





This one's already been featured in at least 5 RMT replays rn so lets just get to it.
I've had this team in the works for a while now (ever since pre-home, around the time the Terastallization suspect test began) and have probably been regarded as either the most frustrating thing to fight ever or complete freelo on high ladder, depending on who you ask. I used this team to get reqs for the Kyurem and Volcarona suspect tests, and peaked the ladder with it a few days ago so I thought I'd share it after encouragement from other members of stallcord.

I initially made this team because I wanted to use Garganacl. I love this goofy pillar of salt, and the fact that he can become a threatening sweeper, defensive wall, and source of chip all in one made me want to use him in a defensively oriented team, in order to break down things that might be immune to other forms of residual chip.

I initially settled on these two because I wanted to be able to deal with boosting threats that could outdamage me given enough time, and this strong dual unaware core helped me wall most things that might give Garg trouble. In particular, Dozo is a good answer to Gambit and Clodsire answers threats like Gholdengo and Iron Moth very well.

As great as Clodsire is, having him as my only special wall wasn't really sustainable, since he'd get chipped too easily and run out of recovery. Blissey is incredibly specially bulky and can deal consistent damage to special threats while walling them, so she was an obvious addition.

When I first made this team, Glowking wasn't released yet, so I opted to run slowking to disrupt weather and regenerate, and Ting-Lu to set spikes. This iteration of the team was... bad. It was incredibly weak to knock offs + hazard stack, with no way to absorb them without a important mon getting taken out. It also lacked any removal, ways to make significant progress, and no item removal. Ting-Lu lacked longevity and Slowking felt worse than other regen pivots outside of the Wake matchup, so I switched them both out.


I then experimented with Corviknight as a defogger, pivot, and Knock absorber (since it was immune to spikes and took neutral damage from rocks), as well as a decent physical wall that could tank some weaker special hits, as well as Amoonguss for disruption with Spore and Clear Smog to remove stat boosts. This worked a lot better, but only having one knock absorber wasn't much better as I didn't really have any other options to switch to, which sucked if it got chipped. I opted to run Alomomola as a bulky wishpasser to alleviate the strain of my other teammates, and it did do a lot to keep the team alive with its slow wishpasses and access to Scald and Regenerator, but the team was weak to Wellspring, shutting down Mola and forcing Dondozo to tera, as well as lacking any way to remove boots, making it far too easy for my opponents to switch with impunity.

Finally, when DLC2 came out, Gliscor was unbanned in the initial slate. I decided to slot it in at the final slot due to a number of factors. It had access to Poison Heal, an utterly ridiculous ability, it was neutral to rocks and immune to spikes similarly to Corv, it didn't mind getting its item knocked off at all, and it could easily force progress with moves like Knock Off, Toxic, and Spikes, forcing my opponents to almost assuredly take some form of chip damage, which Gliscor could take advantage of itself with Protect, or switch into a teammate that was better suited to take on the threat at hand. This version of the team saw by far the best results out of any rendition, and I have been using it up to this day with (relative) success.
I've had this team in the works for a while now (ever since pre-home, around the time the Terastallization suspect test began) and have probably been regarded as either the most frustrating thing to fight ever or complete freelo on high ladder, depending on who you ask. I used this team to get reqs for the Kyurem and Volcarona suspect tests, and peaked the ladder with it a few days ago so I thought I'd share it after encouragement from other members of stallcord.

I initially made this team because I wanted to use Garganacl. I love this goofy pillar of salt, and the fact that he can become a threatening sweeper, defensive wall, and source of chip all in one made me want to use him in a defensively oriented team, in order to break down things that might be immune to other forms of residual chip.



I initially settled on these two because I wanted to be able to deal with boosting threats that could outdamage me given enough time, and this strong dual unaware core helped me wall most things that might give Garg trouble. In particular, Dozo is a good answer to Gambit and Clodsire answers threats like Gholdengo and Iron Moth very well.




As great as Clodsire is, having him as my only special wall wasn't really sustainable, since he'd get chipped too easily and run out of recovery. Blissey is incredibly specially bulky and can deal consistent damage to special threats while walling them, so she was an obvious addition.






