I haven't seen any stall teams here since the DLC, and I've been having good success with this one, so I thought I'd share. This team is adapted from Cheesey 's transform mew stall team (although it no longer has mew or reuniclus, the most unusual mon's on that team).
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Knock Off
You all know what toxapex does. Incredibly durable physical wall with regenerator. Recover and scald are self explanatory, as is black sludge. I'm running haze because my team otherwise can't deal with physical setup sweepers, and knock off because it didn't fit well on anything else. Tox originally had baneful bunker instead, but since I added a real way to poison with blissey I don't think that's necessary, and I couldn't find another place for knock off.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Teleport
- Moonblast
Unaware clefable invalidates basically all calm mind and nasty plot shenenigans. This is also my secondary special wall and half my cleric. Wish + protect to stall out special boosters and moonblast lets you eventually wear them down, as well as throw some damage into switches. Losing magic guard isn't too bad because we have blissey to aromatherapy off toxic and burns. Teleport is here so we can pass wishes to bewear and magearna, who both lack good healing of their own; having used it for a while, though, I'm not sure how worth it is.
Corviknight @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Iron Defense
- Body Press
Corviknight is my defogger, secondary physical wall, and one of my potential sweepers. Roost and defog are self-explanatory. I have Iron Defense to answer enemy Bulk Up variants, as well as to sweep if my opponent runs out of special attackers. Body Press to get damage off iron defense, as well as hit excadrill hard (more important before the dlc). I have run into problems with ghost types, though, in particular alolan marowak. I might replace this combo eventually, but it's just so good against other physical boosters. The obvious competition here is skarmory, who is much weaker to special attacks and roughly the same against physical, but gives the advantage of hazard support. I think both of corv's abilities are viable in this meta; unnerve helps against belly drum azumaril, and pressure is obviously nice in mirror situations against another booster.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Fleur Cannon
Magearna replaces reuniclus as my offensive breaker. Max defense investment + calm mind gives this set immense durability if it gets a chance to set up. The lack of recovery beyond leftovers and the good but not amazing physical bulk means it rarely sweeps, but after a boost or two it can blast a big enough hole in the enemy team that they often can't recover. The lack of recovery does make this mon high-maintenence; a lot of time is spent trying to pivot to a point where clefa can safely pass it a wish. Modest nature but no SpA EV's is a little unusual, but I wanted it to hit hard and be tanky; because natures are multiplicative and EV's are additive, it makes sense to put the nature on the highest stat and EV's on the lower one. Move choice is fairly standard coverage options. No focus blast/aura sphere hurts a little, but I think hitting waters is more important, and in a pinch Fleur Cannon puts a significant dent in almost everything.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Spe
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Blissey is my main special wall and the second half of my cleric. Aromatherapy (or heal bell, whatever you prefer) is practically required on stall to keep toxic, burns, and especially paralysis from picking you apart. Seismic toss so I can do something resembling damage, soft boiled so no-one can do it to me, and toxic to put constant damage on the enemy. All pretty standard stuff. The stat allocation is a little unusual; the 0 speed iv's + sassy was because in the original build this was my wish passer, then I was told wish + teleport was invalid on blissey. I kept it though because it's actually really nice to outslow their wishport; this way I can toxic or toss whatever a min speed clefable tries to heal. It also goes after slow u-turns and volt switches, but that doesn't matter much.
The obvious competition for this slot is chansey. I went with Blissey because I really like having leftovers healing, and I'm stronger if I get hit by a knock off (surviving it is nontrivial, but in particular I'm willing to trade toxic for knock off against tangrowth). It does, however, make it very important to protect blissey from any real physical attackers, as she CANNOT take a close combat from, well, anything.
Bewear @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Drain Punch
- Swords Dance
- Iron Head
- Earthquake
Bewear is a physical tank hits back hard. Fluffy makes bewear unbelievably strong against most physical attacks, including almost everything it's weak to. Swords dance lets it threaten out the attackers and offensive coverage lets it hit the switch in hard. This build is designed specifically to crush zeraora, though adaptation may be needed now that it's less significant in the meta and marowak is more popular. The limited healing makes this the second major wish receiver on the team.
Threats
Magnezone
Magnet pull can trap two of the mons on this team, and both of them lose the 1v1, though if magearna has a few boosts up magnezone might realize it's bit off more than it can chew. Fighting coverage on Magearna would make this much less threatening. Body press also hits surprisingly hard, especially after a iron defense. Two iron defenses will one-shot magnezone if it's slower than you or doesn't one-shot itself.
Marowak
Marowak-Alola is a monster, and this team struggles to deal with it. Unless you get lucky with it getting heavily damaged on the switch, you're most likely going to lose a mon, if not get swept outright. The closest thing to a solution I've found is that pex can tank one hit to get a knock off, which essentially removes it as a threat. Magearna can also tank one or two hits; beware of lightning rod, as thunderbolt is your best bet for damaging it. Watch for recoil on flare blitz to identify the ability.
