SPOILERS! Stakataka

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Seems like a decent PU Trick Room / Rocks setter. It's a pity it doesn't learn self-destruct, and that you'll never get a boost on attack with beast boost unless you really push.

This kind of thing could work, though:
Stakataka @ Focus Sash
252 Atk / 248 HP / 8 SpD
Lonely Nature, 14 Def IVs
- Gyro Ball
- Stone Edge
- Stealth Rock / Earthquake
- Trick Room

Earthquake gives you the edgequake coverage that could make lategame sweeps work. Even with lonely nature and cut IVs, he has 396 Def, which is just low enough to allow for Atk Beast Boosts. Sash lets it set up Trick Room on anything provided hazard control, and SR allows it to perform as a suicide lead for a trick room team.

If he gets a boost, he is dealing DAMAGE.
+1 252+ Atk Aggron (Stakataka stats) Gyro Ball (137 BP) vs. 128 HP / 128 Def Lanturn: 118-140 (27.8 - 33%) -- 88.4% chance to 4HKO after Leftovers recovery
That may not look impressive, but that's a 4x resist. Gyro Ball becomes spammable at this kind of damage, and edgequake only needs to be used for making predictions or last turn kills.
 
Sure, Cress can Skill Swap, but my whole point was that Stakataka is the only Mon with both Beast Boost and Skill Swap. Being able to pass Beast Boost on to any Pokemon it wants is an interesting tactic, and one that Cress can't replicate unless you have an UB out one turn for it to Skill Swap with, and then you switch it out for the Mon you want to give Beast Boost to on the following turn, but that clogs up your team composition and it's super slow and clunky.

Basically, if you want to give a non-UB Beast Boost (not that you would, but if you had a team member that would benefit from it), Skill Swap Stakataka is the way to go as you wouldn't need to clog up another Mon's moveset with Skill Swap or Role Play.
I think he was talking about swapping letivate with Stakataka such that it will survive against ground attacks.
 
Sure, Cress can Skill Swap, but my whole point was that Stakataka is the only Mon with both Beast Boost and Skill Swap. Being able to pass Beast Boost on to any Pokemon it wants is an interesting tactic, and one that Cress can't replicate unless you have an UB out one turn for it to Skill Swap with, and then you switch it out for the Mon you want to give Beast Boost to on the following turn, but that clogs up your team composition and it's super slow and clunky.

Basically, if you want to give a non-UB Beast Boost (not that you would, but if you had a team member that would benefit from it), Skill Swap Stakataka is the way to go as you wouldn't need to clog up another Mon's moveset with Skill Swap or Role Play.
I said Cresselia because it can swap a super useful ability in Levitate, and it's faster than it so it's more reliable than letting Stakataka swap.
But yeah, maybe there are a few Pokèmon who appreciate the overkill bonus provided by Skill Swapping Beast Boost; I was thinking about Choice Scarf Tapu Bulu (VGC) to reset Grassy Terrain, and allow it to kill everything 100% with Grassy Terrain-boosted Wood Hammer and simultaneously boosting its Atk with Beast Boost
 

Deck Knight

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VGC-wise, how is having TR and STAB Rock Slide a bad thing? People are panning Steel/Rock way too much. Yes it has two bad 4x weaknesses. It also only cares about one of them if it techs Magnet Rise on a set. Cress as mentioned is a perfect partner for it, and with the TR up you can even use it with your own Lando-Ts to SPAM EQ while you Rise above it. The only two attacks it's ever going to run in VGC are Gyro Ball and Rock Slide anyway, the last two slots are yours to choose support-wise (Protect, Wide Guard, Ally Switch, Skill Swap, there's enough to choose from).

In Singles, this mon is obviously a "Beastly" Trick Room Pokemon. It's got almost perfect synergy with Mega Slowbro seeing as it can annihilate Heatran with EQ if it runs it. TR/Gyro Ball/Rock Slide/Earthquake &LO is a good offensive set, TR/Magnet Rise/Gyro Ball/Rock Slide &Leftovers is a better defensive one. If you want to muscle past Ferro, Fightinium-Z with Superpower is a nasty surprise you can probably use over Rock Slide on the offensive set:
252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 252 HP / 88+ Def Ferrothorn: 308-364 (87.5 - 103.4%) -- 62.5% chance to OHKO after Stealth Rock (It OHKOs with 1 layer of Spikes)

Trick Room in general makes this an absolute support monster, it can actually abuse the SpD boost in Sandstorm from a partner in Hippowdon (eats EQs and Close Combats for days) quite well unlike Aggron (Stakataka hates Scald burns but it cares little about anything else). Not to mention when it gets a KO and a subsequent Defense boost, Landorus-Therien can't even revenge kill it with STAB EQ:

252 Atk Landorus-Therian Earthquake vs. +1 252 HP / 0 Def Bastiodon: 244-292 (74.8 - 89.5%) -- guaranteed 2HKO after Leftovers recovery.

