Haze Alolan Muk Stall:
https://pokepast.es/0d2aafde16b1083e
I already posted this team in My RMT but I got approval from Rarelyme to post it here as well.
This is THE stall team that I've been spamming pretty much forever now, and figured its about time to make it a sample.
Here's a quick overview of what each mon does and their role on the team:
Chansey acts as the team’s primary special wall, as it can blanket checks the majority of special attackers in the tier and provides crucial team support through Heal Bell and Stealth Rock.
Tera Ghost serves two major functions: it removes Chansey's Fighting-type weakness, and it allows her to act as an emergency spin blocker.
Quagsire is the team’s primary answer to physical setup sweepers due to unaware. Its Ground typing allows this team to have a Volt Switch immunity, which denies otherwise infinite momentum from things like raikou and rotom-heat. The Whirlpool + Toxic combo is meant to pressure opposing fat playstyles, and allow quagsire to Flying/Levitate users who would otherwise be immune to Earthquake.
Tera Dark provides important resistances and immunities against dangerous threats like Necrozma, Armarouge, and other Stored Power abusers.
Chesnaught plays the role of the main physically defensive pokemon on this team, and specifically as the team’s dedicated Crawdaunt check, which otherwise poses a massive threat to passive teams like this. Chesnaught also provides the team with Knock Off and Spikes stack support.
Tera Steel flips Chesnaught’s Flying, Fairy, Ice, Poison and Psychic weaknesses into resistances instead, and enables it to check special threats like non-Hex Gengar, especially useful if Muk-Alola is worn down or otherwise unavailable, due it being tricked for example.
Talonflame serves as the team’s Defogger. Its high speed tier also allows it to act as a soft check to fast threats like Gengar. Additionally, since Talonflame has the Flame Body ability, it provides the team with another way to punish physical attackers that try to gain moment by spamming U-Turn, such as Zapdos-Galar.
Tera Ghost is chosen here once again in order to allow this pokemon to act as a spin blocker.
Slowbro functions as a reliable blanket physical check, and the primary switch-in to Fighting-types like Mienshao and G-Zapdos. It also acts as an infinite value generator with regenerator since it can heal itself just by switching, which can be useful into opposing fat teams where PP begins to matter. The inclusion of Foul Play allows Slowbro to beat setup sweepers like Rest + Dragon Dance Gyarados and Sub Dragon Dance Salamence, who would otherwise exploit the main other counterplay in Quagsire.
Tera Fairy improves the team’s matchup against Galldade, which otherwise can be a huge threat if the Gallade player gets some predictions correct. It also provides an emergency answer to Regidrago, who lacks checks on this build since there is no Fairy type.
Muk-Alola is essential as the team's special Ghost-type check, answering threats like Gengar and Basculegion-F that are immune to Chansey’s Seismic Toss. Haze was include on this set over Poison Jab as it allows Muk to reset setup sweepers, including Calm Mind threats like Tera Reuniclus, Tera Cresselia, or Suicune.
Tera Water was chosen here to improve the team’s matchup into Volcanion, since it’s fire spin taunt set is quite threatening.
https://pokepast.es/0d2aafde16b1083e
I already posted this team in My RMT but I got approval from Rarelyme to post it here as well.
This is THE stall team that I've been spamming pretty much forever now, and figured its about time to make it a sample.
Here's a quick overview of what each mon does and their role on the team:
Chansey acts as the team’s primary special wall, as it can blanket checks the majority of special attackers in the tier and provides crucial team support through Heal Bell and Stealth Rock.
Tera Ghost serves two major functions: it removes Chansey's Fighting-type weakness, and it allows her to act as an emergency spin blocker.
Quagsire is the team’s primary answer to physical setup sweepers due to unaware. Its Ground typing allows this team to have a Volt Switch immunity, which denies otherwise infinite momentum from things like raikou and rotom-heat. The Whirlpool + Toxic combo is meant to pressure opposing fat playstyles, and allow quagsire to Flying/Levitate users who would otherwise be immune to Earthquake.
