Other Stall

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The idea of phazing and hazing mainly is because of these boosters this generation. Mega venusaur with roar is about your best option as you can giga drain and roar when after it gets a tail glow up (you don't want it getting +6 unless you are specially max bulk... and even then.

The nice thing about phazing, however, is the list of pokemon with roar and whirlwind is almost limitless. There is very little chance of not finding a pokemon that can roar for your team. TTar and latias both have roar, for what it's worth.

The other way to stop boosting sweepers is generally via statuses like toxic/willowisp. If you get a very, very good wall in (as blissey is to manaphy) you can just stall it over the status. And there's no perma-rain so eventually it will work.
 
Stall is rather unique in that it's really, really hard to just throw "stallers" on a team and just play with it. Like Ajwf said, it's really about the synergy.

As a basic outline, you're going to want at least 4 walls—those classic defensive Pokemon with high defensive stats and/or really good defensive typings. It's generally better to go for more specialized walls—walls that either focus on physical defense or special defense—than find mixed walls, since not a lot of threats are able to go mixed. Even so, having a single mixed wall such as Jellicent or M-Venusaur is still helpful against stuff like MixApe and MixMence. As for a database, here are the following stall pokes I've found to be good from personal experience:

Hippowdon
Skarmory
Mandibuzz
Tangrowth
Slowbro
M-Aggron
M-Venusaur
Celebi
M-Scizor
Ferrothorn
Forretress
Gliscor

Blissey
Chansey
Slowking
Jellicent
Latias
Heatran
Cradily (in sand)
Tyranitar (in sand)

Jellicent
Mandibuzz
M-Venusaur
Slowbro w/ Assault Vest
Tangrowth w/ Assault Vest
Togekiss
Ferrothorn
Escavalier
Rhydon w/ Eviolite
Gligar w/ Eviolite

Forretress
Togekiss
Chansey
Blissey
Latias
Celebi
Mandibuzz
Skarmory
Golbat w/ Eviolite

Hopefully that helps somewhat. Again, it's not enough to simply "pick and choose" from this list, as a lot more than that goes into the construction of a stall team (which is, in all honesty, the hardest thing about stall imo.) But, of course, it's definitely rewarding when well done. Also, never yourself to this list. There are a lot of pokemon out there that can stall, given the right conditions.

Physically defensive Chesnaught with Roar + Spikes deserves a mention also for stall teams. As it also has access to Synthesis and Leech Seed.
 
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Great list there Cyclic. Ive been using a hazard stall team with Klefki/Ttar/sableye/Clefable/Skarmory/ Tentacruel. I've had great success. My leads are usually Ttar or Klefki for either Stealth Rock or Spikes respectively.
Im looking to replace Klefki though. Its a gimmicky set with Red Card meant to set up spikes/ phaze and if healthy enough use priority recycle to do it again. Its fun when it works but Im looking for something more consistent. Based on the pokemon you see there is there any weakness I am missing or any recommendations for another lead you guys can give?
 
So I've been using a stall team, and its worked well. And one of the stars of the team is furfrou. With fur coat, it makes it a fantastic mixed wall, and it has access to cotton guard to further boost its defenses. The set I run is 252 EV's in hp and sp.def 4 in def. Snarl (lowers foe's special attack) toxic, protect and cotton guard. It works quite well with a cleric like blissey or florges
 
Experiment one, try Deoxys defense over klefki. It will alleviate your ground weakness (just slightly) and add a very powerful wall.
 
The lack of Rapid Spinners is annoying, since I don't like using Tentacruel or Forretress. Instead, I've been using Defog Mandibuzz and omitting Spikes from the team. (so there's less counter-productiveness going on)

My question is, even though I'm very familiar with the stall playstyle, are Spikes still a necessity? :s
 
I found going out of my way to put spikes on a stall team was a waste because defog is just so easy to use for both teams. Avoiding major damage with safe switches while inflicting damage through status and your own offense is the way you hurt people with stall this gen. Just make sure you have a way to handle magic guard Clefable.

That said, back when mega Gengar was still in pokebank, I had a team with Drapion on it to counter that purple bastard. Drapion had toxic spikes, and even though they never stayed on the field for very long, it was still nice because he didn't have much else in the way of useful moves. If you can find a way to put spikes or tspikes on your team, it's not a bad thing to have. Just don't force it.
 
