So now that Mega Metagross is being suspected fairies rule and Mega Gardevoir wrecks slow things so why not build a team around it? Inspired by a few teams with MGarde in the replays. Although I enjoy playing Pokemon, I'm still sort of a noob at this so please bear with me.
This team has gotten me to around 1500 on the OU ladder, and could probably go higher if it wasn't for my inexperience and sheer laziness at laddering.
Lol ok fine.
Team Preview:
Obviously starting with Mega Gardevoir.
Pursuit Bisharp synergizes well and helps Gardy take out stall and especially takes out Jirachi.
Brave Birds suck. Rotom-Wash checks Birdspam nicely and provides a good Volt Switch. Also nice for a ground immunity to help Bisharp.
My team does get worn down by SR, and has little recovery. Latias blows hazards away, checks fire and grass types, and gives my team a second chance with Healing Wish.
Heatran is here as my main Talonflame check, because Rotom does get worn down if it switches in a lot. It's also a nice SR setter.
This lets me check some physical mons and is a nice revenge killer.
Alright now on to the team.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Gardevoir is my main pokemon and the obvious mega of my team. Trace allows me to potentially nab a useful ability to screw with my opponent, and the other abilities aren't that good anyways. The EVs are pretty standard for a wallbreaker Gardevoir: 24 Def allows it to live 2 Psyshocks from LO Latios and the rest is dumped into Spe and SpA; a Modest nature adds to Garde's power. Most of the time I'll just be clicking Hyper Voice; it nukes anything that doesn't resist it and has good bulk. Psyshock is clearly for STAB, Poisons, and Chansey while Focus Blast is for Steels, assuming it hits. Finally, Taunt is here to shut down those walls and stalls. Occasionally, I will lead with Gardevoir if the opponent has a vulnerable lead or wall, but usually I save it for mid-late game.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 80 SpD / 176 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp helps Gardevoir demolish stall and has its checks covered by Gardevoir. Pursuit is one of the main moves on this pokemon, allowing me to murder Lati@s, Jirachi, and maybe Gengar. On the other hand, Swords Dance gives me some wallbreaking or lategame presence. The rest of the moves are fairly standard, with all of them being for STAB, priority for SP, utility for Knock Off, and fairies for Iron Head. I run a Jolly nature to outspeed other Bisharps and Bisharp speedcreepers, with 176 Spe to just outspeed them, max Attack, and the rest in SpD for when I switch into Lati@s and to slightly boost Bisharp's Special Defense.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom is here as a BirdSpam check and a Scizor check, while also being a nice slowish Volt Switcher to get the frailer members of my team out safely. The moveset is very standard, HP for STAB, VS for switching and chip damage, WoW for physical mons and a means of passive damage, and PS for getting some health from bulky mons, especially the pink blobs. I actually prefer to speed creep other Rotoms instead of being slower, as it allows me to avoid WoW/VS from them, so 52 Spe gives me a Speed stat of 221, faster than Rotoms and "speed creep" Rotoms. Otherwise, Rotom is pretty standard.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Defog
- Healing Wish
Next up is Healing Wish Latias. She Defogs away hazards, heals up my team in a pinch, and provides a nice degree of power with Life Orb. Draco Meteor is for STAB and hits things fairly hard, while Thunderbolt helps me deal with Mega Slowbro and other bulky water types better, or for things like Crawdaunt. The EV spread maximizes speed and gives Latias some nice bulk while sacrificing little power. Overall, she's a very helpful member of my team during any stage of a game.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Will-O-Wisp/Toxic
- Roar
- Stealth Rock
Heatran provides some nice SR support while also providing some special bulk. This is a SpD Heatran, 68 Speed EVs are used to outspeed standard Venusaur and Suicune. Lava Plume gives me STAB and burn fishing, and Will-O-Wisp is for physical stuff that think I'm going to swap out, like Excadrill, though Toxic has its merits. Roar is for stopping setup sweepers, as Heatran can take a hit from many special pokemon and can surprise physical ones expecting me to switch. Most of the time I won't really lead with Heatran because a lot of people know its purpose and sets, and I save it for a few turns after the start of a game.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Went back to Scarfed Lando-T because defensive sux IMO and I needed a reliable revenge killer. EVs are pretty standard for a Scarf set, allowing me to outspeed certain scarfers and boosters. Earthquake for STAB, U-turn for safe switching and pivoting, Superpower is mainly used for Mega Gyarados and Mega Lopunny, who can be problematic sometimes, and Stone Edge helps me get 2% on a quad resist and misses any other time. Overall a nice addition to my team and really helps by spamming its moves.
Lopunny is especially problematic because it outspeeds my entire team and can hit it for SE or just insane damage. Probably the biggest reason why I might switch back to Scarf Lando-T.
A huge pain in the ass, especially BD variants. If I see a BD Azumarill, it's almost always gg if Rotom is weakened.
One of the reasons why I decided to switch to Scarf Heatran.
Rock Polish outspeeds my entire team and it has insane power in general. I need to prevent it from setting up/doing too much damage.
Dragon Dance Mega = GG
Probably a lot more that I haven't yet encountered/can't remember.
Gives me priority and setup, but I am more dependent on Latias.
Used to have a Scarf Variant with Trick before replacing with Heatran.
Others that I haven't yet thought of.
So yeah that's all I have for now. My team does require some level of good prediction to use successfully (something that I have not quite mastered), but then again most teams do anyways, unless you use Metagross and 5 other HO pokemon. Please help me with improvements in any way you can.
EDIT: Metagross stays OU so this team is gonna have some trouble.
This team has gotten me to around 1500 on the OU ladder, and could probably go higher if it wasn't for my inexperience and sheer laziness at laddering.
By the way, I don't really use legendaries so unless you want to give me one in-game try not to suggest them.
No offence, but then why are you here for competitive? Legendaries are very viable and Latios would benefit your team greatly. There's no logic or principal for putting needless limitations on your team-building.
Lol ok fine.
Team Preview:







Obviously starting with Mega Gardevoir.


Pursuit Bisharp synergizes well and helps Gardy take out stall and especially takes out Jirachi.



Brave Birds suck. Rotom-Wash checks Birdspam nicely and provides a good Volt Switch. Also nice for a ground immunity to help Bisharp.




My team does get worn down by SR, and has little recovery. Latias blows hazards away, checks fire and grass types, and gives my team a second chance with Healing Wish.





Heatran is here as my main Talonflame check, because Rotom does get worn down if it switches in a lot. It's also a nice SR setter.






This lets me check some physical mons and is a nice revenge killer.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Gardevoir is my main pokemon and the obvious mega of my team. Trace allows me to potentially nab a useful ability to screw with my opponent, and the other abilities aren't that good anyways. The EVs are pretty standard for a wallbreaker Gardevoir: 24 Def allows it to live 2 Psyshocks from LO Latios and the rest is dumped into Spe and SpA; a Modest nature adds to Garde's power. Most of the time I'll just be clicking Hyper Voice; it nukes anything that doesn't resist it and has good bulk. Psyshock is clearly for STAB, Poisons, and Chansey while Focus Blast is for Steels, assuming it hits. Finally, Taunt is here to shut down those walls and stalls. Occasionally, I will lead with Gardevoir if the opponent has a vulnerable lead or wall, but usually I save it for mid-late game.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 80 SpD / 176 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp helps Gardevoir demolish stall and has its checks covered by Gardevoir. Pursuit is one of the main moves on this pokemon, allowing me to murder Lati@s, Jirachi, and maybe Gengar. On the other hand, Swords Dance gives me some wallbreaking or lategame presence. The rest of the moves are fairly standard, with all of them being for STAB, priority for SP, utility for Knock Off, and fairies for Iron Head. I run a Jolly nature to outspeed other Bisharps and Bisharp speedcreepers, with 176 Spe to just outspeed them, max Attack, and the rest in SpD for when I switch into Lati@s and to slightly boost Bisharp's Special Defense.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom is here as a BirdSpam check and a Scizor check, while also being a nice slowish Volt Switcher to get the frailer members of my team out safely. The moveset is very standard, HP for STAB, VS for switching and chip damage, WoW for physical mons and a means of passive damage, and PS for getting some health from bulky mons, especially the pink blobs. I actually prefer to speed creep other Rotoms instead of being slower, as it allows me to avoid WoW/VS from them, so 52 Spe gives me a Speed stat of 221, faster than Rotoms and "speed creep" Rotoms. Otherwise, Rotom is pretty standard.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Defog
- Healing Wish
Next up is Healing Wish Latias. She Defogs away hazards, heals up my team in a pinch, and provides a nice degree of power with Life Orb. Draco Meteor is for STAB and hits things fairly hard, while Thunderbolt helps me deal with Mega Slowbro and other bulky water types better, or for things like Crawdaunt. The EV spread maximizes speed and gives Latias some nice bulk while sacrificing little power. Overall, she's a very helpful member of my team during any stage of a game.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Will-O-Wisp/Toxic
- Roar
- Stealth Rock
Heatran provides some nice SR support while also providing some special bulk. This is a SpD Heatran, 68 Speed EVs are used to outspeed standard Venusaur and Suicune. Lava Plume gives me STAB and burn fishing, and Will-O-Wisp is for physical stuff that think I'm going to swap out, like Excadrill, though Toxic has its merits. Roar is for stopping setup sweepers, as Heatran can take a hit from many special pokemon and can surprise physical ones expecting me to switch. Most of the time I won't really lead with Heatran because a lot of people know its purpose and sets, and I save it for a few turns after the start of a game.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Superpower
- Stone Edge
Went back to Scarfed Lando-T because defensive sux IMO and I needed a reliable revenge killer. EVs are pretty standard for a Scarf set, allowing me to outspeed certain scarfers and boosters. Earthquake for STAB, U-turn for safe switching and pivoting, Superpower is mainly used for Mega Gyarados and Mega Lopunny, who can be problematic sometimes, and Stone Edge helps me get 2% on a quad resist and misses any other time. Overall a nice addition to my team and really helps by spamming its moves.





Probably a lot more that I haven't yet encountered/can't remember.


Others that I haven't yet thought of.
EDIT: Metagross stays OU so this team is gonna have some trouble.
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