Hoopa more often than not doesn't run focus blast simply because it inherits from porygon. If you're really worried about it run meloetta or regenvest escavalier (there's probably more I just don't want to think about it yet). Hoopa is also damn easy to kill, even on stall.
+2 252+ SpA Hoopa Flamethrower vs. 252 HP / 252+ SpD Assault Vest Escavalier: 452-532 (131.3 - 154.6%) -- guaranteed OHKO
Azelf, Mew, Slowking, and Togekiss all provide the core moves of Psyshock/Shadow Ball/Nasty Plot, and provide Flamethrower.
+2 252+ SpA Hoopa Dark Pulse vs. 252 HP / 252+ SpD Meloetta: 260-306 (64.3 - 75.7%) -- guaranteed 2HKO after Leftovers recovery
Porygon-Z provides Dark Pulse, among others. Arguably mostly redundant with Shadow Ball, admittedly.
Hoopa's fragility is also misleading, as Special walls generally have Special offenses, or awful offenses. As such, anything that can switch in on Shadow Ball on the basis of bulk is likely to be unable to seriously injure it. Most exceptions are Ubers or Megas. The list of Pokemon that has more than 100 Attack and Special Defense that aren't Ubers or Megas is...
Flareon, Escavalier, regular Gallade, Hitmonchan, Hitmonlee, Hoopa itself, Mesprit, Regigigas (Banned from Inheritance), and Snorlax.
The Hitmons are of course weak to Psyshock. No.
Escavalier can be OHKOed by Flamethrower, and inheriting from Slowking gives Hoopa the excellent Regenerator Ability -or it can go for immunity to Taunt et al. It's not a bad scenario.
Gallade and Mesprit are weak to Shadow Ball.
Hoopa is
doubly weak to Shadow Ball.
Flareon... is not very good, and unfortunately doesn't resist Psyshock.
+2 252+ SpA Hoopa Psyshock vs. 252 HP / 252+ Def Snorlax: 303-357 (57.8 - 68.1%) -- guaranteed 2HKO
Physically Defensive Snorlax is an answer! You know, assuming Hoopa doesn't have Focus Blast and we're assuming Unaware Snorlax.
That seems a bit specific that I
need Unaware Snorlax on my stall team to not be in
dire trouble against Hoopa.
Also for protean, ph throh (spedef) is actually a really good wall for most mixed protean. Not saying it walls everything, but the most common drain punch / koff / boltbeam or flamethrower is handled pretty well by throh. I feel like there's always gonna be one pokemon on a team that can handle the used moves. You can't really build a protean mon that will take on everything. True it does require the stall player to play well and scout for moves, but I don't think it's unmanageable.
252 SpA Life Orb Azelf Extrasensory vs. 252 HP / 252+ SpD Throh: 265-315 (59.6 - 70.9%) -- guaranteed 2HKO after Poison Heal
(Greninja gets Extrasensory)
I don't think I can overstate the impact Protean has on a Pokemon's move choices. Protean Pokemon can get away with basically arbitrary move choices, and until you've seen their
entire movepool, you have to treat them as if they could have any move available to Greninja or every move available to Kecleon. (Or both, if you haven't seen anything unique to one or the other)
This makes scouting problematic. You can have scouted three out of four moves, and still have no idea what Pokemon is safe to bring in on this particular Protean abuser.
None. That makes it
really easy to score KOs or so-close-they're-probably-dead-really damage.
Remember how Aegislash got banned from OU, because you
had to scout it and it would often kill things in the
process of scouting it?
To expand a bit on my prior commentary about needing a
ridiculous mixed wall to deal with Protean: after investment, IVs, and Eviolite, Chansey has the equivalent of an un-invested and un-IVed 90~ base Defense. Since it has 250 HP, its Physical bulk is actually
directly comparable to Physically Defensive Mew, and in fact is slightly
better. (This is assuming Chansey takes the standard spread of investing into Defense and Special Defense and Nature-boosting Defense)
That means your mixed wall needs to have something akin to... oh, Giratina's statline, to have any chance of walling Protean.
252 SpA Life Orb Protean Azelf Dark Pulse vs. 248 HP / 252+ SpD Giratina: 213-252 (42.3 - 50%) -- guaranteed 3HKO after Leftovers recovery
Oh hey, speaking of, one of Uber's greatest walls can just barely wall Protean Azelf!