Against stall, how does one evaluate strategic sacrifices, such as whether trading a Special Sweeper for a Special Wall. Well, that would not seem to be an advantageous trade off if that is your only special attacker, but if that is their only Special Wall and you have another Special attack then it is a nice trade off.

How can Conkeldurr be an excellent core breaker, given its weakness to inefficacy against Fairy and its low speed, which is detrimental against walls with access to recovery? Who should it be teamed up with to assist its performance against stall. Its main partner is Klefki who can give me quick paralysis without prediction (against Sub users who may try to thwart it), but this is less effective against stall since they usually have clerics to mitigate the protracted effects of paralysis in the free turns that it might generate.

How important are hazard removal and clerics for bulky offensive against stall in relieving defensive pressure, even for a team with no Stealth Rock weakness, although stall teams are less likely to use Spikes now?

Should I alter my playing style as I describe it as a conservative tactical style involving creating what I perceive to be favorable match-ups and exchanges and achieving a small gain for each turn and it is less prediction intensive than other offensive styles which involve making high-risk/high-reward decisions (I do not use Choice items). Do stall tactics have a natural advantage against conservative offensive players?

Deception seems to be necessary. Landing an Ice Beam on a Gliscor with an Expert Belt Genesect is so gratifying and saves me a lot of trouble. No need to rely on Hydro Miss from Rotom-W (and it doesn't even KO it anymore :(, what a valuable KO since it obviates additional trial with Hydro Miss)) to break those damn subs. I think EB Genesect will be more powerful and more players would expect it, reducing its valuable.
 
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I really do think Spikes have become a little less necessary. I've run Stall teams without Spikes in Gen V as well, but without Defog, it was a lot easier just to freely Spikes-stack. Now that Defog's become a lot more common and rapid spinning is slightly easier with Excadrill back in OU, I've been using Spikes a lot more just as a pressure-inducer than a way of getting damage.

Just as Effyouzion said above me, it's not right to force the T-Spikes or Spikes. I see a lot of Stall players do that and lose because setting up another layer of hazards let something set up or gain an easy switch-in. It's usually a lot more beneficial to phaze or force a switch with a single layer of hazards than set up another layer. The greatest thing about stuff like Spikes and T-Spikes, though, is that when you put them on the field, your opponent realizes that you're serious about your entry hazards. That's when it kind of starts setting in for them that if they've got a Spinner or Defogger, they'd better hurry up and take care of hazards before the team takes too much damage. I've found this psychological effect to be extremely easy to manipulate, and has often become a focal point of my battles when heavy hazards are indeed involved. This is where prediction skills come in—if you've got full hazards set up and their Skarmory is the Defogger, knowing when to double-switch to Heatran (or something else equally threatening to Skarmory) can easily put the opponent in a lose-lose scenario.

However, this is only good when you have adequate time to set up hazards (for example, your opponent continuously lets you bring Skarmory in on their Scizor or something), as you still have to be very wary of getting hazard-greedy.

Against stall, how does one evaluate strategic sacrifices, such as whether trading a Special Sweeper for a Special Wall. Well, that would not seem to be an advantageous trade off if that is your only special attacker, but if that is their only Special Wall and you have another Special attack then it is a nice trade off.

How can Conkeldurr be an excellent core breaker, given its weakness to inefficacy against Fairy and its low speed, which is detrimental against walls with access to recovery? Who should it be teamed up with to assist its performance against stall. Its main partner is Klefki who can give me quick paralysis without prediction (against Sub users who may try to thwart it), but this is less effective against stall since they usually have clerics to mitigate the protracted effects of paralysis in the free turns that it might generate.

How important are hazard removal and clerics for bulky offensive against stall in relieving defensive pressure, even for a team with no Stealth Rock weakness, although stall teams are less likely to use Spikes now?

Should I alter my playing style as I describe it as a conservative tactical style involving creating what I perceive to be favorable match-ups and exchanges and achieving a small gain for each turn and it is less prediction intensive than other offensive styles which involve making high-risk/high-reward decisions (I do not use Choice items). Do stall tactics have a natural advantage against conservative offensive players?

