Ladder STABmons (the old one)

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EV

Banned deucer.
Wait I thought Normals were too overbearing. Now stall is ruining the metagame? Lol just use Taunt and stop relying on strategies that worked a year ago.

We have a lot of amazing, viable stallbreakers. Thundurus, Heatran, Sableye, Aero, Greninja, Darkrai, Gengar, and way more I'm missing.

Edit: what stallbreakers have we banned? Do you mean wallbreakers?
 
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Also real quick, can we please stop pretending like stall is some brainlessly easy, broken play style? In this metagame it's far from easy to pull off without an excess of amount of tier knowledge, and even then there are new threats being discovered still, that often times can take a dump on stall. If you're gonna make an argument for/against a ban, don't make "lol stall" your only argument. If your offense team can't handle stall then you aren't using a very good team.
 
Also real quick, can we please stop pretending like stall is some brainlessly easy, broken play style? In this metagame it's far from easy to pull off without an excess of amount of tier knowledge, and even then there are new threats being discovered still, that often times can take a dump on stall. If you're gonna make an argument for/against a ban, don't make "lol stall" your only argument. If your offense team can't handle stall then you aren't using a very good team.
Offense teams are being chipped off with bans. Of all the bans, only MegaBro was solely banned due to it being too bulky. All the other bans were offensive mons. And let's not act like children here. Nobody so far said "lol stall", some kind of explanation was provided. I also never said stall was a dumb luck strategy, just thar the tier is becoming more stall-friendly than it was before. You show me one good STABmons player who consistently uses HO successfully and I will rest my case.

Eevee General I understand the academic difference, but most things in the ban list are a tough competition against stall teams. I'm not sure how I can convince you that STABmons was more "fun" before, but it simply isn't as much as it used to be.

You know I'm not lying when I say I love STABmons. Ask around to the frequent players who have played the meta from the beginning and are still playing now. Even I'd like to know how they feel.
 
Offense teams are being chipped off with bans. Of all the bans, only MegaBro was solely banned due to it being too bulky. All the other bans were offensive mons. And let's not act like children here. Nobody so far said "lol stall", some kind of explanation was provided. I also never said stall was a dumb luck strategy, just thar the tier is becoming more stall-friendly than it was before. You show me one good STABmons player who consistently uses HO successfully and I will rest my case.
I was exaggerating of course, however the arguments were getting somewhat unintelligent about stall being some sort of ridiculous strategy. Offense is being "chipped off" I suppose, but not to a point where it's impossible to break stall. We're drowning in stallbreakers, and wallbreakers aren't uncommon either. Besides, even if the metagame is more heavily favoring stall, what's necessarily bad about a more stall centered metagame? It's a playstyle the same as offense, and it's beatable.

And good players don't consistently run one playstyle because they're skilled enough not to. They're in a mood for a quick match? Run HO. Have time? Sure let's stall. Playstyle if usually up to preference more than whats most viable.
 

xJownage

Even pendulums swing both ways
I was exaggerating of course, however the arguments were getting somewhat unintelligent about stall being some sort of ridiculous strategy. Offense is being "chipped off" I suppose, but not to a point where it's impossible to break stall. We're drowning in stallbreakers, and wallbreakers aren't uncommon either. Besides, even if the metagame is more heavily favoring stall, what's necessarily bad about a more stall centered metagame? It's a playstyle the same as offense, and it's beatable.

And good players don't consistently run one playstyle because they're skilled enough not to. They're in a mood for a quick match? Run HO. Have time? Sure let's stall. Playstyle if usually up to preference more than whats most viable.
What he meant was someone who runs HO successfully on a consistent basis when they decide to use it. A successful user of HO, not a person who only plays HO.

I liked to think of myself as a successful HO player in the pre-diggersby ban era, but in the post-diggersby metagame I can't find my footing. If I pack the tools to beat stall, I struggle against other HO and sometimes balance, if I build with the metagame's more balanced offensive trends in mind, I find myself losing to stall. TBH I can't win atm.
 
You show me one good STABmons player who consistently uses HO successfully and I will rest my case.
Me, Lcass and Unfixable for a start. And there are just too many good wallbreakers in stabmons for stall to be ridiculous. Look at the viability rankings: literally the entierty of S and A+ rank take a dump on stall, along with Mega Charizard X, CB Azumarill, Tyranitar, Terrakion, Mega Garchomp, Hydregion, Gengar, and Darkrai and Gyarados. Stall is the least effective style in stabmons and the hardest to build for. Stabmons is by no means stall-friendly.
 
Me, Lcass and Unfixable for a start. And there are just too many good wallbreakers in stabmons for stall to be ridiculous. Look at the viability rankings: literally the entierty of S and A+ rank take a dump on stall, along with Mega Charizard X, CB Azumarill, Tyranitar, Terrakion, Mega Garchomp, Hydregion, Gengar, and Darkrai and Gyarados. Stall is the least effective style in stabmons and the hardest to build for. Stabmons is by no means stall-friendly.
I'm not going to start an argument with this one. But HO implies that only one of your mon is a pivot/hazard setter and all your other mons are using setup/band/specs/scarf etc., I'm very sure that's not what you're implying.

And I did say "successful". And in the current meta, that's pretty much not going to happen to HO as well. The top ladder is Stall and you know it.
 
I'm not going to start an argument with this one. But HO implies that only one of your mon is a pivot/hazard setter and all your other mons are using setup/band/specs/scarf etc., I'm very sure that's not what you're implying.

And I did say "successful". And in the current meta, that's pretty much not going to happen to HO as well. The top ladder is Stall and you know it.
HO is a little more flexible than what you're saying; it doesn't have to be a suicide lead and 5 frail set-up sweepers or choiced pokemon. For example, the latest team I built to test a few pokemon and some strange sets is Landorus-I | Excadrill | Tyranitar | Heatran | Sceptile | Azumarill, and while I have no set up sweepers or suicide leads I would consider this a HO team.

The second part is not true, at all. Like what? Stall is very hard to pull off against good players. It is an extremely match-up based style due to there being too many things that have like 1 or 2 counters in the entire game. Along with the passiveness of stall, it makes it very inconsistent and not very good, to be perfectly honest.
 

Lcass4919

The Xatu Warrior
I'm not going to start an argument with this one. But HO implies that only one of your mon is a pivot/hazard setter and all your other mons are using setup/band/specs/scarf etc., I'm very sure that's not what you're implying.

And I did say "successful". And in the current meta, that's pretty much not going to happen to HO as well. The top ladder is Stall and you know it.
HO is a little more flexible than what you're saying; it doesn't have to be a suicide lead and 5 frail set-up sweepers or choiced pokemon. For example, the latest team I built to test a few pokemon and some strange sets is Landorus-I | Excadrill | Tyranitar | Heatran | Sceptile | Azumarill, and while I have no set up sweepers or suicide leads I would consider this a HO team.

