SV OU Hoopa-Unbound semi-stall (Peak 1925) - No Gliscor or Dondozo!

Hoopa-Unbound Semi-Stall - Peak #36

:Quagsire:-:Blissey:-:Hoopa_Unbound:-:Alomomola:-:Weezing_Galar:-:Corviknight:
1743216171286.png

1743217443390.png

:Ting_Lu:
-
:Alomomola:
-:Amoonguss:-
:Corviknight:
-:Blissey:-:Weezing_Galar:
I originally started wanting to build a double Defog build. However, the original team was too passive and lacked a way to make progress and a Knock Off user.

:Clodsire:
-
:Alomomola:
-
:Wo_Chien:
-
:Corviknight:
-:Blissey:-:Weezing_Galar:
Since the original team was too passive, I added :Clodsire: instead of :Ting_Lu: so I could use Toxic. Also, I swapped :Amoonguss: for :Wo_Chien: to provide a Knock Off user while still having a :Ogerpon_Wellspring: switch-in. This team, however, still felt kind of mid and a tad too passive for my liking, so I did some experimentation.

:Goodra_Hisui:
-
:Alomomola:
-
:Wo_Chien:
-
:Corviknight:
-:Blissey:-:Weezing_Galar:
I wanted to experiment with a semi-stall, so I tried :Goodra_Hisui: because it provided another Knock Off user and a phaser. However, it felt like it didn’t have much of an impact and was just another fatmon.

:Hoopa_Unbound:
-
:Alomomola:
-:Blissey:-
:Corviknight:
-:Weezing_Galar::Quagsire:
Finally, I tried :Hoopa_Unbound:. The Dark typing was nice for handling Psychic-type moves, and it seemed great for forcing progress and dealing with annoying balance teams. Since I now had a Dark-type with a 4x weakness to U-turn, it didn’t seem smart to keep :Wo_Chien: so I swapped it for :Quagsire: to have a Ground-type and a Pokémon to check physical setup sweepers. However, the final six had some major set experimentation I tried spikes on :Quagsire: and Covert Cloak on :Hoopa_Unbound:. Also, I tried mono toss and Flamethrower on :Blissey:.


There is nothing really unique about the sets on mon's I've picked. So these sections talk about their roles and why I picked certain Pokemon over others (
:Dondozo:
vs
:Quagsire:
) so don't feel the need to read them.

1743204620460.png

:Blissey: has the same job she's been doing the all generation. :Blissey: is responsible for walling the majority of special attackers. :Blissey: opts for Shadow Ball over Flamethrower for better matchups into :Raging_Bolt: and :Iron_Moth:. Leftovers grant better longevity and is enabled by double Defog. Tera Dark grants immunity to Psyshock and Stored Power.
1743204592758.png

:Hoopa_Unbound: was selected to provide the team with a second pink blob. :Hoopa_Unbound: is for forcing progress and breaking bulky cores. Due to it's dark typing and psychic noise it also has some weird defensive applications.

For example, for :Hatterene: with Draining Kiss as the only fairy type attack :Hoopa_Unbound: can temporarily wall it and threaten to kill. :Hoopa_Unbound: can also come in on :Slowking_Galar: and force it out or kill it with Knock Off. If healthy it also tends to be the best switch-in to :Slowking_Galar:
1743204638326.png

:Quagsire: was selected over :Dondozo: for being cute! Just kidding, :Quagsire: plays several important roles for this team. It serves as the team's Ground-type and synergizes well with :Hoopa_Unbound:, as it tends to lure in Pokémon like :Corviknight: and :Skarmory: so their teammates can avoid Toxic. If a good read is made, this allows :Hoopa_Unbound: to enter the field and threaten progress or outright KO :Corviknight: or :Skarmory: if they are chipped. Additionally, :Quagsire: prevents free entry for :Slowking_Galar:, which is threatening as this team lacks a dedicated Future Sight absorber.


Counter was chosen on :Quagsire: as it provides an answer to :Roaring_Moon: and helps deal with most threatening physical attackers. :Quagsire: can also wall :Kingambit: unless it has Tera Dark, Black Glasses, five fallen allies, or gets flinched one too many times by Iron Head.


Tera Grass was chosen on :Quagsire: to wall Swords Dance :Ogerpon_Wellspring:.
1743204682377.png

:Alomomola: was chosen to provide the team with a third pink blob. It serves as the team’s primary Knock Off absorber. It opts for mixed defenses, allowing it to scout a wider range of Pokémon, tank various random hits, and pivot into :Hoopa_Unbound:.