When I first made this team, Glowking wasn't released yet, so I opted to run slowking to disrupt weather and regenerate, and Ting-Lu to set spikes. This iteration of the team was... bad. It was incredibly weak to knock offs + hazard stack, with no way to absorb them without a important mon getting taken out. It also lacked any removal, ways to make significant progress, and no item removal. Ting-Lu lacked longevity and Slowking felt worse than other regen pivots outside of the Wake matchup, so I switched them both out.












I then experimented with Corviknight as a defogger, pivot, and Knock absorber (since it was immune to spikes and took neutral damage from rocks), as well as a decent physical wall that could tank some weaker special hits, as well as Amoonguss for disruption with Spore and Clear Smog to remove stat boosts. This worked a lot better, but only having one knock absorber wasn't much better as I didn't really have any other options to switch to, which sucked if it got chipped. I opted to run Alomomola as a bulky wishpasser to alleviate the strain of my other teammates, and it did do a lot to keep the team alive with its slow wishpasses and access to Scald and Regenerator, but the team was weak to Wellspring, shutting down Mola and forcing Dondozo to tera, as well as lacking any way to remove boots, making it far too easy for my opponents to switch with impunity.






Finally, when DLC2 came out, Gliscor was unbanned in the initial slate. I decided to slot it in at the final slot due to a number of factors. It had access to Poison Heal, an utterly ridiculous ability, it was neutral to rocks and immune to spikes similarly to Corv, it didn't mind getting its item knocked off at all, and it could easily force progress with moves like Knock Off, Toxic, and Spikes, forcing my opponents to almost assuredly take some form of chip damage, which Gliscor could take advantage of itself with Protect, or switch into a teammate that was better suited to take on the threat at hand. This version of the team saw by far the best results out of any rendition, and I have been using it up to this day with (relative) success.
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Recover
- Iron Defense
- Salt Cure
- Body Press
A mostly standard IronPress
set was chosen here.
's purpose on this team is as one of the best answers to any
set, being able to wall physical, mixed, and special sets with ease (moreso after tera), soaking up status with impunity as well. Furthermore, it serves as a bulky wincon, being able to set up and sweep once any major special threats have been removed, or simply tanking through the weaker ones to set up. After tera, it can sit on and set up against physical attackers such as
,
, and
. 4 speed allows it to outpace opposing
and
in a pinch if you need to get a last hit in before they can heal back up.
Notes:
-
is not a dedicated stallmon, but a bulky breaker. Find opportunities to get this in on mons you can set up on safely and chip down your opponent, ideally after hazards are up and important items are knocked off.
-It can wall special threats to an extent, but despite its investment, it should be aiming to chip them down and leave the field unless its safely outhealing them and they're not boosting. Switch to
or
after the Salt Cure.
-Try to paralyze threats that can't be poisoned and threaten it with big damage, such as
or
, so that they're easier to set up on.
-Obviously, this is probably the mon you will end up clicking the shiny Tera button on the most, but keep other options in mind if there's a threat on the other team you don't think you can handle without tera on some other mon, like
, or
in sun.
Ability: Purifying Salt
Tera Type: Fairy
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Recover
- Iron Defense
- Salt Cure
- Body Press
A mostly standard IronPress








Notes:
-

-It can wall special threats to an extent, but despite its investment, it should be aiming to chip them down and leave the field unless its safely outhealing them and they're not boosting. Switch to


-Try to paralyze threats that can't be poisoned and threaten it with big damage, such as


-Obviously, this is probably the mon you will end up clicking the shiny Tera button on the most, but keep other options in mind if there's a threat on the other team you don't think you can handle without tera on some other mon, like


