Fate is not quite as
Strange as it appears ...
[
When the world sleeps,
Destiny plans,
The next move to take
Introduction
Hello GingerNinja here, welcome to my latest and first OU RMT featuring an offensive Gardevoir squad to get back into the OU Meta. Having played the Monotier extensively last few weeks, I thought I would wet my feet into the new OU metagame once more for a fresh change.
Having just recently got into the OU meta again, I thought I would build around my favorite pokemon, Gardevoir and the Psychic / Fighting / Dark core featuring Bisharp and Keldeo to get the most out of her offensively.
After speaking to some friends in the Pokemon FIR and Central facebook communities, I decided upon the final additions to my squad and began testing and experimenting. The team itself has changed a lot over the design process, ultimately choosing to build without Tangrowth and Talonflame and to have something more offensive to play with. I felt this change was something I felt more comfortable with.
Looking to find the best balance for my squad to get the most out of the laddering experience :)
Open to any suggestions or sagely advice.
Gardevoir is my main pokemon and the mega evolution of my team. Trace is the preferred ability in that it allows me to potentially copy a useful ability before mega evolution allowing me to take advantage of Rain and Sand and stealing Regenerators and Intimidates before mega evolution and on the turn of mega evolution which is very important in specific matchups.
Bisharp is a top-tier threat in ORAS OU with access to Defiant, STAB Knock Off and Sucker Punch, and the ability to check many top-tier threats, such as Latios, Latias, and Clefable. Bisharp's typical traits make it a good choice as an effective partner for Gardevoir.
Keldeo was added to complete the Psychic + Dark + Fighting core and is a fairly important member in the squad. Keldeo supports Bisharp and Gardevoir by handling Ground-types such as Garchomp and Hippowdon, Steel-types such as Scizor and Ferrothorn, and opposing Dark types such as Mega Gyarados and Choice Scarf Tyranitar, which Bisharp has a hard time breaking through.
Scarf Jirachi was chosen as my revenge killer, being able to outrun and take out Pokemon weak to its STAB attacks. Thanks to its typing and natural bulk, it's able to switch into Latios, Latias, Mega Gardevoir, and Mega Diancie and eliminate them with Iron Head. Jirachi can use U-turn effectively in order to bait out its counters and allow teammates to deal with them.
Landorus T was added as a secondary pivot for momentum and for a reliable Rocksetter in general. Landorus-T's superb typing gives him immunities to Electric and Ground, two very potent offensive typings, and resistances to Bug, Fighting, and Poison. Landorus-T's defensive potential is also commendable allowing Gardevoir and friends to safely come in. I originally had Hippowdon in this slot however using Hippowdon felt like a big momentum sucker in general.
Latios was added in the final slot for defog support and that all important dragon coverage. Latios resides in a great Speed tier, allowing it to outspeed and check many threats such as Garchomp and Keldeo. In addition, it has a great Special Attack stat hitting targets hard, making life easier for team mates in general. I chose Latios over latias to hit things harder since I already had Healing Wish Jirachi.
Team Description
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast
This is the pretty standard wallbreaking Mega Gardevoir set and is also part of the Psychic-Dark-Fighting core. Taunt was chosen over Will-O-Wisp to have a better matchup vs stall and balance teams in general, crippling a variety of threats and slowing chansey and other fat mons down in the event of 1v1 match-ups. The Hp and defensive investment allows Gardevoir to avoid the 2HKO from Life Orb Latios's Psyshock which is perfect for Lati twins who may and stay in.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head
I was really unsure on whether or not to use Pursuit or AV Bisharp here, but I ended up going with the SD variant instead to help Gardevoir break down many threats making life easier for the team. Jolly Nature was chosen to speed creep various threats like faster Rotom, Landorus and more keeping a sweep going. Because Jolly was taken, a Lifeorb was necessary to maximize damage output.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Went with standard Specs Keldeo to give it immediate firepower, wiping away Pokémon that don't resist its moves which benefits Gardevoir and Bisharp in general removing checks and switch ins. Against offensive teams, if Keldeo comes in on something that has difficulty harming it, there are very few things that are able to switch in safely. Latias and Latios are two of the most solid offensive Keldeo checks; however, even they are 2HKOed by Icy Wind after Stealth Rock damage. On top of these positives, Scald is notorious for being able to wear down switch-ins, such as Mega Venusaur and Slowbro, with burn damage, allowing Keldeo to overwhelm them the next time they attempt to switch in, all of which the rest of the team really appreciates.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Went with Scarf Jirachi because its a really effective as a late game cleaner and also provided the team with a form of momentum and healing wish keeping Gardevoir and partners really healthy. Iron Head allows Jirachi to act as a check to Kyurem B and fairies, which is pretty necessary in removing Clefable and Mega Diancie. Went with Heart Stamp over Zen purely because it has a higher flinch chance, and has more PP. Allowing me to check Gengar, Mega Lopunny and more. Fire Punch was chosen to deal with the rising usage of Scizor in general.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Landorus is the stealth rocker and a secondary pivot of the team. Landorus aids the team overall as it punishes opposing volt-turn teams. Things like scarf drill that can defeat Gardevoir and Keldeo get hard walled by lando. Landorus with its beautiful ability intimidate helps with physical threats threats like Charizard X, Terrakion, Mega Scizor and more. Talonflame is often an issue, however it can be played around if Lando is kept healthy thanks to Jirachi. Rocks also help tremendously, as they pressure double switches which could overall hurt the team. 26 Speed Ivs allow me to underspeed the common 27 IV speed and faster Landorus giving me momentum advantage.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Latios was added lastly to help pressure bulky waters, a safe ground switch as well as defensive walls in general. For a primarily offensive lineup, a defogger was also needed. Because I already had Healing Wish on Jirachi. latios was choosen over latias for that reason. Went with the standard set, Latios's ample resistances, including ones to common Water-, Fire-, and Electric-type attacks, and nifty Ground-type immunity grant it a plethora of opportunities to switch in which help the team in general. 29 Hp lessens Lifeorb damage.