Tera Dark provides important resistances and immunities against dangerous threats like Necrozma, Armarouge, and other Stored Power abusers.
Chesnaught plays the role of the main physically defensive pokemon on this team, and specifically as the team’s dedicated Crawdaunt check, which otherwise poses a massive threat to passive teams like this. Chesnaught also provides the team with Knock Off and Spikes stack support.
Tera Steel flips Chesnaught’s Flying, Fairy, Ice, Poison and Psychic weaknesses into resistances instead, and enables it to check special threats like non-Hex Gengar, especially useful if Muk-Alola is worn down or otherwise unavailable, due it being tricked for example.
Talonflame serves as the team’s Defogger. Its high speed tier also allows it to act as a soft check to fast threats like Gengar. Additionally, since Talonflame has the Flame Body ability, it provides the team with another way to punish physical attackers that try to gain moment by spamming U-Turn, such as Zapdos-Galar.
Tera Ghost is chosen here once again in order to allow this pokemon to act as a spin blocker.
Slowbro functions as a reliable blanket physical check, and the primary switch-in to Fighting-types like Mienshao and G-Zapdos. It also acts as an infinite value generator with regenerator since it can heal itself just by switching, which can be useful into opposing fat teams where PP begins to matter. The inclusion of Foul Play allows Slowbro to beat setup sweepers like Rest + Dragon Dance Gyarados and Sub Dragon Dance Salamence, who would otherwise exploit the main other counterplay in Quagsire.
Tera Fairy improves the team’s matchup against Galldade, which otherwise can be a huge threat if the Gallade player gets some predictions correct. It also provides an emergency answer to Regidrago, who lacks checks on this build since there is no Fairy type.
Muk-Alola is essential as the team's special Ghost-type check, answering threats like Gengar and Basculegion-F that are immune to Chansey’s Seismic Toss. Haze was include on this set over Poison Jab as it allows Muk to reset setup sweepers, including Calm Mind threats like Tera Reuniclus, Tera Cresselia, or Suicune.
Tera Water was chosen here to improve the team’s matchup into Volcanion, since it’s fire spin taunt set is quite threatening.




Quagsire is the standard unaware wall for stall, and IDT it needs much explanation. Spikes are here to allow quagsire to continue to make progress throughout a game, though if you desire, stealth rocks can be used in this place. Though you will have to put spikes on Deo-d.
The new pink blob in town, blissey is amazing for stall, allowing for it to come in a lot easier on multiple Pokemon. This is just a standard set, with shadow ball over stealth rocks last to allow blissey to hit surprise tera ghosts mons and actually do damage into ghost types. Tera dark is for psyshock users such as armarouge.
The tried and true, a-muk returns as the secondary special wall to help blissey. Standard set, haze can help beat setup sweepers such as armarouge and deny setup opportunities from pokemon such as bisharp in a pinch. Tera water resists steam eruption from volcanion, allowing it to 1v1 non taunt variants.
We start getting to the unique stuff. Umbreon typically struggles to fit on stall teams, as it competes heavily with a-muk. However, on this team, umbreon is phys defense, allowing umbreon to occupy a completely different niche. On this team team, umbreon can wall physical attackers such as gyarados, mamowsine and krookodile that stall teams may struggle with otherwise. I went with moonlight over wish, which allows umbreon to not be as passive, while also allowing roar to be in the final moveslot to phaze out potential tera sweepers it might otherwise struggle with. Its also useful in the stall mirror to not let whirpool quagsire claim a ko every time its in. If you do desire though, wish+protect is still useful and can help heal up teammates. Tera poison allows umbreon to beat fighting types easily, while also absorbing toxic from opposing umbreon.
With geezing's removal, talonflame becomes the main hazard removal for stall (cyclizar I still maintain is bad on stall and noivern, avalugg and altaria exist ig). This is just a standard defog set, with tera ghost to block opposing rapid spin from cyclizar.
