The Ultimate Stall! (100%OST Win Rate!)
Table of Contents:
1-Importable Pokepastes.
2-Team Description and General Ideas.
3-Individual Roles of Team Members.
4-Notable Cases of Dynamic Counterplay.
5-List of Individual Threats and Counterplay Options.
6-List of Threatening Team Structures and Adequate Strategic Responses.
7-Proof of Peak and Replays.
8-Shout-outs.
9-Join My Discord!
1-Importable Pokepastes.
1.1-Default Pokepaste: Ultimate Stall (pokepast.es)
1.2-Ocean themed Nicknames: The Sea of Turns (pokepast.)
1.3-Post Walking Wake ban (Blissey changes Tera Type): Ultimate Stall (pokepast.es)
2-Team Description and General Ideas:
This team is an updated version of juliusfunnel">juliusfunnel´s Stall team, which you will be able to find in the "Shout-outs." section.
As juliusfunnel said best :
"The goal of this team is the same as any other stall team, to have a check to every threat on the opponent´s team.
With the advent of terastallization, the small pool of pokemon currently available, and the powerful new unaware users in and , it is not too difficult to check the vast majority of meta threats. The entire game revolves around hazards, and this team has 6 boots, so, for this team the game revolves around knock off and trick instead."
The most important aspect of play with this team is approaching the hazard game correctly:
-If the opponent has Spikes but no Knock-Off/Trick user, you won´t have to worry about the hazard game defensively.
-If the opponent does not have Spikes users, absorb and ´s Knock Off with and absorb , and ´s Knock Off with .
-If the opponent has a Spiker that can not defog against, or Spikes + as well as Knock Off users, absorb all Knock Offs with , utilizing Tera Flying against and Offensive when necessary.
-If the opponent has + and no , and isn´t needed for anything else, always defog vs , eventually burning it and making progress with flamethrower damage. (If you do this, never roost vs Ting-Lu. Ruination will never take you down, make sure they don´t catch you off-guard with an Earthquake after Roost).
3-Individual Roles of Team Members.
Now that the core idea of the team has been explained in detail, I will explain the roles of each member of the team, as well as how to choose your tera based on Match-up accordingly.
Starting with one of the best Defensive Pokemon introduced in this generation:
3.1- Clodsire
is a special wall with the task of handling multiple set-up sweepers due to it´s Unaware ability.
This Pokémon is the team´s primary answer to , , as well as Nasty Plot if it does not utilize Tera Flying. (For Tera Flying counterplay, check the "Notable Cases of Dynamic Counterplay" section). can also wall and block ´s Volt Switch, although you should go into vs these Pokémon most of the time.
Tera Psychic is a very specific yet effective choice, as Psychic is the only type that allows to not fear ´s Psyshock and Close Combat, as well as ´s Psyshock, Mystical Fire or Draining Kiss, turning it into a reliable answer when it gets out of control. This Tera type also allows this Pokémon to wall the rare Calm Mind .
3.2- Dondozo
is the physically bulkiest Pokémon on the team, complementing the Double Unaware Core.
This Pokémon is never the primary switch into any Pokémon since you should use the Regenerator pivots on the team to scout for sets, however, this Pokémon is able to wall Dragon Dance , and, Swords Dance , , and Tauntas well as a variety of other Pokémon like Calm Mind Psyshock or Will-o-Wisp .
This Pokémon enjoys being healed by ´s Wish, since it relies on rest for recovery otherwise.
Tera Dark allows to have a chance to take on Will-o-Wisp mixed as well as some dark types when absolutely necessary.(It also makes the match-up playable due to the Psyblade immunity).
3.3- Alomomola
is the primary Knock-off absorber on the team, with Tera Flying allowing it to deny Spikes damage after it gets Knocked, switch safely into while helping out against Bulk Up in case hazards are up.
Speaking about Bulk Up, this Pokémon is able to wall consistently many Bulk Up users, such as the previously mentioned but also and due to Chilling Water. This move also allows it to counter many Dragon Dance Pokémon such as , and even non substitute .
Alomomola´s defining trait is being the only Regenerator Pokémon with access to Wish, the only recovery move that still has 16 PP. This incredible trait, as well as ´s enormous HP stat makes it pretty much mandatory on Stall teams, as it fixes most issues with lack of recovery PP and synergyzes well with Rest allowing for flexible and dynamic play.