Don't let the typing fool you. Stakataka has literally everything it needs to be a viable OU threat, and should not be sold short.
 
VGC-wise, how is having TR and STAB Rock Slide a bad thing? People are panning Steel/Rock way too much. Yes it has two bad 4x weaknesses. It also only cares about one of them if it techs Magnet Rise on a set. Cress as mentioned is a perfect partner for it, and with the TR up you can even use it with your own Lando-Ts to SPAM EQ while you Rise above it. The only two attacks it's ever going to run in VGC are Gyro Ball and Rock Slide anyway, the last two slots are yours to choose support-wise (Protect, Wide Guard, Ally Switch, Skill Swap, there's enough to choose from).

In Singles, this mon is obviously a "Beastly" Trick Room Pokemon. It's got almost perfect synergy with Mega Slowbro seeing as it can annihilate Heatran with EQ if it runs it. TR/Gyro Ball/Rock Slide/Earthquake &LO is a good offensive set, TR/Magnet Rise/Gyro Ball/Rock Slide &Leftovers is a better defensive one. If you want to muscle past Ferro, Fightinium-Z with Superpower is a nasty surprise you can probably use over Rock Slide on the offensive set:
252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 252 HP / 88+ Def Ferrothorn: 308-364 (87.5 - 103.4%) -- 62.5% chance to OHKO after Stealth Rock (It OHKOs with 1 layer of Spikes)

Trick Room in general makes this an absolute support monster, it can actually abuse the SpD boost in Sandstorm from a partner in Hippowdon (eats EQs and Close Combats for days) quite well unlike Aggron (Stakataka hates Scald burns but it cares little about anything else). Not to mention when it gets a KO and a subsequent Defense boost, Landorus-Therien can't even revenge kill it with STAB EQ:

252 Atk Landorus-Therian Earthquake vs. +1 252 HP / 0 Def Bastiodon: 244-292 (74.8 - 89.5%) -- guaranteed 2HKO after Leftovers recovery.

Don't let the typing fool you. Stakataka has literally everything it needs to be a viable OU threat, and should not be sold short.
Agree, totally agree on everything but LO: this thing has low HP, an EBelt or plate is better imo (you use your attacks only on 2x targets, so EBelt makes a little bit of sense)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Agree, totally agree on everything but LO: this thing has low HP, an EBelt or plate is better imo (you use your attacks only on 2x targets, so EBelt makes a little bit of sense)
Life Orb takes 10% fixed HP (truncated), it would actually matter more if Stakataka was a High HP, Low Def mon, since it would take more absolute damage from any given attack (i.e. HP would be its primary defensive statistic rather than its physical or special defense.) You want LO or a Plate (or even Band if Stakataka is the one receiving support. Then use the nifty Max Atk 14 Def IV Lonely spread and see it turn into an unstoppable rolling death ball until TR expires) rather than EB because you aren't going to be hitting much SE with Gyro Ball, and Rock Slide is a little on the weak side. In retrospect Stone Edge should be used in Singles for more power, fishing for flinches on a 90% acc attack is probably not reliable enough in Singles, and Iron Head is dumb when Gyro Ball smashes even things with middling speed (literally 96 Spe the actual stat, not the base.) for Max BP.
 
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This is the worst set I've ever seen in my life. There is a reason why little people run something like recycle and magnet rise outside of some really annoying stall Pokemon, which definitely isn't going to be Stakataka because of its abysmal special bulk and doesn't heal outside of rest which isn't even on this set. It doesn't even tank earthquakes very comfortably nor you will have the time to actually pull out magnet rise. You might actually just put a balloon on this thing if you are trying to save it from earthquakes, but then comes forth water attacks or simply close combat.
Doesnt it heal itself with berry+recycle? Also, why not use magent rise a against a mon that you can wall before they switch into their ground mon? I never said this set is amazing, but magent rise plus the recovery from the berry might make up for the 4x weakness from EQ & the lack of recovery moves.
 