The second part is not true, at all. Like what? Stall is very hard to pull off against good players. It is an extremely match-up based style due to there being too many things that have like 1 or 2 counters in the entire game. Along with the passiveness of stall, it makes it very inconsistent and not very good, to be perfectly honest.
to answer both of these points, hyper offense is ACTUALLY not just a suicide lead with 5 cleaners, but when a team is designed to "kamakaze" so to speak, the other team, to wear down another's check by sheer brute force (think dragmagspam, or birdcores this gen). it doesn't require hazard setters. i personally don't run hyper offensive often. its just too unreliable in every meta to do effectively and have consistent results. The ironic thing is, a solid hyper offense team perhaps puts more thought into teambuilding then what stall even does, mainly because a well built hyper offensive team is forced to consider every threat in the meta, and needs to have almost impeccable synergy to even slightly work in a meta. and on top of that they have to pick the order of the pokemon sent in carefully otherwise their team gets revenged/outstalled(this is mainly for non hazardspam teams).but even then, its impossible to completely control the opponents teambuilding...and you can easily lose to a person with like...5 espeeders or something gimmicky even with the best HO team.

when it comes to stabmons, i'm a fairly offensive person. and i can say, the only stall teams i have problems with, are the ones that i clearly lost fairly in. i've never personally felt like stall was dominant to the point of being unhealthy. which i figure dina isn't implying this, i'm just saying. as a fellow offensive player, i don't really have excessive problems with stall. with sableye being the only pokemon in stall i dispise with a passion(both mega and non mega>.>). but at the same time, i'm only one person.
 
The top ladder is Stall and you know it.
The only person currently in the top 10 I've ever seen use full on stall is insanelegend. This is a baseless claim.

I find the notion of stall being overpowered in this tier absolutely ridiculous since the only thing stall really gains is recovery moves on some extra Pokemon in addition to the ability to be slightly more flexible with support moves like defog and heal bell, while offensive teams gain FAR more powerful tools to use at their disposal. I mean, I prefer to use stall in all tiers which it is possible to do so and even I don't want to stall here since it's almost impossible to not lose to some things on team match-up. Almost any variant of Icicle Crash Kyurem-B that isn't mono coverage, most mixed versions of Landorus-I and Thundurus-I, V-Create Charizard-X, Specs/Shell Smash Meloetta, Psystrike Latios, and last mon SubGeo Togekiss (since most stall teams use WW Chans for this and have nothing else) are all examples of very viable Pokemon which stall has almost no way of beating reliably. You don't even really need something that can break every team member either, in many cases hazards + clever play with VolTurn or double switching can easily do the job for you.

The only reason stall is even remotely usable at the moment is because people are preparing for offensive teams while ignoring defensively-minded possibilities, and for those reasons end up completely unprepared for stall when they do go up against it. Pay more attention to beating stall when you're building your team and your problems will go away, I assure you.
 
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Since I was tagged by Pagoose, I'll weigh in on the whole "STABmons Stall" argument. Sorry Dina, but I'm inclined to agree with others. STABmons stall has been used mainly by yourself, insanelegend, and Eevee (sometimes, but not too often). I've been working on a defensive team, and it may just be me, but I just thought it was way too much work and too difficult. You have to have almost no bad plays, an excellent team with excellent synergy, and a way to check nearly all offensive Pokemon, all in just six slots. It's not an easy task, and I've yet to see more than two really good stall teams I thought would work well in the metagame. For reference, Dina's stall and insanelegend's stall are the two teams I'm talking about. As for hyperoffense itself, you are incorrect in stating that it's a pivot | band | scarf | specs | offense etc, there's a lot more ease in teambuilding for sure, but it's not just slap six Pokemon together. As Kl4ng has said, stall is okay at the moment because hyperoffense is not prepared for it, which can easily be readjusted. If you're using a defensive Pokemon, I'd rather use it on a "balanced" type team with it as the glue of the team. Even then, I find pivots to be better glues than defensive Pokemon because they kill momentum. Offense is about momentum, not just slap together a team -> use move.

Stall is not broken / prominent in any way because it's just so hard to run, there are too many great offensive threats that beat it, and because it's very matchup (and hax!) reliant. Offense is the name of the game, not stall.
 
S
TABmons Speed Tiers

key:
pokemon | base speed | actual stat | evs (+ = positive nature, - = negative nature, blank = neutral nature) (special cases of IVs) | boosts [set name (standard = typical set, what to prepare for the most)]

950 - 999

  • | 71 | 964 | 252 | +4 [Shell Smash (Simple)]

900 - 949

  • Empty.

850 - 899

  • Empty.

800 - 849

  • Empty.

750 - 799

  • Empty.

700 - 749

  • | 112 | 710 | 252+ | +2 [Speed Boost]
  • | 110 | 700 | 252+ | +2 [Shell Smash]

650 - 699

  • | 121 | 680 | 252 | +2 [Shell Smash]

600 - 649

  • | 110 | 638 | 252 | +2 [Shell Smash]
  • | 108 | 630 | 252 | +2 [Rock Polish]
  • | 101 | 602 | 252 | +2 [Rock Polish]

550 - 599

  • | 100 | 598 | 252 | +2 [Shift Gear]
  • | 95 | 578 | 252 | +2 [Speed Boost]
  • | 125 | 574 | 252+ | +1 [Choice Scarf]
  • | 80 | 568 | 252+ | +2 [Geomancy]
  • | 90 | 558 | 252 | +2 [Shell Smash]
  • | 88 | 550 | 252 | +2 [Sand Rush Activated / Shift Gear]

500 - 549

  • | 112 | 532 | 252+ | +1 [Speed Boost]
  • | 110 | 525 | 252+ | +1 [Choice Scarf]
  • | 95 | 524 | 144 | +2 [Dragon Dance]
  • | 110 | 520 | 16 | +2 [Rock Polish]
  • | 108 | 519 | 252+ | +1 [Choice Scarf]
  • | 80 | 518 | 252 | +2 [Shell Smash]
  • | 80 | 518 | 252 | +2 [Sand Rush Activated / Shell Smash]
  • | 180 | 504 | 252+ | +0 [Standard]

450 - 499

  • | 102 | 499 | 252+ | +1 [Choice Scarf / Dragon Dance]
  • | 75 | 498 | 252 | +2 [Shift Gear]
  • | 100 | 492 | 252+ | +1 [Choice Scarf]
  • | 98 | 486 | 252+ | +1 [Choice Scarf]
  • | 70 | 478 | 252 | +1 [Shift Gear]
  • | 95 | 475 | 252+ | +1 [Quiver Dance]
  • | 91 | 463 | 252+ | +1 [Choice Scarf]
  • | 65 | 458 | 252 | +2 [Shift Gear]
  • | 102 | 454 | 252 | +1 [Choice Scarf / Dragon Dance]

400 - 449

  • | 100 | 448 | 252 | +1 [Dragon Dance]
  • | 86 | 447 | 252+ | +1 [Choice Scarf]
  • | 86 | 447 | 252+ | +1 [Choice Scarf]
  • | 60 | 438 | 252 | +2 [Shift Gear]
  • | 150 | 438 | 252+ | +0 [Standard]
  • | 150 | 438 | 252+ | +0 [Standard]
  • | 50 | 436 | 252+ | +2 [Shell Smash]
  • | 95 | 433 | 252 | +1 [Choice Scarf]
  • | 95 | 433 | 252 | +1 [Speed Boost]
  • | 81 | 430 | 252+ | +1 [Dragon Dance]
  • | 81 | 430 | 252+ | +1 [Dragon Dance]
  • | 145 | 427 | 252+ | +0 [Standard]
  • | 92 | 424 | 252 | +1 [Dragon Dance]
  • | 77 | 417 | 252+ | +1 [Choice Scarf]

