Hello everyone, this is my first time posting on the site so I hope I am doing this all correctly. I like to focus on Stall-based teams and most of my Pokemon are strong in a defensive area. This is one of my more successful teams and I am just wondering if there are any large weaknesses that you guys could help me spot out (other than a lack of good resistances, IMO).
Anyway, on to the team!
Uxie @ Choice Scarf
Ability: Levitate
EVs: 252 HP, 104 Def, 152 Spe
Nature: Impish (+ Def, -SpA)
- Trick
- U-Turn
- Thunder Wave
- Stealth Rock
Uxie is very tough with its 75/130/130 defenses so its more than likely to set up Stealth Rock especially with the Choice Scarf equipped. For leads that open the battle with SR/insert weather move here, I Trick the foe and usually end with a useful item such as Leftovers, Lum Berry, or take away the Lead's Focus Sash. After using Trick I am free to set up my own SR or Thunder Wave on the switch if I feel a Ground type wont ruin the fun. Then lead off with U-Turn to scout out opponents and Uxie's only hope against being taunted. Leads that do not begin with SR or a weather move are handled a little differently. I SR first turn and simply move onto a more suitable counter.
Donphan @ Leftovers
Ability: Sturdy
EVs: 52 HP, 252 Atk, 200 Def
Nature: Adamant (+Atk, -SpA)
- Rapid Spin
- Earthquake
- Assurance
- Ice Shard
My Rapid Spinner and physical wall. Although it lacks a reliable recovery move, it can take hits like a champ (on the physical side anyway). Eathquake is stab and the main damage dealing attack. Assurance is for those pesky Ghost types who wish to wall my spinning. Rotom and Mismagius wont be able to switch into many of those is and is my only real way to deal with the Levitating Ghost types. Ice Shard is there to handle Fliers and Grass types who want to switch into an Earthquake. It also surprises a lot of Altaria who try to set up on Donphan with Dragon Dance. Bulky Grass/Water and fast Special Attackers are a problem for him however.
Venusaur @ Black Sludge
Ability: Overgrow
EVs: 252 HP, 128 Def, 128 SpD
Nature: Calm (+SpD, -Atk)
- Substitute
- Leech Seed
- Sleep Powder
- Sludge Bomb
Venusaur is usually the backbone of my team. He is able to stop nonCursing Registeel cold (although Venusaur cannot do much in return). I switch this guy into a resisted attack (often a Grass or Water move) and use Sleep Powder on the switch. If it is something Venusaur can handle, I set up the Substitute and throw Sludge Bombs safely (note: most fire types are 2HKO'd by Sludge Bomb with Stealth Rock up). And I chose Sludge Bomb over Earthquake/Grass move because I would be completely walled by Grass types otherwise and Steel is handled by the other members of the team. Leech Seed acts as a slow way to recover (unless I Leech a Chansey lol) and can be psudo-passed to another member. He is my main counter to bulky Waters with the exclusion of the Slow brothers because a nonSTAB Ice attack is atleast a 3HKO to the Bulky plant.
He has trouble against faster Fire/Flying types unless I hit them behind a Substitute on the switch with Sludge Bomb. Slowbro can easily come in and stop any plans for Venusaur.
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP, 200 Def, 56 SpD
Nature: Calm (+SpD, -Atk)
- Rest
- Sleep Talk
- Surf
- Ice Beam
The other backbone of my defense and part of the Water/Grass/Fire traingle can also absorb status effects easily. Switching her into any potential Toxic abuser or any Water, Ice, Steel attack is easy and I could simply Rest off the damage done. Sleep Talk is there so I am not helpless for two turns and gives Surf/Ice Beam more uses. With Rest, Milotic is able to absorb most nonSE attacks aimed at her. Ice Beam handles the likes of Grass Types and any Swellow who want to try to switch into a Surf or expect an HP Grass. Unfortunately, without Toxic/HP Grass I cannot beat other Milotic, Slowbro/King and other bulkier Waters. Paralysis is also a problem if the opponent is strong enough to kill me before resting.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 216 Atk, 76 Spe, 216 SpA
Nature: Quiet
- Double Edge
- Fire Blast
- Grass Knot
- Softboiled
My completely unexpected wall breaker. Life Orb and Double Edge's negative effects are taken out of the equation thanks to Clefable's wonderful ability and add much needed power to his attacks. With the 216 Attack EVs and the LO, Clefable can always 2HKO any Chansey who decide to switch in. Fire Blast stops any Steel types who want to switch into a NVE Double Edge. Grass Knot provides excellent coverage with Double Edge (only resisted by Mawile, Driflim, lolWormadon-S, and Shedinja) and hits Slowbro harder than Double Edge. Fire Blast rounds out the coverage and hits Grass, Steel, Ice, and Bugs harder than any other attack. Softboiled is there for staying power and helps to keep Clefable on the field. Since this is a Mixed Attacking set, Clefable's defenses are not the greatest so repeated strong attacks could end his game quickly as well as most Fighting Attacks. Since Clefable is not very fast, Ambipom and other faster sweepers can deal with him rather easily (but they must be careful when switching into Double Edge).
Magmortar @ Life Orb
Ability: Flame Body
EVs: 16 Atk, 240 Spe, 252 SpA
Nature: Mild (+SpA, -Def)
- Fire Blast
- HP Grass
- Thunderbolt
- Cross Chop
My final pokemon and second dedicated sweeper. He packs an even larger punch than Clefable being able to seriously damage anything that switches into his attacks. Fire Blast is manditory STAB and destroys any Pokemon who doesnt it. HP Grass is for those who resist Thunderbolt (mainly Quagsire and Dugtrio hoping to trap me). Thunderbolt is able to 2HKO most bulky waters with the exception of heavily SpD invested Milotic, Slowking, and Slowbro. Cross Chop is there to 2HKO any Chansey who thinks it can wall my Maggie. The given Speed EVs allow Magmortar to outrun max Milotic with a neutral Nature and anything slower. Since his Defense stat is not reliable, attackers with any STAB move can spell the end of Magmortar. Aqua Jet and other priority moves are also problems for him as well.
I have noticed that my team lacks a dedicated physical sweeper (Donphan is more of a Spinner and physcial Wall for me) and I have no way to weaken Normal/Rock type moves from plowing over my team. Pokemon who set up are also tougher to take down with a lack of priority and Speed for that matter but I can usually work my Pokemon around to take care of those threats. Thank you guys for reading over this~
Anyway, on to the team!

