I have only picked up stall in the past few weeks, and I am struggling to make a good team (and/or I do not play well). So, excuse me if something seems glaringly bad or unoptimized about it. That said, please point out these problems if you see them!
Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 248 HP / 28 Def / 228 SpD / 4 Spe
Careful Nature
- Toxic
- Knock Off
- Recycle
- Fire Punch
Admittedly, this is probably the weakest member of my team, but without it, my team just falls flat to Hoopa-U. The given HP and Defense EVs allow Muk-A to avoid the 2HKO from any of banded Hoopa-U's attacks, 4 Speed EVs for Chansey, and the rest dumped into Special Defense with a calm nature to soak up special attacks with ease. This makes Hoopa-U easy to deal with. Recycle in tandem with figy berry allows Muk-A to consistently check special attackers. These include, aside from Hoopa-U, all Lele variants, Mega Alakazam, Reuniclus, Blacephalon, Magearna, and Ash-Greninja (probably not an exhaustive list). Fire punch makes Magearna easier to deal with, and punishes steel type switch-ins looking to sponge a poison move. Toxic needs to find a place somewhere on a stall team, and it seems to fit on Muk-A well, but I also used poison jab interchangeably with toxic with mixed results. I mostly thought of poison jab to check Bulu. I am thinking about compromising with poison fang. Knock off provides some utility, and receives a stab bonus. I initially had curse over fire punch to better check Reuniclus (with acid armor), but I never saw a good chance to use it, and always wished I had fire punch. I believe that this is the weakest member of my team because it does not provide any crucial utility to the team, like cleric support, hazards, or hazard control. If I could consistently check the above threats - mainly Hoopa and Lele - without Muk-A, I would probably replace it.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Stealth Rock
The obligatory pink blob on the team. I could not fit heal bell or stealth rock on any other member, so I gave them to Chansey. Soft-Boiled is obligatory for longevity. I then had a free slot, and I chose toxic because outside of Muk-A, it is nowhere else to be found on my team. Furthermore, it can be used on threatening sweepers that switch in on Chansey to take advantage of its low defence stat, like Zard X and Gyarados. I entertained the thought of seismic toss, to allow Chansey to make some progress with chip damage, and prevent it from being taunt bait. However, toxic provides chip as well, and Chansey should not be staying in if it can only use attacking moves.
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Will-O-Wisp
- Protect
This is the most standard set on my team (Chansey naturally sees some variation, depending on teams' needs), and as such, there is not much to say. This is my Mega Medicham check, and as such, I initially had max defense. However, Sableye can still check Medicham without defense investment, and the special defense investment, with a careful nature allow Sableye to check Tornadus-T, which threatens Chansey and Muk-A with knock off, removing their crucial items. Prankster allows Sableye to burn huge threats (such as Mega Heracross) with will-o-wisp prior to mega evolution before they can touch him/her, though it usually does not see use. I really do not know what to use on Sableye, so I just went with the standard moveset. I want to do something different, as Sableye does not seem to ever do much, but I am not sure what other options there are. I really like the idea of calm mind plus snarl, but it does not seem to fit well.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 228 HP / 252 Def / 8 SpA / 20 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Roost
- Defog
Certainly one of the more eccentric picks, Volcarona is here primarily to check Mega Mawile, a huge threat to stall that has seen a lot of usage lately. I originally used the bulky setup spread on the Smogon analysis, but it simply wasn't bulky enough to actually check Mega Mawile, as it is OHKOed by Mega Mawile's sucker punch at +2, forcing me to roll dice and play around sucker punch. The spread maximizes Volcarona's bulk and optimizing leftovers recovery. The 8 EVs in special attack allow Volcarona to always OHKO Mega Mawile with 96 HP EVs. I put the remaining amount in speed for adamant base 70s; there is no goal behind this in particular, but I was not sure what else to do with the remaining EVs. I first had buginium z (with bug buzz), primarily to reduce knock off damage, but I figured that most attackers Volcarona wants to check will avoid touching it in fear of flame body activating. I also replaced bug buzz with defog because my team was strapped for defoggers. Quiver dance helps Volcarona sponge special attacks, and allows it to sweep late game. In addition to Mega Mawile, Volcarona also checks Kartana (bar normalium z sets), scizor, and Bulu lacking stone edge.
