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- Stall is nice
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- Short Description on Stall:
- Stall is meant to annoy your opponent to death until they give up or their computer dies on them (whichever comes first).
- And ragequits.
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- I: Teambuilding:
- I'll go through the whole process slowly, and I'll try my best to explain everything as concisely as possible.
- 1. Hazards:
- Hazards are a very important part of any team, and playstyles like Stall appreciate that nice chip damage every time a switch happens. Things like Stealth Rock are almost found on each and every team, it quite literally shapes the metagame that we know today.
- Other hazards, like Spikes and Toxic Spikes are also very useful in taking a nice chunk of damage from grounded foes, sometimes even more than Rocks in Spikes' case, and Toxic Spikes has a unique ability of poisoning or badly poisoning any grounded foe that comes in from a switch.
- Stall won't ever care about Sticky Webs.
- Anyways, the need of having a Hazarder on a team being emphasised on already, we move to what Pokémon can use those hazards.
- 1. Clefable:
- This thing is a multi tasker, no kidding. It can set Rocks, be a nice wall, a status absorber, a Wish Passer, a Cleric, and whatnot.
- But here, we are looking at this certain capability of Clefable; setting Stealth Rock.
- Because of it's nice overall bulk, and access to reliable recovery in Soft Boiled and WishProtect, a Clefable can set Rocks over the course of the match.
- It can either opt for a defensive Magic Guard set, so as to be a nice status absorber, plus Rocks setter, plus a Cleric. Magic Guard also lets it go past the stupid damage from Entry Hazards, which mean switching in and out to set Hazards won't be a big problem.
- It can also opt for a defensive Unaware set, which aims at walling foes like SD Chomp, which would otherwise be a nice big problem for Stall. Plus, now it would have to keep WishProtect on it's set, as it can't learn Soft Boiled with it's HA. This means, the Clef heals itself, plus other teammates who may have some problem switching in and clicking Recover. This means that you'd get both a Wish Passer + Rocks setter dome one nice Pokémon.
- Sample Set (Magic Guard):
- > Clefable @ Leftovers
- Ability: Magic Guard
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- - Moonblast
- - Soft Boiled
- - Stealth Rock
- - Aromatherapy
- Moonblast is a nice STAB that nails things like Chomp and Pult, SB is recovery, Rocks is Rocks, and Aromatherapy is so that it becomes a nice Cleric to clear things like Toxic Poison and Burn.
- Sample Set (Unaware):
- > Clefable @ Leftovers
- Ability: Unaware
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- - Moonblast
- - Wish
- - Stealth Rock
- - Protect
- Moonblast is, again, nice STAB, WishProtect is healing and Wish passing (we don't use Teleport tho, that's for nubs), Rocks is Rocks.
- Sadly you wit be able to define a Cleric on this set of you run Rocks, becoz then you'd have to stop either Wish or Protect, and I'll only do that in my dreams. No I don't even do that in my dreams.
- 2. Blissey:
- Talk about Stall and you don't see Bliss or Chans? Don't worry, the guy who's telling you Stall is an idiot!
- Anyways, Blissey is fat. Blissey is probably the best special wall in the game right now. Able to check things like Quiver Dance Volcarona, Specs Pult, Tapu Koko, etc.
- With Blissey having Natural Cure it makes it even harder to wear down since it can come in on a potential status move and get up Rocks right in front of it.
- Defining Rocks as one of it's move isn't that hard; but ye, you'll have to drop Teleport. This means it's no longer a very nice pivot, but it aids the team by setting Hazards.
- The reason why it's used more than Chansey, who has a little more bulk rather than Blissey because of Eviolite, is that Chansey is worn down by Hazards too quickly, and Bliss has the option to run Heavy-Duty Boots, which is better for Bliss in the long run.
- Sample Set:
- > Blissey @ Heavy-Duty Boots
- Ability: Natural Cure
- EVs: 248 HP / 252 Def / 8 SpD
- Bold Nature
- - Stealth Rock
- - Soft-Boiled
- - Seismic Toss
- - Toxic
- Rocks is Rocks. Soft-Boiled is a very nice healing move, Seismic Toss is actually the only thing Bliss can do, and Toxic is to pressure use the opponent even more.
