ORAS OU I Don't Like Stall - Mega Gardevoir Balance

Hey guys, I have a cool OU team with a really fun mega, Mega Gardevoir. It does really well against stall, which has been all too popular, and it hits even balance and HO teams hard.

The Team:

gardevoir-mega.png
heatran.png
landorus-therian.png
keldeo-resolution.png
latias.png
klefki.png



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gardevoir-mega.gif



Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast



Mega-Gardevoir was the mega I chose to build around on the team; it does very well against stall (hi OLT) and with t-wave and u-turn support, it can break walls in balance or beat stall. Hyper voice+pixilate is it's strongest move, and psyshock+focus blast are good coverage when hyper voice isnt the best option. It's a really fun mega to use and, with the right support, does really well.



heatran.gif



Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Lava Plume
- Taunt
- Stealth Rock



Heatran is a good partner with Mega-Gardevoir, as it provides a Jirachi, Skarmory, and Ferrothorn counter. Because Lando is my scarfer, it also has rocks. Flash Cannon lets me beat Clef in conjuction with taunt, rocks is needed on essentially every team. Lava Plume is pretty self-explanatory. Heatran is really crucial to the team so keeping it healthy is important.



landorus-therian.gif



Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- U-turn
- Earthquake
- Knock Off



Landorus-T and Heatran are a pretty good defensive core type-wise, with Latias completing it. Scarfed Lando-T is really helpful for revenge kills and potential sweeps late game, and helps my team since nothing on my team approaches the speed of threats like Weavile and fast megas without this being scarfed. Since I have Heatran I don't really need this to be bulky for mons like Talonflame, and scarf Lando outspeeds and kills potential threats such as Tornadus-T.


keldeo-resolute.gif

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind



Specs Keldeo helps damage Megavoir's switch ins, and it's really hard in general to switch into, as it hits Megagross, Skarm and Jirachi hard. Scald, Hydro, and Secret sword are basic STAB moves for keldeo, and Icy Wind helps me beat Lati twins on the switch in with speed drops, as well as other dragons.


latias.gif

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Defog
- Psyshock
- Draco Meteor



Latias gives me a Keldeo switch in and helps the Lando-T Heatran core because Keldeo is my only other water resist on the team. Latias also provides hazard removal. Draco+Psyshock are STABs that hit hard and I chose roost over other options such as Healing Wish because, with this being such a crucial switch in, I want longivity. Life Orb is just to hit harder in conjunction with roost giving me more hits.



klefki.gif

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Magnet Rise
- Spikes
- Thunder Wave
- Flash Cannon



Klefki is pretty important too, because it lets me t-wave fast mons for Gardevoir to outspeed and kill. With spikes stacking I may change keld to scarf and Lando to bulky, thoughts? The set is standard otherwise, Defensive Klefki with Spikes and T-wave for hazards+crippling, Magnet Rise to beat EQ, and Flash Cannon as a STAB offensive move.


Further Notes:

The team is iffy with a few pokemon; my banded Azumarill switch-in is pretty non-existent as Klefki doesnt provide much of an answer. Offensive Starmie is also pretty threatening, as well as Mega Manectric since Heatran doesn't have recovery outside lefties. I still think the team performs pretty well in spite of these flaws because T-wave crippling is pretty good for hard hitters like Keldeo and Megavoir to sweep/get multiple KOs late or midgame. Also, since most stall teams don't run Jirachi at the moment and I have Taunt Heatran to play around Skarmory, it fares pretty well against the current meta. Suggestions that improve it are appreciated; especially since Scarf Lando is so helpful at times but seems like it could be better; I just don't know.

Importable:

http://pastebin.com/0EXz1bXG
 
The only threat I can see is a water type such as Azumarill, and it can OHKO Heatran, Landorus, Latias, and Keldeo and while Klefki could stall decently against it, there isn't anything you have that would be super effective. You could give Gardevoir or Latias thunderbolt, since it would 2HKO Azumarill, but other than that I can't see anything worth switching out for Mega Venusaur or Mega Manectric, so unfourtunately while this team has really good balance, Azumarill will remain a threat, and while Starmie is a threat, it's not as big a one as Azumarill.
 
The only threat I can see is a water type such as Azumarill, and it can OHKO Heatran, Landorus, Latias, and Keldeo and while Klefki could stall decently against it, there isn't anything you have that would be super effective. You could give Gardevoir or Latias thunderbolt, since it would 2HKO Azumarill, but other than that I can't see anything worth switching out for Mega Venusaur or Mega Manectric, so unfourtunately while this team has really good balance, Azumarill will remain a threat, and while Starmie is a threat, it's not as big a one as Azumarill.



Thanks for the reply: I definitely agree that Azu is more threatening than Starmie, mainly since I can whittle starmie with keldeo switch-in and go from there. I might change Klefki for T-wave Ferro and see how that goes, as they do very similar things. It should also help with the Klefki weakness.
 
Hey Mirak, I like how the build puts an immense amount of pressure on bulkier and slower builds, especially as you have hazard stack + a pivot to bring in your wallbreakers. I do see a few miniscule changes that can be made to improve the build and maintain the goal as well. Offensive Electric types put a lot of strain on your team as Heatran gets worn down quickly through Volt Switch + Hazards, and ScarfLando is really your only way of revenge killing them. Strong physical threats in the current metagame like Sand Rush Excadrill, Mega Metagross, Mega Lopunny, and opposing Landorus-T are extremely problematic as your only way of dealing it reliably is a ScarfLando which gets pressured and whittled down throughout the game very quickly.

