SV OU WO-CHIEN STALL... (PEAKED LADDER #1 ALMOST 2k ELO)

ik i previously made an RMT with this but i felt like it was bad, and i peaked ladder so im remaking it lol. Team is a little different too

1. The team:

2. Ladder peak:
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3. Purpose:

Stall has overall struggled to find consistency after :gliscor: got banned, but personally, I think it even has got better. Stall still has numerous viable spikers and now there isnt an unkillable knock off, toxic, hazard spewing machine in front of it. So I'm bringing stall back to the forefront.

The purpose of this team is to remove hazards on the broken, overcentralizing :gholdengo:. No stall team has been able to reliably do this, to the point where mold breaker defog :hawlucha: and neutralizing gas :weezing-galar: have been used, despite being bad pokemon. The two removers on this team are aimed at overpowering :gholdengo: and forcing it to switch out, tera, or die, allowing defog/rapid spin. I wanted to do this to support one of the few pokemon that can reliably stand up to broken :ogerpon-wellspring: as this pokemon has zero counters, given the correct set. :wo-chien: can stand up to it most of the time, however. Live reaction snail I believe is entirely unviable when forced to dawn boots. Leftovers supports it allowing it to passively gain a great amount of health back throughout the game, along with leech seed and wish passing. Also, I wanted to use :wo-chien: because wo-chizzy is a funny guy.

4. The sets:

Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Knock Off
- Leech Seed
- Foul Play
- Giga Drain

:Wo-chien:'s main purpose on this team is to sit on :ogerpon-wellspring: until it either decides to stay in and die, or get hazard chipped forever. :wo-chien: always wins 1v1, unless it is u-turn :ogerpon-wellspring:, which does 50.2 - 59.8%, and the next time, you can bait u-turn and pivot into :talonflame: or :alomomola: and punish the contact move. Besides the u-turn variant, :wo-chien: beats all other variants of :ogerpon-wellspring: quite easily 1v1. Knock off into spikes pivoting can be difficult, but with :alomomola: wishes, you can make do.
:Wo-chien: also 1v1s a lot of physical attackers, :kingambit:, choice locked or SD :rillaboom:, :ogerpon-cornerstone:, DD :dragonite:, :ursaluna:, :samurott-hisui:, sub-wisp :dragapult: (although you usually want to avoid getting burned), and essentially nothing can physically OHKO :wo-chien: except choice banded :scizor:.
Tera ghost was finally settled on for pokemon such as :ursaluna: and :great-tusk:. You don't end up teraing :wo-chien: that often, but I experiemented with tera poison, and found myself struggling vs bulk up :great-tusk: and :ursaluna: too much. :wo-chien:Wo-cracked also 1v1s curse :Garganacl:, and with tera can beat iron defense body press variants.
:wo-chien: is better than :amoonguss: for this role, while :amoonguss: has regenerator, some :ogerpon-wellspring: run zen headbutt, which absolutely owns you, and can often tera and break through you with some chip damage. With Wo-Chussy:wo-chien:, you live an adamant crit play rough at +2 (69% of the time) and ohko back with foul play. :amoonguss: can't ohko with foul play at +2 due to it not being stab, allowing it to get exploited by a well timed :ogerpon-wellspring: tera.
Knock off is a great spammable move to make progress, leech seed is great for staying healthy (rest can work too, although you will be exploitable while sleeping), foul play is for :ogerpon-wellspring:, and giga drain is a strong stab move that can be great for 1v1ing :samurott-hisui: or :great-tusk:, and getting a bit of health back.
Leftovers were chosen due to the two hazard removers on this team which aim at giving :wo-chien: and :clodsire: as many easy switches as possible.


Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Steel
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Will-O-Wisp
- Defog
- Flamethrower

Not a new set in the slightest, :talonflame: exists to piss off contact moves to no end, and be able to threaten broken :gholdengo: with flamethrower to remove hazards.
:talonflame: is great for switching into the u-turns that :wo-chien: baits, punishing the enemy with a burn. The EVs are for outspeeding :great-tusk: and maximizing physical bulk for the :kingambit: matchup. Tera steel was chosen to be able to maintain the grass resistance for :meowscarada: and :rillaboom: with allowing it to switch into stealth rocks once knocked. You rarely tera :talonflame:, however. Remember, if you tera steel, you take ~70 from tera grass choice banded :rillaboom: wood hammer.


Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Wish
- Protect
- Scald
- Whirlpool

Closing the fire-water-grass core, :alomomola:. The fish does the same exact thing that it has done all generation on stall, except with access to scald now. Mono-water attacks :alomomola: is often a free switch-in for :ogerpon-wellspring:, but this can be exploited by wishing on the switch, then switching into :wo-chien:, so hazards/chip don't eat into it over an extended game. Scald exists to burn stuff, and be an overall scummy move, and whirlpool is here to basically OHKO :great-tusk:, :iron-treads:, non-whirlwind :ting-lu:, and to trap other team clerics. You can trap :clefable: , :scream-tail:, and opposing :alomomola: as they wish so they can't reliably heal their teammates. You can protect on opposing :alomomola: flip turns, so its stuck there with you. They almost never carry whirlpool, so you always can switch whenever you need to. Otherwise, nothing is new here, :alomomola: does what it always has done, check physical attackers, absorb knock off (with tera flying), and wish-pass to its teammates. I chose rocky helmet over the standard heavy-duty boots, because my team aims at removing hazards vs ignoring them, and vs all hazard stack teams, :alomomola: gets knocked anyways. Also, it is hilarious watching the dumb rat :maushold: just die instantly.



Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Stealth Rock
- Seismic Toss
- Soft-Boiled

Oh, what would a stall team be without :blissey:. This is an old set, aimed at matching special boosters such as :gholdengo:, :manaphy: or :enamorus: and pp stalling or seismic tossing them to death. Tera dark was chosen for its ability to 1v1 stored power users such as :hatterene: or :manaphy:, and counter psyshock :gholdengo: or choice specs :hoopa-unbound:. You don't have to tera :blissey: very often, only vs specific stored power or psyshock sweepers, and psyspam teams. :Blissey: is :blissey:. You click rocks and hard-wall most special attackers in the game.
I normally prefer amnesia :Clodsire: over calm mind :Blissey: due to :blissey: dying to a crit while matching boosts, however with this team, this is not an option, as you will later see.


Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 SpD
Jolly Nature
- Rapid Spin
- U-turn
- Knock Off
- Protect

The second part of the hazard remover core :cyclizar:, is a special pivot who can exert pressure with knock off. Tera steel and protect were chosen so :cyclizar: can reliably switch in and beat future sight :slowking-galar:, and protect so it doesn't have to take the attack from whatever pokemon gets chilly reception'ed in. It's the team's :heatran: switchin, which is often problematic to stall.


The reason for double hazard removal is to pressure :gholdengo: too heavily and take it out, then remove hazards. This seems like a new concept for stall this gen, because so few spinners/defoggers actually threaten :gholdengo:. :cyclizar: almost always baits in :gholdengo: when threatening spin, so it can be knock offed, commonly removing leftovers or HDB from bulky sets, making it easier to pressure with hazards or chip damage, while also forcing recovers. :Talonflame: with a good predict, can flamethrower :gholdengo: and force it to switch out, or tera, which would allow :cyclizar: to rapid spin on it. It is a lot to dedicate two team slots just for hazard removal, but often its easier to sack one of them in matches where they both aren't required (for example, :cyclizar: does very little versus many HO teams, and :talonflame: does almost nothing vs rain).


Clodsire @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 12 Spe
- Counter
- Poison Jab
- Recover
- Spikes

The hero of the team, :clodsire:. Due to this team not having a :dondozo:, physical setup sweepers are quite dangerous, especially the likes of :kingambit:, which can boost past all the other physical checks on this team. :kingambit: usually thinks :clodsire: is always helpless versus it, so you will always eat a hit and can click counter to kill it. Very few physical attacks OHKO phys-def :clodsire:, and often trading with them is all you need. Poison jab was chosen over toxic to help exert faster pressure, and make sure :clodsire: isn't taunt fodder for the likes of :tornadus-therian: and it can threaten :clefable:. Leftovers were chosen for :clodsire:'s ability to 1v1 many pokemon much better, although it ends up getting knocked in many matchups anyways (:iron-valiant:, :tornadus-therian:, :clefable:, etc.). Tera fairy was chosen for a resistance to dark, and a good general defensive typing, although steel would likely work as well. 12 speed IVs are to underspeed :slowking-galar: and punish the switch in from a chilly reception, although this matchup rarely occurs on this team.

