Triple Regenerator Stall
https://pokepast.es/1d35f9d5f5a16c9f
Table of Contents:
Introduction:
With the addition of a plethora of offensive threats to Gen 9 OU via the Pokémon HOME update, all old Gen 9 OU stall teams were rendered obsolete, including my own Hazard Stack Stall (https://www.smogon.com/forums/threads/peaked-1-2101-elo-–-hazard-stack-stall.3719401/). A huge problem with the HOME update was that while the meta gained many new offensive options, the new defensive countermeasures were rather lackluster. This imbalance was so great that many people believed that this update would render stall unviable.
Therefore, it is with great pleasure that I present to you my second RMT for Gen 9 OU showcasing the first high ladder Gen 9 OU post-HOME stall team.
I decided to stick to the basics and create a team that could counter every single meta threat.
With the update came a number of new challenging Pokémon and mechanics to deal with.
Firstly, hazard removal did not improve while the number of hazard setters increased. The most notable was with its signature move Ceaseless Edge.
As a result, I knew that 6x boots + Tera Flying would remain a necessity. However, I also quickly learned from testing that conserving Tera for the new and powerful threats like and was critical to success. As a result, stall can no longer rely solely on to ease hazard pressure. Therefore, including the only reliable hazard remover was essential.
Finally, as I mentioned earlier, while the offensive options are plentiful, the defensive teambuilder remains extremely constrained, skewing the balance of the meta to predominantly hyper offense. The recovery PP nerf also continues to hamper defensive playstyles. As a result, I knew I needed Pokémon that could counter a wide array of offensive threats and stay healthy while keeping up with fast paced teams. Therefore, I sought to include as many Regenerator Pokémon as I possibly could on this team.
I threw this team together a few days after the HOME update and tested it on a few alts. My expectations were low especially after hearing the struggles that other stall players were going through when laddering. To my surprise, it fared extremely well, and after a few changes I was able to win consistently and achieve the peak shown below.
Ironically, the best Gen 9 OU post-HOME stall team to date consists entirely of pre-HOME Pokémon.
Proof of Peak
With this team, I was able to reach a personal best ELO of 2107 on the Gen 9 OU Ladder.
This team also raised my GXE from around 83% to 86%. If I had to guess, I would say I had an 87-89% GXE while using this team.
I cannot find the peak game replay so I’ve included the game where I reached 2102 ELO instead: https://replay.pokemonshowdown.com/gen9ou-1879651987-ni23812042q3a5v9leuimbg8ut31aucpw
Team Members
I have been a strong advocate for ’s potential on stall even pre-HOME. Despite the popularity of in this meta, is better on stall in my opinion. Both have different pros and cons, but in particular offers a few unique counterplay options that nothing else can.
’s job is to act as a sponge for special hits. Thanks to Regenerator, can scout attacks from Choice Specs Pokémon like and mixed attackers like . also absorbs uninvested pivot attacks like Volt Switch from and throughout the game to prevent the team’s primary special wall from being worn down.
Although unorthodox, this set provides critical counterplay against common offensive cores such as + which I will elaborate upon later in the RMT. Even though dual screens are primarily a tool for hyper offense, it turns out that they are also extremely effective for stall. Unlike , has access to both Light Screen and Reflect. Finally, STAB Surf provides great neutral coverage into much of the tier, and hits annoying Pokémon like especially hard.
was also chosen over because of how well it matches up with weather. walls both pre-HOME weather abusers like and post-HOME weather abusers like Choice Specs and with ease. This in turn enables to run a Tera type other than Tera Water.
Tera Steel is used to provide immunity to poison as well as let wall mixed when used in tandem with .
1 Speed IV is used instead of 0 to allow to move before opposing Chilly Reception to set up screens while still being slow enough to set up screens first in the Trick Room matchup.
needs no introduction. It continues to be one of the best stall Pokémon in Gen 9 OU post-HOME. It eats a hit from almost every single meat threat and denies setup attempts with Haze while spreading status. Most notably, stonewalls top meta threats like and . Sludge Bomb is run over something like Infestation to let inflict status on Pokémon that try to use Taunt.
