The Crew
Introduction
Introduction
After the ban of Aegislash, the team I've had the most success with on the ladder was rendered pretty much useless. Aegislash held a key part in checking a big chunk of the metagame and couldn't be replaced by anything without changing big parts of the team, and hence, me and my friend Rayze decided to make a new team; voilà!
We've wanted to try out some underrated megas for a long time such as Medicham, Heracross and Gardevoir, and with the ban of Aegislash what better time than now to build a team around the newly buffed Mega-Gardevoir?
We've wanted to try out some underrated megas for a long time such as Medicham, Heracross and Gardevoir, and with the ban of Aegislash what better time than now to build a team around the newly buffed Mega-Gardevoir?
Mega-Gardevoir
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature (+Spd, -Atk)
- Hyper Voice
- Psyshock
- Calm Mind
- Focus Blast
This thing might not look like a monster, but trust me, it is. Hyper Voice is the most spammable move on this set, denting almost everything not named Chansey, which you have Calm Mind and Psyshock for. Against offensive teams, this thing sometimes has a hard time getting a free switch in, especially if the opposing team consists of mainly physical attackers, due to Gardevoir's poor Defense stat. However, when the time comes and it does get a free switch, it pretty much gets a kill with one of its coverage moves.
When I go up against stall, Gardevoir or Landorus are definitely the MVPs. Gardevoir is often able to severely weaken stall teams, if not downright sweep with one or two Calm Minds under its belt. The reason I chose Psyshock over Psychic is because it does much more damage to Chansey, having an 86.7% chance to 2HKO with 1 Calm Mind, guaranteed after rocks. Focus Blast is good to have against Heatran's and Ferrothorn's that think they can switch in taking minimal damage from Hyper Voice or Psyshock,
On regular Garevoir, trace is very useful as can trace Intimidate users to lower their physical attacks to somewhat compensate for the poor defense, among other good abilities.
The reason I'm using 24 Def EVs is to survive 2 LO Psyshocks from Latios, while maintaining as much power and speed as possible. Timid is to outspeed Jolly Excadrills, and having a better chance at outspeeding/speedtying other base 100's such as Charizard or Salamence. Focus Blast can be used over HP Fire, but there is a reason it's commonly referred to as Focus Miss...
Azumarill
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Knock Off
- Aqua Jet
- Play Rough
AV-Azu is in my opinion the best Azumarill set, I mean being able to take a super effective LO-Thundurus Thunderbolt is pretty crazy. This thing is what I generally switch in to most special attacks, as it eats them up pretty well with Assault Vest, keeping big offensive threats such as Greninja and Keldeo in check. The dual STAB moves of Play Rough and Waterfall are amazing as not many things can resist them both, doing tons of damage to many pokemon in the metagame apart from Ferrothorn and Mega-Venusaur. But the switch ins of these 2 pokemon are often very obvious and I can act accordingly by switching into i.e. Heatran. Knock Off is useful to remove the opponents items and OHKOing Gengar and many other psychic/ghost types. And to round it all off, we have Aqua Jet of course, being able to finish off faster weakened foes. Often just the threat of being able to KO with Aqua Jet is enough to make them switch out, which you can easily act accordingly to and use a powerful Play Rough, Waterfall or Knock Off. The lack of HP and Defense EVs can be annoying when you want to switch in on physical attacks but since I already have 2 physically bulky pokemon on the team, and a special tank was missing, I thought that AV-Azu would be optimal.
Landorus-I
Thundurus (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Knock Off
- Focus Blast
- Psychic
One thing to know about me is that I really hate full on stall, it's just so frustrating to not being able to do anything while they watch you have a slow painful death with toxic stall... Which is why I have a Landorus! Yep, this genie is very strong against stall, and with Gardevoir as a teammate, stall teams are seldom a problem unless I misplay severely. The moveset and EV spread are quite straightforward. A Naive nature is used to max out speed in order to outspeed the plethora of base 100's in the OU metagame, and not having less bulk that a Hasty nature would grant me. Knock Off is nice since Chansey is what most stall teams have as their #1 switch-in to Landorus, removing that pesky Eviolite making Focus Blast a 2HKO after rocks, and generally making it a lot easier for Gardevoir to deal with. Similar to Gardevoir, this thing is also good against offensive teams if it gets a free switch, as most foes are easily 2HKO'd if not OHKO'd by one of its coverage moves. Sludge Wave can be used instead of Knock Off if you dont think Chansey is very irritating.
