Was going over and deleting all my Gliscor teams (rip to 90% of them) after the Gliscor ban and was about to delete one of the better stall builds I built initially when the meta first got its spotlight. After a few rough revisions I finally wanna share the team and get others suggestions from those who play the playstyle.





Chestnaught Hazard Stack Stall
Was looking for other Spikers to use after the best one by a landslide just got axed. When shuffling through the additions of the team, I kept struggling with the ever present threat to stall, Crawdaunt. Whether its SD or CB (esp under Rain), it can smash through most of the metagames best walls. Unfortunately, even the introduction of Dondozo isnt enough to beat Crawdaunt in the long-game after Knock Off + hazard support. I finally came across a solution to both my problems... Chestnaught! With its particular typing, amazing physical defensive endurance and access to Knock Off, it became an obvious pick that I gravitated towards and decided to edit from there.
Detailed Descriptions:

: New best mon in the format and the meta's premier physical wall. Corviknight offers a ground immunity, hazard removal and with Well-Baked Body equipped, can handle scary threats to stall such as Heatran, Talonflame, and Cinderance on top of the usual stuff it normally checks. I originally had U-Turn, but decided to run two attacks as a means to threaten both Fighting and Steel types in the same set, ideal for Breloom in particular.

: Other half of the infamous "SkarmBliss" core, Blissey is the primary special wall of the team. Unaware enables it to check most Nasty Plot and Calm Mind threats alongside act as an emergency answer to Fiery Dance Iron Moth if it runs Discharge. It also provides Stealth Rock to punish switchins and Shadow Ball to threaten Pecharunt and Golurk who think they can switch in for free. 20 EV's in HP allows it to avoid the 2HKO from Desolate Land Iron Moth Overheat.

: Dondozo's back and better than ever. Compliments Unaware Blissey beautifully and also has access to two other amazing abilities that prevent it from being burned and crippled by Taunt + Intimidate. This primes it to be the teams main win condition with Curse. I initially ran Magic Guard to help with its vulnerability to chip, but then decided to go with Natural Cure to allow Dondozo to play more proactively and frees up a slot from Sleep Talk to allow it to threaten Water immunes like Deso Land Heatran and Ogerpon-W.

: Corrosion Pecharunt is mainly here as a means of baiting in pesky Steel and Poison types like Corviknight, Toxapex, and Regen Iron Treads that can really be really annoying to deal with for the team's other members. From there, it can fire off more powerful Hexs and help disrupt foes with Parting Shot to enable better advantage states.

: Speaking of Iron Treads, it provides crucial role compression for the team. It not only acts as a secondary special pivot for the team, but also acts as secondary hazard removal with Rapid Spin which is really helpful for hazard stack teams that only rely on Defog. Pairs with Blissey well as it can help deal with Psyshock users like Hatterene, Reuniclus, and Deo-S as well which is cool.

: The star of the team, Chestnaught provides Spikes, Knock Off and a Crawdaunt answer lol. It also is a pretty cool wall besides that too, offering a ground resist, knock off switchin, and situational utility with Bulletproof. You can honestly go with either Flame Body or Fluffy/Intimidate. I just like Flame as it helps punish Scrappy or Offensive Tusk / Tread much better in the long-game then Corviknight once its Rocky Helmet is removed.
Team in action:
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2559919259-mppqe4by0bquyf1y8bucypn0ecf7v07pw
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2559907189-foixqf7px53yclcpjp9rdy9v4s7kx1mpw
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2559882439?p2
https://replay.pokemonshowdown.com/gen9pokebilitiesaaa-2559894820
Let me know yalls thoughts!