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A Guide to NU Stall [WIP as of 15/5/12]

The basics
Pokemon to Consider

  • Entry Hazards
  • Spinblockers
  • Physical Walls
  • Special Walls
  • Rapid Spinners
  • Additional Support
  • Wish Supporters
Team Building Checklist
Sample Team
How To Beat Stall
  • Taunt
  • Entry Hazards
  • Mixed Attackers
  • Perish Song
  • Shell Smash
Conclusion

The Basics

The idea behind a stall team is to rack up as much passive damage as possible, whether it be through entry hazards or poisoning the opponent to death. The key to a successful stall team is synergy, support, and the ability to check as many offensive threats in the metagame as possible. When it comes to synergy you need to look at your team's weaknesses and resistances; are your Pokemon all weak to a particular attacking type or Pokemon? If so, you need to bring in a teammate to cover every possible combination of teammates. For example, every NU stall team should carry a check to Sawk, Swellow, and Calm Mind Duosion.

When it comes to support, things become a little more complicated. A cleric with Heal Bell or Aromatherapy and a Wish supporter are vital components to a successful stall team. Status moves, such as Toxic, Thunder Wave, Will-O-WIsp, and Sleep Powder are also an essential part in stalling or securing an easier set up. Haze, Roar, Whirlwind, and Dragon Tail are also important moves as they prevent opposing teams boosting a sweeper and decimating your team. Rapid Spin is another important thing to consider; does your team have problems with entry hazards? Does your Articuno need Stealth Rock off the field? Will Quagsire get mauled by Toxic Spikes? Ask yourself those questions then find a suitable teammate for the job. Another thing to consider is a Pokemon to absorb Toxic Spikes, such as Tentacool, Garbodor, or even Whirlipede. Trick, Switcheroo, and Knock Off can be used to soften or cripple Choice users, while NFE Pokemon that rely on Eviolite are severely hampered without their item. Avoid status orbs or using Trick on Swellow, this will usually end in disaster. You should also remember that Black Sludge is NOT your friend. If the opponent has a Trick user on their side they can cripple one of your walls and use Black Sludge as a weapon against another one of your teammates.

Prediction is THE most difficult part about a stall team. Many defensive Pokemon carry Protect for this reason. This is where moves like U-turn and Volt Switch come in handy: they help you scout common switch-ins and the opponent's check to one of your teammates. There is no guarantee you'll predict perfectly 100% of the time, this is why you have Wish supporters, clerics, and backup walls or tanks. Stall is a rather risky strategy but if used correctly, can be very rewarding. Without further ado, here are the Pokemon you should consider.

Pokemon to Consider

Entry hazards

Entry hazards are a staple on any stall team. The majority of damage will be through constant switching, and the more layers you can set up, the better. Stealth Rock isn't enough to wear down the opponent, making Pokemon that can set up Spikes and Toxic Spikes a vital part of any stall team. It's recommended that you carry a phazer with Roar or Whirlwind when setting up entry hazards, as well as a spinblocker to keep them on the field. While there aren't many reliable hazard-setters in the tier, and the majority of them are rather poor in general, here are a few Pokemon that excel at setting them up.

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Cacturne
Base stats: 70 HP / 115 Atk / 60 Def / 115 SpA / 60 Def / 55 Spe
Weaknesses:
Bug, Fighting, Fire, Flying, Ice
Resistances: Dark, Electric, Ghost, Grass, Ground, Psychic, Water
Useful Moves:
Spikes, Encore

While Cacturne isn't the bulkiest Pokemon in the tier, its Grass/Dark typing provides it with more than enough resistances to set up. This, and Cacturne's ability to force switches with Sucker Punch and its powerful STAB. Encore helps Cacturne set up against walls and non-damaging moves, and stops it becoming setup bait. The only thing holding Cacturne back is its average Speed, but this is remedied with Sucker Punch and the fact that its most common opponents are Water- or Grass-types, such as Alomomola or Tangela.