Ability: Levitate
EVs: 252 HP, 104 Def, 152 Spe
Nature: Impish (+ Def, -SpA)
- Trick
- U-Turn
- Thunder Wave
- Stealth Rock
Uxie is very tough with its 75/130/130 defenses so its more than likely to set up Stealth Rock especially with the Choice Scarf equipped. For leads that open the battle with SR/insert weather move here, I Trick the foe and usually end with a useful item such as Leftovers, Lum Berry, or take away the Lead's Focus Sash. After using Trick I am free to set up my own SR or Thunder Wave on the switch if I feel a Ground type wont ruin the fun. Then lead off with U-Turn to scout out opponents and Uxie's only hope against being taunted. Leads that do not begin with SR or a weather move are handled a little differently. I SR first turn and simply move onto a more suitable counter.

Ability: Sturdy
EVs: 52 HP, 252 Atk, 200 Def
Nature: Adamant (+Atk, -SpA)
- Rapid Spin
- Earthquake
- Assurance
- Ice Shard
My Rapid Spinner and physical wall. Although it lacks a reliable recovery move, it can take hits like a champ (on the physical side anyway). Eathquake is stab and the main damage dealing attack. Assurance is for those pesky Ghost types who wish to wall my spinning. Rotom and Mismagius wont be able to switch into many of those is and is my only real way to deal with the Levitating Ghost types. Ice Shard is there to handle Fliers and Grass types who want to switch into an Earthquake. It also surprises a lot of Altaria who try to set up on Donphan with Dragon Dance. Bulky Grass/Water and fast Special Attackers are a problem for him however.