Doesnt it heal itself with berry+recycle? Also, why not use magent rise a against a mon that you can wall before they switch into their ground mon? I never said this set is amazing, but magent rise plus the recovery from the berry might make up for the 4x weakness from EQ & the lack of recovery moves.
As if the opponent will let you have the leisure to recycle and MR continuously without just bash the wall into a pile of collapsed bricks? The above TR set is just as overly optimistic as if Stakataka has the time and endurance to stay for so long, but this setup takes the icing of the cake for being worse. Even if optimistically your wall managed to rise for 5 turns and the opponent somehow doesn't have fighting and water coverage, but at some point when this chain breaks you simply will fall very easily.

Especially when you are using Sitrus berry which only recovers 25% HP, which is ridiculous if you are attempting to recover and be hard to beat down with that.
 
What I like about Stakataka is that it has enough fire power with its steel type move to threaten pretty much all Tapu's in OU and in general all Fairy Types:
+2 252 Atk Tapu Bulu Wood Hammer vs. 252 HP / 4+ Def Bastiodon in Grassy Terrain: 276-325 (84.6 - 99.6%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252 Atk Bastiodon Gyro Ball (150 BP) vs. 0 HP / 4 Def Tapu Bulu: 438-516 (155.8 - 183.6%) -- guaranteed OHKO

252 Atk Tapu Koko Wild Charge vs. 252 HP / 4+ Def Bastiodon in Electric Terrain: 96-114 (29.4 - 34.9%) -- 100% chance to 4HKO after Leftovers recovery
252 Atk Bastiodon Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Koko: 282-333 (100.3 - 118.5%) -- guaranteed OHKO

252 SpA Choice Specs Tapu Lele Psychic vs. 252 HP / 0 SpD Bastiodon in Psychic Terrain: 164-193 (50.3 - 59.2%) -- 78.5% chance to 2HKO after Leftovers recovery (needs some adjustment)
252 Atk Bastiodon Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Lele: 626-738 (222.7 - 262.6%) -- guaranteed OHKO

24 SpA Tapu Fini Hydro Pump vs. 252 HP / 0 SpD Bastiodon: 234-276 (71.7 - 84.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Bastiodon Gyro Ball (150 BP) vs. 252 HP / 0 Def Tapu Fini: 220-259 (63.9 - 75.2%) -- guaranteed 2HKO after Leftovers recovery


My point is the crux of Stackattack: It has Trick Room which won't be interrupted easily due to it being able to fire off massive powerful gyro balls. And Trick Room, most of the time, is very anti-meta. It makes Mega Mawile for example absolutely ridiculous powerful to face under trick room.

Basically, whenever it ends up, its trick room + gyro ball power is going to be very strong. I honestly can't see it in PU
 
So this thing has the most powerful Gyro Ball in the game and... that's pretty much it. No reliable recovery, mediocre offensive movepool, no special bulk, and to top it all of if you want beast boost to boost its attack you have to cripple its defence. Kinda like that meme Timid Kartana set. Oh and it gets no signature move while its counterpat Blacephalon does. Yikes. GF really screwed the pooch with this one. I could maybe see it have a niche in double on trick room just for those sweet gyro balls, but I'm not holding my breath.
It's Soecial but isn't "nothing" like you claim. It's 61/101. While it's not exactly great, it's not really that bad either.
 
The typing makes this mon overall pretty bad but it does have a few nice things going for it. Not really on the defensive side because most things carry coverage to beat it (and/or just have enough Special power, since this thing's Special bulk isn't too great). But it has by far the strongest Gyro Ball in the game.

Stakataka @ Iron Plate / Air Balloon
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake / Superpower
- Trick Room

OR

Stakataka @ Iron Plate / Air Balloon
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def, 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake / Superpower
- Trick Room

The second set, while it doesn't have a -Speed nature, boosts Attack after each KO rather than Defense, so the second spread might actually be better because this is OTR. The second spread still has 396 Defense, which is quite good (it would've had 458 otherwise), and because this thing's typing is so bad, the loss of bulk doesn't matter as much. The fisrt spread has 27 Speed and the second has 31 Speed.

