Introduction With the amount of large offensive Pokemon in the Neverused tier, it seems that a lot of people tend to shy away from running Stall or Semi-Stall in NU. Which is a shame, I believe that it's not fully because there are a lot of offensive Pokemon, I feel like it's because people don't know how to run Stall in NU! Stall is amazing in NU if you have a good core and checks to all of NU's pesky wallbreakers and common attackers. Due to the tiers lack of viable spinners, spinblockers like Misdreavus are very effective in blocking hazards from being blown away by Rapid Spin. To add on to that, the decent amount of Phazers in NU are effectively able to rack up hazard damage on Pokemon who get sent in due to the effects of Dragon Tail, Whirlwind, or Roar. Stall unfortunately is occasionally hard to run sometimes, Spike Stacking teams are hard to deal with if you didn't feel like using a Spinner, and those kind of teams usually carry a Ghost-type as well, so sometimes having a Spinner isn't a guarantee of getting rid of hazards. Also, Stall-breakers create a huge annoyance to stall teams, a lot of Pokemon who carry Taunt also can have boosting moves, which a lot of Stall Pokemon have trouble against since status and phazing is how a lot of teams beat boosting Pokemon. Now that you know a good amount about Stall in general; let's get into how to play with it! Notes to Keep in Mind when Running Stall: When playing with Stall, you should have a few goals set in mind. Try to get good amount of hazards up. Stealth Rocks are almost necessary, 1-2 layers of Spikes are nice but 3 would obviously be ideal. If your opponent lacks a Poison-type Pokemon and you have a Pokemon that knows Toxic Spikes, try to set those down as soon as possible. And make sure you get two layers, so you can get down badly poison the opposing Pokemon. Make sure your Pokemon are usually at good health when playing. It's a bit hard to take a lot of hits from either the Physical or Special side when your Pokemon are at 30% of health. If you want to switch, make sure you take your Pokemon out of play when they have at least over 50% of health. This is very hard to do, and you definitely will fail at doing this at least once per game. If you have a cleric, make sure your Pokemon are free of status. Having your Pokemon take extra burn damage, get worn down from Toxic damage, or not be able to move because of Paralysis is a huge pain. If your Pokemon aren't statused, it's a lot easier to perform what you want to do. Try to keep your hazards on the opposing side of the field. This may seem simple, but you must stress this if your oppponent has a spinner. Hazards are one of the main reasons why Stall can work so well in NU. Pokemon taking damage when they come in is a big deal, especially if they don't have a reliable recovery move. Full Stall isn't your thing? Perfectly fine! Semi-Stall enjoys a bulky sweeper or offensive presence that enjoys hazard support and can set-up on many things without fainting easily. Pokemon who set up Entry Hazards: What are Entry Hazards?: Entry Hazards are moves that hurt the opponent's Pokemon when they switch into battle. There are three different types of entry hazards called Stealth Rock, Spikes, and Toxic Spikes. They all do different things when set-up. Stealth Rock: Stealth Rock is an entry hazard which hurts Pokémon depending on the effectiveness of Rock moves on them. Deals 12.5% when neutral. If the opposing Pokemon resists Rock-type attacks by 4x, then Stealth Rock does 3.125% when switching in. If the opposing Pokemon resists Rock-type attacks by 2x, then Stealth Rock does 6.25 when switching in. If Rock-type is neutral to the opponent, the opposing Pokemon takes 12.5% when switching in. If the opposing Pokemon is weak to Rock-type attacks by 2x, then the opposing Pokemon takes 25% when switching in. If the opposing Pokemon is weak to Rock-type attacks by 4x, the opposing Pokemon takes 50% when switching in. Spikes: Spikes scatters Spikes, hurting opposing Pokémon that switch in depending on the amount of Spikes set-up on the field. One Layer does 12.5%, two layers do 16.67%, and three layers do 25% to the opposing Pokemon. Toxic Spikes: Toxic Spikes scatters poisoned spikes, poisoning opposing Pokémon that switch in. If there is one layer of Toxic Spikes on the field, then the opponent will be normally poisoned. If there are two layers of Toxic Spikes on the field, then the opponent will be badly poisoned. Poison-type Pokemon without Levitate who come into play will remove the Toxic Spikes. Stealth Rock Pokemon: Spoiler Armaldo Typing: Rock/Bug Preferred Ability For Stall: Battle Armor Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe Although Armaldo finds heavy usage in NU because it access to Rapid Spin, setting up Stealth Rocks is just as easy for it. Armaldo's attack is very enticing when choosing a Pokemon to set up hazards, and its solid Defense stat is nothing to laugh at either. Access to helpful moves including Knock Off and Toxic are able to hurt Spinblockers and defensive Pokemon that like to switch into Armaldo is very important in helping a team out. Although its bad typing holds it back, and inability to take a lot of strong Special moves, Armaldo can switch into a tiny amount of Pokemon but no reliable recovery and lack of resistances are the main things holding Armaldo back. Keeping Armaldo alive is hard because of the 25% it takes from Stealth Rock, so Wish support is your only reliable way for recovery. Common Moveset for Armaldo: Spoiler @ Leftovers Trait: Battle Armor EV's: 248 HP / 8 Atk / 252 Def Nature: Impish (+Def, -SpA) - Stealth Rocks - Rapid Spin - Rock Blast - X-Scissor/Toxic/Knock Off[/HIDE] Bastiodon Typing: Rock/Steel Preferred Ability for Stall: Sturdy Base Stats: 60 HP / 52 Atk / 168 Def / 47 SpA / 138 SpD / 30 Spe Basitodon's incredible defensive stats just pop out at you from the screen, seeming almost invincible once you look at it, then following with you questioning why it's NU. Unfortunately, lackluster offensive presence and being 4x weak to Fighting and Ground-type Pokemon really hinder Bastiodon. But nobody seems to mention its nice resistances to Bug, Dark, Dragon, Flying, Ice, Normal, and Psychic-types, making it a great staple onto many stall teams. Bastiodon will only usually run one offensive move, or sometimes none if it runs Magic Coat to beat Taunt users. Toxic and Roar are usually the two filler moves that are truly viable, being able to cripple and phaze Pokemon is a very big part of stall teams that Bastiodon does well. Although running Protect for scouting is definitely a viable move. Metal Burst is also an option but stall teams don't want to sacrifice a Pokemon just to get rid of the opponent's Pokemon because Bastiodon is usually a large part of the defensive core. Wish support helps keep Bastiodon at decent health but you'll find that Bastiodon will rarely take a lot of damage if it switches into moves it can take very well. Common Moveset for Bastiodon: Spoiler @ Leftovers Trait: Sturdy EV's: 248 HP, 8 Def / 252 SpD Nature: Careful (+SpD, - SpA) - Stealth Rock - Toxic/Stone Edge/Iron Head - Roar - Magic Coat/Stone Edge/Iron Head[/HIDE] Camerupt Typing: Fire/Ground Preferred Ability for Stall: Solid Rock Base Stats: 70 HP / 100 Atk / 70 Def / 105 SpA / 75 SpD / 40 Spe Camerupt's defensive stats will never jump out at you and influence you to use it, but Solid Rock is an incredible ability and Fire/Ground typing sports resistances to Fire, Bug, and Steel-types while being immune to Electric-types. Thanks to this typing, Camerupt's ability to take U-Turn easily and be immune to Volt Switch is key because VoltTurn is commonly a playstyle that Stall seems to lose against a lot, making Camerupt a great option to set up Stealth Rocks on your NU Stall team. Those offensive stats sure look good, but Camerupt's support movepool includes moves like Will-O-Wisp, Yawn, Roar, and Toxic. Those four moves are able to cause a lot of switches and cripple a lot of Pokemon for the whole game. Although it's very hard to make room for two of these four moves on one set since you'll have Stealth Rocks + Roar, using moves like Toxic or Will-O-Wisp will usually catch the most common switch-ins to Camerupt offguard, choose wisely! Camerupt takes pride in easily taking hits from Pokemon like Manectric, Rotom-S, Eelektross, Raichu, and Electabuzz, so it's probably best to invest heavily in Special Defense. Keeping Camerupt alive isn't the easiest, you usually want to try Wish support to Camerupt because that's the only reliable recovery it'll get. Common Moveset from Camerupt: Spoiler @ Leftovers Trait: Solid Rock EV's: 248 HP / 8 SpA / 252 SpD Nature: Calm (+SpD, -Atk) - Stealth Rock - Roar/Toxic - Lava Plume - Earth Power[/HIDE] Cradily Typing: Grass/Rock Preferred Ability for Stall: Storm Drain Base Stats: 86 HP / 81 Atk / 97 Def / 81 SpA / 107 SpD / 43 Spe Cradily isn't a Pokemon that finds high usage, but it has many traits that make it a favorable choice for a Stall team. Storm Drain allows Cradily to get a SpA boost when hit with a Water-type attack, With great base 107 Special Defense, Cradily often finds itself running specially defensive sets with support moves like Stealth Rocks and Toxic, allowing Cradily to cripple the opponent. Access to Recover is a big deal, it won't have to rely on WishPassing to stay at near to full health. Energy Ball is usually the move of choice, Hidden Power Rock can be used to hit Flying-type Pokemon if you decide not to use Energy Ball. Curse is always an option, although Stealth Rocks wouldn't be used on that set, and you'd be running Rock Slide and Seed Bomb as your coverage moves. Cradily is an interesting choice for a stall team, but an effective one nonetheless. Common Moveset for Cradily: Spoiler @ Leftovers Trait: Storm Drain EV's: 252 HP / 4 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Stealth Rocks - Energy Ball - Recover - Toxic/Hidden Power Rock[/HIDE] Gabite Typing: Dragon/Ground Preferred Ability for Stall: Rough Skin Base Stats: 68 HP / 90 Atk / 65 Def / 50 SpA / 55 SpD / 82 Spe Gabite has never really been used in competitive play until the release of Eviolite and Rough Skin. Eviolite multiplies Gabite's Defense and Special Defense by 1.5, making a huge difference in how Gabite can take strong attacks. While