0- Atk Life Orb Protean Azelf Knock Off (97.5 BP) vs. 248 HP / 8 Def Giratina: 252-299 (50 - 59.4%) -- 77% chance to 2HKO after Leftovers recovery
... oh.
Oh, by the way, Azelf isn't even the hardest-hitting reasonably fast mixed attacking Protean abuser. Hoopa has substantially higher Special Attack -with a Life Orb Dark Pulse is a 98.8% chance to 2HKO
Specially Defensive Giratina after Leftovers- and only slightly lowers Physical Attack and a perfectly good Speed tier for stallbreaking.
Don't believe me?
252+ SpA Life Orb Protean Hoopa Dark Pulse vs. 248 HP / 252+ SpD Giratina: 265-315 (52.6 - 62.6%) -- 98.8% chance to 2HKO after Leftovers recovery
But mixed Protean attackers are
totally wall-able. You just need to first invent a wall
better than existing Ubers!
/extreme sarcasm
Hoopa-U demands you run a dark type, without it you just... Lose.
And then it runs Focus Blast, or Dazzling Gleam. :(
Though Unbound is actually banned. It's Confined that's still running around, eating souls.
Mega Medicham demands you run a ghost type, even then you need intimidate users because how hilariously good CC + Crunch is, even tho fairy resists it, no pure fairy typing can really check it viably because of the lack of defence, or they have a duel typing like steel/rock.
I don't think Ghost types are actually all that good a counter to it unless you're talking Spiritomb or Mega Sableye in specific. Most Ghosts just aren't bulky enough to tank Zen Headbutts readily.
On the other hand, I've actually been able to consistently check it with Physically Defensive Unaware Zapdos, and in general haven't found it to be too nightmarish from a stall perspective, for whatever reason.
Mega gardevoir is also dumb af. There's too many good Boomburst user, with different moves, making breaking stall easy as fuck. Chatter, NP, sub & Boomburst is just so frustrating to face.
I think that's more a commentary on Chatter than on Mega Gardevoir. My own experience
using and
facing Mega Gardevoir is that it's good, but imperfect.
Eruption/Water spout. Demands something like regenerator Goodra lol.
Basically, yeah.
Way too much overwhelming firepower, to the point that they can 2HKO Chansey with enough of a damage margin it not only can't switch in but it also can't PP stall via healing, no need for them to carry boosting to get past it.
This is exactly how I am thinking about it. Yeah, maybe there are some overpowered pokemon and yes, stall cannot handle all of them at the same time, but it can handle the majority at the same time making it as viable as all the other playstyles. Balanced teams won't win against any other team either and nor should stall. Stall is viable, so saying a pokemon breaks stall is imo not a reason to ban it.
There's a difference between "your stall team has a bad matchup with this powerful thing" and "you cannot build a stallmon it can't kill easily" or "you can build a stallmon it can't kill easily, but the only thing that stallmon does is check/counter that one threat". I'm fine with the former, even if it can be frustrating to face. The latter two points are bad.
----
To expand a bit on my point about Illusion: I think Illusion is damaging to the skill component of the game. Since there's no way of knowing whether the opponent even
has Illusion on their team or not, there's basically two strategies you can employ regarding Illusion.
Strategy 1: Ignore it until it crops up.
Problem: When it crops up, it will basically always KO or cripple a Pokemon, barring blind luck in terms of you making a decision that
happens to be the right one, having nothing to do with any personal competency on your part.
Strategy 2: Assume
everything you're facing is Illusion until proven otherwise. Always open with a Protect lead, Fake Out lead, etc, in an attempt to determine whether the thing in front of you is an Illusion or not.
Problem: Severely compromises your viability when not faced with an Illusion. Less conservative strategies are also effectively shifting the game toward luck, in that either your opponent is an Illusion and your guess is on target, or they're not (Or they are, but a different Pokemon than you think), and you're screwed over, with no way for you to utilize real prediction, and
as a result no way for your opponent to meaningfully predict
you.
In Standard, Illusion is fine because Zoroark is underwhelming. In Inheritance the Illusion can be something with just
ridiculous firepower on call, horribly punishing a misplay that you have
no way of knowing can be a misplay.
I really think Illusion is unhealthy for the same sort of reason RNG-stuff is unhealthy, because in a more roundabout way dealing with it amounts to "get lucky or always suffer from it".