Wo Chien Triple Removal

No Gliscor? No Dondozo? No Toxapex? It's possible.
Proof of Peak
The team has proven to be successful in meta with and without Palafin, with similar peaks in both.
I'm wiiiu / wo chien challenge
wo chien challenge was an alt where I nearly exclusively used some variation of this team(outside of the first 6 games), wiiiu is my main
Pre-Palafin peaks:
Elo peak:
Rank peak:
Suspect peak:
Introduction
This simple forum post is one of the main inspiration for the team... In order to prove this guy wrong, it had to be a great
Wo-Chien team that most importantly was up-to-date and preferably in line with my style. The other main inspiration was the concept of Removal-Spam stalls. Most stall teams have relied so much on bootspam in order to fight hazardstack, but it is not the only way. As someone who has used removal-spam stall to great success, I find it much more fun and just as powerful as bootspam. But there hasn't been any new teams of that removal-spam style for months, making it largely forgotten by most stall players. The problem is that removal spam is grueling to build, much harder than standard stalls, and there are many roles you want that struggle to fit. The team started out weak, but with every optimization it became up to par, and soon, it took me to my highest peak. It truly has been one of my best achievements to make this team.
Pokepaste:https://pokepast.es/066d009b2e9c2f52
Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Water
EVs: 192 HP / 216 Def / 100 Spe
Impish Nature
- Foul Play
- Knock Off
- Seed Bomb
- Leech Seed
The main feature of the team,
Wo-Chien provides valuable role-compaction. Since
Wo-Chien really wants to use Leftovers to work, it has been the most successful on removal-spam in both past and present.
With Foul Play, suddenly it can check nearly every physical setup. They are the main counter to Swords Dancer
Garchomp,
Ogerpon-Wellspring,
Rillaboom, And also valuable against Dragon Dance
Dragapult,
Dragonite, and to an extent, DD
Kyurem and
Roaring Moon. Knock Off is great at removing Leftovers and Heavy Duty Boots, greatly reducing the opposing team's longevity. Leech Seed is a good way to recover, so you can use it against a lot of stuff, but it is also counterplay to bulky setup pokemon, think
Garganacl, Rest
Zamazenta,
Dondozo. Seed Bomb is there to consistently hit
Primarina, and you can kinda check it after tera.
Wo-Chien is also a secondary counter to
Kingambit, but due to the lack of reliable recovery, you typically want to first burn
Kingambit with Talonflame.
With tera water, you get a powerful general defensive typing to abuse
Wo-Chien's high bulk, while gaining crucial resistance to Fire, Ice, Steel.
Wo-Chien has a lot of natural weakness, and losing all of them is great in emergency.
The given EV spread is meant to Maximize physical bulk while creeping Adamant
Kingambit, but- ah, I don't know if it is truly optimal. Notably, if you run less HP, you get more powerful Wish-passes from
Alomomola, but also lose out on a little bulk)
Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Earthquake
- Rapid Spin
- Protect
Even if
Wo-Chien was the main feature of the team, Iron Treads is actually lower on the OFFICIAL STALL VIABILITY RANKING, and for good reason. It has so much overlap with
Gliscor, which makes it so bad if you try it on bootspam, but there are a few things Unique to Iron Treads. You don't have that 4x Ice weakness, making it much more consistent against
Slowking-Galar, while also being useful against
Kyurem.
With Protect, Future sight suddenly becomes much less of threat, while also maximizing chip healing and scouting attacks. Outside of that,
Iron Treads' type is much better on defense, crucial resistances give you a nice switch-in opportunity against psychic and poison types in general, abusing the fact they struggle to hit you for much. It is also the team's primary answer to
Raging Bolt, though you gotta watch out for weather ball and tera bug/flying. With Rapid Spin, it is the first hazard-removal option on the team, mainly utilizing its resistance to get spin chances. Knock off is just super useful for reasons mentioned earlier, and earthquake hits hard on general targets.
The EVs maximize SpD while outspeed Modest
Raging Bolt, Tera water is to flip the fire and water weakness into resists. You pretty much never tera em,
Iron Treads gains so much from the resistances of its base form.
Weezing-Galar @ Leftovers
Ability: Neutralizing Gas
Tera Type: Ghost
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Pain Split
- Defog
Weezing-Galar is one of the MVPS on this stall team, as the second removal option and generally being extremely good.
Neutralizing Gas is super powerful for blocking regenerator/Poison Heal and defogging against
Gholdengo's stack. Combined with Ability-Ignoring Will-o-Wisp, it neutralizes passive recovery and is the main way for the team to make progress against bulkier team. The typing is mostly used for ID
Zamazenta, Swords Dance
Valiants, and
Clefable.
Since Sludge Bomb can poison most burn-immune pokemon, the main thing stopping it from making progress most games is
Slowking-Galar. Even if you status it, and neutralize its regenerator in theory, you take too much from their attacks to stay in, so you have to make smart predictions to break
Slowking-Galar. In that matchup, the team usually wins by beating everything else on the team first.
Weezing-Galar does little against Hyper-Offense, but neutralizing gas is extremely potent against more bulkier teams, the most crucial member in the Balance/stall matchup.
EVs are just a bit of speed and max Defense, Tera ghost lets you counter