Changing your Mega Gardevoir's nature to Modest as opposed to Timid is fine as you already deal with common base 100's and mons lurking around that speed tier such as Mega Zard Y and X, opposing Mega Gardevoir, Manaphy, Hydreigon, and Kyurem-B. This also hits common switch-ins such as SpD Skarm, Jirachi, and Mega Scizor much harder paired with Rocks and Spikes. Also, a possible option is running Encore > Taunt to improve your match-up greatly against fat set-up mons, while also dealing with stall well. Changing Flash Cannon to Toxic on Heatran enables you to cripple common switch-ins such as bulky Waters and Grounds which annoy the team quite a bit. Keep in mind, the updated set will still beat standard CM Clefable in a 1v1 situation while benefiting the overall team. As the team does not have a definitive set-up win condition that takes advantage of Thunder Wave, your main wallbreaker, and hazard stack, I will recommend SubCM Keldeo > Specs. Based on what I understand from your thought process, you wanted spikes + wallbreakers + a pivot or two to pressure defensive builds as much as possible, but this match-up will not occur every game and you need to be capable of dealing with most archetypes while checking relevant threats and having ways of cleaning mid-late game. Modifying your Latias spread to: 152 HP / 104 SpA / 252 Spe to better check offensive Electrics that threaten the build is recommended. Although you would notice a great decrease in power, it still does OHKO Mega Manectric and Thundurus-I after a single Life Orb hit, so the investment in bulk is worth it. My last and final suggestion would be to change your Klefki spread to: 252 HP / 108 Def / 148 SpD. This spread aims to take on common offensive Fairies, mixed attackers such as Latios, and avoiding a few 2HKO's.

In conclusion, the build is still extremely weak to a lot of physical attackers that in the end overwhelm and pressure Landorus-T, but you do have some sort of counterplay towards them if you play the build correctly. All the changes I mentioned were in attempt of not changing the overall goal of the team too much which is important, and testing different options on different mons is recommended as this was all in theory.
---------
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Encore
- Focus Blast

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Taunt
- Stealth Rock
- Lava Plume
- Toxic

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Scald
- Secret Sword
- Calm Mind

Latias (F) @ Life Orb
Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
- Magnet Rise
- Spikes
- Flash Cannon
- Thunder Wave

Good luck!
tumblr_ma6tf5yYJt1qid2nw.gif
 
Hey Mirak, I like how the build puts an immense amount of pressure on bulkier and slower builds, especially as you have hazard stack + a pivot to bring in your wallbreakers. I do see a few miniscule changes that can be made to improve the build and maintain the goal as well. Offensive Electric types put a lot of strain on your team as Heatran gets worn down quickly through Volt Switch + Hazards, and ScarfLando is really your only way of revenge killing them. Strong physical threats in the current metagame like Sand Rush Excadrill, Mega Metagross, Mega Lopunny, and opposing Landorus-T are extremely problematic as your only way of dealing it reliably is a ScarfLando which gets pressured and whittled down throughout the game very quickly.

Changing your Mega Gardevoir's nature to Modest as opposed to Timid is fine as you already deal with common base 100's and mons lurking around that speed tier such as Mega Zard Y and X, opposing Mega Gardevoir, Manaphy, Hydreigon, and Kyurem-B. This also hits common switch-ins such as SpD Skarm, Jirachi, and Mega Scizor much harder paired with Rocks and Spikes. Also, a possible option is running Encore > Taunt to improve your match-up greatly against fat set-up mons, while also dealing with stall well. Changing Flash Cannon to Toxic on Heatran enables you to cripple common switch-ins such as bulky Waters and Grounds which annoy the team quite a bit. Keep in mind, the updated set will still beat standard CM Clefable in a 1v1 situation while benefiting the overall team. As the team does not have a definitive set-up win condition that takes advantage of Thunder Wave, your main wallbreaker, and hazard stack, I will recommend SubCM Keldeo > Specs. Based on what I understand from your thought process, you wanted spikes + wallbreakers + a pivot or two to pressure defensive builds as much as possible, but this match-up will not occur every game and you need to be capable of dealing with most archetypes while checking relevant threats and having ways of cleaning mid-late game. Modifying your Latias spread to: 152 HP / 104 SpA / 252 Spe to better check offensive Electrics that threaten the build is recommended. Although you would notice a great decrease in power, it still does OHKO Mega Manectric and Thundurus-I after a single Life Orb hit, so the investment in bulk is worth it. My last and final suggestion would be to change your Klefki spread to: 252 HP / 108 Def / 148 SpD. This spread aims to take on common offensive Fairies, mixed attackers such as Latios, and avoiding a few 2HKO's.

In conclusion, the build is still extremely weak to a lot of physical attackers that in the end overwhelm and pressure Landorus-T, but you do have some sort of counterplay towards them if you play the build correctly. All the changes I mentioned were in attempt of not changing the overall goal of the team too much which is important, and testing different options on different mons is recommended as this was all in theory.
---------
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Encore
- Focus Blast

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Taunt
- Stealth Rock
- Lava Plume
- Toxic

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Scald
- Secret Sword
- Calm Mind

Latias (F) @ Life Orb
Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
- Magnet Rise
- Spikes
- Flash Cannon
- Thunder Wave

Good luck!
tumblr_ma6tf5yYJt1qid2nw.gif



Hey Nedor. I thought about Sub-CM keld as a nice option with klef, the others ones no. I like the changes and agree that they will benefit the team overall; thanks a lot!
 
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