Vulcarona
This team can handle vulcarona as long as you don't delay. Clefable CANNOT wall a roost variant, as SpD drops from bug buzz will eventually overwhelm you. You need to switch to blissey, toxic, then switch to clef if vulc is boosting. Non-roost variants are handled easily by clef with wish/protect/moonblast.
Magearna
The calm mind/stored power/automatize variant is extremely hard to answer. Stored power kills tox so you can't phase, and also gets around unaware by boosting the moves base power, as does flash cannon (it just hits too hard). I honestly haven't found a good solution, but switching to tox immediately might work, as even a super effective hit from the special side can be tanked if it's 40-60 base power and non stab.
Possible Variants
Magearna could be changed to an assault vest set, adding flash cannon or aura sphere in place of calm mind. Fighting coverage would let it beat magnezone after a boost, which would be hugely beneficial.
Having a hazard would be nice, although it's hard to fit one in; clef could carry rocks instead of teleport, or pex could go for toxic spikes over knock off. You could also switch out corve for a skarmory with hazards.
If there's something that can tank both marowak-alola and zeraora, it should replace bewear. I couldn't think of one, but I also suck at team building. If zeraora drops out of usage, I'm actually considering a physical defense hydreigon of all things because it doesn't mind any of marowak's three attack types (ghost, fire, ground).
EDIT: I may have found the answer.
Rotom-Wash
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Trick
- Will-O-Wisp
Physically defensive rotom with no item. This set has a very specialized roll; it answers exactly zeraora and marowak-alola. It's typing and defensive investment lets it survive any of zeraoras attacks, even after a bulk up, to cripple it with a will-o-wisp burn. Almost all marowak set's I've seen are running flare blitz/EQ or bonemerang/poltergeist as their attacking moves. Water typing resists the blitz, levitate negates the ground attack, and holding no item negates poltergeist. Trick lets us take away marowak's bone club, largely removing it as a threat.
While the set is very specialized, it can still help against other physical attackers. The ability to freely spread status is always useful; there are few attackers who like taking a will-o-wisp, and levitate helps with the team's weakness to earthquake spam if corv goes down. I've replaced bewear with this on my current version of the team, but it hasn't been tested extensively. This set might work better on Rotom-h to get a resistance to electric type (and plasma fists), but not having heavy-duty boots really hurts on RH, and one mold breaker earthquake would obliterate it.
Bewear @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Drain Punch
- Swords Dance
- Iron Head
- Earthquake
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Knock Off
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Teleport
- Moonblast
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Iron Defense
- Body Press
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Fleur Cannon
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Spe
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Drain Punch
- Swords Dance
- Iron Head
- Earthquake
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Knock Off
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Teleport
- Moonblast
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Iron Defense
- Body Press
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Fleur Cannon
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Spe
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Knock Off
You all know what toxapex does. Incredibly durable physical wall with regenerator. Recover and scald are self explanatory, as is black sludge. I'm running haze because my team otherwise can't deal with physical setup sweepers, and knock off because it didn't fit well on anything else. Tox originally had baneful bunker instead, but since I added a real way to poison with blissey I don't think that's necessary, and I couldn't find another place for knock off.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Teleport
- Moonblast
Unaware clefable invalidates basically all calm mind and nasty plot shenenigans. This is also my secondary special wall and half my cleric. Wish + protect to stall out special boosters and moonblast lets you eventually wear them down, as well as throw some damage into switches. Losing magic guard isn't too bad because we have blissey to aromatherapy off toxic and burns. Teleport is here so we can pass wishes to bewear and magearna, who both lack good healing of their own; having used it for a while, though, I'm not sure how worth it is.
Corviknight @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Iron Defense
- Body Press
Corviknight is my defogger, secondary physical wall, and one of my potential sweepers. Roost and defog are self-explanatory. I have Iron Defense to answer enemy Bulk Up variants, as well as to sweep if my opponent runs out of special attackers. Body Press to get damage off iron defense, as well as hit excadrill hard (more important before the dlc). I have run into problems with ghost types, though, in particular alolan marowak. I might replace this combo eventually, but it's just so good against other physical boosters. The obvious competition here is skarmory, who is much weaker to special attacks and roughly the same against physical, but gives the advantage of hazard support. I think both of corv's abilities are viable in this meta; unnerve helps against belly drum azumaril, and pressure is obviously nice in mirror situations against another booster.
