Stall-breakers

Actually, Boah isn't what you should be scared of. What you should be is a Mixed Life Orb Tyranitar. Stone Edge for all those Cresselias and Blisseys. You can Ice Beam the Hippowdons, Gliscors and even Garchomp switch ins. Then there's Flamethrower to deal with Skarmory, Forretress and Tangrowth. Your last move can be generally Crunch or Earthquake, but yeah, most teams will have trouble switching into that!
 
I use a Lucario for its SS immunity and its ToxicS immunity, pretty much the same reasons as Danyul.

Rash/ Expert Belt
96 HP/ 4 ATK/ 4 DEF/ 152 SP.ATK/ 252 Speed

HP Ice 70
Shadow Ball
Close Combat
Metal Sound

Close Combat vs Bold 252/252 Bliss: Damage: 86.41% - 101.68%
Close Combat vs 4/0 Heatran: Damage: 100.31% - 117.90% (Just thought I'd mention since Lucario outspeeds any non Scarf versions of Heatran)

Shadow Ball vs Calm 252/252 Cress: Damage: 27.03% - 31.76%
Shadow Ball vs Calm 252/252 Cress after Metal Sound: Damage: 53.15% - 62.39%

HP Ice vs Impish 252/0 Hippo: Damage: 53.81% - 63.33%

Close combat will OHKO Blissey with SR down, and Shadow Ball will 2hko a Calm 252/252 Cresselia after a metal sound. Those 2 provide coverage and HP Ice is good for Hippo and Glisor.

The only thing this set cant handle is Skarm, it would need Aura Sphere, and Spiritomb. I was thinking about calm mind but Metal Sound is quicker and can force switches with helps with SR damage.

On shoddy i switched this into a Sceptile and HP Iced it, the must have thought it was HP Fire or something because they switched in Garchomp. I KO'd that and when Bliss came in I CC'd. Its pretty effective.

Any thoughts?
 
