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What is Stall?
Stall is a playstyle that aims to emerge victorious by wearing down the opponent with residual damage by stacking hazards and status while keeping hazards off your side of the field and keeping all pokemon healthy. This reason is why pokemon with good defensive capabilities are essential for Stall. In order to make a good stall team, it must consist of pokemon that support each other well while handling most of the prominent threats that exist in the current metagame.
What is Semi Stall?
Semi stall is a team that primarily relies on its defensive back bone coupled in with offensive utility in the form of hazards and or cleaners / wall-breakers to break opposing defensive cores more easily.
Key Terms
Role Compendium
Wish Passers
Unaware Users
Clerics
Status Absorber
Hazard Removers
Rapid Spin:
Defog:
Magic Bounce:
Win-Conditions
Calm Mind:
Swords Dance:
Other:
(Dragon Dance)
(Tail Glow)
(Curse)
(Bulk Up)
Walls
Physical:
Special:
Mixed:
Tanks
Special:
Mixed:
(P)Hazers
Haze:
Phasing:
Clear Smog:
Dragon Tail:
Pivots
Hazard Users
Stealth Rock:
Spikes:
Toxic Spikes:
Trappers
Shadow Tag:
Arena Trap:
Taken over from Analytic
Co-Hosted by Wheezer
Awesome banner by fleggumfl
What is Stall?
Stall is a playstyle that aims to emerge victorious by wearing down the opponent with residual damage by stacking hazards and status while keeping hazards off your side of the field and keeping all pokemon healthy. This reason is why pokemon with good defensive capabilities are essential for Stall. In order to make a good stall team, it must consist of pokemon that support each other well while handling most of the prominent threats that exist in the current metagame.
What is Semi Stall?
Semi stall is a team that primarily relies on its defensive back bone coupled in with offensive utility in the form of hazards and or cleaners / wall-breakers to break opposing defensive cores more easily.
Key Terms
Stealth Rock: Stealth Rock is the most widely used entry hazards and with good reason. It hits most of the Pokemon in OU for neutral damage, and hits quite a few for 25% and 50% of their health. It hampers the many threatening Pokemon weak towards Stealth Rock, such as Thundurus or Talonflame. It plays a crucial role in pressuring the opponent to get hazards off the field, making free turns for Stall.
Spikes: Unlike Stealth Rock, it doesn't damage the opponent based on type effectiveness but the number of layers that has been set up. The 1st layer takes away 1/8th, the 2nd layer takes away 1/6th and the 3rd layer takes away 1/4th of the HP of the pokemon. A maximum of 3 layers may be set up.
Toxic Spikes: This is the least used of all and can be set up for a maximum 2 layers. The first layer will inflict Poison damage on the Pokemon that switches in, whereas the second layer will Badly Poison the Pokemon and increase damage inflicted each turn until it switches out. Keep in mind that Toxic Spikes only affects grounded Pokemon and doesn't affect Steel or Poison-types. When a Poison type switches in on a Toxic Spikes, it absorbs it and gives the effect of a Rapid Spin by removing it in doing so.
Spikes: Unlike Stealth Rock, it doesn't damage the opponent based on type effectiveness but the number of layers that has been set up. The 1st layer takes away 1/8th, the 2nd layer takes away 1/6th and the 3rd layer takes away 1/4th of the HP of the pokemon. A maximum of 3 layers may be set up.
Toxic Spikes: This is the least used of all and can be set up for a maximum 2 layers. The first layer will inflict Poison damage on the Pokemon that switches in, whereas the second layer will Badly Poison the Pokemon and increase damage inflicted each turn until it switches out. Keep in mind that Toxic Spikes only affects grounded Pokemon and doesn't affect Steel or Poison-types. When a Poison type switches in on a Toxic Spikes, it absorbs it and gives the effect of a Rapid Spin by removing it in doing so.
A Spinner is a Pokemon with access to the move Rapid Spin, a move that removes hazards from your side of the field. This makes for an important part of a Stall team because having no Hazard Control means that every Pokemon switching in is going to take residual damage and this will hamper it in the long run.
A Spinblocker is a Pokemon that blocks the opponent from spinning away hazards. Hazards are a Stall team's primary method of dealing damage so Spinblockers are extremely helpful. A Spinblocker is a Pokemon with a Ghost-typing that makes it immune to Rapid Spin, which is a Normal-type move.