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Garbodor
Base stats: 80 HP / 90 Atk / 82 Def / 60 SpA / 82 Def / 75 Spe
Weaknesses:
Ground, Psychic
Resistances:
Bug, Fighting, Grass, Poison,
Useful Moves:
Clear Smog, Haze, Spikes, Toxic Spikes

There's no denying that Garbodor is a terrible Pokemon, but there are a few things that make it worthwhile. Garbodor is one of the very few Pokemon that can set up both Spikes and Toxic Spikes, and its mono Poison typing means it can absorb Toxic Spikes for your team. Although its Attack stat is decent, Garbodor has nothing in terms of an offensive movepool, and its STAB is rather unreliable and walled easily. Clear Smog helps Garbodor take on slow stat boosters and isn't blocked by Taunt, but Garbodor's poor typing and average defenses will usually leave it in the trash pile. Garbodor can scare out Grass-types and set up against weaker Bug-types, but other than that it's rather poor.

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Glalie
Base stats: 80 HP / 80 Atk / 80 Def / 80 SpA / 80 Def / 80 Spe
Weaknesses:
Fighting, Fire, Rock, Steel
Resistances: Ice
Useful Moves:
Light Screen, Spikes, Taunt

Glalie is the fastest user of Spikes in the tier, and it's the only Ice-type with access to the move. Although it doesn't have a lot of resistances, Glalie can scare away Grass-, Flying-, and Dragon-types with its STAB, Taunt slower Pokemon to give it an easier set up, and Explode when its job is done. Glalie isn't poor in terms of offense either; its Ice-type STAB is amongst the best in the tier, only resisted by Water-, Fire-, and Steel-type opponents. Its defenses are subpar, but pretty decent compared to other Ice-types in the tier. Glalie's movepool extends beyond that of the standard Ice-type, consisting of moves such as Crunch, Light Screen, Spite, and Body Slam.

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Mesprit
Base stats: 80 HP / 100 Atk / 100 Def / 100 SpA / 100 Def / 80 Spe
Weaknesses:
Bug, Dark, Ghost
Resistances:
Fighting, Ground, Psychic
Useful Moves:
Reflect, Light Screen, Stealth Rock, Thunder Wave, U-turn

Mesprit is one of the most versatile and bulky Pokemon in the tier, making it a prime Stealth Rock user. With only three weaknesses, good defenses, and a massive movepool, Mesprit can keep the opponent guessing. U-turn, Thunder Wave, and Stealth Rock are Mesprit's most useful supportive moves, while Psychic, Light Screen, or Reflect can be used as a filler. Mesprit is an excellent check to most Fighting- and Poison-types, but its lack of recovery means Wish support plays a vital role in keeping Mesprit alive.

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Probopass
Base stats: 60 HP / 55 Atk / 145 Def / 75 SpA / 150 Def / 40 Spe
Weaknesses:
Fighting, Ground, Water
Resistances:
Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Poison, Psychic
Useful Moves:
Stealth Rock, Taunt, Thunder Wave

Probopass is blessed with some of the highest defensive stats in the tier, at a cost. A crippling weakness to Ground- and Fighting-type moves give it a hard time against the likes of Quagsire and Sawk, making a teammate that resists them a neccessity. Probopass can also boast about its 7 resistances, immunity to Poison-type moves, and Magnet Pull ability. Although it's rather slow and the majority of opponents can set up before Probopass has chance to Taunt them, its massive defenses help it set up Stealth Rock with little trouble. Thunder Wave, Gravity, Pain Split, and Magic Coat are also great support moves to consider. Probopass excels at walling Psychic- and Flying-types above everything else, but it does a great job at walling Quiver Dance Bug-types and Dragon-types, such as Fraxure.

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Whirlipede
Base stats: 40 HP / 55 Atk / 99 Def / 40 SpA / 79 Def / 47 Spe
Weaknesses:
Fire, Flying, Psychic, Rock
Resistances:
Bug, Fighting, Grass, Poison
Useful Moves:
Spikes, Toxic Spikes

Whirlipede is a strange case for a Pokemon; it's one of the only Pokemon with access to both Spikes and Toxic Spikes, and its NFE status grants it the ability to use Eviolite. While it's somewhat bulkier than Garbodor, Whirlipede has nothing in terms of offense, it has a crippling weakness to Stealth Rock, and it's weak to some common attacking types. Nevertheless, Whirlipede is an excellent check to Fighting-types, it's a great Toxic Spikes absorber, and its abilty, Poison Point, can catch physical attackers off guard. Rest is Whirlipede's only form of recovery, but combined with a cleric, such as Miltank, Whirlipede can set up entry hazards time and time again.