When used with the other members of the triple Regenerator core, U-Turn and Volt Switch cores become trivial to deal with. Opposing Pokémon like also cannot make any progress even if one of the Regenerators has lost its boots. Maximum physical bulk lets survive pretty much any hit and Tera Fairy is used to beat Banded and Banded if necessary.
If it ain’t broke, don’t fix it. Once again, returns as the Knock Off absorber and Wish passer for the team. Tera Flying is still used to beat Hazard Stack and strong Grass types like and . also functions as a standalone physical wall thanks to Chilling Water. For more details, see section 4 of this RMT and the Ultimate Stall RMT.
is probably my favorite Pokémon introduced in Gen 9. With some of the best physical bulk in the tier and an extremely useful ability with Unaware, walls almost every single physical setup attacker in the meta.
In contrast to pre-HOME sets, now runs Earthquake to provide better coverage against Pokémon like while still being able to hit Pokémon like hard. Avalanche is still used for beating Tera Flying , , Tera Flying , and non-choice band .
Tera Ghost is now run to help improve the matchup as this team's beats Tera Dark .
Due to the faster paced nature of the post-HOME meta, it can be difficult to fit in Pokémon like on stall. Therefore, needs to act as a wall against both Choice Specs Pokémon and special setup sweepers. With Calm Mind + Seismic Toss, is able to easily KO or stall out Pokémon like and .
Despite gaining access to Heal Bell post-HOME, there simply is not enough room for to run it. Stealth Rocks is preferred for making progress and this team has many ways of minimizing status conditions as it is.
Additionally, now runs maximum physical defense EVs and special defense EVs, allowing to take less damage from U-Turn from Pokémon like and . It can also help vs mixed in a pinch. Tera Dark is used to wall mixed and Stored Power abusers if necessary.
Even though is the most widely used Pokémon in Gen 9 OU, it was largely absent from pre-HOME stall teams. However, that has changed post-HOME. In fact, is extremely good on stall post-HOME.
serves as a bulky utility Pokémon for stall and also acts as a secondary physical wall, checking Pokémon like Choice Band and Choice Band which are difficult for stall to deal with otherwise.
Knock Off is used to remove items like Rocky Helmet and Leftovers from opposing Pokémon which makes it easier for the rest of the team to make progress. Rapid Spin is also used in emergencies to remove Hazards when other members of the team have had their Boots knocked off. Finally, Body Press hits many frail offensive Pokémon for significant damage while Rest gives the option to heal on passive Pokémon. Notably, with Rest walls Block more effectively than did. Tera Ghost lets act as another emergency counter to .
Enough speed EVs are included to always outspeed and .
How to Use This Team
As I explained earlier, some of the sets on this team are unorthodox and not intuitive to use. I also think that navigating stall in the post-HOME meta is much more challenging than pre-HOME. Therefore I wanted to give a brief guide on how to pilot stall in general, as well as explain some of the more intricate counterplay options that this team has.
Hazards, Knock Off, and Trick
In general, you do not need to worry too much about Hazards due to every member of the team carrying boots. When you see Pokémon that commonly run Knock Off, like opposing and , you should always swap in to absorb them. If your opponent is using as well as a team that can stack both Spikes and Stealth Rock and has a Knock Off user like , only then should you use Tera Flying on . Even then, you can often get away without needing to use Tera thanks to Rapid Spin on our own , as I demonstrate in the replays. Get in as often as possible and mix up Knock Off and Rapid Spin use to try and catch when it switches or successfully remove hazards when the opponent doesn’t switch. The key when facing opposing is to be patient. can switch in on Stealth Rock + 3 Spikes and recover with Wish many times before it starts to become an issue.