3.4- Talonflame
is the only Pokémon on this team with access to Will-o-Wisp, making it a solid answer to since it will have to rely on Tera Fire to not get burnt, meaning it is now able to be poisoned and weak to and ´s STAB moves. Talonflame is also the only member of the team with access to Defog, which can be useful in many situations, including match-ups, as unlike it can actually threaten it with flamethrower and outspeeds it. This Pokémon is used as a method to guarantee progress against some teams, although this is explained in detail in the "Notable Cases of Dynamic Counterplay." section. The Kalos bird can also wall non Rock Tomb and punish contact moves in general with flame body, especially u-turn.
This is the Pokémon that you will be terastallizing the least, since Tera Ghost is only for and Perish Song trappers like .
3.5- Toxapex
forms a double Regenerator Core with , which is helpful in terms of longevity, to tie against opposing Stall teams and to answer (Explained in the "Notable Cases of Dynamic Counterplay" section).
This Pokémon can absorb Knock-Off from and . Regenerator allows to scout opposing sets safely, especially against , , and .
Due to it´s amazing typing, this Pokémon is a consistent answer to , non taunt, as well as (since does not appreciate Choice Band versions.)
Infestation is helpfull to enforce progress against fat teams due to PP Stalling tactics and ´s flame body.
Tera Fairy is useful against , chain and most importantly .
3.6- Blissey
Last but not least we have , the specially bulkiest Pokémon on the team and the only Stealth Rock setter.
Blissey walls Choice Specs , , and while being able to switch into special set up sweepers and punish them by setting up Stealth Rock before switching to .
This Pokémon is capable of absorbing Volt Switch from , defeating , as well as Nasty Plot unlike since they generally run either Substitute or Tera Steel. This Pokémon is generally met with which attempts to Rapid Spin Stealth Rock away and absorbs Seismic Toss easily. To ensure Stealth Rock stay up and guarantee progress check the "Notable Cases of Dynamic Counterplay" section. Tera Water allows this Pokémon to wall weather "nukes", most importantly, Tera Water in Sun or Rain but also Solar Power and Choice Specs Tera Water and in Rain.
4-Notable Cases of Dynamic Counterplay.
4.1- Stealth Rock vs Great Tusk
is the most common Pokémon in SV OU due to it´s reliability at keeping hazards off the field.
Attempting to keep Stealth Rock up against teams with is not easy, and requires long term correct play.
While Tusks withouth Leftovers can be hit on the switch with Seismic Toss, Leftovers versions can not be worn down easily, and a different method is required to guarantee progress.
Stealth Rock has less PP than Rapid Spin, so attempting to trade PP does not work. As so, Rapid Spin must be punished by ´s flame body, since a burn would deny Leftovers recovery and make Great Tusk vulnerable to Seismic Toss.
The problem with this method is that does not enjoy switching into ´s Knock off due to it´s Stealth Rock weakness. In order to fix this issue, we have to either minimize the odds of Knock Off being used against or the odds of Rapid Spin being used against ,the main answer on the team.
The correct procedure is as follows:
-Get up Stealth Rock with as the opponent goes to .
-Switch into . If Knock off is clicked, rocks are either staying up or Tusk is getting trapped by Whirpool. If Rapid Spin is clicked, repeat the process a bunch of times.
-After about 5-10 attempts of failed Knock Off bait, switch into predicting Rapid Spin and fishing for burn chance. The odds of being hit by Knock Off are low, and even if you are hit you might get a Flame Body tradeoff.
4.2- Vs Tera Flying Gholdengo
is one of the best Nasty Plot sweepers available in SV OU. The Air Baloon and Tera Flying versions can be problematic for many Stall teams since can not hit Gholdengo with Eartquake; however, due to ´s capacity to pop the with Shadow Ball, Tera Flying is the only problematic set.
Here´s how you should answer it after Tera Flying is revealed:
-Go to as they Nasty Plot or attack you, and hit with Seismic Toss until it gets to +4 Spa by using Nasty Plot twice.
-Once they reach +4 Spa, switch into , recover to full HP and Haze away the boosts.
-Once the stat changes are nulified, switch back into and spam Seismic Toss until Gholdengo gets back to +4Spa, repeating the cycle.
4.3- PP Stalling Garganacl
is a very strong progress-maker against Fat teams due to Salt Cure´s residual damage.
