Hi guys first time posting. I've been trying to make a team with Gardevoir and Milotic work for a while now but I'm having trouble with priority attackers like Rillaboom, Dragon dance dragapult and tapu koko.
Baefish (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 244 HP / 228 Def / 36 SpD
Relaxed Nature
- Scald
- Flip Turn
- Ice Beam
- Recover
I've been fiddling about with the ice beam moveslot, it's a good check for dragon/grass types and tornadus but toxic can be good against walls that lack steel typing or natural cure. I went with relaxed so that I can use flip turn to go into kartana and gardevoir against more mons while getting a little extra chip damage.
I mostly use it to tank hits and scald or pivot, the recover is nice for sustain and prevents me from sacking mons until later in the game.
Origami (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Sacred Sword
I have run kartana banded in the past and I am considering scarfing it but the potential to swords dance into landorus switch ins and chansey are very nice. I'm using it as a wallbreaker with potential to sweep.
Pinky (Mew) @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
The stealth rock and spikes are really nice and occasionally flare blitz cripples a sneazel kartana or ferrothorn but this one feels like it loses me as many games as it wins. I might just need to get better at reading my opponents team so they have fewer opportunities to setup against it.
Starfruit (Jirachi) @ Weakness Policy
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power
- Rest
- Snore
This one often takes games for me and serves as a good late game sweeper, the snores can let it chip down dark types if they lose their leftovers and against slower teams it makes setting up a breeze. Mainly it needs me to get rid of dark types in the early game and a chance to setup before they bring in a fire or ground type attacker. Ghosts are also a big issue if they outspeed and hit hard enough to OHKO
Landshark (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Scale Shot
Honestly just a strong boy, ground typing lets it check regieleki which otherwise sweeps this team and if it sets up against walls it can take out half a team, tends to be one of the earliest on my team to go down though and dragapult can really screw it if I don't predict it switching in with scale shot.
Waifumon (Gardevoir) (F) @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Shadow Ball
Good for cleaing up after jirachi, and baits out heatran for the milotic switch in but keeps getting wrecked by priority physical attackers. I've been fiddling about with shadowball but I'm not sure what else to use the fourth move slot for, I haven't been seeing many good opportunities to trick (Common counters don't really suffer from being limited to one move) or healing wish (Most of my mons go down too quick to really benefit from it and milotic can already heal).
Baefish (Milotic) @ Leftovers
Ability: Marvel Scale
EVs: 244 HP / 228 Def / 36 SpD
Relaxed Nature
- Scald
- Flip Turn
- Ice Beam
- Recover
I've been fiddling about with the ice beam moveslot, it's a good check for dragon/grass types and tornadus but toxic can be good against walls that lack steel typing or natural cure. I went with relaxed so that I can use flip turn to go into kartana and gardevoir against more mons while getting a little extra chip damage.
I mostly use it to tank hits and scald or pivot, the recover is nice for sustain and prevents me from sacking mons until later in the game.
Origami (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Knock Off
- Sacred Sword
I have run kartana banded in the past and I am considering scarfing it but the potential to swords dance into landorus switch ins and chansey are very nice. I'm using it as a wallbreaker with potential to sweep.
Pinky (Mew) @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
The stealth rock and spikes are really nice and occasionally flare blitz cripples a sneazel kartana or ferrothorn but this one feels like it loses me as many games as it wins. I might just need to get better at reading my opponents team so they have fewer opportunities to setup against it.
Starfruit (Jirachi) @ Weakness Policy
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power
- Rest
- Snore
This one often takes games for me and serves as a good late game sweeper, the snores can let it chip down dark types if they lose their leftovers and against slower teams it makes setting up a breeze. Mainly it needs me to get rid of dark types in the early game and a chance to setup before they bring in a fire or ground type attacker. Ghosts are also a big issue if they outspeed and hit hard enough to OHKO
Landshark (Garchomp) @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Scale Shot
Honestly just a strong boy, ground typing lets it check regieleki which otherwise sweeps this team and if it sets up against walls it can take out half a team, tends to be one of the earliest on my team to go down though and dragapult can really screw it if I don't predict it switching in with scale shot.
Waifumon (Gardevoir) (F) @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Shadow Ball
Good for cleaing up after jirachi, and baits out heatran for the milotic switch in but keeps getting wrecked by priority physical attackers. I've been fiddling about with shadowball but I'm not sure what else to use the fourth move slot for, I haven't been seeing many good opportunities to trick (Common counters don't really suffer from being limited to one move) or healing wish (Most of my mons go down too quick to really benefit from it and milotic can already heal).