350 - 399

  • | 150 | 399 | 252 | +0 [Standard]
  • | 150 | 399 | 252 | +0 [Standard]
  • | 50 | 398 | 252 | +2 [Shell Smash]
  • | 130 | 394 | 252+ | +0 [Standard]
  • | 95 | 393 | 144 | +1 [Dragon Dance]
  • | 81 | 391 | 252 | +1 [Dragon Dance]
  • | 81 | 391 | 252 | +1 [Dragon Dance]
  • | 126 | 386 | 252+ | +0 [Standard]
  • | 125 | 383 | 252+ | +0 [Standard]
  • | 55 | 382 | 252+ | +1 [Quick Feet Activated]
  • | 71 | 378 | 252+ | +1 [Dragon Dance]
  • | 122 | 377 | 252+ | +0 [Standard]
  • | 65 | 376 | 252+ | +1 [Choice Scarf]
  • | 121 | 375 | 252+ | +0 [Standard]
  • | 120 | 372 | 252+ | +0 [Non-Mega / Pre-Mega Evolution]
  • | 120 | 372 | 252+ | +0 [Pre-Mega Evolution]
  • | 61 | 364 | 252+ | +1 [Choice Scarf]
  • | 115 | 261 | 252+ | +0 [Standard]
  • | 115 | 361 | 252+ | +0 [Standard]
  • | 60 | 360 | 252+ | +1 [Choice Scarf]
  • | 112 | 355 | 252+ | +0 [Standard]
  • | 111 | 353 | 252+ | +0 [Standard]
  • | 126 | 351 | 252 | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]

300 - 349

  • | 108 | 346 | 252+ | +0 [Standard]
  • | 121 | 340 | 252 | +0 [Pre-Shell Smash]
  • | 120 | 339 | 252 | +0 [Pre-Mega Evolving]
  • | 102 | 333 | 252+ | +0 [Standard]
  • | 101 | 331 | 252+ | +0 [Standard]
  • | 100 | 328 | 252+ | +0 [Standard]
  • | 100 | 328 | 252+ | +0 [Standard]
  • | 98 | 324 | 252+ | +0 [Standard]
  • | 110 | 319 | 252 | +0 [Standard]
  • | 95 | 317 | 252+ | +0 [Choice Band]
  • | 95 | 317 | 252+ | +0 [Quiver Dance]
  • | 108 | 315 | 252 | +0 [Pre-Rock Polish]
  • | 91 | 309 | 252+ | +0 [Offensive]
  • | 90 | 306 | 252+ | +0 [Standard]
  • | 90 | 306 | 252+ | +0 [Standard]
  • | 102 | 303 | 252 | +0 [Pre-Dragon Dance]
  • | 101 | 301 | 252 | +0 [Rock Polish]

250 - 299

  • | 100 | 299 | 252 | +0 [Standard]
  • | 100 | 299 | 252 | +0 [Standard]
  • | 100 | 299 | 252 | +0 [Standard]
  • | 86 | 298 | 252+ | +0 [Trick'd Choice Scarf]
  • | 86 | 298 | 252+ | +0 [Trick'd Choice Scarf]
  • | 95 | 289 | 252 | +0 [Mixed]
  • | 95 | 289 | 252 | +0 [Pre-Speed Boost]
  • | 81 | 287 | 252+ | +0 [Taunt + Dragon Dance Variant]
  • | 81 | 287 | 252+ | +0 [Taunt + Dragon Dance Variant]
  • | 80 | 284 | 252+ | +0 [Standard]
  • | 92 | 283 | 252 | +0 [Standard]
  • | 91 | 281 | 252 | +0 [Choice Band]
  • | 90 | 279 | 252 | +0 [Standard]
  • | 90 | 279 | 252 | +0 [Shell Smash]
  • | 77 | 278 | 252+ | +0 [FastTran]
  • | 88 | 275 | 252 | +0 [Pre-Sand Rush / Pre-Shift Gear]
  • | 71 | 265 | 252+ | +0 [Standard]
  • | 95 | 262 | 144 | +0 [Standard]
  • | 70 | 262 | 252+ | +0 [Custap Lead]
  • | 81 | 261 | 252 | +0 [Standard]
  • | 81 | 261 | 252 | +0 [Standard]
  • | 110 | 260 | 16 | +0 [Rock Polish]
  • | 80 | 259 | 252 | +0 [Standard]
  • | 80 | 259 | 252 | +0 [Standard]
  • | 80 | 259 | 252 | +0 [Choice Specs]
  • | 65 | 251 | 252+ | +0 [Trick'd Choice Scarf]

200 - 249

  • | 75 | 249 | 252 | +0 [Pre-Shift Gear]
  • | 95 | 244 | 72 | +0 [Standard]
  • | 61 | 243 | 252+ | +0 [Choice Scarf]
  • | 71 | 241 | 252 | +0 [Pre-Shell Smash]
  • | 71 | 241 | 252 | +0 [Standard]
  • | 102 | 240 | 0 | +0 [Defensive]
  • | 60 | 240 | 252+ | +0 [Standard]
  • | 70 | 239 | 252 | +0 [Standard]
  • | 100 | 236 | 0 | +0 [Standard]
  • | 100 | 236 | 0 | +0 [Defensive]
  • | 100 | 236 | 0 | +0 [Standard]
  • | 65 | 229 | 252 | +0 [Choice Band]
  • | 65 | 229 | 252 | +0 [Choice Band]
  • | 55 | 229 | 252+ | +0 [Pre-Quick Feet]
  • | 61 | 221 | 252 | +0 [Non-Choice Scarf]
  • | 60 | 219 | 252 | +0 [Mixed / Pre-Shift Gear]
  • | 60 | 219 | 252 | +0 [Choice Specs]
  • | 86 | 219 | 44 | +0 [Defensive]
  • | 50 | 218 | 252+ | +0 [Pre-Shell Smash]
  • | 100 | 218 | 252+ | -1 [V-Create]
  • | 50 | 218 | 252+ | +0 [Pre-Mega Evolving]
  • | 91 | 218 | 0 | +0 [Defensive]
  • | 90 | 216 | 0 | +0 [Defensive]
  • | 55 | 209 | 252 | +0 [Guts]
  • | 86 | 208 | 0 | +0 [Defensive]

150 - 199

  • | 50 | 199 | 252 | +0 [Standard]
  • | 100 | 199 | 252 | -1 [V-Create]
  • | 81 | 198 | 0 | +0 [Defensive]
  • | 80 | 196 | 0 | +0 [Standard]
  • | 77 | 190 | 0 | +0 [Defensive]
  • | 75 | 186 | 0 | +0 [Standard]
  • | 75 | 186 | 0 | +0 [Defensive Defog Support]
  • | 40 | 179 | 252 | +0 [Standard]
  • | 70 | 176 | 0 | +0 [Standard]
  • | 65 | 166 | 0 | +0 [Choice Band]
  • | 60 | 156 | 0 | +0 [Standard]
  • | 60 | 156 | 0 | +0 [Standard]
  • | 60 | 156 | 0 | +0 [Standard]