Heatran
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature (+SAtk, -Atk)
- Overheat
- Ancient Power
- Flash Cannon
- Earth Power
We slapped a scarfed Heatran on the team for several reasons. One of which is that we needed some way to control the speed on the field since none of the other members are that fast. Another reason is that Heatran naturally has a bunch of resistances and natural bulk, granting it many switch ins where it can hit something hard with STAB Overheat or Flash Cannon. And thirdly; the surprise factor! The specially defensive set has become so common that it's essentially the only set people expect from a Heatran, giving it the opportinuty to get more surprise KO's than any other pokemon on this team. I often use this as my lead since many people will think I'm gonna set up Stealth Rocks, only to smack them in the face with powerful hits. Ancient Power is very useful against Talonflame, Mega-Charizard Y, Volcarona, Mega-Pinsir and many other flying types, since many of them might not anticipate a Heatran that outspeeds them and has a rock move. Earth Power is mainly there to have a way of damaging opposing Heatrans, and Manectric before it mega-evolves and Volt-Switches out. I'm using a Modest nature because the extra power is really useful for certain 2HKOs and just more damage output in general, however, a timid nature can be used to outspeed everything up to base 140.
Ferrothorn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Impish Nature
- Leech Seed
- Protect
- Stealth Rock
- Power Whip
The ultimate utility Pokemon! With an amazing typing leaving it with only 2 weaknesses combined with stellar mixed bulk, not too much outside of strong fire attacks can OHKO this little flower. Ferrothorn also has the important role being the team's Stealth Rock setter. Ferrothorn can quite comfortably switch in to about 50% of the metagame and taking minimal damage, and proceed to set up rocks or throw some seeds at them. Leech Seed is obviously used to damage the opponent over time, but also to have some passive recovery since Ferro doesn't have any other viable healing moves. Protect synnergizes perfectly with Leech Seed as it allows for an extra turn of damage on the opponent and also healing up 18% of your own HP with Leftovers + Leech Seed combined. It is also handy to scout for many potential HP fire users. I use Power Whip over Gyro Ball because of more consistent high base power, Gyro Ball is only powerful against fast opponents, while Power Whip always has 120 BP which is very strong. It's just my personal preference though, both are good. Ferrothorn is a safe switch in to many powerful threats such as Azumarill, Landorus-T, Excadrill, Garchomp, Gyarados, Mamoswine, Scizor, Tyranitar and many choice locked pokemon. The EV spread is standard and used to be as physically bulky as possible without being completely suspectible to special attacks, for example it makes HP fire pokemon less of a threat.
Mandibuzz
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Foul Play
- Defog
- Toxic
Even though this team isn't very weak to Stealth Rocks, it's always nice to have Defog as a backup if the opponent manages to throw up a lot of Spikes or an annoying Sticky Web. Mandibuzz also acts at my main counter for physical setup sweepers like Dragonite and Mega-Pinsir which I can smack with a Foul Play, punishing them for boosting their attack stat. I chose Toxic as my last move because it's always nice to have against bulky walls that take minimal damage from Foul Play and my other pokemon's attacks. Mandibuzz is able to deal with certain physical attackers that Ferrothorn have trouble with, such as Talonflame, Charizard-X and Infernape.
Mega Charizard-X
If it manages to set up 2 Dragon Dances and has Earthquake, there is no way to stop it as Heatran won't be able to take 1 hit to revenge with Earth Power. If it's only +1, Mandibuzz can switch in if it has more than 90% HP, take one Outrage and use Foul Play to put it in range of Azumarill's Aqua Jet, or if the Charizard uses Flare Blitz he will die from recoil. Azumarill can take one +1 Flare Blitz as well but the combination of Play Rough + Aqua Jet does not kill Charizard from 100%.
Bisharp
At +2, it can do a lot of damage if not sweep. Mega Gardevoir, Landorus and Heatran all die from a Black Glasses/Life Orb boosted Sucker Punch. Mandibuzz can do a lot of damage with Foul Play unless it gets flinches by Iron Head, and Azumarill can hopefully revenge with Aqua Jet after the Foul Play damage (it's a roll). Ferrothorn can use Leech Seed, but not much else as it watches Bisharp Swords Dance up...
