Guess I'm gonna have to ask this, but I am wondering what people exactly intend when they are saying Stallbreaker, as the term is perhaps the second most broad term in the game (after pivot). You could make a good argument that Taunt + Wisp Mew, CM Reuniclus, SD Gliscor, Sub NP Hydreigon, Band Hoopa are all stallbreakers. Do we intend for "setup mon that resists status" (Glisc, Reun), "taunt mon that has some non-conditional damage" (Taunt Mew, Taunt Tox Heatran), "mon that just hits dummy hard" (Ice-Z Kyurem, CB Hoopa), or some other interpretation?
To refine at least my thoughts on what Stallbreaker should entail for CAP28 should be either the first option (setup that resists status) as that punishes the teleport turn and status spamming of Teleport abusers, or the third option (hits absurdly hard). Both hard punish teleport, as something is gonna get hit DUMMY HARD™ one way or another. I don't see another viable option besides those two while applying the necessary amount of pressure on a pivot team. Taunt just doesn't provide the same amount of momentum that the, ahem, DUMMY HARD™ hit would. One more defensive option I could see working is a Substitute user similar to CroCune