- 3. Ferrothorn:
- How can I not include Ferrothorn here? Ferro forms the infamous FerroPex core, which is very difficult to deal with.
- Ferrothorn also boasts great defences, which allow it to take a nice amount of hits, plus it can irritate with Leech Seed. It also perform the great hazard stack, as it gets access to both Spikes and Stealth Rock, which would increase the pressure on the opponent, especially when they are using HO without any Hazard Control.
- It also gets a variety of other options like Thunder Wave, which cripples many tyrannical Pokémon, like Rillaboom for example, and Toxic, which decreases the longevity of many a Pokémon.
- Sample Set:
- > Ferrothorn @ Leftovers
- Ability: Iron Barbs
- EVs: 252 HP / 88 Def / 168 SpD
- Sassy / Relaxed Nature
- - Stealth Rock
- - Leech Seed / Knock Off
- - Spikes / Thunder Wave
- - Gyro Ball / Power Whip
- Rocks and Spikes are the immortal hazard stack. Leech Seed is irritating as heck. Knock Off is useful in removing some key items, like Heavy-Duty Boots from Moltres when it tries to switch-in, etc. Thunder Wave cripples as mentioned before, and the last move is choice: Gyro gives some nice power against faster foes, while Whip nails things like Urshifu-Rapid-Strike, but fails to do anything to Boom.
- 4. Corsola-Galar:
- Corsla-G carves a niche for itself as a bulky Hazard setter. That fact is also appreciated by it's nice bulk, thanks to Eviolite.
- It also has other tools to complement it's selection on a team, like Strength Sap, Will-O-Wisp, Night Shade, etc.
- Strength Sap and WoW helps it to cripple physical attackers like Lando-T, Rillaboom, Kartana, etc. Night Shade is useful for picking off weakened foes that won't be able to heal, or to leave them for the rest of the team to pick off.
- Fitting Rocks in its Moveset isn't much of a problem, as it's main job in some teams is Hazard-ing and crippling.
- It's main problem is Knock Off, though. Knock from Pokémon like Lando-T etc leave it very much vulnerable, as then it's bulk is compromised. This leaves it almost unable to perform it's main duties for the rest of the match, which is a nice big problem. Try not to get its Evio knocked of pl.
- Sample Set:
- > Corsola-Galar @ Eviolite
- Ability: Cursed Body
- EVs: 252 HP / 4 Def / 252 SpD
- Calm Nature
- - Stealth Rock
- - Will-O-Wisp
- - Strength Sap
- - Night Shade
- Rocks and WoW are self explanatory. Sap complements WoW and also acts as a nice tool of recovery. Night Shade's usefulness is mentioned before.
- 5. Skarmory:
- Skarm is a part of the great SkarmBlissPex Core, which is even more difficult to break down than the FerroPex Core. It's godly physical Defense lets it tank oh so many hits. It, like Ferrothorn, can perform Hazard Stack as it has access to both Rocks and Spikes, plus reliable recovery in Roost. It gets the added benefit of phazing also, which is very much helpful against Stronk attackers, such as setup Kartana.
- It's typing is also a boon, an immunity to Ground Type is impo when you keep things like Pex on your team.
- Another thing, it also gets Toxic. :p
- Sample Set:
- > Skarmory @ Rocky Helmet / Leftovers
- Ability: Sturdy
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- - Spikes / Stealth Rock
- - Roost
- - Whirlwind
- - Toxic / Stealth Rock
- Spikes and Rocks are pretty self explanatory. Roost is reliable recovery, Whirl is phazing. Last move is of choice, Toxic wears down the opponent gradually, and Rocks Dan be kept if the first slot is occupied by Spikes.
- Others: There's Toxic Spikes. I didn't mention it because it won't be necessary, as you would be Defoging the opponents hazards as much as possible because Stall hates hazards, which also Defoga your hazards, and then the nice two turns that you wasted in doing TS go real waste. But still, a reliable TS setter could be found below in the 'Other Stallers' section, the great... Pex!!
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- 2. Hazard Removal:
- Removal of Hazards is very important on any playstyle, bar Hyper Offense which sometimes doesn't waste a teamslot for a Defogger.
