Other Stall

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Although in general it definitely doesn't seem like the best strategy, could a Pokemon that normally walls physical/special attacks use a stat-lowering move to lower the other stat on a Pokemon that's sent into it? An example would be Quagsire, who gets Eerie Impulse, which lowers a Pokemon's special attack two stages. Could you use it on the switch to cripple a Pokemon that would normally beat Quagsire and then force them to switch again, racking up hazard damage and creating an opportunity to toxic or recover?

Edit: I forgot that Unaware ignores negative stat drops too. Sorry.
 
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Meh... I've actually seen people use screech aegislash as a way to stay in shield form and threaten a shadow ball. Overall, I'd say no, not viable...

And Lonely Alula, Quagsire ignores stat drops... meaning you can spam Draco Meteors at him.
 
SkarmBlissVenuRotoTran+Filler(quagsire, sableye, mandibuzz, ttar, landT, sylveon, slowbro, klefki etc) has grown into a meme.
http://tieba.baidu.com/p/3016761398?pid=49786420084&cid=0#49786420084
OP, translated by Google Chrome

Saw the heart of a panic lineup
egg flower machine marsh fire steel
steel Toba wonderful frog habitat Rounds crazy photosynthetic growth will
face large egg unflappable
calm sword dance demolition defense
opponents just smiled and threw a small marsh king of
rock plus secret nailed
to play seriously injured
to see me, he first read
la la la
faced by the team makes me feel - very melancholy town of floor eggs flower [machine]

Beautiful.
 
since when was rotom a thing on stall???
it's VenuTranQuagChanSkarm btw, if you use rotom and not Quagsire you're forced to run clefable in the last slot and get p much raped by zard x and Bisharp.
 
I've been using Charizard-X, Amoonguss, Skarmory, Chansey, Quagsire, and Gothitelle. I don't really see the reason to use Gothitelle and was wondering if anyone can tell me its role and if it really is the best 6th slot? Also, is there a general consensus for the best stall team or at least if VenuTran is worse than CharXAmoonguss?
 
both variations are absolutely raped by lando with psychic though...

Then again, Landorus seems to be this gen's Kyub, but receiving a ton more usage. I've started to just add three or four checks on teams because you can't actually counter the damn thing.

Been testing Swampert (and loving it, it leads vs all but Deo-D and ferro of things setting hazards), wondering if anyone has a better set than spdef lefty set. Probably not, since it's pretty rare and swampert's spdef set is already pretty good. Was thinking of adding attack power to OHKO exca with waterfall but that doesn't seem possible.

Tbh I'm just waiting for freaking baton pass to be nerfed, I can't win a damn game vs it unless I literally choose to go out of my way and use shit like roar gyara-m (when taunt is obv superior in all other situations)... I have two team worth posting and one I kinda have to post now because people have been wondering how I've made Eelektross worth using in OU (it isn't like super-viable, but it works because AV bulk and Pinsir counter = instant viability).
 
char x + amoon is better imo. amoon replaces venu easily besides bd azu which you can handle easily with quag (and regen is awesome) and gives you some awesome stuff such as checks to bisharp, zard y, thundurus/electrics in general, mega scizor, sorta aegi, a decent option to threaten mawile, pivot switch to rotom-w that doesnt have to worry about getting worn down by burn...that and gives you loads more pressure to opposing teams, still being damn threatening with its stab dclaw and more importantly spreading burn to screw over opposing switch-ins to it, overall making matchups against teams with resilient defensive cores (think balanced with venutran, it runs eq for heatran) less of a headache.

i've always found goth sort of a waste. you get good mileage out of stuff like taunt wisp mew which can actually support you by tanking hits and if you're running that stupid taunt trick scarf set, mostly a deadweight against offense. it removes a spot you have to take hits which is rather detrimental imo.
 
Alright, so I took some flak for what I believe to be the top 10 mons to use on a stall team right now. Most of it I shrug off because honestly I respect five or six people to know more than I do on the subject and none of them have said anything about it (p2, like Electross and Sassy chomp, are kinda my own projects where people like Yutt constantly use alomomola, Aggron, manatine and the likes. We'll give each other advice on them but generally let each other hold their own opinions on their viability).

Now, the list, for reference, was: MVenu 1, Chansey 2, Sylveon 3, Skarmory 4, P2 5, Heatran 6, Chesnuaght 7, Quag 8 (too many bulk flaws), CharX 9, Clef 10. I'll go through all of them. In all honesty, I might even have thrown Aggron-mega up as well. I'm going to explain it and see if anyone wants to critique. To be honest, the only people who venture through this thread are the ones who play stall so I don't have to worry about irrelevant opinions as much.