Ursaluna, as you are immune to facade and all its other moves are weakened by the burn that made it so threatening usually.
Blissey.exe (Blissey) @ Leftovers
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Stealth Rock
- Flamethrower
Leftovers
Blissey is pretty much invincible on the special side, only stuff with Nasty Plot+Focus Blast can break it without neutralizing the leftovers recovery off the top of my head.
Blissey is the rocks setter, triple removal stall has to be compact, and I had no room for Stealth Rocks anywhere else. I opted to drop seismic toss, as the rest of the team handles most calm-mind users(
Iron Treads beats Raging Bolt,
Wo-Chien can sorta beat
Primarina,
G-weezing+
Treads check CM
Valiant) The moveset is pretty self-Explanatory, Calm Mind to match boosts, Soft-boiled for healing, and Flamethrower as the main attack to hit
Gholdengo, Tera Dark for Psyshock and Stored Power. Evs are for best mixed bulk.
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 12 HP / 252 Def / 244 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Play Rough
- Protect
With the first 3 members being unreliable in terms of recovery,
Alomomola was the obvious next pick for the team.
Flip Turn is super useful to escape magma storm, deal chip damage, and gain momentum. Combined with Wish, you can heal up teammates. Protect is obviously good if you are already using Wish, making self-heal more consistent while stalling weather and scouting moves.
Alomomola is extremely good as a general switchin, and the momentum generation in particular is key for this team. It also acts as a Knock Off absorber, as most knock off users can't threaten
Alomomola, and you don't worry much about losing Rocky Helmet.
While the set is mostly standard, There are 2 Key changes that allow
Alomomola to COUNTER
WATERPON? Alomomola just loses to Sword Dance Variants,
Wo-Chien Handles those, but weak to Pivot
Waterpon, which
Alomomola is actually the main counter to.
Tera Dragon allows it to reverse the matchup, resisting stab moves so
Alomomola actually walls
Wellspring instead of the other way around. You also keep the main resistances to fire and water, and gaining resistance to former weaknesses Electric and Grass is also useful. With Play rough, you can chip
Waterpon, and while it doesn't do much damage,
Ogerpon-Wellspring hates Chip Damage, and so you discourage it from switching in freely, but watch out for encore. Notably, Play Rough also makes
Alomomola the main Counter to
Roaring Moon, while you usually KO after Rocky helmet and Stealth Rocks. With tera it becomes quite problematic, in which case
Wo-Chien becomes a decent check, as it typically loses the foul play resistance and
Wo-Chien can stomach its hits with tera water.
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 164 HP / 252 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Will-O-Wisp
- Defog
- Flamethrower
Mainly there to patch holes of the team, It also becomes the 3rd removal option for the team.
Talonflame is mainly here to switch in against
Kingambit,
Great Tusk, and standard
Hexpult(If it has Thunder Wave or Draco Meteor,
Iron Treads and
Blissey should be used instead). By punishing Contact damage, you can easily punish their moves and threaten a crippling burn with either Flame Body or Will-o-Wisp.
Talonflame it is also useful against a plethora of other, less important stuff.
Flamethrower is just a good attack, Roost is nice recovery, and it can defog against a few common rocks setters(No rock move
Lando-T,
Great Tusk,
Ting-Lu,
Iron Treads) Tera ghost is backup for
Maushold and
Zamazenta, while also sorta spinblocking but you pretty much never use it for that purpose.
Talonflame fits like a glove as the last team-slot here, though there are probably more optimal evs/tera type.
Iron Treads: Walls some Iron Treads sets, but be weary of Volt Switch
Dragonite: If they are only running non-stab moves(and no Stone Edge), you can pretty freely burn it
Enamorus: You resist most attacks from mixed sets, but fold to Calm Mind, so use
Blissey for that set probably
Gholdengo: Outspeed and threaten to revenge-kill with flamethrower, but not really if they have lots of bulk or they tera, and you don't want to take its attacks
Rillaboom: You 4x resist its stab, and also threaten to burn
Meowscarada: You punish contact, but its attacks hit
Talonflame pretty hard.
Iron Valiant: You should save
G-weezing for this guy, but
Talonflame is passable backup
Kyurem: Burning it is always useful, but you can't take its attacks well..
Samurott-Hisui: Even though there is a type disadvantage, burning
Samurott-Hisui with
Talonflame usually is worth it
Talonflame is good against just about anything that doesn't want to take a burn and/or you outspeed, these are the most noteworthy
Notably, I found that
Gliscor was simply too hard to fit here. This is a common trend of Removal Stall teams dropping
Gliscor, it just doesn't provide enough to justify a place.
Alomomola is much better as a knock-absorber if you keep off hazards, and Poison Heal isn't as important when you can spam leftovers.
Gliscor's biggest strength is the resistance to the vast majority of passive damage, but by keeping off hazards, that value is significantly less important.
Enamorus:
Turns out,
Talonflame isn't that good against
Enamorus. Just hits everything on the team pretty hard.
Tera Fire Physical Attackers:
Tera Fire Physical Attackers: To be more specific, ones that
Wo-Chien can't OHKO with foul play after setup. Since you can't burn or OHKO them, they can be pretty rough to deal with, so you should limit their entry.