Spinblockers

Spinblockers, or more simply put, Ghost-types, play an important part in the success of a stall team. While they're not always vital, Ghost-types keep entry hazards on the field by blocking Rapid Spin. The majority of Ghost-types have access to some useful support moves, such as Will-O-Wisp, and check the ever-so-common Fighting-types.

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Drifblim
Base Stats: 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe
Weaknesses: Dark, Electric, Ghost, Ice, Rock
Resistances: Bug, Fighting, Grass, Ground, Normal
Useful moves: Baton Pass, Clear Smog, Haze, Hypnosis, Thunder Wave, Will-O-Wisp

Drifblim is one of the tiers best spinblockers in the tier; while it isn't immediately threatening, Drifblim can set up massive Subsitutes, Baton Pass Calm Mind boosts, cripple opponents with Hypnosis, and remove their stat boosts with Haze or Clear Smog. Furthermore, Drifblim can take advantage of its ability, Unburden, to raise its Speed and turn it into an offensive threat. Drifblim can set up with Calm Mind, Rest off the damage, then proceed to sweep with its boosted Speed and high Special Attack. The only downsides to Drifblim are its poor unboosted defenses, common weaknesses, and weakness to Stealth Rock. An immunty to Ground- and Fighting-type attacks help it take on threats such as Sawk and Quagsire, and it makes an excellent partner for Probopass. Acrobatics can be used alongside a Flying Gem and Unburden, and turns Drifblim into an excellent counter for Grass-types.

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Frillish
Base Stats: 55 HP / 45 Atk / 50 Def / 65 SpA / 80 SpD / 40 Spe
Weaknesses: Electric, Dark, Ghost, Grass
Resistances: Bug, Fire, Ice, Poison, Steel, Water
Useful moves: Recover, Pain Split, Taunt, Will-O-Wisp

Frillish is another NFE gem, possessing everything one needs in a defensive spinblocker. Water Absorb is what makes it an excellent defensive Pokemon, giving it the ability to take on Shell Smash Gorebyss and the majority of Fire- and Ice-types. Will-O-Wisp helps it take on physical attackers, Recover helps it stay healthy, and Taunt stops it becoming setup bait. Another selling point is Frillish's STAB Water-type moves; Armaldo and Torkoal are two common Rapid Spin users weak to Water-type STAB and will think twice about switching in.

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Haunter
Base Stats: 40 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe
Weaknesses: Dark, Ghost, Psychic
Resistances: Bug, Fighting, Ground, Normal,
Useful moves: Disable, Taunt, Will-O-Wisp

Haunter is one of the most common spinblockers in the tier; while it doesn't have much in terms of bulk, Haunter makes up for it with its sky-high Special Attack and above average Speed. The best way to use Haunter is with Substitute and a choice of Pain Split, Taunt, or Disable. Haunter gives your team some offensive presence, and ensures that you aren't vulnerable to set up Pokemon. Subsitute and Pain Split help it take on bulky walls, such as Audino, Subsitute and Disable make it difficult for offensive Pokemon to KO Haunter, and Taunt prevents any attempt to set up on Haunter. It's an excellent way to check Psychic-types, such as Mesprit, and it makes for an excellent Ground- and Fighting-type switch-in.

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Lampent
Base Stats: 60 HP / 40 Atk / 60 Def / 95 SpA / 60 SpD / 55 Spe
Weaknesses: Dark, Ghost, Ground, Rock, Water
Resistances: Bug, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Steel
Useful moves: Clear Smog, Haze, Pain Split, Taunt, Will-O-Wisp

Unlike other Ghost-types in the tier, Lampent has a weakness to some common attacking types, such as Rock, Ground, and Water. Its ability to use Eviolite is a major advantage over the likes of Drifblim, and its ability, Flash Fire, helps it take on the likes of Magmortar and Emboar. Will-O-Wisp and Pain Split cripple physical attackers and keep Lampent alive, while Haze and Clear Smog can be used to erase stat boosts. Lampent is an excellent check to special attackers such as Mesprit, Eelektross, and Electabuzz, and works reasonably well against Grass-types, such as Tangela and Vileplume. Leafeon makes for an excellent teammate as it can switch into physical attackers with Ground- and Water-type moves and support Lampent with Wish.