As for Trick, you should be able to identify common Trick users such as , , and . For example, if switches in and you don’t see a Booster Energy activate, you should immediately be wary of Trick. Depending on the matchup, you should determine which of your own Pokémon is least useful and try to bait Trick into them if possible. The only Pokémon I would recommend that you never let get Tricked is .
Damage Mitigation and Recovery PP Management
When using stall in general, you should avoid switching in Pokémon like and directly into attacks if you can avoid it. For example, if your opponent brings out or , rather than switching immediately to , switch to to get a Toxic off first or switch into and Wish pass into . and will be able to regenerate their HP later and the damage to is minimized.
Similarly, you can reduce damage to and save Soft-Boiled PP by using to scout special attacks and absorb special pivot moves.
As an addition to the above, you should use as little recovery PP as possible, especially in longer matchups. Try and have your Regenerator Pokémon absorb as much damage as possible and switch them around as often as possible to recover HP rather than always using Recover, Wish, and Rest. For example, if your opponent brings out passive Pokémon like , use that opportunity to swap around. You can also use safe double switches to recover HP. For example, say that an opponent always switches X in when you have Y out. The next time Y is out on the field, try and mix in some double switches to another Pokémon to regenerate them if it's safe to do so.
Tera Use
Tera is one of the most valuable resources to stall, especially when it is not possible to counter all possible Pokémon and team compositions without it. Therefore you need to be judicious with which Pokémon you Tera. A general rule of thumb is that you want to be the last person to use your Tera unless there is an obvious threat like that requires Tera immediately.
Dual Screens Counterplay Options
I’m now circling back to the explanation of choosing over for dual screens support.
Vs. +
Turn 1: Opponent brings in
Turn 2: You swap in . Opponent clicks Future Sight.
Turn 3: You always click Light Screen on the turn after they click Future Sight. If they use Sludge Bomb instead of Future Sight, click Reflect. If they used Future Sight on the previous turn, they will use Chilly Reception this turn.
Turn 4: If they bring in or another physical attacker, swap in or . They have enough bulk to eat the hit from the physical attacker while Light Screen halves the damage they take from Future Sight. In an emergency, can also eat a hit since it will take roughly 45% from Future Sight behind screens. Also, another reason why was chosen on this team over is that it resists both of ’s STABs, and therefore it can also stay in on a + combo, especially if Reflect is up.
If they bring in a special attacker like , you can simply stay in with and Slack Off next turn or swap to .
Finally, the opposing will usually try to poison . In the event that Tera is not needed for anything else, use Tera Steel on . With that being said, in this matchup, this is usually ’s only job, and so managing ’s HP with dual screens, Regenerator, and Slack Off is not too difficult even with poison damage.
Vs. + and + etc.
Turn 1: or switches in.
Turn 2: Switch in . Opponent clicks Water STAB.
Turn 3: Click Light Screen regardless of what opponent does.
Turn 4: Switch to to regenerate. If they do not switch out, switch back to to regenerate. Continue this cycle.
Alternatively:
Turn 2: Switch in . Opponent clicks Draco Meteor or Shadow Ball.
Turn 3: Immediately switch out into or .
Turn 4: If they do not switch out, switch back to to regenerate. Continue this cycle.
If they do switch out, bring back on the turn that they bring in the weather setter ( or ) and regenerate and/or Slack Off.
It can also help to Knock Off or with to minimize the number of turns that the weather is up before they have to switch back in, therefore maximizing the number of turns that can switch back in to Regenerate HP.
General Usage:
Light Screen and Reflect can also be used outside of the Future Sight and Weather matchups. For example, if switches into a favorable matchup and gets a turn to move, you can click Reflect if you expect your opponent to switch out into a physical attacker.
can also sit behind its own screens and chip away at special attackers like and with ease. can also swap into a Pokémon like , set up Light Screen, and then swap out into who can Toxic it and use Haze or which is borderline immune to any special attack when it's behind Light Screen.
