Opening
I met this man on the OU chat room, where he described stall as "the pimples on my ass."
Now this quote has stuck with me, and the reason why this mystery-ass man has left such a notable dent is because, yes, I agree: they are annoying. They unneccessarily extend games. Yes in some cases, the games pass by quickly. But in others, it can last for hours on end, especially if the non-Stall player focuses less on offense and more on defense (e.g. Balanced teams with a more prominent defensive backbone). And with my case, fighting the Stall lasts for HOURS. ON. END.
I just don't understand – no one has that kind of time. Are they trying to get free wins by preying on impatient people? If so, it's working. Because I'm frustrated with this.
I would even argue that they are OP and something to be feared, as it's easy to play as Stall and Chansey can take very powerful attacks without issue, while you slowly die from Spikes and Stealth Rock. But that's a topic for another day.
I digress.
Now, on the ORAS OU Viability ranking, I found this one guy who said it was possible to build a viable team by following this formula:
- Start with Landorus-T, Latios, Keldeo core
- Throw in a bulky Steel-type
- Throw in a Mega Evolution
- Filler
Testing this, I found it to be true. Kinda. It is still possible to break through this core. However, I still reached a fair rank on the ORAS OU ladder – 1650, which is as far as I was willing to go before I had to go back to studying – I don't have the time to spend games fighting the Stall.
It's definitely solid, but it does have its problems. And that is where I seek guidance.
Teambuilding
To put this man's theory to the test, I started with the core Landorus-T, Latios, and Keldeo. Fairly solid core, covers the other's weaknesses.
And before you go and criticize me, think about it this way: I only took the core. I had to decide the other three slots for myself. Plus the guy didn't specify sets, so I had to do that as well. Thus I firmly believe that I did not steal anyone's team.
Now, I wanted to test Crawdaunt as a wallbreaker, so that was added in next.
Because Crawdaunt is bad vs. enemy Balance and enemy HO, I threw in Mega Lopunny for Speed and stuff.
My bulky Steel-type of choice was Ferrothorn, as it checks Azumarill and stacks Spikes for Lopunny to wallbreak.
->
After having my fun with Crawdaunt, I threw in Tyranitar to act as an Electric-type check. Banded gives me some way of fighting the Stall. As much as I hate Pursuit, I will use it, as I'm sick of fighting the Stall.
Team descriptions
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic
Everyone's used to this rabbit by now. Loadout is self explanatory – Fake Out because I can, Return + HJK for neutral coverage, Toxic for Shedinja and Dugtrio, plus Landorus-T and Garchomp.
Why I chose Lopunny: Has a good match-up versus enemy Balance and Hyper Offense, while not being deadweight versus enemy Stall because of the perfect neutral coverage of HJK + Return (well, except versus Shedinja). It, along with Diancie and Mega Scizor, is what I would call a good Mega Evolution. I thought it would be a good place to start.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Everyone's used to this little pony by now. To aid in my matchup versus the Stall, I needed a hard hitter, preferably one that could hit on both sides of the spectrum. Keldeo was the answer.
Enemy Bisharp, Weavile, etc. were tough to switch into without Keldeo. I found it somewhat redundant to fit two Fighting-types onto the same team, but it's been working out good so far.
Icy Wind is chosen as it deals with Lati@s and the like. Plus Amoonguss, who checks Keldeo.
Originally I chose Choice Scarf because I wanted speed control, but Specs' power was far too good to pass up on.
Why I chose Keldeo: Firepower, and to help with Dark spam. This firepower is needed to break past the Stall.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Everyone's seen this trusty Pokémon everywhere – it's the reason Lopunny, Metagross, and Medicham use Ice Punch.
Rocky Helmet over Leftovers because punishing U-turn users is nice, and it's the best version of Landorus-T overall.
Stone Edge was chosen because I desperately required a way to damage foes like Pinsir, Talonflame, etc.
Why I chose Landorus-T: Sand check, chip damager, pivots w/ U-turn to give Lopunny free switches.
Note that I made Landorus-T's HP number odd so that way he takes less residual damage.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Ah, Latios. How the power creep was ever so unkind to you. Luckily you're still OU viable.
I need to check multiple enemies at once with Latios – stuff like Breloom, Mega Manectric, Raikou, Volcanion, Keldeo, etc. As such, it is imperative that I use Roost to restore lost health and stuff like that.
Although none of my allies are overly weak to hazards, I still like Defog because I hate walking on Spikes – it makes me cringe when I see Spikes on my side of the field (bad memories as a kid, stepped on too many Lego pieces).
Why I chose Latios: Defog support, check to a few mons, drop Draco Meteors. Just a standard Latios set, nothing to see here.
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip
You may be looking at me questioningly as you notice that I do not have Leech Seed here. Well, the answer's relatively simple: I want Power Whip on Ferrothorn so that way I can try to deal damage to stuff like Suicune and Azumarill. Gyro Ball was wanted because it really smacks enemies like Gengar and enemy Latios. Spikes are needed because I already had Stealth Rock, and this gives Ferrothorn something to do while it's on the field. I wanted Thunder Wave because this means that enemies faster than Lopunny will have a harder time, as Lopunny can now outspeed them. I deemed Leech Seed unnecessary, as usually I'm better off stacking Spikes or throwing out a Thunder Wave.
Why I chose Ferrothorn: Good defensive typing, can work as a countermeasure to BoltBeam, stacks Spikes to help Lopunny sweep, provides Thunder Wave for Speed control, has a little offensive presence.
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
My wallbreaker, Tyranitar. This mon helps me get past the Stall, and hopefully reduce the 4-hour games I spend to 3-hours instead. Seriously, who's got time for those kinds of matches? I really wish there was a time limit.
It's a usual Tyranitar set – Superpower for Steel-types, Pursuit (as much as I don't like Pursuit because it bullies my favorite Pokemon, Latios) for chasing down stuff, Stone Edge for STAB, yadda yadda ya.
Helps out versus the Stall, as stuff coming in will be taking a beating. Stuff coming out will be taking a beating. You get the point.
Why I chose Tyranitar: Checks Mega Manectric, helps Ferrothorn and Latios deal with Electric-types, wallbreaks, is a Clef breaker (Moonblast only 3HKO's Tyranitar).
Note that I tweaked Tyranitar's EV spread so that way he has an odd HP number while allowing him to win the speed tie versus enemy Tyranitar (assuming they didn't invest in Speed).
Enemies of note
Mega Diancie can mess this team up, especially if it has HP Fire (which is usually what they will use, as it's the better coverage move). Luckily if this is the case, then Latios can deliver a Psyshock and try to take out Diancie. Lopunny also does major damage with High Jump Kick.
Klefki will be guaranteed to pull off a Thunder Wave, as nothing I have can quickly take it out except Keldeo. I don't have a Magic Bounce user (aka Sableye or Diancie), nor do I have a mon that can eat a Thunder Wave (except for Landorus-T, but then Klefki will Magnet Rise). So Klefki will be doing damage one way or another. I don't like it too much.
Enemy Mega Lopunny is annoying as Landorus-T will be pounded by Ice Punch. I need to limit switch-in opportunities. Ferrothorn needs to save its Chople Berry so that it can paralyze enemy Mega Lopunny.
Cancer Mega Manectric is annoying as it won't sit still (aka won't stop using Volt Switch) and Intimidate is annoying as hell. Plus it's lightning fast (but I thought Latios could move at mach speed, so why is he slower?). Tyranitar can deal major damage to it, but still I hate this ugly bhenchod's guts.
Mega Pinsir is annoying as it can deal major damage to Landorus-T with +1 Return, and then sweep the rest of my team. Tyranitar can't take an Earthquake or a Close Combat, so you need to set up Stealth Rock ASAP.
Serperior is annoying, as Lopunny outspeeds and does major damage with High Jump Kick, but otherwise it'll be either SubSeeding or just spamming Leaf Storm.
Thundurus is annoying, as HP Ice will be doing some major damage to Latios and Landorus-T (IDK why you would use HP Flying), and Tyranitar can't take a Focus Blast. Latios can RK it, and you should limit its switch-in opportunities.
For the most part, I could avoid my threatlist being too uncontrollable if I just applied enough offensive and didn't play too passively.
Importable
I met this man on the OU chat room, where he described stall as "the pimples on my ass."
Now this quote has stuck with me, and the reason why this mystery-ass man has left such a notable dent is because, yes, I agree: they are annoying. They unneccessarily extend games. Yes in some cases, the games pass by quickly. But in others, it can last for hours on end, especially if the non-Stall player focuses less on offense and more on defense (e.g. Balanced teams with a more prominent defensive backbone). And with my case, fighting the Stall lasts for HOURS. ON. END.
I just don't understand – no one has that kind of time. Are they trying to get free wins by preying on impatient people? If so, it's working. Because I'm frustrated with this.
I would even argue that they are OP and something to be feared, as it's easy to play as Stall and Chansey can take very powerful attacks without issue, while you slowly die from Spikes and Stealth Rock. But that's a topic for another day.
I digress.
Now, on the ORAS OU Viability ranking, I found this one guy who said it was possible to build a viable team by following this formula:
- Start with Landorus-T, Latios, Keldeo core
- Throw in a bulky Steel-type
- Throw in a Mega Evolution
- Filler
Testing this, I found it to be true. Kinda. It is still possible to break through this core. However, I still reached a fair rank on the ORAS OU ladder – 1650, which is as far as I was willing to go before I had to go back to studying – I don't have the time to spend games fighting the Stall.
It's definitely solid, but it does have its problems. And that is where I seek guidance.
Teambuilding