A Defogger is a Pokemon that clears away all Hazards, Light Screen, and Reflect on the field. Defog removes all Hazards, meaning on Stall teams with several layers of Hazards already up it may be detriment to use Defog in certain points of the battle. However depending upon the odds stacked against your team, it'd be best to use remove all doubt and use Defog.
Magic Bounce is an Ability that bounces back Hazards and Status moves. This Ability is available on Mega Sableye, the cornerstone of Stall. Magic Bounce is a very helpful Ability on Stall. It allows the user to function as an Anti-Lead and Status "Bouncer".
A Spinblocker is a Pokemon that blocks the opponent from spinning away hazards. Hazards are a Stall team's primary method of dealing damage so Spinblockers are extremely helpful. A Spinblocker is a Pokemon with a Ghost-typing that makes it immune to Rapid Spin, which is a Normal-type move.
A Defogger is a Pokemon that clears away all Hazards, Light Screen, and Reflect on the field. Defog removes all Hazards, meaning on Stall teams with several layers of Hazards already up it may be detriment to use Defog in certain points of the battle. However depending upon the odds stacked against your team, it'd be best to use remove all doubt and use Defog.
Magic Bounce is an Ability that bounces back Hazards and Status moves. This Ability is available on Mega Sableye, the cornerstone of Stall. Magic Bounce is a very helpful Ability on Stall. It allows the user to function as an Anti-Lead and Status "Bouncer".
Status is another way in which Stall teams inflict residual damage. The two Statuses that wear opponents down are Burns and Toxic. Burn halves an opponent's Attack Stat and deals about 12% of damage each turn while Toxic damage increases each turn.
A Status Absorber is a Pokemon that is dedicated to absorbing Statuses. This makes for a crucial part of a Stall team as it's important that the team itself isn't worn down. Pokemon may be deemed the title "Status Absorber" through abilities such as Natural Cure or through Typings.
A Cleric is a Pokemon that can heal Statuses of the Pokemon on its own team. Moves such as Heal Bell and Aromatherapy allow certain Pokemon to be called "Clerics".
A Status Absorber is a Pokemon that is dedicated to absorbing Statuses. This makes for a crucial part of a Stall team as it's important that the team itself isn't worn down. Pokemon may be deemed the title "Status Absorber" through abilities such as Natural Cure or through Typings.
A Cleric is a Pokemon that can heal Statuses of the Pokemon on its own team. Moves such as Heal Bell and Aromatherapy allow certain Pokemon to be called "Clerics".
A Stallbreaker is a Pokemon that is used to beat opposing Stall teams. They aren't found on most stall teams and aren't necessary. A Stallbreaker is a Pokemon with the access to the move Taunt to shut down most Pokemon found on Stall teams. However the term isn't limited to just that. A Stallbreaker can also be classified as a Pokemon that can circumvent Status such as Burn or Poison, due to Abilities like Poison Heal or Hydration or powerful Wallbreakers. Stallbreakers should be taken into account when teambuilding because they definitely pack a punch and give a tough time to Stall.
A Hazer is a Pokemon with the access to Haze, a move that rids the target of all stat boosts. A Phazer is a Pokemon with access to Roar or Whirlwind, moves that force a Pokemon to switch out, making the move helpful to deal with Set-up Sweepers and inflict residual damage through the hazards that have been set up. It should be noted that Roar and Whirlwind have a very low priority bracket, meaning it will always go last.
A Hazer is a Pokemon with the access to Haze, a move that rids the target of all stat boosts. A Phazer is a Pokemon with access to Roar or Whirlwind, moves that force a Pokemon to switch out, making the move helpful to deal with Set-up Sweepers and inflict residual damage through the hazards that have been set up. It should be noted that Roar and Whirlwind have a very low priority bracket, meaning it will always go last.
Role Compendium
Unaware Users
Clerics
Status Absorber
Hazard Removers
Rapid Spin:
Defog:
Magic Bounce:
Win-Conditions
Calm Mind:
Swords Dance:
Other:
Walls
Physical:
Special:
Mixed:
Tanks
Special:
Mixed:
(P)Hazers
Haze:
Phasing:
Clear Smog:
Dragon Tail:
Pivots
Hazard Users
Stealth Rock:
Spikes:
Toxic Spikes:
Trappers
Shadow Tag:
Arena Trap:
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