Anyway, Stakataka isn't good in OU, but it has this going for it. For perspective, Gyro Ball OHKOs Latios - this thing is surprisingly hard to switch into. But it also gets KOd by a lot.
I predict RU or more likely NU for Stakataka
 
So here's a question: let's say Stakataka gets a kill and boosts it's defense up. What are the damage calcs looking like then?
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
I don't know if anyone has brought this up yet, but Stakataka is the only Pokemon to be able to Skill Swap it's ability Beast Boost (unless another USUM Ultra Beast can too; I'm not for sure.) I think the capability to Skill Swap Beast Boost gives Stakataka another niche in Doubles formats.
 
So here's a question: let's say Stakataka gets a kill and boosts it's defense up. What are the damage calcs looking like then?
Being a wall, it has the same Speed of a wall. So, almost nothing lol
Thing is: Stakataka has to take a kill (not a difficult task, having a ton of Atk) before going down (a difficult task, because it's slow as fuck and has many, many weaknesses). But stay assured that, of it gets a KO and a Defense boost, it will be very hard to bring down bar having Groundium/Fightinium Z stuff.

I don't know if anyone has brought this up yet, but Stakataka is the only Pokemon to be able to Skill Swap it's ability Beast Boost (unless another USUM Ultra Beast can too; I'm not for sure.) I think the capability to Skill Swap Beast Boost gives Stakataka another niche in Doubles formats.
TenshouYoku, jackgraves and I were talking about Skill Swap and Stakataka, both using Stak with Skill Swap and using Stak with somebody who has Skill Swap, and we arrived to two conclusions:
-Tapu Bulu/Stakataka can cover each other well, with Grassy Terrain helping Stak and Skill Swap to give Bulu +1 Atk for every kill and resetting Grassy Terrain if a Tapu overwrites it;
-Cresselia/Stakataka with Skill Swap+ Trick Room Cresselia to give Stak Levitate and save it from EQs, while putting Stak under TR where it can reign with its max power Gyro Ball.
 
So here's a question: let's say Stakataka gets a kill and boosts it's defense up. What are the damage calcs looking like then?
In singles, you should be boosting your attack, not defence. However in VGC, it seems such a waste not to use min speed and its awsome speed tier, so when it gets kills it'll boost defence. So all the calcs are gonna be VGC calcs at level 50. Also only gonna stay in the battle spot doubles B - S tier Vr.

S rank
252+ Atk Landorus-Therian Earthquake vs. +1 252 HP / 0 Def Probopass: 108-132 (64.2 - 78.5%) -- guaranteed 2HKO

252+ Atk Landorus-Therian Earthquake vs. +1 252 HP / 0 Def Probopass in Grassy Terrain: 52-64 (30.9 - 38%) -- 0.7% chance to 3HKO after Grassy Terrain recovery

252+ Atk Landorus-Therian Superpower vs. +1 252 HP / 0 Def Probopass: 112-136 (66.6 - 80.9%) -- guaranteed 2HKO

A+ rank
252+ Atk Parental Bond Kangaskhan-Mega Power-Up Punch vs. +1 252 HP / 0 Def Probopass: 45-55 (26.7 - 32.7%) -- guaranteed 4HKO

+2 252+ Atk Parental Bond Kangaskhan-Mega Power-Up Punch vs. +1 252 HP / 0 Def Probopass: 85-105 (50.5 - 62.5%) -- guaranteed 2HKO
Note: using Smogon Doubles Dragon Dance set at level 50

-1 60 Atk Salamence-Mega Earthquake vs. +1 252 HP / 0 Def Probopass: 40-48 (23.8 - 28.5%) -- 79.6% chance to 4HKO

+1 60 Atk Salamence-Mega Earthquake vs. +1 252 HP / 0 Def Probopass: 84-100 (50 - 59.5%) -- guaranteed 2HKO
252 Atk Tapu Koko Wild Charge vs. +1 252 HP / 0 Def Probopass in Electric Terrain: 39-46 (23.2 - 27.3%) -- 55.2% chance to 4HKO

252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. +1 252 HP / 0 Def Probopass in Electric Terrain: 73-87 (43.4 - 51.7%) -- 8.6% chance to 2HKO

A rank
44+ Atk Celesteela Heavy Slam (60 BP) vs. +1 252 HP / 0 Def Probopass: 15-18 (8.9 - 10.7%) -- possibly the worst move ever