100 - 149

  • | 50 | 136 | 0 | +0 [Standard]
  • | 50 | 136 | 0 | +0 [Standard]
  • | 50 | 136 | 0 | +0 [Standard]
  • | 48 | 132 | 0 | +0 [Standard]
  • | 47 | 130 | 0 | +0 [Standard]
  • | 50 | 122 | 0- | +0 [Standard]
  • | 60 | 112 | 0- (0 IVs) | +0 [Special]

50 - 99

  • | 30 | 96 | 0 | +0 [Standard]
  • | 30 | 96 | 0 | +0 [Standard]
  • | 35 | 95 | 0- | +0 [Standard]
  • | 50 | 94 | 0- (0 IVs) | +0 [Trick Room]

1 - 49

  • | 20 | 45 | 0 | +0 [Non-Gyro Ball Variant]
  • | 20 | 40 | 0- | +0 [Gyro Ball Variant]

So there ya have it! I hope this is a helpful tool for you guys to use, there's certainly some helpful information on here! Fun fact as well: Bibarel is the fastest Pokemon in the game after one turn. Even more fun? If you Baton Pass to a Choice Scarf Deoxys-Speed, you hit exactly 2268 Speed. Trick Room is ignored after 1809 Speed. So, if you're ever looking for a 100% full-proof work-around for Trick Room teams, go for this strategy!
 

InfernapeTropius11

get on my level
S
TABmons Speed Tiers

key:
pokemon | base speed | actual stat | evs (+ = positive nature, - = negative nature, blank = neutral nature) (special cases of IVs) | boosts [set name (standard = typical set, what to prepare for the most)]

950 - 999

  • | 71 | 964 | 252 | +4 [Shell Smash (Simple)]

900 - 949

  • Empty.

850 - 899

  • Empty.

800 - 849

  • Empty.

750 - 799

  • Empty.

700 - 749

  • | 112 | 710 | 252+ | +2 [Speed Boost]
  • | 110 | 700 | 252+ | +2 [Shell Smash]

650 - 699

  • | 121 | 680 | 252 | +2 [Shell Smash]

600 - 649

  • | 110 | 638 | 252 | +2 [Shell Smash]
  • | 108 | 630 | 252 | +2 [Rock Polish]
  • | 101 | 602 | 252 | +2 [Rock Polish]

550 - 599

  • | 100 | 598 | 252 | +2 [Shift Gear]
  • | 95 | 578 | 252 | +2 [Speed Boost]
  • | 125 | 574 | 252+ | +1 [Choice Scarf]
  • | 80 | 568 | 252+ | +2 [Geomancy]
  • | 90 | 558 | 252 | +2 [Shell Smash]
  • | 88 | 550 | 252 | +2 [Sand Rush Activated / Shift Gear]

500 - 549

  • | 112 | 532 | 252+ | +1 [Speed Boost]
  • | 110 | 525 | 252+ | +1 [Choice Scarf]
  • | 95 | 524 | 144 | +2 [Dragon Dance]
  • | 110 | 520 | 16 | +2 [Rock Polish]
  • | 108 | 519 | 252+ | +1 [Choice Scarf]
  • | 80 | 518 | 252 | +2 [Shell Smash]
  • | 80 | 518 | 252 | +2 [Sand Rush Activated / Shell Smash]
  • | 180 | 504 | 252+ | +0 [Standard]

450 - 499

  • | 102 | 499 | 252+ | +1 [Choice Scarf / Dragon Dance]
  • | 75 | 498 | 252 | +2 [Shift Gear]
  • | 100 | 492 | 252+ | +1 [Choice Scarf]
  • | 98 | 486 | 252+ | +1 [Choice Scarf]
  • | 70 | 478 | 252 | +1 [Shift Gear]
  • | 95 | 475 | 252+ | +1 [Quiver Dance]
  • | 91 | 463 | 252+ | +1 [Choice Scarf]
  • | 65 | 458 | 252 | +2 [Shift Gear]
  • | 102 | 454 | 252 | +1 [Choice Scarf / Dragon Dance]

400 - 449

  • | 100 | 448 | 252 | +1 [Dragon Dance]
  • | 86 | 447 | 252+ | +1 [Choice Scarf]
  • | 86 | 447 | 252+ | +1 [Choice Scarf]
  • | 60 | 438 | 252 | +2 [Shift Gear]
  • | 150 | 438 | 252+ | +0 [Standard]
  • | 150 | 438 | 252+ | +0 [Standard]
  • | 50 | 436 | 252+ | +2 [Shell Smash]
  • | 95 | 433 | 252 | +1 [Choice Scarf]
  • | 95 | 433 | 252 | +1 [Speed Boost]
  • | 81 | 430 | 252+ | +1 [Dragon Dance]
  • | 81 | 430 | 252+ | +1 [Dragon Dance]
  • | 145 | 427 | 252+ | +0 [Standard]
  • | 92 | 424 | 252 | +1 [Dragon Dance]
  • | 77 | 417 | 252+ | +1 [Choice Scarf]

350 - 399

  • | 150 | 399 | 252 | +0 [Standard]
  • | 150 | 399 | 252 | +0 [Standard]
  • | 50 | 398 | 252 | +2 [Shell Smash]
  • | 130 | 394 | 252+ | +0 [Standard]
  • | 95 | 393 | 144 | +1 [Dragon Dance]
  • | 81 | 391 | 252 | +1 [Dragon Dance]
  • | 81 | 391 | 252 | +1 [Dragon Dance]
  • | 126 | 386 | 252+ | +0 [Standard]
  • | 125 | 383 | 252+ | +0 [Standard]
  • | 55 | 382 | 252+ | +1 [Quick Feet Activated]
  • | 71 | 378 | 252+ | +1 [Dragon Dance]
  • | 122 | 377 | 252+ | +0 [Standard]
  • | 65 | 376 | 252+ | +1 [Choice Scarf]
  • | 121 | 375 | 252+ | +0 [Standard]
  • | 120 | 372 | 252+ | +0 [Non-Mega / Pre-Mega Evolution]
  • | 120 | 372 | 252+ | +0 [Pre-Mega Evolution]
  • | 61 | 364 | 252+ | +1 [Choice Scarf]
  • | 115 | 261 | 252+ | +0 [Standard]
  • | 115 | 361 | 252+ | +0 [Standard]
  • | 60 | 360 | 252+ | +1 [Choice Scarf]
  • | 112 | 355 | 252+ | +0 [Standard]
  • | 111 | 353 | 252+ | +0 [Standard]
  • | 126 | 351 | 252 | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]
  • | 110 | 350 | 252+ | +0 [Standard]