- As in Stall, you would abso hate that damage. That irritating damage. Which would eventually wear you down to bits. And if the opponent used Hazard Stack, then...
- Ggswp.
- With the importance of Hazard Removal being specified, we now move to the Pokémon who can perform this delicate art.
- 1. Corviknight:
- Corv. It act’s as a very great pivot, as well as a Defoger for the team. This, along with the Pex, make for beefy pivots that can come in and out when in tricky situations, and so this is pivoting hell.
- It also acts as a wonderful physical wall, being able to hard-counter things like Band Rillaboom (which is a big problem for Stall), SD Drill, etc. This, Pex and Bliss also make the great CorvBlissPex Core!
- It’s practically a Skarm with Pivitong but no Phazing.
- Sample Set:
- > Corviknight @ Leftovers
- Ability: Pressure
- EVs: 252 HP / 168 Def / 88 SpD
- Relaxed Nature
- - Defog
- - Roost
- - U-turn
- - Body Press / Brave Bird
- Defog is Defog, U-Turn is to pivot, Roost is reliable recovery, and Body Press hit’s hard when supposed to. Brave Bird > BP can also be considered as it’s gonna hit harder and also things like Boom fall to it, but then no hitting of Drill, etc. Your wish.
- 2. Moltres:
- Moltres is also a nice addition to Stall, as it counters things like Boom and Kartana. It also get’s access to nice moves like Mystical Fire, and Scorching Sands, which lowers their SpA, and burn them nicely, respectively. It also get’s reliable recovery in Roost!
- Anyways, it’s main problem is the ubiquitous Knock off. That just ruins it if it’s your sole Defoger, as when it’s Heavy-Duty Boots go boom, then it takes 50% each time from Rocks. Hurts man.
- Still, it’s flaws are overshadowed by the fact that it grants bragging rights over Kartana, Boom, and many more attackers!!
- Sample Set:
- > Moltres @ Heavy-Duty Boots
- Ability: Flame Body
- EVs: 248 HP / 88 Def / 28 SpD / 144 Spe
- Bold Nature
- - Defog
- - Mystical Fire / Flamethrower
- - Roost
- - Scorching Sands
- Defog is Defog, Mystical is to lower the SpA and Stall even more easily, Flamethrower sports higher power and higher PP, which sometimes maybe crucial in Stall. Roost is recovery, and Scorch Sands is the great great burn.
- 3. Hydreigon:
- Hyd can perform the role of a Defoger beautifully. It checks things like
- Offensive Tran, etc. Hydreigon can also force progress by spamming Dark Pulse which hits pretty hard even without the 252 SpA.
- Hydreigon can also play around Future Sight teams, as it can absorb a potential Future Sight.
- It also has access to things like Roost, Taunt, Earth Power, Substitute, etc, which complements it’s capabilities on a team.
- Sample Set:
- > Hydreigon @ Leftovers
- Ability: Levitate
- EVs: 164 HP / 92 SpA / 252 Spe
- Timid Nature
- - Defog / Taunt
- - Dark Pulse
- - Earth Power
- - Roost
- All moves are self explanatory, but yeah, EP is to hit Tran’s. Taunt can be run to aid against opposing Stallers (that’s what I prefer also), plus against things like Ferro which irritate Stall like heck.
- Actually, utiliste Taunt on it. It’s gonna help.
- 4. Mew:
- Mew is running a utility style set and is an overall solid addition to Stall. We run the standard healing move + Defog that most Defoggers do. Will-O-Wisp is preferred by me over other status moves (Toxic, Thunder Wave) in order to help with scary physical attackers.
- Lastly is Mew's one damaging move, which in this case you can go for either Ice Beam or Psychic.
- We take serious advantage of Mew's versatility in this situation by using it as our defogger and adding on another status move just to be mean.
- Sample Set:
- > Mew @ Leftovers
- Ability: Synchronize
- EVs: 248 HP / 116 Def / 144 Spe
- Timid Nature
- IVs: 0 Atk
- - Ice Beam
- - Will-O-Wisp
- - Soft-Boiled
- - Defog
- Yea I explained everything.
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- Other Stallers:
- PEX IS HERE?!
- 1. Pex:
- Use it. Just do.