Threats
With how new the meta is, it is simply not possible to adequately prepare for every single possible threat. That being said, the tera types and move sets on this team are relatively flexible and can be adapted as the meta progresses. However as it stands, here are some of the most prominent threats:
Frankly, this Pokémon is just broken and completely invalidates defensive playstyles. The common argument for why it’s not broken is that it’s slow and can be revenge killed easily. The problem is that defensive teams can’t do that. At least could be burned with Flame Body whereas gets boosted by status.
The only reliable defensive counterplay against is , a NU Pokémon at best. This situation is very reminiscent of the and debacle, and ultimately everyone agreed that was just broken.
has already been banned in National Dex where there exists even more defensive counterplay than in Gen 9 OU. Surely this should be a clear indication that needs to be banned from Gen 9 OU. https://www.smogon.com/forums/threads/ursaluna-is-now-banned-from-national-dex.3722464/.
Many people have complained that this meta is too centralized around hyper offense and I promise you that is one of the big reasons why. Why would anyone run defensive or balanced playstyles when can come in for free on something like and KO half your team easily?
With that being said, as long as remains in the tier, defensive teams must either run double Tera Ghost on the two physically bulkiest Pokémon in the tier as this team does, who gets 2HKOd anyways, or to even stand a remote chance. is extremely centralizing for defensive playstyles and it’s never a favorable matchup no matter how much you prepare. Even was easier for stall to deal with than , and that’s saying something.
While is less of an issue due to the addition of , is still very threatening. Use Tera Fairy to status it and then try to stall it out as best as you can with Recover, Regenerator, Protect, and .
The only Pokémon that can outright break through , presents an unfavorable matchup for any stall team. Switch aggressively to if you predict will come in to maximize damage on it before it boosts. Tera Fairy can also attempt to status it.
Replays
Note that I laddered with this team before and after the bans of , , , and . As a result, there are going to be slight discrepancies between what you see in the replays and what is provided in the PokéPaste. The PokéPaste version is the final version. That being said, the core strategy of the team is still the same and therefore these replays are still a great starting point to see how the team plays. In addition, feel free to experiment with the team yourself as the meta develops.
Vs. + +
https://replay.pokemonshowdown.com/gen9ou-1875239016-5lfsradghjsl9w2dmppspl0xdygti7lpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1875665960-sux1z63qxv1zcb0711ztjsgs5jgxknbpw
https://replay.pokemonshowdown.com/gen9ou-1878268919-8z9uaav4mfzeg3p5ohhv544vohoawbnpw
https://replay.pokemonshowdown.com/gen9ou-1877832265-t6h31ycssfntgqy8fq8ddct7iz8q55bpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1875690590-iuqm0z80u4ftpyu8jl9gx9mr7lsa0d0pw
https://replay.pokemonshowdown.com/gen9ou-1878306970-ovfjm6dn227evvma7bal3d4pv3e5ec8pw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1877036885-a6e214zfsgeyt6od1pvami033ox54cdpw
https://replay.pokemonshowdown.com/gen9ou-1878295223-ksuk9j4fro8h4rcora0ptl54rqpv9ujpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1879234553-5v3khvonsiki337p2o76eak6vp52i0cpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1877830330-liu970v2e0dedfb0j3jgs2a17iyfhq3pw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1878261723-git1y2y46ds21qimpfct8wzz2bxxytdpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1879675869-gskgejqi1rhgsbhjnzm9e28x0erlngupw
Acknowledgements
Many thanks everyone in the Stall Discord and Community. I enjoy discussing the stall meta with everyone there and they help make this game more enjoyable.