The only good options to prevent Salt Cure from enforcing progress in the metagame are Covert Cloak , ´s Chilly Reception, and Double Regenerator Cores.
This team can not fit Covert Cloak on any Pokémon, and it does not have a , meaning that it must rely on it´s Double Regenerator Core to PP Stall Garganacl.
Despite and ´s Water typing making them lose 25% of total HP from Salt Cure each turn, their Regenerator ability allows them to outheal Salt Cure direct damage + Salt Cure secondary damage, meaning that if you switch between them permanently, can not force any form of progress.
While it is common for one of the Regenerator pivots on the team to have it´s Heavy-Duty Boots removed and be hazard pressured, you can still PP stall Garganacl very efficiently by switching between the one which wasn´t knocked (Usually ) and , using Slack off when necessary until runs out of PP.
Curse variants can seem a little bit more problematic, but as long as the Double Regenerator core remains intact, will be able to haze it and will be able to use Chilling Water, nulifying the boosts.
5-List of Individual Threats and Counterplay Options.
5.1- Block Garganacl
This team answers by switching between Regenerator and until Garganacl runs out of salt cure, however, the block set limits this possibility, as it can trap both and , beating them 1v1.
The only counterplay available against this set is to Terastallize into a flying type, which makes you lose 12.5% of total HP from Salt Cure´s secondary effect instead of 25%, and damage with Whirlpool´s secondary effect until it runs out of Recover PP. Only is able to take it on, since it is the only team member with access to Wish, the only recovery move that keeps 16 PP instead of 8 PP in this generation, allowing it to actually outstall Garganacl once you get rid of your Water Typing.
5.2- Rock Tomb Breloom
Rock Tomb is a big threat to this team, since the only Grass Resistance on the team, , is 4x weak to Rock, being OHKOd by technician boosted Rock Tomb.
If you don´t need Tera for anything else, the best counterplay method is to Terastallize into a Flying Type to absorb any hits the player choses to click.
If you can not afford to Terastallize or if it´s are removed and it becomes vulnerable to Stealth Rock, you will need to outplay the user or get lucky with few Bullet Seed hits. can scout which move it locks into and switch out due to Regenerator, but Bullet Seed does so much damage that you can only do this one or two times.
5.3- Life Orb Nasty Plot Hydreigon
is a potent Nasty Plot Sweeper due to it´s ability to defeat the 3 OU Unaware Users comfortably.
Against this team in particular, can utilize Tera Steel to beat and 2hko , meaning only can take it on.
Withouth Calm Mind or Tera Fairy, will have to get a Seismic Toss trade off on Hydreigon, but it can be 2hkod by +4 Draco Meteor into + 2 Draco Meteor, meaning that while you will be able to shut it down, you will lose at least one Pokémon in the process.
6-List of Threatening Team Structures and Adequate Strategic Responses.
6.1- Iron Leaves + Pinchurchin
Best Counterplay:
(Seriously tho, this match-up is almost impossible to win against. Terastallize your and bait Close Combat into to fish for burn, it´s your only chance.)
6.2- Slowking + Great Tusk + Gholdengo + Spikes
is the Future Sight answer on the team due to it´s access to Wish, but if it loses it´s Heavy-Duty Boots and is hazard pressured it won´t be able to fullfill this role . As so, the only counterplay to this strategy is to absorb ´s Knock Off with instead, Terastallizing it to remove the Ground Type weakness. This strategy is still flawed because after 3
layers of Spikes and Stealth Rock, you will be taking more damage than you Regenerate, although you also have chances of utilizing ´s defog if you predict correctly in the long run.
6.3- Brute Bonnet + Hatterene Sun
Sun is usually credited as a nightmarish match-up for Stall in most generations, and for good reason. It is filled with exponential boosting techniques like Solar Power + Weather Boost and in this generation, Protosynthesis.
What makes Sun particularly annoying for this team, however, is Tera Fire and the hazard control options of Sun teams.
With Tera Fire, becomes immune to ´s Will-o-Wisp and resists it´s Flamethrower, meaning it can threathen every member of the team for a 2hko due to Protosynthesis Attack Boost and Loaded Dice.
andalso form a very effective anti-hazard core against which you would need too many turns to successfuly get up Stealth Rock permanently.