44+ Atk Celesteela Heavy Slam (60 BP) vs. +1 252 HP / 0 Def Probopass: 15-18 (8.9 - 10.7%) -- possible 5HKO after Leech Seed damage

44+ Atk Celesteela Superpower vs. +1 252 HP / 0 Def Probopass: 76-92 (45.2 - 54.7%) -- 52.7% chance to 2HKO

A- rank
252 Atk Tough Claws Metagross-Mega Meteor Mash vs. +1 252 HP / 0 Def Probopass: 39-46 (23.2 - 27.3%) -- 55.2% chance to 4HKO

252 Atk Tough Claws Metagross-Mega Hammer Arm vs. +1 252 HP / 0 Def Probopass: 112-136 (66.6 - 80.9%) -- guaranteed 2HKO
196+ Atk Snorlax High Horsepower vs. +1 252 HP / 0 Def Probopass: 72-88 (42.8 - 52.3%) -- 13.7% chance to 2HKO

+1 196+ Atk Snorlax High Horsepower vs. +1 252 HP / 0 Def Probopass: 108-128 (64.2 - 76.1%) -- guaranteed 2HKO
252+ Atk Choice Band Tyranitar Superpower vs. +1 252 HP / 0 Def Probopass: 160-192 (95.2 - 114.2%) -- 81.3% chance to OHKO

252+ Atk Choice Band Tyranitar Low Kick (120 BP) vs. +1 252 HP / 0 Def Probopass: 160-192 (95.2 - 114.2%) -- 81.3% chance to OHKO

252+ Atk Tyranitar Crunch vs. +1 252 HP / 0 Def Probopass: 27-33 (16 - 19.6%) -- possible 6HKO

B+ rank
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. +1 252 HP / 0 Def Probopass: 116-140 (69 - 83.3%) -- guaranteed 2HKO
252+ Atk Huge Power Mawile-Mega Play Rough vs. +1 252 HP / 0 Def Probopass: 25-30 (14.8 - 17.8%) -- possible 6HKO
252+ Atk Swampert-Mega Superpower vs. +1 252 HP / 0 Def Probopass: 116-140 (69 - 83.3%) -- guaranteed 2HKO

252+ Atk Swampert-Mega Earthquake vs. +1 252 HP / 0 Def Probopass: 108-132 (64.2 - 78.5%) -- guaranteed 2HKO

252+ Atk Swampert-Mega Waterfall vs. +1 252 HP / 0 Def Probopass: 60-72 (35.7 - 42.8%) -- guaranteed 3HKO

252+ Atk Swampert-Mega Waterfall vs. +1 252 HP / 0 Def Probopass in Rain: 90-108 (53.5 - 64.2%) -- guaranteed 2HKO
252+ Atk Tapu Bulu Superpower vs. +1 252 HP / 0 Def Probopass: 108-128 (64.2 - 76.1%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ Atk Tapu Bulu Wood Hammer vs. +1 252 HP / 0 Def Probopass in Grassy Terrain: 60-72 (35.7 - 42.8%) -- 94.4% chance to 3HKO after Grassy Terrain recovery

252+ Atk Tapu Bulu Bloom Doom (190 BP) vs. +1 252 HP / 0 Def Probopass in Grassy Terrain: 94-112 (55.9 - 66.6%) -- guaranteed 2HKO after Grassy Terrain recovery

+2 252+ Atk Tapu Bulu Horn Leech vs. +1 252 HP / 0 Def Probopass in Grassy Terrain: 76-90 (45.2 - 53.5%) -- 1.2% chance to 2HKO after Grassy Terrain recovery

B rank
252+ Atk Arcanine Flare Blitz vs. +1 252 HP / 0 Def Probopass: 36-43 (21.4 - 25.5%) -- 0.6% chance to 4HKO

252+ Atk Arcanine Inferno Overdrive (190 BP) vs. +1 252 HP / 0 Def Probopass: 57-67 (33.9 - 39.8%) -- guaranteed 3HKO

252+ Atk Arcanine Close Combat vs. +1 252 HP / 0 Def Probopass: 96-116 (57.1 - 69%) -- guaranteed 2HKO

252+ Atk Arcanine All-Out Pummeling (190 BP) vs. +1 252 HP / 0 Def Probopass: 152-180 (90.4 - 107.1%) -- 43.8% chance to OHKO
252+ Atk Entei Sacred Fire vs. +1 252 HP / 0 Def Probopass: 31-37 (18.4 - 22%) -- possible 5HKO