Rough Skin deals 1/8th damage whenever the opponent makes contact with Gabite. Its typing is nothing to scoff at either, immunity to Electric-types and resistances to Fire, Poison, and Rock-type makes Gabite a Pokemon you can switch in at many points in a match. Gabite's STAB is very nice in NU as well, Earthquake + Dragon Claw can hit the tier very well, especially since there aren't a lot of Steel-types in NU, while Toxic hits a lot of common switch-ins to Gabite and Roar phazes out those switch-ins. Gabite not using Leftovers is a big problem because it gets no recovery whatsoever, so it relies on Wish support to recover health. Common Moveset for Gabite: Spoiler @ Eviolite Trait: Rough Skin EV's: 248 HP / 8 Atk / 252 Def Nature: Impish (+Def, -SpA) - Stealth Rock - Dragon Claw/Outrage - Earthquake - Roar/Toxic/Protect[/HIDE] Golem Typing: Rock/Ground Preferred Ability for Stall: Sturdy Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe One of the original 151 Pokemon, Golem finds a place in everybody's heart. But being 4x weak to Water and Grass-types sends Golem down to the depths of NU. Golem shines in being able to set up Stealth Rock and being able to take a good amount of defensive hits thanks to its 130 base Defense. Immunity to Electric-types coupled with resistances to Fire, Flying, Normal, Poison, and Rock-types is very nice and its glaring weakness to Water and Grass-types can be patched up by other team members. Having Rock/Ground STAB lets it use a powerful StoneQuake combo that is unresisted in NU, coming off of a 110 base Attack is nothing to scoff at either. For a 4th slot on a stall team, Golem usually carries Toxic or Sucker Punch, Toxic hits most of the switch-ins and Sucker Punch outpaces the fast Psychic-types that inhabit the tier. Unfortunately Golem has no reliable recovery so it has to focus on Wish support to regain HP. Common Moveset for Golem: Spoiler @ Leftovers Trait: Sturdy EV's: 200 HP / 252 Atk / 56 Spe Nature: Adamant (+Atk, - SpA) - Stealth Rock - Earthquake - Rock Blast - Sucker Punch/Toxic/Protect[/HIDE] Lairon Typing: Steel/Rock Preferred Ability for Stall: Rock Head Base Stats: 60 HP / 90 Atk / 140 Def / 50 SpA / 50 SpD / 40 Spe Although only a second evolution, it sports one of the highest Defense stats in NU, and base 140 Defense is respected in any tier. Although Lairon has a 4x weakness to the common physical types in Fighting and Ground-type moves, it still is advised to run a set with heavy investment in physical defense, since 60 SpD is quite low with Eviolite and Lairon is still able to surprisingly tank a lot of powerful super effective moves. One of Lairon's greatest assets is its ability, Rock Head doesn't let you take recoil from moves, so Head Smash is a really strong move that has 225 base power after factoring in STAB, which doesn't let the opponent set-up. Lairon has good support moves too, Roar is used to phaze common switch-ins and rack up hazard damage, while Toxic can cripple most of its common switch-ins as well, not allowing them to stay in for long periods of time, making it easier to beat them. Lairon usually carries Roar and a Rock/Ground-type coverage, to assure that no Pokemon will ever set-up, although Earthquake can be switched out with Toxic if you need to cripple strong walls like Alomomola or Tangela. Although Lairon doesn't find much use, there's no doubt that it can help any Stall team. Common Moveset for Lairon: Spoiler @ Eviolite Trait: Rock Head EV's: 252 HP / 252 Def / 4 SpD (Special Defensive is viable too) Nature: Impish (+Def, -SpA) - Stealth Rock - Head Smash - Roar - Earthquake/Roar[/HIDE] Mesprit Typing: Psychic Preferred Ability for Stall: Levitate Base Stats: 80 HP / 105 Atk / 105 Def / 105 SpA / 105 SpD / 80 Spe When looking at its base stats, it's quite hard to find why this well rounded Pokemon is in NU. Being able to run a plethora of sets, most being offensive, so a defensive set is able to catch people off-guard. First off, its resistance to Fighting-type Pokemon is quite important, since it's a great switch-in to a lot of the commonly used Fighting-type Pokemon in NU. Its support moves are great, access to Thunder Wave, Magic Coat, Healing Wish, Dual Screens, Trick, and of course Stealth Rocks. Mesprit is also able to cripple a lot of threats to stall, making it a very good Pokemon to use on any stall team. Psychic is usually the move of choice, since it gets STAB and is able to hit Fighting-types super effectively. U-Turn is used to gain momentum and switch out of any counters or checks that could come into play at any moment. Mesprit requires WishSupport due to its lack of reliable recovery, but that's not a problem since Mesprit is able to create good synergy with a large amount of WishPassers. Mesprit is normally an offensive Pokemon, but definitely has a home on any stall team. Common Moveset for Mesprit: Spoiler @ Leftovers/Flame Orb Trait: Levitate EV's: 252 HP / 252 Def / 4 SpD (30 Speed IV's to outslow other Mesprit, so you can get the last U-Turn off) Nature: Bold (+Def, -Atk) - Psychic - Stealth Rocks - U-Turn/Healing Wish/ - Thunder Wave/Healing Wish/Trick [/HIDE] Metang Typing: Steel/Psychic Preferred Ability for Stall: Clear Body Base Stats: 60 HP / 75 Atk / 100 Def / 55 SpA / 80 SpD / 50 Spe Metang's Steel/Psychic typing is the first thing that jumps out at you, having great resistances to Dragon, Grass, Flying, Ice, Normal, Psychic, Rock, and Steel-type Pokemon which is an incredible amount of resistances in NU. Also paired with Eviolite, its 100 base Defense and 80 base Special Defense is brought to great heights. Steel-type STAB is nice as well, so after Stealth Rock, Meteor Mash is a great attack to have, and pairing it up with Earthquake/Bullet Punch gives you a move that can beat Steel-types who resist while Bullet Punch gives you priority to pick off weaken Pokemon. But Toxic and Psych Up are two incredible choices on Metang, since Toxic hits a large amount of switch-ins to Metang while Psych Up beats a lot of Pokemon who try to set-up and sweep a stall team. Toxic and Psych Up is the preferred strategy instead of running Earthquake + Bullet Punch because of the way it wears down annoying Pokemon and beats set-up Pokemon unlike the other set can. Like all Pokemon mentioned before, Metang needs Wish support if it wants to stay alive a lot. Although Metang won't take a lot of hard damage if used properly. Common Moveset for Metang: Spoiler [/IMG] @ Eviolite Trait: Clear Body EV's: 248 HP / 148 Def / 96 SpD / 16 Spe (Speed creeps base 50 Pokemon) Nature: Impish (+Def, -SpA) - Stealth Rock - Meteor Mash - Toxic - Psych Up[/HIDE] Piloswine Typing: Ground/Ice Preferred Ability for Stall: Thick Fat Base Stats: 100 HP / 100 Atk / 80 Def / 60 SpA / 60 SpD / 60 Spe Being in the Top 10 in usage stats definitely means this pig means business, having an Electric-type immunity is very important for Stall teams, while the ability Thick Fat allows it to take neutral damage from Fire-type moves and gives it a resistance to Ice-type moves. Piloswine has access to Eviolite, which means even without investment, it'll be able to take a lot of hits well, while being able to fire off attacks like Earthquake, Ice Shard, and Icicle Spear. Although for Stall, I advise that you give Piloswine a bulky EV Spread, it allows Piloswine to take on Pokemon it usually isn't able to, which turns a lot of 2HKOs into 3HKOs. It also has nice support moves like Roar and Toxic, which are totally viable on every set, and you should run one of those moves on a set. Priority in Ice Shard is able to kill off weakened foes, and Earthquake is a powerful move and usually hits everything Ice Shard isn't effective against. Ground/Ice typing gives great STAB, and Toxic/Roar are usually in the last spot, since they're both able to cripple the opponent by using status or racking up hazard damage. Piloswine is a top tier choice for any Stall team. Common Moveset for Piloswine: Spoiler @ Eviolite Trait: Thick Fat EV's: 252 HP / 200 Def / 56 SpD Nature: Impish (+Def, -SpA) - Earthquake - Stealth Rocks - Ice Shard - Roar/Toxic[/HIDE] Probopass Typing: Rock/Steel Preferred Ability for Stall: Magnet Pull Base Stats: 60 HP / 55 Atk / 145 Def / 75 SpA / 150 SpD / 40 Spe Being Bastiodon's counterpart, its basically a given that it'll have gargantuan Defense and Special Defense, sporting some of the highest in the game. Including the Rock/Steel typing, sporting nice resistances to Bug, Dark, Dragon, Flying, Ice, Normal, and Psychic-types is also really good for a stall team. But unlike Bastiodon, Probopass can run a fairly offensive set if it doesn't have to truly be a functioning part of the Synergy, offensive moves including Earth Power, Power Gem, and Volt Switch. Usually a stall team will run a defensive set that can trap Steel-type Pokemon, mainly Klinklang, which is a big threat. Probopass can use Thunder Wave or Toxic as a status move while Earth Power/Volt Switch allows Probopass to either hit decently will or get the initiative and possibly WishPass to the other Pokemon who really appreciate it. Watch out for those pesky Fighting and Ground-type moves because those are 4x super-effective against Probopass, and will most like OHKO your Probopass. Wish support is very nice to Probopass, helping it recover health that it can't do by itself. Common Moveset for Probopass: Spoiler @ Leftovers Trait: Magnet Pull EV's: 248 HP / 8 Def / 252 SpD (Can be more defensive to handle Klinklang) Nature: Calm (+SpD, -Atk) - Stealth Rock - Thunder Wave/Toxic - Earth Power - Volt Switch[/HIDE] Regirock Typing: Rock Preferred Ability on Stall: Clear Body Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe Is... Is that a typo around the Defense? Nope! Regirock has the highest Defense in the game, which makes it a great choice on any stall team in NU. People usually like to run specially defensive sets because since the Defense is so high, the Special Defense that is usually targeted will become a lot harder to beat. On stall teams, Regirock usually finds itself running support moves like Thunder Wave or Toxic, unlike running an offensive set that includes Ice Punch as a filler. Regirock doesn't sport a huge amount of resistances, they include Fire, Flying, Normal, and Poison-types. Regirock usually runs EdgeQuake as two filler moves besides Stealth Rock and a