TABLE OF CONTENTS:
1. Introduction
2. Proof of Peak
3. Team + Description
4. Threat List
5. Replays
1. Introduction
Hello! I played a lot of stall in gen 7, reaching rank 1 on the Ubers ladder with another team I made. Seeing the stall potential of terastallization (and less pokemon using ice beam) I decided to try to peak in this gen. I started by using Highvoltage's stall team in the sample thread, but felt that trying to keep hazards up was not a very effective playstyle for stall, so I made my own team more with the mindset of "not losing" as opposed to achieving a win condition. I felt removing hazards consistently was too difficult this generation, so I elected to create a team that can essentially ignore them completely with 6 heavy-duty boots. The issue with this is that knock off and to some extent trick will make you weak to hazards again, but using a regenerator pokemon () as your knock off absorber alleviates this issue as you can regen damage taken from hazards. I was still having issues getting pressured by things like choice band and having a tricky matchup vs , but putting tera flying on to prevent it from taking spikes damage and giving it an extremely good matchup against every common knock off user catapulted this team to being incredibly difficult to defeat (I didn't implement this until recently).
2. Proof of Peak
After being stuck at 1900-2000 for a while, adding tera flying to brought me to rank 1 without losing a single game!
3. Team + Description
Tera Flying Double Regen Stall (pokepast.es)
The goal of this team is the same as any other stall team - to have a check to every threat on the opponents team. With the advent of terastallization, the small pool of pokemon currently available, and the powerful new unaware users in and , it is not too difficult to check the vast majority of meta threats. The entire game revolves around hazards, and this team has 6 boots, so for this team the game revolves around knock off and trick instead. Use to tank all knock offs , and if the opponent is able to setup spikes that you cannot defog, tera flying on allows you to survive this (though this is not always optimal, as some pokemon can only be beaten through other teras, such as choice band tera dark ). Against trick pokemon , it is very important to identify them, determine which of your own pokemon you won't need to win the battle, and sacrifice them to trick. Manage these things properly, and the team is capable of checking nearly every pokemon in the metagame. Your only tools for forcing game progress are 's stealth rocks, toxic, will-o-wisp/flame body, whirlpool/infestation, and the fantastic pp stalling capability of having 2 regen pokemon, so games will always be very long.
I will now explain each pokemon's general role on this team:
The star of the team, makes stall possible in this gen. Its incredible physical bulk and tera allow it to easily check every knock off user through every hazard bar and , which rarely run knock off anyways. Whirlpool allows you to do decent damage to any switch, check movesets with protect, and trap in the case of your opponent misplaying. Chilling water checks dragon dance/bulk up sweepers like , , and some . Wish is an incredible healing move thanks to its retention of 16 pp, which allows to survive nearly indefinitely, heal its teammates, and check future sight .
Meta threats checked or partly-checked by :
The main wall of the team, plays a very versatile role in checking a variety of pokemon, having good physical and special bulk. Its tera is essential for beating tera dark choice band as well as helping to check , , , and among others. Toxic gives you a win condition against any toxic-prone pokemon. Recover allows you to stay healthy throughout the battle. Infestation allows you to do decent damage to any switch and force the opponent to use pp. Haze lets you check set-up sweepers in a pinch in addition to having 48 pp. Toxic immunity is also important against opposing , , and . fills a wide variety of roles and is definitely the most difficult to use and one of the most important pokemon on the team.
Meta threats checked or partly-checked by :
Unaware special wall. is the teams check to special boosting pokemon such as , , and , tera steel often being needed against the first 2. Toxic immunity is also good, and its typing allows it to take salt cures. Haze is the most controversial move in this set, but it allows you to check stored power pokemon and not have to run calm mind on blissey (avoiding the chance to instantly lose to a crit). This is run over spikes as I realized spikes is superfluous to causing game progress, as stealth rocks on blissey is enough, and it doesn't matter how quickly you end the game as the goal of this team is for it to check every opposing pokemon on their own. Recover allows you to stay healthy over the course of the game. Toxic gives you a win condition against any toxic-prone pokemon. Earthquake is an important coverage move, forcing to tera and allowing you to beat .
