wait bruh momentKlinklang came damn close, but congrats to the winners. Voting Necrozma for the tiebreaker.
Changed Slowbro because it was not really well-suited to the role. Throh's kit is already pretty well-suited for stallbreaking, who knew?Anyway:
Name of the Pokemon: Tangrowth
Role(s): Hazard Control, Physical Wall, Bulk Up User
Type: Grass/Fighting
Abilities: Regenerator/Tangling Hair/Sheer Force
Stat Distribution: 140/125/100/75/85/60 (BST 585)
Movepool Additions: Rapid Spin, Trop Kick, Superpower, Bulk Up
Movepool Removals: Stun Spore, Sleep Powder, Toxic
Custom Elements: N/A
Justification: A resistance to Rock and moves to hit both Dubwool and Seismitoad for huge damage mean that Tangrowth is easily capable of keeping rocks off the battlefield, and thanks to Regenerator it's a handy counter to Spikes as well. Its usefulness lies beyond hazard control as well, as it wields utility such as Knock Off, Ingrain and Bulk Up. However, it is crucial to make sure the enemy has no Togekiss, or a dead one, before sending it out, as one Oblivion Wing in Tangrowth's defensive weak spot is a death sentence.
Name of the Pokemon: Throh
Role(s): Stallbreaker, Bulk Up User
Type: Fighting/Psychic
Abilities: Judo Master
Stat Distribution: 100/130/120/85/100/80 (BST 615)
Movepool Additions: Kinetic Throw
Movepool Removals: N/A
Custom Elements: Judo Master: Iron Fist clone, throwing moves are boosted by 1.2x (Circle Throw, Storm Throw, Vital Throw, Kinetic Throw). It doesn't boost Seismic Toss because that would be broken.
Kinetic Throw: Psychic-type physical move, 85 BP, throwing move
Justification: Throh excels as a stallbreaker, forcing stallers to lose their boosts and switch out with its boosted Circle Throw. As long as it can take a hit, which is not what most stallers specialize in, Throh can stop opponents' momentum in its tracks. It also has Storm Throw, which strikes with a guaranteed critical hit to bypass defense boosts, if it wants to go straight for the throat, although it's generally less effective unless Throh has used Bulk Up or it's on a target weak to Fighting like Walrein.
Name of the Pokemon: Unfezant
Role(s): Offensive Pivot, Wallbreaker
Type: Flying/Dark
Abilities: Sniper/Super Luck/Guts
Stat Distribution: 65/130/70/115/65/130 (BST 555)
Movepool Additions: Close Combat, Sucker Punch, Nasty Plot, Dark Pulse, Swoop
Movepool Removals: U-Turn, Defog, Quick Attack
Custom Elements: Swoop: Flying-type U-Turn clone.
Justification: It's back! Unfezant is a speedy, threatening offensive powerhouse able to dart in and eliminate threats with a single big hit. The highlight here is Guts-boosted Brave Bird, offering Unfezant frightening physical power, and Swoop, which allows it to deal big damage and avoid taking significant hits. It can also semi-viably use a special set, fishing for critical hits with the combination of Super Luck and Air Cutter. The catch, however, is that it must avoid taking hits if it wants any longevity at all, as it is quite frail, and Dark/Flying does not provide the resistances it wants most, even burdening Unfezant with a weakness to the Fairy type.
Name of the Pokemon: Bisharp
Role(s): Offensive Pivot
Type: Fighting/Flying
Abilities: Stance Change
Stat Distribution:
Shield Forme: 80/50/145/45/140/100 (BST 560)
Sword Forme: 80/125/50/110/45/150 (BST 560)
Movepool Additions: Defensive Maneuvers, Acrobatics, Aerial Ace, Sacred Sword, Mach Punch, Close Combat
Movepool Removals: Sucker Punch, Throat Chop, Stealth Rock, Iron Head
Custom Elements: Defensive Maneuvers: King’s Shield clone, grants Bisharp +1 crit rate upon contact and changes to Shield Forme.
Justification: Inspired by XY/SM Aegislash, one of the strongest offensive pivots in the game's history, Bisharp fills much the same role as it does, alternating between extremely high defense and offense to be far safer untilPrinceRyomaBisharp begins its assault. However, its strongest STAB move, Acrobatics, bars it from using an item, and Close Combat also has a downside. Defensive Maneuvers is also weaker than King's Shield because making use of its effect relies on RNG.