:Alomomola: also synegrizes well with :Hoopa_Unbound: as it is able to wish pass granting more health for :Hoopa_Unbound: to trade with.


Play Rough and Tera Dragon were selected so :Alomomola: can handle pivot variants of :Ogerpon_Wellspring:. However, Play Rough also allows :Alomomola: to serve as a soft check to :Roaring_Moon:.
1743204762346.png

:Weezing_Galar: was chosen in order to enable Assault Vest :Hoopa_Unbound: with defog but also allows this team to not be a boots spam.

Tera Ghost helps with the :Ursaluna: matchup. While Will-O-Wisp and Strange Steams is annoys physical attackers like :Roaring_Moon: and :Iron_Valiant:. Heavy-Duty boots allows :Weezing_Galar: to defog with the the fear of taking hazard chip.
1743204735193.png

:Corviknight: was chosen to give the team a Ground immunity as well as a secondary form of removal. 196 Speed EVs were chosen to outspeed Jolly :Kingambit:, however, it can be dropped to 120 Speed EVs if more bulk is preferred while still outspeeding Adamant :Kingambit:. :Corviknight: also serves as a secondary Knock Off absorber if needed.


Leftovers was selected so :Corviknight: can more effectively sit on :Ting_Lu: and click Defog while healing off Ruination damage. Tera Fighting provides a stronger Body Press and allows :Corviknight: to survive a Kotow Cleave at lower health.



(Nothing here is 100% true all of the time because Pokémon is a dynamic game.)

This team operates best when hazards are off and can fully commit to winning the hazard war, as Pressure :Corviknight: can trade two Spikes or Stealth Rock PP from :Ting_Lu: for one Defog PP. It also does not fear Ruination damage because of Leftovers.

However, Taunt :Landorus_Therian: can be annoying, as it can prevent :Corviknight: from using Defog. It is worth chipping down with :Alomomola: Flip Turns.

It is generally best to keep :Quagsire: in the back for most of the game. While :Quagsire: is the primary check to set-up physical attackers :Quagsire's: bulk is barely acceptable and is very susepctible to dying if even a little chip is taken to strong neutral hits. A funny thing about Quagsire is that it can 1v1 :Dondozo: and win in the endgame.

This team is extremely vulnerable to VoltTurn-style offense, as it may struggle to keep up with special-attacking pivots or physically attacking pivots if :Alomomola: gets Knocked Off. In those matchups, do your best to keep :Alomomola:'s Helmet intact to punish U-turns.

Also, :Alomomola: does a lot of work for this team, so it may be necessary to aggressively switch it in to keep it healthy with Regenerator.

:Blissey: is the only true special wall on the team, if :Blissey: goes down too early, the game is likely lost. Under no circumstances should you let :Blissey: get Tricked early in the game.

:Hoopa_Unbound: has some really weird stuff it can do and things it can force from the opponent so I'm going to just list them here.
- If you click Psychic Noise on :Comfey: you complete shut it down for two turns and can click attacks into it.
- You wall :hatterene: that only carry Draining Kiss as fairy STAB
- Since most people try to preserve their :Slowking_Galar: against stall if you switch in :Hoopa_Unbound: you can force them to hard swap to something else or to Tera. Sometimes you can make some reads on what's coming in and score a free kill.
- The set lives a :Great_Tusk: Headlong Rush so you can click Psychic Noise into it free of risk if they swap into a knock off or something.
You can live a hit early game Kingambit so you can press drain punch into it
- :Hoopa_Unbound: is the best switch in to :Slowking_Galar: if healthy
- Generally the best thing to kill with :Hoopa_Unbound: is their rock setter or removal

The most frequent tera in order from most to least are :Blissey:, :Alomomola:, :Quagsire:, :Corviknight:, :Weezing_Galar:, :Hoopa_Unbound:

This team has a bad match-ups into Hyper Offense but is good into other stall and some annoying balances/fat builds.
:Ogerpon_Wellspring:
forces a Tera from this team. You either have to guess the set or scout
:Ogerpon_Wellspring:
with a combination of
:Corviknight:
,
:Alomomola:
, and
:Weezing_Galar:
. This is because
:Alomomola:
and
:Quagsire:
wall separate sets—
:Quagsire:
is intended for Swords Dance variants, while
:Alomomola:
is intended for pivot variants.

Air Balloon
:Tinkaton:
is a major threat to this team. If you want to keep hazards off, you may have to accept paralysis on
:Corviknight:
. If you have
:Quagsire:
in, you can click Counter and hope they attack into you to pop the Balloon.