300 - 349

  • | 108 | 346 | 252+ | +0 [Standard]
  • | 121 | 340 | 252 | +0 [Pre-Shell Smash]
  • | 120 | 339 | 252 | +0 [Pre-Mega Evolving]
  • | 102 | 333 | 252+ | +0 [Standard]
  • | 101 | 331 | 252+ | +0 [Standard]
  • | 100 | 328 | 252+ | +0 [Standard]
  • | 100 | 328 | 252+ | +0 [Standard]
  • | 98 | 324 | 252+ | +0 [Standard]
  • | 110 | 319 | 252 | +0 [Standard]
  • | 95 | 317 | 252+ | +0 [Choice Band]
  • | 95 | 317 | 252+ | +0 [Quiver Dance]
  • | 108 | 315 | 252 | +0 [Pre-Rock Polish]
  • | 91 | 309 | 252+ | +0 [Offensive]
  • | 90 | 306 | 252+ | +0 [Standard]
  • | 90 | 306 | 252+ | +0 [Standard]
  • | 102 | 303 | 252 | +0 [Pre-Dragon Dance]
  • | 101 | 301 | 252 | +0 [Rock Polish]

250 - 299

  • | 100 | 299 | 252 | +0 [Standard]
  • | 100 | 299 | 252 | +0 [Standard]
  • | 100 | 299 | 252 | +0 [Standard]
  • | 86 | 298 | 252+ | +0 [Trick'd Choice Scarf]
  • | 86 | 298 | 252+ | +0 [Trick'd Choice Scarf]
  • | 95 | 289 | 252 | +0 [Mixed]
  • | 95 | 289 | 252 | +0 [Pre-Speed Boost]
  • | 81 | 287 | 252+ | +0 [Taunt + Dragon Dance Variant]
  • | 81 | 287 | 252+ | +0 [Taunt + Dragon Dance Variant]
  • | 80 | 284 | 252+ | +0 [Standard]
  • | 92 | 283 | 252 | +0 [Standard]
  • | 91 | 281 | 252 | +0 [Choice Band]
  • | 90 | 279 | 252 | +0 [Standard]
  • | 90 | 279 | 252 | +0 [Shell Smash]
  • | 77 | 278 | 252+ | +0 [FastTran]
  • | 88 | 275 | 252 | +0 [Pre-Sand Rush / Pre-Shift Gear]
  • | 71 | 265 | 252+ | +0 [Standard]
  • | 95 | 262 | 144 | +0 [Standard]
  • | 70 | 262 | 252+ | +0 [Custap Lead]
  • | 81 | 261 | 252 | +0 [Standard]
  • | 81 | 261 | 252 | +0 [Standard]
  • | 110 | 260 | 16 | +0 [Rock Polish]
  • | 80 | 259 | 252 | +0 [Standard]
  • | 80 | 259 | 252 | +0 [Standard]
  • | 80 | 259 | 252 | +0 [Choice Specs]
  • | 65 | 251 | 252+ | +0 [Trick'd Choice Scarf]

200 - 249

  • | 75 | 249 | 252 | +0 [Pre-Shift Gear]
  • | 95 | 244 | 72 | +0 [Standard]
  • | 61 | 243 | 252+ | +0 [Choice Scarf]
  • | 71 | 241 | 252 | +0 [Pre-Shell Smash]
  • | 71 | 241 | 252 | +0 [Standard]
  • | 102 | 240 | 0 | +0 [Defensive]
  • | 60 | 240 | 252+ | +0 [Standard]
  • | 70 | 239 | 252 | +0 [Standard]
  • | 100 | 236 | 0 | +0 [Standard]
  • | 100 | 236 | 0 | +0 [Defensive]
  • | 100 | 236 | 0 | +0 [Standard]
  • | 65 | 229 | 252 | +0 [Choice Band]
  • | 65 | 229 | 252 | +0 [Choice Band]
  • | 55 | 229 | 252+ | +0 [Pre-Quick Feet]
  • | 61 | 221 | 252 | +0 [Non-Choice Scarf]
  • | 60 | 219 | 252 | +0 [Mixed / Pre-Shift Gear]
  • | 60 | 219 | 252 | +0 [Choice Specs]
  • | 86 | 219 | 44 | +0 [Defensive]
  • | 50 | 218 | 252+ | +0 [Pre-Shell Smash]
  • | 100 | 218 | 252+ | -1 [V-Create]
  • | 50 | 218 | 252+ | +0 [Pre-Mega Evolving]
  • | 91 | 218 | 0 | +0 [Defensive]
  • | 90 | 216 | 0 | +0 [Defensive]
  • | 55 | 209 | 252 | +0 [Guts]
  • | 86 | 208 | 0 | +0 [Defensive]

150 - 199

  • | 50 | 199 | 252 | +0 [Standard]
  • | 100 | 199 | 252 | -1 [V-Create]
  • | 81 | 198 | 0 | +0 [Defensive]
  • | 80 | 196 | 0 | +0 [Standard]
  • | 77 | 190 | 0 | +0 [Defensive]
  • | 75 | 186 | 0 | +0 [Standard]
  • | 75 | 186 | 0 | +0 [Defensive Defog Support]
  • | 40 | 179 | 252 | +0 [Standard]
  • | 70 | 176 | 0 | +0 [Standard]
  • | 65 | 166 | 0 | +0 [Choice Band]
  • | 60 | 156 | 0 | +0 [Standard]
  • | 60 | 156 | 0 | +0 [Standard]
  • | 60 | 156 | 0 | +0 [Standard]

100 - 149

  • | 50 | 136 | 0 | +0 [Standard]
  • | 50 | 136 | 0 | +0 [Standard]
  • | 50 | 136 | 0 | +0 [Standard]
  • | 48 | 132 | 0 | +0 [Standard]
  • | 47 | 130 | 0 | +0 [Standard]
  • | 50 | 122 | 0- | +0 [Standard]
  • | 60 | 112 | 0- (0 IVs) | +0 [Special]

50 - 99

  • | 30 | 96 | 0 | +0 [Standard]
  • | 30 | 96 | 0 | +0 [Standard]
  • | 35 | 95 | 0- | +0 [Standard]
  • | 50 | 94 | 0- (0 IVs) | +0 [Trick Room]

1 - 49

  • | 20 | 45 | 0 | +0 [Non-Gyro Ball Variant]
  • | 20 | 40 | 0- | +0 [Gyro Ball Variant]

So there ya have it! I hope this is a helpful tool for you guys to use, there's certainly some helpful information on here! Fun fact as well: Bibarel is the fastest Pokemon in the game after one turn. Even more fun? If you Baton Pass to a Choice Scarf Deoxys-Speed, you hit exactly 2268 Speed. Trick Room is ignored after 1809 Speed. So, if you're ever looking for a 100% full-proof work-around for Trick Room teams, go for this strategy!
So many emptys o.o
Bibarel is obviously high tier as well. Thanks for doing this unfixable! RIP Trick Room
Also, I would add 0 IVs for Gyro Ball Ferrothorn. I know you calced with it otherwise it wouldn't be 40 speed, but just to clarify :p and 0 neutral speed Ferrothorn (non Gyro Ball) is actually 76 speed
 
S
TABmons Speed Tiers

key:
pokemon | base speed | actual stat | evs (+ = positive nature, - = negative nature, blank = neutral nature) (special cases of IVs) | boosts [set name (standard = typical set, what to prepare for the most)]

950 - 999

  • | 71 | 964 | 252 | +4 [Shell Smash (Simple)]
This is awesome, but I should note that +4 is a x3 modifier, not x4, so +4 252 Bibarel only hits 723. Although, given that it outpaces the rest of the meta after a speed boost, I see no immediate reason for it to run more than 236 Speed, which would let it outpace +2 Scolipede after a Shell Smash. Or, hell, given that it's gonna be OHKOing the highest 'mons with Extreme Speed, it can run 212 EVs to outspeed +2 252+ Terrakion instead (hitting it with Water Shuriken before it gets to Mach Punch), at the cost of being outsped at +0 by a bunch of shit it doesn't KO without SS anyways.
 