Strange as it appears ...
[
When the world sleeps,
Destiny plans,
The next move to take
______________________________________
Team Preview :
______________________________________
Team Preview :
______________________________________
Introduction
Hello GingerNinja here, welcome to my latest and first OU RMT featuring an offensive Gardevoir squad to get back into the OU Meta. Having played the Monotier extensively last few weeks, I thought I would wet my feet into the new OU metagame once more for a fresh change.
Having just recently got into the OU meta again, I thought I would build around my favorite pokemon, Gardevoir and the Psychic / Fighting / Dark core featuring Bisharp and Keldeo to get the most out of her offensively.
After speaking to some friends in the Pokemon FIR and Central facebook communities, I decided upon the final additions to my squad and began testing and experimenting. The team itself has changed a lot over the design process, ultimately choosing to build without Tangrowth and Talonflame and to have something more offensive to play with. I felt this change was something I felt more comfortable with.
Looking to find the best balance for my squad to get the most out of the laddering experience :)
Open to any suggestions or sagely advice.
Gardevoir is my main pokemon and the mega evolution of my team. Trace is the preferred ability in that it allows me to potentially copy a useful ability before mega evolution allowing me to take advantage of Rain and Sand and stealing Regenerators and Intimidates before mega evolution and on the turn of mega evolution which is very important in specific matchups.
Bisharp is a top-tier threat in ORAS OU with access to Defiant, STAB Knock Off and Sucker Punch, and the ability to check many top-tier threats, such as Latios, Latias, and Clefable. Bisharp's typical traits make it a good choice as an effective partner for Gardevoir.
Keldeo was added to complete the Psychic + Dark + Fighting core and is a fairly important member in the squad. Keldeo supports Bisharp and Gardevoir by handling Ground-types such as Garchomp and Hippowdon, Steel-types such as Scizor and Ferrothorn, and opposing Dark types such as Mega Gyarados and Choice Scarf Tyranitar, which Bisharp has a hard time breaking through.
Scarf Jirachi was chosen as my revenge killer, being able to outrun and take out Pokemon weak to its STAB attacks. Thanks to its typing and natural bulk, it's able to switch into Latios, Latias, Mega Gardevoir, and Mega Diancie and eliminate them with Iron Head. Jirachi can use U-turn effectively in order to bait out its counters and allow teammates to deal with them.
Landorus T was added as a secondary pivot for momentum and for a reliable Rocksetter in general. Landorus-T's superb typing gives him immunities to Electric and Ground, two very potent offensive typings, and resistances to Bug, Fighting, and Poison. Landorus-T's defensive potential is also commendable allowing Gardevoir and friends to safely come in. I originally had Hippowdon in this slot however using Hippowdon felt like a big momentum sucker in general.
Latios was added in the final slot for defog support and that all important dragon coverage. Latios resides in a great Speed tier, allowing it to outspeed and check many threats such as Garchomp and Keldeo. In addition, it has a great Special Attack stat hitting targets hard, making life easier for team mates in general. I chose Latios over latias to hit things harder since I already had Healing Wish Jirachi.