First of all, damn you, I was going to make such a topic yesterday! :)
Me? I use a a Mix LO Garchomp. NO, not ChainChomp. XD Well, it just has a change in EVs:
136 Attack, 252 Sp.Attack, 120 speed. Mild nature.
I've calced the damage for most walls. I've copy pasted from a word doc. :
Damage Calcs for StallChomper
Leftovers is on every pokemon, SS is in condition.
SKARMORY
Fire Blast
252 Def 252 HP, Neutral nature : 108.98% - 128.14%
After Draco Meteor: 55.09% - 64.97%
So, as you can see, Skarmory is a popular switch into this, but it gets 1HKOed if I didn't unleash Draco Meteor yet, and 2HKOed even if I did.
FORRETRESS
Fire Blast
252 HP 252 Def, Neutral nature: 231.64% - 272.60%
After Draco Meteor: 116.95% - 137.85%
Another physical wall, but this one has absolutely no chance to do anything, as it is 1HKOed even if I did unleash Draco Meteor on something else already.
WEEZING
Fire Blast
252 Def, HP, Neutral nature: 54.49% - 64.07%
After Draco Meteor: 27.54% - 32.34%
Draco Meteor
252 Def, HP, Neutral nature: 95.21% - 111.98%
After Draco Meteor: 48.20% - 56.59%
As you can see, Weezing just loses. I'd recommend just Fire Blasting him, though. Still 2HKOes, no sp.attack drop.
HIPPOWDON
Fire Blast
252 Def, HP, Neutral nature: 42.38% - 49.76%
After DM: 21.43% - 25.24%
Draco Meteor
252 Def, HP, Neutral Nature: 74.05% - 87.14%
After DM: 37.38% - 44.05%
Well, Fire Blast 3HKOes, but go for Draco Meteor. It takes a nice big slice of HP from the hippo, and a second hit will still KO it even if it gets 2 consecutive minimum damage. If it lacks Ice Fang (lol), gg hippo.
BRONZONG
Fire Blast
252 Sp.Def, HP, Positive nature (lol): 52.66% - 62.13%
After DM: 26.92% - 31.66%
I won't go into DM. Well, this unlikely spread is 2HKOed anyways.
DONPHAN
Fire Blast
252 Def, HP, Neutral nature: 53.39% - 62.76%
After DM: 27.08% - 31.77%
Draco Meteor:
252 HP, Def, Neutral nature: 93.23% - 109.64%
After DM: 47.14% - 55.47%
Moral: Hippowdon stalls better. Anyways, just Fire Blast it. 2HKO, blablabla.
BLISSEY
Earthquake
252 HP, Def , Positive nature: 50.00% - 58.82%
After a Swords Dance: 99.44% - 116.95%
It's not escaping the wrath of Garchomp either. Also, versions that don't run as much Def just stand no chance at all (Obi's Blissey).
DUSKNOIR
Earthquake
252 Def, HP, Positive nature (lol?): 39.80% - 46.60%
SD'd up: 78.23% - 92.18%
Well, meh. I'll try to SD up before meeting the ghoul.
SPIRITOMB
Earthquake
252 Def, HP, Positive nature (sigh): 44.74% - 52.63%
SD: 88.49% - 103.95%
Generally, one SD ensures destruction. And these spreads are very weird.
SWAMPERT
Earthquake
252 HP, Def, Positve nature: 37.87% - 44.80%
SD up: 75.25% - 88.37%
Draco Meteor
Set: 64.36% - 75.50%
Second DM: 32.43% - 38.37%
SD EQs hurt him like hell, and so does DM. He won't recover from this, without RestTalk.
TANGROWTH
Fire Blast
252 HP, Def, Neutral nature: 116.34% - 136.63%
After DM: 58.66% - 69.06%
Tangrowth could wall the Earthquakes, but it is dying to Fire Blast.
VENUSAUR
Fire Blast
252 HP, Sp.Def, Positive nature: 54.12% - 63.74%
After DM: 27.75% - 32.69%
No, not Venusaur.
TENTACRUEL
252 HP, Sp.Def, Neutral nature: 153.85% - 181.04%
I won't bother with SD (lol). This is important, as he usually is numero uno toxispiker on stall teams.
TOGEKISS
Fire Blast
252 HP, Sp.Def, Positive nature (again, lol): 24.06% - 28.34%
Draco Meteor
Set: 41.98% - 49.20%
Blargh. Well, it's not exactly doing much to me either, soo... meh.
CELEBI
Fire Blast
252 HP, Sp.Def, Positive nature: 48.76% - 57.43%
No, can't wall me either.
CRADILY
Earthquake
252 HP, Sp.Def, Neutral (mostly used as a special wall): 53.99% - 63.56%
Well, not really walling, plus I can use the turns it gives me to SD up.
SLOWBRO
Earthquake
252 HP, Def, Positive nature: 34.26% - 40.10%
SD time: 67.51% - 79.44%
Draco Meteor
Set: 72.59% - 85.28%
2nd tine: 36.80% - 43.15%
Draco Meteor kills it, SD EQ mauls it.
SUICINE
Earthquake
252 HP, Def, Positive nature: 32.43% - 38.12%
SD time: 63.86% - 75.00%
Draco Meteor
Set: 52.23% - 61.63%
2nd time: 26.49% - 31.19%
Well, it gives me trouble, but it will come out terribly mauled. CM versions with no Ice Beam die. SDed, once again, destroys it.
SHAYMIN
Fire Blast
252 HP, Sp.Def, Positive nature (?): 48.76% - 57.43%
Celebi, but worse, and even rarer that it carries such a spread.
SHUCKLE
Earthquake
252 HP, Def (?), Positive nature: 31.97% - 37.70%
SD time: 62.70% - 73.77%
I just added this for completeness. As one can see, even Shuckle falls to SD.
STARMIE
Earthquake
252 HP, Def, Positive nature (lol wut?): 49.07% - 57.72%
Umm... OK. Even this is 2HKOed, it can 1-2HKO with SD.
REGIROCK
Earthquake
252 HP, Def, Positive nature: 47.80% - 56.32%
Well, it's not walling me, and rarely does such a set appear.
REGISTEEL
Earthquake
252 HP, Def, Positive nature: 59.34% - 70.05%
2HKO, nothing to see here, move on...
REGICE
Earthquake
252 HP, Def, Pos. nature: 39.29% - 46.43%
Woah... 'K. However, the same set:
Fire Blast: 41.21% - 48.35%
SD'd up: 77.75% - 91.48%
Weird, but few run this set, and switching in Regice on Garchomp is a weird idea, STAB Ice Beam or not. SD mauls it, but it mauls everything.
STEELIX
Earthquake
252 Defence, HP, Pos. nature: 49.15% - 57.91%
Again, 2HKO, it's only Roaring me at most.
MAMOSWINE
Fire Blast
252 HP, Neu. nature: 96.70% - 113.68%
JIRACHI
Earthquake
252 HP, Def, Pos. nature: 71.04% - 83.42%
No, no, and no.
LUDICOLO
Draco Meteor
252 HP, Sp.Def, Positive nature: 47.25% - 55.49%
Earthquake
Set: 36.26% - 42.86%
SD: 72.25% - 84.89%
Ludicolo gives me trouble, unless I have an SD up.
VAPOREON
Earthquake
252 HP, Def, Pos. nature: 42.03% - 49.35%
SD: 83.19% - 97.84%
Draco Meteor
Set: 53.45% - 62.93%
SD up before tackling Vappy.
MILOTIC
Earthquake
252 Sp.Def, HP, Neutral nature: 60.91% - 71.83%
Neext.
EMPOLEON
Earthquake
252 HP, Sp.Def, Neutral nature: 118.28% - 139.25%
lol.
I've made comments after every pokemon. As you can see, the majority is 2HKOed. It does have problems ith the offense part of pokemon, but Tyranitar, Metagross and the like still run from him.
If the damage calcs are long, sorry.
 
