Thread: Stall in BW2
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Old Oct 11th, 2012, 12:58:36 PM   #15
Huntofthelion
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Quote:
Originally Posted by Fat alkinesthetase View Post
if a spinner has to come in repeatedly, it WILL die, and you have to be careful because if you use your spinner's bulk to wall things, it might die when you need it for spinning later. this is a problem for every spinner that lacks recover/roost/etc, except cruel.

This is one of the biggest liability I've noticed on the stall teams I've played against, they simply can't use their spinner for everything it needs to do. If you need a spinner on your team that's really all it's going to be able to do for you or it's going to struggle to do everything because you're giving it too many jobs. You can't have your spinner also be in charge of taking hits from several threats, and expect it to have enough time to also get up entry hazards. Tentacruel can do this in the rain to an extent, but from what I've seen it still gets worn down a lot faster then it needs to be because it's trying to do too much.

Another major issue for stall teams is the sleep mechanic. I remember in DPPt trying to grab free turns via double switching to burn a turn of rest, and you can't do that now. This really limits how many Pokemon can run recovery on your team since most of them only have rest as an option, and rest is pretty awful now. It also hurts against things like Breloom, because you're basically losing something for the remainder of the game to take the spore unless you have a status absorber, which are usually pretty easy to spot in team preview (referring to things like Gliscor / magic guard things with flame orb) and you just have to make sure to get your spore off before they can get themselves situated. That sleep thing applies to offense as well, but stall teams really can't afford to lose a member when they're trying to check the majority of the metagame. There's just too much to deal with to be able to deal it down a Pokemon from one move.

Which brings me to the final reason that I think stall is pretty weak in this metagame; as has been mentioned there's simply too many really powerful threats to deal with. Too many things that just need one free turn, something a lot of stall teams give up really easily, to become almost unstoppable. I agree with the sentiment that defensive minded teams that still pack some offense can function through this, but without that element of offense I think stall teams are pretty dead in this metagame.
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