Gen 7 Airheads: How Big Stall Violates the [Gen 7] OU Tier (feat. Mega Altaria, Mew, and Alolan-Muk in 88 Replays)

Pokemon games have things that can sometimes happen or sometimes not. Ask your parental guardian(s) about gambling.

Mew @ Groundium Z
Ability: Synchronize
EVs: 252 HP / 180 Def / 76 Spe
Impish Nature
- Will-O-Wisp
- Roost
- Earthquake
- Stealth Rock

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Heal Bell
- Hyper Voice
- Roost

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost

Muk-Alola @ Figy Berry
Ability: Gluttony
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recycle
- Pursuit
- Knock Off
- Rock Slide

Zapdos @ Electrium Z
Ability: Pressure
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Volt Switch
- Heat Wave

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Scald
- Earthquake
- Recover
- Clear Smog
After all... who could resist? It's just too bad, though... my puns are all lukewarm... a product of the intellect, I guess.... Anyhow, allow me to present the Airheads! Neat, no, as OU teams go? Defensive without a Steel-type or Regenerator, stalling without Chansey or Unaware. Its purpose, simple: to fish more often than not for a free win with which to mindlessly unwind—sometimes in a few turns, sometimes in hundreds. Even so little quickly exceeded my abilities and expectations (turn 136); whatever merit the team may have now falls to other minds to discover. Hopefully to help with that, I've included every informative replay that remains following their site-wide deletion and partial restoration.

Games from before 2021 include trials of a different third move for Buzzwole, but that does not detract from the point to which those replays have been linked.
...such as, "Are you going to introduce every section with these puns?" to which the answer is, "Yes."

Although most often, Mew will do (many teams are flippantly unprepared), there is no one Pokemon with which always to lead, and the choice does matter in losing matchups. A losing matchup was already lost while building the team, so play freely! Such plays have no risk unless and until they create a winning position. In these more difficult battles, spend the timer at once in order to 1) anticipate, 2) uncover (with Mew, brother), and 3) calculate the plays required to defeat those sets to which the team could lose. In easier battles, use time liberally and whenever needed, e.g. to calculate that a mistake will actually have no effect on the outcome—after all, a winning matchup is readily lost by misunderstanding the battle.

A tip: on Pokemon Showdown, type /rank [paste opponent's name here] (e.g. /rank Chaos) and press enter for occasionally useful information about them.
Deranged as it may appear, especially as a set with which to begin building, pure utility Mew often carries the game. It is a wall—not too threatening, but not too easy to take down—the same as each of its teammates. Despite preceding any particular synergies, it places remarkable pressure on users of Pursuit, Play Rough, and Ice-type physical attacks, none of which its team resists; the damage over time of Will-O-Wisp and Stealth Rock also reliably disrupts attempts to win by forcing repeated switches (onto Stealth Rock, Spikes, and Toxic Spikes). Especially in dire and otherwise uncommon matchups, even its merely accessory traits—usually neutral typing, fair stats all round, and a 1) physical 2) Ground-type Z-Move—can prove almost comically suitable.

Against stall's biggest hater (Heatran), Mew liberally applies Will-O-Wisp until the opponent dares to trigger Flash Fire; then, it switches out to Gastrodon in order to feign no such Ground-type attack (out of which the opponent might nevertheless switch, e.g. to Tornadus-T, Landorus-T, or Tapu Bulu). Will-O-Wisp then trivializes the damage from U-turn and Pursuit which would otherwise threaten most every member of the team, Zapdos especially. Because Tectonic Rage bypasses the damage reduction of Grassy Terrain, Earthquake consistently outshines Earth Power, e.g. against (Pursuit) Tyranitar, Calm Mind Magearna, and (oops) Taunt Heatran; because Groundium Z bypasses the damage boost of Knock Off, it consistently precludes guesswork with Weavile, Kartana, and even Justified-boosted Swords Dance Mega Gallade. The item also prevents Trick, e.g. from Tapu Fini, Cresselia, Victini, Rotom, and Jirachi.