:Haxorus: Wow, crazy, the anti-stall mon farms stall.

:Hoopa_Unbound: Wow, even crazier, the mon famous for breaking stall can beat stall. Just soul-read it, ez.

:Ogerpon_Cornerstone: Tera :Quagsire: and click Toxic then Counter and hope for the best.

:Kingambit: Tera Dark + Black Glasses is scary. You're heavily relying on good :Corviknight: luck.

:Gholdengo: I hate this mon with a burning passion. If you see it, 9/10 times you're forced to burn Tera on :Blissey: or you lose the game. You also kinda auto-lose to Tera Fighting Focus Blast.

:Ursaluna: Tera :Weezing_Galar:. If your opponent is that one guy with Tera Steel Luna on ladder, try to get :Quagsire: in safely and click Counter.

:Raging_Bolt: (Pivot Variants) Rough matchup, aggressive reads are needed. Hopefully, it's not the Taunt variant.

:Scizor: Banded variants put heavy pressure on :Alomomola:, especially if hazards are up on your side. It's very important to keep hazards off, and you might have to swap :Alomomola: in aggressively to get off Regenerator healing.

:Primarina: is high-key scary for this team. Use a combination of :Hoopa_Unbound: and :Blissey: to remove it from the game.

:Roaring_Moon: If it's Tera Ghost Taunt, find a nice corner to cry in and then shut off the game. If not counter :Quagsire: or :Alomomola: can put it in it's place.

:Kyurem: Learn how to judge the most likely set. If it's mixed DD, use :Corviknight:. If it's physical DD, you'll probably have to Tera :Corviknight:. Specs/Boots is walled by :Blissey:.

:Slowking_Galar: Since you have no dedicated future sight absorber you need to keep :Slowking_Galar: pressured with :Hoopa_Unbound: and :Quagsire:.

(Insert multiple stall breakers here) or that one guy that uses SD U-turn Pivot Wellspring, just soul-read them, bro.

Sun - Sun farms lmao
I forgot to save most of them but here's some random replays that I've collected that are 1700+ from random points in time:
:Tinkaton:+:Kyurem:
:Dragapult:+:Slowking:
:Slowking:+:Kyurem:+:Iron_Valiant:
Banded :Zamazenta:+ Weird :Darkrai:
:Iron_Crown:+:Meowscarda:+Iron_Valiant:
:Walking_Wake: Hazard Stack
:Gholdengo:+:Slowking_Galar:+ Tera Dark :Kingambit:
:Mew:+:Dragapult:
:Comfey: sun (I have no idea why they gave up)
:Dondozo: + :Blissey:
:Deoxys_Speed:+:Ogerpon_Wellspring:
:Gengar:
:Dragapult: Tera ghost
:Tornadus_Therian:
:Ogerpon_Wellspring:+ Tera Fairy :Garganacl:
Thanks to Stallcord and the Stall Bible for helping to build this team.

Checks out these RMTs for inspiring the team
Quagsire Stall by SupaGmoney
Wo-Chien - Triple Removal by ihbst
 

Attachments

  • 1743204555032.png
    1743204555032.png
    142.7 KB · Views: 63
Last edited:
what do you do against glimmora leads? just hoopa?
I asked this in stallcord when I was using a no boots stall team with double removal and the answer I got was to kill it with bliss and then get one of your defoggers in to defog the hazards away.
 
Congrats on having a decent peak. I have an adjustment to your Corviknight's EVs you should use. 76 HP/236 Def gives you more physical AND special bulk.

+2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Kowtow Cleave vs. 76 HP / 236+ Def Corviknight: 330-388 (92.6 - 108.9%) -- 56.3% chance to OHKO
+2 252+ Atk Supreme Overlord 5 allies fainted Kingambit Kowtow Cleave vs. 60 HP / 252+ Def Corviknight: 325-384 (92.3 - 109%) -- 56.3% chance to OHKO
+1 252 Atk Tera Fire Kyurem Tera Blast (80 BP) vs. 76 HP / 236+ Def Corviknight: 276-326 (77.5 - 91.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Tera Fire Kyurem Tera Blast (80 BP) vs. 60 HP / 252+ Def Corviknight: 272-324 (77.2 - 92%) -- guaranteed 2HKO after Leftovers recovery
 
Last edited:
Congrats on the peak dude, but I have a small adjustment you could possibly try on Hoopa, 248 > 252 hp and 60 > 156 defense EVs, these EVs provide barely any changes to hoopas defenses but allow it to have a odd hp value.
 
Back
Top