Setup threats that
Wo-Chien can't super reliably counter, and they have ways around
Talonflame.
Gholdengo:
The threat of all stall team. Despite there being so much counterplay on the team,
Gholdengo is still too threatening. Blocking Defog and Rapid Spin is part of it, but its mostly because its psyshock set is super hard to stop, and it can also sometimes win on the spot if it crits
Blissey.
Iron Moth:
This is pretty much the one special attacker that mono-flamethrower
Blissey truly fails against for this team. It has many opportunities to fish for crits and boosts while
Blissey sets up.
Weezing-Galar:
Shutting down Natural Cure on
Blissey and
Alomomola's Regenerator can become a problem.
Future Sight + Phasing
Future Sight + Phasing move can heavily cripple Weezing-Galar or Talonflame. If you get Alomomola in on the turn future sight hits, you can flip turn on most phasers and if they move 2nd, you know they are using phasing move and you go to the mon you want to save. Though, you can't always save both
G-weezing and
Talonflame, and
Alomomola fears getting poisoned by
Slowking-Galar

Knocker that can threaten :AlomomolaAlomomola in many circumstances; is hard to chip down and doesn't fear burn.
Primarina:
Tera
Wo-Chien isn't super consistent against the Calm Mind set, and tera makes it much more dire.
Through December, I have laddered a lot on the account "wo chien challenge" and saved every replay. While many are private, there is still a lot of content regarding the team, so feel free to look there for more replays. I only posted the wins as they are best to showcase the team.
Shoutout section
ElStefano, SupaGmoney, CTC
They innovated Removal-Spam in Gen9OU before me, so it's only fair if they get credit. A lot of the ideas for this team came from El Stefano's RMT and SupaGmoney and CTC's Optimized Version from earlier in the year.
knexhawk for peaking with
Wo-Chien, and inspiring me to ladder and make a
Wo-Chien team. Even if I couldn't prove their prediction wrong, there's still time and I haven't given up!
also mittery.
The Stall Empire: The Discord had a lot of resource for Stall player, and helped me become a better player. They didn't directly contribute to the team, but still has been very useful for me