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 236 HP / 100 SpD / 172 Spe
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Scald
- Taunt
This is the primary defogger on my team, and it can switch in on both Clefable and Heatran, which Sableye cannot, to defog their rocks. I decided to choose scald over earthquake, since Heatran does not threaten this set much, and scald still wears it down. Furthermore, scald punishes anything that resists or is immune to earthquake, like Tangrowth and Bulu (burn) and Tornadus-T (chip damage). Taunt allows Mew to keep rocks away against Clefable, and has miscellaneous uses. The HP EVs maximize HP while keeping it divisible by 16 for leftovers recovery. Enough speed is invested to outspeed Heatran, with the rest dumped into special defense with a calm nature to maximize special bulk to better take hits from the Pokémon Mew wants to defog on. I originally had a timid nature, with more EVs moved from speed to special defense, but using a calm nature with this EV spread provides more special defense while maintaining the same speed.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Cosmic Power
Clefable rounds out the team, providing a check to various Pokémon that rely on stat boosts. I used cosmic power over stealth rock or heal bell in order to check Pokémon that either do not need boosts to beat Clefable (e.g Zard X) or can bypass unaware (e.g Mega Gyarados). That said, Clefable cannot switch directly into Zard X reliably (though depending on the roll, you can avoid the 2HKO from flare blitz, due to leftovers plus protect). I originally had curse Quagsire in this slot, but my team was looking weak to Mega Heracross, and I could use the wish support, which could be helpful if Muk-A gets knocked. I had entertained stored power, but it takes a while to become stronger than moonblast, and dark types are immune to it.
Threats: First of all, this is not an exhaustive list, because I am likely to miss at least one threat. That said, what seems to be the most obvious threat to me is Zard X. My primary check does not always check it if Charizard flar blitz's on the switch (though cosmic power allows it to check from full). Quagsire could check most sets, but if it fails to get a curse up in time, it is 2HKOed by Outrage. If I switch Clefable for Quagsire (since outrage is uncommon), my team becomes weak to Mega Heracross. Lastly, while it may not plow through my whole team, icium Kyurem-B basically claims a kill, though Volcarona may be able to tank it into fusion bolt. Hone Claws Kyurem-B is even more threatening, as it bypasses Clefable's unaware, and hits hard with iron head anyway. That said, I haven't seen that set on the Smogon analysis page, and I am not sure how common it is.
Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 248 HP / 28 Def / 228 SpD / 4 Spe
Careful Nature
- Toxic
- Knock Off
- Recycle
- Fire Punch
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Stealth Rock
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Will-O-Wisp
- Protect
Volcarona @ Leftovers
Ability: Flame Body
EVs: 228 HP / 252 Def / 8 SpA / 20 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Roost
- Defog
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 236 HP / 100 SpD / 172 Spe
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Scald
- Taunt
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Cosmic Power
Ability: Gluttony
EVs: 248 HP / 28 Def / 228 SpD / 4 Spe
Careful Nature
- Toxic
- Knock Off
- Recycle
- Fire Punch
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Stealth Rock
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Will-O-Wisp
- Protect
Volcarona @ Leftovers
Ability: Flame Body
EVs: 228 HP / 252 Def / 8 SpA / 20 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Roost
- Defog
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 236 HP / 100 SpD / 172 Spe
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Scald
- Taunt
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Cosmic Power
Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 248 HP / 28 Def / 228 SpD / 4 Spe
Careful Nature
- Toxic
- Knock Off
- Recycle
- Fire Punch
Admittedly, this is probably the weakest member of my team, but without it, my team just falls flat to Hoopa-U. The given HP and Defense EVs allow Muk-A to avoid the 2HKO from any of banded Hoopa-U's attacks, 4 Speed EVs for Chansey, and the rest dumped into Special Defense with a calm nature to soak up special attacks with ease. This makes Hoopa-U easy to deal with. Recycle in tandem with figy berry allows Muk-A to consistently check special attackers. These include, aside from Hoopa-U, all Lele variants, Mega Alakazam, Reuniclus, Blacephalon, Magearna, and Ash-Greninja (probably not an exhaustive list). Fire punch makes Magearna easier to deal with, and punishes steel type switch-ins looking to sponge a poison move. Toxic needs to find a place somewhere on a stall team, and it seems to fit on Muk-A well, but I also used poison jab interchangeably with toxic with mixed results. I mostly thought of poison jab to check Bulu. I am thinking about compromising with poison fang. Knock off provides some utility, and receives a stab bonus. I initially had curse over fire punch to better check Reuniclus (with acid armor), but I never saw a good chance to use it, and always wished I had fire punch. I believe that this is the weakest member of my team because it does not provide any crucial utility to the team, like cleric support, hazards, or hazard control. If I could consistently check the above threats - mainly Hoopa and Lele - without Muk-A, I would probably replace it.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Stealth Rock
The obligatory pink blob on the team. I could not fit heal bell or stealth rock on any other member, so I gave them to Chansey. Soft-Boiled is obligatory for longevity. I then had a free slot, and I chose toxic because outside of Muk-A, it is nowhere else to be found on my team. Furthermore, it can be used on threatening sweepers that switch in on Chansey to take advantage of its low defence stat, like Zard X and Gyarados. I entertained the thought of seismic toss, to allow Chansey to make some progress with chip damage, and prevent it from being taunt bait. However, toxic provides chip as well, and Chansey should not be staying in if it can only use attacking moves.