Well, the key to breaking Stall is really just to predict like hell and to consistently thrust damage on the Stall team through abusing momentum—inflicting damage that cannot be recovered, either through a lack of free turns or a lack of solid recovery options.

Take Heatran, for example. Heatran's a great asset to any Stall team due to the sheer number of switches it forces (among other nice qualities like synergy, etc.), but it has no reliable recovery outside of Leftovers. So if you're using Bulky Offense and you identify your win condition being a QD Volcarona without Heatran in the way, your #1 goal should be to continuously wear down Heatran until it is gone. Although it's really tough to maneuver around a Stall team—simply due to the time and effort it takes—it can very easily happen if your team is well-constructed and you have a specific endgame scenario in mind.

Of course, you need to do this while avoiding being out-maneuvered yourself. Hazard removal is important, especially if your team is prone to switching—doubly so if it's prone to being phazed. Clerics are also a helpful asset, although you always need to judge how necessary they are. It is impossible to prepare for every sort of team, and while some Stall teams very heavily utilize status and/or hazards, some do not. It really depends on the vulnerability of your Pokemon and the most viable solutions available to you, given your team synergy and playstyle.

No single Pokemon, not even Conkeldurr, can break stall on its own. It needs teammates to do that. Make sure Conkeldurr receives both the defensive support and offensive support it needs, and you'll be better equipped to handle heavily-constructed teams like Stall teams. I think in the end, you do not have to change your playstyle to counter Stall. It's more about knowing what to expect and being ready to fight back. For Stall players, it's the exact same way. You need to have a great battling sense and a knack for discerning what the opponent will do next. Stall is a lot about playing mind games with the opponent. If you're the opponent, and you want to win, play those same mind games—only better.
 
I really do think Spikes have become a little less necessary. I've run Stall teams without Spikes in Gen V as well, but without Defog, it was a lot easier just to freely Spikes-stack. Now that Defog's become a lot more common and rapid spinning is slightly easier with Excadrill back in OU, I've been using Spikes a lot more just as a pressure-inducer than a way of getting damage.

Just as Effyouzion said above me, it's not right to force the T-Spikes or Spikes. I see a lot of Stall players do that and lose because setting up another layer of hazards let something set up or gain an easy switch-in. It's usually a lot more beneficial to phaze or force a switch with a single layer of hazards than set up another layer. The greatest thing about stuff like Spikes and T-Spikes, though, is that when you put them on the field, your opponent realizes that you're serious about your entry hazards. That's when it kind of starts setting in for them that if they've got a Spinner or Defogger, they'd better hurry up and take care of hazards before the team takes too much damage. I've found this psychological effect to be extremely easy to manipulate, and has often become a focal point of my battles when heavy hazards are indeed involved. This is where prediction skills come in—if you've got full hazards set up and their Skarmory is the Defogger, knowing when to double-switch to Heatran (or something else equally threatening to Skarmory) can easily put the opponent in a lose-lose scenario.

However, this is only good when you have adequate time to set up hazards (for example, your opponent continuously lets you bring Skarmory in on their Scizor or something), as you still have to be very wary of getting hazard-greedy.



Well, the key to breaking Stall is really just to predict like hell and to consistently thrust damage on the Stall team through abusing momentum—inflicting damage that cannot be recovered, either through a lack of free turns or a lack of solid recovery options.

Take Heatran, for example. Heatran's a great asset to any Stall team due to the sheer number of switches it forces (among other nice qualities like synergy, etc.), but it has no reliable recovery outside of Leftovers. So if you're using Bulky Offense and you identify your win condition being a QD Volcarona without Heatran in the way, your #1 goal should be to continuously wear down Heatran until it is gone. Although it's really tough to maneuver around a Stall team—simply due to the time and effort it takes—it can very easily happen if your team is well-constructed and you have a specific endgame scenario in mind.

Of course, you need to do this while avoiding being out-maneuvered yourself. Hazard removal is important, especially if your team is prone to switching—doubly so if it's prone to being phazed. Clerics are also a helpful asset, although you always need to judge how necessary they are. It is impossible to prepare for every sort of team, and while some Stall teams very heavily utilize status and/or hazards, some do not. It really depends on the vulnerability of your Pokemon and the most viable solutions available to you, given your team synergy and playstyle.