status move, to make sure it can hit everything neutral with decent uninvested 100 base Attack. Support Regirock never fails to spread status, and it's very hard to find a switch-in that can take StoneQuake fine and shrug off a status move. Like all the other Pokemon, Regirock needs Wish support to recover health alongside Leftovers. Common Moveset for Regirock: Spoiler @ Leftovers Trait: Clear Body EV's: 248 HP / 8 Atk / 252 SpD Nature: Careful (+SpD, -SpA) - Stealth Rocks - Rock Slide/Stone Edge - Earthquake - Thunder Wave/Toxic [/HIDE] Rhydon Typing: Rock/Ground Preferred Ability on Stall: Solid Rock Base Stats: 105 HP / 130 Atk / 120 Def / 45 SpA / 45 SpD / 40 Spe Rhydon is one of the most powerful Pokemon in the NU Tier, its incredible defense is certainly intimidating. With Eviolite, its uninvested Defense reaches up to 414, which is incredibly high, so most people choose to invest in Special Defense, where Rhydon lacks in bulk. After that, Rhydon reaches 310 base Special Defense after factoring in Eviolite, making it an incredible wall on both the physical and special side of attacking. Although the 4x weakness to Water and Grass-typing is really frustrating, you should focus on how Rhydon can easily take resisted hits, sporting resistances to Fire, Flying, Normal, Poison, and Rock-types. It can even take Fighting and Ground-type attacks and fire back with an incredibly strong Earthquake. StoneQuake and Stealth Rock are always the set moves on Rhydon, most people choose between Dragon Tail and Megahorn. Megahorn hits Musharna and other Psychic-types hard, while Dragon Tail is able to phaze out Pokemon who switch in. Rhydon needs WishPassing to stay healthy, since it has no way to recover health at all. Common Moveset for Rhydon: Spoiler @ Eviolite Trait: Lightningrod EV's: 248 HP / 8 Def / 252 SpD Nature: Careful (+SpD, -SpA) - Stealth Rock - Earthquake - Rock Blast - Dragon Tail/Megahorn/Toxic[/HIDE] Seismitoad Typing: Water/Ground Preferred Ability on Stall: Water Absorb Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe Seismitoad is one if the Pokemon in NU who experiences high usage and can run a plethora of sets. Seismitoad is an incredible Pokemon on a stall team and can set up Stealth Rock without a problem. Water/Ground typing is only weak to Grass-type Pokemon, while sporting an immunity to Electric-types and resistances to Fire, Poison, Rock, and Steel-types. Water Absorb also allows Seismitoad to gain back 25% of its health, making the opponent think twice about using Scald. Seismitoad's STAB moves are usually guarantees on any set, but on defensive sets, the last choice is usually Knock Off or Toxic. Toxic statuses Pokemon right away but Knock Off can negate Leftovers recovery or get rid of an item that helps the opponent boost its offense. Seismitoad can create an incredible core with Roselia, which is why people opt to use it so much on stall teams. Although the specially defensive sets for Seismitoad usually allow it to switch-in a lot easier into attacks, while the physically defensive set isn't able to switch in as well. Most teams run Alomomola so two physically defensive Water-types isn't as good, while running Specially Defensive isn't as redundant. And Seismitoad usually needs Alomomola or another Pokemon who can learn Wish to make sure it can recover health reliably. Common Moveset for Seismitoad: Spoiler @ Leftovers Trait: Water Absorb EV's: 248 HP / 8 SpA / 252 SpD Nature: Calm (+SpD, -Atk) - Stealth Rock - Scald - Earth Power - Knock Off/Toxic[/HIDE] Stunfisk Typing: Electric/Ground Preferred Ability for Stall: Static Base Stats: 109 HP / 66 Atk / 84 Def / 81 SpA / 99 SpD / 32 Spe Everything's favorite derpy Pokemon, you'd never imagine how useful that Stunfisk got in the new NU Metagame. Its odd Electric/Ground typing gives it an immunity to Electric and lets it check strong Steel-type Pokemon, mainly Klinklang, one of the biggest threats to Stall. Static also comes in handy occasionally, since it allows Stunfisk to possibly paralyze the opponent's physical sweeper. Stunfisk commonly uses status to make sure that nothing takes the time to set-up on it, since Grass-types resist both STAB moves. It's advised to run Discharge and Earth Power has your coverage moves, although Foul Play can be used against strong Psychic-type Pokemon that might put up a Substitute on it, trying to avoid the Toxic. Stunfisk commonly runs a lot of Special Defense so it can also tank moves from the likes of Charizard and Houndoom, since it has such high HP and Special Defense, although a bit of Defense wouldn't hurt to check Klinklang reliably. Stunfisk is a top tier Stall Pokemon and should be considered for any team. Common Moveset for Stunfisk: Spoiler @ Leftovers Trait: Static EV's: 252 HP / 4 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Stealth Rocks - Discharge - Earth Power - Toxic / Foul Play[/HIDE] Torkoal Typing: Fire Preferred Ability for Stall: White Smoke Base Stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe Slow as a tortoise, Torkoal will never be outpacing anything, but due to that incredible 140 base Defense, it'll certainly be taking a huge amount of hits. Torkoal's claim to fame is being able to set up Stealth Rock while being able to spin hazards away with Rapid Spin, which no doubt will help any stall team. Torkoal usually invests a lot into defense, since most special attacks will be doing a lot to Torkoal, and Torkoal can beat a lot of strong Fighting-type Pokemon if invested heavily into Defense. Torkoal's support movepool is very enticing, with moves like Will-O-Wisp and Yawn, Torkoal can scare out a lot of Pokemon if it can predict correctly. Although everyone loves Shell Smash, Torkoal isn't able to maximize its full defensive potential when running this set, and its ability to stay alive during the match is cut short very quickly. Torkoal's weakness to Stealth Rock isn't very nice, so Wish support alongside Alomomola is nice since Fire and Water-types can synergize somewhat well by themselves, so that shouldn't be a problem. Common Moveset for Torkoal: Spoiler @ Leftovers Trait: White Smoke EV's: 248 HP / 252 Def / 8 SpA Nature: Bold (+Def, -Atk) - Stealth Rock - Rapid Spin - Lava Plume - Yawn/Will-O-Wisp[/HIDE] Torterra Typing: Grass/Ground Preferred Ability for Stall: Overgrow (Not sure if Shell Armor is released) Base Stats: 95 HP / 109 Atk / 105 Def / 75 SpA / 85 SpD / 56 Spe Known as the least loved 4th Generation starter, Torterra is able to fully function in NU as a great Stealth Rock Pokemon, and is able to check many threats. Immunity to Electric-type Pokemon and resistances to Rock and Ground-types is very important, being the only Pokemon in NU that can resist both Ground and Rock-types. Torterra often finds itself as a physical wall, running both STABs as fillers alongside Stealth Rock, and Leech Seed/Synthesis/Roar as a last move. Leech Seed/Synthesis are able to provide Torterra with decent recovery, being one of the only Pokemon who have their own reliable recovery move and can set-up Stealth Rocks. Torterra doesn't find much usage because most Pokemon who use Electric-type attacks usually carry Hidden Power Ice as a move to create BoltBeam synergy, which really hurts Torterra. Torterra isn't used on stall much, but is a perfectly viable Pokemon for the job. Common Moveset for Torterra: Spoiler @ Leftover Trait: Overgrow (Shell Armor if released) EV's: 248 HP / 56 Atk / 200 Def Nature: Impish (+Def, -SpA) - Stealth Rock - Wood Hammer - Earthquake - Leech Seed/Synthesis/Roar[/HIDE][/HIDE] [I][SIZE=3]Spikes and Toxic Spikes:[/SIZE][/I] Spoiler Drapion Typing: Dark/Poison Preferred Ability for Stall: Battle Armor Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe Sets Up: Toxic Spikes One of NU's newest additions, Drapion's ability to set up Toxic Spikes is very helpful. Although Drapion's base stats won't jump out at you besides the solid 110 Def, its immunity to Psychic-type Pokemon is what makes it really easy to use. Enabling it to come in on strong Psychic-type Pokemon (who don't use Hidden Power Ground) and set up Toxic Spikes easily. Because of Drapion's niche, people tend to invest heavily in Special Defense, so it can take Focus Blast or Hidden Power Ground a lot easier. Also allows it to take on other special attackers better than it could originally, i.e Houndoom and Manectric. Drapion has access to a lot of support moves like Taunt, Roar, and Toxic, allowing Drapion to fill a lot of roles that a stall team might need. Drapion fits in well to a stall team, since it only has one weakness, an immunity to Psychic-types, and good resistances to Dark, Ghost, Grass, and Poison-type Pokemon, which are fairly common in the tier. Drapion likes Wish support, so it can stay alive easier because it has no reliable recovery. Common Moveset for Drapion: Spoiler [IMG]http://fc04.deviantart.net/fs71/f/2010/039/2/2/Drapion_scratch_by_blazeknight_94.gif[/IMG] @ Black Sludge Trait: Battle Armor EV's: 248 HP / 204 SpD / 56 Spe (Outspeeds non-speed Base 70 iirc, 239) Nature: Careful (+SpD, -SpA) - Toxic Spikes - Taunt - Roar - Crunch - Roar[/HIDE] [IMG]http://img199.imageshack.us/img199/5320/garbodordevamp.png[/IMG] [B]Garbodor[/B] [B]Typing:[/B] Poison [B]Preferred Ability for Stall:[/B] Aftermath [B]Base Stats:[/B] 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe [B]Sets Up:[/B] [COLOR="#8B4513"]Spikes[/COLOR] and [COLOR="#990099"]Toxic Spikes[/COLOR] Garbodor finds a place on a large amount of stall teams due to its ability to beat Fighting-type Pokemon due to its decent bulk with heavy investment. Although pure Poison-type Pokemon don't get a lot of usage due to its weakness to Ground and Psychic-type Pokemon who ravage the NU Tier, Garbodor is able to take on a large amount of physical attackers and set up Spikes and Toxic Spikes. Garbodor's item can vary, being able to run Rocky Helmet, which deals 1/8th damage to any Pokemon who makes contact with it, and Black Sludge/Leftovers can be used to recover 1/16th health every turn. Air Balloon is a decent option but since most Pokemon with Earthquake run another attack, Garbodor can easily have its balloon popped from any other turn. Garbodor's support movepool isn't large besides Spikes and Toxic Spikes, but access to Toxic and Pain Split allow it to not become set-up fodder if you don't run Clear