Meta threats checked or partly-checked by :
Main special wall of the team. blanket checks most special attacking pokemon, though there aren't that many that don't boost themselves, so it is often used in tandem with to haze boosts then attack with Seismic Toss. Tera fairy is not often used, but is sometimes needed to check substitute mixed sets of (your other option being to pp stall it with regenerator, but than can be too close). Stealth rocks is used to cause game progress and force to rapid spin, giving a turn to wish. Seismic Toss is your main damage move, allowing you to do damage to most pokemon, primarily tera and non psyshock . Shadow ball allows you to hit and , though this might be better replaced with calm mind as extra insurance against setup sweepers, as 's earthquake can already hit . Soft-Boiled allows to stay healthy throughout the game. 's ev's cause it to take extra damage from 's u-turn, so you shouldn't switch it into that once 's set is determined and the ev's are important for every other situation.
Meta threats checked or partly-checked by :
Unaware physical wall. is the least used pokemon on the team, but is needed against swords dance and some sets of , helpful against , can pp stall psyshock sets of , and is good against . Having a pokemon that is not entirely needed is important in its own right though, as is a great candidate for tanking trick and spore. Against I almost always switch in first to take a potential trick. Tera fairy is rarely used, but can be good against the rare , , and if you misplayed with . Heavy Slam is much better than liquidation (which isn't needed for anything) as it allows you to force to tera and check belly drum in the event that isn't 100% hp. Body Press hits , and . Rest is 's only form of recovery and also allows it to tank status. Sleep Talk allows to not be completely useless while resting, which sometimes matters but fortunately doesn't need to be relied upon often.
Meta threats checked or party-checked by :
Defog user and physical sweeper check. is a very flexible pokemon that is mainly used for Flame Body. Being able to burn on contact is incredibly powerful for dealing with sweepers and giving win conditions. u-turns from and can all be switched into for a chance to burn. is required to check and is also the preferred switch in for , as it can reliably burn it on contact with Kowtow Cleave, and will-o-wisp against swords dance. also cannot hit with anything apart from Ruination, allowing you to burn it and permanently defog/flamethrower against it and a potential defog blocking attempt. The speed ev's allow it to outspeed so you can act in the case of tanking a Draco Meteor. is also often a good candidate for taking a trick. I've never used tera on it, but tera ghost allows you to burn in theory, a pokemon which this team would struggle with otherwise. Defog is not necessarily needed on this team, but it can still be useful in the case something does not go as planned. Will-o-Wisp allows you to burn toxic-immune and physical sweepers. Flamethrower can kill and . Roost allows you to stay healthy throughout the game.
Meta threats checked or party-checked by :
4. Threat List
I've actually never encountered this set but it would beat this team (especially without tera ghost on . The only time I faced Block it wasn't running leftovers so I could PP stall the recovers. Your best bet is predicting it with and using earthquake. If this set became more popular I would switch on by default, but probably still lose.
Physical electric types are very powerful against my team, seeing as every physical wall it weak to electric without tera. This makes a rare but powerful threat. You need to burn it with or toxic stall it with but the Lum Berry sets make this difficult. can also be problematic for this team, but tera fairy on is usually enough to deal with these threats.
Uncommon knock off users are also powerful against this team in conjunction with spikes, as might not be able to absorb every knock off. is one of those knock off users, rarely carrying it but being very difficult to defeat when it does. If they do not also have spikes on their team, might be able to beat it. is the other knock off user that can pose a threat, but it carries it so rarely that it is not really worth mentioning.
5. Replays
I don't have many replays, especially with this final version of the team, but here are a few I have:
Tera Flying Alomomola defeating spikes: https://replay.pokemonshowdown.com/gen9ou-1777462406
Defeating Tera Flying Gholdengo: https://replay.pokemonshowdown.com/gen9ou-1779360599-s0uj94fbcg69t08jlx4zq9mmjp1ubdspw
Old replay PP Stalling: https://replay.pokemonshowdown.com/gen9ou-1771201280-kibtlrls5u96n8b8k3k3eh2b99pxaezpw
1000 turn tie vs stall (not played well but interesting) https://replay.pokemonshowdown.com/gen9ou-1768673664-lw6pt2e27ykdrqbrqvxuwlwiyfxyed2pw
-------------------------------------------------------
Please let me know any questions/suggestions you have. Thank you and I hope you enjoy the team! I believe this is a very close to optimal version of stall in the current meta.