No single Pokemon, not even Conkeldurr, can break stall on its own. It needs teammates to do that. Make sure Conkeldurr receives both the defensive support and offensive support it needs, and you'll be better equipped to handle heavily-constructed teams like Stall teams. I think in the end, you do not have to change your playstyle to counter Stall. It's more about knowing what to expect and being ready to fight back. For Stall players, it's the exact same way. You need to have a great battling sense and a knack for discerning what the opponent will do next. Stall is a lot about playing mind games with the opponent. If you're the opponent, and you want to win, play those same mind games—only better.

I'll try to put your advice into practice. I guess I should put less emphasis on theorymon, team construction, and damage calculations, and more about playing mindgames which I try to avoid.
 
As long as Lucarioite is legal, stall won't be having a ton of success. I got up to 1640 on PO with my build but I can lose to any moron using mega luke who flinches me with dark pulse. It's incredibly frustrating.

That being said, once the meta settles down I think stall will be the most dominant playstyle because of defog. No longer will builds be gimped by having to keep mons like forretress and tentacruel alive to maintain hazard control, and teams can move towards building around status rather than hazards.
 
As long as Lucarioite is legal, stall won't be having a ton of success. I got up to 1640 on PO with my build but I can lose to any moron using mega luke who flinches me with dark pulse. It's incredibly frustrating.

That being said, once the meta settles down I think stall will be the most dominant playstyle because of defog. No longer will builds be gimped by having to keep mons like forretress and tentacruel alive to maintain hazard control, and teams can move towards building around status rather than hazards.

Honestly, I haven't had too many issues with Mega Luke. I think a lot of it has had to do with luck, though. I always pack a mon (even on stall teams) that can beat Mega Luke 1 on 1 (at least from full health), or a combination of Pokemon that Mega Luke can't beat without losing boosting moves/STABS in lieu of coverage (for example, Jellicent and Gliscor.) If I play smartly enough, it's usually not too hard to put the opponent in a position where Mega Luke isn't going to kill more than one mon at worst.

With that said, there have been a lot of times when I noticed my team could have lost to Mega Luke if the opponent had tweaked their team slightly. For example, if they had packed something that could a) sweep with a specific wall out of the way or b) a way to remove Mega Luke's checks, I probably would have lost more of those matches. I don't know whether to attribute that to player inexperience or the luck of playing such an anti-metagame strategy like Stall, but I came pretty close to losing.

One thing I will say, though, is that Mega Luke doesn't really have any counters, only checks. It reminds me of Mixape, but with the power to break through stuff like Mixed Hippowdon without having to be clever about it.
 
Against stall, how does one evaluate strategic sacrifices, such as whether trading a Special Sweeper for a Special Wall. Well, that would not seem to be an advantageous trade off if that is your only special attacker, but if that is their only Special Wall and you have another Special attack then it is a nice trade off.

How can Conkeldurr be an excellent core breaker, given its weakness to inefficacy against Fairy and its low speed, which is detrimental against walls with access to recovery? Who should it be teamed up with to assist its performance against stall. Its main partner is Klefki who can give me quick paralysis without prediction (against Sub users who may try to thwart it), but this is less effective against stall since they usually have clerics to mitigate the protracted effects of paralysis in the free turns that it might generate.

How important are hazard removal and clerics for bulky offensive against stall in relieving defensive pressure, even for a team with no Stealth Rock weakness, although stall teams are less likely to use Spikes now?

Should I alter my playing style as I describe it as a conservative tactical style involving creating what I perceive to be favorable match-ups and exchanges and achieving a small gain for each turn and it is less prediction intensive than other offensive styles which involve making high-risk/high-reward decisions (I do not use Choice items). Do stall tactics have a natural advantage against conservative offensive players?

Deception seems to be necessary. Landing an Ice Beam on a Gliscor with an Expert Belt Genesect is so gratifying and saves me a lot of trouble. No need to rely on Hydro Miss from Rotom-W (and it doesn't even KO it anymore :(, what a valuable KO since it obviates additional trial with Hydro Miss)) to break those damn subs. I think EB Genesect will be more powerful and more players would expect it, reducing its valuable.

