The Team
I felt like building a team around mega Gardevoir would be a good idea for a team following the recent banning of Aegislash which was one of the few things that Gard had any real trouble dealing with and it's proven to be successful thus far. I haven't gotten a top Peak just yet as i have tested the team but have not seen how high it can get. [Same kind of idea as Dragspam] Rates / Comments on how to make the team better are all greatly appreciated.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Taunt
Gardevoir's role in the team is to pretty much spam Hyper voice after all switch ins have been taken care of by the rest of the team. Hyper voice is the main damaging STAB dealing crazy damage to anything that doesn't resist it. Psyshock is my coverage move and is there to hit specially defensive mons like Chansey for better damage and also to hit some mons super effectively. I run will-o-wisp in the next slot over focus blast simply because it's not needed. The team is built to remove pokes such as Ferrothorn that Gard would normally carry focus blast for and by running will-o-wisp i can punish some switch ins such as Scizor, and i can also get the burn on any Bisharps which most commonly pursuit predicting the switch or knock off predicting my Keldeo to come out. Taunt is the last move as it helps gard beat stall, one example being that it allows it to beat Chansey 1v1 and stop it softboiling up and having mons like this weakened is good for the rest of the team. I've also been seeing a lot of rest cm goth and taunt also allows it to beat that 1v1.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
Magnezone is on this team to trap common switch ins to Gard like Scizor, Ferrothorn etc and helps get rid of them so that Gard can spam Hyper voice. The 144 EVs in speed are to outspeed uninvested Heatran so that i can volt switch out on it as trapping / volt switching is commonly how i weaken down opposing Trans, since Keldeo can't deal with trans if they are partnered with a Slowbro for example. I chose specs over scarf with a modest nature since Heatran is the fastest that i need to outspeed and it can potentially stop Ferrothorn getting up hazards whilst trapped depending on it's EV spread.
Landorus-T @ Leftovers
Ability: Intimidate
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
-Rock Slide
-Stealth Rocks
-Earthquake
-U-turn
Landorus forms the first part of my defensive core and is also my stealth rocker. It helps the team deal with threats such as Talonflame, Mega Pinsir and sand rush Drill after Rotom is weakened. The 72 speed is to outspeed adamant Bisharp and i threw the rest in Defense with 252 HP to better deal with the threats mentioned before. I don't feel stone edge is needed as Landorus is there to check things like mega pinsir / Talonflame which faint to one rock slide anyway, the only thing it fails to ohko which stone edge could help with is Dragonite which this Landorus beats after playing around with intimidates and the added accuracy of rock slide is nice to have. I also have Scarf Keldeo to check Dragonites after the multiscale is broken, another reason why i feel stone miss isn't necessary.
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Hidden Power [Ice]
- Secret Sword
Originally, I ran this Keldeo with choice specs and it's role in the team was to punch holes in opposing teams due to the few switch ins that it does have and was the team's secondary answer for things like Heatran and Ferrothorn which in turn supports Gardevoir. I however found after testing that the team lacked a reliable check for Greninja and lacked speed in general, so i felt scarfing Keldeo would be beneficial to me, helping me to better check these threats. The surprise factor is also nice when facing opposing Thundurus that may straight tbolt instead of t-waving as it allows me to get off a hydro which ohkos Thundy after rocks. I run HP ice as DD Dragonite can run through my team if certain members are weakened and because i prefer the extra 5 base power over the speed drop given from icy wind which isn't needed due to the fact that i'm scarfed. I run Modest over Timid as it almost guarantees that scald is a 2hko on Heatran and generally hits Keldeo's common switch ins harder. I have however been considering timid with enough speed to outspeed scarfchomp, but i don't feel a need to change this as Landorus can beat it 1v1 and some scarfchomps do run Adamant over jolly.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 74 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Latias' role in the team is mainly to defog away hazards but is also a switch in for certain mons that threaten my team, one being Keldeo. The 74 HP EVs allow it to live two life orb'd HP ices from Thundy as like i said before the thing is a threat to my team and having this as another check benefits me. Latias is also useful late game as it can healing wish up potential win conditions after it has defogged away hazards if needed. Also, despite only having 184 EVs invested in special attack, a life orb' draco from this is nothing to laugh at and can help weaken down / ohko pokes on opposing teams.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 29 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
The last member of the team is Rotom-Wash forming a defensive core with Landorus as both of them in conjunction help deal with a lot of Gardevoir's checks and in general have good synergy. The spdef investment helps Rotom take on opposing Thundurus decently and i also feel Defense investment isn't needed as i do also have my Landorus to sponge up physical hits. This is mainly here to better take on threats like sand rush drill and birds such as Talon and Mega Pinsir. Teams that carry these mons are commonly ones that work by applying pressure and weakening down things like my Landorus so having rotom as a secondary check to these both helps out Gardevoir and the team in general in the long run. (sand rush drill being one of the main threats to my Gardevoir.) It's also nice to have as a pivot due to it's great typing and is another way for my team to deal with all Greninja barring the HP Grass set which i would normally scout for. The IV of 29 in speed is there to always be outsped by opposing uninvested rotoms [even those running 30 for the same reason], this is nice as i can always move second and can sometimes help keep momentum.
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