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Pokepaste:
Introduction
Hello, I'm back again with another stall RMT. This time I decided to build around

, which was a pokemon that I haven't ever used on stall. This team can take on more offensive teams with the likes of

,

and

, while being able to take on more defensive teams with

,

and

, though every team member contributes in all matchups. This team has some weird techs on it, so in this RMT, I'll explain them thoroughly.
The Team

Bellibolt @ Heavy-Duty Boots
Ability: Electromorphosis
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Parabolic Charge
- Slack Off
- Soak
- Toxic

is the center of this team, with it providing crucial support with toxic and threatening good damage with parabolic charge. Specially defensive helps a lot on this team, as its able to help against behemoths such as

by switching into them and threatening them out. It also means it can easily take on

and threaten it with a toxic. Electromorphosis is chosen over static as not only can it help

be threatening, but it also means it doesn't screw over toxic'ing something that static may cause. Parabolic charge is the main stab option of

, and does solid damage while also helping heal it. Toxic can threaten switchins to

, such as

,

and

, and pairs well with soak. Soak can not only make pokemon weak to parabolic charge, but it also makes steel types such as

and

weak to toxic and can force switches to rack up hazard chip, allowing

to force a ton of switches:.
Tera Water helps

defensively a lot, as it now can completely wall

and take earthquakes from pokemon such as

and

, and either toxic them or use parabolic charge. It also helps a lot in the rain matchup, as it can threaten all the main rain users in

,

and

with toxic or parabolic charge, while easily taking there hits.

Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

is the main special wall of the team. I don't think there's much to say here, pokemon such as

and specs

are completely walled by

. It sets up stealth rocks quite reliably, has seismic toss to deal consistent damage, and heal bell to remove status from teammates that come from pokemon such as

or

so they can play more aggresively, while also waking up

from Rest. Tera dark deals with psyshock or psychic noise users such as

and

.

Quagsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Toxic
- Earthquake
- Recover

is the main physical wall of the team, able to use unaware to take on setup threats such as

and DD

. Spikes usually wouldn't be on

with

on the team, but I wanted to fit a special move on

. So we go with spikes to take advantage of switch ins. Toxic can cripple switchins such as

and

, while earthquake does solid stab damage and threatens the poison and steel types such as

and

that can switchinto toxic. Tera Poison allows

to shed its 4x grass weakness to take on

and

, allow it to never miss toxic, and become immune to opposing toxics from

and

.

Muk-Alola @ Leftovers
Ability: Poison Touch
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Poison Jab
- Knock Off
- Rest
- Protect
Next up, we have

, who is the secondary special wall of the team.

's primary job is to take on the ghost types such as

and

that

can't touch, while also helping sponge hits so

doesn't get overwhelmed. Poison Jab and Knock Off are good stab options, with Knock off being able to remove items from pokemon such as

while also having a chance to poison them due to poison touch. Rest is the main way that

can heal itself, and pairs nicely with heal bell from

to wake it up immediately. Protect can help

absorb future sight from pokemon such as

and

, or doom desire from

. It can also help stall out poison damage and let

gain extra recovery. Finally, tera steel is just a good all round tera type, not really any specific reasoning for it.

Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Steel
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Super Fang
- Body Press
- Knock Off
- Synthesis

is the second physical wall on the team, and it can take on pokemon such as

and

that

might otherwise struggle with. The ev spread is to outspeed the pokemon that are still ev'd to outspeed the normal

spread, which is nice at times, though max defense can definetely be used. Body press is a good reliable stab option for chesnaught that can hit pokemon such as

for big damage. Knock off can hit ghost types such as

and

that might switch into body press. Super fang is an interesting move in

's arsenal. Usually,

can't normally fit it, but since we kept spikes on

, we now have a free moveslot. I decided on super fang as it can chunk targets such as

,

and

that usually could easily switch into

. Its really good against bulkier teams, as it can force them to use a lot more recovery, allowing them to be worn down a lot easier. Tera steel resists brave bird from

, can take the pyshic type moves from

and

in a pinch and take icicle crash from

in a pinch (barring flinch).

Avalugg @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Ghost/Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Recover
- Body Press
- Crunch
Finally, we have

, which is our hazard removal of the team and our

answer. Avalugg can wall a lot of the physical meta as mons such as

do pitiful damage to it, which is quite nice as a defensive backbone to ensure the rest of the team can do there stuff. Avalugg is also quite the reliable spinner, as it can threaten most ghost types for good damage. Body Press does good damage off Avalugg's enormous defense stat, and Crunch can threaten every ghost type, including

which can normally wall avalugg.
Tera ghost avoids the various close combats from

,

and

, while also acting as a spinblocker against the likes of

, who can deal good damage to you with draco meteor, but you can mostly recover off the hp. It also does pretty well into

, which is a notoriously difficult matchup for stall if they are not packing

.

cannot do enough damage with +2 psycho cut to 2hit ko avalugg, as body press is a 3hit ko in return. Technically night slash can 2hit ko

, but you can potentially scout it by recovering immediately on the turn after you tera'd. This now means that

can wall it as it won't have leaf blade. And if it isn't leaf blade, then gallade is never getting through

. If you don't mind

constantly spinning on you, then tera fairy is a good alternative, which can completely sit on

, while also sitting on

as well.
Conclusion
Overall, this team went pretty well in testing, and I'd say its a team I'm very proud of. I hope you enjoyed this breakdown as much as I did making this team.