what on offense can run them and be good mons. You guys havent made a single educated argument in the past 3 hours. However you are right on about one thing, and that is that there are more broken things than cune in stall atm. In fact stall is so broken in this tier it vastly outclasses every other playstyle by an insane amount.
So i have spent the past week or so lurking and studying this metagame. I watched battle after battle on showdown to figure out the meta. I made a major attempt to only watch high ladder, extremely skilled players. And despites the low numbers of high ladder battles, here is what i found.
after watching a total of 44 battles...18 of them were in between 100 and 200 turns. and even worse, 15 were above 200. also there were 0 battles that were under 61 turns. also all but two battles were between full stall teams. Yeah this is really bad.
Stall needs nerfing or offense needs buffing. I will say this, and thats offense attracts new players. Stall is more complicated than offense and you dont let people get a running start in new metagames by forcing them to spend 2 hours playing maybe 3 battles if they are lucky. You dont get positive attention, and the tier really isint fun. This is a simple concept, it shouldnt be like freaking BH but right now teambuilding if anything is more complicated. So really, i dont see this and none of you have said that offense is a viable playstyle. And im sorry, having semi or full stall being the only viable strategies doesnt make a diverse, fun meta. after watching all of those battles i have no interest in using many of the broken stall threats because it is stale as fuck. In fact i finished watching battles yesterday morning and was so sick of the redundancy i thought about just throwing it away. Part of what makes stall fun and fresh is trying to beat offense, its so much more than spamming attacks. It is also neigh impossible to counter every offensive threat, no matter what something will give you a problem. Here thats all out the window. Offense doesnt exist making every battle redundant and boring. When offense does show up it isint a challenge either, stall is so brokenly powerful nothing relevant has any chance of breaking it anyways, making stall an easy playstyle that requires unrealistic time investments to completely destroy all the fun from the meta. may i say that during my tests i found the exact same team 3 times by 3 different people. not alts, common players. slight differences but literally like 5 or 6 of the same pokes. Why play a meta thats supposed to be creative when the entire meta is the same. This meta is becoming redundant due to one settled, developed strategy that is broken in nearly every way. I really dont understand how blissfully unaware you people are but to be honest i dont really care anymore. None of you seem to want to admit you are wrong because you are either blind or are so selfish and arrogant you only want what you enjoy to exist in this meta. if i had stabmons it would be like me saying "I dont like sableye its banned" or "I like sylveon so it will stay unbanned" or even indirectly "aerilate gives my team a problem so i am going to ban it". That i feel is literally what is happening here. BTW i am not saying anything about aerilate being banned here. It was an example. The next time somebody comes in and says "offense doesnt have to be viable" i am going to kick them in the throat since that is what they are doing to this meta.
Having trouble with stall to the point where you feel the need to whine that it's the only playstyle?
Sounds like you need a nice wall breaker!
Listed below are 4 viable Pokemon that can cleanly 2HKO at least 3 of the 4 most prominent physical walls (Skarmory, Regirock, Cresselia, Suicune) from the physical side of the spectrum:
1. Heracross
252+ Atk Life Orb Adaptability Heracross Close Combat vs. 252 HP / 232+ Def Skarmory: 208-247 (62.2 - 73.9%) -- guaranteed 2HKO
252+ Atk Life Orb Adaptability Heracross Close Combat vs. 252 HP / 252+ Def Regirock: 317-374 (87 - 102.7%) -- 18.8% chance to OHKO
252+ Atk Life Orb Adaptability Heracross Megahorn vs. 252 HP / 252+ Def Cresselia: 463-546 (104.2 - 122.9%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Heracross Close Combat vs. 252 HP / 252+ Def Suicune: 237-281 (58.6 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
2. Bisharp
+2 252+ Atk Life Orb Adaptability Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Suicune: 382-452 (94.5 - 111.8%) -- 68.8% chance to OHKO (Can break PH Cune, but not unaware without prior damage)
252+ Atk Life Orb Adaptability Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cresselia: 374-442 (84.2 - 99.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Adaptability Bisharp Iron Head vs. 252 HP / 252+ Def Regirock: 208-250 (57.1 - 68.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Life Orb Adaptability Bisharp Knock Off (97.5 BP) vs. 252 HP / 232+ Def Skarmory: 338-398 (101.1 - 119.1%) -- guaranteed OHKO
3. Rampardos
252+ Atk Life Orb Magic Guard Rampardos Head Smash vs. 252 HP / 232+ Def Skarmory: 242-285 (72.4 - 85.3%) -- guaranteed 2HKO
252+ Atk Life Orb Rampardos Head Smash vs. 252 HP / 252+ Def Suicune: 274-324 (67.8 - 80.1%) -- guaranteed 2HKO
252+ Atk Life Orb Rampardos Head Smash vs. 252 HP / 252+ Def Regirock: 181-214 (49.7 - 58.7%) -- 99.6% chance to 2HKO
252+ Atk Life Orb Rampardos Earthquake vs. 252 HP / 252+ Def Regirock: 161-192 (44.2 - 52.7%) -- 25% chance to 2HKO
252+ Atk Life Orb Rampardos Superpower vs. 252 HP / 252+ Def Regirock: 192-229 (52.7 - 62.9%)
252+ Atk Life Orb Rampardos Head Smash vs. 252 HP / 252+ Def Cresselia: 265-313 (59.6 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
4. Terrakion
252+ Atk Life Orb Adaptability Terrakion Stone Edge vs. 252 HP / 252+ Def Cresselia: 198-234 (44.5 - 52.7%) -- guaranteed 3HKO after Leftovers recovery - LO Terrak falls short on cress, however if rocks are up his odds increase significantly:
252+ Atk Life Orb Adaptability Terrakion Stone Edge vs. 252 HP / 252+ Def Cresselia: 198-234 (44.5 - 52.7%) -- 83.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Adaptability Terrakion Close Combat vs. 252 HP / 232+ Def Skarmory: 216-255 (64.6 - 76.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Terrakion Close Combat vs. 252 HP / 252+ Def Regirock: 322-385 (88.4 - 105.7%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Adaptability Terrakion Close Combat vs. 252 HP / 252+ Def Suicune: 244-289 (60.3 - 71.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
These aren't exactly hard to find. If you would quit complaining about stall and look at the power adaptability attackers have in this tier you wouldn't need to waste everyone's time by making biased statements here. Quite frankly I find it absurd these aren't being commonly used already.
I haven't even covered special wallbreakers or more importantly shadow tag gothitelle either.