Finally, while this RMT is a great starting point, it is far from comprehensive. Feel free to ask me any questions about the team or specific matchups in the comments or on Discord. The link to the Stall Discord is here: https://discord.gg/5kesazdPxF.
https://pokepast.es/1d35f9d5f5a16c9f
Table of Contents:
- Introduction
- Proof of Peak
- Team Members
- How to Use This Team
- Threats
- Replays
- Acknowledgments
Introduction:
With the addition of a plethora of offensive threats to Gen 9 OU via the Pokémon HOME update, all old Gen 9 OU stall teams were rendered obsolete, including my own Hazard Stack Stall (https://www.smogon.com/forums/threads/peaked-1-2101-elo-–-hazard-stack-stall.3719401/). A huge problem with the HOME update was that while the meta gained many new offensive options, the new defensive countermeasures were rather lackluster. This imbalance was so great that many people believed that this update would render stall unviable.
Therefore, it is with great pleasure that I present to you my second RMT for Gen 9 OU showcasing the first high ladder Gen 9 OU post-HOME stall team.
I decided to stick to the basics and create a team that could counter every single meta threat.
With the update came a number of new challenging Pokémon and mechanics to deal with.
Firstly, hazard removal did not improve while the number of hazard setters increased. The most notable was with its signature move Ceaseless Edge.
As a result, I knew that 6x boots + Tera Flying would remain a necessity. However, I also quickly learned from testing that conserving Tera for the new and powerful threats like and was critical to success. As a result, stall can no longer rely solely on to ease hazard pressure. Therefore, including the only reliable hazard remover was essential.
Finally, as I mentioned earlier, while the offensive options are plentiful, the defensive teambuilder remains extremely constrained, skewing the balance of the meta to predominantly hyper offense. The recovery PP nerf also continues to hamper defensive playstyles. As a result, I knew I needed Pokémon that could counter a wide array of offensive threats and stay healthy while keeping up with fast paced teams. Therefore, I sought to include as many Regenerator Pokémon as I possibly could on this team.
I threw this team together a few days after the HOME update and tested it on a few alts. My expectations were low especially after hearing the struggles that other stall players were going through when laddering. To my surprise, it fared extremely well, and after a few changes I was able to win consistently and achieve the peak shown below.
Ironically, the best Gen 9 OU post-HOME stall team to date consists entirely of pre-HOME Pokémon.
Proof of Peak
With this team, I was able to reach a personal best ELO of 2107 on the Gen 9 OU Ladder.
This team also raised my GXE from around 83% to 86%. If I had to guess, I would say I had an 87-89% GXE while using this team.
I cannot find the peak game replay so I’ve included the game where I reached 2102 ELO instead: https://replay.pokemonshowdown.com/gen9ou-1879651987-ni23812042q3a5v9leuimbg8ut31aucpw
Team Members
I have been a strong advocate for ’s potential on stall even pre-HOME. Despite the popularity of in this meta, is better on stall in my opinion. Both have different pros and cons, but in particular offers a few unique counterplay options that nothing else can.
’s job is to act as a sponge for special hits. Thanks to Regenerator, can scout attacks from Choice Specs Pokémon like and mixed attackers like . also absorbs uninvested pivot attacks like Volt Switch from and throughout the game to prevent the team’s primary special wall from being worn down.
Although unorthodox, this set provides critical counterplay against common offensive cores such as + which I will elaborate upon later in the RMT. Even though dual screens are primarily a tool for hyper offense, it turns out that they are also extremely effective for stall. Unlike , has access to both Light Screen and Reflect. Finally, STAB Surf provides great neutral coverage into much of the tier, and hits annoying Pokémon like especially hard.
was also chosen over because of how well it matches up with weather. walls both pre-HOME weather abusers like and post-HOME weather abusers like Choice Specs and with ease. This in turn enables to run a Tera type other than Tera Water.
Tera Steel is used to provide immunity to poison as well as let wall mixed when used in tandem with .
1 Speed IV is used instead of 0 to allow to move before opposing Chilly Reception to set up screens while still being slow enough to set up screens first in the Trick Room matchup.
needs no introduction. It continues to be one of the best stall Pokémon in Gen 9 OU post-HOME. It eats a hit from almost every single meat threat and denies setup attempts with Haze while spreading status. Most notably, stonewalls top meta threats like and . Sludge Bomb is run over something like Infestation to let inflict status on Pokémon that try to use Taunt.