Proof of Peak
The team has proven to be successful in meta with and without Palafin, with similar peaks in both.
I'm wiiiu / wo chien challenge
wo chien challenge was an alt where I nearly exclusively used some variation of this team(outside of the first 6 games), wiiiu is my main
Pre-Palafin peaks:
Elo peak:
Rank peak:
Suspect peak:
Introduction

Pokepaste:https://pokepast.es/066d009b2e9c2f52
Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Earthquake
- Rapid Spin
- Protect
Weezing-Galar @ Leftovers
Ability: Neutralizing Gas
Tera Type: Ghost
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Pain Split
- Defog
Blissey.exe (Blissey) @ Leftovers
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Stealth Rock
- Flamethrower
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 12 HP / 252 Def / 244 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Play Rough
- Protect
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 164 HP / 252 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Will-O-Wisp
- Defog
- Flamethrower
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Earthquake
- Rapid Spin
- Protect
Weezing-Galar @ Leftovers
Ability: Neutralizing Gas
Tera Type: Ghost
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Pain Split
- Defog
Blissey.exe (Blissey) @ Leftovers
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Stealth Rock
- Flamethrower
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 12 HP / 252 Def / 244 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Play Rough
- Protect
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 164 HP / 252 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Will-O-Wisp
- Defog
- Flamethrower
Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Water
EVs: 192 HP / 216 Def / 100 Spe
Impish Nature
- Foul Play
- Knock Off
- Seed Bomb
- Leech Seed
The main feature of the team,


With Foul Play, suddenly it can check nearly every physical setup. They are the main counter to Swords Dancer














With tera water, you get a powerful general defensive typing to abuse


The given EV spread is meant to Maximize physical bulk while creeping Adamant


Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Water
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Earthquake
- Rapid Spin
- Protect
Even if




With Protect, Future sight suddenly becomes much less of threat, while also maximizing chip healing and scouting attacks. Outside of that,


The EVs maximize SpD while outspeed Modest


Weezing-Galar @ Leftovers
Ability: Neutralizing Gas
Tera Type: Ghost
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Pain Split
- Defog

Neutralizing Gas is super powerful for blocking regenerator/Poison Heal and defogging against




Since Sludge Bomb can poison most burn-immune pokemon, the main thing stopping it from making progress most games is



EVs are just a bit of speed and max Defense, Tera ghost lets you counter

Blissey.exe (Blissey) @ Leftovers
Ability: Natural Cure
Tera Type: Dark
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Stealth Rock
- Flamethrower
Leftovers









Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 12 HP / 252 Def / 244 SpD
Relaxed Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Play Rough
- Protect
With the first 3 members being unreliable in terms of recovery,

Flip Turn is super useful to escape magma storm, deal chip damage, and gain momentum. Combined with Wish, you can heal up teammates. Protect is obviously good if you are already using Wish, making self-heal more consistent while stalling weather and scouting moves.


While the set is mostly standard, There are 2 Key changes that allow





Tera Dragon allows it to reverse the matchup, resisting stab moves so








Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 164 HP / 252 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Will-O-Wisp
- Defog
- Flamethrower
Mainly there to patch holes of the team, It also becomes the 3rd removal option for the team.







Flamethrower is just a good attack, Roost is nice recovery, and it can defog against a few common rocks setters(No rock move























Notably, I found that





Turns out,




Tera Fire Physical Attackers: To be more specific, ones that





Setup threats that



The threat of all stall team. Despite there being so much counterplay on the team,



This is pretty much the one special attacker that mono-flamethrower



Shutting down Natural Cure on




Future Sight + Phasing move can heavily cripple Weezing-Galar or Talonflame. If you get Alomomola in on the turn future sight hits, you can flip turn on most phasers and if they move 2nd, you know they are using phasing move and you go to the mon you want to save. Though, you can't always save both





Knocker that can threaten :AlomomolaAlomomola in many circumstances; is hard to chip down and doesn't fear burn.