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Will-O-Wisp
- Protect
This is the most standard set on my team (Chansey naturally sees some variation, depending on teams' needs), and as such, there is not much to say. This is my Mega Medicham check, and as such, I initially had max defense. However, Sableye can still check Medicham without defense investment, and the special defense investment, with a careful nature allow Sableye to check Tornadus-T, which threatens Chansey and Muk-A with knock off, removing their crucial items. Prankster allows Sableye to burn huge threats (such as Mega Heracross) with will-o-wisp prior to mega evolution before they can touch him/her, though it usually does not see use. I really do not know what to use on Sableye, so I just went with the standard moveset. I want to do something different, as Sableye does not seem to ever do much, but I am not sure what other options there are. I really like the idea of calm mind plus snarl, but it does not seem to fit well.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 228 HP / 252 Def / 8 SpA / 20 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Roost
- Defog
Certainly one of the more eccentric picks, Volcarona is here primarily to check Mega Mawile, a huge threat to stall that has seen a lot of usage lately. I originally used the bulky setup spread on the Smogon analysis, but it simply wasn't bulky enough to actually check Mega Mawile, as it is OHKOed by Mega Mawile's sucker punch at +2, forcing me to roll dice and play around sucker punch. The spread maximizes Volcarona's bulk and optimizing leftovers recovery. The 8 EVs in special attack allow Volcarona to always OHKO Mega Mawile with 96 HP EVs. I put the remaining amount in speed for adamant base 70s; there is no goal behind this in particular, but I was not sure what else to do with the remaining EVs. I first had buginium z (with bug buzz), primarily to reduce knock off damage, but I figured that most attackers Volcarona wants to check will avoid touching it in fear of flame body activating. I also replaced bug buzz with defog because my team was strapped for defoggers. Quiver dance helps Volcarona sponge special attacks, and allows it to sweep late game. In addition to Mega Mawile, Volcarona also checks Kartana (bar normalium z sets), scizor, and Bulu lacking stone edge.
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 236 HP / 100 SpD / 172 Spe
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Scald
- Taunt
This is the primary defogger on my team, and it can switch in on both Clefable and Heatran, which Sableye cannot, to defog their rocks. I decided to choose scald over earthquake, since Heatran does not threaten this set much, and scald still wears it down. Furthermore, scald punishes anything that resists or is immune to earthquake, like Tangrowth and Bulu (burn) and Tornadus-T (chip damage). Taunt allows Mew to keep rocks away against Clefable, and has miscellaneous uses. The HP EVs maximize HP while keeping it divisible by 16 for leftovers recovery. Enough speed is invested to outspeed Heatran, with the rest dumped into special defense with a calm nature to maximize special bulk to better take hits from the Pokémon Mew wants to defog on. I originally had a timid nature, with more EVs moved from speed to special defense, but using a calm nature with this EV spread provides more special defense while maintaining the same speed.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Cosmic Power
Clefable rounds out the team, providing a check to various Pokémon that rely on stat boosts. I used cosmic power over stealth rock or heal bell in order to check Pokémon that either do not need boosts to beat Clefable (e.g Zard X) or can bypass unaware (e.g Mega Gyarados). That said, Clefable cannot switch directly into Zard X reliably (though depending on the roll, you can avoid the 2HKO from flare blitz, due to leftovers plus protect). I originally had curse Quagsire in this slot, but my team was looking weak to Mega Heracross, and I could use the wish support, which could be helpful if Muk-A gets knocked. I had entertained stored power, but it takes a while to become stronger than moonblast, and dark types are immune to it.
Threats: First of all, this is not an exhaustive list, because I am likely to miss at least one threat. That said, what seems to be the most obvious threat to me is Zard X. My primary check does not always check it if Charizard flar blitz's on the switch (though cosmic power allows it to check from full). Quagsire could check most sets, but if it fails to get a curse up in time, it is 2HKOed by Outrage. If I switch Clefable for Quagsire (since outrage is uncommon), my team becomes weak to Mega Heracross. Lastly, while it may not plow through my whole team, icium Kyurem-B basically claims a kill, though Volcarona may be able to tank it into fusion bolt. Hone Claws Kyurem-B is even more threatening, as it bypasses Clefable's unaware, and hits hard with iron head anyway. That said, I haven't seen that set on the Smogon analysis page, and I am not sure how common it is.