Plenty of these will easily kill Garchomp if he decides to stay in after a Swords Dance and attack.. don't forogt the 10% reduction from Life orb that gives ice beams from pokemon with less than 266 in sp.atk a 1HKO anyway. It's still a nice idea tho, and I can see how useful it may be.
 
In UU, I use this:

Crawdaunt @ Choice Band
Adamant
252 ATK 252 SPD 6 HP

Crunch
Waterfall
Superpower
Return/Aerial Ace/Rock Slide/X scissor

You get 558 attack with the choice band. Thats pretty crazy for UU. Crunch and Waterfall one or two hit KO anything out there, and always OHKOs if it's super effective. The speed is to outrun some slower walls, so you can hit em twice. Superpower for steels. The last slot is your choice: Aerial ace hits the Hitmons and primape hard when they switch into you. Return does OK damage, Rock Slide hits flyers hard, and X scissor gets grass.

Kingler can do this too, but he has no superpower or crunch -_-


Uxie can also break up a stall fast:

Uxie @ Leftovers
Relaxed
252 HP 252 DEF 6 Sp DEF

Yawn
Stealth Rock
U-Turn
Extrasensory

Extrasensory has 30 PP and may cause a flinch. Awesome. Yawn and Stealth rock break up stalls fast, and U turn helps you get a fragile pokemon in, or hit them while you get outta there.

Uxie is also almost as tough as Cressila. This thing lasts forever.
 

Stallion

Tree Young
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Actually, Boah isn't what you should be scared of. What you should be is a Mixed Life Orb Tyranitar. Stone Edge for all those Cresselias and Blisseys. You can Ice Beam the Hippowdons, Gliscors and even Garchomp switch ins. Then there's Flamethrower to deal with Skarmory, Forretress and Tangrowth. Your last move can be generally Crunch or Earthquake, but yeah, most teams will have trouble switching into that!
Its funny that you mentioned that, because on my last offensive team I ran a Mixtar with Fire Blast/Ice Beam/Stone Edge/Crunch @ Life Orb, and it rips the opposing team to shreds. Much like MixMence, with proper prediction this thing tears stall teams apart.
 