A tip: use Synchronize to deter (and occasionally exceed in pressure) the likes of Thunder Punch Mega Medicham, Freeze Shock Kyurem-B, and the para-flinch gamblers; Toxic Mega Swampert, Slowbro, and Rotom; and even Magic Bounce users such as Megas Sableye and Diancie. Regards to humble Shedinja.
A dreadful noise, and haunting, but there are also competitive grounds for delaying Mega Evolution: Natural Cure permits the regularly scheduled PP drain and often saves several turns. Funnily, neither of these remarkable uses were actually foreseen with final pick Altaria, whereas its intended roles have increasingly fallen to different approaches; even so, its initial targets (Mega Charizards and users of Substitute) still frequent the unique roster of menaces-if-not-for-Mega-Altaria, also e.g. Swords Dance Devastating Drake Garchomp and Clangorous Soulblaze Kommo-o. While Mega Evolving may change only so much about its weaknesses to two (and a half!) of the attack types not resisted by its teammates, the utility of pseudo-Terastallization is not to be underestimated.

Like Mew, Altaria serves a purely supportive role. Its second Defog permits Zapdos to exhaust the combined PP of Stealth Rock + Spikes; against Rocks + Toxic especially, this requires Natural Cure + Heal Bell (as do many of the team's tactics, if often less urgently). In turn, the sum of so many other options against any status condition prevents the opponent from overwhelming Heal Bell's 8 PP. Pixilate Hyper Voice, while strong, serves primarily to prevent losses to well over a dozen specific surprises, powerful sets, and uncommon choices (i.e. by 2HKOing Gyarados behind Substitute), yet Altaria can also find matchups as comically easy as this.
Despite its place among the game's best answers to Fire-, Flying-, Psychic-, and Fairy-types, Buzzwole itself requires a strong case... but I was simply through with my Kartana 'counters' getting trapped by (Knock Off plus) Magnet Pull. How's that for a strong case! Eh? Well, hold on, hold on, there's more! Buzzwole also makes almost as little use of Beast Boost as it possibly could... and most of the exceedingly many attackers against which it defends can already fail to KO or even to withstand attacks from its physically defensive teammates... yet Buzzwole is not inevitably overkill. While helping to probe the opponent's sets, it serves to uncover both 1) potential lures and 2) what must continue switching into what; that is, it prevents too many questions from overwhelming an answer and permits the unusual sets on Mew, Altaria, and Zapdos.

Buzzwole can defend against a host of the most powerful stall-breakers, often two or even three at oncewhen played properly, that is. Stacking attackers whose shared answer is Buzzwole works only with a well-timed critical hit or secondary effect, yet Drain Punch actually reduces the chances of that occurring (by folding some turns during which it must recover into those during which it can attack). For many Pokemon, it is simply too extremely defensive, too exceptionally powerful, and too uncommonly fast to reliably KO; stat boosts, Substitutes, Encores, and Taunts all quickly fold to a super-effective attack or the occasional Bulk Up.

Although certain special-attacking hyper offenses will disregard it, such matchups occur rarely; on the other hand, each of Buzzwole's other anti-setup moves all too often does nothing—even loses the game—against certain common threats, e.g. Calm Mind Magearna, Mega Mawile, Charizard X, and Choice Band Victini. Earthquake might seem helpful here, but Bulk Up is often better, entirely before the more apparent Swords Dance Gliscor and Continental Crush 1) Garchomp and 2) Landorus-T. These last two in particular, whether with Stealth Rock, U-turn, or both, also demonstrate the smaller instances of damage which require that Buzzwole use Leftovers in order to endure heavier hits to come, also e.g. Swords Dance 1) Kartana, 2) Excadrill, and 3) U-turn Mega Scizor.
In the past, most stalling teams used Choice Band Weavile, Arena Trap Dugtrio, or even Innards Out Pyukumuku in order to enforce a KO on those threats against which all five other Pokemon would normally fold. Ideally, such history helps to inform how Muk, too, can be exceptionally more reliable than its unusualness might suggest, even when I cannot. Aside from cleaning up Toxic Spikes, its duties overlap remarkably with specially defensive Magearna, especially those sets with Pain Split—Muk, too, would really like a fifth move, please! The main difference even comes not from typing, but from trading Volt Switch for Pursuit. This option to enforce an outcome (even when it goes unused) can prevent an opponent from taking a KO, entirely without the power and speed of other outcome-enforcers—Muk, instead, uses longevity.

