Building Phase: Ok so I usually don't do these but I need to get more involved with the community and Mega Garde is super fun so I obviously started with that. I tried exploring options with Trick Room but it didn't really work out so I went with Tailwind as my main form of speed control using Zapdos. Next I added Tapu Bulu as I wanted a Tapu for terrain control to mess up stuff like Self swagger with misty terrain. Now I was still a little weak to sun so I strengthened that match up with Heatran. Next I added AV Kyurem because it's fat and checks like everything while providing another form of speed control which is important for my rather middling speed team generally speaking. Finally, I originally had Landorus-T with Groundium-Z to kinda forgo the negative effect of my own grassy terrain but it still didn't feel right as it left me ice weak and forced me to use the Z-Move and then be almost dead weight if Grassy Terrain was in effect. So, I switched to Gyarados as my Intimdate user (as imo intimidate is a must on Gardevoir teams). Overall it's pretty balanced but you gotta watch out for rock moves as I have no resists so Terracott is pretty much an autoloss (but that's all my teams).
Sets Explanations: Some of these sets are odd but I have my reasoning for each of them.
- Gardevoir is standard--just max speed and special attack to hit hard and fast with the modest nature as I do have multiple forms of speed control. The moves are simply STABs with Encore, as opponents might attempt to protect to stall turns of Tailwind or from the offensive pressure of Gardevoir itself.
- Gyarados was originally a standard Dragon Dance set with Flyinium but I kept finding myself wanting to play it as a defensive pivot, so I switched the set up to defensive one. Thunder Wave is an underrated form of speed control that is still very decent when used correctly. Taunt helps with set up and trick room users like Hoopa who wouldn't be going for Z-TR. The EVs allow it to take two -1 Stone Edges from Landorus almost every time or -1 Continental Crush from Jolly Tyranitar which would then activate Mago berry. These calcs aren't really that important in that it'll be living those exact hits but it just goes to show how bulky it really is. The rest was thrown into special defense. Mago comes into effect most games if played right and can be a big game changer, and it's that exact pinch berry in case Araquinid would Bug Bite. Shiny to bluff Flyinium.
- Zapdos ended up being my Z-Move user after I edited my Gyarados set and it actually helps a lot vs opposing Fini that think they can barely take a thunderbolt to activate their pinch berry. I also prefer offensive Zapdos over the super bulky one that's running around anyways. The speed creeps other Zapdos and others in the area. Since I was rather offensive I didn't think Roost was worth it, so I tried Toxic to help with m abysmal Snorlax match up, and it's worked out great. HP ice for Lando and Mence. Tailwind as my obvious reasoning for running this thing over Koko.
- Kyurem-B lives just about everything with this given bulk. Even with Quiet nature the speed allows it to outspeed jolly scarf lando by two points in tailwind. Icy wind is pretty decent for getting around redirection + another useful form of speed control and the other moves are standard.
- Tapu Bulu is used as my answer to things like Z-TR Bronzong which would ignore Taunt, which is why I use Roar. Wood Hammer can be easily timed correctly to activate the Mago berry. Horn leech for recovery. Speed outpaces my own Kyurem for my own purposes.
- Finally just standard Hp Ice Shuca tran. Modest because of all my speed control options so it has to watch out for opposing tran.