As Counterplay to this bad match-up I suggest utilizing Tera Flying on which can be helpfull vs both and Offensive . Additionally you should always defog with against setting stealth rock, so that does not take additional Stealth Rock damage which can be very important to not get 2hkod by a potential crunch in Sun.
7-Proof of Peak and Replays.
7.1-Proof of Peak:
7.2- Replays:
-Long game vs Garganacl Balance:
https://replay.pokemonshowdown.com/gen9ou-1809950840
-Tera Flying Alomomola vs Meowscarada Spikestack:
https://replay.pokemonshowdown.com/gen9ou-1809338836
-VS Choice Specs Eruption Torkoal + Walking Wake:
https://replay.pokemonshowdown.com/gen9ou-1811880049
-VS CB Baxcalibur VoltTurn:
https://replay.pokemonshowdown.com/gen9ou-1813252601-fk5u9xr5zyydlz31nzqbc4f6j1d1beipw
-VS Glimmora HO:
https://replay.pokemonshowdown.com/gen9ou-1810877178-iajjo6974v0yc78n0xh8lfeqj7593yopw
7.3- The Best Replay:
The Closest Battle in SV OU!
https://replay.pokemonshowdown.com/gen9ou-1812468891
8-Shout-outs.
8.1-juliusfunnel">juliusfunnel
As mentioned earlier, this post is merely an upgrade of Julius´s team, which changed a few Tera Types and one moveset.
Most of the credit for this team should go to him, here´s his past version in case you are interested:
SV OU - Double Regen Stall - Peaked #1, 2061, 86.7% GXE | Smogon Forums
8.2-Ladder Peak Support
I would like to thank Srn, Pinecoishot and Storm Zone for either inspiring me to play, to become a better player or helping me prepare for Tournaments and to peak Ladder.
8.3-My Community
Finally, I would like to thank all of those that participate in the Stall Community, helping me learn, share and educate, most notably El Quixana, withouth whom I would not be able to manage my Discord Server.
Did someone say "Discord Server"?
9-Join My Discord!
The Biggest Stall Community of Pokémon Showdown!
Invite Link:
https://discord.gg/auggx69EYm
Thank you for your attention!
Easter Egg: Video with Savouras on his channel coming soon
Table of Contents:
1-Importable Pokepastes.
2-Team Description and General Ideas.
3-Individual Roles of Team Members.
4-Notable Cases of Dynamic Counterplay.
5-List of Individual Threats and Counterplay Options.
6-List of Threatening Team Structures and Adequate Strategic Responses.
7-Proof of Peak and Replays.
8-Shout-outs.
9-Join My Discord!
1-Importable Pokepastes.
1.1-Default Pokepaste: Ultimate Stall (pokepast.es)
1.2-Ocean themed Nicknames: The Sea of Turns (pokepast.)
1.3-Post Walking Wake ban (Blissey changes Tera Type): Ultimate Stall (pokepast.es)
2-Team Description and General Ideas:
This team is an updated version of juliusfunnel">juliusfunnel´s Stall team, which you will be able to find in the "Shout-outs." section.
As juliusfunnel said best :
"The goal of this team is the same as any other stall team, to have a check to every threat on the opponent´s team.
With the advent of terastallization, the small pool of pokemon currently available, and the powerful new unaware users in and , it is not too difficult to check the vast majority of meta threats. The entire game revolves around hazards, and this team has 6 boots, so, for this team the game revolves around knock off and trick instead."
The most important aspect of play with this team is approaching the hazard game correctly:
-If the opponent has Spikes but no Knock-Off/Trick user, you won´t have to worry about the hazard game defensively.
-If the opponent does not have Spikes users, absorb and ´s Knock Off with and absorb , and ´s Knock Off with .
-If the opponent has a Spiker that can not defog against, or Spikes + as well as Knock Off users, absorb all Knock Offs with , utilizing Tera Flying against and Offensive when necessary.
-If the opponent has + and no , and isn´t needed for anything else, always defog vs , eventually burning it and making progress with flamethrower damage. (If you do this, never roost vs Ting-Lu. Ruination will never take you down, make sure they don´t catch you off-guard with an Earthquake after Roost).
3-Individual Roles of Team Members.
Now that the core idea of the team has been explained in detail, I will explain the roles of each member of the team, as well as how to choose your tera based on Match-up accordingly.