Smog, and Pain Split can give some sort of recovery. Garbodor will only require Wish support if you don't use Pain Split, heavy support will be needed if running Rocky Helmet/Air Balloon. Common Moveset for Garbodor: [SPOILER][IMG]http://img199.imageshack.us/img199/5320/garbodordevamp.png[/IMG] @ Rocky Helmet Trait: Aftermath EV's: 248 HP / 252 Def / 8 Spe Nature: Impish (+Def, -SpA) - Toxic Spikes/Clear Smog/Gunk Shot - Spikes - Pain Split/Clear Smog/Gunk Shot - Drain Punch/Clear Smog/Gunk Shot[/HIDE] [IMG]http://fc08.deviantart.net/fs11/i/2006/239/8/f/Roselia_sprite_by_Momogirl.gif[/IMG] [B]Roselia[/B] [B]Typing:[/B] Grass/Poison [B]Preferred Ability for Stall:[/B] Natural Cure [B]Base Stats:[/B] 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe [B]Sets Up:[/B] [COLOR="#8B4513"]Spikes[/COLOR] and [COLOR="#990099"]Toxic Spikes[/COLOR] Its base stats make you want to put it to sleep... forever. But thanks to Eviolite and heavy investment in Special Defense, Roselia becomes an incredible sponge to take special attacks. Although Grass/Poison typing isn't great, its resistances to Grass, Fighting, and Water-type Pokemon is very helpful, although don't let Roselia take a lot of physical hits. Roselia has options for self-recovery, thanks to Natural Cure, it can use Rest and switch out so that it cures the sleep status, while Synthesis doesn't heal as much, but allows Roselia to gain back 50% of health without going to sleep. Roselia's support movepool besides Spikes and Toxic Spikes is decent, access to Aromatherapy turns Roselia into a decent cleric as well, although you might have to replace Spikes or Toxic Spikes to make room. Sleep Powder and Stun Spore are also viable, but if you're trying to spread Toxic Spikes, spreading different status might not be the best idea. Sleep Powder can also not be run with Spikes. Common Moveset for Roselia: [SPOILER][IMG]http://fc08.deviantart.net/fs11/i/2006/239/8/f/Roselia_sprite_by_Momogirl.gif[/IMG] @ Eviolite Trait: Natural Cure EV's: 248 HP / 8 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Spikes - Toxic Spikes/Aromatherapy/Sludge Bomb - Giga Drain - Rest/Synthesis[/HIDE] [IMG]http://pldh.net/media/pokemon/gen3/frlg/072.png[/IMG] [B]Tentacool[/B] [B]Typing:[/B] Water/Poison [B]Preferred Ability for Stall:[/B] Liquid Ooze [B]Base Stats:[/B] 40 HP / 40 Atk / 35 Def / 50 SpA / 100 SpD / 70 Spe [B]Sets Up:[/B] [COLOR="#990099"]Toxic Spikes[/COLOR] Tentacool's claim to fame in NU is usually getting rid of hazards if the opponent lacks a Ghost-type Pokemon, but setting up Toxic Spikes alongside that claim to fame can never hurt. Tentacool's paper thin Defense can be boosted a bit by Eviolite, but most people try to abuse its great Special Defense, so you can beat Pokemon like Simisear, Simipour, Special Samurott, and any other Pokemon that is lesser used than those three. Tentacool will never be able to dent a lot of Pokemon, so using moves like Knock off to get rid of the opponent's item and Haze to negate any set-up moves. Scald is generally used so Tentacool can't be totally shut down by Taunt, and the 30% burn chance is incredibly hard to pass up. Tentacool will definitely need Wish support, since it comes in on a lot of hazards and tries to spin them away, so it won't always be at a lot of health. Common Moveset for Tentacool: [SPOILER][IMG]http://pldh.net/media/pokemon/gen3/frlg/072.png[/IMG] @ Eviolite Trait: Liquid Ooze EV's: 248 HP / 8 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Toxic Spikes - Scald - Rapid Spin - Knock Off/Haze/Toxic[/HIDE] [IMG]http://media-cerulean.cursecdn.com/legacy-images/bw/sprites/front/norm/544_whirlipede_front_norm.png[/IMG] [B]Whirlipede[/B] [B]Typing:[/B] Bug/Poison [B]Preferred Ability for Stall:[/B] Poison Point [B]Base Stats:[/B] 40 HP / 55 Atk / 99 Def / 40 SpA / 99 SpD / 47 Spe [B]Set Up:[/B] [COLOR="#8B4513"]Spikes[/COLOR] and [COLOR="#990099"]Toxic Spikes[/COLOR] Whirlipede rarely finds any use whatsoever, but that definitely doesn't mean that it has no use on a stall team. Whrilipede's decent all around bulk and resistances to Bug, Grass, Fighting, and Poison-type Pokemon allow Whirlipede to find a comfy spot on a team. People usually invest in Defense, since Fighting-types are very scary in NU and you can never have enough checks and counters to them. Whirlipede can set up both hazards, and coupled with a bad support movepool, Whirlipede fills the last two move slots with an attacking move, and a choice between Protect to scout, Toxic to cripple Pokemon, or Rest for recovery. Whrilipede either needs Wish support or a cleric to support it when it Rests. Common Moveset for Whirlipede: [SPOILER][IMG]http://media-cerulean.cursecdn.com/legacy-images/bw/sprites/front/norm/544_whirlipede_front_norm.png[/IMG] @ Eviolite Trait: Poison Point EV's: 248 HP / 252 Def / 8 SpD Nature: Impish (+Def, -SpA) - Toxic Spikes - Spikes - Poison Jab - Toxic/Rest/Protect[/HIDE] [/HIDE] [B][U][SIZE=4]Spinners and Spinblockers:[/SIZE][/U][/B] [B][I][U][SIZE=2]Rapid Spin:[/SIZE][/U][/I][/B] Rapid Spin is a physical Normal-type move that has a base power of 20. Frees the user from binding moves, removes Leech Seed, and blows away Stealth Rock, Spikes, and Toxic Spikes. [B][I][U][SIZE=2]Spinners:[/SIZE][/U][/I][/B] Pokemon who learn Rapid Spin and are on the team to spin away Stealth Rock, Spikes, and Toxic Spikes in order to help their team function properly. [B][I][U][SIZE=2]Spinblocker:[/SIZE][/U][/I][/B] A Ghost-type Pokemon that prevents hazards from being spun away because they have an immunity to Rapid Spin. If a Pokemon learns Foresight or Odor Sleuth negates the Ghost-type ability to be immune to Fighting and Normal-types, making it susceptible to Rapid Spin. [B][I][U][SIZE=2]Magic Bounce:[/SIZE][/U][/I][/B] An ability that reflects any non-damaging attacks back at the user, can reflect Stealth Rock, Spikes, and Toxic Spikes back at the opponent. [B][I][U][SIZE=3]Pokemon who learn Rapid Spin:[/SIZE][/U][/I][/B] [SPOILER][IMG]http://pldh.net/media/pokemon/gen4/platinum/348.png[/IMG] [B]Armaldo[/B] [B]Typing:[/B] Rock/Bug [B]Preferred Ability For Stall:[/B] Battle Armor [B]Base Stats:[/B] 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe We've already talked about Armaldo, but it doesn't hurt to ONLY talk about his Rapid Spinning abilities. Armaldo finds itself an alright amount of use, being able to Toxic and Knock Off a lot of Ghost-type Pokemon, making it hard for them to stay alive for a long time. Swords Dance is always an option as well, being able to set up to +2 and use its Rock-type STAB to hurt spinblockers. Armaldo unfortunately isn't fast enough to outpaces standard Misdreavus without any boosting moves, and commonly finds itself getting burned from Will-O-Wisp, so Lum Berry is always a viable option for an item. Armaldo finds itself easily able to beat Drifblim/Haunter if it's at good HP, due to its great defense and access to Rock Blast, they're unable to set up Substitute and wreck havoc behind that. Although Armaldo must watch out for Destiny Bond. Frillish isn't as bad as Misdreavus, since they rarely carry STAB Scald or are able to hurt much, so Knock Off and Toxic are able to wear down Frillish fast if the opponent isn't smart. Although Frillish does carry Taunt, so it's wise to try to get status on it as soon as possible. Common Movesets for Armaldo: [SPOILER][IMG]http://pldh.net/media/pokemon/gen4/platinum/348.png[/IMG] @ Leftovers/Lum Berry Trait: Battle Armor EV's: 160 HP / 252 Atk / 96 Spe Nature: Adamant (+Atk, -SpA) - Swords Dance - Rapid Spin - Stone Edge - X-Scissor/Earthquake/Toxic [IMG]http://pldh.net/media/pokemon/gen4/platinum/348.png[/IMG] @ Leftovers/Lum Berry Trait: Battle Armor EV's: 248 HP / 8 Atk / 252 Def Nature: Impish (+Def, -SpA) - Stealth Rock - Rapid Spin - Rock Blast - Knock Off/Toxic/X-Scissor[/HIDE] [IMG]http://pldh.net/media/pokemon/gen3/frlg/072.png[/IMG] [B]Tentacool[/B] [B]Typing:[/B] Water/Poison [B]Preferred Ability for Stall:[/B] Liquid Ooze [B]Base Stats:[/B] 40 HP / 40 Atk / 35 Def / 50 SpA / 100 SpD / 70 Spe We've also talked about Tentacool already, and although it doesn't find a large amount of usage on stall teams, one of its main selling points is being able to spin away hazards. Tentacool has access Knock Off, Toxic, and Icy Wind. Knock Off is probably its best support move, being able to remove Eviolite from Misdreavus and Frillish, while Toxic can cripple them if Tentacool hasn't been taunted yet. Icy Wind is an odd option and you might have to make unnecessary room for it, but slowing down the Speed of a fast spinblocker like Nasty Plot Misdreavus, Drifblim, and Haunter could really help your team removing Ghost-type Pokemon. Tentacool's main downfall as a spinner is its inability to cause a lot of damage, commonly being set-up fodder for a lot of Ghost-type Pokemon who set up Substitute and/or Nasty Plot. Common Moveset for Tentacool: [SPOILER][IMG]http://pldh.net/media/pokemon/gen3/frlg/072.png[/IMG] @ Eviolite Trait: Liquid Ooze EV's: 248 HP / 8 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Toxic/Icy Wind/Haze/Toxic Spikes - Scald - Rapid Spin - Knock Off/Haze/Toxic[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/324.png[/IMG] [B]Torkoal[/B] [B]Typing:[/B] Fire [B]Preferred Ability for Stall:[/B] White Smoke [B]Base Stats:[/B] 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe We've discussed Torkoal's ability to set up Stealth Rock, but we've underestimated his ability to spin away hazards. Torkoal can set up Shell Smash and blow away the Ghost-type Pokemon with an incredibly powerful Fire Blast, but that set has trouble on stall teams, due to Torkoal's inability to take strong moves if not EV'd correctly. Torkoal's claim to fame in stall is bringing status to Ghost-type Pokemon that forces them out, access to Yawn and Will-O-Wisp is able to scare Ghost-type Pokemon out, allowing Torkoal to Rapid Spin on a possibly predicted switch. Yawn is usually the better move, usually better to use when Ghost-type Pokemon switch in because all spinblockers either carry Taunt or Substitute, and will always outpace Torkoal. If Torkoal is able to Yawn against Ghost-types, it usually means it can spin away hazards, but should be wary of Haunter or Nasty Plot Misdreavus, because they can do serious damage if Torkoal isn't