You're completely missing my point here :( Aromaticity was a semistall team; it utilised Spikes to wear down the opponents team for a lategame Stoutland sweep. Stoutland is also crucial on the team for checking a variety of threats. Though semistall is closer to offense than full stall, I'd contend that the central focus of Meru's team is still to abuse hazards. The presence of "offensive" members to facilitate this are irrelevant. Your point about Scizor is also irrelevant (using lures to allow the implementation of an indirect damage strategy - so what?), and plain wrong considering the presence of Skarmory and Jellicent on the team.
I haven't said anything about being "completely devoid of ways to attack". I've said that stall primarily relies on indirect damage. Having ways to attack are in almost every case necessary to facilitate or abuse this residual damage. This is distinct from offense, or the momentum-based bulky style you espoused in my thread; these teams rely on direct attacking to deal damage, and sources of residual damage employed by these teams are used to further abuse or facilitate this strategy.
Now, I actually did a sweep through smogon's forums to search for a more exact definition to what exactly semi-stall is described as. The issue is, Semi-stall, Bulky offense and Balanced all blur (Stated by Jibaku, 2011 in
this post). I agree, semi-stall has been described as anything between three walls and three dedicated attackers (one being a sweeper) to just one sweeper for four walls. It, by definition, is blurring to much and taking from too many styles to legitimately be it's own TRUE style.
Now, Meru's team has a ton of similarities to our current meta. No one (or very few) are running six dedicated walls. We've blended the roles of revenge killer/Sweeper/Bulky attacker into some utility mons to help get by standard threats. Would you say these teams (The Dreadnoughts, Icebreakers, Stall Reborn and Goth's Reign of Tier all employed tactics to this idea) are not stall teams? Your own definition of stall is far too stringent and dependent on an idea of "indirect damage". This simply does not entail enough of what stall is to begin with. Nor is it necessary to employ statuses at all to run an effective stall team.
As a side note, in gen 5 a scizor could run a flying gem acrobatics to 2hko a jellicent.
Now, you continue to claim that the momentum stall concept is a bulky concept, but there are very distinct differences I showed in the post in the stall thread about what a stall team in that category would entail. It was still an adaptation of stall being able to pivot. Users like Mandibuzz, scizor-mega, celebi, jirachi and zapdos all have pivot moves, but their roles still serve primarily for stall when adjusted to fit the team. You've played your hand to say that you think it is bulky offense, however your definition of a stall team remains flawed and your own justification of the differences remain unfortunately lacking. From the post in the other thread (
Linked here), I would like to see what about a team designed similar to this mold pulls it to be bulky offense.
To quickly redefine stall as I see it in context, and as teams this gen have been used, it is a style that
inflicts chip damage and gradually aims to wear the opponent down so that previous checks and counters
can no longer perform their job properly. The teams are composed of classes of pokemon, ranging from
tanks, walls and clerics and generally with sub categories of hazard setters, hazard cleaners, attacking tanks and sponge tanks, as well as status walls and offensive walls (A wall's difference to a tank is generally found in the access to RELIABLE recovery).
Now, in this generation, it could be added that a slot is left open to take care of specific targets that walls alone cannot solve. This pokemon is
generally not (but this is not a hard rule) purely offensive and most likely will
sport some sort of utility use outside of it's ability to take on specific and dangerous threats to the team.
The definition is intentionally vague. Each style, Heavy Offense, Bulky Offense, Stall, and Balance leave room for interpretation. The individual parts of that class, Sand Offense, Hazard Stall, Balanced Rain, Trick Room Hail, Trapper Offense: all of these are subcategories with their own specifics. Stall does not need to be defined by "indirect damage" because this would not only invalidate teams that have proven their ability to be a stall team, but it would also form a new play style as no other style would suit what these teams are. A momentum stall team is not, by definition, Bulky Offense and it certainly isn't Balanced. If you were to say that because it switches, attempts to apply pressure and doesn't abuse statuses, it is not stall, you're targeting specifics of it that would only be a factor when you want to put it into a specific category under stall, hence what this thread was SUPPOSED to be about.