Its funny that you mentioned that, because on my last offensive team I ran a Mixtar with Fire Blast/Ice Beam/Stone Edge/Crunch @ Life Orb, and it rips the opposing team to shreds. Much like MixMence, with proper prediction this thing tears stall teams apart.
What nature did you use?
 
I use a Lucario for its SS immunity and its ToxicS immunity, pretty much the same reasons as Danyul.

Rash/ Expert Belt
96 HP/ 4 ATK/ 4 DEF/ 152 SP.ATK/ 252 Speed

HP Ice 70
Shadow Ball
Close Combat
Metal Sound

Close Combat vs Bold 252/252 Bliss: Damage: 86.41% - 101.68%
Close Combat vs 4/0 Heatran: Damage: 100.31% - 117.90% (Just thought I'd mention since Lucario outspeeds any non Scarf versions of Heatran)

Shadow Ball vs Calm 252/252 Cress: Damage: 27.03% - 31.76%
Shadow Ball vs Calm 252/252 Cress after Metal Sound: Damage: 53.15% - 62.39%

HP Ice vs Impish 252/0 Hippo: Damage: 53.81% - 63.33%

Close combat will OHKO Blissey with SR down, and Shadow Ball will 2hko a Calm 252/252 Cresselia after a metal sound. Those 2 provide coverage and HP Ice is good for Hippo and Glisor.

The only thing this set cant handle is Skarm, it would need Aura Sphere, and Spiritomb. I was thinking about calm mind but Metal Sound is quicker and can force switches with helps with SR damage.

On shoddy i switched this into a Sceptile and HP Iced it, the must have thought it was HP Fire or something because they switched in Garchomp. I KO'd that and when Bliss came in I CC'd. Its pretty effective.

Any thoughts?
just thinking if Aura Sphere would be better over Metal Sound. Most Cress aren't Calm with 252/252.

Shadow Ball vs Bold Cress 252/0: Damage: 35.59% - 41.89%

3HKO unfortunatly but

Aura Sphere vs Impish Skarmory 252/0: Damage: 55.39% - 65.27%

plus it helps trick the opponent since I could switch into bliss and use Aura Sphere and they would think its a Specario. Then I can CC or see what they switch in...
 

eric the espeon

maybe I just misunderstood
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magnezone@leftovers
100hp/252sp.attck/156sp.deffence
charge beam
HP ice/water/grass
mag rise
sub
+chomp/mence.
this zone is able two beat bronzong unles it swiches in on an EQ or trick room folowed by EQ it sets up eneugh charge beams too 1ko/2ko almost any pokemon exept blissy. and a stall team without a steel type dies to mixmence or CBoutragechomp.
 
I use a Lucario for its SS immunity and its ToxicS immunity, pretty much the same reasons as Danyul.

Rash/ Expert Belt
96 HP/ 4 ATK/ 4 DEF/ 152 SP.ATK/ 252 Speed

HP Ice 70
Shadow Ball
Close Combat
Metal Sound

Close Combat vs Bold 252/252 Bliss: Damage: 86.41% - 101.68%
Close Combat vs 4/0 Heatran: Damage: 100.31% - 117.90% (Just thought I'd mention since Lucario outspeeds any non Scarf versions of Heatran)

Shadow Ball vs Calm 252/252 Cress: Damage: 27.03% - 31.76%
Shadow Ball vs Calm 252/252 Cress after Metal Sound: Damage: 53.15% - 62.39%

HP Ice vs Impish 252/0 Hippo: Damage: 53.81% - 63.33%

Close combat will OHKO Blissey with SR down, and Shadow Ball will 2hko a Calm 252/252 Cresselia after a metal sound. Those 2 provide coverage and HP Ice is good for Hippo and Glisor.

The only thing this set cant handle is Skarm, it would need Aura Sphere, and Spiritomb. I was thinking about calm mind but Metal Sound is quicker and can force switches with helps with SR damage.