Neutral Slurpuff actually outspeeds after one turn with Geomancy + Unburden putting it at 972, 720 with 0 EVs, though whether anybody actually uses Slurpuff is another story.
 
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This is great! Definitely going to use these. Quick nitpick, I noticed a typo in raikou's speed, it should be 361 not 261.
 
This is me going over what stall-type benefits each type gets out of STABmons relative to Standard.

Fire: There is exactly one "stall" move that is Fire typed; Will O wisp. Worse yet, the only Fire type in the entire game that lacks it is Castform-Sunny, which still doesn't get it in STABmons. Sacred Fire and Mystical Fire are noteworthy, I guess, being rare in access normally with Sacred Fire being a way to fairly reliably Burn through Magic Bounce and Mystical Fire being a way to chip enemies down and lower their offense, but overall Fire is heavily slanted toward "replace Flare Blitz with V-Create, Flamethrower with Searing Shot, and Fire Blast with Blue Flare".

Stall verdict: Nothing.

Water: Clamp and Whirlpool provide trapping/damage that isn't dependent on stats (Though note that Whirlpool is learned by the vast majority of Water types in Standard anyway, with most of the exceptions lacking the stats to run stall-y anyway), Scald provides Burning (Note that only Rotom-Wash and the Water/Ice types did not already have Scald, though this is a noteworthy boon for Rotom-Wash. Alternatively you can run Steam Eruption, but the lack of PP is a problem from a stall perspective), and Aqua Ring provides Baton Passable passive healing that is generally not worth the moveslot. Overall the Water type doesn't benefit hugely from the offensive perspective, either, but the stall end is pretty low.

Stall verdict: Very narrow benefits. (The few Pokemon that appreciate Scald, basically)

Grass: Grass of course has a wonderful array of moves for stall, most obviously Spore being suddenly everywhere. It additionally provides Horn Leech for Physical Grass types, Giga Drain (Only benefits Rotom-Mow and, bizarrely, Pumpkaboo-Super), Cotton Guard, Ingrain (Normally unavailable to a decent number of Pokemon, though it has similar problems to Aqua Ring but throws in an inability to switch), Leech Seed (Normally unavailable to a limited pool of Grass Pokemon -but it includes Amoongus and Cradily), Spiky Shield (A direct upgrade over Protect), and Synthesis. (Which is normally unavailable to a few Grass types, including Ferrothorn and Trevenant)

Stall verdict: OK benefits. Spore is the big big big one, and Spiky Shield obviously goes well with Leech Seed shenanigans/Toxic stall/etc, while everything else is kinda limited because most Grass types have it, don't have use for it, or aren't very good/aren't very good at stall.

Ground: Spikes and Sand Tomb. That's about it. Spikes on Hippowdon is probably cool as an option, anyway.

Stall verdict: Almost nothing, and a lot of Ground types already have what there is. The ones that didn't often aren't Stall-y anyway. Spikes Dugtrio? (I guess you could Arena Trap something overly passive...)

Rock: DIamond Storm is about it. You'd think Stealth Rock, but they all get it, no exceptions. Diamond Storm is also more of a bulky attacker's thing anyway...

Stall verdict: Essentially nil.

Electric: Nuzzle provides a way to Paralyze even Magic Bouncers 100% reliably, Electrify can be used in conjunction with Electric immunity to stall out enemies, Eerie Impulse is a poor man's Parting Shot, Parabolic Charge is (Weak) leeching, and I guess Heliolisk and Zekrom appreciate gaining Discharge? (Note that Heliolisk is not a stallmon and Zekrom is Uber)

Stall verdict: There's... very little. It doesn't help that few Electric types run in the direction of bulky/stally anyway.

Dragon: There are fully evolved Dragons that lack Dragon Tail (The Latis, Kingdra, Noivern, and Altaria), but the Latis are the only stallmon examples. I guess you could also try to use Dragon Breath to Paralyze things, but Dragalge is like the only vaguely Stall-y Dragon that lacks it normally, and honestly people use it for the Adaptability nuke if they use it at all.

Stall verdict: Virtually nil, though the Latis gaining Dragon Tail might be noteworthy.

Ghost: I guess Shadow Force can be used to stall turns? More seriously, there are Ghost types that lack Destiny Bond or Curse, though honestly Destiny Bond tends to be an offensive screw-you...

Stall verdict: Debatable. I'd incline toward "not really anything" personally, but maybe I'm underestimating the value of, I dunno, Curse Doublade or something.

Poison: Well, Poison Fang lets you semi-reliably get Toxic through Magic Bounce, Clear Smog is another way of wiping boosts (A bit of an iffy one in a meta where it's often Shell Smash Extreme Speed. Note that Gengar gets Clear Smog in Standard anyway), Toxic Spikes being spread around is somewhat appreciated (Though honestly it's not a popular hazard regardless), and hey Acid Armor could be cool for helping various Poison types wall. Maybe. Still no recovery though...

Stall verdict: Multiple moves, technically, but it's questionable how much they actually benefit the Pokemon that get them/the stall archetype.

Ice: ... well, Haze and Mist get spread around a bit. Of course, the problem is that most Ice types are bad at stall. But it does benefit Kyurem, so there's that.

Stall verdict: A little bit of help.

Flying: Most Flying types already get Roost, but there are some that appreciate STABmons in this regard... mostly offensively oriented choices mind... but even so. Certainly having Prankster Roost on Thundurus and Tornadus offers potential to stall. There's also the complicated topics of Sky Drop (Turn stalling), Oblivion Wing (Leech, but overall probably best for bulky attackers), and Feather Dance. (Kind of a lame move, but might have niche use) Lastly, there's Defog, which has a fair number of Flying types that normally lack it, including providing non-Murkrow Prankster Defog. (Which is kind of nice, I guess, though not so much for stall teams)

Stall verdict: A bit scattered, but a decent amount of help where it occurs.

Fighting: Circle Throw on anything you like, Counter on the few Fighting types that don't already get it, Drain Punch anything you like... in a Doubles or Triples version of STABmons you'd also have Mat Block and Quick Guard on any Fighting type you'd like, though alas that's not a ladder yet. :( Overall the big one is Circle Throw being much less restricted in access though.

