The polar opposite of hyper offense, stall relies on using bulk to wear down opponents through Toxic, burns, hazards, Rocky Helmet, and other forms of passive damage. The selection of Pokemon viable in stall is a lot shorter than in more offensive playstyles, and it relies on each team member to be able to win, such as physical walls, special walls, clerics, something to disrupt opposing stall, checks to common offensive mons (like Aurumoth), and cores to wear down the opposing team. Feel free to post effective sets for stall and also discuss its impact in the CAP metagame.
Here's a sample set to get started:
Cyclohm @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SAtk (or 248 HP / 220 Def / 40 SDef)
Bold (or Calm) Nature
IVs: 0 Atk
- Discharge/Thunderbolt
- Dragon Pulse/Whirlwind
- Flamethrower
- Slack Off
Cyclohm is one of the premier physical walls in the CAP metagame. This is due to its ability to check common threats like Cawmodore, Talonflame, and Arghonaut. It can also form an effective core with Tomohawk, and its good Special Attack and movepool ensure that it isn't setup fodder. It can even deter opposing setup with Whirlwind. Overall, it's a solid choice for any stall team and unless your team is Mega Pinsir or Colossoil weak, there's little reason not to consider using this.
Here's a sample set to get started:
Cyclohm @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SAtk (or 248 HP / 220 Def / 40 SDef)
Bold (or Calm) Nature
IVs: 0 Atk
- Discharge/Thunderbolt
- Dragon Pulse/Whirlwind
- Flamethrower
- Slack Off
Cyclohm is one of the premier physical walls in the CAP metagame. This is due to its ability to check common threats like Cawmodore, Talonflame, and Arghonaut. It can also form an effective core with Tomohawk, and its good Special Attack and movepool ensure that it isn't setup fodder. It can even deter opposing setup with Whirlwind. Overall, it's a solid choice for any stall team and unless your team is Mega Pinsir or Colossoil weak, there's little reason not to consider using this.
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