- I hate this dumb thing, but god, is it useful as a pivot. Not only is Toxic Spikes support great for stalling out the opponent and whittling them down while you pivot around a lot, but Haze really rounds your whole squad out, be it anything (?).
- Haze not only bodies setup Pokemon all the more, but it can condition the opponent into a switch, which is great for your team. Regenerator, Recover, and Black Sludge keep Toxapex alive to do what it does best, given how useful of a defensive pivot it is. It's also apart of the fabled FerroPex core, which goes without saying; its Def investment, compliments Ferrothorn's Specially Defensive investment and creates a good switching/hazard stacking core between the two. Its defensive typing is also a godsend for the team (TSpike removal is appreciated as well).
- Sample Set:
- > Toxapex @ Black Sludge
- Ability: Regenerator
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- - Scald
- - Recover
- - Haze
- - Knock Off
- Scald is nasty burn. Knock Off is to knock damn items. Like, no Pokémon would like to come in on a potential burn or to get it’s item bye bye’d. No kidding.
- Haze and recover are explained.
- 2. Buzzwole:
- Not seen much, but god, it’s an useful Phys Def Pokémon. Reliable recovery in Roost keeps Buzzwole from being worn down and allows it to easily stall out the threats it checks with Toxic damage. Drain Punch is great STAB that also heals, and Ice Punch nails things like Lando-T.
- Sample Set:
- > Buzzwole @ Leftovers / Rocky Helmet
- Ability: Beast Boost
- EVs: 252 HP / 4 Atk / 252 Spe
- Jolly Nature
- - Drain Punch
- - Ice Punch
- - Roost
- - Toxic
- Explained man :(
- 3. Unaware Walls:
- If you do Stall, almost always try to do an Unaware wall, so that you don’t get swept by the likes of Chomp, etc.
- The main Unaware walls that are used are Quaggy Boi and Clefable. Both have many pro’s and con’s, and I’ll be going through those here n_n
- 1. Clefable:
- Yea keep this. Please. If you don’t run Rocks on this, it becomes a Cleric, when the opponent becomes ok man whot is the use of toxic now shes / hes damn running aroma.
- Fun, right!
- Anyways, With Unaware, it is annoying for most mons to deal with this thing, as setup that checks MG Clefable does not work against this variant. Wish is a very great move that allows for the chance to heal up other mons, and on a bulky mon like Clef, it gets a decent amount of chances to set it up. Admittedly, this mon does have a weakness in hazards and status in itself. However, those can be taken care of with Defog support and good plays. These flaws can therefore, be forgiven in some aspect due to the amount of support it can offer to the team, and thus, clef will always play a huge role in this squad.
- Sample Set:
- > Clefable @ Leftovers
- Ability: Unaware
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- IVs: 0 Atk
- - Aromatherapy
- - Moonblast
- - Wish
- - Protect
- Dunno why but I’m explaining set’s before telling them now.
- Still, Aroma is clerical powers, MB is STAB, WP is healing self and teammates.
- 2. Quagsire:
- Quagsire is unaware of your boosts. Quagsire can check things like, Swords Dance Chomp, Dragon Dance Nite (If Clef is weakened), And Bisharp (Which sometimes Stall struggles with). It is able to stop VoltTurn cores because of its ground typing. Volt turn cores destroy stall by gaining momentum and chipping you down slowly, and grounds are almost mandatory on all teams just because of Regieleki being able to tear through them.
- Quag also get’s things like Scald and Toxic, let’s spread status!!
- It also get’s Haze. New Pex!!
- Sample Set:
- > Quagsire @ Leftovers
- Ability: Unaware
- EVs: 252 HP / 252 Def / 4 SpD
- Relaxed Nature
- IVs: 0 Atk
- - Scald
- - Earthquake / Haze
- - Recover
- - Toxic
- Yea I explained it well alr.
- Unaware walls done, we now move to… WishPassers and Clerics!!
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- 4. WishPassers and Clerics:
- Best WishPasser is Clefable. I explained about it. TWICE. Can’t write more about a pink blob sorry.
- Next WishPasser is Blissey. Same as Clef, it get’s Port, Wish, and Protect, go and have fun.
- About Clerics, same as above.
- Clef.
