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Stall is inarguably the most braindead playstyle, but it's also the weakest. A stall team basically goes in hoping to win a 6v2, because it relies on the opponent's team being built around countering other offense teams and thus not having the raw power needed to break a full team of defensive cores. It's the weakest playstyle because, as implied, an entire stall team can be shut down by one or two Pokemon and then cleaned up by the remaining four more or less. With Toxapex domineering every single archetype from stall to balance to bulky offense to regular offense to webs HO, screens HO, weather HO, and basically every archetype that isn't strict hyper offense, most teams should (and do) have answers to common stall threats and only need to bring one or MAYBE two dedicated stallbreakers to stand on even footing.
There are three main reasons why Stall is despised:
1. It's the definition of anti-fun, basically slowing the game down to a crawl and nagging "You should have brought a stallbreaker, you should have brought a stallbreaker, you should have brought a stronger wallbreaker, nice choice scarf loser" for 100 turns. A game where stall dominates is basically 100+ turns where the other player doesn't even get to play.
2. Stall is the easiest archetype to play. It is, by definition, low risk because of the amount of defensive options in play.
3. It's anti-meta. In low ladder play, players are struggling just to have answers to things like Tapu Koko, KokoLucha, Zygarde, Landorus, Toxapex, Tangrowth, and a dozen of other top tier threats. Running into a stall team completely flips the game on its head, and the player feels like it's a complete waste of time because learning how to effectively break stall teams is something that typically comes after already having built a viable offense team.
The fact that stall teams are basically flowcharts incarnate doesn't help. It's frustrating to know what the opponent's gonna do, but still acknowledge you have no punish.