So, what I would do is at the begining of each match, mentally assign targets to each of your opponent's pokemon. My dreadnought team has a list of all the OU threats that I probably spent three hours writing up a basic outline of what could handle what on my team. It's more a resource for others since I basically have it down pat, but this is basically what happens. If I see talonflame, aegislash, greninja, genesect and rotom wash, I'm assigning slowbro, m-venusaur, chansey, heatran, m-venu/chansey respectively to handle them. Notice how I'm doing this with four pokemon? This means I have three sacrifices worth making if need be. Skarmory will probably be a pinch aegi wall and cofagrigus is some canon fodder for talonflame (generally HP bomb it) at best, so if I need a sacrifice, I have them.

But for bulky offense, they MUST take care of the clerics vs a good stall player. If they don't, it's going to be a tough match that they have very low chance of winning between two fairly even teams. As the turns go on, the stall player and the one used to their team in such long games will have a bigger and bigger advantage. So as a stall player, never give up your cleric until you have victory. If I did a poll, games where your cleric lasted longer than 4 of the other pokemon probably prove to be wins for stall more often than when a cleric gets taken out before 3 others.

But remember that a stall game has a progression of risk/reward pivot moments. Rotom wash in on Heatran, for example. Is it going to pivot or will it hydro pump? I know, from previous experience, I can take one hydro pump from non-specs rotom, so there isn'ta terrible end-all risk, but the reward is I don't have to pivot and I get momentum on the next hit. As you develop an idea for how your opponent plays, find a risk/reward play that might've been fairly high, but your opponent is getting used to the old repetition of the game and just goes through the motions. Once or twice, you need to make a risky play, but make sure you know what each 'risk' means to the game. If mega lucario comes in on heatran, does it SD or CC? Hmm, well I already took care of volcarona, so maybe now it's time to take that risk, right? That's kind of how you judge it.

Just play conservative most of the time. Know your opponent's movesets first.

As for deception, just remember a stall game is going to be so long, eventually the only deception will be on what move you make, not what set you have. Stall cannot gimmick because it intentionally drives out the game to take a more secure path to victory. In that sense, if you're going to have a hidden ace, make it count the first time.

As long as Lucarioite is legal, stall won't be having a ton of success. I got up to 1640 on PO with my build but I can lose to any moron using mega luke who flinches me with dark pulse. It's incredibly frustrating.

That being said, once the meta settles down I think stall will be the most dominant playstyle because of defog. No longer will builds be gimped by having to keep mons like forretress and tentacruel alive to maintain hazard control, and teams can move towards building around status rather than hazards.

Unfortunately, this is simply the truth of it. The physical side is stoppable, there are walls there and the resists of the primary stabs (aka gyarados, slowbro) can take the coverage hits. But on the special side, all of the sudden even if you can take it, you may just get flinched... And most pokes don't switch in, take another hit and then a third and live. In fact, none will.

Until then, however, the main objective is to just resist the two primary hits. and hope for neutral on the third. A relatively difficult job, considering that flying types who do this generally are taking 25% per switch in, and aegislash gets owned by dark pulse. I guess a niche poison type could do the job... Maybe tentacruel? But god does it suck beyond countering lucario... For the months it is legal, I might just make a pokemon on my team dedicated to outspeeding and killing it, but 112 is such a tough speed tier to find stall and usable pokemon to stop lucario. Someone earlier brought up a really niche mega-zam set for stall (but wasn't speed invested so..) and then there is also tornadus-t, which will outspeed should you go jolly and has regerator to help.
 
Honestly, I haven't had too many issues with Mega Luke. I think a lot of it has had to do with luck, though. I always pack a mon (even on stall teams) that can beat Mega Luke 1 on 1 (at least from full health), or a combination of Pokemon that Mega Luke can't beat without losing boosting moves/STABS in lieu of coverage (for example, Jellicent and Gliscor.) If I play smartly enough, it's usually not too hard to put the opponent in a position where Mega Luke isn't going to kill more than one mon at worst.