When used with the other members of the triple Regenerator core, U-Turn and Volt Switch cores become trivial to deal with. Opposing Pokémon like also cannot make any progress even if one of the Regenerators has lost its boots. Maximum physical bulk lets survive pretty much any hit and Tera Fairy is used to beat Banded and Banded if necessary.
If it ain’t broke, don’t fix it. Once again, returns as the Knock Off absorber and Wish passer for the team. Tera Flying is still used to beat Hazard Stack and strong Grass types like and . also functions as a standalone physical wall thanks to Chilling Water. For more details, see section 4 of this RMT and the Ultimate Stall RMT.
is probably my favorite Pokémon introduced in Gen 9. With some of the best physical bulk in the tier and an extremely useful ability with Unaware, walls almost every single physical setup attacker in the meta.
In contrast to pre-HOME sets, now runs Earthquake to provide better coverage against Pokémon like while still being able to hit Pokémon like hard. Avalanche is still used for beating Tera Flying , , Tera Flying , and non-choice band .
Tera Ghost is now run to help improve the matchup as this team's beats Tera Dark .
Due to the faster paced nature of the post-HOME meta, it can be difficult to fit in Pokémon like on stall. Therefore, needs to act as a wall against both Choice Specs Pokémon and special setup sweepers. With Calm Mind + Seismic Toss, is able to easily KO or stall out Pokémon like and .
Despite gaining access to Heal Bell post-HOME, there simply is not enough room for to run it. Stealth Rocks is preferred for making progress and this team has many ways of minimizing status conditions as it is.
Additionally, now runs maximum physical defense EVs and special defense EVs, allowing to take less damage from U-Turn from Pokémon like and . It can also help vs mixed in a pinch. Tera Dark is used to wall mixed and Stored Power abusers if necessary.
Even though is the most widely used Pokémon in Gen 9 OU, it was largely absent from pre-HOME stall teams. However, that has changed post-HOME. In fact, is extremely good on stall post-HOME.
serves as a bulky utility Pokémon for stall and also acts as a secondary physical wall, checking Pokémon like Choice Band and Choice Band which are difficult for stall to deal with otherwise.
Knock Off is used to remove items like Rocky Helmet and Leftovers from opposing Pokémon which makes it easier for the rest of the team to make progress. Rapid Spin is also used in emergencies to remove Hazards when other members of the team have had their Boots knocked off. Finally, Body Press hits many frail offensive Pokémon for significant damage while Rest gives the option to heal on passive Pokémon. Notably, with Rest walls Block more effectively than did. Tera Ghost lets act as another emergency counter to .
Enough speed EVs are included to always outspeed and .
How to Use This Team
As I explained earlier, some of the sets on this team are unorthodox and not intuitive to use. I also think that navigating stall in the post-HOME meta is much more challenging than pre-HOME. Therefore I wanted to give a brief guide on how to pilot stall in general, as well as explain some of the more intricate counterplay options that this team has.
Hazards, Knock Off, and Trick
In general, you do not need to worry too much about Hazards due to every member of the team carrying boots. When you see Pokémon that commonly run Knock Off, like opposing and , you should always swap in to absorb them. If your opponent is using as well as a team that can stack both Spikes and Stealth Rock and has a Knock Off user like , only then should you use Tera Flying on . Even then, you can often get away without needing to use Tera thanks to Rapid Spin on our own , as I demonstrate in the replays. Get in as often as possible and mix up Knock Off and Rapid Spin use to try and catch when it switches or successfully remove hazards when the opponent doesn’t switch. The key when facing opposing is to be patient. can switch in on Stealth Rock + 3 Spikes and recover with Wish many times before it starts to become an issue.