1. Mega Venusaur. jbtc10 wanted to state that ZardX and Venu are different, but venu isn't as important as we think... Well. The first is easily correct, second is not. While venu holds a different niche than Amoongus, I never compared them and to be honest, Amoongus is kinda hit/miss on it's own role (can't stop BD azumarill).

But, Venu is as important as we say. The reasoning? Well, it walls so much. While that seems like a copout, it is hard to nail down what exactly Venu's purpose is, which is why I referred to it as a cornerstone. It is something that you can use and build teams around with ease. Apparently a formula has been found, but once venu is in, the question isn't "What do I wall next", it's literally "What did venu miss?". Venu misses Flying types, Psychic types, Landorus, Kyurem and a few others. Very, very high level look obviously. But let's face it, I wouldn't be making a terrible stretch to leave it at that. The flying/psyshic/fire/ice kinda issue are all solved with heatran, which is why he was ever USED on stall. Heatran is not important, please understand. We'll get to that, but heatran is simply there to support venu.

2. Chansey. While again jbtc wants it as #1 (which, you could make an argument for), think of it like this: Venusaur is a high wall for 75-90% of the meta. Chansey is nearly an insurmountable wall for 50%. There's a difference in what you need. Obviously, chansey's team support is invaluable, but it is not the only one in the world that can give that. Alomomla drops wish bombs, Sylveon doesn't do bad, and oddities like Heal bell meloetta/clefable/whatever you find it on do exist. Chansey is HARD to replace. Venusaur is IMPOSSIBLE. There simply is nothing that does what he does, as his typing (grass/poison) is deceptive as hell. He doesn't have grass standard weaknesses. In fact, a type to think of venu is Fighting when viewing his only weaknesses and steel when viewing resists, taking none of those weaknesses and none of fight's resists into account.

3. Sylveon. Oh let the rage begin. First off, there is no way anyone who has EVER used stall could confess Clefable to be a better cleric. Simply impossible. Secondly, Sylveon provides, outside of Mega Gardevoir who is questionable for stall, the third most fire power provided by any stall mon (aegi is above, heatran is barely above iirc). That forces switches. Which means turns, leftover recovery and wish passing. But more importantly, it has stats that you NOTICE. Clefable can't attest to that, but clutches to unaware. Sorry, really good stall players can get by without unaware in MOST situations. The "Most" part is where you do use Clef. Besides chansey, it is the only cleric that should ever be built around.

I've written that post on it, just going to link it. Same thread obv.

4. Skarmory. Skarm used to be like chansey in the fact that it was a nigh insurmountable wall for 50% of the meta... and then power creep. Well, Skarm has three major roles this gen that are nigh irreplaceable. 1. Walling Pinsir-mega. This is now slightly less important, but it takes +3 mega pinsir so room for fuckup is there. Counter/taunt is nice. 2. Defog OR hazard setting (the first major distinction from Zapdos). It gives you maneuverability to find a hazard setter/clearer and allow skarm to take the other role. Most commonly, skarm defogs as it is the single best defogger in OU. 3. Azumarill check. While it doesn't take BD azum, it can sure wall the monster CB Azum, and quag can take the BD anyways so w/e. These roles are important, but number 2 is the reason it has this spot as the other two are solvable otherwise.

5. Porygon2. People love to hate this one, but let's face it, this guy is so good that if you don't use chansey, p2 should be considered on the team. It gives teams endgames without having to go semi-stall. It scouts, it sweeps, it walls... It is really fucking unique thanks to the bland typing and good bulk. Allows for great maneuverability on what you need done and gives a "wild card" as I discussed a while ago. A way out of bad situations, more than any other pokemon. Access to bolt beam, recovery and utility moves (I prefer magic coat over toxic right now for taunt/rock leads). This one is a great addition to any team lacking chansey/fighting weakness. One of two mons that can beat the devastating mixed mega chomp. Beats prankster thundurus, turns Greninja into a liability, and gives you nigh instant win vs teams with Gliscor. Underrated/overrated? Who gives a fuck, it's really good.