To put this man's theory to the test, I started with the core Landorus-T, Latios, and Keldeo. Fairly solid core, covers the other's weaknesses.
And before you go and criticize me, think about it this way: I only took the core. I had to decide the other three slots for myself. Plus the guy didn't specify sets, so I had to do that as well. Thus I firmly believe that I did not steal anyone's team.




Now, I wanted to test Crawdaunt as a wallbreaker, so that was added in next.





Because Crawdaunt is bad vs. enemy Balance and enemy HO, I threw in Mega Lopunny for Speed and stuff.






My bulky Steel-type of choice was Ferrothorn, as it checks Azumarill and stacks Spikes for Lopunny to wallbreak.


After having my fun with Crawdaunt, I threw in Tyranitar to act as an Electric-type check. Banded gives me some way of fighting the Stall. As much as I hate Pursuit, I will use it, as I'm sick of fighting the Stall.
Team descriptions

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic
Everyone's used to this rabbit by now. Loadout is self explanatory – Fake Out because I can, Return + HJK for neutral coverage, Toxic for Shedinja and Dugtrio, plus Landorus-T and Garchomp.
Why I chose Lopunny: Has a good match-up versus enemy Balance and Hyper Offense, while not being deadweight versus enemy Stall because of the perfect neutral coverage of HJK + Return (well, except versus Shedinja). It, along with Diancie and Mega Scizor, is what I would call a good Mega Evolution. I thought it would be a good place to start.

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Everyone's used to this little pony by now. To aid in my matchup versus the Stall, I needed a hard hitter, preferably one that could hit on both sides of the spectrum. Keldeo was the answer.
Enemy Bisharp, Weavile, etc. were tough to switch into without Keldeo. I found it somewhat redundant to fit two Fighting-types onto the same team, but it's been working out good so far.
Icy Wind is chosen as it deals with Lati@s and the like. Plus Amoonguss, who checks Keldeo.
Originally I chose Choice Scarf because I wanted speed control, but Specs' power was far too good to pass up on.
Why I chose Keldeo: Firepower, and to help with Dark spam. This firepower is needed to break past the Stall.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Everyone's seen this trusty Pokémon everywhere – it's the reason Lopunny, Metagross, and Medicham use Ice Punch.
Rocky Helmet over Leftovers because punishing U-turn users is nice, and it's the best version of Landorus-T overall.
Stone Edge was chosen because I desperately required a way to damage foes like Pinsir, Talonflame, etc.
Why I chose Landorus-T: Sand check, chip damager, pivots w/ U-turn to give Lopunny free switches.
Note that I made Landorus-T's HP number odd so that way he takes less residual damage.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Ah, Latios. How the power creep was ever so unkind to you. Luckily you're still OU viable.
I need to check multiple enemies at once with Latios – stuff like Breloom, Mega Manectric, Raikou, Volcanion, Keldeo, etc. As such, it is imperative that I use Roost to restore lost health and stuff like that.
Although none of my allies are overly weak to hazards, I still like Defog because I hate walking on Spikes – it makes me cringe when I see Spikes on my side of the field (bad memories as a kid, stepped on too many Lego pieces).
Why I chose Latios: Defog support, check to a few mons, drop Draco Meteors. Just a standard Latios set, nothing to see here.