Stall community discord: https://discord.gg/W5a7nye72v
1. Introduction
2. Proof of Peak
3. Team + Description
4. Threat List
5. Replays
1. Introduction
Hello! I played a lot of stall in gen 7, reaching rank 1 on the Ubers ladder with another team I made. Seeing the stall potential of terastallization (and less pokemon using ice beam) I decided to try to peak in this gen. I started by using Highvoltage's stall team in the sample thread, but felt that trying to keep hazards up was not a very effective playstyle for stall, so I made my own team more with the mindset of "not losing" as opposed to achieving a win condition. I felt removing hazards consistently was too difficult this generation, so I elected to create a team that can essentially ignore them completely with 6 heavy-duty boots. The issue with this is that knock off and to some extent trick will make you weak to hazards again, but using a regenerator pokemon () as your knock off absorber alleviates this issue as you can regen damage taken from hazards. I was still having issues getting pressured by things like choice band and having a tricky matchup vs , but putting tera flying on to prevent it from taking spikes damage and giving it an extremely good matchup against every common knock off user catapulted this team to being incredibly difficult to defeat (I didn't implement this until recently).
2. Proof of Peak
After being stuck at 1900-2000 for a while, adding tera flying to brought me to rank 1 without losing a single game!
3. Team + Description
Tera Flying Double Regen Stall (pokepast.es)
The goal of this team is the same as any other stall team - to have a check to every threat on the opponents team. With the advent of terastallization, the small pool of pokemon currently available, and the powerful new unaware users in and , it is not too difficult to check the vast majority of meta threats. The entire game revolves around hazards, and this team has 6 boots, so for this team the game revolves around knock off and trick instead. Use to tank all knock offs , and if the opponent is able to setup spikes that you cannot defog, tera flying on allows you to survive this (though this is not always optimal, as some pokemon can only be beaten through other teras, such as choice band tera dark ). Against trick pokemon , it is very important to identify them, determine which of your own pokemon you won't need to win the battle, and sacrifice them to trick. Manage these things properly, and the team is capable of checking nearly every pokemon in the metagame. Your only tools for forcing game progress are 's stealth rocks, toxic, will-o-wisp/flame body, whirlpool/infestation, and the fantastic pp stalling capability of having 2 regen pokemon, so games will always be very long.
I will now explain each pokemon's general role on this team:
The star of the team, makes stall possible in this gen. Its incredible physical bulk and tera allow it to easily check every knock off user through every hazard bar and , which rarely run knock off anyways. Whirlpool allows you to do decent damage to any switch, check movesets with protect, and trap in the case of your opponent misplaying. Chilling water checks dragon dance/bulk up sweepers like , , and some . Wish is an incredible healing move thanks to its retention of 16 pp, which allows to survive nearly indefinitely, heal its teammates, and check future sight .
Meta threats checked or partly-checked by :
The main wall of the team, plays a very versatile role in checking a variety of pokemon, having good physical and special bulk. Its tera is essential for beating tera dark choice band as well as helping to check , , , and among others. Toxic gives you a win condition against any toxic-prone pokemon. Recover allows you to stay healthy throughout the battle. Infestation allows you to do decent damage to any switch and force the opponent to use pp. Haze lets you check set-up sweepers in a pinch in addition to having 48 pp. Toxic immunity is also important against opposing , , and . fills a wide variety of roles and is definitely the most difficult to use and one of the most important pokemon on the team.
Meta threats checked or partly-checked by :
Unaware special wall. is the teams check to special boosting pokemon such as , , and , tera steel often being needed against the first 2. Toxic immunity is also good, and its typing allows it to take salt cures. Haze is the most controversial move in this set, but it allows you to check stored power pokemon and not have to run calm mind on blissey (avoiding the chance to instantly lose to a crit). This is run over spikes as I realized spikes is superfluous to causing game progress, as stealth rocks on blissey is enough, and it doesn't matter how quickly you end the game as the goal of this team is for it to check every opposing pokemon on their own. Recover allows you to stay healthy over the course of the game. Toxic gives you a win condition against any toxic-prone pokemon. Earthquake is an important coverage move, forcing to tera and allowing you to beat .
