ORAS Doubles OU Gardevoir Tailwind Offense (First RMT)

> Gardevoir Tailwind Offense (First RMT) <

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Introduction
Hey everybody, it's my first time posting on here and this is one of my first serious teams I've made for this format. The team isn't exactly innovative, it's pretty standard but I feel it works pretty well to allow for Mega Gard's sweep. I'm fairly new to the format and haven't really battled too many serious teams with this team so there might be a massive threat to the team which is fairly common higher up on the ladder. I'm open to any suggestions, even if it involves massively changing the team composition, I'm all ears.

The Team

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Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 72 HP / 108 Def / 220 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Focus Blast
- Protect

Since the rest of the team is built around her (or he I guess?), it makes sense to start off with Mega Gard. Mega Gard is here to neuter teams once her checks and counters are dealt with by the rest of the team. The moves are standard. While originally this spread was much faster, I found the additional bulk from this newer spread to be very valuable. The spread lives a Talonflame's Brave Bird and outspeeds base 70s.

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Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Protect

Originally a Suicune, Rotom-W provides the team with some much needed bulk, another ground immunity, a Talonflame, Heatran and Lando-T counter, improves my matchup vs waters like Keldeo and Volcanion and another form of speed control. I feel this is a much better fit for the team than Suicune

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Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Bish is here to improve my matchup vs opposing fairies, as well as Aegislash, the only steel that Gard can't touch at all. It also deters my opponent from leading with Lando-T and provides the team with another form of priority. This was originally sashed, but I felt the damage output was lacking, and LO allows Bish to be a lot more threatening to beat the threats that it's on the team for.

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Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 120 SpA / 136 Spe
Naive Nature
- Overheat
- Brave Bird
- Tailwind
- Protect

Talonflame is the team's main form of speed control and priority. It is also here to beat steels (that aren't named Heatran). I chose to use the Overheat set to allow Talonflame to better deal with Aegislash and Ferrothorn without worrying about King's Shield, taking massive amounts of recoil or Intimidate. The spread allows Talonflame to OHKO Mega Metagross and outspeed fast Thundurus with max Attack.

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 56 HP / 212 Atk / 56 Def / 184 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
Lando provides the team with another option vs Heatran and Aegislash (assuming they don't use WG), Intimidate, and another Kang/Diancie check. While the original set was scarfed, now that the team has 2 ground immunities (3 including Lando-T itself) and a resist, I feel more comfortable being locked in to EQ and greatly appreciate the speed increase. The spread lives +1 Bisharp's Sucker Punch, 2 -1 Talonfalme Brave Birds and a HP Ice from bulky Thundy.

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Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Giga Drain
- Protect

Amoonguss provides the team with redirection support for my more frail members, acts as a TR and Rain check, as well as forming a nice FWG core with Talonflame and Rotom-W. The spread and moveset is fairly standard.

Conclusion

So yeah, that's the team. Please let me know if there are any glaring weaknesses that my team doesn't many/any answers to.
Importable
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 72 HP / 108 Def / 220 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Focus Blast
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 120 SpA / 136 Spe
Naive Nature
- Overheat
- Brave Bird
- Tailwind
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 56 HP / 212 Atk / 56 Def / 184 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Giga Drain
- Protect
 
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Hi, it's a nice team that you got there, but I think I can help out a bit.

Minor Changes:

First of all, your Mega Gardevoir is fine. The only change that I would make is using HP Fire/Ground over Focus Blast as it will certainly hit its walls or threats, especially Heatran. And I like how you chose Bisharp as a complement to Mega Gardevoir; it gives you an opportunity to counter Landorus-T and Aegislash.

For the matter of Suicune, use Hydro Pump over Scald because it enforces more power. Also, Talonflame is better off with Overheat rather than Flare Blitz. Ferrothorn is a real annoyance to Talonflame, and you should focus on receiving recoil damage on what really matters.

Major Changes:

However, you're intention of TW is obvious as you have Talonflame (eh...) and particularly Suicune. If you plan to use Suicune, I highly recommend that you use Thundurus; its priority Taunt will stop other taunt users from using theirs. Plus, Thundurus provides Thunder Wave, another form of speed check, and an offensive position against water types (as you really don't have any). Furthermore, Thundurus gives you a better opportunity to stop TR and Amoonguss. (Remove Terrakion.)

Also, since you are planning to play Hyper Offensively in TW, I suggest that you remove Landorus-T, AV or not. This is because Earthquake will cause your other Mons (excluding Talonflame) to use Protect, and that is not ideal when TW lasts for 4 turns. Instead, I recommend that you use Life Orb Landorus-I as it will eliminate threats to Mega Gardevoir and continue to give you an offensive presence. And personally, I prefer to use HP Ice on Landorus-I, but Thundurus works too.

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Hidden Power [Ground]
- Protect
- Psychic

Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Protect
- Iron Head

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 16 Def / 144 SpA / 40 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Hydro Pump
- Protect
- Tailwind

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 104 Def / 8 SpA / 132 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Bomb
- Protect
- Rock Slide

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Overheat
- Brave Bird
- Protect
- Tailwind
 
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hmm, just sniped by a little.

