If you don't like stall, don't read this post. I don't have time for UNREFINED OAFS!
The Formula
Defoggers

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Roost
- Defog
- Knock Off
- Toxic

Archeops @ Leftovers / Safety Goggles / No Item
Ability: Defeatist
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stone Edge / Rock Tomb
- Roost
- Defog
- Heat Wave / Acrobatics
Walls that beat physical Fighting-types

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Calm Mind
- Heal Bell
- Psyshock

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 116 Def / 140 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock / Knock Off / Heal Bell
- Moonblast
- Soft-Boiled
- Heal Bell / Knock Off

Spiritomb @ Assault Vest
Ability: Infiltrator
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Sucker Punch
- Foul Play
- Psychic

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Toxic

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Will-O-Wisp / Toxic
- Foul Play
As Medicham's power is obscene, you will often need more than two fighting checks. However, if you use any of these Pokemon, you will be to wall Medicham, as well as most of the other Fighting-type type wallbreakers. Bear in mind that Fighting-types such as Crabominable and Heracross can still beat these Pokemon, not to mention Choice Band Medicham has the power to 2HKO many of them. This is often not a big deal, however, as Fairy-type and Psychic-type walls are so good that you'll often have two Fighting-type checks anyway.
Walls that beat physical Normal-types

Archeops @ Leftovers / Safety Goggles / No Item
Ability: Defeatist
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stone Edge / Rock Tomb
- Roost
- Defog
- Heat Wave / Acrobatics

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Play Rough
- Stealth Rock
- Pain Split
- Flamethrower

Spiritomb @ Assault Vest
Ability: Infiltrator
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Sucker Punch
- Foul Play
- Psychic

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Will-O-Wisp / Toxic
- Foul Play

Carbink @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Rest
- Sleep Talk
Walling Normal-types would have been extremely easy if Ursaring didn't exist. Ursaring's access to Guts and moves like Crunch, Ice Punch and Play Rough means Ghost-types can't wall it at all. What's worse, some of Uraring's best walls lose to Trapinch and Diglett, which is terrible. This is why I, too, also use Trapinch or Diglett to pin down opposing Ursaring. Ursaring is Hoopa-U levels of stupidity. If you have any of these Pokemon, Zangoose will generally be not much of an issue. Besides, if they somehow kill your check due to prior damage, hax, or certain coverage moves, you can always revenge kill with either Trapinch or Diglett.
Kabutops counters

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Gastro Acid
- Soak

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Recover
- Toxic
- Scald

Virizion @ Leftovers
Ability: Justified
EVs: 56 HP / 252 Atk / 136 Def / 64 Spe
Jolly Nature
- Swords Dance
- Synthesis
- Close Combat
- Leaf Blade

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Spikes / Stealth Rock
- Bullet Seed

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Synthesis
- Wood Hammer
- Leech Seed / Spikes
- Super Fang / Roar
Clamperl Counters

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Spikes / Stealth Rock
- Bullet Seed

Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 40 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Synthesis
- Giga Drain
- Ice Beam

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Gastro Acid
- Soak / Light Screen

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 120 Def / 136 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Haze

Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 SpA
Quiet Nature
- Scald
- Future Sight
- Grass Knot
- Dragon Tail
Pokemon that beat special Fire-types
I don't think Typhlosion, Solar Power Charizard and other special attacking Fire-type Pokemon are that good. They do have the capacity to destroy your team if you're not prepared, however. This is why it's better to choose a blanket check like Chansey or Sliggoo.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Soft-Boiled
- Seismic Toss
- Stealth Rock

Sliggoo @ Eviolite
Ability: Hydration
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Toxic
- Rain Dance
- Dragon Pulse

Flareon @ Shed Shell
Ability: Flash Fire
EVs: 248 HP / 96 Def / 164 SpD
Careful Nature
- Flare Blitz
- Wish
- Protect
- Toxic

Monferno @ Eviolite
Ability: Blaze
EVs: 252 HP / 32 Def / 200 SpD / 24 Spe
Careful Nature
- Close Combat
- Slack Off
- Will-O-Wisp
- Stealth Rock
It's no surprise that Chansey is still a very solid Pokemon. It can still wall almost all special attackers. It loses to Diglett and Trapinch, however. If everyone starts using Trapinch cores in the future, Skill Swap will be required. Sliggoo is one of the best blanket checks to special attackers in Tier Shift right now. The combination of Rain Dance and Rest means it will be able to somewhat reliably recover against all playstyles but Sand and Sun archetypes. Sliggoo takes absolutely nothing from these Fire-types. You'll hear more about Sliggoo later on. Flareon and Monferno are ok. Monferno can set Stealth Rock while Flareon can Wish pass. Flareon's Flare Blitz hits hard and allows it to kill various Taunt stallbreakers. They both wall the same Pokemon and recover reliably, but Monferno is prone to getting killed by Trapinch and Diglett, as Flareon can easily use Shed Shell, unlike Monferno.
Arena Trappers
Trapinch and Diglett are phenomenal Pokemon, as they're able to deal with most offensive threats. Trapinch has decent bulk and can kill or PP stall attackers and walls alike. Diglett's speed allows it to outpace and kill threats such as Tapu Koko and Monferno more easily. Trapinch is probably better, but Diglett's ability to outspeed and kill threats Trapinch can't tank is highly appreciated. Additionally, they both possess the ability to trap and kill Rock-types. Pair one of them up with a Defogger weak to Rock, and you'll form a strong anti-hazard core.