Stall verdict: Forced-switching for everyone! Otherwise kinda eh, badly overshadowed by the huge offensive gains.

Psychic: Mirror Coat on anything, Stored Power on anything as a wally win condition, Cosmic Power on anything (Making Stored Power a viable stall win condition), Amnesia and Barrier on anything if you think Cosmic Power is for peasants, Guard Split and Heart Swap for stealing defensive advantages for your own (And removing offensive boosts with Heart Swap), Lunar Dance as an emergency thing (Though it's really more a Hyper Offense move), Magic Coat on anything, Power Split for having walls cripple attackers, Psycho Shift on anything... I'd note Reflect and Light Screen, but the list of Psychic types that don't learn them both is very small, with the main notable exception being Wobuffet. (Also the Slows lack Reflect but have Light Screen. OK) There's also Future Sight, technically, but I've never see/heard of anyone using it because Doom Desire substantially outclasses it.

Stall verdict: Quite a lot, actually!

Bug: Defend Order on anything! Heal Order on anything! Infestation on anything! Powder on Forretress! Honestly, the biggest flaw with STABmons Bugs is the Pokemon themselves...

Stall verdict: HEALING ON DEMAND THANK YOU. And other good tools. Problem is, Bugs are mostly bad at the job -but the few exceptions appreciate the help!

Fairy: Draining Kiss on Specially competent walls (So Mr. Mime, Togekiss, Clefable, and maybe Wigglytuff -and note that Togekiss has the superior Oblivion Wing), Moonlight as healing for myriad Fairies (Albeit low PP, weather-affected healing), and... I guess there's Misty Terrain and Baby-Doll Eyes/Charm?

Stall verdict: Well, there's on-demand healing anyway. Not good healing, and the best Fairy wall has better/already has it anyway, but even so...

Dark: Foul Play on... a few offensive Dark types. Dark Void on anything! Knock Off on a couple of stall choices! (Mostly Umbreon) Parting Shot on anything! Taunt on a limited pool of offensive mons! And Topsy-Turvy on anything!

Stall verdict: I'd say "surprisingly little", except everyone knows Sableye is a fantastic abuser of the biggest three here -Parting Shot, Topsy-Turvy, and Dark Void. Other than Sableye though, surprisingly little.

Steel: Doom Desire, King's Shield, and of course Metal Burst. Nifty. Not much else, mind...

Stall verdict: Quite nice actually.

Normal: OK, I'm not going to cover this specifically in detail, because it can be summarized as "basically everything", and frankly the real problem is that Normal provides such amazing offense options that it shifts pretty much anything that isn't, like, Chansey more in the direction of offense just by being Normal. You can add Recover to random Normal bulky choices like Snorlax, but you can also have it Belly Drum Extreme Speed and laugh at Stallax.

Stall verdict: Complicated, but overall more offense than stall.


In summary: Normal, Psychic, and Steel are the only types to provide broad and substantial improvements to the stalliness of their members (Also Bug, but it's hampered by its members being mostly terrible/terrible at stall), with several types providing little or no benefit to the stall end of things for their members. Furthermore, Steel and Normal provide huge offensive benefits to their members that can overshadow the stall benefits. This isn't even explicitly addressing things like how V-Create can generally be considered a nearly free 50% increase in damage to Physical Fire types.

The meta fundamentally improves offense substantially for most types (Dragon is a notable exception) while offering very little to stall, in short.
 

InfernapeTropius11

get on my level
This is me going over what stall-type benefits each type gets out of STABmons relative to Standard.

Fire: There is exactly one "stall" move that is Fire typed; Will O wisp. Worse yet, the only Fire type in the entire game that lacks it is Castform-Sunny, which still doesn't get it in STABmons. Sacred Fire and Mystical Fire are noteworthy, I guess, being rare in access normally with Sacred Fire being a way to fairly reliably Burn through Magic Bounce and Mystical Fire being a way to chip enemies down and lower their offense, but overall Fire is heavily slanted toward "replace Flare Blitz with V-Create, Flamethrower with Searing Shot, and Fire Blast with Blue Flare".

Stall verdict: Nothing.

Water: Clamp and Whirlpool provide trapping/damage that isn't dependent on stats (Though note that Whirlpool is learned by the vast majority of Water types in Standard anyway, with most of the exceptions lacking the stats to run stall-y anyway), Scald provides Burning (Note that only Rotom-Wash and the Water/Ice types did not already have Scald, though this is a noteworthy boon for Rotom-Wash. Alternatively you can run Steam Eruption, but the lack of PP is a problem from a stall perspective), and Aqua Ring provides Baton Passable passive healing that is generally not worth the moveslot. Overall the Water type doesn't benefit hugely from the offensive perspective, either, but the stall end is pretty low.

Stall verdict: Very narrow benefits. (The few Pokemon that appreciate Scald, basically)

Grass: Grass of course has a wonderful array of moves for stall, most obviously Spore being suddenly everywhere. It additionally provides Horn Leech for Physical Grass types, Giga Drain (Only benefits Rotom-Mow and, bizarrely, Pumpkaboo-Super), Cotton Guard, Ingrain (Normally unavailable to a decent number of Pokemon, though it has similar problems to Aqua Ring but throws in an inability to switch), Leech Seed (Normally unavailable to a limited pool of Grass Pokemon -but it includes Amoongus and Cradily), Spiky Shield (A direct upgrade over Protect), and Synthesis. (Which is normally unavailable to a few Grass types, including Ferrothorn and Trevenant)

Stall verdict: OK benefits. Spore is the big big big one, and Spiky Shield obviously goes well with Leech Seed shenanigans/Toxic stall/etc, while everything else is kinda limited because most Grass types have it, don't have use for it, or aren't very good/aren't very good at stall.

Ground: Spikes and Sand Tomb. That's about it. Spikes on Hippowdon is probably cool as an option, anyway.

Stall verdict: Almost nothing, and a lot of Ground types already have what there is. The ones that didn't often aren't Stall-y anyway. Spikes Dugtrio? (I guess you could Arena Trap something overly passive...)

Rock: DIamond Storm is about it. You'd think Stealth Rock, but they all get it, no exceptions. Diamond Storm is also more of a bulky attacker's thing anyway...

Stall verdict: Essentially nil.

Electric: Nuzzle provides a way to Paralyze even Magic Bouncers 100% reliably, Electrify can be used in conjunction with Electric immunity to stall out enemies, Eerie Impulse is a poor man's Parting Shot, Parabolic Charge is (Weak) leeching, and I guess Heliolisk and Zekrom appreciate gaining Discharge? (Note that Heliolisk is not a stallmon and Zekrom is Uber)

Stall verdict: There's... very little. It doesn't help that few Electric types run in the direction of bulky/stally anyway.

Dragon: There are fully evolved Dragons that lack Dragon Tail (The Latis, Kingdra, Noivern, and Altaria), but the Latis are the only stallmon examples. I guess you could also try to use Dragon Breath to Paralyze things, but Dragalge is like the only vaguely Stall-y Dragon that lacks it normally, and honestly people use it for the Adaptability nuke if they use it at all.