Here are some calcs for :clodsire::

252+ Atk Black Glasses Supreme Overlord 5 allies fainted Tera Dark Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Clodsire: 370-436 (79.7 - 93.9%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Supreme Overlord 3 allies fainted Kingambit Kowtow Cleave vs. 252 HP / 252+ Def Clodsire: 202-238 (43.5 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Dragonite Earthquake vs. 252 HP / 252+ Def Clodsire: 242-286 (52.1 - 61.6%) -- 96.1% chance to 2HKO after Leftovers recovery

4 Atk Great Tusk Headlong Rush vs. 252 HP / 252+ Def Clodsire: 320-380 (68.9 - 81.8%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Clodsire: 320-380 (68.9 - 81.8%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Huge Power Azumarill Liquidation vs. 252 HP / 252+ Def Clodsire: 332-392 (71.5 - 84.4%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Wellspring Mask Ogerpon-Cornerstone Power Whip vs. 252 HP / 252+ Def Clodsire: 219-258 (47.1 - 55.6%) -- 17.6% chance to 2HKO after Leftovers recovery

252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Tera Fairy Clodsire: 390-460 (84 - 99.1%) -- guaranteed 2HKO after Leftovers recovery (lol)

252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 252 HP / 252+ Def Tera Fairy Clodsire: 219-258 (47.1 - 55.6%) -- 17.6% chance to 2HKO after Leftovers recovery

With strong play, all of these can be traded on by a healthy :clodsire: which is usually enough to win the game.

:clodsire: is chosen over :dondozo: or :quagsire: due to its ability to inflict status and set hazards to force progress, along with continue to 1v1 strong attackers that :quagsire: would struggle to handle, such as :zapdos:, mixed or calm mind :iron-valiant:, along with not having a crippling 4x grass weakness. I'm sure with some small team modifications, :quagsire: would also fit here, however.




5. Bad matchups/counterplay:
This was the section I think in the previous one that was lacking the most, so I mostly overhauled this

Ceruledge:ceruledge::

:ceruledge: This pokemon is probably the worst matchup for this team. Due to relying on counter or burn to beat physical setup sweepers, a physical setup sweeper immune to both of them is problematic. Often without perfect play, this pokemon can outright 6-0 you. It will commonly try to come in on a :cyclizar: spin, or a :talonflame: defog. Predict this and threaten a 2hko with knock off with :cyclizar:. Always double :talonflame: out to :alomomola:, unless you really need hazards gone, in which case, good luck. Often you can keep :ceruledge: decently low if you can bait it to not swords dance and let it make contact with the :alomomola: rocky helmet. But the ultimate name of the game here: pp stall. If :clodsire: still has its leftovers, it can sometimes stall out 8 poltergeists and 16 bitter blades. Usually it needs a bit of help, especially for the 4th move on :ceruledge:. If you can wishpass with :alomomola: and preserve :clodsire: leftovers, this is doable. If its 4th move is close combat, you can usually do this. If its shadow sneak, its a bit harder, but if you drain all the poltergeists, then you can wall with :alomomola: a bit better. If :ceruledge: unknowingly ever decides to tera (into anything but ghost), then its as good as dead to one counter, so if you can somehow ever bait this thing to tera, then do that.


Choice banded dragapult:dragapult: and dragonite:dragonite::

Both of these guys will almost always require you to save your tera for :clodsire:, which is not great for some matchups. These two are why I use tera fairy over steel, which would improve other matchups, but leave you incredibly vulnerable to an earthquake from :dragonite:. :almomola: can sometimes come in and pp stall these, although you are risking them tera dragon 2hkoing you thru wish protect. Wo-Chalupa Crunchwrap Supreme:wo-chien: can avoid 2hko and threaten with foul play but needs to be in pristine condition to do so.


Setup hatterene:hatterene::

You can tera dark :blissey: to deal with stored power shenanigans, but you will be risking nuzzle bullshit or draining kiss crits. Psyshock is just straight walled by clod, even often without tera. Jab poison or flame body burns, plus a knock off is usually your best bet. Can just 6-0 you on a bad day tho.


manaphy:manaphy::

Just another piece of shit broken mon to fat teams. Try and guess the set before going yolo with :blissey: calm minds. If you match its boosts, and either die or need to switch out of :blissey:, you lose. Avoid this. You almost always need to knock this thing, :wo-chien: Wo-cky slush and :cyclizar: both can do this, although if they are max speed and ice beam you as you switch in after a tail glow, its a problem. Tera :clodsire: beats all non stored power or rest variants once it is knocked, and even non-take heart variants with no knock. In rain, this thing will just boost past :blissey:. Usually rain runs stored power and scald, so :wo-chien:wo-chizlord sits on that, even at +6, but :manaphy: can run whatever the fuck it wants (i have even seen knock off), so sometimes you just guess wrong and lose.


u-turn ogerpon-wellspring:ogerpon-wellspring::

Another very annoying but relatively uncommon matchup. Typically your plan of action involves pivoting :talonflame: in on a uturn or horn leech and fishing for a burn. Often, :cyclizar: can somewhat handle this, assuming its STABs + u-turn + spikes/encore, as you only take about 40 from Ivy Cudgel, (tera is scary!), but rapid spin into u-turn does around 60%. Remember, they will almost always click u-turn at :wo-chien:Wo-Chexmix if they have it, the 4x super effective pivot move option is just too free to pass up usually. Wo-Chienpao:wo-chien: only takes a little over half from a u-turn, so it is always safe to scout this once. The one dude in 1600s running u-turn + swords dance :ogerpon-wellspring: instantly beats you. Not much you can do for that non-set.


