gp into two parts, so 4 checks total. The division will be at the Dream World section: above is part 1, below is part 2. I will check part I, and sirn said she could do part 2.

Hopefully that means gpers won't be as reluctant to tackle this huge piece. Direct questions here
 

shrang

General Kenobi
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Just saying, there are many ability names in here that are still using their Japanese version (eg Sand Throw, Magic Mirror), which should probably be changed to their English counterparts.
 
shrang said:
Just saying, there are many ability names in here that are still using their Japanese version (eg Sand Throw, Magic Mirror), which should probably be changed to their English counterparts.
Fixed the names, hopefully I didn't missed out any. Updated the article up to Giratina-O.
 

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