6. Heatran. I'm doing everyone a favor by having it here. It's EQ weak, fight weak, doesn't solve bisharp and loses a ton of momentum vs landorus versions. Really sucks vs Conkeldurr but Conk can't break Venu in a million years so who cares? Opens VenuTran cores up to be cracked easy by Lando-i, too. But, it takes Talonflame, most psychics and some ice/fire mons (whoops, you missed out on mamoswine, ZardYX and anything smart enough to have EQ, didn't you...)... So not most ice/fire types, eh? But what it does is set rocks, roar setup sweepers lacking EQ/fight moves and is a general pain for talonflame, the anti-venu. Any more, I'd prefer to fade this spot out for TFL's Krookodile, an Arcanine or maybe even Volcanion but for now he's it... And if you use ZardX, you lose venu-mega so... Well, it is decent but only due to Venusaur's success and heatran's synergy. On it's own, it'd be a decent stall mon but nothing more.

7. Chesnaught is one of my favorites in Gen6. Someone on Showdown (was it @IAmGingy?) told me to look into it when I started the triremes. I loved it and since have believed it is the second best mon xy gave stall this gen (sylveon wrecks lol). Edgequake resist, Venusaur mega deterrent (Venu needs Hp fire to get by I think), Gyarados/TTar-mega counter... Makes this guy so worth it. Great physical defense, special protect move, aegi counter, bisharp counter... Seeds on switch and deters opponent chansey/quagsire... This guy is just too good to never look at. Would be my fifth in a world where Venu-mega didn't exist (Venu gone, heatran gone). Could easily be 6th right now.

8. Quagsire is almost a necessary evil. ZardX check/counter Idk... Stops mega Scizor, stops mega TTar... Well, you get the idea. Lots of boosters fall to him, but Bisharp (his first counter) kinda likes Grass Knot. Can't stop special boosters at all and can occasionally get railed by surprise HP grass (did you know ZardX has like 130 SpA? HP Grass spam hits at the worst possible time and it is a thing now because Quag can be so hard to get around. So his effectiveness has gone down dramatically. Still a nice check to certain BP chains but by no means a stop.

9. Charizard-X. Yeah, it's insane. Burn Support, Roost, Electric weak to resist, Immune to EQ base form (which, you trade immune to weak for 4x rock to 2x rock weak) and one of like 2 pokemon (reshiram other?) immune to burns that resists scald... But... It doesn't counter ENOUGH to ever be a cornerstone like Venu. In a vacuum, it is top 3 or 4. However, this is not the case. It does have a fantastic counter to ZardY, but Chansey exists and ZardX can't take Lando-i. There are limits here, and they are real. The Rock weakness means even though it resists volt turn, it still takes massive amounts of damage to it. On teams that are centered to keep rocks away, you might consider him. However otherwise... VenuMega, AggronMega, or GyaradosMega all have great roles without that rock weakness.

10. Clefable is, quite frankly, the worst cleric I've ever seen. I've used it probably 200 matches in cleric role and then just decided that team would be balance and changed Clefable into a CM sweeper. In the CM unaware role, it is passable. However, the bulk again lets it down... It simply cannot beat pokemon like Venusaur, Scizor, Excadrill and many other common issues at any boost. Dragonite WP gives it a huge niche and time to do work (as MG is a possible ability so they kinda go for a DD anyways... Idk why you'd ever assume MG first but w/e).

As a cleric, 1/10. (10 being like Venusaur's importance to stall... the highest available but not objectively perfect). Absolute garbage, can barely get wishes to teammates. As a CM sweeper (aka a semi-stall role), I'd give it a 6.5 or 7. Can't really overlook it... but it is easily redundant with another fairy or even chansey in some cases (for some reason, so much pink just doesn't work).
Aj, although we've had quite the terrible squabbles in the past, I can't hold much of a grudge, and I'm not above admitting this is fairly good post.

However I have some nitpicks. 1st of all, Latias is the best sash spam/light offense/balance defogger, Latios is the best hyper offense defogger, and Skarm is the best stall defogger. it's not fair to say Skarm is the best overall, but in the context of stall, this is indeed correct.

Second of all, Zard should pretty much never use hp grass spam because it makes it always lose to Heatran, it's basically a pick your poison, but EQ is more usefu in general so it's safer to go with that.