With that said, there have been a lot of times when I noticed my team could have lost to Mega Luke if the opponent had tweaked their team slightly. For example, if they had packed something that could a) sweep with a specific wall out of the way or b) a way to remove Mega Luke's checks, I probably would have lost more of those matches. I don't know whether to attribute that to player inexperience or the luck of playing such an anti-metagame strategy like Stall, but I came pretty close to losing.

One thing I will say, though, is that Mega Luke doesn't really have any counters, only checks. It reminds me of Mixape, but with the power to break through stuff like Mixed Hippowdon without having to be clever about it.

I'm talking about special mega luke, which neither Jellicent or Gliscor can do anything about. Stall just doesn't have an answer for it. Any "checks" (EQ spdef gyara/heatwave zapdos) (which are shaky are best), are weak to SR as well.
 
I'm talking about special mega luke, which neither Jellicent or Gliscor can do anything about. Stall just doesn't have an answer for it. Any "checks" (EQ spdef gyara/heatwave zapdos) (which are shaky are best), are weak to SR as well.

Ahh, okay. I haven't yet faced a special Mega Luke. I decided to run some damage calcs for the hell of it, and I think I've found some viable answers. All of the pokemon listed here will win a 1v1 with Lucario, even if Lucario boosts on the switch.

252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 176 SpD Assault Vest Scizor: 122-144 (35.4 - 41.8%) -- guaranteed 3HKO
252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Assault Vest Slowking: 84-100 (21.3 - 25.3%) -- 0.2% chance to 4HKO
252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Slowking: 124-148 (31.4 - 37.5%) -- 0.1% chance to 3HKO after Leftovers recovery
252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 252+ SpD Blissey: 216-256 (30.2 - 35.8%) -- guaranteed 4HKO after Leftovers recovery (Blissey must run Fire Blast/Flamethrower to defeat M-Lucario.)

I'd say those are all somewhat solid defensive pokemon, and I think they're viable to stop M-Lucario.
 
I'd give you the first 3, but Blissey is by no means a check to Lucario. First of all you don't know it's special, might as well be mixed, or unless it has shown a special move full physical (just looking at statistics, most Lucarios are physical) so switching into a potential Close Combat is something you do need balls for.
 
Ahh, okay. I haven't yet faced a special Mega Luke. I decided to run some damage calcs for the hell of it, and I think I've found some viable answers. All of the pokemon listed here will win a 1v1 with Lucario, even if Lucario boosts on the switch.

252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 176 SpD Assault Vest Scizor: 122-144 (35.4 - 41.8%) -- guaranteed 3HKO
252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Assault Vest Slowking: 84-100 (21.3 - 25.3%) -- 0.2% chance to 4HKO
252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252+ SpD Slowking: 124-148 (31.4 - 37.5%) -- 0.1% chance to 3HKO after Leftovers recovery
252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 252+ SpD Blissey: 216-256 (30.2 - 35.8%) -- guaranteed 4HKO after Leftovers recovery (Blissey must run Fire Blast/Flamethrower to defeat M-Lucario.)

I'd say those are all somewhat solid defensive pokemon, and I think they're viable to stop M-Lucario.

Lucario is usually grabbing a boost from Nasty Plot while you're sending your "counter" into it, since most likely Luke is forcing out your previous mon. So after +2, only Blissey can stand up to special Lucario and, like what is said above, you need to be absolutely sure of Lucario's set before sending it in. Scizor could run Superpower but he'll take a LOT of damage before getting it off. Slowking loses to +2 Lucario 1 on 1.

/me waits for people to start running Close Combat on their NP Lucarios to KO Blissey *whistles*
 
Moltres has been proposed as a check to (Mega) Lucario. Resisting both STABs, it can pressure stall-out many of Lucario's low PP moves and OHKOs with Flamethrower. Moltres requires Defog / Rapid Spin support however...

