“War on Stall” was declared a while ago I’m pretty neutral, but I think the reason people hate stall so much is that a lot of stall teams are practically the same often only varying in items EV’s and sets (not to say I haven’t seen creative stall teams https://pokepast.es/f0bd348e495d5d91 this water spam stall is super fun to play and I’ve never seen suicune in OU so it’s a treat of a team) but a lot of stalls are VERY similar, so my goal was to make a different stall, and at first the team was utter garbage (thanks Pinkacross for the helpful comments on the first iteration) so I went back to the lab, tried to find some resources to help me. Lo and behold if you scroll a little down or a little up from Pinkas original post about the war you find Mimikyustardust’s post about what stall teams should have (and how to counter them ☹) as well as Eeveeto’s post about some odd stall Pokémon that are good. (Both of those posts helped out so much, shout outs to those two)
So after days and days of making teams realizing they’re crap and repeating the process we finally got to the slowking hazard stack, and if I can be honest I’m really proud of this team, sure it might be weak to a few breakers, and sure I probably overlooked a Pokémon that 6-0s the team but I don’t care, my goal was to make a different stall not the prefect stall. Also I’m sorry for the long intro I have a tendency in real life and while writing to never shut up (also before you write your hilarious and original comment about how this team sucks and stall sucks and that it requires no skill, give the team a chance) so without further ado l proudly present the Slowking Hazard Stack Stall!
(The solution is to embrace stall reject humanity)
Starting with the defensive core, because you should build every stall team with a core in mind.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Aromatherapy
- Soft-Boiled
- Toxic / Stealth Rocks
I know I know, you all are sick and tired of the pink blob, but it forms a nice core of immunities with Shedinja, and no other Pokémon has the special bulk and cleric move pool like blissey. Our girl takes Draco meteors like it’s nothing. Toxic on common special attackers to chip them down over time, or stealth rocks to further add to the hazard stack, seismic toss to chip down mons who don’t have healing, and aromatherapy to heal off any statuses her teammates acquire over the match (stop using heal bell it’s blocked by sound proof, it’s a rare ability to see but still) max def to prevent u-turn from dealing massive damage, from stuff like specs dragapult that blis would usually counter.
Shedinja @ Heavy-Duty Boots / Safety Goggles
Ability: Wonder Guard
EVs: 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic
- Protect
- Hex
This devious little fellow walls anything that doesn’t inflict status or carry coverage, like melm, non shadowball Lele, Fini, Koko and so much more. shed and blissey build a nice core being immune to some of each other’s weaknesses. Shedinja is mainly here to spread status with toxic and wisp as well as chip with hex once status is inflicted (and an electric immunity since we don’t have a ground type) You can run safety goggles but I wouldn’t recommend it this team wants to try to try to avoid using Defog since it also removes our hazards from the field, just remember to watch out for sand storm and hail. Max speed and special attack because defense, special defense, health, and attack don’t matter to Shedinja.
(However after reading some comments I have learned that Shedinja is a pretty shaky check to the stuff it’s supposed to check because a odd set can immediately invalidate Shedninja so you can also run gastradon)
Gastrodon-East @ Leftovers
Ability: Storm Drain / Sticky Hold
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Earth Power
Gastradon better checks rain with storm drain as most rain mons learn dark moves to invalidate Shedinja, it can stop arctozolt from bolt beaking the entire team to oblivion (arctozolt can however click freeze dry so you’ll need to play carefully around that) it’s a better electric immunity since it doesn’t die to regielekies ancient power. Sticky hold can be run to prevent the tricking of choice items, but storm drain helps the team against rain better. Scald is stab as well as spreading potential burns on physical attackers, earthpower is the move to click against heatran and BU zeroera. Recover is for healing purposes, and toxic chips down stuff without healing. Max Def and Hp do counter watershifu and other rain mons as well as Zeroera.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atc
Impish Nature
- Spikes
- Body Press
- Iron Defense
- Roost
The final Pokémon of the main defensive core, skarmory is a status absorber with its immunity to toxic, the spikes user on the team, ground immunity , contact chipper, and one of the physical walls.
you are mainly switching in skarmory on physical attacks and setting up spikes. Iron defense can allow skarmory to better wall a lot of physical sweepers and hit back hard with body press
Roost is for healing purposes, and Max HP and Def to take physical attacks as well as possible.
