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Gen 3 a goober's honest attempt at adv ou teambuilding

hi peeps!! i've been interested in post gen 2 metas for some time now but have been intimidated by the complexity of ev spreads and increased roster of pokemon. i grew up with gen 4 but ever since my introduction to the physical/special split, i've found myself compelled by moves being either physical or special by type and now i'm taking that leap. with that story said, here is my team.

Raphael (Skarmory) @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Spikes
- Roar
- Toxic
- Protect

skarmory provides excellent role compression in being the teams spiker and phazer. toxic cripples the longevity of switch ins and protect bolsters toxics ability to pressure. max special bulk is required to maximize skarms chances of survival against magneton and helps it laugh in the face of defensive swampert.

Universe (Metagross) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 176 Atk / 80 Def
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion

meteor mash provides early game stab pressure coming off of 385 atk and always has the 20% chance to raise their atk. earthquake is the old reliable no drawback atk that provides coverage against opposing metagross, ttar, rachi, magneton, registeel and other uubl mons. explosion is great at making valuable trades that enable the other party members, and protect provides scouting and passive recovery. the evs allow metagross to survive jolly ttars earthquake even after a ddance boost as well as dugtrio's earthquake after landing on 3 layers of spikes after using protect upon entry.

Jesus (Suicune) @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Surf
- Rest
- Roar

the evs allow suicune to outspeed base 55 speed pokemon while maximizing their ability to take physical hits. roar allows suicune to phaze other setup sweepers and compliments spikes. surf is obvious stab, and calm mind finishes the set with the ability to boost suicunes already decent special bulk and bolsters their special atk to respectable levels.

Ferro (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 84 Def / 156 SpA / 16 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunder
- Hidden Power [Grass]
- Rain Dance
- Substitute

magneton is the teams trapper of choice, and utilizes rain dance to remove sand for their teammates and enables them to use the inaccurate yet powerful thunder. hp grass covers ground types, and substitute helps mag to avoid status and wall slow threats like, lax, cune and guaranteeing a trapped metagross. the evs allow them to survive hp ground from offensive skarm and forretress' earthquake, and 16 spe allows mag to outrun standard skarm.

Allium (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 124 Def / 40 SpA / 60 SpD / 32 Spe
Bold Nature
IVs: 2 Atk / 30 SpA
- Heal Bell
- Recover
- Hidden Power [Grass]
- Leech Seed

celebi provides cleric support for the team and is especially helpful for donphan and suicune. recover provides consistent healing and helps against waters, zapdos and gengar running ice moves as well as toxic and will-o-wisp. hp grass provides stab damage on ground and water types, and leech seed provides valuable chip damage on opponents, opening opportunities for metagross to potentially 1hko even bulky tyranitar and wear down flying types lacking recovery. the evs allow celebi to survive hidden power bug from choice band aerodactyl, dugtrio and hp flying from salamence in sand, and the special atk evs allow hp grass to ohko dugtrio.

Jumbo (Donphan) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 44 Atk / 188 Def / 24 Spe
Adamant Nature
- Earthquake
- Hidden Power [Rock]
- Rest
- Rapid Spin

the rapid spinner of my team is donphan. earthquake provides a good stab atk against the same pokemon mentioned earlier that metagross hits super effectively. hp rock is chosen or rock slide because of its pp advantage and 100% accuracy. rest provides recovery in a pinch, and rapid spin is obligatory to retain donphans role.
 
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