As for Trick, you should be able to identify common Trick users such as , , and . For example, if switches in and you don’t see a Booster Energy activate, you should immediately be wary of Trick. Depending on the matchup, you should determine which of your own Pokémon is least useful and try to bait Trick into them if possible. The only Pokémon I would recommend that you never let get Tricked is .
Damage Mitigation and Recovery PP Management
When using stall in general, you should avoid switching in Pokémon like and directly into attacks if you can avoid it. For example, if your opponent brings out or , rather than switching immediately to , switch to to get a Toxic off first or switch into and Wish pass into . and will be able to regenerate their HP later and the damage to is minimized.
Similarly, you can reduce damage to and save Soft-Boiled PP by using to scout special attacks and absorb special pivot moves.
As an addition to the above, you should use as little recovery PP as possible, especially in longer matchups. Try and have your Regenerator Pokémon absorb as much damage as possible and switch them around as often as possible to recover HP rather than always using Recover, Wish, and Rest. For example, if your opponent brings out passive Pokémon like , use that opportunity to swap around. You can also use safe double switches to recover HP. For example, say that an opponent always switches X in when you have Y out. The next time Y is out on the field, try and mix in some double switches to another Pokémon to regenerate them if it's safe to do so.
Tera Use
Tera is one of the most valuable resources to stall, especially when it is not possible to counter all possible Pokémon and team compositions without it. Therefore you need to be judicious with which Pokémon you Tera. A general rule of thumb is that you want to be the last person to use your Tera unless there is an obvious threat like that requires Tera immediately.
Dual Screens Counterplay Options
I’m now circling back to the explanation of choosing over for dual screens support.
Vs. +
Turn 1: Opponent brings in
Turn 2: You swap in . Opponent clicks Future Sight.
Turn 3: You always click Light Screen on the turn after they click Future Sight. If they use Sludge Bomb instead of Future Sight, click Reflect. If they used Future Sight on the previous turn, they will use Chilly Reception this turn.
Turn 4: If they bring in or another physical attacker, swap in or . They have enough bulk to eat the hit from the physical attacker while Light Screen halves the damage they take from Future Sight. In an emergency, can also eat a hit since it will take roughly 45% from Future Sight behind screens. Also, another reason why was chosen on this team over is that it resists both of ’s STABs, and therefore it can also stay in on a + combo, especially if Reflect is up.
If they bring in a special attacker like , you can simply stay in with and Slack Off next turn or swap to .
Finally, the opposing will usually try to poison . In the event that Tera is not needed for anything else, use Tera Steel on . With that being said, in this matchup, this is usually ’s only job, and so managing ’s HP with dual screens, Regenerator, and Slack Off is not too difficult even with poison damage.
Vs. + and + etc.
Turn 1: or switches in.
Turn 2: Switch in . Opponent clicks Water STAB.
Turn 3: Click Light Screen regardless of what opponent does.
Turn 4: Switch to to regenerate. If they do not switch out, switch back to to regenerate. Continue this cycle.
Alternatively:
Turn 2: Switch in . Opponent clicks Draco Meteor or Shadow Ball.
Turn 3: Immediately switch out into or .
Turn 4: If they do not switch out, switch back to to regenerate. Continue this cycle.
If they do switch out, bring back on the turn that they bring in the weather setter ( or ) and regenerate and/or Slack Off.
It can also help to Knock Off or with to minimize the number of turns that the weather is up before they have to switch back in, therefore maximizing the number of turns that can switch back in to Regenerate HP.
General Usage:
Light Screen and Reflect can also be used outside of the Future Sight and Weather matchups. For example, if switches into a favorable matchup and gets a turn to move, you can click Reflect if you expect your opponent to switch out into a physical attacker.
can also sit behind its own screens and chip away at special attackers like and with ease. can also swap into a Pokémon like , set up Light Screen, and then swap out into who can Toxic it and use Haze or which is borderline immune to any special attack when it's behind Light Screen.