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip
You may be looking at me questioningly as you notice that I do not have Leech Seed here. Well, the answer's relatively simple: I want Power Whip on Ferrothorn so that way I can try to deal damage to stuff like Suicune and Azumarill. Gyro Ball was wanted because it really smacks enemies like Gengar and enemy Latios. Spikes are needed because I already had Stealth Rock, and this gives Ferrothorn something to do while it's on the field. I wanted Thunder Wave because this means that enemies faster than Lopunny will have a harder time, as Lopunny can now outspeed them. I deemed Leech Seed unnecessary, as usually I'm better off stacking Spikes or throwing out a Thunder Wave.
Why I chose Ferrothorn: Good defensive typing, can work as a countermeasure to BoltBeam, stacks Spikes to help Lopunny sweep, provides Thunder Wave for Speed control, has a little offensive presence.

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
My wallbreaker, Tyranitar. This mon helps me get past the Stall, and hopefully reduce the 4-hour games I spend to 3-hours instead. Seriously, who's got time for those kinds of matches? I really wish there was a time limit.
It's a usual Tyranitar set – Superpower for Steel-types, Pursuit (as much as I don't like Pursuit because it bullies my favorite Pokemon, Latios) for chasing down stuff, Stone Edge for STAB, yadda yadda ya.
Helps out versus the Stall, as stuff coming in will be taking a beating. Stuff coming out will be taking a beating. You get the point.
Why I chose Tyranitar: Checks Mega Manectric, helps Ferrothorn and Latios deal with Electric-types, wallbreaks, is a Clef breaker (Moonblast only 3HKO's Tyranitar).
Note that I tweaked Tyranitar's EV spread so that way he has an odd HP number while allowing him to win the speed tie versus enemy Tyranitar (assuming they didn't invest in Speed).
Enemies of note

Mega Diancie can mess this team up, especially if it has HP Fire (which is usually what they will use, as it's the better coverage move). Luckily if this is the case, then Latios can deliver a Psyshock and try to take out Diancie. Lopunny also does major damage with High Jump Kick.

Klefki will be guaranteed to pull off a Thunder Wave, as nothing I have can quickly take it out except Keldeo. I don't have a Magic Bounce user (aka Sableye or Diancie), nor do I have a mon that can eat a Thunder Wave (except for Landorus-T, but then Klefki will Magnet Rise). So Klefki will be doing damage one way or another. I don't like it too much.

Enemy Mega Lopunny is annoying as Landorus-T will be pounded by Ice Punch. I need to limit switch-in opportunities. Ferrothorn needs to save its Chople Berry so that it can paralyze enemy Mega Lopunny.

Cancer Mega Manectric is annoying as it won't sit still (aka won't stop using Volt Switch) and Intimidate is annoying as hell. Plus it's lightning fast (but I thought Latios could move at mach speed, so why is he slower?). Tyranitar can deal major damage to it, but still I hate this ugly bhenchod's guts.

Mega Pinsir is annoying as it can deal major damage to Landorus-T with +1 Return, and then sweep the rest of my team. Tyranitar can't take an Earthquake or a Close Combat, so you need to set up Stealth Rock ASAP.

Serperior is annoying, as Lopunny outspeeds and does major damage with High Jump Kick, but otherwise it'll be either SubSeeding or just spamming Leaf Storm.

Thundurus is annoying, as HP Ice will be doing some major damage to Latios and Landorus-T (IDK why you would use HP Flying), and Tyranitar can't take a Focus Blast. Latios can RK it, and you should limit its switch-in opportunities.
For the most part, I could avoid my threatlist being too uncontrollable if I just applied enough offensive and didn't play too passively.
Importable
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Toxic
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Thunder Wave
- Gyro Ball
- Power Whip
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit