Resource Stall V2 (Week #6 Mega Pidgeot)

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What is Stall?

Stall is a playstyle that aims to emerge victorious by wearing down the opponent with residual damage by stacking hazards and status while keeping hazards off your side of the field and keeping all pokemon healthy. This reason is why pokemon with good defensive capabilities are essential for Stall. In order to make a good stall team, it must consist of pokemon that support each other well while handling most of the prominent threats that exist in the current metagame.

What is Semi Stall?

Semi stall is a team that primarily relies on its defensive back bone coupled in with offensive utility in the form of hazards and or cleaners / wall-breakers to break opposing defensive cores more easily.

Key Terms
Stealth Rock: Stealth Rock is the most widely used entry hazards and with good reason. It hits most of the Pokemon in OU for neutral damage, and hits quite a few for 25% and 50% of their health. It hampers the many threatening Pokemon weak towards Stealth Rock, such as Thundurus or Talonflame. It plays a crucial role in pressuring the opponent to get hazards off the field, making free turns for Stall.

Spikes: Unlike Stealth Rock, it doesn't damage the opponent based on type effectiveness but the number of layers that has been set up. The 1st layer takes away 1/8th, the 2nd layer takes away 1/6th and the 3rd layer takes away 1/4th of the HP of the pokemon. A maximum of 3 layers may be set up.

Toxic Spikes: This is the least used of all and can be set up for a maximum 2 layers. The first layer will inflict Poison damage on the Pokemon that switches in, whereas the second layer will Badly Poison the Pokemon and increase damage inflicted each turn until it switches out. Keep in mind that Toxic Spikes only affects grounded Pokemon and doesn't affect Steel or Poison-types. When a Poison type switches in on a Toxic Spikes, it absorbs it and gives the effect of a Rapid Spin by removing it in doing so.

A Spinner is a Pokemon with access to the move Rapid Spin, a move that removes hazards from your side of the field. This makes for an important part of a Stall team because having no Hazard Control means that every Pokemon switching in is going to take residual damage and this will hamper it in the long run.

A Spinblocker is a Pokemon that blocks the opponent from spinning away hazards. Hazards are a Stall team's primary method of dealing damage so Spinblockers are extremely helpful. A Spinblocker is a Pokemon with a Ghost-typing that makes it immune to Rapid Spin, which is a Normal-type move.

A Defogger is a Pokemon that clears away all Hazards, Light Screen, and Reflect on the field. Defog removes all Hazards, meaning on Stall teams with several layers of Hazards already up it may be detriment to use Defog in certain points of the battle. However depending upon the odds stacked against your team, it'd be best to use remove all doubt and use Defog.

Magic Bounce is an Ability that bounces back Hazards and Status moves. This Ability is available on Mega Sableye, the cornerstone of Stall. Magic Bounce is a very helpful Ability on Stall. It allows the user to function as an Anti-Lead and Status "Bouncer".

Status is another way in which Stall teams inflict residual damage. The two Statuses that wear opponents down are Burns and Toxic. Burn halves an opponent's Attack Stat and deals about 12% of damage each turn while Toxic damage increases each turn.

A Status Absorber is a Pokemon that is dedicated to absorbing Statuses. This makes for a crucial part of a Stall team as it's important that the team itself isn't worn down. Pokemon may be deemed the title "Status Absorber" through abilities such as Natural Cure or through Typings.

A Cleric is a Pokemon that can heal Statuses of the Pokemon on its own team. Moves such as Heal Bell and Aromatherapy allow certain Pokemon to be called "Clerics".

A Stallbreaker is a Pokemon that is used to beat opposing Stall teams. They aren't found on most stall teams and aren't necessary. A Stallbreaker is a Pokemon with the access to the move Taunt to shut down most Pokemon found on Stall teams. However the term isn't limited to just that. A Stallbreaker can also be classified as a Pokemon that can circumvent Status such as Burn or Poison, due to Abilities like Poison Heal or Hydration or powerful Wallbreakers. Stallbreakers should be taken into account when teambuilding because they definitely pack a punch and give a tough time to Stall.

A Hazer is a Pokemon with the access to Haze, a move that rids the target of all stat boosts. A Phazer is a Pokemon with access to Roar or Whirlwind, moves that force a Pokemon to switch out, making the move helpful to deal with Set-up Sweepers and inflict residual damage through the hazards that have been set up. It should be noted that Roar and Whirlwind have a very low priority bracket, meaning it will always go last.


Role Compendium
Wish Passers


Unaware Users


Clerics


Status Absorber


Hazard Removers
Rapid Spin:


Defog:


Magic Bounce:


Win-Conditions
Calm Mind:


Swords Dance:


Other:
(Dragon Dance)
(Tail Glow)
(Curse)
(Bulk Up)


Walls
Physical:


Special:


Mixed:


Tanks
Special:


Mixed:


(P)Hazers
Haze:


Phasing:


Clear Smog:


Dragon Tail:


Pivots


Hazard Users
Stealth Rock:


Spikes:


Toxic Spikes:


Trappers
Shadow Tag:

Arena Trap:
 
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p2

Banned deucer.

Yeah it's this stall team we all know and love. Copied it from the Sample Teams thread though I put Spikes > Brave Bird on Skarmory because this team works better with Spikes and I didn't find myself needing to use Brave Bird that much. Also fuck ABR for making this team. :/
This team is designed around Gothitelle, which has many crucial uses for stall teams. Gothitelle provides a means of handling Manaphy, taunt Heatran, Heracross, and a myriad of other pokemon that stall otherwise cannot handle. Mega Sableye is the staple for stall teams, due its nature as a win condition and a way of preventing opposing hazards. Skarmory and Chansey are also staple mons on stall, as they cover each side of the defensive spectrum very well. Quagsire is a necessity on most stall teams but on Goth stall especially, because Goth allows free setup for many pokemon like Bisharp and Scizor. Quagsire also acts as a safety net against a lot of uncommon sweepers like SD Lando-T. Lastly, Amoonguss is a water resist and counter to many Fairy type pokemon. It greatly aids in checking Azumarill, Keldeo, Gyarados, Clefable, and more. - Thanks to ABR for providing this one.

Sableye (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 80 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Will-O-Wisp
- Recover

Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic
- Thunder Wave
- Rest

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Whirlwind
- Defog
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell
- Soft-Boiled

Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Sludge Bomb
- Spore
 

bludz

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For win conditions I think Bulk Up Talonflame can be added.

Cofagrigus can do T Spikes and fits stall / semi-stall.

Might be worth adding a trappers section since stall loves eliminating hazard removers (Latis / Starmie) and problem pokes like Gengar. Also the whole Goth stall thing and those Shedinja builds with Dugtrio kind of re-enforce this.

A pokemon that's an underrated threat against stall is LO Torn-T. I know you decide which threats to stall to discuss (if you pick that back up) but I would suggest this as one down the road. A mixed wallbreaker with Taunt capabilities and Regen helps its longevity which other LO abusers don't have the luxury of, not many stall teams are super equipped for it.
 

MrAldo

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Roserade deserves a mention as a hazard setter (particularly toxic spikes, though spikes could potentially work even though ferrothorn is better generally)

Decent keldeo answer with some defensive investment, checks clefable, provides toxic spikes, natural cure which is a huge advantage it has over tentacruel and dragalge, alongside reliable recovery even with rest thanks to its ability. Status absorbers are a god send for defensive builds so I think this deserve a place in the compendium.
 

Yeah it's this stall team we all know and love. Copied it from the Sample Teams thread though I put Spikes > Brave Bird on Skarmory because this team works better with Spikes and I didn't find myself needing to use Brave Bird that much. Also fuck ABR for making this team. :/
This team is designed around Gothitelle, which has many crucial uses for stall teams. Gothitelle provides a means of handling Manaphy, taunt Heatran, Heracross, and a myriad of other pokemon that stall otherwise cannot handle. Mega Sableye is the staple for stall teams, due its nature as a win condition and a way of preventing opposing hazards. Skarmory and Chansey are also staple mons on stall, as they cover each side of the defensive spectrum very well. Quagsire is a necessity on most stall teams but on Goth stall especially, because Goth allows free setup for many pokemon like Bisharp and Scizor. Quagsire also acts as a safety net against a lot of uncommon sweepers like SD Lando-T. Lastly, Amoonguss is a water resist and counter to many Fairy type pokemon. It greatly aids in checking Azumarill, Keldeo, Gyarados, Clefable, and more. - Thanks to ABR for providing this one.

Sableye (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 80 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Will-O-Wisp
- Recover

Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic
- Thunder Wave
- Rest

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Whirlwind
- Defog
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell
- Soft-Boiled

Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Sludge Bomb
- Spore
like flamingvictini said bb is better on this team, you will keep it if you dont want to get 6-0d by m pinsir, which should be added to threats since it 2hkos everything else but zapdos and if you dont run bb/counter skarm you literally get destroyed, it has no switch ins after a sd

252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Quagsire: 198-234 (50.2 - 59.3%) -- 79.3% chance to 2HKO after Leftovers recovery

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 232+ Def Slowbro: 339-399 (86 - 101.2%) -- 12.5% chance to OHKO

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Slowbro: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO

+2 252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 176+ Def Zapdos: 212-250 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery


hoopa u is also pending on the list, we all know how destructive it is for stall no matter what set its running due to its ridiculous stats

stallbreaker togekiss is a pain in the ass, nasty plot gives it access to increase the power of its spatk and it can flinch to death with ease a whole team
the only pokemon that is viable on a stall team and stops togekiss is spdef talonflame, it outspeeds max spe toge and can burn it, once its burnt you just have to spam roost and taunt

earth plate lando is another underrated stallbreaker, nothing is a switch in especially if it runs sd you can click x bc once it gets a boost you have to sac something 100% of the times and rely on a scald burn, if you dont get it then its autolose...

+2 252+ Atk Landorus-T Stone Edge vs. 252 HP / 252+ Def Skarmory: 147-174 (44 - 52%) -- 75% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 252+ Def Unaware Quagsire: 186-220 (47.2 - 55.8%) -- 78.5% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Earth Plate Landorus-T Earthquake vs. 248 HP / 252+ Def Unaware Clefable: 205-243 (52.1 - 61.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+2 252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 232+ Def Slowbro: 319-376 (80.9 - 95.4%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Earth Plate Landorus-T Earthquake vs. 232 HP / 252+ Def Alomomola: 388-457 (73.3 - 86.3%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 252+ Def Mega Slowbro: 219-258 (55.5 - 65.4%) -- guaranteed 2HKO


the last stallbreaker i can think of atm is goth (no explanation needed)

---

another creative and extremely fun stall to use is the wonder trio, the explanation of the sets and import of the team can be found here: http://www.smogon.com/forums/threads/wonder-trio.3542184/
credits to branflakes325 for the team
 

AM

GMT-4
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Like I said in the last thread I have no idea why M-Gross is a threat to stall in correlation to everything else you put lol. I don't remember the last time I've seen a stall team or well built one actually keel over to that.

Zapdos was a phaser.....when M-Mence was around not a year later ._.
 

Martin

cute cute
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Under CM wincons, Blissey should be listed as it is the most consistent answer to Serperior (only needs 1 boost to successfully stall it out w/ Softboiled, whereas others either lose to it (Suicune, Slowbro, Manaphy, M-Latias) or need multiple boosts to reliably take it on (others listed)).
 

AM

GMT-4
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Under CM wincons, Blissey should be listed as it is the most consistent answer to Serperior (only needs 1 boost to successfully stall it out w/ Softboiled, whereas others either lose to it (Suicune, Slowbro, Manaphy, M-Latias) or need multiple boosts to reliably take it on (others listed)).
Serperior commonly runs Taunt so no it isn't
 

Mannat

https://youtu.be/k_ATRxCv6Ts
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Changes to OPs
Mega Metagross isn't a threat to stall because there are many threats on stall that can cripple it with burn, and it has an extremely hard time switching into the common ghost STAB, it get's 1v1'd and OHKO'd by counter wobb, it has to run specific moves to beat mons on stall (GK for Quag, Hammer arm for empoleon, etc.), but it still ends up falling short vs many mons regardless of coverage (counter skarm, defensive rachi, etc.). Hoopa-Unbound, Hoopa, Taunt DD mega gyarados, Gothitelle, Togekiss, Mega Gardevoir, Taunt Serperior, Magic Guard Clefable, Talonflame, and Mega Pidgeot under threats to stall should be pretty much obligatory because most of them are capable of 6-0ing many different stall teams with little to no support (hazard removal is on pretty much any team). Additionally, Shedinja is a great pivot for stall that can spread burns and baton pass out to gain some sorely needed momentum for stall.
Sample Sheddy Stall:
Wobbuffet (M) @ Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Counter
- Mirror Coat
- Safeguard

Shedinja @ Safety Goggles
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- Baton Pass
- Protect
- Shadow Sneak

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Calm Mind
- Shadow Ball
- Recover

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Counter
- Whirlwind

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell
This is a decent stall team showcasing a core I've been using lately that is centered around Shedinja+Wobb+MSab and it can check many of the biggest threats to stall through the use of Shedinja+a bunch of common stall mons to check threats. Mega Sableye and Shedinja can both spread burns to the opposing team and cripple physical attackers quite quickly. Mega Sableye can bounce back hazards and status for Shedinja, which is especially important since this team does not have any entry hazard setters. Skarmory, Mega Sableye, and Quagsire together can counter pretty much every physical attacker in the tier with little to no problem. Wobbuffet functions very well vs offense, trapping and killing many all-out-attacker like Keldeo, Metagross, etc while being able to deal with support mons by locking them into a support move with encore. Shedinja can wall many mons that commonly threaten stall builds, but it has to be wary of random HP fires/random pursuit trappers so that it can stay alive to check said mons. This team is quite consistent, but it gets overwhelmed if there are too many stallbreakers on the same team like most other stall teams, and it also has a hard time dealing with specs keldeo+pursuit trapping among other types of teams that commonly threaten stall.
 
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Changes to OPs
Mega Metagross isn't a threat to stall because there are many threats on stall that can cripple it with burn, and it has an extremely hard time switching into the common ghost STAB, it get's 1v1'd and OHKO'd by counter wobb, it has to run specific moves to beat mons on stall (GK for Quag, Hammer arm for empoleon, etc.), but it still ends up falling short vs many mons regardless of coverage (counter skarm, defensive rachi, etc.). Hoopa-Unbound, Hoopa, Taunt DD mega gyarados, Gothitelle, Togekiss, Mega Gardevoir, Taunt Serperior, Magic Guard Clefable, Talonflame, and Mega Pidgeot under threats to stall should be pretty much obligatory because most of them are capable of 6-0ing many different stall teams with little to no support (hazard removal is on pretty much any team). Additionally, Shedinja is a great pivot for stall that can spread burns and baton pass out to gain some sorely needed momentum for stall.
Sample Sheddy Stall:
Wobbuffet (M) @ Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Counter
- Mirror Coat
- Safeguard

Shedinja @ Safety Goggles
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Will-O-Wisp
- Baton Pass
- Protect
- Shadow Sneak

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Calm Mind
- Shadow Ball
- Recover

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Counter
- Whirlwind

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Toxic

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell
This is a decent stall team showcasing a core I've been using lately that is centered around Shedinja+Wobb+MSab and it can check many of the biggest threats to stall through the use of Shedinja+a bunch of common stall mons to check threats. Mega Sableye and Shedinja can both spread burns to the opposing team and cripple physical attackers quite quickly. Mega Sableye can bounce back hazards and status for Shedinja, which is especially important since this team does not have any entry hazard setters. Skarmory, Mega Sableye, and Quagsire together can counter pretty much every physical attacker in the tier with little to no problem. Wobbuffet functions very well vs offense, trapping and killing many all-out-attacker like Keldeo, Metagross, etc while being able to deal with support mons by locking them into a support move with encore. Shedinja can wall many mons that commonly threaten stall builds, but it has to be wary of random HP fires/random pursuit trappers so that it can stay alive to check said mons. This team is quite consistent, but it gets overwhelmed if there are too many stallbreakers on the same team like most other stall teams, and it also has a hard time dealing with specs keldeo+pursuit trapping among other types of teams that commonly threaten stall.
Your team doesn't have stealth rocks at all ._.
 

Mannat

https://youtu.be/k_ATRxCv6Ts
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Your team doesn't have stealth rocks at all ._.
Not all teams need stealth rocks on stall, especially if they have magic bounce on them.

Edit: user: Wheezer has told me this, so you cannot dispute as he is the lord of stall.
 
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Actually, he's technically right in that stall teams don't NEED rocks; it's just that they're so good there's no justification to NOT have them, as any synergy differences in adding a rocker can be re-engineered, and it's the most reliable way by far to generate chip damage.

Personally, on that team, I'd have either Spikes or Rocks over Counter on Skarmory; if Spikes is chosen, I'd replace Toxic on Chansey with Rocks.
 

Yeah it's this stall team we all know and love. Copied it from the Sample Teams thread though I put Spikes > Brave Bird on Skarmory because this team works better with Spikes and I didn't find myself needing to use Brave Bird that much. Also fuck ABR for making this team. :/
This team is designed around Gothitelle, which has many crucial uses for stall teams. Gothitelle provides a means of handling Manaphy, taunt Heatran, Heracross, and a myriad of other pokemon that stall otherwise cannot handle. Mega Sableye is the staple for stall teams, due its nature as a win condition and a way of preventing opposing hazards. Skarmory and Chansey are also staple mons on stall, as they cover each side of the defensive spectrum very well. Quagsire is a necessity on most stall teams but on Goth stall especially, because Goth allows free setup for many pokemon like Bisharp and Scizor. Quagsire also acts as a safety net against a lot of uncommon sweepers like SD Lando-T. Lastly, Amoonguss is a water resist and counter to many Fairy type pokemon. It greatly aids in checking Azumarill, Keldeo, Gyarados, Clefable, and more. - Thanks to ABR for providing this one.

Sableye (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 80 Def / 180 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dark Pulse
- Will-O-Wisp
- Recover

Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Psychic
- Thunder Wave
- Rest

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Whirlwind
- Defog
- Roost

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Heal Bell
- Soft-Boiled

Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Sludge Bomb
- Spore
Ok, a few things I would like to mention about this team. It auto-loses to most Volcarona sets if Chansey is not carrying Toxic. Chansey can't exactly Seismic Toss Volcarona down because it can heal back its HP with Giga Drain or Roost. You might think that Chansey would be able to beat it with just Seismic Toss, but it doesn't work that way in practice. Chansey needs to heal up a lot more that you would think it needs to, mainly due to Flame Body. The 30% burn is really annoying, and you often get burned before you are able to whittle Volcarona down all the way with Seismic Toss, and you are forced to Softboiled up and then Heal Bell. Chansey is not beating Volcarona while it is burned. Also, Seimsic Toss isn't exactly a 4HKO because of Giga Drain, and by the time you've hit Volcarona three times with Seismic Toss, it is very likely you will get burned, forcing you to heal up. So basically what I'm saying is that its really important to run Toxic on Chansey.

