Gen 3 need help with my stall team (gen 3 OU)

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 150 Def / 102 SpD / 4 Spe
Impish Nature
IVs: 0 Atk
- Spikes
- Whirlwind
- Toxic
- Protect
Standard spikes setter/physical wall, not much to really be said here. I was thinking about swapping this out for a pokemon like cloyster who also has access to rapid spin, but whirlwind stops the other side from setting up. Protect for some extra healing, and toxic to cripple switch-ins

Swampert @ Leftovers
Ability: Torrent
EVs: 192 HP / 48 Def / 120 SpA / 148 SpD
Sassy Nature
- Earthquake
- Ice Beam
- Protect
- Hydro Pump
Swampert pairs nice with skarmory, but besides that I don't really need it on the team (any suggestions for replacements? I was thinking starmie as a rapid spinner or something). A bunch of spdef and hp evs to hopefully survive at least one grass move. Protect is used to scout grass moves/get leftovers recovery, and the rest is mainly coverage

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 72 Def / 72 SpA / 108 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Protect
- Substitute
- Giga Drain
Celebi uses leech seed, the spams substitute and protect. Not really much to be said here. Giga drain is for swampert, or provides a little extra healing against neutral mons

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave
- Protect
Skarmory/Fortress trapper. Tbolt is usually enough to OHKO skarmory, and hp fire for fortress. twave to potentially cripple faster threats afterwards, and protect to scout. Max speed evs + timid to hopefully outspeed other magnetons.

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Sleep Talk
- Rest
Standard Crocune. Pretty damn hard to kill, especially after a few CMs. Nothing else really to be said here

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Protect
- Soft-Boiled
- Seismic Toss
- Heal Bell
Special wall, with max defense + hp to take physical hits better. Heal bell is used to heal paralysis/toxic on my whole team. Not sure if replacing seismic toss with ice beam is a good idea, but I really don't have a good gengar counter

I've noticed pretty much my whole team is weak to breloom (magneton is usually revenge killed), and maybe gengar. I don't really have anything to hit either with, and blissey without ice beam cant do anything to gengar. Entry hazards are also troublesome, since I have no way to remove them. Any suggestions on what I could change?
 
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Your team is a good start for sure, and the observations you've made about Gengar and Breloom (fighters in general) being threatening is very true. This kind of defensive Skarm/Mag/Suicune core is very tested in tours and ladder play, and I'll suggest some edits that are commonly seen on this style.

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Toxic
- Protect/Roar
- Drill Peck
Spdef investment on Skarmory is the most common spread because you can check physical threats like Aerodactyl and CB Flygon just fine with only max hp, while the spdef allows you to set spikes against fire blast Tyranitar, offensive Swampert, hp fire Celebi, mixed Metagross, and even live timid Zapdos from full health. As for the moves, in my opinion you really want drill peck on this kind of team to help chip down spinners like Starmie and Claydol, while also dealing good damage to Gengar on the switch which is nice since you don't have pursuit support.

Magneton @ Leftovers/Magnet
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest/Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Thunder Wave/Toxic
- Toxic/Protect
Magneton sets are often just personal preference in my opinion, this is pretty standard on these kind of teams even if you can mess around with the EVs a bit. Double status may seem weird but twave is very nice for crippling Metagross and especially Jirachi while being a bigger hinderance to non lum DD Tyranitar. Toxic is for Swampert and also forcing out opposing Blissey. You could absolutely run Toxic + Protect but the upsides of twave are better in my opinion.

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Surf
- Rest
- Roar
Roar is important here to win CM wars against opposing Suicune and certain Jirachi sets. It also helps in niche scenarios like forcing out curse Snorlax since we dropped roar on Skarm. Beyond that there isn't much to say, it's still a very tanky set up threat that can sweep endgames quite reliably.

Salamence @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break
CB Salamence may seem a weird pick on this more defensive teams, but even defensive teams in gen 3 want some ways to instantly pressure the opponent and break walls. Salamence here does a great job of forcing damage with it's strong stab and coverage while forcing out/checking annoyances like Fighting types, CB mons locked into earthquake, Tyranitar, Zapdos, Jirachi, and probably more I'm forgetting. It's well supported here with Magneton to remove Skarmory and wish Blissey having especially good synergy so you can keep up the attack for longer.

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Relaxed/Adamant Nature
- Earthquake
- Psychic
- Rapid Spin
- Explosion
This is a fairly standard Claydol set for this kind of team. The basic idea is after Magneton removes the opposing spiker you only need to spin once and have the defensive core be significantly harder to break for the rest of the game. Outside of that Claydol has fantastic one time utility in explosion and is also a good check to opposing DD Tyranitar, grounded Electric types, Jirachi, and Aerodactyl.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Ice Beam
- Seismic Toss/Thunderbolt
Wish is more common than heal bell support since a lot of mons in gen 3 struggle more with recovery than they do with status. For example on your team, Skarmory/Magneton are both immune to toxic and not very threatened by twave, Suicune has rest to shrug off anything, Claydol is immune to twave and has psychic for the most common wisp user Gengar, and Blissey has natural cure to automatically remove all status. Almost every single Blissey in the tier runs soft boiled/ice beam/seismic toss for healing, not being bait for Salamence/Dugtrio/Gengar (all huge targets), and consistent damage against CMers respectively. You can run tbolt over seismic toss to check Suicune better and pressure flying types that don't care about ice beam like Skarmory and Moltres, however with Rest/Roar Suicune you're good enough against these threats already in my opinion and can just use consistent damage.

This is a pretty common take on the MagDol archetype, it has some tough matchups like against certain mixed/physical offense or Skarmory + Dugtrio teams but with good play almost all can still be won. You can absolutely make further changes if you want to, and I'd recommend looking at SPL replay threads if you want more inspiration. These 6 pokemon were also recently brought in an SPL game if you want to see the team in action. Finally, here's the team paste. Good luck and happy laddering!
 
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