Finally, we have deoxys defense. Deoxys defense is a pokemon I've dabbled with a decent amount on stall, but I think in this meta, it really shines. Deo-d is the main volcanion check, as with special defense, its able to pp stall volcanions steam eruptions easily, which makes it much easier for the rest of the team to wall it. Deo-d is also able to pp stall removal options, such as defog and rapid spin, allowing the stall team to win the hazard war. Night shade gives consistent damage to allow Deo-d to not be as passive. Stealth rocks was chosen here due to its ability to keep them up against common defog options such as noivern and talonflame, though if you choose to put rocks on quagsire, then spikes can go here. Tera Water allows Deo-d to easily beat volcanion, while also allowing it to check mamoswine in a pinch.
The First Star of the team. The main intent for this guy is primarily to punish Gapdos for doing its job of revenge killing. That's the secret behind it's unusual EV spread. This Toxtricity is designed to always have Gapdos's stabs be 3HKOs. It's also intended to be able to live one draco meteor from bulky attacker Hoodra. Ofc, it's still toxtricity so it's issues still exist such as overall "lower" damage, middling bulk, etc, so don't try to set up in positions where it's absolutely going to lose. I run tera fighting on it because I wanted to be able to resist foul play from Umbreon and sucker punch from Bisharp, but if you prefer you can absolutely run tera normal, it's still as good as it always is. Go Tera Normal if you want to kill Umbreon and generally get more damage out of Toxt, and tera fighting to be able to handle steels and cyclicar better.
The Second Star of the team, Scream Tail is genuinely a super good mon atm as a lead. Taking a cursory look at scream tail's set reveals the main gimmick: Imprison. This paired with scream tail's booster energy allowing it to outspeed literally EVERY lead allows you to shut down and dominate the lead metagame in a way that could only be achieved by mid in the form of azelf. The fact that Imprison is a self-inflicted status means that your opponent can't switch out to deal with it like taunt from say, lycan-dusk. and speaking of lycanroc, this set completely dogwalks it, no pun intended. like the worst thing is that they can taunt you but otherwise if you set up imprison they just can't hurt in any meaningful way and can't set up hazards. I cannot stress that, at WORST the game progresses from lead position without any hazards on either side of the field. Additionally, with thunder wave you can slow down opposing mons who get brought in to deal with you, so that they can be cleaned up by scream tail's teammates, and w/ imprison t-wave you can't get slowed down in turn commonly. Psychic Noise is the final piece of this puzzle, meaning that you can threaten lasting progress as long as you're on the field, aside from some dark-type shaped situations. I won't lie to you: this mon takes some skill to use. You have to, and get this, get comfortable with switching out sometimes. and honestly it's fine to do so, cause scream tail is genuinely bulky, and can be brought in to paralyze something else in the future, and doesn't get brought down to nothing speed-wise, cause this mon still outspeeds like 90% of the unboosted metagame. All in all, vs. like almost every team except kleavor teams, you can ensure that you win the hazard wars fast, in 90% of scenarios ending up with rocks on their side, 1 paralyzed mon, and no rocks on your side.
The brawn of the team. I like having maus on this team cause of both being able to take away rocks in case of emergencies, but also because the way this team plays, people have to click buttons like sucker punch, and setup moves, and recovery moves, and maus can encore and punish those very easily, as well as bait in rocky helmet mons. Bite remains as the coverage move of choice cause gengar can be a bitch sometimes without prior setup
The goat of the team, Armarouge benefits heavily from scream tail's ability to keep rocks off the field, and is the primary way of dealing with a majority of mons that would give maus, bisharp, and toxt trouble. Aside from just generally being a very cheesy mon allowing for some dubious wins sometimes, also helps pressure mons into burning tera, along with putting damage on the board against Umbreon and Hoodra, whom can either die due to toxtricity damaging them prior, or to armarouge simply clicking buttons and winning.