By doubling its Figy Berry's trigger window (up to 50% HP), Gluttony Muk becomes nearly immune to critical hits; against such targets as Choice Specs Tapu Lele, Ash-Greninja, Charizard Y, and +6 Serperior, it faints only to a misplay, back-to-back crit, or specific-turn crit in which multiple attacks deal damage within specific ranges. After consuming its Berry at least once, it can also bypass the effects of Knock Off (that is, by not yet using Recycle), e.g. in order to Pursuit KO the likes of 1) Tornadus-T, 2) Tapu Fini, 3) Tangrowth, 4) Toxapex, 5) Mega Sableye (without risking turn 13), and 6) less common Knock Off users such as Megas Alakazam and Venusaur (heat).

Meanwhile, Muk's own Knock Off removes Rocky Helmet for Buzzwole, Leftovers for progression (against Seismitoad in particular), and stall-breaking items for defense, also e.g. Choice Specs and Metronome; occasionally, it helps to find the Z-Crystal when an opponent's team is unclear. Poison Jab has no use, as Knock Off plus Pursuit KOes Tapu Lele, Volt Switch plus Knock Off KOes Tapu Fini, and removing Leftovers plus burning those without Magic Guard eventually drains the PP of (other) users of Calm Mind, e.g. Clefable, Cresselia, Reuniclus, and Mega Latias—that is, having liberally applied Clear Smog and conservatively switched to Muk (see also the Venusaur replay above). Last move Rock Slide defends against Volcarona and Charizard Y, but it also forces the Z-Move from Thundurus-T and the Mega Evolution from Charizard X (e.g. for Mega Altaria's Hyper Voice); the first two Fire-types in particular keep Muk from using Fire Punch—so, to defeat Calm Mind Magearna and Mega Mawile requires more aggressive play.
Yes, that's right. I'm afraid the time has finally come for all those many among you, faithfully following along with each analysis thus far and thinking, "Yes... yes! That's solid!!"—the Airheads are, in fact, bird crap. I know, I know. It must come as a shock, given all you've seen before. Please, accept my deepest and sincerest apologies....

Okay
! Now that the pressure is off to defend my picks, let me just say that I didn't have any other choice but to click U-turn, buddy, and I simply refuse to believe how you can be so lucky and SO BAD LIK HOW DO YOU TURN ONE PARA FULL PARA ME EVERY TIME I MEAN ARE YOU IN THE MAINFRAME RIGGIN G THIS SHKT AGAIMST ME???? NO FJCK THIS DOGSTHIS GAME ASGOAISFBNAKSDFBN

Aside from aiding in one man's quest to stop losing to paralysis, especially from Glare Serperior (just Roost, brother), Zapdos with Pressure also fishes for the relaxing PP drain against opposing stallers (for which the team primarily serves). Moreover, taking so many turns to deal so little damage, while so often relying on a field kept clear of Stealth Rock and Spikes, requires the use of Pressure—at least, that is, with this particular Zapdos. In return, its teammates each threaten its weaknesses—Pursuit users, in particular—and remove the pressure to switch its middling defenses into such attacks as can occasionally overwhelm its otherwise durable typing.

Such a fast set outspeeds several Stealth Rock users and claims some KOs in otherwise iffy matchups, including against certain non-Stealth Rock attackers. Beyond the most powerful (Lonely Kyurem-B, Modest Tapu Lele) and the most poorly answered (Adamant Mimikyu, Timid Xurkitree), Zapdos has Speed to ensure the use of Defog against the most threatening (Taunt Kommo-o). In slightly less dire matchups, both Taunt Tapu Fini and Taunt Tornadus-T can often permit the use of Roost, though Taunt Serperior can force guessing between Roost and Heat Wave (or even switching Mew into Glare). In much, much less dire matchups, Zapdos limits status conditions other than Glare, e.g. paralysis from Stun Spore Amoonguss, Thunder Wave Clefable, and Thunder Wave Ferrothorn (any one of which would otherwise, with full paralysis, eventually prevent Defog) along with poison from Sludge Bomb Tangrowth and Mega Venusaur (each of which can trouble Muk and Altaria—whether with Speed, other moves, or both).

