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.