Dondozo @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Curse
- Body Press
- Avalanche
Dondozo is the team's catch all answer to physical set up sweepers like
, SD
, and ID/BU
and
. I opted to run Curse in order to set up alongside a terastalized
, Avalanche to kill threats like Tera Flying
, as well as nailing
after a curse, and Body Press as a generally hard hitting move that nails
,
,
, and especially Breaking Swipe
. Tera Grass is for
and the rare SD
, with the nice side effect of resisting grass knot/EP from
.
Notes:
-Keep this mon as healthy as possible if you see a
on the other side of the field. Either keep its boots on or defog after the opponent's hazard setters are dead. If you don't know what its item is, go into
first.
-Avoid Terastallizing against
until you know what the set is. U-turn sets can take full advantage of Tera Grass, and Trailblaze sets lack the ability to kill it even before tera. If you know the opponent isn't carrying Play Rough or Substitute, it may be better to terastalize
and whittle it down with Toxic instead.
-This is not a proto attack
in sun or guts
facade switch in and don't try to use it as such, you will die. Sack something to bring it in safely if you can't deal with them any other way.
Ability: Unaware
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Curse
- Body Press
- Avalanche
Dondozo is the team's catch all answer to physical set up sweepers like














Notes:
-Keep this mon as healthy as possible if you see a


-Avoid Terastallizing against


-This is not a proto attack


Clodsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 12 Spe
- Recover
- Stealth Rock
- Toxic
- Earthquake
I opted not to run Amnesia on
despite it being generally useful to wall special threats, as I feel that Stealth Rock and Toxic allow it to make forms of progress even if pesky flying types switch in, rocking up on
/
and being able to land toxic on near everything else. Clodsire, of course, serves as a specially bulky Unaware wall, being able to notably answer
and threaten it with Earthquake, answer all common
sets due to earth power doing relatively little and ignoring Meteor Beam, walls and puts
on a timer, and forces
to tera or die. Notably, it also answers IronPress
variants that lack Rest or Substitute very well, being able to Toxic it and ignore the boosts to Body Press while taking relatively little damage from the resisted hit. Tera Dark serves to blank Psyshock, Stored Power, or Future Sight, notably letting it answer more pesky
variants and
effectively, while sitting on
,
, and the occasional
.
Notes:
-Be careful about terastalizing
; while Tera can block psyshock from mons such as
,
, and
, it leaves you open to moves like focus blast, and if your tera is predicted on the turn after you're hit with a psyshock, you'll have burnt it for nothing.
-Don't be afraid to toxic on threats you think are coming in, even if the mon currently on the field is immune to it;
naturally invites in many physical attackers that
may not be comfortable switching in on, such as
and
.
-DON'T switch it in on a
that hasn't had its item revealed yet, this thing does not have the bulk to take two specs dracos. Any other set is fine though, it can recover off proto SpA pulse from high enough (above 80%), then toxic.
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 12 Spe
- Recover
- Stealth Rock
- Toxic
- Earthquake
I opted not to run Amnesia on













Notes:
-Be careful about terastalizing




-Don't be afraid to toxic on threats you think are coming in, even if the mon currently on the field is immune to it;




-DON'T switch it in on a

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Water
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Thunder Wave
- Seismic Toss
I decided to run Thunder Wave on this set over more standard moves such as Calm Mind, Stealth Rock, Shadow Ball, and Protect, as it puts a lot of work into crippling threats that don't expect it and can't be poisoned, including
,
, and
on a switch in (or the endgame). Most notably, it also allows Blissey to outspeed
, letting it recover before it can be struck by Psychic Noise. EVs are standard defensive, though I opted for a +Def nature to take Psyshocks from mons like
,
, and
better. There isn't much to explain here because
does
things that it has been doing for generations. Tera Water is for Proto SpA
in sun, as well as the occasional Eruption
or Solar Power
.
Notes:
-Switch this in before
if you're against
and unsure if its trickscarf.
is necessary to stop potential NP sweeps and losing its item is devastating against hazard stack.
-Throw out a seismic toss or two first before clicking TW, especially against non-AV
; against
, try to hit it when the next damage you take would put your HP below 50%, as they will likely go for Psychic Noise at this point in time.
-DON'T use Heal Bell if
has lost its toxic orb, unless it doesn't have any further utility in the battle other than being a sack. It's fine to use it if scor still has its item assuming that you can get it back in again safely, and it works wonders at removing burn and paralysis off of
and
, sleep from
, and generally, status off the entire team if you're facing
.
Ability: Natural Cure
Tera Type: Water
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Thunder Wave
- Seismic Toss
I decided to run Thunder Wave on this set over more standard moves such as Calm Mind, Stealth Rock, Shadow Ball, and Protect, as it puts a lot of work into crippling threats that don't expect it and can't be poisoned, including