Since Chansey can't carry Stealth Rock, you can try putting rocks on Skarmory. Spikes may be nice for this team, but you can't really fit them on the team. The moveset I use for Skarmory on this team is Defog / Roost / Counter / Whirlwind. Yes, I know what you are thinking: "What!? No Stealth Rock on a stall team! This guy has no idea what he is talking about". Just listen for a bit though. Like I said before, it is important that you put Toxic on Chansey, which leaves Skarmory to be the only other possible Stealth Rock user. However, I think that running Defog on this team is more important than fitting on rocks. You might think, "Hey, I have Mega Sableye. I don't really need a Defog user, do I?". Well, you kind of do. Mega Sableye is not able to prevent hazards from a lot of mons that you might think it could. Examples would be Landorus-T (Swords Dance or U-Turn really mess up Mega Sableye), Garchomp (same thing but with Dragon Tail instead of U-Turn), Heatran (Mega Sableye doesn't like the burns), Clefable, Mold Breaker Excadrill, and Jirachi (flinches and U-Turn is a pain in the ass). It is very useful having a back-up mon to get rid of hazards that these mons may have set up. As for Skarmory's other moves, Counter is important to beat mons like Mega Pinsir, Scizor, Mega Metagross, Mega Altaria, Azumarill, and all of those ground type Swords Dance users I mentioned earlier. If you are using Brave Bird, Skarmory is way too passive and not able to touch a lot of mons. Whirlwind is important so that you are not set-up bait.

Also, Shed Shell on Skarmory is very important. Magnezone is still a fairly common mon. If you don't run Shed Shell, you are going to lose to mons paired with Magnezone like Landorus-T, Garchomp, Excadrill (they can really pressure a stall team more than you would expect if Skarmory is gone, especially if they are Swords Dance variants), Mega Altaria, Dragonite, Hoopa-U, Mega Lopunny, and Mega Metagross. Skarmory is very important to keep around on stall teams; there is a very noticable difference when playing without it. You can really notice how much more pressure is put on your team with Skarmory gone. Also, there is really no downside in running Shed Shell. Sure, Rocky Helmet is nice for the chip damage, and Skarmory appreciates the passive recovery of Leftovers, but it can go without these items. Skarmory is still able to function perfectly fine without rocky helm or lefties; it doesn't beat any mons with these items that it wouldn't beat without. Without Shed Shell, however, you are going to lose Skarmory to Magnezone, which opens up huge holes in the stall team with it gone.

On Gothitelle, you are going to want to run different EVs so that you don't lose to crit Moonblasts from Clefable. Also, there is pretty much zero reason to run any special attack EVs on Choice Scarf Gothitelle. The only thing it could possible help with beating is Mega Heracross, which only 128 extra special attack EVs won't really help with anyways. Here is the spread I use:
Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 208 HP / 8 SpA / 40 SpD / 252 Spe
Timid Nature
- Calm Mind
- Trick
- Rest
- Psychic
 

Freeroamer

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Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Waterfall
- Taunt
- Dragon Dance


Taunt DD Gyara is a huge pain in the ass to pretty much all stall thanks to Mold Breaker allowing it to bypass both Sableye's Magic Bounce and Quagsire's Unaware. It's dual STAB is pretty much perfect coverage for most mons found on stall builds, while Dragon Dance gives it the power to break through without incurring too much damage as it does so. It's Dark typing and boon of being a Mega Evolution means it gives absolutely 0 fucks about Goth trying to do anything to it so long as it has at least one boost before it comes in or Taunts it as it comes in to prevent being paralyzed by Thunder Wave. One of the better current stallbreakers in my opinion.
 
Tornadus-Therian is such an annoying mon to play against with stall. It is nearly impossible to beat without having your team significantly crippled. Sometimes stall just outright loses to it. I feel like Life Orb Tornadus-T is a really underestimated stall breaker too. I don’t understand why it is not used more; well, actually, I kind of do. People would rather use Assault Vest Tornadus-T (which actually does fairly well against stall too) because it is a very good switch-in to many special attacking mons that bulky offense/balance teams usually have trouble with (think Gengar, Alakazam, Serperior, and Volcarona). Life Orb Tornadus-T actually can switch into these mons too though.

Life Orb Tornadus-T is threatening to stall for multiple reasons. It has access to Taunt, can Knock Off items (Chansey’s Eviolite for example), has recovery with Regenerator, and has excellent power and coverage between Superpower and Hurricane. Taunt is useful for obvious reasons; it prevents many mons on stall from actually doing anything to Tornadus-T because they usually rely on status moves and recovery to beat mons. Mega Sableye is pretty much the only stall mon that is not afffected by taunt, but it is not walling a Life Orb Tornadus-T. 180 SpA Life Orb Tornadus-T Hurricane vs. 252 HP / 144+ SpD Mega Sableye: 140-165 (46 - 54.2%) -- 52% chance to 2HKO. Mega Sableye is at least able to not get 2HKO’d by Assault Vest Tornadus-T (considering the specially defensive spread of 252 HP / 114 Def / 144 SpDef Careful nature, but it is still not fun to play against because AV Tornadus-T is able to just U-Turn when Mega Sableye switches in, and eventually wear it down to the point where it is 2HKO’d by Hurricane.
0- Atk Tornadus-T U-turn vs. 252 HP / 114 Def Mega Sableye: 34-41 (11.1 - 13.4%) -- possible 8HKO
160 SpA Tornadus-T Hurricane vs. 252 HP / 144+ SpD Mega Sableye: 106-126 (34.8 - 41.4%) -- guaranteed 3HKO

In addition, Life Orb Tornadus-T can pressure stall teams with Knock Off. Knock Off is a very threatening move to stall in general because almost every stall mon depends on its item to beat certain mons. The ones that don’t are mega pokemon: Mega Sableye, Mega Venusaur, Mega Scizor, and Mega Altaria. However, none of these are really switching into a Hurrican from LO Torn-T. The only one that might be able to is a specially defensive Mega Altaria set, but Mega Altaria prefers to run a physically defensive set on stall. Not only can Torn-T pressure stall with Knock Off and Taunt, but it also has access to Regenerator as an ability. With Regenerator and Taunt stall has a really tough time wearing down Tornadus-T. Like I mentioned before, stall mons can’t status Tornadus-T without moves like Scald or Lava Plume. The only way stall is touching Tornadus-T is going to be with hazards or a strong enough super effective move. However, electric or ice type stall pokemon are very limited. The ones that you might think of are Zapdos, Rotom-H, Rotom-W, and maybe Raikou (hi WCAR c:). As for hazards, those are kind of hard to set up against Tornadus-T because of Taunt, so you need to try to set them up at other times during the battle by creating opportunities where your rocker is in on a mon it forces out. Between Stealth Rock and Life Orb, you can wear down Tornadus-T enough where Regenerator is kind of cancelled out.

tl;dr tornt is annoying and has good coverage with strong attacks.


I am going to nominate the obvious choice of Zapdos. I would go as far to say that Zapdos is the best counter to Tornadus-T on stall. This is mainly due to its great defensive typing and decent stats. Zapdos is only weak to Ice and Rock type attacks which Tornadus-T doesn’t carry (sometimes it is seen with Hidden Power Ice, but that is a non-issue). Zapdos is able to beat Life Orb Tornadus-T with Discharge or Volt Switch. Zapdos can status mons with Discharge or gain momentum with Volt Switch. Tornadus-T is not really able to touch Zapdos. Knock Off is pretty annoying because like I said before, losing your item is always a problem on stall. However, that is pretty much the extent of what Torn-T can do to Zapdos. Hurricane and Superpower, two moves which usually have great coverage, are both not very effective against Zapdos. Taunt isn’t really a big deal for Zapdos because it does not rely on status moves to beat Torn-T. However, it is important to note that Zapdos can be worn down if Tornadus-T has U-Turn over Knock Off and rocks are up. Because of Zapdos’ typing, it is weak to Stealth Rock and takes 25% every time it comes in. Pair this with U-Turn, and Zapdos is eventually going to get to the point where it dies to two Hurricanes from Life Orb Tornadus-T. Besides this, Zapdos is better in every other aspect as a Tornadus-T counter. Not only can it counter Torn-T, but it also supports stall teams well with Defog. Good Defog users are hard to come by on stall, and Zapdos does a really good job of using it.
 

MikeDawg

Banned deucer.
Is the role list in any particular order? It's oddsl to not be sorted by alphabetical order nor viability?
 
Does Mega Ampharos have a spot in OU at all? I mean, probably not given the ubiquitous nature of some Ground and Dragon types in the metagame (as well as the option of Slowbro and Sableye) but it might work as a niche solution. A bit shaky if you take the Physically Defensive build and don't have it already Mega Evolved prior to sending it out...but still a solution that might work.

(This might be more of a semi-stall solution than a full stall)

It's the standard RestTalk Mega Ampharos Set. I just copied the version off the Smogon website in case someone's not familiar...I'm sure the EVs are balance better than I and my "engrossed in studies" mind can figure out.

Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk


Some advantages Ampharos it has:
- A frightening Special Attack. 165 STAB Volt Switch hurts. As would a STAB Dragon Pulse. Has a good chance of OHKO on Charizard X, which was still a major thorn in Stall's side last I played (mid-2014). Also does a respectable job against Charizard Y if built with Special Defense in mind.
- A pretty good typing. A nice combination of resistances you don't get typically in stall. Though this also couples with a few weaknesses you typically don't get either. But still, it shuts down a lot of special water/electric types.
- Shuts down Talonflame hard. A RestTalk combo eats away its Will-O-Wisp (Is this still a thing?) while the recoil attacks it has don't do a thing due to typing. Volt Switch can easily put you ahead again and allows you to pivot as needed.
- Tends to lead naturally into using Skarmory. Mega Ampharos appreciates the chip damage of Stealth Rocks and Skarmory enjoys having someone drive the offence as well as having a Special/Physical wall situation if you go with Special Defence Ampharos.
 
Just a short thing: spikes, bb, fog, roost Skarmory also works. Whirlwind is unnecessary very often with Quagsire to beat those physical setup mons, and its only real use is to whirlwind Gliscor so goth doesn't need to trick. Spikes are necessary for ample pressure, and BB is an absolute necessity to handle stuff like Lopunny.

I mean this for my team btw
 
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Just a short thing: spikes, bb, fog, roost Skarmory also works. Whirlwind is unnecessary very often with Quagsire to beat those physical setup mons, and its only real use is to whirlwind Gliscor so goth doesn't need to trick. Spikes are necessary for ample pressure, and BB is an absolute necessity to handle stuff like Lopunny.

I mean this for my team btw
What do you do against Grass Knot Mega Metagross without Counter? And can't you beat Mega Lopunny with Counter too. Unless I'm missing something, I don't see why you can't

EDIT: I'll explain a bit more. Since you can't Whirlwind Mega Metagross out, and you can't use Counter against it, what's stopping Mega Metagross from getting to +1 with Meteor Mash and proceeding to spam Hammer Arm? I think you kind of need at least need Whirlwind so that this can't happen.
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Mega Metagross: 38-45 (12.6 - 14.9%) -- possible 7HKO
+1 252 Atk Tough Claws Mega Metagross Hammer Arm vs. 252 HP / 252+ Def Skarmory: 134-158 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
 
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What do you do against Grass Knot Mega Metagross without Counter? And can't you beat Mega Lopunny with Counter too. Unless I'm missing something, I don't see why you can't

EDIT: I'll explain a bit more. Since you can't Whirlwind Mega Metagross out, and you can't use Counter against it, what's stopping Mega Metagross from getting to +1 with Meteor Mash and proceeding to spam Hammer Arm? I think you kind of need at least need Whirlwind so that this can't happen.
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Mega Metagross: 38-45 (12.6 - 14.9%) -- possible 7HKO
+1 252 Atk Tough Claws Mega Metagross Hammer Arm vs. 252 HP / 252+ Def Skarmory: 134-158 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
Rocky helmet damages gross on every move (even gknot). Also, after speed drops the other pokemon can do something to it, but it rarely comes to this.
 
Rocky helmet damages gross on every move (even gknot). Also, after speed drops the other pokemon can do something to it, but it rarely comes to this.
Oh, sorry. I didn't realize you were considering Rocky Helmet Skarmory, not Shed Shell.
 
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