Diglett @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Screech
- Toxic
- Aerial Ace

Trapinch @ Eviolite
Ability: Arena Trap
EVs: 252 HP / 64 Atk / 132 Def / 60 SpD
Adamant Nature
IVs: 0 Spe
- Earthquake
- Superpower
- Rest
- Toxic
Heal Bell Support
Almost all stall teams require Heal Bell support. Musharna, Clefairy and Chansey are good clerics.
Knock Off Support
Not having a Pokemon with Knock Off means you have no way of getting rid of useful items like Leftovers. It's better to have one Knock Off user than to have none.
Pokemon that beat special Psychic-types
There are a lot of powerful Psychic-types in Tier Shift. Meloetta and Elgyem, in particular, are more difficult to wall. Usually, a wall like Clefairy will do, but it's always nice to have a reliable counter to these Pokemon. Vullaby and Spiritomb usually get the job done. I know some of you like Tapu Lele, but it's honestly not very frightening. Due to its low bulk, it's easy to kill. Furthermore, opposing Psychic Pokemon are so bulky in Tier Shift that they have no problem taking its Shadow Ball and Moonblast. Its Psychic Terrain can be scary, however.
Physical Bird Killers
We all know birds are scary, that's why we always make it a point to use a good counter. Since Honchkrow exists, Solrock isn't a favourable choice. As of now, the two main bird killers I've used are Archeops and Mawile. There's also Electabuzz, but I notice Electric-types haven't really become very popular, so its role would consequently be rather one-dimensional. This role isn't completely necessary, but it's always nice to have a Pokemon that can fulfill it.
Vivillon Counters
Vivillon has high speed, Quiver Dance, Hurricane and an accurate Sleep Powder. Peef Rimgar used a set with Substitute and swept my team. Now, I always use a counter such as Vullaby, Safety Goggles Archeops and Komala.
Always use a Water-type Pokemon in your team
This rule is completely arbitrary, but it makes a lot of sense. Water is probably the best defensive typing in the game. You should always use a Water-type in your team.
Almost all stall teams require Heal Bell support. Musharna, Clefairy and Chansey are good clerics.
Knock Off Support
Not having a Pokemon with Knock Off means you have no way of getting rid of useful items like Leftovers. It's better to have one Knock Off user than to have none.
Pokemon that beat special Psychic-types
There are a lot of powerful Psychic-types in Tier Shift. Meloetta and Elgyem, in particular, are more difficult to wall. Usually, a wall like Clefairy will do, but it's always nice to have a reliable counter to these Pokemon. Vullaby and Spiritomb usually get the job done. I know some of you like Tapu Lele, but it's honestly not very frightening. Due to its low bulk, it's easy to kill. Furthermore, opposing Psychic Pokemon are so bulky in Tier Shift that they have no problem taking its Shadow Ball and Moonblast. Its Psychic Terrain can be scary, however.
Physical Bird Killers
We all know birds are scary, that's why we always make it a point to use a good counter. Since Honchkrow exists, Solrock isn't a favourable choice. As of now, the two main bird killers I've used are Archeops and Mawile. There's also Electabuzz, but I notice Electric-types haven't really become very popular, so its role would consequently be rather one-dimensional. This role isn't completely necessary, but it's always nice to have a Pokemon that can fulfill it.
Vivillon Counters
Vivillon has high speed, Quiver Dance, Hurricane and an accurate Sleep Powder. Peef Rimgar used a set with Substitute and swept my team. Now, I always use a counter such as Vullaby, Safety Goggles Archeops and Komala.
Always use a Water-type Pokemon in your team
This rule is completely arbitrary, but it makes a lot of sense. Water is probably the best defensive typing in the game. You should always use a Water-type in your team.
If you follow these guidelines, your team should look somewhat similar to this:

Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Roost
- Defog
- Knock Off
- Toxic

Diglett @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Screech
- Toxic
- Aerial Ace

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Play Rough
- Stealth Rock
- Pain Split
- Flamethrower

Musharna @ Leftovers
Ability: Synchronize
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Calm Mind
- Heal Bell
- Psyshock

Sliggoo @ Eviolite
Ability: Hydration
EVs: 252 HP / 24 Def / 232 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Toxic
- Rain Dance
- Dragon Pulse

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Gastro Acid
- Light Screen
I know this was rather lazily written, but regardless, I hope
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