Just look at Tele's team:
TWave / Ice Beam / HP Fighting / Roost Mega Latias
Discharge / Heat Wave / Roost / Defog Zapdos
Wish / Protect / Heal Bell / Moonblast Clefable
Taunt / Softboiled / Will-O-Wisp / Knock Off Mew
Toxic / presumably Stealth Rock as nothing else had it / presumably Iron Head or Seismic Toss to do some form of damage / ? Registeel
Rest / Toxic / Scald / Encore Azumarill
(Italics indicate attacking moves while underline indicates status moves or moves that can be used to 'fish' for status (i.e: 30% secondary effect moves))
There is no win condition on this team. This team just sits there and doesn't die. Tele was, more or less, begging for a game that would last hours and hours in bringing this team, especially against someone like ABR who is known for bringing conservative builds himself. Essentially, Tele either brought this team with complete disregard for his opponent and the prospect that it would likely drag the game out for a long time due to the nature of the team or Tele considered this prospect and determined that a prolonged game would be fun because he could flaunt his ego and attitude throughout the game and the aftermath regardless of the result due to the marathon nature of the impending game.
Tele's only ways of doing consistent damage were: Poison (Toxic on Registeel and Azumarill) and Burn (Will-O-Wisp on Mew, Scald on Azumarill, and Heat Wave on Zapdos) which had status overlap with multiple pokemon that could inflict paralysis* (TWave on Latias and Discharge on Zapdos), non-boosted non-STAB attacks off of a weak Mega Latias, uninvested attacks off of a primarily supportive Zapdos, uninvested Moonblast off of a Clefable that's WishTecting almost all of the time, Knock Off from Mew, weak Scald from defensive Azumarill, and Stealth Rock.
*Paralysis actually hurts this team in any match-up against opposing semi-stall/stall because it tilts the PP war in the favor of the opponent and there's no strong way to take advantage of paralysis without an actual win condition unless you're playing offense and want to slow down a breaker, so Tele essentially has multiple moves that he has to avoid at all costs in order to prioritize other statuses and yet he still failed to find room to add a distinct win condition onto his team.
This team has no way whatsoever to beat teams with a fair amount of longevity when they're played intelligently. ABR's team is the perfect example of this as he had multiple pokemon with recovery and he worked his way around the very few lose conditions he had (they all involve taking unnecessary risks, essentially, which Tele's team had little-to-no way of provoking because he applied no pressure on the opponent). In theory, Tele's team can beat offense if he doesn't run into the wrong breaker, but because he has no way to do much direct damage, his odds of cleanly getting out of just about any match-up are significantly compromised because he will be taking so many hits in the process of slowly taking everything down.
If you look at other stall/semi-stall teams, you'll see they all have a win condition (and often times they slight offensive presence of some sort, too). Some examples of win conditions that have seen use on stall in the past are: Curse Quagsire, BU Talonflame, CM Clefable, CM Mega Latias, CM Suicune, SD Mega Scizor, SD Gliscor, and, now, even SD Skarmory! Basically every ORAS stall build I've seen has had one of these or some other form of a direct way to win the game. Some even had these in conjunction with a way of actually making progress on the opponents' team offensively (CB Weavile on ABR's stall is a prime example) and many of them had Spikes, which Tele would've desperately appreciated on his build to actually punish things for switching so frequently.
Tele's team had no set-in-stone way to actually win the game. His team was about as do-nothing as humanly possible. By bringing this, Tele essentially handed the second game to ABR assuming he brought anything with a breaker or with longevity AND Tele took the fairly likely risk of having to play a game that came down to PP wars, both teams chipping away at each other progressively, etc. Nobody should feel any sympathy for Tele for having to stay up until 6:30am to play that game and nobody should blame ABR for the length of that game as Tele enabled it by bringing what he did and not ever relenting. ABR just maximized his odds of winning by making sure his win condition came through in the long haul through PP stalling of the pokemon that stood in it's way.