Notes:
-Switch this in before



-Throw out a seismic toss or two first before clicking TW, especially against non-AV


-DON'T use Heal Bell if





Corviknight @ Leftovers
Ability: Pressure
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Iron Head
I opted to go for Iron Head on
, as it's capable of severely denting mons like
,
, and in a pinch,
and
.
serves as a wall, defogger, and pivot, finding easy entry opportunities on
and
who tend to lack moves that hit it for any significant amount of damage, allowing it to attempt to (ban
) remove hazards, recover, or pivot out on an expected switch. It's also used as one of the best answers this team has to CB
, being able to soak up boosted Wood Hammers easily from what would otherwise be a massive threat. Tera Steel allows it to tank a hit or two from Specs/HDB/Mixed Tera Ice
and revenge kill it with a boosted Iron Head if it ends up taking out your special walls through a bad freeze, as well as dealing with Tera Rock
.
Notes:
-
is the team's secondary Knock Off absorber, being more usable without its item than
losing its constant recovery or one of your other walls being crippled with an inability to take hazards. However, if possible, try to avoid it losing its item with some smart switches between it and
.
-If you see opposing
, U-turn often; you may pop an balloon and allow
to immediately threaten it, and continue to do so until it's dead or your opponent is mindgamed out of switching it in often, allowing it to potentially Defog even while Ghold is alive.
-This is the best
switchin. Draining Leaf Storm's PP by 2 each use is massive, you take basically no damage from it up until +6, and U-turn reliably breaks sub. Once its Leaf Storm PP is depleted, it's safe to switch in one of the special walls to deal with it easily. Beware of goofy Tera Fire blast sets though.
Ability: Pressure
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Iron Head
I opted to go for Iron Head on












Notes:
-



-If you see opposing


-This is the best

Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Dragon
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Protect
- Toxic
- Spikes
- Knock Off
Standard defensive
, opted to run Knock for utility and Toxic for consistency, forgoing Earthquake.
is the team's Knock Off absorber and most common lead, being able to keep itself alive with poison heal and wait out opposing offense threats like EQ
,
, and
. Toxic and Spikes do toxic and spikes things, allowing it to chip current and future mons on the field. Tera Dragon takes hits from CB
and
in rain, lives a CB Tera Fire
Raging Fury, Specs
hydro steam, and
triple axel in sun, and walls
variants that lack play rough or aren't sub horn leech, allowing you to put them on a timer with Toxic.
Notes:
-Don't fear
, this should live any ice spinner that isn't tera ice/choice banded/otherwise boosted up. Fiend for Toxic and spam Protect.
-Scout
with protect unless the team indicates it is mixed DD, making a bad switch without knowing what move it will click can be costly at the best of times.
-If your health is high enough, feel free to make predicts against
by spiking over protecting on an expected DD, you can force out an extra turn of Toxic damage while still having tect on standby.
-Don't tera unless you have to for a matchup, losing spikes immunity cuts into
's longevity greatly.
Ability: Poison Heal
Tera Type: Dragon
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Protect
- Toxic
- Spikes
- Knock Off
Standard defensive











Notes:
-Don't fear

-Scout

-If your health is high enough, feel free to make predicts against

-Don't tera unless you have to for a matchup, losing spikes immunity cuts into

This team was designed to be good or at least workable into a lot of matchups, but there are some it struggles with heavily.

It's a stall team.
and
can deal with some of these conditionally, but these will usually trade at least one mon when they come in, if not ending the game outright depending on the set. Limit their entry opportunities with hazards as much as possible.
(tera dark)

Keep
alive and
healthy for this guy, knock his item asap. He can rip through the team like a hot knife if he gets too many overlord boosts and tera darks.
can 1v1 at base if paralyzed.
(tera ice)

Massive threat that generally has at least one move that severely damages each mon on this team. Against
, either try to boost with
to kill it or Tera Steel
if you're desperate. Standard Specs, Boots, and Dice sets are dealt with by
and
respectively.