Third of all, While Sylveon is good, you are overhyping it. Frankly I just find it to be coming up blunt on many ends of the spectrum. It's defense, to be frank- it's terrible. Especially uninvested I mean, it's ok after investment due to it's pretty darn good HP stat, but then we get to another problem- When Sylveon fails to invest in special defense, it loses a lot of it's utility as a keldeo and landorus-i check:
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 252+ SpD Sylveon: 160-190 (40.6 - 48.2%) -- 7.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Sylveon: 214-253 (54.3 - 64.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Sylveon: 183-216 (46.4 - 54.8%) -- 98.8% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Sylveon: 138-164 (35 - 41.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
(you can see how important sdef investment is)
however without physical investment:
252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def Sylveon: 242-286 (61.4 - 72.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Latios Psyshock vs. 252 HP / 252+ Def Sylveon: 161-191 (40.8 - 48.4%) -- 10.9% chance to 2HKO after Stealth Rock and Leftovers recovery

I mean, this thing has great utility, but it's limited greatly to it's investment.

And last but not least- lets face it, bulky normals are the building blocks of stall, more specifically- chansey. It serves amazingly as a cleric, a wall, a status spreader, and a reliable check or counter to many things. While P2 is a perfectly decent alternative if you pack another cleric.

Anyways, I was doing this little project to build stall without using Chansey, Mega Venu or Zard X, and this is what I can up with:
http://pastebin.com/raw.php?i=vjZwgTEE

  • explains a little bit:
    • clefable should have moonlight not softboiled- initial error on my part
    • Quagsire and Suicune can be switched for each other
    • Latias' spread avoids the 2hko from 2 lando-i knock offs
    • FC on Tran to beat taunt mega garde
    • WoWTran to beat MMaw
    • WW Counter Skarm cause I think WW is too important
 
i've always found goth sort of a waste. you get good mileage out of stuff like taunt wisp mew which can actually support you by tanking hits and if you're running that stupid taunt trick scarf set, mostly a deadweight against offense. it removes a spot you have to take hits which is rather detrimental imo.
I thought Trick + Taunt was mostly inferior to Trick + Rest (because it's a way of defeating most walls in the game). And the Trick + Rest/Taunt version can still be useful against offense since you're still using 2 offensive moves like Psychic and Thunderbolt or a Hidden Power of choice in the first 2 slots, allowing you to revenge or outright trap and kill things by coming in on a predicted switch. HP Ice is particularly useful for making sure Lando-I doesn't plow through you and hits a lot of other things in the meta for 4x.

Anyways, I was doing this little project to build stall without using Chansey, Mega Venu or Zard X, and this is what I can up with:
http://pastebin.com/raw.php?i=vjZwgTEE

  • explains a little bit:
    • clefable should have moonlight not softboiled- initial error on my part
    • Quagsire and Suicune can be switched for each other
    • Latias' spread avoids the 2hko from 2 lando-i knock offs
    • FC on Tran to beat taunt mega garde
    • WoWTran to beat MMaw
    • WW Counter Skarm cause I think WW is too important
Tran is always a really dubious answer to MMaw, since if it carries any fighting move (which it normally does, especially on Sub variants), you lose. A lot of MMaw's are also speed creeping now to help it bust walls easier, so that's another thing to be wary of with it.

Mandibuzz is a pretty awesome poke that I've been using a lot on stall teams lately as well. However, in my opinion it's a really good idea for Mandibuzz to invest in 16 speed EV's to outspeed 252 Spd base 50's such as Mawile and Azumaril (and as a bonus, lets you taunt other non-invested base 80's like Venu and opposing Mandibuzz if they haven't done the same). This seems especially important in your teams case since your Clefable is specially defensive and therefore is always 2HKO'd by BD Azumaril, irrespective of Unaware and the rest of your team is outsped and 1HKO'd except for Suicune who can only pray for a not so likely burn. I also found that Knock Off is a move that Manidbuzz really likes to have, and is usually a lot more useful than Whirlwind. That gives your team a much needed Knock Off user, and with it, Mandibuzz can check/counter and cripple Lando-I. Once his LO is gone, he's practically useless unless he carries CM (which isn't used much because Knock Off is usually a lot better). It also cripples things like Keldeo who try to switch in on Mandi, by knocking off the Specs which makes it a shitload easier for the rest of team to deal with.

mandibuzz.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spd
Impish Nature
- Foul Play
- Knock Off
- Taunt
- Roost

I agree with your points about Sylveon too, I've tried it multiple times and I was always just disappointed by it, went straight back to using Chansey and I've never really looked back or missed any of Sylveons hypothetical advantages.
 