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 Spe
Calm Nature
- Taunt
- Hurricane / Heat-Wave
- Knock Off / Nasty Plot
- Defog
Tornadus covers a few roles. speed control + anti set up sweeper. since speed is something stall usually lacks a lot of stuff gets to set up in your face and eat the team alive since we don’t have an unaware mon, but Torn can usually put a stop to those sweeps with taunt, it’s also a regenerator mon so our team has longevity (and forms a nice regen core with slowking). Knock off of course is to remove the opponents items most notably heavy duty boots since it allows the team to wear down the opposing mons more easily with hazards. Hurricane is just for chip and possible confusions, heat wave for the same reason minus confusion. (Changed evs because of a comment, 168 speed is used to out speed the base 110s in the tier) However Nastyplot can be run to serve as a win con for the team since it doesn’t have one.
Weezing-Galar @ Rocky Helmet
Ability: Levitate / Neutralizing Gas
EVs: 252 HP / 252 Def / 4 spA
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Strange Steam / Corrosive Gas
- Flamethrower
- Pain Split
(shout outs to Eeveeto I basically just ripped this set from them) Weezing is the second physical wall of the team it’s here as another contact chipper with rocky helmet, levitate can stop SD garchomp dead in its tracks, on the other hand neutralizing can stop Regen cores as well as adaptability (and other ability’s) from running amuck all over the team.
It checks non smart strike kart (and can fire back with a flamethrower) watershifu, buzzwole, rillaboom and hawlucha (flamethrower also 2HKO’s ferrothorn). Toxicspikes to add on to the hazard stack, Corrosive gas can be run to remove items notably heavy duty since it helps with the hazard stack aspect of the team. strange steam to chip stuff like garchomp, flamethrower for the stuff I aforementioned and pain split because that’s Weezing only real way of healing, weezing is very susceptible to being chipped over time (i thought of maybe adding umbreon to the team because it could wishpass to weezing and deny future sight but I didn’t end up making the cut maybe I should add it? Idk) so try to keep it healthy.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Dragon Tail
- Future Sight
- Earthquake
- Liquidation
(Another Eeveeto set) Last and certainly not least slowking! AV slowking eats special attacks for breakfast, chips down a lot of mons with its move pool, abuses hazards with dragon tail, picks up random K.O’s/massively chips stuff with future sight, can beat CM clefable with defense drops from liquidation, and forms a regen core with tornadus, and can be an anti trick mon for some stuff like clefable. Max HP and spD to tank stuff 4 atc to get that extra bit of damage.
Hope I did a good job explaining the team and I hope my fellow stall defenders are encouraged to make new and creative stalls :) have a nice day everybody. (No I didn’t proof read, yes I copied the all caps title because it’s funny) all rates are encouraged and appreciated
Just realized I forgot to post the paste for the team so here it is https://pokepast.es/cd789e19c9337915 (Shedinja version)
https://pokepast.es/08e458b8a5412ce8 (Gastradon Version)
So after days and days of making teams realizing they’re crap and repeating the process we finally got to the slowking hazard stack, and if I can be honest I’m really proud of this team, sure it might be weak to a few breakers, and sure I probably overlooked a Pokémon that 6-0s the team but I don’t care, my goal was to make a different stall not the prefect stall. Also I’m sorry for the long intro I have a tendency in real life and while writing to never shut up (also before you write your hilarious and original comment about how this team sucks and stall sucks and that it requires no skill, give the team a chance) so without further ado l proudly present the Slowking Hazard Stack Stall!
Starting with the defensive core, because you should build every stall team with a core in mind.
Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Aromatherapy
- Soft-Boiled
- Toxic / Stealth Rocks
I know I know, you all are sick and tired of the pink blob, but it forms a nice core of immunities with Shedinja, and no other Pokémon has the special bulk and cleric move pool like blissey. Our girl takes Draco meteors like it’s nothing. Toxic on common special attackers to chip them down over time, or stealth rocks to further add to the hazard stack, seismic toss to chip down mons who don’t have healing, and aromatherapy to heal off any statuses her teammates acquire over the match (stop using heal bell it’s blocked by sound proof, it’s a rare ability to see but still) max def to prevent u-turn from dealing massive damage, from stuff like specs dragapult that blis would usually counter.
Shedinja @ Heavy-Duty Boots / Safety Goggles
Ability: Wonder Guard
EVs: 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic
- Protect
- Hex
This devious little fellow walls anything that doesn’t inflict status or carry coverage, like melm, non shadowball Lele, Fini, Koko and so much more. shed and blissey build a nice core being immune to some of each other’s weaknesses. Shedinja is mainly here to spread status with toxic and wisp as well as chip with hex once status is inflicted (and an electric immunity since we don’t have a ground type) You can run safety goggles but I wouldn’t recommend it this team wants to try to try to avoid using Defog since it also removes our hazards from the field, just remember to watch out for sand storm and hail. Max speed and special attack because defense, special defense, health, and attack don’t matter to Shedinja.