252+ Atk Entei Stomping Tantrum vs. +1 252 HP / 0 Def Probopass: 64-76 (38 - 45.2%) -- guaranteed 3HKO

252+ Atk Entei Tectonic Rage (140 BP) vs. +1 252 HP / 0 Def Probopass: 112-136 (66.6 - 80.9%) -- guaranteed 2HKO
252+ Atk Excadrill Earthquake vs. +1 252 HP / 0 Def Probopass: 100-124 (59.5 - 73.8%) -- guaranteed 2HKO

252+ Atk Excadrill Corkscrew Crash (160 BP) vs. +1 252 HP / 0 Def Probopass: 54-64 (32.1 - 38%) -- 93.5% chance to 3HKO
252 Atk Kartana Sacred Sword vs. 252 HP / 0 Def Probopass: 136-164 (80.9 - 97.6%) -- guaranteed 2HKO

(Ignores the +1 defence)

252 Atk Kartana All-Out Pummeling (175 BP) vs. +1 252 HP / 0 Def Probopass: 180-212 (107.1 - 126.1%) -- guaranteed OHKO
252+ Atk Scrafty Low Kick (120 BP) vs. +1 252 HP / 0 Def Probopass: 124-148 (73.8 - 88%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Close Combat vs. +1 252 HP / 0 Def Probopass: 187-224 (111.3 - 133.3%) -- guaranteed OHKO

252 Atk Terrakion Close Combat vs. +1 252 HP / 0 Def Probopass: 144-172 (85.7 - 102.3%) -- 25% chance to OHKO

B- rank
252+ Atk Water Bubble Araquanid Liquidation vs. +1 252 HP / 0 Def Probopass: 76-96 (45.2 - 57.1%) -- 68.4% chance to 2HKO

252+ Atk Water Bubble Araquanid Hydro Vortex (160 BP) vs. +1 252 HP / 0 Def Probopass: 144-172 (85.7 - 102.3%) -- 25% chance to OHKO
252+ Atk Bisharp Low Kick (120 BP) vs. +1 252 HP / 0 Def Probopass: 104-124 (61.9 - 73.8%) -- guaranteed 2HKO
252+ Atk Guts Conkeldurr Mach Punch vs. +1 252 HP / 0 Def Probopass: 88-108 (52.3 - 64.2%) -- guaranteed 2HKO

252+ Atk Guts Conkeldurr Drain Punch vs. +1 252 HP / 0 Def Probopass: 160-192 (95.2 - 114.2%) -- 81.3% chance to OHKO
252+ Atk Gigalith Superpower vs. +1 252 HP / 0 Def Probopass: 112-132 (66.6 - 78.5%) -- guaranteed 2HKO
252+ Atk Thick Club Marowak-Alola Shadow Bone vs. +1 252 HP / 0 Def Probopass: 42-49 (25 - 29.1%) -- guaranteed 4HKO

252+ Atk Thick Club Marowak-Alola Shadow Bone vs. +1 252 HP / 0 Def Probopass: 42-49 (25 - 29.1%) -- guaranteed 4HKO
252+ Atk Pheromosa High Jump Kick vs. +1 252 HP / 0 Def Probopass: 180-216 (107.1 - 128.5%) -- guaranteed OHKO
252 Atk Weavile Low Kick (120 BP) vs. +1 252 HP / 0 Def Probopass: 92-112 (54.7 - 66.6%) -- guaranteed 2HKO
 
Being a wall, it has the same Speed of a wall. So, almost nothing lol
Thing is: Stakataka has to take a kill (not a difficult task, having a ton of Atk) before going down (a difficult task, because it's slow as fuck and has many, many weaknesses). But stay assured that, of it gets a KO and a Defense boost, it will be very hard to bring down bar having Groundium/Fightinium Z stuff.
Well in case you missed the rest of the thread, its main thing is going to be setting up or already being under the influence of Trick Room, so I'm using that as my base scenario. In situatations where it may get a kill, maybe 2 if lucky, when TR finally ends.

Well, I'm home now so I can put in a few calcs myself. Since I'm a UU player and I'm sure this is a definite drop, I didn't test against OU's big threats.