Starting with one of the best Defensive Pokemon introduced in this generation:
3.1- Clodsire
is a special wall with the task of handling multiple set-up sweepers due to it´s Unaware ability.
This Pokémon is the team´s primary answer to , , as well as Nasty Plot if it does not utilize Tera Flying. (For Tera Flying counterplay, check the "Notable Cases of Dynamic Counterplay" section). can also wall and block ´s Volt Switch, although you should go into vs these Pokémon most of the time.
Tera Psychic is a very specific yet effective choice, as Psychic is the only type that allows to not fear ´s Psyshock and Close Combat, as well as ´s Psyshock, Mystical Fire or Draining Kiss, turning it into a reliable answer when it gets out of control. This Tera type also allows this Pokémon to wall the rare Calm Mind .
3.2- Dondozo
is the physically bulkiest Pokémon on the team, complementing the Double Unaware Core.
This Pokémon is never the primary switch into any Pokémon since you should use the Regenerator pivots on the team to scout for sets, however, this Pokémon is able to wall Dragon Dance , and, Swords Dance , , and Tauntas well as a variety of other Pokémon like Calm Mind Psyshock or Will-o-Wisp .
This Pokémon enjoys being healed by ´s Wish, since it relies on rest for recovery otherwise.
Tera Dark allows to have a chance to take on Will-o-Wisp mixed as well as some dark types when absolutely necessary.(It also makes the match-up playable due to the Psyblade immunity).
3.3- Alomomola
is the primary Knock-off absorber on the team, with Tera Flying allowing it to deny Spikes damage after it gets Knocked, switch safely into while helping out against Bulk Up in case hazards are up.
Speaking about Bulk Up, this Pokémon is able to wall consistently many Bulk Up users, such as the previously mentioned but also and due to Chilling Water. This move also allows it to counter many Dragon Dance Pokémon such as , and even non substitute .
Alomomola´s defining trait is being the only Regenerator Pokémon with access to Wish, the only recovery move that still has 16 PP. This incredible trait, as well as ´s enormous HP stat makes it pretty much mandatory on Stall teams, as it fixes most issues with lack of recovery PP and synergyzes well with Rest allowing for flexible and dynamic play.
3.4- Talonflame
is the only Pokémon on this team with access to Will-o-Wisp, making it a solid answer to since it will have to rely on Tera Fire to not get burnt, meaning it is now able to be poisoned and weak to and ´s STAB moves. Talonflame is also the only member of the team with access to Defog, which can be useful in many situations, including match-ups, as unlike it can actually threaten it with flamethrower and outspeeds it. This Pokémon is used as a method to guarantee progress against some teams, although this is explained in detail in the "Notable Cases of Dynamic Counterplay." section. The Kalos bird can also wall non Rock Tomb and punish contact moves in general with flame body, especially u-turn.
This is the Pokémon that you will be terastallizing the least, since Tera Ghost is only for and Perish Song trappers like .
3.5- Toxapex
forms a double Regenerator Core with , which is helpful in terms of longevity, to tie against opposing Stall teams and to answer (Explained in the "Notable Cases of Dynamic Counterplay" section).
This Pokémon can absorb Knock-Off from and . Regenerator allows to scout opposing sets safely, especially against , , and .
Due to it´s amazing typing, this Pokémon is a consistent answer to , non taunt, as well as (since does not appreciate Choice Band versions.)
Infestation is helpfull to enforce progress against fat teams due to PP Stalling tactics and ´s flame body.
Tera Fairy is useful against , chain and most importantly .
3.6- Blissey
Last but not least we have , the specially bulkiest Pokémon on the team and the only Stealth Rock setter.
Blissey walls Choice Specs , , and while being able to switch into special set up sweepers and punish them by setting up Stealth Rock before switching to .
This Pokémon is capable of absorbing Volt Switch from , defeating , as well as Nasty Plot unlike since they generally run either Substitute or Tera Steel. This Pokémon is generally met with which attempts to Rapid Spin Stealth Rock away and absorbs Seismic Toss easily. To ensure Stealth Rock stay up and guarantee progress check the "Notable Cases of Dynamic Counterplay" section. Tera Water allows this Pokémon to wall weather "nukes", most importantly, Tera Water in Sun or Rain but also Solar Power and Choice Specs Tera Water and in Rain.
4-Notable Cases of Dynamic Counterplay.