It's a stall team.


(tera dark)


Keep



(tera ice)


Massive threat that generally has at least one move that severely damages each mon on this team. Against





funny blunder replay that i forgot to save but is on youtube (link to RMT by Joltinjoe)
Version of team with nicknames (this is probably the one more people on ladder know about, but I keep forgetting to change the nicknames on my laptop so it's a 50/50 whether you see the nicknames tbh)
Thank you for reading what is probably the worst stall team ever posted, I sincerely thank any of you who are willing to give this a try, and absolutely feel free to give advice on sets, EVs, and the like, because I still feel like a messy builder after this.
Shoutouts to all of stallcord, y'all are goated asf and the heat i see there every day. Big ups especially to:
knexhawk for making the most godawful polls that make me want to tear my eyes out
quacc for beating me up with double dance tera dark power trip corviknight (i don't know how i let this one happen)
SupaGmoney for informing me that garg should not be run on stall (you were right, unironically)
(on a more serious note, genuine shoutout to these three for making and updating the stall bible though, its an awesome resource that I highly recommend you check out if you ever plan to play stall, since the sets there are incredibly detailed and helpful to anyone looking to run some of these mons)
Delibird Heart and Heatranator for cooking up the most unhinged sets known to man, keep doing what you're doing even if some of those moves make me physically wince because they are SO fun to see live
sire clod for consistently live laddering with heat in cord, your teams rock and i hope you post an RMT of one of them soon because they're awesome
Figment of your imaginati, Pigbeeef, and @herlastdyingbreath (sorry i don't know your smogtag) for all the support on discord!
extremely special shoutouts to COALLA for making an alt and grinding ladder with this team before I even posted this RMT! It's really cool to see other people use your team and it was a huge part of what motivated me to finally write this whole thing!
Also, thanks to everyone who I ran into over and over on high ladder, I'm really really sorry you had to queue into stall again and again.
Lastly, if you pick up this team, thank you! This is my first RMT, and seeing other people use a team I made still feels really exciting. Thanks again for reading my RMT!
Version of team with nicknames (this is probably the one more people on ladder know about, but I keep forgetting to change the nicknames on my laptop so it's a 50/50 whether you see the nicknames tbh)
Thank you for reading what is probably the worst stall team ever posted, I sincerely thank any of you who are willing to give this a try, and absolutely feel free to give advice on sets, EVs, and the like, because I still feel like a messy builder after this.
Shoutouts to all of stallcord, y'all are goated asf and the heat i see there every day. Big ups especially to:
knexhawk for making the most godawful polls that make me want to tear my eyes out
quacc for beating me up with double dance tera dark power trip corviknight (i don't know how i let this one happen)
SupaGmoney for informing me that garg should not be run on stall (you were right, unironically)
(on a more serious note, genuine shoutout to these three for making and updating the stall bible though, its an awesome resource that I highly recommend you check out if you ever plan to play stall, since the sets there are incredibly detailed and helpful to anyone looking to run some of these mons)
Delibird Heart and Heatranator for cooking up the most unhinged sets known to man, keep doing what you're doing even if some of those moves make me physically wince because they are SO fun to see live
sire clod for consistently live laddering with heat in cord, your teams rock and i hope you post an RMT of one of them soon because they're awesome
Figment of your imaginati, Pigbeeef, and @herlastdyingbreath (sorry i don't know your smogtag) for all the support on discord!
extremely special shoutouts to COALLA for making an alt and grinding ladder with this team before I even posted this RMT! It's really cool to see other people use your team and it was a huge part of what motivated me to finally write this whole thing!
Also, thanks to everyone who I ran into over and over on high ladder, I'm really really sorry you had to queue into stall again and again.
Lastly, if you pick up this team, thank you! This is my first RMT, and seeing other people use a team I made still feels really exciting. Thanks again for reading my RMT!
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