careful. [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/324.png[/IMG] @ Leftovers Trait: White Smoke EV's: 248 HP / 252 Def / 8 SpA Nature: Bold (+Def, -Atk) - Stealth Rock - Rapid Spin - Flamethrower/Lava Plume - Yawn[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/8.png[/IMG] [B]Wartortle[/B] [B]Typing:[/B] Water [B]Preferred Ability for Stall:[/B] Torrent [B]Base Stats:[/B] 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe Like its older brother Blastoise, Wartortle is able to find a comfy spot in its own tier as one of the premiere Rapid Spin users on regular and stall teams. Wartortle's claim to fame is the move Foresight, negating the Ghost-type ability to be immune to Fighting and Normal-type moves, allowing Rapid Spin to make contact and spin away hazards. Wartortle can also become a great defensive Pokemon if you invest heavily in either Defense or Special Defense and add Eviolite as well, being able to take hits from the strongest physical and special Pokemon in the tier. Wartorle's support movepool isn't bad by any means, access to Foresight, Haze, and Toxic are all great moves to have on sets. RestTalk is a viable strategy for Wartortle to run but then it isn't able to run Foresight, so people tend to shy away from that set. Seismic Toss can be run over Scald if its set-up fodder, since not a lot of Pokemon in NU can run 101 HP Substitutes. Wartortle does the same against ever spinblocker thanks to Foresight, although it should watch out for Misdreavus's Taunt, making Foresight unusable. Common Moveset for Wartortle: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/8.png[/IMG] @ Eviolite Trait: Torrent EV's: 248 HP / 252 Def or SpD / 8 Def or SpD Nature: Bold (+Def, -Atk) or Calm (+SpD, -Atk) - Scald/Seismic Toss - Foresight - Rapid Spin - Haze/Toxic/Rest[/HIDE][/HIDE] [B][I][U][SIZE=3]Spinblockers:[/SIZE][/U][/I][/B] [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/431.png[/IMG] [B]Drifblim[/B] [B]Typing:[/B] Ghost/Flying [B]Preferred Ability for Stall:[/B] Aftermath or Unburden [B]Base Stats:[/B] 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe Although blessed with a base stat of 150 HP, Drifblim's defense makes it impossible to run a defensive set unless running a gimmicky set abusing Stockpile. Drifblim takes pride in running offensive sets to scare out other spinners, Acrobatics paired with Flying Gem is its main set, being able to a large amount of damage and using Unburden to double its Speed. Then able to use Will-O-Wisp to cripple other Pokemon and Destiny Bond can possibly bring down other Pokemon who use Rapid Spin. Calm Mind is a definite option as well, being able to fake an Acrobatics set, Drifblim can lure out physical walls to take the predicted Acrobatics and scare them out by using Calm Mind. If running Calm Mind, you'll usually run another coverage move to go with Shadow Ball like Thunderbolt or Hidden Power Fighting. Thunderbolt is stronger and hits Water-types super effectively while Hidden Power Fighting creates synergy between Shadow Ball by hitting Dark and Steel-type Pokemon that resist Shadow Ball. Drifblim can wreck havoc against spinners, although finds trouble facing Dark-type no matter what the set, and its checks and counters differ depending on the set. Common Movesets for Drifblim: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/431.png[/IMG] @ Flying Gem Trait: Unburden EV's: 252 Atk / 4 Def / 252 Spe Nature: Adamant (+Atk, -SpA) - Acrobatics - Substitute/Knock Off/Sucker Punch - Will-O-Wisp - Destiny Bond [IMG]http://www.smogon.com/download/sprites/bw/431.png[/IMG] @ Leftovers Trait: Aftermath EV's: 4 Def / 252 SpA / 252 Spe Nature: Modest (+SpA, -Atk) - Substitute - Calm Mind - Shadow Ball - Thunderbolt/Hidden Power Fighting[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/622.png[/IMG] [B]Frillish[/B] [B]Typing:[/B] Water/Ghost [B]Preferred Ability for Stall:[/B] Water Absorb [B]Base Stats:[/B] 55 HP / 40 Atk / 50 Def / 65 SpA / 85 SpD / 40 Spe Frillish finds itself as one of the lesser used spinblockers, but feels right at home if placed on a stall team. Frillish has access to Water Absorb and an odd Water/Ghost typing, giving it an immunity to Water-type attacks and ability to shut down two spinners, Wartortle and Torkoal. Although Frillish's base stats don't jump out, heavy investment in Defense and adding Eviolite means that Frillish can take hits from physical and special side. Frillish has a solid support movepool as well, like all Ghost-type Pokemon have, access to Taunt, Will-O-Wisp, and self recovery in Recover. Night Shade also allows Frillish to do a fixed amount every turn, allowing Frillish to do somewhat decent damage every turn. Frillish, like all Ghost-types, finds itself having to avoid Dark-type Pokemon at all costs, Pursuit + Sucker Punch + Crunch mind games can really hurt Frillish and one wrong prediction means that Frillish is gone for the rest of the game. Common Moveset for Frillish: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/622.png[/IMG] @ Eviolite Trait: Water Absorb EV's: 248 HP / 212 Def / 48 Spe Nature: Bold (+Def, -Atk) - Night Shade/Scald - Taunt - Will-O-Wisp - Recovery[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/93.png[/IMG] [B]Haunter[/B] [B]Typing:[/B] Ghost/Poison [B]Preferred Ability for Stall:[/B] Levitate [B]Base Stats:[/B] 45 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe Haunter isn't very good defensively, sporting paper thing 45 / 45 / 55 defenses, although Haunter can force a lot of switches and with its strong STAB attacks and 2HKO a lot of spinners, and OHKO if they're at a low amount of health. Haunter unfortunately cannot come in on a lot of attacks, although most spinners are fairly weak to Haunter can usually come in on a Scald or Lava Plume and then wreck havoc if used correctly. Choice Scarf/Specs shouldn't be run on stall team due to the fact that it can get trapped incredibly easy, so people tend to run Substitute paired with either Disable or Pain Split, Disable used with Leftovers while Pain Split is used with Life Orb. Haunter isn't the best Pokemon when it coms to spinblocking, but if used correctly, it'll force a lot of switches and work well for your stall team. Common Moveset for Haunter: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/93.png[/IMG] @ Leftovers/Life Orb Trait: Levitate EV's: 4 Def / 252 SpA / 252 Spe Nature: Timid (+Spe, -Atk) - Shadow Ball - Sludge Bomb - Substitute - Disable/Pain Split[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/200.png[/IMG] [B]Misdreavus[/B] [B]Typing:[/B] Ghost [B]Preferred Ability for Stall:[/B] Levitate [B]Base Stats:[/B] 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 SPe Although Misdreavus doesn't have incredible base stats, it is NU's premiere spinblocker and is used on a majority of stall teams. Misdreavus is able to become a decently bulky Pokemon after large investment in Defense and given Eviolite as an item. Misdreavus has a great support movepool, carrying moves like Taunt, Perish Song, Will-O-Wisp, Pain Split, Magic Coat, and Mean Look; making it an incredible choice to help a team out. Misdreavus can also go on the offense as well, with boosting moves like Nasty Plot and Calm Mind, Misdreavus can easily psych the opponent out and catch them off-guard when it boosts against their spinner. Misdreavus is incredible against all the main spinners, Taunt + Pain Split on defensive sets are able to wear down every spinner, and Shadow Ball can help with that as well. The boosting set can be just as good, although Misdreavus doesn't take hits as well, it can hit hard and get rid of the opponent's spinner after a boost to +1 or +2. Choosing the last coverage move on Misdreavus can be tough, since Hidden Power Fighting works well with Shadow Ball although Thunderbolt hits harder when neutral. Not much else to say, Misdreavus is by far one of the best choices for any stall team. Common Movesets for Misdreavus: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/200.png[/IMG] @ Eviolite Trait: Levitate EV's: 248 HP / 220 Def / 40 Spe Nature: Bold (+Def, -Atk) - Taunt/Perish Song/Magic Coat - Will-O-Wisp/Perish Song/Magic Coat - Shadow Ball - Pain Split [IMG]http://www.smogon.com/download/sprites/bw/200.png[/IMG] @ Eviolite Trait: Levitate EV's: 4 Def / 252 SpA / 252 Spe Nature: Timid (+Spe, -Atk) - Nasty Plot/Calm Mind - Shadow Ball - Thunderbolt/Hidden Power Fighting - Substitute/Taunt/Will-O-Wisp[/HIDE][/HIDE] [B][I][U][SIZE=2]Magic Bouncers:[/SIZE][/U][/I][/B] [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/177.png[/IMG] [B]Natu[/B] [B]Typing:[/B] Psychic/Flying [B]Preferred Ability for Stall:[/B] Magic Bounce [B]Base Stats:[/B] 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 40 Spe Natu seems like a silly choice to put on a stall team, but its ability Magic Bounce, is a godsend for any Pokemon. Magic Bounce reflects all moves that are non-damaging, not allowing the team to get up hazards while Natu is on the field, unless their Pokemon has Mold Breaker. Natu is fairly weak, so it has to use a lot of support moves, thankfully, it has access to Reflect, Light Screen, Toxic, Featherdance, and Roost. Night Shade and U-Turn are the choices of attack, while a slow U-Turn can gain momentum, Night Shade doesn't allow you to be set-up fodder for Pokemon who use Substitute in NU. Natu usually invest heavily in Defense because it resists Fighting-type Pokemon, which is a big deal in NU. Common Movesets for Natu: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/177.png[/IMG] @ Eviolite Trait: Magic Bounce EV's: 248 HP / 252 Def / 8 SpD Nautre: Impish (+Def, -SpA) - Roost - Toxic - U-Turn/Night Shade - Reflect/Featherdance/Night Shade[/HIDE] [/HIDE] [B][I][U][SIZE=4]WishPassers:[/SIZE][/U][/I][/B] [I][U][B]WishPassers:[/B][/U][/I] Pokemon who have access to the move Wish, those Pokemon use Wish to heal other members of the team who are fairly weakened and heals them back to near or full health. [SPOILER][B][U][SIZE=3][/SIZE][/U][/B] [IMG]http://www.smogon.com/download/sprites/bw/624.png[/IMG] [B]Alomomola[/B] [B]Typing:[/B] Water [B]Preferred Ability for Stall:[/B] Regenerator [B]Base Stats:[/B] 165 HP / 75 Atk / 80 Def / 40 SpA / 45 SpD / 60 Spe If you've ever played NU, you know this guy. Alomomola is NU's premiere defensive wall, being able to take an incredible amount of physical attacks with