The kinda defensive backbone in a way. Helps just overall as a breaker and sweeper, and does what bisharp does best. If you want to, run low kick over throat chop since opposing bisharp can give this team a rough time if caught unprepared in the early game.
another mon that benefits heavily from having rocks off the field, and benefits from general metagame conditions suiting it particularly well atm. genuine demon, status absorber, and overall lebron james of the team.
Main physically defensive mon on the team, I utilised a set of whirlwind+stone edge, which means that very little can reliably setup on it and with tera, it can easily beat gyara. Tera water helps deal with offensive waters and mamo.
Main wallbreaker of the team, helps against stuff such as slowbro and to an extent, gyara. Taunt+earth power helps in the opposing volcanion matchup. Tera ghost can shut down opposing fighters such as gapdos.
Speed control of the team, standard set.
Removal and secondary special wall of the team, cyclizar can help check mons such as volcanion this team might otherwise struggle with. Power whip can snipe opposing gastrodon from high ranges, while also helping against slowbro in a pinch.
The main star of the show, bronzong acts as the main salamence counter and mamoswine check. ID+BP allows bronzong to act as a wincon while helping it against physical sweepers. Stealth Rocks is here cause Bronzong is a pretty reliable rocker. Speed investment means that neutral nature speed gastrodon is outsped and hit by psychic noise, while also ensuring it can outspeed mons such as slowbro that might invest to outspeed negative speed gastro. Tera water allows zong to take fire type attacks in a pinch, while also removing its dark type weakness to easily take on mamoswine while still resisting icicle crash.
is the dedicated spikes setter of the team as as well as answer to crawdaunt, sub dd gyra and most krookodile. Spikes is necisarry on any good stall team and this one particularly benefits from it with calm mind slowbro and alolan-muk. Leaf storm is a cool tech i invented which allows you to ohko gastrodon as well as doing 70%+ to slowbro which is important as future sight slowbro + something that can eat a muk-alola knock in the short term is a major threat otherwise. It also works really well as a neutral stab move into gyrados, gardevior and basculegion-female and many others which makes chesnaught much less passive. Tera fairy is necessary on any good stall and chesnaught is a particularly good user of it . The given ev spread lets u outspeed umbreon and vaporeon and with the held item of rocky helmet you are able to spread chip and beat maushold.
Now we get to the juicy stuff. Typically stall teams use chesnaught, since it allows spikes to be taken off quagsire and also has the great benefit of checking crawdaunt pretty well (aside from a few wacky sets). Decidueye does the same thing of checking crawdaunt (even does a bit better against special variants due to its special bulk), except it trades spikes for defog, which also means that talonflame isn't as needed on these squads. This is great role compression and basically allows another slot that stall teams might otherwise not have. Triple arrows is ofc also a broken ass move and scrappy means ghosts can't even switch into it safely. 44 speed evs allows hecidueye to outspeed base 65s such as umbreon and vaporeon, though higher could be used. Tera water is just a generally good tera type for hecid to resist fire type moves while keeping its water resistance.
Sableye on this team is the spinblocker and a great anti offense mon. If theres some bs sweeper, sableye prob handles it fine. Moveset is what you would expect, tera dragon allows sableye to take stuff such as armarouge armor cannon, hilligant leaf blade and feraligatr liquidation in a pinch, its just an all around decent tera type.
Amoonguss is the final pokemon on this team and helps against annoying volt turn teams by chipping and then regening off the damage. Its also a bit of a more unorthodox amoonguss set. Giga drain, toxic and foul play are pretty standard, but stomping tantrum can punish steel types such as hoodra and bisharp that think they can easily switch into toxic, allowing for massive and oftentimes, permanent, damage. The evs are to survive one specs hoodra draco meteor from full with rocks up, which generally helps amoonguss sponge special hits and still allows it to take physical hits just fine. Tera fairy completely screws over regidrago while being an all around great defensive tera type to take on stuff such as mienshao.