Threats
With how new the meta is, it is simply not possible to adequately prepare for every single possible threat. That being said, the tera types and move sets on this team are relatively flexible and can be adapted as the meta progresses. However as it stands, here are some of the most prominent threats:
Frankly, this Pokémon is just broken and completely invalidates defensive playstyles. The common argument for why it’s not broken is that it’s slow and can be revenge killed easily. The problem is that defensive teams can’t do that. At least could be burned with Flame Body whereas gets boosted by status.
The only reliable defensive counterplay against is , a NU Pokémon at best. This situation is very reminiscent of the and debacle, and ultimately everyone agreed that was just broken.
has already been banned in National Dex where there exists even more defensive counterplay than in Gen 9 OU. Surely this should be a clear indication that needs to be banned from Gen 9 OU. https://www.smogon.com/forums/threads/ursaluna-is-now-banned-from-national-dex.3722464/.
Many people have complained that this meta is too centralized around hyper offense and I promise you that is one of the big reasons why. Why would anyone run defensive or balanced playstyles when can come in for free on something like and KO half your team easily?
With that being said, as long as remains in the tier, defensive teams must either run double Tera Ghost on the two physically bulkiest Pokémon in the tier as this team does, who gets 2HKOd anyways, or to even stand a remote chance. is extremely centralizing for defensive playstyles and it’s never a favorable matchup no matter how much you prepare. Even was easier for stall to deal with than , and that’s saying something.
While is less of an issue due to the addition of , is still very threatening. Use Tera Fairy to status it and then try to stall it out as best as you can with Recover, Regenerator, Protect, and .
The only Pokémon that can outright break through , presents an unfavorable matchup for any stall team. Switch aggressively to if you predict will come in to maximize damage on it before it boosts. Tera Fairy can also attempt to status it.
Replays
Note that I laddered with this team before and after the bans of , , , and . As a result, there are going to be slight discrepancies between what you see in the replays and what is provided in the PokéPaste. The PokéPaste version is the final version. That being said, the core strategy of the team is still the same and therefore these replays are still a great starting point to see how the team plays. In addition, feel free to experiment with the team yourself as the meta develops.
Vs. + +
https://replay.pokemonshowdown.com/gen9ou-1875239016-5lfsradghjsl9w2dmppspl0xdygti7lpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1875665960-sux1z63qxv1zcb0711ztjsgs5jgxknbpw
https://replay.pokemonshowdown.com/gen9ou-1878268919-8z9uaav4mfzeg3p5ohhv544vohoawbnpw
https://replay.pokemonshowdown.com/gen9ou-1877832265-t6h31ycssfntgqy8fq8ddct7iz8q55bpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1875690590-iuqm0z80u4ftpyu8jl9gx9mr7lsa0d0pw
https://replay.pokemonshowdown.com/gen9ou-1878306970-ovfjm6dn227evvma7bal3d4pv3e5ec8pw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1877036885-a6e214zfsgeyt6od1pvami033ox54cdpw
https://replay.pokemonshowdown.com/gen9ou-1878295223-ksuk9j4fro8h4rcora0ptl54rqpv9ujpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1879234553-5v3khvonsiki337p2o76eak6vp52i0cpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1877830330-liu970v2e0dedfb0j3jgs2a17iyfhq3pw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1878261723-git1y2y46ds21qimpfct8wzz2bxxytdpw
Vs.
https://replay.pokemonshowdown.com/gen9ou-1879675869-gskgejqi1rhgsbhjnzm9e28x0erlngupw
Acknowledgements
Many thanks everyone in the Stall Discord and Community. I enjoy discussing the stall meta with everyone there and they help make this game more enjoyable.
Finally, while this RMT is a great starting point, it is far from comprehensive. Feel free to ask me any questions about the team or specific matchups in the comments or on Discord. The link to the Stall Discord is here: https://discord.gg/5kesazdPxF.
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