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.
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


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