(However after reading some comments I have learned that Shedinja is a pretty shaky check to the stuff it’s supposed to check because a odd set can immediately invalidate Shedninja so you can also run gastradon)
Gastrodon-East @ Leftovers
Ability: Storm Drain / Sticky Hold
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Earth Power
Gastradon better checks rain with storm drain as most rain mons learn dark moves to invalidate Shedinja, it can stop arctozolt from bolt beaking the entire team to oblivion (arctozolt can however click freeze dry so you’ll need to play carefully around that) it’s a better electric immunity since it doesn’t die to regielekies ancient power. Sticky hold can be run to prevent the tricking of choice items, but storm drain helps the team against rain better. Scald is stab as well as spreading potential burns on physical attackers, earthpower is the move to click against heatran and BU zeroera. Recover is for healing purposes, and toxic chips down stuff without healing. Max Def and Hp do counter watershifu and other rain mons as well as Zeroera.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atc
Impish Nature
- Spikes
- Body Press
- Iron Defense
- Roost
The final Pokémon of the main defensive core, skarmory is a status absorber with its immunity to toxic, the spikes user on the team, ground immunity , contact chipper, and one of the physical walls.
you are mainly switching in skarmory on physical attacks and setting up spikes. Iron defense can allow skarmory to better wall a lot of physical sweepers and hit back hard with body press
Roost is for healing purposes, and Max HP and Def to take physical attacks as well as possible.
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 Spe
Calm Nature
- Taunt
- Hurricane / Heat-Wave
- Knock Off / Nasty Plot
- Defog
Tornadus covers a few roles. speed control + anti set up sweeper. since speed is something stall usually lacks a lot of stuff gets to set up in your face and eat the team alive since we don’t have an unaware mon, but Torn can usually put a stop to those sweeps with taunt, it’s also a regenerator mon so our team has longevity (and forms a nice regen core with slowking). Knock off of course is to remove the opponents items most notably heavy duty boots since it allows the team to wear down the opposing mons more easily with hazards. Hurricane is just for chip and possible confusions, heat wave for the same reason minus confusion. (Changed evs because of a comment, 168 speed is used to out speed the base 110s in the tier) However Nastyplot can be run to serve as a win con for the team since it doesn’t have one.
Weezing-Galar @ Rocky Helmet
Ability: Levitate / Neutralizing Gas
EVs: 252 HP / 252 Def / 4 spA
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Strange Steam / Corrosive Gas
- Flamethrower
- Pain Split
(shout outs to Eeveeto I basically just ripped this set from them) Weezing is the second physical wall of the team it’s here as another contact chipper with rocky helmet, levitate can stop SD garchomp dead in its tracks, on the other hand neutralizing can stop Regen cores as well as adaptability (and other ability’s) from running amuck all over the team.
It checks non smart strike kart (and can fire back with a flamethrower) watershifu, buzzwole, rillaboom and hawlucha (flamethrower also 2HKO’s ferrothorn). Toxicspikes to add on to the hazard stack, Corrosive gas can be run to remove items notably heavy duty since it helps with the hazard stack aspect of the team. strange steam to chip stuff like garchomp, flamethrower for the stuff I aforementioned and pain split because that’s Weezing only real way of healing, weezing is very susceptible to being chipped over time (i thought of maybe adding umbreon to the team because it could wishpass to weezing and deny future sight but I didn’t end up making the cut maybe I should add it? Idk) so try to keep it healthy.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Dragon Tail
- Future Sight
- Earthquake
- Liquidation
(Another Eeveeto set) Last and certainly not least slowking! AV slowking eats special attacks for breakfast, chips down a lot of mons with its move pool, abuses hazards with dragon tail, picks up random K.O’s/massively chips stuff with future sight, can beat CM clefable with defense drops from liquidation, and forms a regen core with tornadus, and can be an anti trick mon for some stuff like clefable. Max HP and spD to tank stuff 4 atc to get that extra bit of damage.
Hope I did a good job explaining the team and I hope my fellow stall defenders are encouraged to make new and creative stalls :) have a nice day everybody. (No I didn’t proof read, yes I copied the all caps title because it’s funny) all rates are encouraged and appreciated
Just realized I forgot to post the paste for the team so here it is https://pokepast.es/cd789e19c9337915 (Shedinja version)
https://pokepast.es/08e458b8a5412ce8 (Gastradon Version)
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