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Misdreavus
Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
Weaknesses: Dark, Ghost
Resistances: Bug, Fighting, Normal, Poison
Useful moves: Heal Bell, Pain Split, Perish Song, Taunt, Thunder Wave, Will-O-Wisp

Misdreavus is an excellent spinblocker and cleric for your team. Its stats are fairly balanced defensively, and its movepool is somewhat superior to other Ghost-types in the tier. Misdreavus can also be used with Perish Song if it's your last Pokemon, and it's even better at forcing stat boosters to switch. Will-O-Wisp helps Misdreavus take on physical attackers, Thunder Wave helps slow down faster threats, and Taunt can be used to stop the opponent setting up. Most commonly seen running a physically defensive spread, Misdreavus makes for a decent counter to Fighting-, Ground-, and Normal-types.

Physical Walls

This section is pretty self explainitory. These Pokemon are renowned for taking on physical attackers and possess excellent Defense and / or HP. The majority of physical walls have difficulty in supporting themselves, but work excellently when backed up by a specially defensive Pokemon.

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Leafeon
Base Stats: 65 HP / 110 Atk / 130 Def / 60 SpA / 65 SpD / 95 Spe
Weaknesses: Bug, Fire, Flying, Ice
Resistances: Grass, Ground, Water
Useful moves: Baton Pass, Heal Bell, Knock Off, Roar, Wish, Yawn

Leafeon is probably the most versatile wall in NU; apart from its great Defense and movepool, Leafeon is commonly seen with Swords Dance and its powerful STAB Leaf Blade. Leafeon's handy resistances turn it into one of the best clerics and Wish supporters in the tier; combine with with a base 95 Speed and its ability to force switches, Leafeon is a great example of a physical wall. Leafeon and Quagsire form an unstoppable defensive core; with Leafeon's resistance to Grass-type moves and access to Heal Bell, and Quagsire's Fire-type resistance and ability to take out Fire-types with Earthquake, the opponent will be hard-pressed to break through it. Knock Off is handy to destroy Eviolite users, while Yawn is an excellent phazing move for increasing entry hazard damage.

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Miltank
Base Stats: 95 HP / 80 Atk / 105 Def / 40 SpA / 70 SpD / 100 Spe
Weaknesses: Fighting
Resistances: Ghost
Useful moves: Curse, Heal Bell, Milk Drink, Thunder Wave

Miltank is another great example of a physical wall. With a sole weakness to Fighting-type moves, a reliable recovery move in Milk Drink, and a variety of helpful support moves in its arsenal, Miltank is a real beast on the battlefield. Miltank also has two amazing abilities in Thick Fat and Scrappy; Thick Fat helps it take on Fire- and Ice-type moves, while Scrappy means it has perfect type-coverage in a single attacking move. Miltank also has an amazing Speed stat, rivalling that of some top physical threats in the tier. Furthermore, Miltank's amazing Speed means it can heal itself before the opponent has chance to attack. Miltank pairs well with a Ghost-type, such as Drifblim, as they share perfect synergy together.

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Quagsire
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Weaknesses: Grass
Resistances: Electric, Fire, Poison, Rock, Steel
Useful moves: Curse, Encore, Haze, Recover, Yawn

What makes Quagsire such an amazing wall is its great defensive typing and lack of weaknesses. This is helped by its access to Recover, decent HP and Defenses, and neutrality to Stealth Rock. Quagsire is also one of the few Water-types with access to Haze, Encore, and Yawn, making it an excellent team player. Furthermore, Quagsire can take on Magmortar that lack Hidden Power Grass and brings the majority of physical attackers to a halt. Quagsire's ability, Water Absorb, gives it a nifty immunity to Water-type moves and provides additional HP recovery. Quagsire and Leafeon form a great defensive core with Leafeon switching into Grass-type moves and Quagsire wiping out Fire-types with its STAB.