Meta threats checked or partly-checked by :
Main special wall of the team. blanket checks most special attacking pokemon, though there aren't that many that don't boost themselves, so it is often used in tandem with to haze boosts then attack with Seismic Toss. Tera fairy is not often used, but is sometimes needed to check substitute mixed sets of (your other option being to pp stall it with regenerator, but than can be too close). Stealth rocks is used to cause game progress and force to rapid spin, giving a turn to wish. Seismic Toss is your main damage move, allowing you to do damage to most pokemon, primarily tera and non psyshock . Shadow ball allows you to hit and , though this might be better replaced with calm mind as extra insurance against setup sweepers, as 's earthquake can already hit . Soft-Boiled allows to stay healthy throughout the game. 's ev's cause it to take extra damage from 's u-turn, so you shouldn't switch it into that once 's set is determined and the ev's are important for every other situation.
Meta threats checked or partly-checked by :
Unaware physical wall. is the least used pokemon on the team, but is needed against swords dance and some sets of , helpful against , can pp stall psyshock sets of , and is good against . Having a pokemon that is not entirely needed is important in its own right though, as is a great candidate for tanking trick and spore. Against I almost always switch in first to take a potential trick. Tera fairy is rarely used, but can be good against the rare , , and if you misplayed with . Heavy Slam is much better than liquidation (which isn't needed for anything) as it allows you to force to tera and check belly drum in the event that isn't 100% hp. Body Press hits , and . Rest is 's only form of recovery and also allows it to tank status. Sleep Talk allows to not be completely useless while resting, which sometimes matters but fortunately doesn't need to be relied upon often.
Meta threats checked or party-checked by :
Defog user and physical sweeper check. is a very flexible pokemon that is mainly used for Flame Body. Being able to burn on contact is incredibly powerful for dealing with sweepers and giving win conditions. u-turns from and can all be switched into for a chance to burn. is required to check and is also the preferred switch in for , as it can reliably burn it on contact with Kowtow Cleave, and will-o-wisp against swords dance. also cannot hit with anything apart from Ruination, allowing you to burn it and permanently defog/flamethrower against it and a potential defog blocking attempt. The speed ev's allow it to outspeed so you can act in the case of tanking a Draco Meteor. is also often a good candidate for taking a trick. I've never used tera on it, but tera ghost allows you to burn in theory, a pokemon which this team would struggle with otherwise. Defog is not necessarily needed on this team, but it can still be useful in the case something does not go as planned. Will-o-Wisp allows you to burn toxic-immune and physical sweepers. Flamethrower can kill and . Roost allows you to stay healthy throughout the game.
Meta threats checked or party-checked by :
4. Threat List
I've actually never encountered this set but it would beat this team (especially without tera ghost on . The only time I faced Block it wasn't running leftovers so I could PP stall the recovers. Your best bet is predicting it with and using earthquake. If this set became more popular I would switch on by default, but probably still lose.
Physical electric types are very powerful against my team, seeing as every physical wall it weak to electric without tera. This makes a rare but powerful threat. You need to burn it with or toxic stall it with but the Lum Berry sets make this difficult. can also be problematic for this team, but tera fairy on is usually enough to deal with these threats.
Uncommon knock off users are also powerful against this team in conjunction with spikes, as might not be able to absorb every knock off. is one of those knock off users, rarely carrying it but being very difficult to defeat when it does. If they do not also have spikes on their team, might be able to beat it. is the other knock off user that can pose a threat, but it carries it so rarely that it is not really worth mentioning.
5. Replays
I don't have many replays, especially with this final version of the team, but here are a few I have:
Tera Flying Alomomola defeating spikes: https://replay.pokemonshowdown.com/gen9ou-1777462406
Defeating Tera Flying Gholdengo: https://replay.pokemonshowdown.com/gen9ou-1779360599-s0uj94fbcg69t08jlx4zq9mmjp1ubdspw
Old replay PP Stalling: https://replay.pokemonshowdown.com/gen9ou-1771201280-kibtlrls5u96n8b8k3k3eh2b99pxaezpw
1000 turn tie vs stall (not played well but interesting) https://replay.pokemonshowdown.com/gen9ou-1768673664-lw6pt2e27ykdrqbrqvxuwlwiyfxyed2pw
-------------------------------------------------------
Please let me know any questions/suggestions you have. Thank you and I hope you enjoy the team! I believe this is a very close to optimal version of stall in the current meta.
Stall community discord: https://discord.gg/W5a7nye72v
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