Ability: Overgrow
EVs: 252 HP, 128 Def, 128 SpD
Nature: Calm (+SpD, -Atk)
- Substitute
- Leech Seed
- Sleep Powder
- Sludge Bomb
Venusaur is usually the backbone of my team. He is able to stop nonCursing Registeel cold (although Venusaur cannot do much in return). I switch this guy into a resisted attack (often a Grass or Water move) and use Sleep Powder on the switch. If it is something Venusaur can handle, I set up the Substitute and throw Sludge Bombs safely (note: most fire types are 2HKO'd by Sludge Bomb with Stealth Rock up). And I chose Sludge Bomb over Earthquake/Grass move because I would be completely walled by Grass types otherwise and Steel is handled by the other members of the team. Leech Seed acts as a slow way to recover (unless I Leech a Chansey lol) and can be psudo-passed to another member. He is my main counter to bulky Waters with the exclusion of the Slow brothers because a nonSTAB Ice attack is atleast a 3HKO to the Bulky plant.
He has trouble against faster Fire/Flying types unless I hit them behind a Substitute on the switch with Sludge Bomb. Slowbro can easily come in and stop any plans for Venusaur.

Ability: Marvel Scale
EVs: 252 HP, 200 Def, 56 SpD
Nature: Calm (+SpD, -Atk)
- Rest
- Sleep Talk
- Surf
- Ice Beam
The other backbone of my defense and part of the Water/Grass/Fire traingle can also absorb status effects easily. Switching her into any potential Toxic abuser or any Water, Ice, Steel attack is easy and I could simply Rest off the damage done. Sleep Talk is there so I am not helpless for two turns and gives Surf/Ice Beam more uses. With Rest, Milotic is able to absorb most nonSE attacks aimed at her. Ice Beam handles the likes of Grass Types and any Swellow who want to try to switch into a Surf or expect an HP Grass. Unfortunately, without Toxic/HP Grass I cannot beat other Milotic, Slowbro/King and other bulkier Waters. Paralysis is also a problem if the opponent is strong enough to kill me before resting.

Ability: Magic Guard
EVs: 216 Atk, 76 Spe, 216 SpA
Nature: Quiet
- Double Edge
- Fire Blast
- Grass Knot
- Softboiled
My completely unexpected wall breaker. Life Orb and Double Edge's negative effects are taken out of the equation thanks to Clefable's wonderful ability and add much needed power to his attacks. With the 216 Attack EVs and the LO, Clefable can always 2HKO any Chansey who decide to switch in. Fire Blast stops any Steel types who want to switch into a NVE Double Edge. Grass Knot provides excellent coverage with Double Edge (only resisted by Mawile, Driflim, lolWormadon-S, and Shedinja) and hits Slowbro harder than Double Edge. Fire Blast rounds out the coverage and hits Grass, Steel, Ice, and Bugs harder than any other attack. Softboiled is there for staying power and helps to keep Clefable on the field. Since this is a Mixed Attacking set, Clefable's defenses are not the greatest so repeated strong attacks could end his game quickly as well as most Fighting Attacks. Since Clefable is not very fast, Ambipom and other faster sweepers can deal with him rather easily (but they must be careful when switching into Double Edge).

Ability: Flame Body
EVs: 16 Atk, 240 Spe, 252 SpA
Nature: Mild (+SpA, -Def)
- Fire Blast
- HP Grass
- Thunderbolt
- Cross Chop
My final pokemon and second dedicated sweeper. He packs an even larger punch than Clefable being able to seriously damage anything that switches into his attacks. Fire Blast is manditory STAB and destroys any Pokemon who doesnt it. HP Grass is for those who resist Thunderbolt (mainly Quagsire and Dugtrio hoping to trap me). Thunderbolt is able to 2HKO most bulky waters with the exception of heavily SpD invested Milotic, Slowking, and Slowbro. Cross Chop is there to 2HKO any Chansey who thinks it can wall my Maggie. The given Speed EVs allow Magmortar to outrun max Milotic with a neutral Nature and anything slower. Since his Defense stat is not reliable, attackers with any STAB move can spell the end of Magmortar. Aqua Jet and other priority moves are also problems for him as well.
I have noticed that my team lacks a dedicated physical sweeper (Donphan is more of a Spinner and physcial Wall for me) and I have no way to weaken Normal/Rock type moves from plowing over my team. Pokemon who set up are also tougher to take down with a lack of priority and Speed for that matter but I can usually work my Pokemon around to take care of those threats. Thank you guys for reading over this~