ease. Its ability, Regenerator, allows it to heal 1/3rd of it's health after successfully switching out, making it incredibly hard to take down. WishPassing is its other large strength, being able to heal up teammates is one of the most important parts of running Stall, since your Pokemon are taking repeated attacks, odds are they won't always be at full health. Alomomola has access to other support moves, Toxic being the one used the most, since it cripples non-Poison/Steel-type Pokemon. Mirror Coat is also viable, with its gargantuan HP stat, it can take specially based moves and fire them back twice as hard, which usually results in an OHKO due to its large HP. Alomomola should always be paired up with a phazer if on stall, because it's often known as set-up fodder for many common Pokemon like Gurdurr and Klinklang. Although with the proper support, you'll find that Alomomola is incredibly tough to break through. Common Moveset for Alomomola: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/624.png[/IMG] @ Leftovers Trait: Regenerator EV's: 252 HP / 252 Def / 4 SpD (Other mixed EV's can be used. 120 HP / 252 Def / 136 SpD is fine if you want mixed wall) Nature: Impish (+Def, -SpA) - Waterfall - Toxic - Protect/Mirror Coat - Da Wish[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/559.png[/IMG] [B]Audino[/B] [B]Typing:[/B] Normal [B]Preferred Ability for Stall:[/B] Regenerator [B]Base Stats:[/B] 103 HP / 60 Atk / 86 Def / 60 SpA / 86 SpD / 50 Spe Although it is very impressive bulk, Audino rarely finds use for some reason! Having Regenerator as an ability is a Godsend, being able to heal 1/3rd of its HP every time you successfully switch out is incredibly important to a stall team. Due to its Fighting-type weakness, Audino usually runs a lot of Special Defense, to take on the incredible amount of special attackers in NU without a Fighting-type move. Audino's support movepool is great, and heavily used due to its depressing attacking stats. Heal Bell turns it into a Cleric as well, allowing Audino to serve multiple purposes. Toxic can be used too, since it doesn't allow Pokemon without Substitute to set-up on you so easily. Audino usually finds itself having to run Double-Edge, since it breaks a lot more Substitutes than Return does, and Regenerator allows you to recover health so using Double-Edge rarely backfires, and is probably the only time a Normal-type wall will ever run that move. Flamethrower can be a really odd option, due to its ability to beat Grass/Poison-type Pokemon who try to soak up Toxic Spikes, and hits Steel-types hard enough to break Substitute, but is commonly outclassed by its man set. Audino is very underrated, and with good support, it can be a functioning member of any stall team. Common Moveset for Audino: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/559.png[/IMG] @ Leftovers Trait: Regenerator EV's: 252 HP / 4 Def / 252 SpD Nature: Careful (+SpD, -SpA) - Wish - Protect/Toxic - Heal Bell - Double-Edge[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/103.png[/IMG] [B]Exeggutor[/B] [B]Typing:[/B] Grass/Psychic [B]Preferred Ability for Stall:[/B] Chllorophyll (For WishPassing) [B]Base Stats:[/B] 95 HP / 95 Atk / 85 Def / 125 SpA / 65 SpD / 55 Spe Exeggutor? WishPassing? WHAT? Yeah, it's true. Exeggutor got Wish as a 3rd Gen tutor move and there's no way in hell I'm letting any of you forget that. Exeggutor has odd typing, it allows it to take strong Fighting and Ground-type moves from a lot of Pokemon in the tier. Base 95 HP and base 85 Def is respectable, making the physically defensive set superior to any sort of walling set. Exeggutor's support movepool is great, like any Psychic-type Pokemon. Sleep Powder, Stun Spore, Leech Seed, and Screens all are able to help Exeggutor in some sort of way, although it commonly uses Leech Seed to drain the foe's health. Psychic is Exeggutor's main choice of offensive move, even though it can't really do anything to Dark-type Pokemon, allowing Exeggutor not to be screwed over by Grass-type Pokemon, since team support is usually able to help with the ever so common Dark-types. Exeggutor is rarely used on Stall, but if you give it a chance, it definitely won't disappoint. Common Moveset for Exeggutor: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/103.png[/IMG] @ Lefotvers Trait: Chlorophyll EVs: 252 HP / 160 Def / 96 Spd Bold Nature (+Def, -Atk) - Wish - Leech Seed - Protect - Psychic[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/468.png[/IMG] [B]Lickilicky[/B] [B]Typing:[/B] Normal [B]Preferred Ability for Stall:[/B] Own Tempo [B]Base Stats:[/B] 110 HP / 85 Atk / 95 Def / 80 SpA / 95 SpD / 50 Spe Lickilicky, one of the hardest special walls to break through. Its base 110 HP and base 95 defenses is definitely not fun to break though. Access to other support moves like Heal Bell and Toxic also make it a bit more annoying, since it can serve as a Cleric and can ToxicStall you if you're not careful. Unfortunately, Wish + Cloud Nine aren't compatible, so everyone is forced to use Own Tempo, although confusion hax never occurs so that's one thing to be happy about. Due to its weakness to Fighting-type attacks, Lickilicky commonly finds itself having heavy investment in Special Defense, making it arguably the best special wall in the tier. Body Slam is usually Lickilicky's main attack, having a high chance to cause paralysis, although Return can be used to reassure a broken Substitute by some Pokemon, while Dragon Tail can be used to phaze as well. Due to a decent Attack stat, it's usually never able to be set-up fodder, unless it's an incredibly bulky Pokemon or it has a resistance against Normal-type. Lickilicky is NU's premiere special wall, you can't go wrong with choosing it. Common Moveset for Lickilicky: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/468.png[/IMG] @ Leftovers Trait: Own Tempo EV's: 252 HP / 4 Def / 252 SpD Nature: Careful (+SpD, -SpA) - Body Slam/Return/Dragon Tail - Wish - Protect - Heal Bell/Toxic[/HIDE][/HIDE] [B][I][U][SIZE=4]Phazers:[/SIZE][/U][/I][/B] [B][I][U]Phazers:[/U][/I][/B] Pokemon who use moves such as Dragon Tail, WhirlWind, Roar, or Circle Throw to remove the foe from play, allowing your team to rack up hazard damage and prevent your opponent from being able to boost its stats. [B][I][U]Honorable mentions to phazers we mentioned before[/U][/I][/B] [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/414.png[/IMG] [IMG]http://www.smogon.com/download/sprites/bw/221.png[/IMG] [IMG]http://www.smogon.com/download/sprites/bw/112.png[/IMG] [IMG]http://www.smogon.com/download/sprites/bw/457.png[/IMG] [IMG]http://www.smogon.com/download/sprites/bw/305.png[/IMG] [IMG]http://www.smogon.com/download/sprites/bw/221.png[/IMG][/HIDE] [B][I][U][SIZE=3]Unmentioned Phazers in NU:[/SIZE][/U][/I][/B] [SPOILER] [IMG]http://www.smogon.com/download/sprites/bw/334.png[/IMG] [B]Altaria[/B] [B]Typing:[/B] Dragon/Flying [B]Preferred Ability for Stall:[/B] Natural Cure [B]Base Stats:[/B] 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe Altaria is one of NU's premiere Dragon-type Pokemon, although unlike Fraxure and most Zweilous', it gets most of its usage off of its walling capabilities. Access to base 105 Special Defense is respectable in any tier, making it a strong choice to invest a lot of Special Defense. Natural Cure allows Altaria to Its choice of phazing move is Roar, although it gets access to Dragon Tail, it cant go through Substitute, making it not as viable although it causes damage. Also, Haze and Heal Bell are viable options too, allowing Altaria to get rid of any stat changes with Haze and turn into a Cleric with Heal Bell. Altaria's move of choice is usually Dragon Pulse, since it has equal Atk and SpA and Dragon Pulse is just a bit stronger than Dragon Claw. It has reliable recovery in Roost, allowing it to possibly stall out any status damage that the opponent might suffer from. Although it's good, the Stealth Rocks weakness isn't appreciated, Altaria might have to think twice before switching in and taking 25% damage. Altaria is a strong choice if you want a phazer, and it can also play many other roles. Common Moveset for Altaria: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/334.png[/IMG] @ Leftovers Trait: Natural Cure EV's: 248 HP / 4 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Dragon Pulse - Roar - Heal Bell/Haze/Toxic - Roost[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/326.png[/IMG] [B]Grumpig[/B] [B]Typing:[/B] Psychic [B]Preferred Ability for Stall:[/B] Thick Fat [B]Base Stats:[/B] 80 HP / 45 Atk / 60 Def / 90 SpA / 110 SpD / 80 Spe One of the least used Psychic-type Pokemon in the tier, Grumpig can certainly find a place on some stall teams. Respectable base 110 Special Defense and an ability in Thick Fat, that halves damage done by Fire and Ice-type Pokemon, makes it a great Pokemon to use as a special wall. Although it has a Fighting-type resist, its base HP is nothing special and its Defense is mediocre, so investing in Defense is almost a waste of time. Its support movepool includes moves like Thunder Wave, Heal Bell, Whirlwind, and Taunt. All of these moves are very good, and Grumpig usually only runs Psychic as an attacking move, so 3 out of its 4 top support moves will commonly be used. Grumpig isn't used much, but it is definitely a quality phazer and can do fine with the proper support. Common Moveset for Grumpig: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/326.png[/IMG] @ Leftovers Trait: Thick Fat EV's: 252 HP / 4 Def / 252 SpD Nature: Calm (+SpD, -Atk) - Psychic - Heal Bell - Whirlwind - Thunder Wave/Taunt/Toxic[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/660.png[/IMG] [B]Mandibuzz[/B] [B]Typing:[/B] Dark/Flying [B]Preferred Ability for Stall:[/B] Big Pecks [B]Base Stats:[/B] 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe Mandibuzz is one of NU's most overlooked Pokemon, and it's certainly effective. Mandibuzz's 110/105/95 defensive stats are out of this world, being able to run a physically and specially defensive set. Its typing gives it an immunity to Psychic-type moves, and a neutral resist to Fighting-type moves. Making it a great counter to Psychic-type Pokemon in the tier who run Focus Blast or Hidden Power Ground to remove other common counters. Mandibuzz usually invests in Defense, since Mandibuzz