While this may seem strange, how does exploud seem on stall to counter opposing stall?
With soundproof it can block heal bells and it completely shuts down syleon. IT has enough HP to set up subs above 100HP.
Perhaps a set like: Boomburst, toxic, substitute, Fireblast/Surf.
That or a restalk set?

It also has a good enough offensive presence to do major damage.
 
i've always found goth sort of a waste. you get good mileage out of stuff like taunt wisp mew which can actually support you by tanking hits and if you're running that stupid taunt trick scarf set, mostly a deadweight against offense. it removes a spot you have to take hits which is rather detrimental imo.
Any other options?
 
Well yeah, there are plenty of ways to win the stall vs stall matchup, if that's what you mean. Trappers work, then you have bulky wallbreakers like M-Mawile and M-Heracross, lures like Grass Knot Bisharp, PP stall, stallbreakers like Mew, and so on. Many Pokemon commonly used on stall can be effective at shutting it down, such as Taunt Heatran.
 
Well yeah, there are plenty of ways to win the stall vs stall matchup, if that's what you mean. Trappers work, then you have bulky wallbreakers like M-Mawile and M-Heracross, lures like Grass Knot Bisharp, PP stall, stallbreakers like Mew, and so on. Many Pokemon commonly used on stall can be effective at shutting it down, such as Taunt Heatran.

Magic Guard Calm Mind Clefable wrecks stally pretty hard as well unless he carriers phazer Heatran, which it can still beat 1 on 1.
 
Magic Guard Calm Mind Clefable wrecks stally pretty hard as well unless he carriers phazer Heatran, which it can still beat 1 on 1.
It doesn't beat Tauntran though, which is just as (if not more now) common as Roartran in my experience and is one of a number of popular methods employed by Stall to beat MG Clef. It also loses to Unaware Clef, which is another annoying issue since that pops up on Stall teams relatively often as well. If I'm using a Stall team myself, I wouldn't use MG Clef as a dedicated stallbreaker because it has too many ways to work around it and isn't that great against other playstyles either.
 
Yes, but is skill swap chansey really that useful? Is it worth giving up that extra moveslot? It works, I guess, but does it work well when there is no MG CM Clef?
 
While this may seem strange, how does exploud seem on stall to counter opposing stall?
With soundproof it can block heal bells and it completely shuts down syleon. IT has enough HP to set up subs above 100HP.
Perhaps a set like: Boomburst, toxic, substitute, Fireblast/Surf.
That or a restalk set?

It also has a good enough offensive presence to do major damage.

From Bulbedia:

Generation V

Heal Bell now lists Pokémon that are healed, and affects Pokémon with Soundproof.
 
So in my search for things that patch up the glaring Landorus-Incarnate weakness many stall teams have, I found AV Goodra.

Goodra
########
Assault Vest Tank
Dragon Pulse
Fire Blast
Thunderbolt
Ice Beam
Sap Sipper
Item: Assault Vest
Nature: Modest
EVs: 252 HP / 252 SpA / 4 SpD

+1 252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 4 SpD Assault Vest Goodra: 160-188 (41.6 - 48.9%) -- guaranteed 3HKO

So if you switch Goodra in while Lando CMs, you can retaliate with Ice Beam.
252+ SpA Goodra Ice Beam vs. +1 4 HP / 0 SpD Landorus: 312-368 (97.5 - 115%) -- 87.5% chance to OHKO

Additionally, Goodra handles Mega Charizard Y beautifully, as it is immune to Solarbeam and resistant to the sun-boosted Fire Blast. Even if Charizard carries Dragon Pulse it 4HKOs

252 SpA Mega Charizard Y Dragon Pulse vs. 252 HP / 4 SpD Assault Vest Goodra: 102-120 (26.5 - 31.2%) -- guaranteed 4HKO

While Goodra can spot remove certain anti-stall mons, it's impossible to overlook some of the glaring weaknesses it has--namely no recovery and poor physical bulk. It relies on its teammates to keep it up after taking hits. Also, don't be fooled into thinking you can take all special attacks. Mega Gardevoir will obliterate this thing to hell and back. Seriously, don't throw Goodra in against Gardy.

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 4 SpD Assault Vest Goodra: 216-254 (56.2 - 66.1%) -- guaranteed 2HKO

All in all, Goodra can help patch up weaknesses on your stall team. If you have a filler spot on your team, give it a shot. It's not going to solve all of your anti-stall woes, but it will eliminate CM Landorus, give you a free switch into grass moves, and help take out many special attackers.
 
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