4.1- Stealth Rock vs Great Tusk
is the most common Pokémon in SV OU due to it´s reliability at keeping hazards off the field.
Attempting to keep Stealth Rock up against teams with is not easy, and requires long term correct play.
While Tusks withouth Leftovers can be hit on the switch with Seismic Toss, Leftovers versions can not be worn down easily, and a different method is required to guarantee progress.
Stealth Rock has less PP than Rapid Spin, so attempting to trade PP does not work. As so, Rapid Spin must be punished by ´s flame body, since a burn would deny Leftovers recovery and make Great Tusk vulnerable to Seismic Toss.
The problem with this method is that does not enjoy switching into ´s Knock off due to it´s Stealth Rock weakness. In order to fix this issue, we have to either minimize the odds of Knock Off being used against or the odds of Rapid Spin being used against ,the main answer on the team.
The correct procedure is as follows:
-Get up Stealth Rock with as the opponent goes to .
-Switch into . If Knock off is clicked, rocks are either staying up or Tusk is getting trapped by Whirpool. If Rapid Spin is clicked, repeat the process a bunch of times.
-After about 5-10 attempts of failed Knock Off bait, switch into predicting Rapid Spin and fishing for burn chance. The odds of being hit by Knock Off are low, and even if you are hit you might get a Flame Body tradeoff.
4.2- Vs Tera Flying Gholdengo
is one of the best Nasty Plot sweepers available in SV OU. The Air Baloon and Tera Flying versions can be problematic for many Stall teams since can not hit Gholdengo with Eartquake; however, due to ´s capacity to pop the with Shadow Ball, Tera Flying is the only problematic set.
Here´s how you should answer it after Tera Flying is revealed:
-Go to as they Nasty Plot or attack you, and hit with Seismic Toss until it gets to +4 Spa by using Nasty Plot twice.
-Once they reach +4 Spa, switch into , recover to full HP and Haze away the boosts.
-Once the stat changes are nulified, switch back into and spam Seismic Toss until Gholdengo gets back to +4Spa, repeating the cycle.
4.3- PP Stalling Garganacl
is a very strong progress-maker against Fat teams due to Salt Cure´s residual damage.
The only good options to prevent Salt Cure from enforcing progress in the metagame are Covert Cloak , ´s Chilly Reception, and Double Regenerator Cores.
This team can not fit Covert Cloak on any Pokémon, and it does not have a , meaning that it must rely on it´s Double Regenerator Core to PP Stall Garganacl.
Despite and ´s Water typing making them lose 25% of total HP from Salt Cure each turn, their Regenerator ability allows them to outheal Salt Cure direct damage + Salt Cure secondary damage, meaning that if you switch between them permanently, can not force any form of progress.
While it is common for one of the Regenerator pivots on the team to have it´s Heavy-Duty Boots removed and be hazard pressured, you can still PP stall Garganacl very efficiently by switching between the one which wasn´t knocked (Usually ) and , using Slack off when necessary until runs out of PP.
Curse variants can seem a little bit more problematic, but as long as the Double Regenerator core remains intact, will be able to haze it and will be able to use Chilling Water, nulifying the boosts.
5-List of Individual Threats and Counterplay Options.
5.1- Block Garganacl
This team answers by switching between Regenerator and until Garganacl runs out of salt cure, however, the block set limits this possibility, as it can trap both and , beating them 1v1.
The only counterplay available against this set is to Terastallize into a flying type, which makes you lose 12.5% of total HP from Salt Cure´s secondary effect instead of 25%, and damage with Whirlpool´s secondary effect until it runs out of Recover PP. Only is able to take it on, since it is the only team member with access to Wish, the only recovery move that keeps 16 PP instead of 8 PP in this generation, allowing it to actually outstall Garganacl once you get rid of your Water Typing.
5.2- Rock Tomb Breloom
Rock Tomb is a big threat to this team, since the only Grass Resistance on the team, , is 4x weak to Rock, being OHKOd by technician boosted Rock Tomb.
If you don´t need Tera for anything else, the best counterplay method is to Terastallize into a Flying Type to absorb any hits the player choses to click.
If you can not afford to Terastallize or if it´s are removed and it becomes vulnerable to Stealth Rock, you will need to outplay the user or get lucky with few Bullet Seed hits. can scout which move it locks into and switch out due to Regenerator, but Bullet Seed does so much damage that you can only do this one or two times.
