ORAS OU Gardevoir-Magnezone Core

I decided to build a team based on Mega Gardevoir, despite it having some trouble in the current meta. This was done in part as a challenge for myself, and in part because I saw potential in the core.

As such, I build a team with this particular core in mind. Building around the core, I had to accomodate for Magnezone's shortcomings – mainly dealing with teams which lacked a worthwhile Steel-type to trap. In this situation, Magnezone is little more than a glorified wallbreaker.

It did okay for the most part, but I'm fairly stumped, as I'm starting to have some issues (e.g. with rain, Electric spam, etc.)

Also, my teambuilding philosophy is somewhat amateur-rank, so maybe I could pick it up a bit by reading you guys' thought processes, and learn like that.

Team Details

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

I wanted to have a Gardevoir-Magnezone core, as Magnezone could competently handle Steel-types that troubled Gardevoir (sans Doublade). This formed part one of my core.

Gardevoir by itself cannot break Stall, as a) Doublade is a thing, b) it can be worn down over time, and c) frighteningly enough, enemy Stall players are actually intelligent. It's scary to think that such fearsome beings could actually be intelligent enough to formulate plans.

Anyways, the standard moveset here. There's not much to say other than it forms part 1 of my core.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Part 2 of my core. Considering that Choice Scarf Magnezone was still slow, and I had other teammates to handle enemies like Thundurus and Fairies (except Clefable, but Magnezone can take care of that), I opted for Choice Specs to land cleaner hits on enemies, as I felt I didn't need the speed.

It's fairly outclassed outside of eliminating Steel-types – the most it can do is pivot with Volt Switch and maybe soak up a few hits while wallbreaking.

It is once again a typical moveset, not much to explain here.

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

I chose Latios because I required a way to help handle Fire-types. Obviously Latios by itself cannot handle all Fire-types, but it can give a hand here and there.

Given that Latios is also walled by Steel-types, I felt he would benefit from Magnezone support as well. As such, I decided not to use HP Fire or Earthquake here, and instead went with the default Roost + Defog set.

He can help vs. Electric-types, but a thing called Thundurus exists. I would have to handle him separately.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Even though I intensely dislike Choice Scarf Keldeo (because I feel there are better Scarfers, and Choice Scarf Keldeo can't trick its Choice Scarf away nor does it hit very hard), I find it necessary to adequately handle enemies like Mega Aerodactyl, Landorus-T, and Mega Gyarados. It provides what you would call Speed control.

It also helps out vs. Dark spam, as a lot of people seem to like the Dark-type. It works with Latios, who has issues with said Dark-types.

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 164 Def / 8 SpD / 88 Spe
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge

I required a way to handle enemy Fighters, as well as enemy Sand offense. Landorus-T seemed to fit the bill well enough. Additionally, he could Knock Off Skarmory's Shed Shell for Magnezone to trap, which was another pointer. As a side note, it allows Landorus-T to act as a one-time check to Sigilyph (or a complete check outright if Sigilyph hasn't been burned yet).

The lack of Stealth rock is because I relegated the role to Heatran. This allowed Landorus-T to fill the role of a pivot, while also providing Knock Off support to inhibit enemies like Skarmory, Heatran, and Choice Scarf users.

The Speed invest outspeed max speed base 70s and below, such as Volcanion, Scizor, and Bisharp. The most important target is Volcanion, as it could be eliminated with an Earthquake after it loses 25% of its health.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

It is redundant to have several Steel-types on the team, but it is necessary in this case. Reason: I lack a competent Stallbreaker. Additionally, I required a secondary switch-in to Latios, as well as a means of handling QuickZor and Doublade. Heatran seemed to fit the bill.

Threatlist
: Correct me if I'm wrong, but I don't think this team can handle rain. I can't think of a way to competently combat rain – every time they come in, they score a kill. Only if I can kill Politoed and if I can hold out until the rain expires, do I have a chance. My teacher says that I don't need a bulky-Grass type and that "playing smartly" can work, but the way I play (aka I play badly), it's difficult.

: The Stall has always been a formidable enemy. They're like the Hydra – every time you cut off one head, three more appear in its place. They're everywhere.

Additionally, they have adapted to the omnipresence of Gardevoir and Heatran – namely with Doublade and Quagsire. I can put pressure, but putting pressure does not equal beating them. They are annoying.

No
: If Keldeo loses its Choice Scarf, then base 110s and above can outspeed the entire team. This means enemies like Latios can provide repeated pressure.

Enemy offensive Fairies. I must sack a mon every time they come in. Luckily enough, they can't come in either.

Embarrassingly enough, I have issues with it. If Lando-T and Heatran go down (read: often), then it can heckle the rest of the team to death.