Team Description
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast
This is the pretty standard wallbreaking Mega Gardevoir set and is also part of the Psychic-Dark-Fighting core. Taunt was chosen over Will-O-Wisp to have a better matchup vs stall and balance teams in general, crippling a variety of threats and slowing chansey and other fat mons down in the event of 1v1 match-ups. The Hp and defensive investment allows Gardevoir to avoid the 2HKO from Life Orb Latios's Psyshock which is perfect for Lati twins who may and stay in.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head
I was really unsure on whether or not to use Pursuit or AV Bisharp here, but I ended up going with the SD variant instead to help Gardevoir break down many threats making life easier for the team. Jolly Nature was chosen to speed creep various threats like faster Rotom, Landorus and more keeping a sweep going. Because Jolly was taken, a Lifeorb was necessary to maximize damage output.
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Went with standard Specs Keldeo to give it immediate firepower, wiping away Pokémon that don't resist its moves which benefits Gardevoir and Bisharp in general removing checks and switch ins. Against offensive teams, if Keldeo comes in on something that has difficulty harming it, there are very few things that are able to switch in safely. Latias and Latios are two of the most solid offensive Keldeo checks; however, even they are 2HKOed by Icy Wind after Stealth Rock damage. On top of these positives, Scald is notorious for being able to wear down switch-ins, such as Mega Venusaur and Slowbro, with burn damage, allowing Keldeo to overwhelm them the next time they attempt to switch in, all of which the rest of the team really appreciates.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Went with Scarf Jirachi because its a really effective as a late game cleaner and also provided the team with a form of momentum and healing wish keeping Gardevoir and partners really healthy. Iron Head allows Jirachi to act as a check to Kyurem B and fairies, which is pretty necessary in removing Clefable and Mega Diancie. Went with Heart Stamp over Zen purely because it has a higher flinch chance, and has more PP. Allowing me to check Gengar, Mega Lopunny and more. Fire Punch was chosen to deal with the rising usage of Scizor in general.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Landorus is the stealth rocker and a secondary pivot of the team. Landorus aids the team overall as it punishes opposing volt-turn teams. Things like scarf drill that can defeat Gardevoir and Keldeo get hard walled by lando. Landorus with its beautiful ability intimidate helps with physical threats threats like Charizard X, Terrakion, Mega Scizor and more. Talonflame is often an issue, however it can be played around if Lando is kept healthy thanks to Jirachi. Rocks also help tremendously, as they pressure double switches which could overall hurt the team. 26 Speed Ivs allow me to underspeed the common 27 IV speed and faster Landorus giving me momentum advantage.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Latios was added lastly to help pressure bulky waters, a safe ground switch as well as defensive walls in general. For a primarily offensive lineup, a defogger was also needed. Because I already had Healing Wish on Jirachi. latios was choosen over latias for that reason. Went with the standard set, Latios's ample resistances, including ones to common Water-, Fire-, and Electric-type attacks, and nifty Ground-type immunity grant it a plethora of opportunities to switch in which help the team in general. 29 Hp lessens Lifeorb damage.
Importable Team
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Swords Dance
- Knock Off
- Iron Head
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Replays
Recent Replays
http://replay.pokemonshowdown.com/ou-401327078
http://replay.pokemonshowdown.com/ou-402018458
http://replay.pokemonshowdown.com/ou-402022351
Older Replays
http://replay.pokemonshowdown.com/ou-399986095
http://replay.pokemonshowdown.com/ou-333800093
http://replay.pokemonshowdown.com/ou-333797072
Recent Replays
http://replay.pokemonshowdown.com/ou-401327078
http://replay.pokemonshowdown.com/ou-402018458
http://replay.pokemonshowdown.com/ou-402022351
Older Replays
http://replay.pokemonshowdown.com/ou-399986095
http://replay.pokemonshowdown.com/ou-333800093
http://replay.pokemonshowdown.com/ou-333797072
Special Thanks
The FIR mentor community
Pokemon Fire Island Ruins
Pokemon Central
The FIR mentor community
Pokemon Fire Island Ruins
Pokemon Central
Threats
Talonflame both offensive and defensive sets in General give the team and core some issues, this forces alot of work on Landorus and Jirachi keeping Landorus healthy. Alternatively I can dissuade Talonflame from switching in by keeping Rocks active, and punishing potential switch ins with Psyshock and coverage moves respectfully.
Choice Scarf Magneton / Choice Magnezone are great late-game cleaners and a threat to be careful of, 2HKOing a good portion of my team they can punch holes with ease. It can also trap my Steel-types and stealing early momentum from bad calls or early prediction.
Talonflame both offensive and defensive sets in General give the team and core some issues, this forces alot of work on Landorus and Jirachi keeping Landorus healthy. Alternatively I can dissuade Talonflame from switching in by keeping Rocks active, and punishing potential switch ins with Psyshock and coverage moves respectfully.
Choice Scarf Magneton / Choice Magnezone are great late-game cleaners and a threat to be careful of, 2HKOing a good portion of my team they can punch holes with ease. It can also trap my Steel-types and stealing early momentum from bad calls or early prediction.