5.3- Life Orb Nasty Plot Hydreigon
is a potent Nasty Plot Sweeper due to it´s ability to defeat the 3 OU Unaware Users comfortably.
Against this team in particular, can utilize Tera Steel to beat and 2hko , meaning only can take it on.
Withouth Calm Mind or Tera Fairy, will have to get a Seismic Toss trade off on Hydreigon, but it can be 2hkod by +4 Draco Meteor into + 2 Draco Meteor, meaning that while you will be able to shut it down, you will lose at least one Pokémon in the process.
6-List of Threatening Team Structures and Adequate Strategic Responses.
6.1- Iron Leaves + Pinchurchin
Best Counterplay:
(Seriously tho, this match-up is almost impossible to win against. Terastallize your and bait Close Combat into to fish for burn, it´s your only chance.)
6.2- Slowking + Great Tusk + Gholdengo + Spikes
is the Future Sight answer on the team due to it´s access to Wish, but if it loses it´s Heavy-Duty Boots and is hazard pressured it won´t be able to fullfill this role . As so, the only counterplay to this strategy is to absorb ´s Knock Off with instead, Terastallizing it to remove the Ground Type weakness. This strategy is still flawed because after 3
layers of Spikes and Stealth Rock, you will be taking more damage than you Regenerate, although you also have chances of utilizing ´s defog if you predict correctly in the long run.
6.3- Brute Bonnet + Hatterene Sun
Sun is usually credited as a nightmarish match-up for Stall in most generations, and for good reason. It is filled with exponential boosting techniques like Solar Power + Weather Boost and in this generation, Protosynthesis.
What makes Sun particularly annoying for this team, however, is Tera Fire and the hazard control options of Sun teams.
With Tera Fire, becomes immune to ´s Will-o-Wisp and resists it´s Flamethrower, meaning it can threathen every member of the team for a 2hko due to Protosynthesis Attack Boost and Loaded Dice.
andalso form a very effective anti-hazard core against which you would need too many turns to successfuly get up Stealth Rock permanently.
As Counterplay to this bad match-up I suggest utilizing Tera Flying on which can be helpfull vs both and Offensive . Additionally you should always defog with against setting stealth rock, so that does not take additional Stealth Rock damage which can be very important to not get 2hkod by a potential crunch in Sun.
7-Proof of Peak and Replays.
7.1-Proof of Peak:
7.2- Replays:
-Long game vs Garganacl Balance:
https://replay.pokemonshowdown.com/gen9ou-1809950840
-Tera Flying Alomomola vs Meowscarada Spikestack:
https://replay.pokemonshowdown.com/gen9ou-1809338836
-VS Choice Specs Eruption Torkoal + Walking Wake:
https://replay.pokemonshowdown.com/gen9ou-1811880049
-VS CB Baxcalibur VoltTurn:
https://replay.pokemonshowdown.com/gen9ou-1813252601-fk5u9xr5zyydlz31nzqbc4f6j1d1beipw
-VS Glimmora HO:
https://replay.pokemonshowdown.com/gen9ou-1810877178-iajjo6974v0yc78n0xh8lfeqj7593yopw
7.3- The Best Replay:
The Closest Battle in SV OU!
https://replay.pokemonshowdown.com/gen9ou-1812468891
8-Shout-outs.
8.1-juliusfunnel">juliusfunnel
As mentioned earlier, this post is merely an upgrade of Julius´s team, which changed a few Tera Types and one moveset.
Most of the credit for this team should go to him, here´s his past version in case you are interested:
SV OU - Double Regen Stall - Peaked #1, 2061, 86.7% GXE | Smogon Forums
8.2-Ladder Peak Support
I would like to thank Srn, Pinecoishot and Storm Zone for either inspiring me to play, to become a better player or helping me prepare for Tournaments and to peak Ladder.
8.3-My Community
Finally, I would like to thank all of those that participate in the Stall Community, helping me learn, share and educate, most notably El Quixana, withouth whom I would not be able to manage my Discord Server.
Did someone say "Discord Server"?
9-Join My Discord!
The Biggest Stall Community of Pokémon Showdown!
Invite Link:
https://discord.gg/auggx69EYm
Thank you for your attention!
Easter Egg: Video with Savouras on his channel coming soon
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