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Hello and welcome to my recently thrown together Stall team! Stall is one of my favorite archetypes to play because I love strategizing and feeling like I'm piloting the game. This type of playstyle is really commonplace with me considering I play Stax and Control in Magic, the Gathering, but that's about all you really need to know about me. You didn't come here for those details, you came here for the team.
I built this team primarily because my personal group of friends are preparing monotype teams for Pokemon Sword and Shield. We all drew types from a hat and whatever type we pulled, we had to build a team around it. I pulled Water from the hat, and instead of building Swift Swim or Balance, I wanted to try my hand at putting together a Stall team. The house rules we set are a bit different from the monotype metagame from what I understand as well because we're opting not to use legendaries or Uber tier level Pokemon. This allows us to play rather barebones, which helps considering we can easily breed for IVs and it also gives our teams an almost "gym leader" type of feel to it. I've done this a few times before with these friends, and it's always proven to be a challenge and a blast to see what people come up with given the constraints of the house rules. I'm here because I want to seek advice from competitive players who have experience with monotype teams, and I'd really appreciate any and all feedback, comments, and criticism.

Big Chungus (Azumarill) (M) @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Whirlpool
- Perish Song
- Protect
- Rest
Azumarill is kind of the centerpiece behind the whole team. His Perish Song set is incredibly useful to trap Pokemon that are otherwise problematic for the rest of the team and he can really put in work against a predicted grass move given his immunity to grass with Sap Sipper. One can opt for Thick Fat instead, but fire and ice already doesn't affect Azumarill too much, and grass immunity is vitally important in my opinion. Whirlpool is used to trap the opposing Pokemon while Perish song sets a clock for the opponent to try and outpace. Protect buys us a turn when we're stalling during a Perish Song or when the opponent is crippled by Toxic or Burn coupled with residual Whirlpool damage. Rest is the only good form of innate recovery Azumarill has access to while also removing a harmful status effect.

Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover
Unaware Quagsire does so much for us. He's an answer to our worst matchup against electric types, and he switches into setup sweepers with ease. Scald is used as a STAB move with a chance to burn the opponent, and Earthquake is simply a powerful STAB move to hit what Quagsire wants to switch into very hard. Toxic withers down enemies while we... ya know... stall. Recover offers Quagsire some inherent longevity as well.

Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 116 Def / 140 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover
I was really glad that I was able to use Toxapex on this team. Pex is an absolute powerhouse and walls so many things. She forms a nice Regenerator core with Alo as well. Scald is here again for a STAB move that can proc a burn. Toxic Spikes can be set up over the course of two turns to afflict a grounded opponent with Toxic. Haze resets buffs to halt setup sweepers. Lastly, Recovery is here again just to be annoying and stall because you can never have too much longevity when your goal is to stall.

Alomomola (F) @ Leftovers
Ability: Regenerator
EVs: 8 HP / 252 Def / 248 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Mirror Coat
I absolutely love defensive Alomomola. This is a mon that I've played in UU alongside Blissey and they've covered each other's weaknesses impeccably. Through a similar vein, that's her role here as well. Alo and Pex form a great Regenerator core with one another and provides Wish support on top of that. Scald is here again for redundancy because it's really the best water STAB move stall can use. Wish and Protect are used in conjunction with one another to heal Alo, or provide Wish support for a teammate given her massive health pool. I'm currently flexing between Mirror Coat and Knock Off at the moment, but I'm not entirely sure what's more beneficial for the team.

Mantine (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 36 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Defog
- Roost
Mantine is here for Defog support as well as a ground immunity for Pex and Lanturn. On top of that, he can bait an electric attack for both Lanturn and Quagsire to eat. Scald is here again for the reasons I've provided already, and you can expect to see a similar sentence in regard to Lanturn's moveset. Air Slash is a solid STAB move to cause a flinch and offer offensive coverage for flying. Defog is used to remove hazards, and Roost offers Mantine some longevity as well at the cost of being grounded for a turn.

Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 128 HP / 128 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Protect
- Heal Bell
Lanturn was ultimately decided on over finishing off the team with a defensive Mega Swampert or a Mega Slowbro. The reason being is that Lanturn is a switch-in to an electric move that doesn't have a 4x weakness to grass. On top of that, Lanturn offers cleric support and serves as a pivot to gain momentum for our Regenerator core. Scald is here because it's Scald. Volt Switch turns Lanturn into a reliable pivot. Stall loves Protect to capitalize on all of the residual damage we're dealing. Finally, Heal Bell cures our team of status effects.
That about wraps it up for the team. I plan to edit and update this list as I test things further. I'm mostly concerned with my matchups against electric teams, but so far I've been playing around them fairly well. Similarly, grass also seems like a potent threat to us, and I'm worried steel and poison can also be a bit awkward to play around given their immunities to Toxic. Otherwise, I feel a bit weird for not including a Mega Evolution on the team, but I don't know where I would fit it if I were to include it. Suggestions are greatly appreciated and I look forward to hearing from you! Thanks!
Replays:
Stabilizing Against Electric
Unaware Quagsire Carry
Greedy Plays vs Poison
Trapping Bugs
Ice Unaware of Unaware Quag
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