Stall verdict: Virtually nil, though the Latis gaining Dragon Tail might be noteworthy.

Ghost: I guess Shadow Force can be used to stall turns? More seriously, there are Ghost types that lack Destiny Bond or Curse, though honestly Destiny Bond tends to be an offensive screw-you...

Stall verdict: Debatable. I'd incline toward "not really anything" personally, but maybe I'm underestimating the value of, I dunno, Curse Doublade or something.

Poison: Well, Poison Fang lets you semi-reliably get Toxic through Magic Bounce, Clear Smog is another way of wiping boosts (A bit of an iffy one in a meta where it's often Shell Smash Extreme Speed. Note that Gengar gets Clear Smog in Standard anyway), Toxic Spikes being spread around is somewhat appreciated (Though honestly it's not a popular hazard regardless), and hey Acid Armor could be cool for helping various Poison types wall. Maybe. Still no recovery though...

Stall verdict: Multiple moves, technically, but it's questionable how much they actually benefit the Pokemon that get them/the stall archetype.

Ice: ... well, Haze and Mist get spread around a bit. Of course, the problem is that most Ice types are bad at stall. But it does benefit Kyurem, so there's that.

Stall verdict: A little bit of help.

Flying: Most Flying types already get Roost, but there are some that appreciate STABmons in this regard... mostly offensively oriented choices mind... but even so. Certainly having Prankster Roost on Thundurus and Tornadus offers potential to stall. There's also the complicated topics of Sky Drop (Turn stalling), Oblivion Wing (Leech, but overall probably best for bulky attackers), and Feather Dance. (Kind of a lame move, but might have niche use) Lastly, there's Defog, which has a fair number of Flying types that normally lack it, including providing non-Murkrow Prankster Defog. (Which is kind of nice, I guess, though not so much for stall teams)

Stall verdict: A bit scattered, but a decent amount of help where it occurs.

Fighting: Circle Throw on anything you like, Counter on the few Fighting types that don't already get it, Drain Punch anything you like... in a Doubles or Triples version of STABmons you'd also have Mat Block and Quick Guard on any Fighting type you'd like, though alas that's not a ladder yet. :( Overall the big one is Circle Throw being much less restricted in access though.

Stall verdict: Forced-switching for everyone! Otherwise kinda eh, badly overshadowed by the huge offensive gains.

Psychic: Mirror Coat on anything, Stored Power on anything as a wally win condition, Cosmic Power on anything (Making Stored Power a viable stall win condition), Amnesia and Barrier on anything if you think Cosmic Power is for peasants, Guard Split and Heart Swap for stealing defensive advantages for your own (And removing offensive boosts with Heart Swap), Lunar Dance as an emergency thing (Though it's really more a Hyper Offense move), Magic Coat on anything, Power Split for having walls cripple attackers, Psycho Shift on anything... I'd note Reflect and Light Screen, but the list of Psychic types that don't learn them both is very small, with the main notable exception being Wobuffet. (Also the Slows lack Reflect but have Light Screen. OK) There's also Future Sight, technically, but I've never see/heard of anyone using it because Doom Desire substantially outclasses it.

Stall verdict: Quite a lot, actually!

Bug: Defend Order on anything! Heal Order on anything! Infestation on anything! Powder on Forretress! Honestly, the biggest flaw with STABmons Bugs is the Pokemon themselves...

Stall verdict: HEALING ON DEMAND THANK YOU. And other good tools. Problem is, Bugs are mostly bad at the job -but the few exceptions appreciate the help!

Fairy: Draining Kiss on Specially competent walls (So Mr. Mime, Togekiss, Clefable, and maybe Wigglytuff -and note that Togekiss has the superior Oblivion Wing), Moonlight as healing for myriad Fairies (Albeit low PP, weather-affected healing), and... I guess there's Misty Terrain and Baby-Doll Eyes/Charm?

Stall verdict: Well, there's on-demand healing anyway. Not good healing, and the best Fairy wall has better/already has it anyway, but even so...

Dark: Foul Play on... a few offensive Dark types. Dark Void on anything! Knock Off on a couple of stall choices! (Mostly Umbreon) Parting Shot on anything! Taunt on a limited pool of offensive mons! And Topsy-Turvy on anything!

Stall verdict: I'd say "surprisingly little", except everyone knows Sableye is a fantastic abuser of the biggest three here -Parting Shot, Topsy-Turvy, and Dark Void. Other than Sableye though, surprisingly little.

Steel: Doom Desire, King's Shield, and of course Metal Burst. Nifty. Not much else, mind...

Stall verdict: Quite nice actually.

Normal: OK, I'm not going to cover this specifically in detail, because it can be summarized as "basically everything", and frankly the real problem is that Normal provides such amazing offense options that it shifts pretty much anything that isn't, like, Chansey more in the direction of offense just by being Normal. You can add Recover to random Normal bulky choices like Snorlax, but you can also have it Belly Drum Extreme Speed and laugh at Stallax.

Stall verdict: Complicated, but overall more offense than stall.


In summary: Normal, Psychic, and Steel are the only types to provide broad and substantial improvements to the stalliness of their members (Also Bug, but it's hampered by its members being mostly terrible/terrible at stall), with several types providing little or no benefit to the stall end of things for their members. Furthermore, Steel and Normal provide huge offensive benefits to their members that can overshadow the stall benefits. This isn't even explicitly addressing things like how V-Create can generally be considered a nearly free 50% increase in damage to Physical Fire types.

The meta fundamentally improves offense substantially for most types (Dragon is a notable exception) while offering very little to stall, in short.
Nice post! Just a nitpick, I'm pretty sure Steam Eruption is unreleased, so you don't need to mention it for Water.
 
Well, I've really liked STABmons in the past and I made this weird set that I didn't expect to work but it turned out to be really stally. I'm not a stall player at all so I was completely surprised, but it definitely can cause trouble to teams without Taunt.


Keynote (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Charm
- Moonlight
- Calm Mind
- Draining Kiss

Klefk gains two crucial moves in making him a stallmaster, Charm and Moonlight. Being a Prankster poke, recovery is an amazing utility for stall. Prankster Calm Mind allows him to set up special defenses quickly and boosts his STAB leech move at the same time. This almost guarantees your opponent will switch into a physical attacker, which you can either predict into Charm, or just let them switch in and proceed with Prankster Charm, halving their physical attack before they can touch you. Obviously Taunt shuts this down pretty quickly, but +1 priority with the combination of these moves an typing is really amazing. He also doesn't really lose to things that outpriority it, like Gale Wings and Espeed users because of his Steel typing. It's rather niche but honestly gives many teams a load of trouble. Warning: battles may last much longer than you anticipate if you use this set
 
with that said, i will now say "yanma is banned in stabmons nu". in every game ive had where i was clearly losing, it was able to turn the situation on my favor with ease. it has oblivion wing, speed boost, AND tail glow in its arsenal and its counter is limited to rotom fan.
+3 252+ SpA Yanma Ancient Power vs. 252 HP / 252+ SpD Rotom-F: 170-202 (55.9 - 66.4%) -- guaranteed 2HKO after Leftovers recovery
not if it's running ancient power
 
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