If Lando-T is weakened even slightly, then Slurpuff just 6-0's.
 
Hey Spoons of Justice ! Thats quite a cool core you have together there, Gardevoir and Magnezone can easily wear down each other's checks, making them a tough offensive force to compete with. Lets dive into your team, and see if we can make it better

For Mega Gardevoir, I would suggest changing it's EV spread to maximum Special Attack and maximum Speed investment. The current spread you have seems a little random, with a few HP and Defense EVs thrown into the mix for some reason I cannot explain. The moveset is perfect, though you may opt for Will-O-Wisp instead of Taunt as Will-O-Wisp can severely maim the physical attackers that plague your team currently.

For Magnezone, I prefer to run Choice Scarf over Choice Specs. With maximum Speed investment, Magnezone hits 358 Speed, easily outspending all base 110s, such as the Lati twins. Other than that, the moveset looks good, and I would change the EV spread to the one I'll list below.

I personally love to use Latios, I try and fit on every team I build if I can. Latios is an awesome nuke and can also remove those pesky hazards. The moveset and EV spread looks fine to me, as you have Magnezone to deal with Steel types.

Choice Scarf Keldeo isn't very practical in my opinion. Its already pretty fast, and it lacks the overall power of Choice Specs or Life Orb Keldeo. I would recommend a Life Orb CM Keldeo for your team. With Life Orb, Keldeo hits almost has hard as Choice Specs variants but isn't locked into a certain move. It also has the potential to sweep, using Calm Mind to boost it's Special Attack stat to marvelous levels.

For Landorus, I would recommend Choice Scarf Landorus instead of a bulky Landorus. Choice Scarf Landorus is amazing, check threats to your team such as Raikou, Talonflame, and Excadrill. Choice Scarf Landorus can also deal huge amounts of damage to Chansey, and being able to Knock Off it's Eviolite. Landorus can utilize U-Turn to generate momentum with your team, also completing the VoltTurn core with Magnezone.

Heatran seems like a useless Pokemon on your team, as Mega Gardevoir acts as a stallbreaker with either Taunt or Will-O-Wisp. Instead of Heatran, I would add Suicide Lead Azelf to your team. As with the changes I've suggested your team lacks a SR setter, Azelf would be perfect. Azelf has positive matchups against most popular leads in the tier, such as Landorus-T, Garchomp, and Mega Lopunny. Azelf can also utilize Taunt to prevent hazards on your side of the field. With the set I've provided, Azelf lives a Fake Out + Return from Jolly Mega Lopunny. You can run 252 Attack EVs if you want to hit harder with Knock Off and Explosion.


Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]


Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Icy Wind
- Calm Mind


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off


Azelf @ Focus Sash
Ability: Levitate
EVs: 128 HP / 128 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Knock Off
- Explosion


Hopefully you'll take some of these ideas into consideration, and enjoy battling!

 
Major Changes
Out of every OU Pokemon, the one that threatens your team the most was by far Tornadus-T. Assault Vest Tornadus-T can tank any hit from Keldeo and OHKO it with Hurricane. It also outspeeds the rest of your team and can wear you down with U-Turn + Knock Off. You have no real check to it, as nothing on your team is fast enough/strong enough to outspeed it. While Heatran set up rocks and was a good stallbreaker, we needed a faster stallbreaker. One that could destroy Tornadus-T, and something with the strength to be a threat. In the end, only one Pokemon fit the bill: Talonflame.
Replacing Heatran with Talonflame isn't actually that big of a change. It does make Latios much more important, but both Heatran and Talonflame are stallbreaker fire types. The only difference is that one of them is a bird that murders Tornadus-T. It's also a suprisingly good special wall and fighting check. It can even deal with Mega Scizor and Mega Heracross by burning them. Talonflame is an excellent stallbreaker, Tornadus-T killer, and an excellent addition to your team.
Minor Changes
You still need a rocker, however, as I had to replace it. Personally, I'm not a fan of your Landorus-T set. There's only really two sets that can actually work in ORAS right now: defensive and scarfed (double dance is very situational, but it can work). So I would recommend swapping your Landorus-T set for the standard defensive one. This set not only acts as a rocker, but it also checks the threats to your team it needs to check better, like sand and opposing Talonflames. Unfortunately, you do lose access to Knock Off. However, it wasn't necessary, as most Skarmory's run leftovers or Rocky Helmet anyway. Overall, the defensive set gives your team some much-needed utility.

I hope I helped you with your team. I tried to keep your team close to how it was before, unlike how Millionsunz basically turned your Bulky Offense Team into a Hyper Offense team. I wish you good luck on the ladder with your team!

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Taunt
- Will-O-Wisp

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge
 

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