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Regirock
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
Weaknesses: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Poison
Useful moves: Curse, Stealth Rock, Thunder Wave

Although it's weak to common special attacks and OHKOed by the likes of Exeggutor and Gorebyss, Regirock is one of the best Swellow counters in the game. With a colossal Defense stat and a decent Attack stat, Regirock can dish out reasonably powerful attacks while supporting its teammates. Thunder Wave and Stealth Rock are by far Regirock's most dangerous assets. Thunder Wave cripples its most common switch-ins, Sawk and Gorebyss, and Stealth Rock provides invaluable team support. Regirock and Leafeon are excellent partners as Leafeon can provide Wish and Heal Bell support, while Regirock takes care of Swellow and other dangerous Flying-types.
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Tangela
Base Stats: 65 HP / 55 Atk / 115 Def / 100 SpA / 40 SpD / 60 Spe
Weaknesses: Bug, Fire, Flying, Ice
Resistances: Grass, Ground, Water
Useful moves: Knock Off, Leech Seed, Pain Split, Reflect, Sleep Powder, Stun Spore

Despite its quirky appearance, Tangela is one of the best physical walls in the tier. Although it doesn't check every threat in the tier, Tangela can cripple its common switch ins with Sleep Powder or Leech Seed, threaten Water- and Ground-types with its decently powered STAB, and restore its health upon switching out with Regenerator. Now I hear you ask, why would you use Tangela, a NFE Pokemon, in NU? The answer is simple: Eviolite. With Eviolite, Tangela's Defense is boosted to 540, while its Special Defense is raised to usable levels. Pair Tangela with Quagsire or Alomomola and you have yourself an unstoppable duo. Add a cleric to remove status, a Pokemon to take on Swellow and Braviary, and an offensive stall breaker, and voila, you have yourself a team.

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Weezing
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe
Weaknesses: Psychic
Resistances: Bug, Fighting, Grass, Ground, Poison
Useful moves: Haze, Pain Split, Will-O-Wisp

Weezing is probably one of the most underrated physical walls in the tier. Sporting an immunty to Earthquake, a reststance to Fighting-type attacks, and access to Will-O-Wisp to cripple physical attackers, Weezing is certainly difficult to take down. Furthermore, Weezing only has a single weakness to Psychic-type attacks, easily covered by Grumpig, Hypno, or even Probopass. Haze also gives your team a way to overcome boosting sweepers like Swords Dance Absol and friends. That's not all; Weezing has access to Pain Split to keep itself alive, draining health from unsuspecting Psychic-type switch-ins. Weezing pairs well with Dragon Tail Lickilicky or Encore Audino as it appreciates the Wish support, while the aforementioned Pokemon appreciate a partner that can switch into Fighting-types.

Special Walls

Again, this section is pretty self explanitory. These Pokemon excel in sponging special attacks and have high HP and/or Special Defense. Most special walls require support from a physical wall to keep them alive.

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Articuno
Base stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Weaknesses:
Electric, Fire, Rock, Steel
Resistances:
Bug, Grass, Ground
Useful Moves:
Haze, Heal Bell, Reflect, Roar, Roost

Articuno has always been a decent SubRoost tank, but has never excelled as a special wall. Stealth Rock is the main reason people shy away from using this legendary bird, but they never realise its potential. Only hit neutrally by the majority of special attackers in the tier, Articuno should always be considered for a stall team. Exeggutor, Gorebyss, Jynx, and Samurott have problems with Articuno, and even boosting sweepers are overcome with Haze or Roar. Rapid Spin support is VITAL when using Articuno, and a physical wall that can take on Electric-, Fire-, Rock-, and Steel-types is recommended. Quagsire and Articuno are an excellent duo when it comes to forcing switches and poisoning the opponent, but without a Spinner, they're as good as dead.

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Cradily
Base stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe
Weaknesses:
Bug, Fighting, Ice, Steel
Resistances:
Normal, Electric,
Useful Moves:
Curse, Recover, Stealth Rock

Cradily is one of the more unique Pokemon that functions well on a stall team. Cradily's typing and ability means it can take on the majority of special attackers with little trouble. Electric-, Water-, Fire-, Psychic-, and Grass-type moves only hit Cradily neutrally (or not at all if we're talking about Water-type attacks with Storm Drain); combine this with Cradily's massive Special Defense, access to Recover, and general stalling ability, you've got yourself an amazing tank. Whirlipede makes an excellent teammate as it can wall Bug- and Fighting-types relatively easily and set up Toxic Spikes to cripple the opposing team while Cradily just sits there and Recovers. Lampent is another excellent teammate as it can switch into all of Cradily's weaknesses, while Cradily can switch into Water- and Rock-type moves aimed at Lampent.