Definitely use bulky modest garde with trace premega, you have twind so speed control shouldn't be an issue, and trace is better than default synchronize.
EVs: 72 HP / 108 Def / 220 SpA / 108 Spe
Modest Nature

You're seriously weak to keldeo and volcanion and rotom-w, having 3 water weaks and only 1 resist in suicune that can't do anything back is a pretty big issue. Terrak is also pretty awkward on your team because it stacks a lando weakness with talon and your own lando.

You still need to check kang/tr/fairies while adding a better water answer, so I'd suggest replacing bisharp and terrak with hydreigon and taunt sash gengar. The lack of a steel definitely makes you more talon weak but lando suicune should handle it. You could also try a bulkier hydrei spread but I prefer guaranteeing the outspeed vs kyube.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

Gengar @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
- Taunt

Lastly, you should definitely try hydro pump >scald, snarl>tect on suicune. hydro is necessary for diancie ko, snarl is very helpful in making it less passive vs waters/subkyube/subaegi. If you're hydro bump speed up to 219 to pass diancie premega.
 
hey,

I like the team's offensive core of MGard backed by Tailwind + 2 Priority users, it keeps up the pace pretty well and the duo of Talon and Sharp helps take away some need of actual Speed control. However, the problem I find with your team is that without Tailwind up you basically get pummeled by fast threats such as Latios, Mega Diancie, Mega Metagross, Thundurus, and the like... outside of your HO Priority core (which in any way can't and shouldn't switch in on attacks), the team basically needs Tailwind, preventing you from actively keeping up your offensive pace. Running two instances of Tailwind may be nice, but it is pretty much novelty really and you only need one; note that Speed control is something you set when you need, not something that you overrely on, however, so having two instances of Tailwind to back up your team's overall lack of true Speed is moot. You also struggle a bit against Talonflame as it can just pick off your team and can just ignore your own Tailwind. There's also the fact that in a way Terrakion and Landorus-T are redundant on this squad and the presence of both prevents you from spreading your synergy around more.

To keep up the pace more, I suggest changing Lando-T from Assault Vest to a classic Choice Scarf set. You did say that AV helps deal with Mega Diancie and you don't want to get locked, but really it's such a small price to pay for infinitely having a better offensive pace due to not crumbling against base 110s and faster. And really, instead of taking hits from Mega Diancie you can actually straigt up KO it, which is nice. You still keep the benefits of Intimidate, but you'll find yourself on the offensive a lot more as you won't have to be on the defensive with Gard much due to Lando-T being able to check more threats.

My next suggestions would be changing Suicune to Rotom-W and Terrakion to Amoonguss. With how the team already keeps the pace up with double priority, tailwind on talon, and possibly scarf landog, you really don't need another Tailwind setter that sadly just slows down your pace. Suicune can basically end up killing your momentum because it's not actually much of an offensive threat, and while it does function as a defensive backbone well enough it's just simply too passive. This is where Rotom-W comes in; it allows you to still take hits handily while also actually offering actual offensive presence due to having dual stabs and a respectable Special Attack. Its defensive typing and Levitate also helps deal with foes such as Talonflame and Landorus-T, things that are always handy to have. On the Terrakion change, I already said the Terrakion is simply redundant with Amoonguss and doesn't actually offer much to support your team or diversify it. Amoonguss fits much better as it backs you defensively more and can redirect strong blows away from your star attacker MGard or some other mon. While your attackers are strong, they're also a bit frail, making redirection very nifty as they can last longer due to not being prone to a hit immediately. Both the introductions of Amoonguss and Rotom-W also help with your slight problem Volcanion and Keldeo, foes that can also give you a tough time, and if anything Rotom-W also boasts access to Thunder Wave, helping you get the speed advantage and upping your offensive game.

The next few suggestions are a bit more smaller scale but are helpful nevertheless regardless of whether you followed the above or not. The first small suggestion would be changing Bisharp's Focus Sash to Life Orb. This is because Bisharp isn't much of a threat without a Defiant boost otherwise and as an attacker it really needs the boost in order to actually get some KO power on its attacks, especially its priority Sucker Punch. The second and last small suggestion would be setting Trace as Gardevoir's base ability. It's just a helpful ability over all and knowing you got that assurance to get it feels nice; among other things, one thing Trace can do is copy an opposing lead Lando-T's Intimidate or a Genesect's Download.
Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
- Rage Powder
- Spore
- Giga Drain
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Protect
ganbatte :pimp:

e: i copied the wrong importable on rotom, oops : (
 
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Thanks everybody for your suggestions! After testing all of the different versions of the team I definitely feel the version with Memoric's changes was the most solid. Other than the changes that Memoric mentioned, I changed the Gardevoir spread to a bulkier one since it's nice to survive certain hits without relying on Intimidate and it seems to fit the more balanced feel of the team, not necessarily having to sack something to bring it in. I also gave Talonflame Overheat for the reasons Test Bot mentioned.

I'll make the changes to the OP now.
 
1. The newest version of the team has only 1 legendary.
2. If not using legendaries makes you feel better about yourself that's fine, I'm going to continue using whatever gets me wins and we can both get on with our lives.
It doesn't really matter on whether you're using a legendary pokemon or not. The mons are classed into the OU tier because of their higher usage than the tiers below them, and everything in the DOU metagame has specific checks and counters. Lando-Therian if running a CS can be countered by two mons using Wide Guard, or be OHKO'd by an Ice Beam from almost every single special attacker in existence. Suicune can be statused and taunted, thus stopping it setting up Calm Minds. Everything has its' own check and counter
 
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