0 SpA Moltres Flamethrower vs. 0 HP / 0 SpD Mega Lucario: 314-372 (111.7 - 132.3%) -- guaranteed OHKO

+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 252 SpD Moltres: 162-191 (42.1 - 49.7%) -- guaranteed 3HKO
+2 252 SpA Adaptability Mega Lucario Flash Cannon vs. 252 HP / 252 SpD Moltres: 162-191 (42.1 - 49.7%) -- guaranteed 3HKO
+2 252 SpA Mega Lucario Dark Pulse vs. 252 HP / 252 SpD Moltres: 162-191 (42.1 - 49.7%) -- guaranteed 3HKO

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Moltres: 310-365 (80.7 - 95%) -- guaranteed 2HKO
+2 252 Atk Mega Lucario Extreme Speed vs. 252 HP / 0 Def Moltres: 207-244 (53.9 - 63.5%) -- guaranteed 2HKO

So the same build: 252 HP / 252 SpD handles all of the major forms of Lucario, as long as the rocks are off the field. Lucario can run Stone Edge or Thunder Punch to put the pain on Moltres, but IIRC those aren't his standard sets.

------------------

On a stall team, Moltres can support with Will o Wisp, Roost, Sub/Protect and general Pressure stalling shennanigans. Access to U-Turn is helpful for any team, as is Overheat off of 125 Sp. Attack. The main problem is that 4x Stealth Rocks weakness which utterly cripples it.
 
Lucario is usually grabbing a boost from Nasty Plot while you're sending your "counter" into it, since most likely Luke is forcing out your previous mon. So after +2, only Blissey can stand up to special Lucario and, like what is said above, you need to be absolutely sure of Lucario's set before sending it in. Scizor could run Superpower but he'll take a LOT of damage before getting it off. Slowking loses to +2 Lucario 1 on 1.

/me waits for people to start running Close Combat on their NP Lucarios to KO Blissey *whistles*

Well, offensive Pokemon have coverage moves to prevent them being walled, and it is a good idea. In Gen 5, people ran Superpower on Hydreigon but Lucario has STAB adaptability and a greater base power that it would be very power with Timid.

Nasty Plot
Close Combat
Flash Cannon (for special power)
Dark Pulse/Vacuum Wave

Still have some move slot issues, at least Hydreigon doesn't run a boosting move.
 
Lucario is usually grabbing a boost from Nasty Plot while you're sending your "counter" into it, since most likely Luke is forcing out your previous mon. So after +2, only Blissey can stand up to special Lucario and, like what is said above, you need to be absolutely sure of Lucario's set before sending it in. Scizor could run Superpower but he'll take a LOT of damage before getting it off. Slowking loses to +2 Lucario 1 on 1.

/me waits for people to start running Close Combat on their NP Lucarios to KO Blissey *whistles*

I'd give you the first 3, but Blissey is by no means a check to Lucario. First of all you don't know it's special, might as well be mixed, or unless it has shown a special move full physical (just looking at statistics, most Lucarios are physical) so switching into a potential Close Combat is something you do need balls for.

Yeah, the things I posted are really only shaky checks at best. I'm not trying to discount Mega Luke as a threat, because it definitely has the capacity to wreck stall if you don't play really, really intelligently against it.

With that said, if anyone comes up with better ways of handling Mega Luke defensively, be sure to let us know. I haven't run into special variants of Mega Luke yet, but I feel like it's going to mess me up eventually unless I find a good way to deal with it.
 
Special lucario, after using it, only has one issue and that's getting in safely and getting a free turn after that. If it gets one NP boost, you might as well say gg and forfeit. Blissey gets ohko'd somewhere between +2 and +6 with aura sphere, but I've been running vacuum wave ever since and it is unstoppable. What have I seen stop it? Nothing, only things threaten it out.

If you really expect special, you're best off going tentacruel. The other pokemon to have minor success is aegislash because if you can slip in between the 0 and +2, you might be able to sacred sword it to death. But SpDef aegislash is pretty rare to begin with, and it could use some chain breeding for willowisp and painsplit, to say the least.
 
Special lucario, after using it, only has one issue and that's getting in safely and getting a free turn after that. If it gets one NP boost, you might as well say gg and forfeit. Blissey gets ohko'd somewhere between +2 and +6 with aura sphere, but I've been running vacuum wave ever since and it is unstoppable. What have I seen stop it? Nothing, only things threaten it out.

If you really expect special, you're best off going tentacruel. The other pokemon to have minor success is aegislash because if you can slip in between the 0 and +2, you might be able to sacred sword it to death. But SpDef aegislash is pretty rare to begin with, and it could use some chain breeding for willowisp and painsplit, to say the least.
But aegis can't learn will o wisp or pain split.
 
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