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Grumpig
Base stats: 80 HP / 45 Atk / 65 Def / 90 SpA / 110 SpD / 80 Spe
Weaknesses:
Bug, Dark, Ghost
Resistances:
Fighting, Ground, Psychic
Useful Moves:
Heal Bell, Light Screen, Magic Coat, Reflect, Taunt, Thunder Wave, Whirlwind

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Hypno
Base stats: 85 HP / 73 Atk / 70 Def / 73 SpA / 115 SpD / 67 Spe
Weaknesses:
Bug, Dark, Ghost
Resistances:
Fighting, Ground, Psychic
Useful Moves:
Baton Pass, Hypnosis, Light Screen, Reflect, Taunt, Thunder Wave, Wish
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Mantine
Base stats: 65 HP / 40 Atk / 70 Def / 80 SpA / 140 SpD / 70 Spe
Weaknesses:
Electric, Rock
Resistances: Bug, Fire, Fighting, Ground, Steel, Water
Useful Moves:
Haze

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Regice
Base stats: 80 HP / 50 Atk / 100 Def / 100 SpA / 200 SpD / 50 Spe
Weaknesses:
Fighting, Fire, Rock, Steel
Resistances: Ice
Useful Moves:
Thunder Wave

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Throh
Base stats: 120 HP / 100 Atk / 85 Def / 30 SpA / 85 SpD / 45 Spe
Weaknesses:
Flying, Psychic
Resistances: Bug, Dark, Rock
Useful Moves:
Circle Throw

Rapid Spin Support

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Armaldo
Base stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe
Weaknesses:
Rock, Steel, Water
Resistances: Normal, Poison
Useful Moves:
Knock Off, Rapid Spin, Stealth Rock

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Cryogonal
Base stats: 70 HP / 50 Atk / 30 Def / 95 SpA / 135 SpD / 105 Spe
Weaknesses:
Fighting, Fire, Rock, Steel
Resistances: Ice
Useful Moves:
Haze, Light Screen, Rapid Spin, Recover, Reflect

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Tentacool
Base stats: 40 HP / 40 Atk / 35 Def / 50 SpA / 100 SpD / 70 Spe
Weaknesses:
Electric, Ground, Psychic
Resistances: Bug, Fire, Ice, Poison, Steel
Useful Moves:
Haze, Knock Off, Magic Coat, Rapid Spin, Toxic Spikes

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Torkoal
Base stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe
Weaknesses:
Ground, Rock, Water
Resistances: Bug, Fire, Grass, Ice, Steel
Useful Moves:
Rapid Spin, Stealth Rock, Will-O-Wisp, Yawn

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Wartortle
Base stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe
Weaknesses:
Electric, Grass
Resistances: Fire, Ice, Steel, Water
Useful Moves:
Haze, Rapid Spin, Yawn

Wish Support

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Alomomola
Base stats: 165 HP / 75 Atk / 80 Def / 40 SpA / 45 SpD / 65 Spe
Weaknesses:
Electric, Grass
Resistances: Fire, Ice, Steel, Water
Useful Moves:
Light Screen, Wish

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Audino
Base Stats: 103 HP / 60 Atk / 86 Def / 60 SpA / 86 SpD / 50 Spe
Weaknesses: Fighting
Resistances: Ghost
Useful moves: Encore, Heal Bell, Light Screen, Reflect, Thunder Wave, Trick Room, Wish, Yawn

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Flareon
Base stats: 65 HP / 130 Atk / 60 Def / 95 SpA / 110 SpD / 65 Spe
Weaknesses:
Ground, Rock, Water
Resistances: Bug, Fire, Grass, Ice, Steel
Useful Moves:
Will-O-Wisp, Wish, Yawn

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Gardevoir
Base stats: 68 HP / 65 Atk / 65 Def / 125 SpA / 115 SpD / 80 Spe
Weaknesses:
Bug, Dark, Ghost
Resistances:
Fighting, Ground, Psychic
Useful Moves:
Disable, Hypnosis, Light Screen, Reflect, Taunt, Thunder Wave, Will-O-Wisp, Wish