uses its great typing to take on most Pokemon who use mainly special attacks, and Mandibuzz is able to take physical moves great with the right amount of EV's. Also, it should usually run 84 Speed to outpace Misdreavus, and a bit more can be added on to speed creep the Pokemon who speed creep Misdreavus. Its support movepool includes moves like Taunt, Toxic, Roost, and Whirlwind, making this incredibly hard to take down, and you'll usually have to scout to see the support moves it runs. Mandibuzz usually uses Foul Play as its attacking move, since it uses the other opponent's Attack, and due to all the powerful Pokemon in NU, it'll be doing a lot more damage than Brave Bird, the other option. Mandibuzz's Stealth Rocks weakness is rather unfortunate, turning a lot of 3HKOs into 2HKOs unfortunately. Mandibuzz is incredibly overlooked, and will not disappoint when given the chance. Common Moveset for Mandibuzz: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/660.png[/IMG] @ Leftovers Trait: Big Pecks EV's: 248 HP / 176 Def / 84 Spe (0 Atk IV's) Nautre: Impish (+Def, -SpA) - Toxic/Taunt - Foul Play - Roost - Whirlwind/Taunt[/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/440.png[/IMG] [B]Skuntank[/B] [B]Typing:[/B] Poison/Dark [B]Preferred Ability for Stall:[/B] Aftermath [B]Base Stats:[/B] 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe Known as NU's premiere trapper, Skuntank can work as a solid phazer and stallbreaker on your own stall team! Having strong offensive stats coupled with a good HP stat, with heavy investment, Skuntank is able to take on Psychic-type Pokemon well in NU and be able to phaze a lot of special attackers out, or rack up hazard damage due to the amount of switches it can cause without Roar. Skuntank's access to priority is something that none of the other phazers have, being able to pick off weak Pokemon is important because NU's attackers are commonly frail, so priority moves do a lot if neutral. Skuntank commonly puts a lot of EV's into HP and Special Defense, ensuring that its able to take special attacks a lot better than usual. Speed EV's are only used to outpace Misdreavus, ensuring you won't get burned by Will-O-Wisp. Taunt and Roar are its main support moves, and it should be used on every defensive set. Being able to shut down defensive Pokemon and phaze them out is important because hazard damage is what makes stall effective. Pursuit is used as the last slot, making sure that some Psychic-type Pokemon aren't able to switch out easily. Skuntank is mostly known as an offensive Pokemon, but it can definitely help out your stall team. Common Movesets for Skuntank: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/440.png[/IMG] @ Black Sludge Trait: Aftermath EV's: 232 HP / 228 SpD / 48 Spe Nature: Careful (+SpD, -SpA) - Sucker Punch - Taunt - Roar - Crunch/Pursuit/Poison Jab [/HIDE] [IMG]http://www.smogon.com/download/sprites/bw/664.png[/IMG] [B]Zweilous[/B] [B]Typing:[/B] Dark/Dragon [B]Preferred Ability for Stall:[/B] Fuck Hustle [B]Base Stats:[/B] 72 HP / 85 Atk / 70 Def / 65 SpA / 70 SpD / 58 Spe This may seem like a weird suggestion, but trust me it's very good. Access to both Dragon Tail and Roar, Zweilous is able to phaze ridiculously well and fairly reliable recovery with Rest and Sleep Talk. With Dark/Dragon typing, Zweilous is able to take hits better than Altaria after being equipped with Eviolite. Heavy investment in HP and Special Defense is required though, ensuring that you'll be tanking strong hits that come from NU's top tier attackers. Rest/SleepTalk/Dragon Tail/Roar is the main set, allowing Zweilous to even be able to phaze if the opponent is behind a Substitute, and after Hustle, your chance to phaze the opponent out after going for the SleepTalk is around the high 50%, or low 60%, fuck math. Zweilous is definitely an odd choice, but with the new special attackers in the tier, it's definitely a strong option. Common Moveset for Zweilous: [SPOILER][IMG]http://www.smogon.com/download/sprites/bw/664.png[/IMG] @ Eviolite Trait: Hustle EV's: 248 HP / 192 SpD / 68 Spe Nature: Careful (+SpD, -SpA) - Rest - Sleep Talk - Dragon Tail - Roar[/HIDE][/HIDE] I hope you guys liked this! Since NU is such a vast tier, I think it's agreed that I am definitely missing more viable Pokemon. I want to make this into an 100% official guide to keep forever, so maybe after we all fix this up, this can be kept as a guide forever if anybody wants to play BW2 NU during Gen 6. Feel free to suggest I add a new category, because I probably will have to. Or feel free to write your own analysis for a Pokemon that you think deserves to be here. I hope you guys add on![/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER][/SPOILER]
Stall could be getting a buff in NU, what with Ferroseed and Dusclops coming down (although hopefully Dusclops will be banned, it'll be Cresselia in LU all over again). Mind you Scyther, Absol and Braviary could well be falling too. Very good article though - you should enjoy stall while you still can, since from the looks of it Gen 6 will render it unviable. Dusclops 3.98434 1640 Ferroseed 2.83034 1165 Absol 3.21177 1322 Braviary 4.33175 1783 Scyther 4.1787 1720
Stall was the style of my most successful NU team that I peaked 1500+ with, and in NU it can be deadly against the majority of teams. Due to quite a lot of teams in the lower half of the ladder not being built amazingly, when playing with well built stall it is possible to look at an opponents team and just think, "If I get up 1 or 2 layers of Toxic Spikes I win." [the second layer is purely for things like Musharna and Alomomola that can stall reasonably when just normally poisoned] and then just through switching Pokemon that wall the other teams Pokemon, for example Tangela does this with a lot of the Physically attacking tier. You're missing Stunfisk, Lairon, Dwebble (SR and Spikes), Sudowoodo, Pineco (SR,Spikes,TSpikes,Spinner), Cradily, Lileep [cradily is better], Marowak, Pinsir, Dunsparce, Shuckle, Magcargo, Corsola, Mawile, Kecleon, Wigglytuff, Piloswine from the list of Stealth Rockers. There are a few other pokemon that learn Stealth Rocks in NU but I wouldn't consider them at all viable. Nice thread EDIT: Staryu is the fastest NU Spinner and you're missing it :( Out of the Stealth Rockers I listed these are the most viable, (for me anyway) [Stunfisk, Dwebble, Cradily, Piloswine, Mawile]
I know nothing about NU or stall but it was a good read. Well written. (Probopass is neutral to Steel but resists Rock, though, so hooray I made a contribution!)
Nicely written. I wonder if Shedinja's Wonder Guard can be considered stalling if no one can touch him...?
Toxic Spikes are a bit harder to set-up since Skuntank/Garbodor/Roselia/Drapion are all fairly common in NU and there's a good chance a lot of them will be on a NU team when you hit the ladder or competitive play. Getting read of Poison-types is kinda hard for Stall teams, although I find great success in always running a Ground-type Stealth Rock user to threaten Poison-types out and being able to predict risky since I know they have to keep their Poison-type alive, for TSpikes. But your changes were made! Can't believe I missed Stunfisk/Cradily/Piloswine. I don't think I'll add Staryu because it doesn't have much walling capabilities, although Recover provides reliably recovery, it's extreme set-up fodder. Thank you! Yeah I had some extreme autism moments, I said Rhydon had Solid Rock too... Ugh. Much appreciated though, I know you obviously don't look at NU often so it's cool that you stopped by and took a read. The problem with Shedinja is that in order to work, you'll find you almost need to build around it, instead of setting it up on a team. The amount of support it requires is quite tough, especially since spinning away hazards is tough due to the lack of efficient NU Rapid Spinners and the quality of NU Ghost-types. It can certainly be considered stalling maybe if you mix it in w/ Toxic Spikes, and Shedinja can 100% wall threats like Samurott/Kangaskhan/RD Ludicolo/Seismitoad. But usually Stall teams don't like being built around a certain Pokemon, since all 6 Pokemon usually try to become synergetic together instead of supporting just one Pokemon.
Spoiler Spoiler Spoiler You left an S in at the end of Stealth Rock on these occasions. Thanks for your reply to my previous post, just to continue a little bit from that, Dwebble is a viable dual hazard setter, and the only one in NU that can set up both SR and Spikes (I believe so anyway), I'm sure you were playing in the Crustle and Bisharp era, when Crustle was the premier Custap Hazard setter on basically any type of team due to the combination of Sturdy/Custap it could get up SR and at least 1 layer of spikes against a lot of the tier. However Crustle's biggest flaw was it's Base 45 speed, Dwebble the pre-evo slightly fixes this issue with Base 55. Whilst it's only a small difference Dwebble hits a max speed of 229 compared to it's Big Brothers 207. The extra speed allows it to outpace a decent chunk of Misdreavus' with taunt amongst others. Obviously due to being a baby it can't hit as hard as Crustle and it isn't going to be taking multiple hits before going down to Sturdy/Custap range like Crustle but it is still a perfectly viable hazard setter. (and can save you a moveslot or a teamslot). It's a shame about Staryu :[ I always liked the lil' guy
Cool guide Cased I think you should include a synergy section; imo that's more important than the individual roles you outlined
I reckon kecelon deserves a mention, knock off, recover and great special bulk. Its one of the only two rock setters with reliable recovery while it has things like knock off etc over lileep plus color change which can be good against a number of pokemon. Lickilicky derserved a mention for phazing too some more offensively base pokemon get wish, too kangaskan, also brings in fake out and suckerpunch for priority which is essential against set up sweepers like NP houndoom since stall is slow, its also relatively fast which is good gardevoir, breaks opposing stall nicely, also has heal bell and wilowisp and great special bulk chimecho, wish, recover, heal bell, somewhat inferior to gardevoir except for better physical bulk and levitate, pairs well with the rock and steel types it can wishpass too.