In many matchups, Volt Switch avoids fainting—e.g. while checking for the odd Block or Whirlpool—but especially while chipping away at Tyranitar, Heatran, and Ditto.* Gigavolt Havoc can preclude the guesswork with those three, as well as with the Taunt users above, with Roost Togekiss, and with not-yet-Mega Charizard X; otherwise, it patches unusual matchups, e.g. (not-yet-) Mega Pinsir, Energy Ball Manaphy, or pinch states with Toxapex. Like Mew, Zapdos makes use of its Z-Crystal bypassing the damage boost of Knock Off and preventing Trick—here, from Tapu Fini, Jirachi, Rotom, and Togekiss. Though I did in anger once consider Hidden Power Water (following an unfortunate encounter with Stealth Rock Mega Camerupt), I regretfully admit that Heat Wave is still required by the 70x more common Calm Mind Magearna and Mega Mawile.

*A tip: first, use Volt Switch plus Pursuit to force out Ditto; then, draw it back in with Defog in order to send Gigavolt Havoc. This series of plays also defends against the similar but lesser pressure applied by Heatran (especially Timid nature) with Stealth Rock + Magma Storm + Taunt (see also the previous Heatran link).
Hah... Gastrodon is the most boring Pokemon OU. Sadly, Manaphy is also legal; so, rather than rage, I choose boredom. As fifth pick, Gastrodon replaced Crobat, shortly before Mega Altaria replaced Swampert (the other four remained the same, if with changed sets). Its regrettable inclusion provides the most consistent combination of 1) specific immunities and 2) setup prevention required by Muk's low damage against certain stat-boosting and non-stat-boosting special attackers. The immunity to Volt Switch, especially, can at least make Scald somewhat awkward to answer, even more so when Buzzwole will switch into Kartana, Mew into Mega Medicham, and Muk into Tapu Lele. In order to draw out the misery of its company, Gastrodon's teammates can also uncover and defend against the Grass-type attacks on each of the targets into which it would otherwise switch (except certain Manaphy sets with Energy Ball).

Regardless of a Careful nature reducing its damage, Scald performs no less exceptionally than were Gastrodon Sassy, e.g. against this semi-stall, this bulky offense, and this hyper offense (in different hands than above). The first two of those three games—plus this fourth—moreover show that, for this team, Scald's most definitive use is actually to thaw the frozen status. Like Mew, Gastrodon uses Earthquake (over Earth Power) for better matchups against Pursuit Tyranitar, Taunt Heatran, and Calm Mind Magearna, especially the set of Twinkle Tackle + Pain Split; were there any question, a +1 boost on this purpose-built menace will make abundantly clear how negligible is Grassy Terrain's reduction of Earthquake damage. That last matchup, in particular, also neatly shows the need for max Special Defense, yet Gastrodon can do even more when it outspeeds Toxapex, Reuniclus, and Mega Camerupt, so it takes a Careful nature. Like Buzzwole, Gastrodon has a great many anti-setup moves which all too often do nothing, Clear Smog included; of the options, it merely answers the most matchups which Muk cannot handle alone, also e.g. Clangorous Soulblaze Kommo-o (Soundproof, Taunt, or both), Z-Celebrate Victini, and (rarely) Hone Claws Kyurem-B.

A tip: don't always ration Clear Smog's PP before the opponent reveals their set—the set, by the way, which mandates the use of Leftovers, even were the recovery not so helpful otherwise.
The Great Airhead has spoken... and he says, "Please stop bullying me with Energy Ball Manaphy! Please, no more Choice Band Victini plus Charizard Y or Tapu Lele!" Despite their rarity, these two top the list of losing matchups, because they ask almost nothing of an opponent in order to win—sometimes, not even the combination in question.

Better PP Draining: Spikes + Stealth Rock + Ditto can use the renewing PP and Pressure of Imposter 'Zapdos' for draining actual Zapdos and Altaria of Defog (in order eventually to keep those entry hazards on the field)—entirely before getting Ditto's Choice Scarf removed (quadrupling its PP). There do exist less veteran versions, quite unlike the honorable mention, defensive Lunar Dance Cresselia.

Certain Stealth Rock sets: Doubling down on Ice- and Rock-weak Defog users has introduced by far the most numerous troublesome matchups, not least because many Stealth Rock users have an Ice-, Rock-, or occasionally even Dragon-type move with which to create more pressure than can be answered by simply moving first with Zapdos and Mew. These matchups can further become the most troublesome with the inclusion of Taunt.

A pair of Dragon-types: Both Charizard X with defensive investment and Kommo-o with Soundproof + Taunt can claim at least two KOs and usually win the game, even with knowledge of their set (unlikely). Although Mega Altaria can sometimes manage them with Body Slam, such a change sacrifices the consistency of Hyper Voice in many other matchups (against Landorus, Garchomp, Rocky Helmet, Substitute, etc).