As always, reply with criticisms or concerns.
Taunt+Swords Dance is promising, but the STABs/coverage that can be fit in the last 2 slots leaves this pretty ineffective in breaking stall and it would rather run a Stealth Rock pivot set probably.
Name of the Pokemon: Druddigon
Role(s): Stallbreaker, Physical Wallbreaker, Utility
Types: View attachment 226993 / View attachment 226994
Abilities: Tough Claws, Intimidate | Heavy Metal (HA)
Stat Distribution: 97/130/100/60/100/58 (545)
Movepool Additions: Swords Dance, U-Turn
Justification: Druddigon is a very strong wallbreaker with the ability Tough Claws, it's new move in Swords Dance and great coverage and STAB moves. Druddigon also provides good utility on teams with Glare, Taunt, Dragon Tail, a decent defensive typing in Dragon/Steel, Intimidate, etc. However, Druddigon is slow so it should only be used excessively.
This is a more interesting case- On paper, Merciless Krook when paired with Scolipede should be pretty devastating against stall teams. However, the metagame must be thought of- If our best spinner is Dhelmise, who can come in on Scolipede and spin away TSpikes with ease, these teams won't be often poisoned (especially with Cursola's heal bell support). Krookodile itself can just be walled for eternity by Snorlax. Once again fits more as an offensive pivot, this time with Choice Scarf.![]()
Sorry leonard
Pokemon: Krookodile
Role(s): Stallbreaker, Choice Scarf
Type:![]()
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Abilities: Intimidate / Moxie | Merciless
Stats: 111 HP / 125 Atk / 100 Def / 65 SpA / 90 SpD / 92 Spe [583 BST]
Movepool Additions: Sucker Punch, Parting Shot
Movepool Removals: Pursuit
Justification: Toxic Spikes beware! Krookodile comes tojustify Scolipede's existencelend its hand to the unexplored Toxic Spam archetype. It relies on its scary ability Merciless to shut down almost any defensive build, and its strong STAB Earthquake to deter poison status immune Pokémon from taking advantage of its strategy. It can also do a Scarf and perform revengekilling duties. Its big problem lies against very offensive builds, as Zacian and Cherrim make quick work of it. Offensive Seismitoad also annoys it thanks to Flame Orb ridding it of the ability to break past it. Yet still, Krookodile is an absolute menace and should always be accounted for in teambuilding.
This submission seems to be made with the assumption that Stall is a strategy employed by singular, defense-boosting Pokemon but that's not really stall (nor a viable strategy at all outside of body press shenanigans). Stall is a team archetype that aims to wall out opposing teams until they eventually get chipped to death. Critting through or phasing out boosts is not really going to impact the current incarnation of Stall in this metagame. You should probably reevaluate this submission so it works as an actual stallbreaker.
Name of the Pokemon: Throh
Role(s): Stallbreaker, Bulk Up User
Type: Fighting/Psychic
Abilities: Judo Master
Stat Distribution: 100/130/120/85/100/80 (BST 615)
Movepool Additions: Kinetic Throw
Movepool Removals: N/A
Custom Elements: Judo Master: Iron Fist clone, throwing moves are boosted by 1.2x (Circle Throw, Storm Throw, Vital Throw, Kinetic Throw). It doesn't boost Seismic Toss because that would be broken.
Kinetic Throw: Psychic-type physical move, 85 BP, throwing move
Justification: Throh excels as a stallbreaker, forcing stallers to lose their boosts and switch out with its boosted Circle Throw. As long as it can take a hit, which is not what most stallers specialize in, Throh can stop opponents' momentum in its tracks. It also has Storm Throw, which strikes with a guaranteed critical hit to bypass defense boosts, if it wants to go straight for the throat, although it's generally less effective unless Throh has used Bulk Up or it's on a target weak to Fighting like Walrein.
Ah, that explains it. I had been thinking more about mons like Gothitelle or Toxic/Infestation Shuckle. I'll see what I can do.This submission seems to be made with the assumption that Stall is a strategy employed by singular, defense-boosting Pokemon but that's not really stall (nor a viable strategy at all outside of body press shenanigans). Stall is a team archetype that aims to wall out opposing teams until they eventually get chipped to death. Critting through or phasing out boosts is not really going to impact the current incarnation of Stall in this metagame. You should probably reevaluate this submission so it works as an actual stallbreaker.