Chimeco is an atrocious pokemon, Keceleon isn't much better. There's some room for creativity in a tier like NU, or even LU / UU. However, you don't want to over-do it (I don't care how 'cool' it is), your pokemon still have to be effective in the metagame and be able to defeat opposing players. Cased's guide is very good, covers all the main stally threats and goes into some great detail when needed.
hi no mention of shelgon is dum shelgon has excellent phys def with eviolite, nice typing, other cool stuff like wish passing and phazing set i'd prob have is something like Spoiler Shelgon @ Eviolite Trait: Rock Head EVs: 252 HP / 252 Def / 4 SDef Impish Nature (+Def, -SAtk) - Wish - Protect - Dragon Claw - Roar / Toxic[/HIDE] it may not be too great of a wish passer, but it is an excellent physical wall / phazer spdef gardevoir is a decent special wall / below average wish passer / cleric Spoiler Gardevoir @ Leftovers Trait: Trace EVs: 252 HP / 4 Def / 252 SDef Calm Nature (+SDef, -Atk) - Psychic - Protect - Will-O-Wisp / Taunt / Heal Bell - Wish [/HIDE] also omanyte is cool and needs mention, other than pineco it is only poke in tier with access to all hazards Spoiler Omanyte @ Eviolite Trait: Shell Armor EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - Stealth Rock - Spikes - Toxic Spikes / Ice Beam - Scald [/HIDE] i used it on a stall team before, it's not half bad also clerics as a whole could use its own section maybe? vileplume, lickilicky, altaria, ampharos, gardevoir etc etc all make decent clerics, up to you i guess
Wigglytuff is an important wish-passer - massive HP stat means that it is better than audino in terms of HP passed...
the only thing wigglytuff has going for it over audino is a larger hp stat, other than that, audino outclasses it in anyway possible wigglytuff has poor defense and special defense, while audino has pretty nice defense/special defense. due to this, audino takes hits better overall than wigglytuff does. another thing audino has over wigglytuff is its ability to constantly pass wishes, as audino has regenerator which allows it to pass multiple wishes, while wigglytuff cannot.
while that's true, heal bell allows it to function as a cleric and a wishpasser, which audino still does better. there are also many more stealth rock users in the tier that are more worth using that wigglytuff
Actually there are other support moves that give Wigglytuff a very unique niche in NU. It has the ability to use Perish Song, which audino does not. It also gets access to counter, which can be useful on a physically defensive support set, especially given its huge HP stat. Unfortunately, Audino does not learn counter (as I do admit, it could potentially make better use of the move because of regenerator) BUT MOST IMPORTANTLY: WIGGLYTUFF GETS SEISMIC TOSS. Wigglytuff has a move which can break subs without any offensive investment or just do decent damage in general. The MOST crippling thing about audino as a support set (to me) is that it is so easily set up on, being forced to use a weak stab move if it wants any chance of breaking subs. So, while audino might generally be appreciated more in the NU stall scene, wigglytuff definitely has its own place in there.
I think that offensive pokemon commonly found on stall teams deserve their own section, personally. "Full stall" rarely ever works out simply because the attackers on the enemy team only need to predict once to outrun all the toxic and residual damage that those stall teams need so much; most successful teams I've seen and made have about 4 dedicated, sturdy walls, one bulky attacker or dedicated Spikes setter(since SR can literally be thrown on about 75% of the walls worth using) and either a bulky set-up mon or a really fast sweeper to clean up once the other side has been softened by hazards+toxic/burn or paralyzed.
to be honest wigglytuff + audino are inferior to Lickilicky in almost every way, If you're building a serious NU team Lickilicky is by far the best option, as it has the greatest overall bulk, decent attack and body slam to paralyze offensive pokemon, dragon tail to phaze + cleric support. the others have their gimmicks and niches, but Lickilicky will always be the best option.
This ^ Lickilicky is so universal, being able to succesfully wall most special attackers in the tier, passing Wishes as well as healing status for the team, and it can phaze stuff like Musharna out if it wants to set up. It's pretty much the Umbreon of NU (even better perhaps).
All of the walls kinda fit into: Wish Passers, Hazarders, Spin(block)ers, and Phazers. Obviously a wall has more of a niche than just...walling pokemon...so it fits into one of the catagories! Example: Alomomola is a Wish passer. Garbodor is a Hazarder. Misdreaus is a Spinblocker. Zwelious is a Phazer.
ctrl+f'd quagsire and no mention oo I guess blocking most non CB physical attackers isn't good enough for young cased, can't even use it as a setup bait thanks to unaware, and it has recovery also, it's the best klinklang counter in the tier (klinklang can cause a huge amount of headaches if you aren't running alomomola or the rock/steels) Leafeon is a ok wishpasser / cleric, it also has access to knock off, baton pass (for ensuring the wishpass), and roar, all of them are really useful in a stall team, it's also quite bulky defensively tangela and weezing are also excellent bulky mons that deserve a mention imo, especially tangela thanks to exceptional physical bulk and regenerator, although it kind of just sits there without providing much help / synergizing well with other stallmons, while Weezing can atleast Taunt / WoW stuff gardevoir wishpasses and has wow!!! but ehhhhhhh
Yes you know that those pokemon can wall already but other people do not. Do you just expect people to think ___ is a good wall because it has good defence(s) and you give a set that has max defence in one area? Typing is also important and prevents some pokemon from being used as a wall even though they have the stats. Also a offensive team can have hazards/spinners/phazers/spin blockers/wish passers. Which means your guide currently doesn't apply to stall itself and just NU in general.
Quagsire is a boss. Carracosta never dies to anything physical and can rock (Solid Rock <3) Needs a cleric section with Meganium or some actually good clerics imo. It would be helpful. Good guide Cased. Fun read.
also did you seriously just not mention musharna anywhere... heal bell, recovery, slow BP, thunder wave, screens seems decent enough (also synchronize means most stuff will be reluctant to status you) also yeah add a clerics part lickilicky audino viloplume meganium musharna articuno ampharos altaria roselia togetic granbull (lol) ampharos gardevoir lapras and probably lots of other defensive stuff can learn it granbull is really good with intimidate and heal bell js
I've definitely seen a lot of stall teams since this came up. I think the two biggest things you should probably add are 'threats' and 'glue/stall abusers', which are both really important to actually winning. Stallbreakers also should probably get their own section, especially because they are (obviously) some of the biggest threats to stall teams on top of being one of the most important things in beating other stall teams. Other than that its just kind of nitpicky stuff, eg: potentially running lum berry/harvest over lefties/chlorophyll on Exeggutor, run whirlwind over roar whenever you can for BP teams (like with Drapion), etc.
[SECRET] @ Custap Berry Trait: Sturdy EVs: 252 HP / 4 Def / 252 Spe Jolly Nature (+Spe, -SAtk) - Stealth Rock - Spikes - Endure/Knock Off - Rock Blast[/SECRET] This set has popped up on the ladder a bunch of times, mainly on hyper offense teams. It can work as a suicide lead should you want to get your hazards up in the first few turns of the game. Stealth Rock is the most reliable hazard there is, hitting all pokemon for some damage upon switching in. Spikes offer further discomfort for the opponent, causing additional damage to grounded pokemon. Endure can be used to bring Dwebble to Custap range if it has lost some health already, thus negating Sturdy. Knock Off is another option over Endure as it can remove the opponent's held items, specifically Eviolite, which is rampant in NU. Rock Blast is the final move here, and should be used only against Substitute users like Ninjask. A ghost type teammate alongside Dwebble would be beneficial as this makes it difficult for the opponent to rid themselves of the hazards on their side of the field. Keep in mind that there are a number of bulkier hazard setters in NU and that Dwebble should only be used if your team requires hazards to be set up flawlessly and immediately.
I'd say dwebble is a lot more for offensive/HO teams than stall. in stall you really need hazard setters with longevity rather than suicide setters (which dwebble is amazing for). because things (Wartortle) actually spin in this tier :o
Mhm Aurist I completely agree with you...but I was thinking that all possible options should be listed just in case someone wanted to use it. Better to be safe than sorry imo :3 And yeah Wartortle is the only useful spinner in the tier because no other spinner in NU has the tool in Foresight to use against ghosts
not completely true, torkoal is also good at spinning since it can yawn the ghost and force it out to spin, or they have a sleeping pokemon that becomes set up fodder/can't wall fighting types, but yeah Wartortle is definitely the most reliable, just a shame it sucks the momentum out of every team.
Well there is Tyrogue. Sadly it has base 35 stats across the board, but stating that Wartortle is the only NU spinner with Foresight is a minor mistake.
My mistake, my mistake. Yeah I guess Torkoal can work with that massive base defense stat, but the bad defensive typing and hazards weaknesses have always scared me. I'll have to test it out for myself. And yeah you're also right about Wartortle slowing down offensive presence and momentum. If only it had better offensive stats >.< Forgot that Tyrogue gets Foresight as well, although it probably won't live another turn to get the chance to rapid spin. Due to its frailty, I wouldn't expect any stall user in NU to use it, unless they for some reason have a deathly hatred for Wartortle.
Lets avoid getting a bit out of our way, Pokemon like Tyrouge are not even remotely viable and shouldn't be brought up - even as a nitpick. Thanks and continue discussion.
Remember Tentacool has a decent speed stat, can spin (Ok no foresight but still :( ) and can lay Tspikes!
if you want a guaranteed spin, then wartortle is the best option with foresight, 2nd best is torkoal which can force spinblockers out with yawn, none of the other spinners can beat misdreavus, but are useful for other things e.g. tentacool for t spikes
Wigglytuff would be really viable as a cleric if only Perish Song was legal with Wish, but sadly it's not. Perish Song is such an useful move on NU stall teams to stop those nasty last mon sweepers like Musharna and SubCM Mesprit.
while the recent drop of absol will give stall hell we also got a few nice tricks, claydol is a spinner and rock setter which resists rocks which we didnt really have before, both armaldo and torkoal were weak to rocks while the rest were neutral and had no recovery, not even leftovers. It will be a great boon as it is also very bulky and has some great resistances. It's also immune to spikes and toxic spikes while being resistant to rocks which makes it ideal as a spinner. Also, armaldo, especially lum +SD or rock polish beat missdrevous, i recal rock blast doing about 13%, never under 10%, with each hit from rock blast so it can certainly beat down misdrevous. it's not the most common spinner for nothing. Anyways, miltank with its support moves in heal bell and stealth rock, as well as milk drink, will make another good asset. Milk drink puts it in a place like cradily. it also has thick fat which although isnt as usefull in Nu as in LU, is still good in some cases. sap sipper and scrappy will most likely be the abilities of interest, to take on vileplume by reliably absorbing sleep power and spreading paralysis to everything with body slam. Again, heal bell will be nice. Dusclops will be an amazing eddition, dusknoir might fall in it's shadow but wont be something i'd overlook Stall will certainly be interesting. Also miltank will provide stall with a great answer to CB sawk, seeing as it outspeed it.