On shoddy i switched this into a Sceptile and HP Iced it, the must have thought it was HP Fire or something because they switched in Garchomp. I KO'd that and when Bliss came in I CC'd. Its pretty effective.

Any thoughts?

I prefer:

Lucario @ Life Orb
Adamant
6 HP / 252 Atk / 252 Spd
-Extremespeed
-Swords Dance
-Close Combat
-Crunch

After one Swords Dance, Crunch does 64%-75% to 252/252 Bold Cresselia. Close Combat does 35.81% - 42.12% to the same Cresselia. Extremespeed does 31.98% - 37.61%. Basically, Cress is 2HKOd after a Swords Dance, and that's assuming the most physically defensive spread possible.

Hippowden takes 76.43% - 90.00% from a SD CC, so any residual damage or spikes = dead hippo.

Extremespeed is awesome against non-stall teams, too. After a Swords Dance, Lucario has an Attack Tier of 118 (pardon the tiers, but I'm not sure how to express this any other way), which means he has a:

Guaranteed OHKO on everything with 0/0 Scyther's defenses or weaker
Guaranteed 2HKO on everything with 252/252 neutral nature Drapion's defenses or weaker
Guaranteed 2HKO on everything with 252/252 Bold Milotic's defenses or weaker
Average OHKO on everything with 0/0 Ampharos's defenses or weaker.

And something that has come up more times than I can remember:

OHKOs Dugtrio!

EDIT: This set was actually based off of Jibaku's Quick Attack/Brick Break/Swords Dance/X-Scissor Scizor.
 
Would I be too obvious if I said mixed Infernape?

Really, anything mixed that has decent attacking stats has the potential break walls effectively. I myself like mixed Arcanine.


Arcanine @ Life Orb
Ability: Flash Fire (Naive)
252 Spd / 128 Att / 128 SpAtt (lazy, I know, but they work)
- Howl
- Hidden Power [Grass] / Solarbeam / Hidden Power [Ice] / Dragon Pulse
- Flare Blitz
- Crunch / Extremespeed

Howl is because Arcanine doesn't have Swords Dance. However, it still works fairly well.

The second slot is to hit things resisting Fire. Hidden Power Grass or Solarbeam (for Sunny Day teams) hit water and ground types hard, while HP Ice gets the latter as well as Dragons. Dragon Pulse is purely for Dragons, so I wouldn't recommend it, but it's an option. My recommendation is either HP Grass or Solarbeam, because it hits Swampert and Rhyperior the hardest.

The third is for Physical STAB.

The last slot is your choice. Crunch is an option for Dusknoir and Cresselia that doesn't kill yourself with recoil, while Extremespeed hits faster Pokemon that would otherwise cause Arcanine to switch.

Here are some quick calculations:

Flare Blitz, +1 Attack:

Against Impish Max Def / HP Skarmory: 100%

Against Bold Max Def / HP Cresselia: 66.67% - 78.38%
Against same Cresselia in Sun: 100.00% - 117.57%

Against Impish Max Def / HP Dusknoir: 92.52% - 108.84%
Against same Dusknoir in Sun: 138.78% - 163.61%

Against Bold Max Def / HP Weezing: 88.62% - 104.19%
Against same Weezing in Sun: 132.93% - 156.29%

Against Impish Max Def / HP Tangrowth: 100%

As you can see, just about everything Flare Blitz hits neutral will hurt, especially after a Howl, especially after Flash Fire boost, especially in the sun.


Hidden Power Grass:

Against Impish Max HP / Min SpDef Swampert: 81.93% - 96.53%

Against Impish Max HP / Min SpDef Rhyperior: 111.98% - 131.80%
Against same Rhyperior in Sandstorm: (metalkid calculator doesn't say)
Against Impish Max HP / Min SpDef Donphan: 59.38% - 69.79%

Against Impish Max HP / Min SpDef Hippowdon: 47.14% - 55.48%

HP Grass 2HKOs almost all Ground and Rock types. Too bad it hardly scratches bulky Waters.