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Fleur Cannon
Magearna replaces reuniclus as my offensive breaker. Max defense investment + calm mind gives this set immense durability if it gets a chance to set up. The lack of recovery beyond leftovers and the good but not amazing physical bulk means it rarely sweeps, but after a boost or two it can blast a big enough hole in the enemy team that they often can't recover. The lack of recovery does make this mon high-maintenence; a lot of time is spent trying to pivot to a point where clefa can safely pass it a wish. Modest nature but no SpA EV's is a little unusual, but I wanted it to hit hard and be tanky; because natures are multiplicative and EV's are additive, it makes sense to put the nature on the highest stat and EV's on the lower one. Move choice is fairly standard coverage options. No focus blast/aura sphere hurts a little, but I think hitting waters is more important, and in a pinch Fleur Cannon puts a significant dent in almost everything.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
IVs: 0 Spe
- Soft-Boiled
- Aromatherapy
- Toxic
- Seismic Toss
Blissey is my main special wall and the second half of my cleric. Aromatherapy (or heal bell, whatever you prefer) is practically required on stall to keep toxic, burns, and especially paralysis from picking you apart. Seismic toss so I can do something resembling damage, soft boiled so no-one can do it to me, and toxic to put constant damage on the enemy. All pretty standard stuff. The stat allocation is a little unusual; the 0 speed iv's + sassy was because in the original build this was my wish passer, then I was told wish + teleport was invalid on blissey. I kept it though because it's actually really nice to outslow their wishport; this way I can toxic or toss whatever a min speed clefable tries to heal. It also goes after slow u-turns and volt switches, but that doesn't matter much.
The obvious competition for this slot is chansey. I went with Blissey because I really like having leftovers healing, and I'm stronger if I get hit by a knock off (surviving it is nontrivial, but in particular I'm willing to trade toxic for knock off against tangrowth). It does, however, make it very important to protect blissey from any real physical attackers, as she CANNOT take a close combat from, well, anything.
Bewear @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Drain Punch
- Swords Dance
- Iron Head
- Earthquake
Bewear is a physical tank hits back hard. Fluffy makes bewear unbelievably strong against most physical attacks, including almost everything it's weak to. Swords dance lets it threaten out the attackers and offensive coverage lets it hit the switch in hard. This build is designed specifically to crush zeraora, though adaptation may be needed now that it's less significant in the meta and marowak is more popular. The limited healing makes this the second major wish receiver on the team.
Threats
Magnezone
Magnet pull can trap two of the mons on this team, and both of them lose the 1v1, though if magearna has a few boosts up magnezone might realize it's bit off more than it can chew. Fighting coverage on Magearna would make this much less threatening. Body press also hits surprisingly hard, especially after a iron defense. Two iron defenses will one-shot magnezone if it's slower than you or doesn't one-shot itself.
Marowak
Marowak-Alola is a monster, and this team struggles to deal with it. Unless you get lucky with it getting heavily damaged on the switch, you're most likely going to lose a mon, if not get swept outright. The closest thing to a solution I've found is that pex can tank one hit to get a knock off, which essentially removes it as a threat. Magearna can also tank one or two hits; beware of lightning rod, as thunderbolt is your best bet for damaging it. Watch for recoil on flare blitz to identify the ability.
Vulcarona
This team can handle vulcarona as long as you don't delay. Clefable CANNOT wall a roost variant, as SpD drops from bug buzz will eventually overwhelm you. You need to switch to blissey, toxic, then switch to clef if vulc is boosting. Non-roost variants are handled easily by clef with wish/protect/moonblast.
Magearna
The calm mind/stored power/automatize variant is extremely hard to answer. Stored power kills tox so you can't phase, and also gets around unaware by boosting the moves base power, as does flash cannon (it just hits too hard). I honestly haven't found a good solution, but switching to tox immediately might work, as even a super effective hit from the special side can be tanked if it's 40-60 base power and non stab.
Possible Variants
Magearna could be changed to an assault vest set, adding flash cannon or aura sphere in place of calm mind. Fighting coverage would let it beat magnezone after a boost, which would be hugely beneficial.
Having a hazard would be nice, although it's hard to fit one in; clef could carry rocks instead of teleport, or pex could go for toxic spikes over knock off. You could also switch out corve for a skarmory with hazards.
If there's something that can tank both marowak-alola and zeraora, it should replace bewear. I couldn't think of one, but I also suck at team building. If zeraora drops out of usage, I'm actually considering a physical defense hydreigon of all things because it doesn't mind any of marowak's three attack types (ghost, fire, ground).
EDIT: I may have found the answer.
Rotom-Wash
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Trick
- Will-O-Wisp
Physically defensive rotom with no item. This set has a very specialized roll; it answers exactly zeraora and marowak-alola. It's typing and defensive investment lets it survive any of zeraoras attacks, even after a bulk up, to cripple it with a will-o-wisp burn. Almost all marowak set's I've seen are running flare blitz/EQ or bonemerang/poltergeist as their attacking moves. Water typing resists the blitz, levitate negates the ground attack, and holding no item negates poltergeist. Trick lets us take away marowak's bone club, largely removing it as a threat.
While the set is very specialized, it can still help against other physical attackers. The ability to freely spread status is always useful; there are few attackers who like taking a will-o-wisp, and levitate helps with the team's weakness to earthquake spam if corv goes down. I've replaced bewear with this on my current version of the team, but it hasn't been tested extensively. This set might work better on Rotom-h to get a resistance to electric type (and plasma fists), but not having heavy-duty boots really hurts on RH, and one mold breaker earthquake would obliterate it.
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