252+ Atk Sharpedo-Mega Liquidation vs. +1 252 HP / 4 Def Bastiodon: 114-134 (34.9 - 41.1%) -- 63.9% chance to 3HKO after Leftovers recovery
252 Atk Aerodactyl-Mega Earthquake vs. +1 252 HP / 4 Def Bastiodon: 156-188 (47.8 - 57.6%) -- 44.1% chance to 2HKO after Leftovers recovery
252 Atk Tough Claws Lycanroc Drill Run vs. +1 252 HP / 4 Def Bastiodon: 148-176 (45.3 - 53.9%) -- 2% chance to 2HKO after Leftovers recovery
+2 0 Atk Gliscor Earthquake vs. +1 252 HP / 4 Def Bastiodon: 288-340 (88.3 - 104.2%) -- 25% chance to OHKO
252 Atk Krookodile Earthquake vs. +1 252 HP / 4 Def Bastiodon: 208-252 (63.8 - 77.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Adaptability Crawdaunt Liquidation vs. +1 252 HP / 4 Def Bastiodon: 180-216 (55.2 - 66.2%) -- guaranteed 2HKO after Leftovers recovery
 
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In singles, you should be boosting your attack, not defence. However in VGC, it seems such a waste not to use min speed and its awsome speed tier, so when it gets kills it'll boost defence.
Just saying, I feel like it will be the opposite. If you wanna have beast boost raise its attack, you need some pretty serious negative investment into its defence. In singles where trick room is not as viable, you'll probably not want to touch its defence in order to take as many hits as possible while you dish out damage. In VGC however where trick room is a legit play style you'll be "outspeeding" everything so you can afford to lower it defence.
 
TenshouYoku, jackgraves and I were talking about Skill Swap and Stakataka, both using Stak with Skill Swap and using Stak with somebody who has Skill Swap, and we arrived to two conclusions:
-Tapu Bulu/Stakataka can cover each other well, with Grassy Terrain helping Stak and Skill Swap to give Bulu +1 Atk for every kill and resetting Grassy Terrain if a Tapu overwrites it;
-Cresselia/Stakataka with Skill Swap+ Trick Room Cresselia to give Stak Levitate and save it from EQs, while putting Stak under TR where it can reign with its max power Gyro Ball.
I'd also like to throw Gyarados into consideration. Stakataka can Ally Switch with it to eat up Fighting-Type and Water-Type hits (and single target Ground-Type moves as well), and Skill Swap can be used to essentially let Gyara run Moxie and Intimidate simultaneously, while also letting you Intimidate spam (at -2/3, your x4 weaknesses won't be all that big a deal). The only issue I see is that that leaves very little room for TR, and this set up would really appreciate Wide Guard, leading to some serious 4MSS. Still, I think this weird pile of blocks will surprise some people in Doubles.
 
Ferrothorn and chansey trapper with infestation as a source for chip damage but also can trap and chip off checks like mons who can take hits from stakataka. And now u got freedom to switch in a mon for better match up.

252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 252 HP / 88+ Def Ferrothorn: 308-364 (87.5 - 103.4%) -- 25% chance to OHKO

252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 606-714 (86.2 - 101.5%) -- 12.5% chance to OHKO The set would be
infestation
Gyro ball
Super power
Stealth rock/stone edge/trick room
At least it can do something in ou

252 HP 252 Atk 8 spef
Brave nature 0 speed
 
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For those wondering Stakataka must be Lonely and have a 15 IV in defense in order to get its defense to tie its fully invested attack, which should get the beast boost then as it's first in the order of stats beast boost boosts.
 
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Ferrothorn and chansey trapper with infestation as a source for chip damage but also can trap and chip off checks like mons who can take hits from stakataka. And now u got freedom to switch in a mon for better match up.

252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 252 HP / 88+ Def Ferrothorn: 308-364 (87.5 - 103.4%) -- 25% chance to OHKO

252+ Atk Bastiodon All-Out Pummeling (190 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 606-714 (86.2 - 101.5%) -- 12.5% chance to OHKO The set would be
infestation
Gyro ball
Super power
Stealth rock/stone edge/trick room
At least it can do something in ou

252 HP 252 Atk 8 spef
Brave nature 0 speed
Wait, why does this thing even get Infestation (A wall with insects crawling all around... Brrr)?
And who would ever spontaneously leave Chansey (5 Def) against this thing (131 Atk), seeing a possible Fightinium Z exist?