Uh, that's all I've got at the moment.
 
If not for sandstorm of hail. Shedinja with a sub passed makes a lot of walls uncomfy. Cresselia and blissey, also dusknoir if shedy already has a swdance and sub passed whilst holding sash.
 
You could just say what his actual attack stat would be.
Saying that his attack stat would be 700 doesn't tell you anything; saying his attack tier is 118 tells you that he can OHKO everything with a defense tier of 114.5 or less.
 

Colonel M

I COULD BE BORED!
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I actually love the idea of LOTar (Life Orb) Tyranitar, and I've considered it into my team to beat the shit out of people. Though I've chosen Stone Edge / Crunch / Fire Blast / Ice Beam. Lonely Nature as well. I don't have anyone passing Speed Boosts though, so I'm a bit nervous on how it can work in theory when a Revenge-Killer comes in, but meh.

I've actually attempted to make a MixGross, but that's up to dictate on how good it actually is.
 
Saying that his attack stat would be 700 doesn't tell you anything; saying his attack tier is 118 tells you that he can OHKO everything with a defense tier of 114.5 or less.
Woah, attack tiers :-p Awesome.

But yeah, the attack stat alone doesn't tell you much. Saying that Miltank has an attack of 284 and that Weavile has an attack of 372 makes it seem like Weavile will do a lot more damage than Miltank.

However, Miltank's Attack tier with Return is 107.80, while Weavile's attack tier with Ice Punch is 107.40, making Miltank's Return actually stronger than Weavile's Ice Punch. I won't go through with damage calculations, but I did check this a while back and trust me, it works out.
 
first of all, I am really terrible with calcs, so I won't be posting any. sorry. but for my two bits, I suggest..
Regirock @ Leftovers
Sassy, 252 Hp / 252 SDef / 6 Def
-Curse
-Stone Edge
-Earthquake
-Rest

this team is an excellent stall breaker, because a lot of stallers will use hippo or even ttar in your team. (for that matter, you could use either of these and set him up.) before SS, his main stats are an amazing 437 def and 328 sdef. I'm not sure on how to calc the boosted sdef bonus in SS, but I know it's obscene. I switch this guy in on Blissey/Cresselia and start cursing. On a stall team, this guy is a major threat to anyone without roar, as there's nothing that can kill him, and if you get close you can rest it off. The only stall beast this guy can't touch is that blasted wallrein. (On a side note, this guy has such rediculous defenses that if you do get him in and get 2 curses, you're pretty much set. The only thing that really gets him is crits, which I'm horribly unlucky with. lol.)
 
Most stall teams will come prepared for Calm Minders / Cursers (lol) and pack a Phazer, commonly Skarmory or Hippowdon who will stand up to your Curse-boosted attacks. However, Curse Regirock is awesome in a Sandstorm. I used Curse Registeel, but I'm liking this better.
 
Saying that his attack stat would be 700 doesn't tell you anything; saying his attack tier is 118 tells you that he can OHKO everything with a defense tier of 114.5 or less.
Yes it does. It tells me his attack is 700 and I can figure that out myself how much damage it does, it's not rocket science. I do like to think I'm capable of basic math as are others and even if not theres upteen damage calcs out there.
 

Chill Murray

get well soon jacoby..
Actually, Boah isn't what you should be scared of. What you should be is a Mixed Life Orb Tyranitar. Stone Edge for all those Cresselias and Blisseys. You can Ice Beam the Hippowdons, Gliscors and even Garchomp switch ins. Then there's Flamethrower to deal with Skarmory, Forretress and Tangrowth. Your last move can be generally Crunch or Earthquake, but yeah, most teams will have trouble switching into that!
As a matter of fact, I've been experimenting with a Life Orb Mixed Tyranitar myself. I think it's got some potential, but I haven't been able to find a team that supports it well enough (it really needs Wish support).

