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Stall, my love

Quagsire hasn't been getting enough love lately, it is a fantastic addition to a stall team being able to hard counter some of the most dangerous boosting sweepers like Dragonite, Scizor, Conkeldurr or Reuniclus, Jirachi, Volcarona etc etc (depending on the EV spread). Quagsire gives you the confidence to play a little more recklessly when faced with a boosting sweeper and it's an amazing endgame staller. It also has enough variety in its play, with Curse, Scald or Stockpile sets, to keep opponents on their toes initially even if it isn't the most threatening of Pokemon which imo is very important.

It runs into some problems with very initially powerful things like CB or Specs users and power Rain boosted Water attacks and (ugh) HP [Grass]... but if played to its strengths it's really powerful and forces the opponent into certain moves (which a stall team loves!) because usually a team only has a couple of Pokemon that can directly threaten Quagsire. It's not a magically solution to all problems but it does a very unique job and discourages early set up sweep attempts which is a great asset to have.
 
I thought Quag ignored boosts from CB/specs? Correct me if I am wrong.

I feel one of the most annoying thing to face as stall is roserade. It's hard to avoid having at least one thing slept and gliscor can't even 2HKO with EQ, allowing it to rest off. Not to mention most of the spinners that are available cannot really beat it.
 
I don't think it's been mentioned here yet (quick scan, tell me if I'm wrong) but the ability Regenerator has been a massive boon to stall teams. Most teams focus on putting pressure on the opponent, but stall, in its nature, has to be a responsive playstyle. It pressures the opponent, yes, but passively, the same way a machine gun places different pressure on a soldier than a siege. As such, stall is constantly switching in and out to take hits, and can be worn down if it's not careful. As a stall player myself (albeit in RU) nothing is quite as horrifying as a Pokemon coming out on the field and realizing in horror that your counter is marginally too weak to take two hits.

That's the reason Regenerator is so beautiful for stall - it allows almost as much HP gain as a healing move without having to take a hit. I've often stalled out and killed Life Orbed attackers by simply switching from Tangrowth to Slowking to Audino and back again, because I heal off virtually all the damage I take.

The best way to beat stall IMO (again by personal experience) is the use of hazards. Because stall cannot pressure you, it's easy to get up lots of hazards against stall, and since most Rapid Spinners are such dead weight (only Starmie is really a good Pokemon, and it basically has to choose between being good or spinning) it isn't too hard to maintain enough offensive pressure to keep them from bringing in their Weakest Link, and they can be worn down by switching.
 
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