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Glaceon
Base stats: 65 HP / 60 Atk / 110 Def / 130 SpA / 95 SpD / 65 Spe
Weaknesses:
Fighting, Fire, Rock, Steel
Resistances: Ice
Useful Moves:
Roar, Wish, Yawn

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Lickilicky
Base Stats: 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe
Weaknesses: Fighting
Resistances: Ghost
Useful moves: Curse, Dragon Tail, Heal Bell, Knock Off, Wish

Additional Support


Choice Scarf Abusers

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Braviary
Base Stats: 100 HP / 123 Atk / 57 Def / 35 SpA / 75 SpD / 80 Spe
Weaknesses: Electric, Ice, Rock
Resistances: Bug, Ghost, Grass, Ground

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Jynx
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe
Weaknesses: Bug, Dark, Fire, Ghost, Rock, Steel
Resistances: Ice, Psychic

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Sawk
Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe
Weaknesses: Flying, Psychic
Resistances: Bug, Dark, Rock


Team Building Checklist

Wish support...
Rapid Spin support...
A Spinblocker...
Resistances to common attacking types...
A Cleric...
Plenty of Entry Hazards...
A phazer / haze user
Perish Song / Cursing Ghost-type -- Win condition (Optional)
Choice Scarf user (Optional)

Sample Team
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Tentacool (M) @ Eviolite
Ability: Liquid Ooze
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature (+SpD, -Atk)
- Toxic
- Toxic Spikes
- Rapid Spin
- Giga Drain


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Hypno (M) @ Leftovers
Ability: Insomnia
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature (+SpD -Atk)
- Seismic Toss / Psychic
- Wish
- Taunt
- Protect


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Lickilicky (F) @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature (+SpD, -SpA)
- Return
- Wish
- Protect
- Heal Bell


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Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature (+Def, -Spe)
- Scald
- Earthquake
- Recover
- Toxic


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Probopass (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 216 Def / 40 SpD
Calm Nature (+SpD, -Atk)
- Stealth Rock
- Volt Switch
- Power Gem
- Toxic


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Tangela (F) @ Eviolite
Ability: Regenerator
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature (+Def, -Atk)
- Giga Drain
- Hidden Power Ice
- Leech Seed
- Sleep Powder


How to Beat Stall

Taunt...
Entry Hazards...
Mixed Attackers...
Perish Song...
Shell Smash users...

Conclusion
 
We've been talking about this a fair bit recently in #neverused.

Basically what the consensus is, is that the standard stall team is very limited in it's choices because there are only two pokemon that can take on a gorebyss that has shell smashed and only 1 spinner that is hard to set up on.
 
something tells me that you haven't playtested enough before you wrote this.

misdreavus needs to be listed as a spinblocker (also the only spinblocking cleric in the game), cacturne needs to be listed as a spiker (only spiker with redeeming attributes bar spikes), and gigalith needs to be dropped and replaced with regirock (the former is useless to stall, bar its ability to break subCM mesprit subs.. and be 2HKOed by Psychic).
 
I haven't play tested it ENOUGH, that's why it's marked as [Major WIP], because I'm still playing and trying things, and there so much still to add. I'm adding things as I have chance to test them, and I have movesets, EV spreads, and explainations in a document on my laptop. I have been playtesting, I just haven't come close to completing this list.
 
imo use karpman's team as a sample. ps: manectric is solidly RU (much to my disappointment).
 
Just posting to say I haven't abandoned this. I have an introduction, 19 Pokemon descriptions, an explaination of a sample team, ways to beat stall, and a conclusion to go. Hoping to get it done within the next week or so. We can only hope.
 
I wouldn't consider Natu to be specially defensive, but I'm going to add a section called "additional support" with dual screeners, SubSeeders, Perish Trappers and the likes. We're pretty bare bones here! If you'd like to make a list of additional Pokemon that deserve a mention, go ahead, would save me some time :)
 
Remember Mesprit moved up to RU and Jynx was banned.

Also, Vileplume and Amoonguss are amazing Pokemon on stall teams and should be on here.
 
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