>>41280000It depends. Properly built stall teams will have some method of doing something against other stall. What exactly this is depends on what's available and what kind of stall is popular, but some common options are trappers (meaning Dugtrio/Gothitelle), bulky stallbreaker sets, bulky CM users, banded pursuit users (pursuit stall goes in and out of style)...
These matches tend not to run _too_ long; stall v. stall where one team can actually win is usually over in <100 turns.
Stall v. stall where neither side can advance their position is basically a PP war. You try to use as little PP as possible while making your opponent burn PP (especially on recovery moves) and after 400 turns the first guy to run out of recovery moves is the loser.