Ok, there's still a few hours to go, but I'd like go over a few points before the deadline.
First of all, at this point
I'm inclined to believe that having a good offensive presence is a must (either by high base stats, high powered STAB moves or general offensive bias). This is pretty much required if we want to effectively force out Teleport users without them just using that move to safely run away. I don't think this necessarily dictates whether or not we should we should be primarily offensive or defensive, but this is something I'd always like to maintain when moving forward.
Second, I agree with quziel that stallbreaker is a very broad term, so we need to use it with caution. I think that for the purpose of this concept
I'd like to define "stallbreaker" as a Pokemon that is able to win against passive strategies (status, residual damage, etc) most of the time. I also think we should consider shorten this list a bit because I think this might still be a bit too broad, as it includes things varying from bulky set up sweepers to just powerful and hard to switch-in wallbreakers, although we should be able to work around this definition if we want to.
Finally a few notes about our list of strategies to disrupt pivots:
- I'm adding Draining Moves, Resilience to passive damage and immunities to the list, as these have been proposed as decent ways to deal with pivots
- I'm inclined to avoid adding Hazards and Item removal, as many pivots already have decent ways to play around them, and more importantly, we just explored these ideas with Astrolotl so I think it'd not be a particularly exciting route to take
- I'll be keeping Taunt and adding Encore. It's true that these moves are fairly weak ways to punish pivots, but they're also very versatile and could be useful in lots of different scenarios (trying to beat Blissey without needing to be physical would be just one example). For these reason, I believe that they're very useful tools, even if they should never be our main focus.
- I'm not planning on adding Trick Room or Speed Swap, as the first one would require us to build specifically around it to be effective and the second one is way too gimmicky to be a reliable tool.
I'd still like to finish this discussion tonight, but I'm willing to give an extension if people would like some more time to discuss.