Tyranitar@Life Orb
Rash Nature (+Sp. Atk, - Sp. Def)
EVs: 60 HP / 252 Sp. Atk / 196 Spd
- Dark Pulse
- Fire Blast
- Focus Punch
- Ice Beam

This will outspeed almost every wall up to and including no speed Cresselia with the EVs listed. To make this set, I first thought of which Pokemon I saw the most as walls. I came up with Blissey, Cresselia, Hippowdon, Forretress, Skarmory, Slowbro, and Gliscor. Then, I tried to think of a way to hit all of those Pokemon Super Effectively. I eventually came up with the combo Fire/Ice/Fighting (physical) and either Ghost, Bug, or Dark. Of all the Pokemon that could learn this combination, I found Tyranitar to be the most likely to actually take stuff down. Here are some calculations to consider:

LO Focus Punch on 252/252 Bold Blissey: 91.6% - 107.84% - with Stealh Rock, a guaranteed OHKO
LO Fire Blast on 252/0 Impish Skarmory: 120.96% - 142.51% - OHKO
LO Fire Blast on 252/252 Impish Skarm: 88.92% - 104.79% - guaranteed OHKO with Stealth Rock
252 + LO Ice Beam on 252/0 neu Hippowdon: 74.05% - 87.14%
LO Dark Pulse on 252/0 Bold Cress: 54.28% - 63.96% - 2HKO in Sandstorm

4 Atk neutral Hippo EQ on T-tar: 62.08% - 73.31%
252 Atk neutral Gliscor EQ: 68.54% - 80.9%

There are a few issues that would prevent this from appearing on every team, however. First off, since it's got a Life Orb, it's not going to like taking hits very well. It needs Wish Support to utilize to the fullest. Secondly, it almost absolutely needs to be at full health to take on full health Hippo. It can still take the hippo down if it's taken less than 17% damage, but it will take itself out along with it unless it's at 94% HP or higher. That's assuming you don't have Stealth Rock down on your side of the field, which means that you WILL be taking yourself down with the hippo unless it's within KO range (no easy feat, considering it has Slack Off). Lastly, as with any Life Orb user, a smart opponent can wear you down with good prediction. It's still going to deal 10% to you whether you OHKO a Skarmory with it or barely put a dent in something like Cresselia.

I tried to remedy the first two problems with teambuilding. I tried making use of several Wishpassers to make things a little easier for Lotar (as I call it). In addition, it really likes having Substitute support to deal with the second problem, so I tried using Vaporeon to pass Subs along. A spinner was also a must, since it needs close to full HP to take on the Hippo. Some of these problems could be remedied by putting a Choice Specs on the tar, but that will severely limit your ability to take out multiple walls at once.
 
imo if you can't harm most if not all of these, you cannot really be called an universal stall breaker.

- Skarmory
- Forretress
- Blissey
- Hippowdon
- Dusknoir
- Spiritomb
- Cresselia
- Gliscor
- Tyranitar
- Celebi

Tentacruel counts as well I suppose.

That said, I don't think there's anything that beats all of these, but you can try to come as close as possible. Life Orb Tyranitar does well, from what I see here, but beware that Life Orb's recoil only helps stall teams with what they do.
 
I didn't calcs or any similar, but, what about a Blaziken?
Blaziken @ Expert Belt
Rash? I don't know about nature and EVs
Flare Blitz / Fire Blast
Night Slash
HP Ice
Brick Break / Sky Upcut

Skarmory, Forrestress and Celebi will be 0-2HKO'd by Flare Blitz.
Maybe Cresselia and Dusknoir, will have troubles with Night Slash.
HP Ice gives problems to Hippowdon and Gliscor.
The fight attack will help with Blissey and Tyranitar.

The main walls which could give problems to this, could be Spiritomb and Swampert.

If you want to put the EVs and the right nature...
 
0HKO? That's pretty good, KOing them without even attacking.

Night Slash will do less than Flare Blitz to Dusknoir and Cresselia unless it crits, but at least you're recoilless. Fire Blast will do more to Hippowdon than HP Ice will.
 

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