Tera ghost gholdengo:gholdengo::

Remember where I said how :talonflame: + :cyclizar: pressures :gholdengo: too much to have it block removal all game? Yeah, tera ghost is incredibly hard to remove on. It's not impossible, but unlikely. It will be forced to come back in every time :talonflame: or :cyclizar: is out, and :talonflame: will do ~25 with flamethrower and chance burns, while :cyclizar: will be able to knock off for ~30 a lot of times.
Psyshock :gholdengo: is also a royal pain, as you will be required to just guess with :blissey: and tera dark. This takes a LOT of metagame knowledge to pull off successfully, and even I only have around a 75% success rate with it. Also it can just, crit you with +6 make it rain and win on the spot. The downsides of calm mind stoss :blissey:


Taunt heatran:heatran::

You aren't entirely helpless vs this. This is why :cyclizar: is here. You can switch in, knock, and u-turn out, while removing hazards with rapid spin. Protect on :heatran: makes this much hairier since it gets an extra turn to stall for magma storm chip. If this hits all 8 storms, it can easily take 3 kills. Typically, you can go :talonflame: on predicted earth powers, since usually he is the most sackable member of the team and requires :heatran: to hit 2-3 storms. Remember, you need to not roost on it as it earth powers you. Always defog until taunted, or you have a read. Once it taunts you, all you can do is hope it misses and click flamethrower until you die or are free. Hopefully you doing this switch-spam and with :Cyclizar:'s protect, you can stall 8 storms, or close to it. If :heatran: is tera ghost, you will lose with :blissey: 1v1,so this is something you want to be careful of.


Boots or banded samurott:samurott-hisui:

Sometimes, your opponent will sack this for 1-2 spikes on :wo-chien:Wo-Chili, which is ideal, but swords dance + knock off + ceaseless edge + water move is very problematic. :alomomola: loses 1v1, often you will need to tera :clodsire: (razor shell does do 96 max, but you will likely be coming in on spikes.) This pokemon can be a nightmare if it manages to stick around the whole game, same with the next one.


Glimmora:glimmora::

Toxic spikes, no boots. Pretty self-explanatory. Avoid teraing :clodsire: in these games. Pivot to :clodsire: as much as possible to avoid getting :alomomola: or Wo-cheese poisoned. Typically lead :blissey: into these teams. Ideally you will end up seismic tossing it 3 times, then be able to get :cyclizar: in to finish it off and remove all its garbage from the field and kill it in one fell swoop.


Future sight Gking:slowking-galar: + thunder wave or zapdos:zapdos::

Your primary future sight counterplay is steel :Cyclizar: with protect. If you get paralyzed, this can interrupt this. Basically, switch :alomomola: as it chilly receptions and then protect and take ~60, or go hard Wo-chipmunk:wo-chien: and force them to bring in a special attacker like :zapdos:, and eat it with :blissey:, or trade 1v1 vs the incoming :great-tusk:. Force the :Slowking-galar: to play aggressively and punish the predictable plays. Burn and knock it, with hazard support, will have it struggling to safely click future sight and chilly reception. You need to play incredibly aggressive a lot of the time vs this team style. Not unwinnable in the slightest, but quite difficult.


Haxorus:haxorus::

Good luck. Play aggressively and fish for scald or flame body burns. Otherwise pray the opponent is an idiot. One swords dance and the game is over.


Physical setup water types:

Specifically belly drum :azumarill: and swords dance :quaquaval:, due to their ability to threaten :wo-chien:Wo-NachoChips this will often require your :clodsire: to tera.


Missing will-o-wisp with :talonflame:

You will instantly lose to game often if you miss. Even if you get the flame body after, especially vs :enamorus: healing wish teams. Had this happen a few times. Nothing you can do for this unfortunately.
Same deal if a +6 :gholdengo: crits your calm minded :blissey:.



6. Replays:

All the replays got wiped. The ones here are kinda mid.

vs cb :arcanine-hisui: :Fezandipiti: https://replay.pokemonshowdown.com/gen9ou-2004189743?p2

vs a strange team :tyranitar: :quaquaval: https://replay.pokemonshowdown.com/gen9ou-2008163947?p2

vs mirror matchup :wo-chien: https://replay.pokemonshowdown.com/gen9ou-2003477660?p2

vs rain :pelipper: :basculegion: https://replay.pokemonshowdown.com/gen9ou-2003223928?p2

ty for reading my rmt. big stall forever.
 
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