Way to miss alll of my other points. Let me encapsulate them in number form:Sure plenty of moves can easily KO Stallrein from most of UU's best sweepers, but the point of Stallrein is that it only needs one turn to set up a sub and start the 32 turn stall cycle. Sure, it can't go one on one vs. all these sweepers, but that is not the point. You're using it wrong. And while these sweepers switch in and try to KO it they get worn down by hail, Toxic Spikes, and SR/Spikes if they switch or Walrein uses Roar.
I personally don't agree that Stallrein is broken. It does require quite a bit of support from the team (Snover, Toxic Spikes) to be effective at all. From my experience Stallrein has a difficult time stalling out a significant portion of the metagame because the conditions it needs are not common at all, with Snover being such a useless poke and grouded poisons everywhere. Besides needing very specific conditions, it has a decent amount of counters. Encore and Taunt users who can take a few special hits. This includes things like Clefable, Quagsire, Drapion, Mismagius and Azumarill who commonly run those moves and can mess up Stallrein.
1) Encore
2) Taunt
3) Inability to safely switch in
4) Status
5) Restalkers
6) Requires Hail (meaning Snover and no SD/RD/Hippopotas)
7) Every team should have a contingency plan for him, it's not too hard.
You attacked #3, which alone isn't as much of a problem, but combined, all these make Stallrein weaker than he was making him out to be.
Keeping residual damage off the field is next to impossible if the stall team is built well or predicts ANY of the double switches, you're right, though, with perfect prediction and double switches stall is beatable. The problem with that is that stall is significantly easier to run: they don't have to predict as well as you do, they don't have to attempt to make their own movesets or anything. They can slip up 1-2 times and be fine, but if you slip up once, gg. Add to that that Spiritomb (as I mentioned) can stall out at least 2 members of every team, which results in you being unable to pressure him from constant double switches.@ d2m - you are exactly right, but it is this double switching that stops any residual damage from piling up on you. yea, it sounds crazy, but thats how you have to play to beat stall! hmm, i have something hard-walled or beaten by roserade. therefore, you're probably going to roserade to get up some free spikes, right? i remember one match i had in which i had a uxie out vs a hariyama. instead of getting up some SR of my own, or psychicing, i uturned out of the steelix switch in and managed to keep SR off the field for the whole match. the point of the double switch is, if you keep mixing up what you do, you will eventually score a kill on an important member of the stall team. but yes, d2m, you are exactly right. i guess what i didnt make clear was the fact that you can utilize the double switch / move prediction to keep residual damage off the field.