The paste:
https://pokepast.es/239626c26137fc02
Since
’s introduction at the beginning of gen 9, one thing that has caused me some level of disappointment regarding its reputation as the ultimate form of hazard removal denial is that it just isn’t quite bulky enough to slot in on defensive teams (don’t get me wrong, it’s probably for the best, but as someone who greatly enjoys building balance and stall teams, I certainly wanted to be able to abuse that level of hazard control myself). After gaining inspiration from SupaGmoney and his most recent stall RMT involving a dual screens
, I realized dual screens
might be the solution. After a few iterations I believe I have built a solid team that confirms this theory, built upon racking up passive damage with difficult to remove hazards, phazing, and difficult to crack defensive powerhouses. With that said, let’s get into the build:

Gholdengo @ Heavy-Duty Boots
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Recover
- Make It Rain
’s hazard control capabilities need no introduction. Its native typing and ability combine to allow it to block rapid spin, mortal spin, and defog, leaving just
’s court change and
’s tidy up to circumvent
without having to get rid of it completely. This is normally kept in check instead by the omnipresent
, who poses enough of a threat to
to dissuade it from switching in to spinblock thanks to its access to knock off and powerful ground STAB. Although this set is by no means a perfect solution to this problem, as offensive tusks will outspeed you, physdef
in general boasts impressive longevity—surviving
max atk headlong rush unless banded or booster energy, one which is very telegraphed (and single use) and the other which can be scouted (and if you have hazards up and they take rocks without recovering lefties, you essentially narrow it down to helmet, eject pack, and band). As you are outsped, you don’t change any ohko or 2hko thresholds from
; this being said, screens allow you to exit an encounter with
healthier, while supporting your teammates defensively allowing recovers and regenerator to go further, and providing your team screens that can’t be defogged as well as an immunity to many of stall’s least favorite moves in taunt, trick, and encore (to say nothing of parting shot, memento, whirlwind, and strength sap). Tera ghost allows you to shed your ground weakness which if done before having to switch into non-banded/BE
allows you to consistently switch into it with up to 2 layers of spikes or rocks up (it’s unrealistic to expect to maintain your boots if you’re repeatedly coming into
); it also allows you to avoid 2hko with ursaluna in combination with 60 speed EVs to always outspeed it, as you’ll be able to get a reflect up for the second eq/headlong rush. Just be aware that mortal spin will then be able to hit and poison you if you opt to tera. Additionally you relieve some of the pressure that
applies via salt cure and
applies via magma storm and earth power by shedding your steel typing. With the existence of
and
, though, maintaining hazard pressure benefits greatly from our next inclusion:

Toxapex (M) @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Recover
- Haze
- Surf
Baneful Bunker is not a meme choice here.
clicking court change as you swap in will get poisoned upon attempting to uturn, and should they uturn again, take helmet chip as well, while
will just kinda implode. Additionally, baneful bunker provides a way for you to apply status to fast u-turners and substitute users who run contact moves, such as sub iron press
and specs/band uturn or sub dragon dance
with tera blast (unfortunately phantom force breaking protect undermines your ability to poison
with baneful bunker in that case), and general contact move users such as
,
,
, and even
clicking nuzzle (draining kiss is contact but who draining kisses a
?). Haze obviously lets you rein in setup sweepers, as well as clear any stat drops you incur; its high pp allows you to pp stall as necessary even when hazard pressure prohibits repeated regen switching.

Alomomola (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Chilling Water
- Whirlpool
No need for me to reinvent the wheel here. This set is a stall staple for a reason, acting as an amazing physical check in general thanks to its high bulk and access to whirlpool and chilling water. While this team does make use of recovery via rest, the passing of huge wishes helps alleviate the need for it as well as save your other checks crucial turns spent recovering;
in particular really appreciates having a wish passed to it as it switches in.
Additionally, I’ve been perhaps a little dishonest about how this team deals with
attempting to remove your hazards. It is true that the above
set is possibly as good as it gets at punishing attempts to spin, but this also motivates
to instead click knock off or eq/headlong, which
takes with ease while punishing a spin afterwards by whirlpool trapping it. Thus you create a rather annoying 50/50 for
that is quite effective at limiting its ability to remove hazards, either holding it to a singular successful spin before killing it or repeatedly denying it the chance to spin. Tera flying allows you to act as the primary knock off absorber, since at worst you’ll take 25% from hazards, but users like
may force you to take knock off on
instead.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ghost
EVs: 220 HP / 252 Def / 36 Spe
Impish Nature
- Knock Off
- Rapid Spin
- Rest
- Body Press
Rest
is an excellent physical wall, providing necessary hazard control as well as item removal, giving you a great check to several high power breakers such as
and
. This set is shamelessly poached from @SupaGmoney’s team and there’s very little I have to add regarding this set that hasn’t already been said in their RMT.

Clodsire (M) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Amnesia
- Poison Jab
- Recover
The classic unaware special wall as well as your spikes support and volt switch blocker, featuring tera dark for psyshocks and stored powers (as well as to shed the ground weakness). You essentially blank
,
, specs
,
,
,
lacking psyshock or knock off,
,
, and
, while landing untauntable poisons via poison jab. Amnesia allows you to circumvent fishing for spdef drops and stall out special setup mons even if you can’t hit them (mainly
).

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Stealth Rock
- Seismic Toss
No one eats gargantuan special hits quite like
, who also provides clerical support and rocks. While
can be a bit of a pain thanks to the potential threat of trick or specs psyshock (necessitating tera dark
), virtually every special attacker in the game is hard walled by
. Tera ghost allows you to escape taunt magma storm
, which you can volunteer to chip with a few seismic tosses before swapping out of; with the support of light screen or enough chip (rocks + 1 spike will do), however, you can actually swap into heatran and beat it even if it hits every magma storm or lands a spdef drop with earth power.
Generally I have found that the most successful playstyle for this team is to try to position yourself to make aggressive use of screens,
’s punishment of contact moves, and
’s threat of whirlpool trapping against any team whose hazard removal can successfully pressure
; otherwise, your hazard pressure alone can be immediately applied as you look to force in anything lacking boots/with knocked boots to chip them to death allowing you to knock something else and weather your opponent’s offensive options. Thanks for reading!
https://pokepast.es/239626c26137fc02
Since




Gholdengo @ Heavy-Duty Boots
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Recover
- Make It Rain

















Toxapex (M) @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Recover
- Haze
- Surf
Baneful Bunker is not a meme choice here.











Alomomola (M) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Chilling Water
- Whirlpool
No need for me to reinvent the wheel here. This set is a stall staple for a reason, acting as an amazing physical check in general thanks to its high bulk and access to whirlpool and chilling water. While this team does make use of recovery via rest, the passing of huge wishes helps alleviate the need for it as well as save your other checks crucial turns spent recovering;

Additionally, I’ve been perhaps a little dishonest about how this team deals with








Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ghost
EVs: 220 HP / 252 Def / 36 Spe
Impish Nature
- Knock Off
- Rapid Spin
- Rest
- Body Press
Rest




Clodsire (M) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Amnesia
- Poison Jab
- Recover
The classic unaware special wall as well as your spikes support and volt switch blocker, featuring tera dark for psyshocks and stored powers (as well as to shed the ground weakness). You essentially blank











Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Stealth Rock
- Seismic Toss
No one eats gargantuan special hits quite like





Generally I have found that the most successful playstyle for this team is to try to position yourself to make aggressive use of screens,