- Bliss.
- Can’t. Explain. More.
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- READY!
- Now, the damn Stall team is ready!
- It should comprise of the following:
- - 1 Rocker
- - 1 Defoger
- - 1 Cleric
- - 1 Unaware Wall
- - 1 Pex
- - 2nd Defoger / Unaware Wall / Taunt carrier.
- Rocker is to set hazards.
- Defoger is remove ‘em
- Cleric is to bye bye Toxic and Burns.
- Unaware Wall is it’s name.
- Pex is useful.
- 2nd Defoger helps take down pressure from first one, 2nd Unaware Wall also takes down pressure from the the first one, and Taunt carrier shuts down opposing Stall and things like Ferro.
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- II. Using Stall:
- Lead depends on matchup. Usually, Corv makes for a great lead, as it can provide momentum with U-Turn.
- Hyd is also a good lead if you see Ferro / anything else that req’s a Taunt.
- The Rocker is also nice as early Rocks would be nicer.
- As for the play, relax and play, Stall them out, when threatened, go for Unaware Walls, when confused, go for Pex, when against damn Physical Attackers, go for Clef / Quag, when against Special ones, go for Bliss, etc.
- End of the match is always juicy. If you succeed, that’s it.
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- III. Threats:
- 1. Rillaboom:
- Band is so irritating, like, it KO’s So. Many. Things. Pex is 2HKO’d by Wood Hammer, and so are many others. It’s main counter wuld be Corv, so don’t loose it!!
- 2. Tapu Lele:
- Swastik destroyed me with that. So yea. It’s main counter would be Bliss if it aint Psyshock locked, Corv is it anything except for Thunderbolt locked. But beware of Focus Blast yea. Also, things like Jirachi counter it nicely.
- 3. Tapu Fini:
- TAUNT THE HECK. It got Taunt + Misty Terrain + Nature’s Madness like wha. It’s main counter would be Pex, as after a Knock Off, it’s limitness would be lowered, and after Misty expires, it’s also vunerable to status.
- 4. Heatran:
- Taunt + Magma Storm is bad. Main counters, Quag, and also, Hyd KO’s with Earth Power.
- That’s it. Tell me if I missed something. And also, other attackers that have brute force and go past this, so beware and don’t take much risk.
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- IV. Sample Team:
- Blissey @ Heavy-Duty Boots
- Ability: Natural Cure
- EVs: 248 HP / 252 Def / 8 SpD
- Bold Nature
- - Stealth Rock
- - Soft-Boiled
- - Seismic Toss
- - Toxic
- Corviknight @ Leftovers
- Ability: Pressure
- EVs: 252 HP / 168 Def / 88 SpD
- Relaxed Nature
- - Defog
- - Roost
- - U-turn
- - Brave Bird
- Quagsire @ Leftovers
- Ability: Unaware
- EVs: 252 HP / 252 Def / 4 SpD
- Relaxed Nature
- IVs: 0 Atk
- - Scald
- - Earthquake
- - Recover
- - Toxic
- Clefable @ Leftovers
- Ability: Unaware
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- IVs: 0 Atk
- - Aromatherapy
- - Moonblast
- - Wish
- - Protect
- Toxapex @ Black Sludge
- Ability: Regenerator
- EVs: 252 HP / 252 Def / 4 SpD
- Bold Nature
- - Scald
- - Recover
- - Haze
- - Knock Off
- Hydreigon @ Leftovers
- Ability: Levitate
- EVs: 164 HP / 92 SpA / 252 Spe
- Timid Nature
- - Taunt
- - Dark Pulse
- - Earth Power
- - Roost
- - Rocker: Blissey
- - Defoger: Corv
- - Cleric: Clef
- - Unaware: Quag + Clef
- - Pex: Pex
- - Last: Taunt Hyd
- This team goes around the CorvBlissPex Core, plus some extra help to shut down Ferro from Hyd, Rocks support and Volcarona wall-ation by Bliss, Quag counters Chomp, so does Clef, etc.
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- Ending Notes:
- Abrupt ending, but I can’t do anything better.
- Stall is nice, and easy to learn when you know the basics, go ahead and try on your own, that’d help more!!
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- Hope it helped!!!
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