Tera

Pre-Palafin:
VS Pivot
Ogerpon-Wellspring+
Weezing-Galar https://replay.pokemonshowdown.com/gen9ou-2263533608-1cn93o388rz222ugbvzp9ggiepe0abdpw?p2
VS Pivot
Ogerpon-Wellspring+ AV
Glowkinghttps://replay.pokemonshowdown.com/gen9ou-2261938028-wlreurevb72qwa5g7ozl013ybrbyvy0pw
VS
Some noob: https://replay.pokemonshowdown.com/gen9ou-2261275272-46lqem5wgqdicjc7qmh7125b93r22mxpw
VS
SD Gliscor +
Samurott-Hisui Spikestackhttps://replay.pokemonshowdown.com/gen9ou-2264300117-z9hwkyy5iy9upewdpcxc6460q99zqs8pw
VS
SD Gliscor +
Samurott-Hisui Spikestack(Different team tho)https://replay.pokemonshowdown.com/gen9ou-2265061001-w9dpqnea417kzznn4gx2gn9gn36klc3pw
VS
Keldeo +
Weavile Spikestack https://replay.pokemonshowdown.com/gen9ou-2265076964-kzw8no8gxchapvfbq5c8nu92xkxtvsfpw?p2
VS
Rockpon +
Glowking https://replay.pokemonshowdown.com/gen9ou-2266269215-zzdtxr69dp30102gjl6v1qdq79dym3bpw?p2
VS Band
Ursaluna TR https://replay.pokemonshowdown.com/gen9ou-2263200606?p2
VS
Keldeo
Sand: https://replay.pokemonshowdown.com/gen9ou-2263563914?p2
VS
Ceruledge
Rockpon
Psyshock Gholdengo: https://replay.pokemonshowdown.com/gen9ou-2266302480
VS
Ursaluna +
Iron Hands Trick Room: https://replay.pokemonshowdown.com/gen9ou-2266311740?p2
Palafin Suspect:
VS Spikes
Waterpon https://replay.pokemonshowdown.com/gen9ou-2268028023-wh21ypsthhunq4cx876a8w171tk0bcvpw
VS Trick
Slowking-Galar+SD
Cinderace https://replay.pokemonshowdown.com/gen9ou-2268033044-tfvufhr4q88bqxdq9g3z0xhpx7tjmjepw?p2
VS
Gengar
Iron Hands Gterrain https://replay.pokemonshowdown.com/gen9ou-2268389275-8h7ylntb9f5kt8q0cf3l77zfvt81e84pw?p2
VS BU Punching Glove
Palafin https://replay.pokemonshowdown.com/gen9ou-2270103408-oeeqf73xf33m88rdvn50lvq3buz5xelpw?p2
VS Clefable
Sand https://replay.pokemonshowdown.com/gen9ou-2270125315-9c0ix0vexgdm8v2qm3n4gzptupune8jpw?p2
VS Band
Palafin + Ability Shield
Hatterene Rain https://replay.pokemonshowdown.com/gen9ou-2270669502-2ygl65tyzocmuu2housh0guyynwstxjpw
VS
Hoopa +
Wishpass https://replay.pokemonshowdown.com/gen9ou-2269431842?p2
VS BU
Palafin + Metronome
Kyurem https://replay.pokemonshowdown.com/gen9ou-2272763814?p2
VS Pivot


VS Pivot


VS

VS


VS


VS


VS


VS Band

VS


VS



VS


Palafin Suspect:
VS Spikes

VS Trick


VS


VS BU Punching Glove

VS Clefable


VS Band


VS


VS BU


Shoutout section
ElStefano, SupaGmoney, CTC
They innovated Removal-Spam in Gen9OU before me, so it's only fair if they get credit. A lot of the ideas for this team came from El Stefano's RMT and SupaGmoney and CTC's Optimized Version from earlier in the year.
knexhawk for peaking with


also mittery.
The Stall Empire: The Discord had a lot of resource for Stall player, and helped me become a better player. They didn't directly contribute to the team, but still has been very useful for me