Two and a Half Fairy-types: Mega Mawile with Play Rough can lose to impatience, or to its place on a team which struggles with Mew, or to missing its attacks too soon in the match (plus the tactical pause before turn 42)... and Magearna with Calm Mind + Twinkle Tackle + Pain Split can lose to impatience, too, or to a precise series of plays limiting Pain Split recovery... but Mega Altaria with Dragon Dance + Roost + Facade, Refresh, or Heal Bell just wins the game with immanent ease.

Finally, several other rare encounters claim one and a half KOs after a single boost, e.g. Swords Dance Alolan Marowak, Swarm + Savage Spin-Out Volcarona, Swords Dance Terrakion, Nasty Plot Porygon-Z, Tail Glow Xurkitree, and Nasty Plot Hoopa-U. To beat them, position aggressively, recover cautiously, and forfeit any Pokemon for an attack during the turn in which they set up—i.e. play the team exactly opposite to its original intent.
pokepaste and pastebin
This section makes all the rest look nicer at first glance.
Technical Projects on Smogon
chaos for creating Smogon
-----The Contributions & Corrections forum
DougJustDoug for creating usage statistics and (among others) usage-based tiering
-----Others involved in 1) migrating from Shoddy Battle and 2) creating, improving, and maintaining Smogon's usage stats (especially movesets)
Zarel for creating Pokemon Showdown
-----Its contributors, especially the creator(s) of the /help ds and /help ms commands
Honko for creating the Pokemon Damage Calculator
-----Austin and dhelmise for maintaining it
-----Its contributors
-----BOT Keith and camboi for calculating damage directly on Showdown

The Contributions & Corrections forum
TheMaster42 and Mekkah for bringing Speed tiers to Smogon
Finchinator for the Speed tiers current during team-building
lydian for updating that format
spell for the Speed tiers current during copy editing

-----Quality Control
zinnias for working directly on this post with prompt and encouraging quality control, several elusive replays, and some copy editing
Skypenguin for a second QC check

Colonel M, obi, and twash for ordering information
darkie for standards
whistle for more standards
---Rising_Dusk for rewriting whistle's standards
ryan for further standards (e.g. structuring overviews and specifying not only matchups but also roles)
***Hootie and Gary for saying, "Wrap it up."***
---Leo for dissenting on hand-holding
Jukain for new points (e.g. ending overviews on a positive note)
Darkmalice, shaian, and Stratos for detailing analyses (e.g. mandating examples)
yogi for the same (e.g. moving depth below the introduction and including negatives)
Oglemi for curbing vagueness (e.g. with Speed)
NixHex for nixing the obvious
Matthew for noticing needless information
Lumari for axing extra hazard mentions
piikachuu for line breaks between spoilers

-----Prose
X-Act for using a readability checker
bugmaniacbob for explaining prose (e.g. being conversational and reworking participles)
Lumari for a guide (e.g. condensing clauses and connecting points)

-----Grammar
Jumpman16 for standards
obi for more standards
Ray Jay for the standards (version one)
---sirndpt for "super-effective"
---Banedon for dissenting on (some) type hyphenation
---Zystral for "may" and "while"
***Reflect Suicune for dissenting on Pokemon jargon***
GatoDelFuego for the standards (v2)
---NoCheese for asking about "+"
---Oglemi for "on" a team
fleurdyleurse for 1) extensive notes and 2) updating them
---antemortem for linking them
NixHex, bojangles, Ray Jay, Zystral, and *Hen* for this article on standards (e.g. punctuation and grammar 101)
Lumari for naming Z-Moves and renaming "resistances"
autumn for specifying Mega or not
Dubulous for "you"
CardsOfTheHeart for "more so"

...and anyone whose contributions I referenced before including the credits (oops!)

The End
Competitive Pokemon might have taught me one and a half things. First, the half: the entire competition is gambling, from speed creep (eric the espeon) to matchup-fishing (PDC) (also known as team-buildingMcMeghan) to predictions during play (FalseSwipeGaming). Second, the one thing: I have to put myself in a winning position, regardless of what anyone else does. That's why, with any luck, this is it for me and Pokemon. Alas, I knew it well! (;D) Goodbye!
 
Last edited:
Back
Top