Rotom-W
Kind of weird to have on a threat list, huh? This is probably where the biggest flaw of this team comes. Rotom-w can throw out Will-O-Wisps, Volt Switches and Hydro Pump at a pretty low cost. Whenever I see a Rotom-w I lead off with Gardevoir most of the time since Hyper Voice usually does 70-80% and that is cruical damage that I'm gonna need. If it's at a high HP, I cant switch into Landorus predicting Volt Switch, since Psychic won't kill and they can just use Hydro Pump to finish me off. I can't switch into Heatran either since I have no moves to do major damage to it, and again, Hydro Pump will do loads of damage. Mega-Gardevoir is pretty much the best switch but the combination of Will-O-Wisp + Hydro Pump damage will wear me down quickly. Ferrothorn is my #2 switch in but Will-O-Wisps are really annoying for as it will half the power of Power Whip, which would otherwise be a good option.
Gengar
The Life Orb set with Focus Blast + Sludge Bomb + Shadow Ball + Dazzling Gleam is really the perfect counter to this team, being able to outspeed (bar Heatran) and OHKO/2HKO everything on the team. If the opponent predicts well and doesn't let Gengar get too weakened it's pretty much over.
If it manages to set up 2 Dragon Dances and has Earthquake, there is no way to stop it as Heatran won't be able to take 1 hit to revenge with Earth Power. If it's only +1, Mandibuzz can switch in if it has more than 90% HP, take one Outrage and use Foul Play to put it in range of Azumarill's Aqua Jet, or if the Charizard uses Flare Blitz he will die from recoil. Azumarill can take one +1 Flare Blitz as well but the combination of Play Rough + Aqua Jet does not kill Charizard from 100%.
Bisharp
At +2, it can do a lot of damage if not sweep. Mega Gardevoir, Landorus and Heatran all die from a Black Glasses/Life Orb boosted Sucker Punch. Mandibuzz can do a lot of damage with Foul Play unless it gets flinches by Iron Head, and Azumarill can hopefully revenge with Aqua Jet after the Foul Play damage (it's a roll). Ferrothorn can use Leech Seed, but not much else as it watches Bisharp Swords Dance up...
Rotom-W
Kind of weird to have on a threat list, huh? This is probably where the biggest flaw of this team comes. Rotom-w can throw out Will-O-Wisps, Volt Switches and Hydro Pump at a pretty low cost. Whenever I see a Rotom-w I lead off with Gardevoir most of the time since Hyper Voice usually does 70-80% and that is cruical damage that I'm gonna need. If it's at a high HP, I cant switch into Landorus predicting Volt Switch, since Psychic won't kill and they can just use Hydro Pump to finish me off. I can't switch into Heatran either since I have no moves to do major damage to it, and again, Hydro Pump will do loads of damage. Mega-Gardevoir is pretty much the best switch but the combination of Will-O-Wisp + Hydro Pump damage will wear me down quickly. Ferrothorn is my #2 switch in but Will-O-Wisps are really annoying for as it will half the power of Power Whip, which would otherwise be a good option.
Gengar
The Life Orb set with Focus Blast + Sludge Bomb + Shadow Ball + Dazzling Gleam is really the perfect counter to this team, being able to outspeed (bar Heatran) and OHKO/2HKO everything on the team. If the opponent predicts well and doesn't let Gengar get too weakened it's pretty much over.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Calm Mind
- Hidden Power [Fire]
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Foul Play
- Defog
- Toxic
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Ancient Power
- Flash Cannon
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Stealth Rock
- Power Whip
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 232 Atk / 240 SpD
Adamant Nature
- Waterfall
- Knock Off
- Aqua Jet
- Play Rough
Thundurus (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk / 30 Def
- Earth Power
- Knock Off
- Focus Blast
- Psychic
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Calm Mind
- Hidden Power [Fire]
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Foul Play
- Defog
- Toxic
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Ancient Power
- Flash Cannon
- Earth Power
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Stealth Rock
- Power Whip
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 232 Atk / 240 SpD
Adamant Nature
- Waterfall
- Knock Off
- Aqua Jet
- Play Rough
Thundurus (Landorus) (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk / 30 Def
- Earth Power
- Knock Off
- Focus Blast
- Psychic
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