EDIT: Wait I think I saw the point for Ferro: doesn't expect Infestation, get mowed down by AOP, Stak gets +1 Def and walls (lol) almost everything. But Chansey is still unclear tho
 
Just saying, I feel like it will be the opposite. If you wanna have beast boost raise its attack, you need some pretty serious negative investment into its defence. In singles where trick room is not as viable, you'll probably not want to touch its defence in order to take as many hits as possible while you dish out damage. In VGC however where trick room is a legit play style you'll be "outspeeding" everything so you can afford to lower it defence.
Hmmm, seems I've been calcing something terribly wrong. I was thinking lonely nature made you speed tie with min speed base 30s, as I was calcing Lvl 100 Stakataka speed Vs Lvl 50 Amoonguss speed. Well that weakens my side a lot. Its now more down to preference and the team, however, I still have points to explain to back up my thoughts.

Speed Difference in the two Metas
As you said, Tr is a legit play style in VGC, and thus a lot of mons run min speed, to either help combat Tr or abuse. Even at the higher speed tiers, such as Cresselia run lowered or min speed, and I think Tr M.CharizardY won VGC 15 seniors, and thats all the way up at base 100s. With these lower speeds being ran, Gyro Balls power is weakened considerably. This combined, with the 2 stat points lost in speed, make a huge difference. Those 2 stat points can cause between 10 and 15 Bp off Gyro Ball, and that is a significant amount, losing up to 9% of damage Calcs, being equivalent to almost 120 extra Evs. Compared to singles, where a Lonely Gyro Ball peaks 150 Bp at base 75 at lvl 100, then you look at the general speed of Ou there are 17/52 Pokemon below base 75 speed, and 8/17 of those commonly run max speed leaving only 9/52 not hit by Gyro Ball at max, but going.

Damage Taken in the two Metas
Its far more important to be able to take hits in VGC than in singles when using an OTR set. In VGC you have double the amount of Pokemon on the field, so when you bring it out, or lead with it, you're unlikely to have a perfect match up with it. You also rarely get the chance to double down on the opponents side, since its far less common to run 252 / 252 spreads, with things being slower and bulkier. This means, most of the time at best you're taking one Pokemon down leaving the other free to attack. So boosting you're defences over attack, allows you to eat the hit of the surviving Pokemon and 'take as many hits as possible while you dish out damage'. Meanwhile is singles, you often send it out Vs a favourable match up, where you either get the kill or force the switch, dealing massive damage, and depending on your positioning, you weaken a threat for another sweeper, or you pick up a Ko and boost, dealing more damage next turn, capitalising much more on the small opportunity singles trick room provides. This then can weaken for another sweeper or sweep itself there and then. If you're boosting your defence, yes you will take a hit better, but you're damaging less and defeating less, wasting trick room turns, forcing you out after its finished to set it again later.

I was referencing a 4 attacks OTR set for singles btw, as with its typing, i feel trick room will be hard to set up, and there are generally better setters. Hope my points make sense. It was quite hard to explain ngl
 
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Pyritie

TAMAGO
is an Artist
In singles where trick room is not as viable
Trick room isn't as viable in singles because you need more turns to set it up:
1) Set it
2) Switch
3) Attack for 3 more turns before it expires

In doubles you don't need to waste a whole turn switching and then can potentially abuse TR with two mons at once.

Here's the new thing though: Stakataka is probably the first pokemon that can both set TR and abuse it. All of the other good TR setters are more defensive, passive pokemon, whereas the good slow, hard-hitting TR abusers can't learn it. Stakataka is the first pokemon that can do both and that alone is a pretty big deal.

Every other "offensive" TR setter in doubles has always been a fairly middle/fast speed mon -- porygon-z, mega gardevoir, gengar, mimikyu, etc.
 
Trick room isn't as viable in singles because you need more turns to set it up:
1) Set it
2) Switch
3) Attack for 3 more turns before it expires

In doubles you don't need to waste a whole turn switching and then can potentially abuse TR with two mons at once.

Here's the new thing though: Stakataka is probably the first pokemon that can both set TR and abuse it. All of the other good TR setters are more defensive, passive pokemon, whereas the good slow, hard-hitting TR abusers can't learn it. Stakataka is the first pokemon that can do both and that alone is a pretty big deal.

Every other "offensive" TR setter in doubles has always been a fairly middle/fast speed mon -- porygon-z, mega gardevoir, gengar, mimikyu, etc.
Reuniclus has done it before.
 
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