





Hey guys, teamjolteon4ever here, and today I'm bringing you a balanced team revolving around Mega-GalladeWhether or not it's original, I believe this team has the potential to be very good in the hands of an expert player...which I am not. That's why I really need suggestions and criticisms for this team. With that, let's begin!
Wally is probably my favorite ORAS character and a remarkably competitive battler (seriously, check out his post-Battle Maison team, it's legit), and he inspired me to create an OU team around Mega-Gallade. I started researching some solid cores, and found that bisharp paired incredbly well with mega gallade, as they each resist a lot of each other's weaknesses and can remove some of each other's checks and counters. Plus they've both got swords for arms and an axe-horn-head-thing, which is hella rad imo.
Next, I needed hazard support and hazard removal, as any competitive team does. I opted for a defensive Landorus-T for the former, as it's a wonderful lead and check to many threatening physically offensive pokemon, such as mega Charizard X. For hazard removal, I opted for one of the lati twins, as they have good offensive presence and can check many threatening specially offensive pokemon, such as mega Charizard Y. I evenutally went latiAs>latiOs due to the increased bulk and healing wish support. Always open to suggestions though.
Tbh I didn't realize how aesthetically pleasing these pairs looked until I made this. So coordinated in both color and role. *sniffs* Eh-hEm, moving on. At this point, there were a multitude of options for my remaining team members, and so I had to make some decisions. One thing I really wanted was a "volt" to Landorus-T's "turn," as well as perhaps some more bulk. Rotom-W! Best defensive pivot in the metagame imo, as well as a bulky water type, status-spreader, and general nuisance. While on the theme of status, I wanted a status absorber, as burns really threaten the first three members of my team. Conkeldurr was an option, but I already had a solid physically offensive fighting type. I asked for recommendations, and I was pointed to Clefable. Incredibly hard to wear down, status absorber, win condition, OP fairy typing...sounded good to me. The annoying blobs:
And thus a team was born. Not perfect, but a good enough place to start. Let's move on to the sets and more specific roles.


Next, I needed hazard support and hazard removal, as any competitive team does. I opted for a defensive Landorus-T for the former, as it's a wonderful lead and check to many threatening physically offensive pokemon, such as mega Charizard X. For hazard removal, I opted for one of the lati twins, as they have good offensive presence and can check many threatening specially offensive pokemon, such as mega Charizard Y. I evenutally went latiAs>latiOs due to the increased bulk and healing wish support. Always open to suggestions though.


Tbh I didn't realize how aesthetically pleasing these pairs looked until I made this. So coordinated in both color and role. *sniffs* Eh-hEm, moving on. At this point, there were a multitude of options for my remaining team members, and so I had to make some decisions. One thing I really wanted was a "volt" to Landorus-T's "turn," as well as perhaps some more bulk. Rotom-W! Best defensive pivot in the metagame imo, as well as a bulky water type, status-spreader, and general nuisance. While on the theme of status, I wanted a status absorber, as burns really threaten the first three members of my team. Conkeldurr was an option, but I already had a solid physically offensive fighting type. I asked for recommendations, and I was pointed to Clefable. Incredibly hard to wear down, status absorber, win condition, OP fairy typing...sounded good to me. The annoying blobs:


And thus a team was born. Not perfect, but a good enough place to start. Let's move on to the sets and more specific roles.

James (Gallade-Mega) @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Leaf Blade
The apple of my eye, and the star of my team. Mega-Gallade hits really hard even without a Swords Dance up, and when it does it can break/sweep through most things once its checks and counters are removed. Dual STAB in the form of Drain Punch and Psycho Cut. I personally Drain Punch over Close Combat with a SD set as I find the recovery more valuable than the extra power, and Gallade is really more of a sweeper than a bulky wall-breaker. Leaf Blade is a really helpful coverage move that has gotten me the KO on more than enough Slowbro and the like that resist Gallade's main STAB moves and want to take advantage of him. Plus Shadow sneak is weak, and I already have two Knock Off users. EVs and nature let Gallade maintain his excellent speed tier while still hitting insanely hard.
Disciple (Bisharp) (M) @ Assault Vest
Ability: Defiant
Shiny: Yes
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Pursuit
I opted for a bulkier AV Bisharp to better switch in to opposing lati@s and gengar to pursuit trap them, mons that really threaten Gallade with their powerful STAB moves and outspeed it until it mega evolves. Iron Head is good STAB that can be used to deal good damage coming off of Bisharp's good attack. Knock off is a great utility move that hits really hard with a STAB boost, and sucker punch can help finish up a weakened foe that would otherwise outspeed and KO Bisharp. Bisharp resist ghost, flying, and boasts an immunity to Psychic, which makes it a great partner for Gallade. In addition, Gallade can take on the fighting types that force out Bisharp. They're really just made for each other. EVs and nature give Bisharp some decent bulk to better take special hits, as well as letting it hit very hard.

Mr. T (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
This is my usual lead that can get rocks up and often force a switch on physical attackers. EQ is obligatory STAB that hits hard even without any investment. Knock Off is more utility - the fewer items my opponents have, the better. Really ties with Extreme Speed as one of the best offensive moves in the game imo. A slow u-turn is very helpful in getting in Gallade safely and makes up the first half of my volt-turn core. Lastly, stealth rocks because hazards OP. The EVs and nature maximize Landorus's physical bulk, and a Rocky Helmet with Intimidate can really punish physical attackers, limiting their ability to just spam powerful STAB moves so that Gallade can switch in more safely if the need arises.

Galadriel (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Thunderbolt
- Healing Wish
I chose latias over its brother for its extra bulk that lets it stand up to Mega Charizard Y better, as well as the added benefit of healing wish. Defog is to remove hazards to allow for easier switches, even if my team isn't particularly weak to entry hazards. Draco for a powerful STAB nuke something before switching out or as a last ditch effort to damage something so Gallade can clean up. I went Thunderbolt over Psyshock to better take on bulky waters like Slowbro as well as dealing neutral damage to Scizor, Heatran, and Tyranitar. This move might have to be changed to Psyshock, Surf, Roost, or Hp fire, I'm not entirely sure yet. Healing wish helps if Latias has done her job and say, Rotom is at 25% health and toxic'd. Very useful pokemon with a lot of good traits. EVs and nature allow Latias to maintain the ever-crowded 110 speed tier while giving her good bulk and decent power. I know its not standard, but I;m almost considering running Expert Belt>Life Orb to minimize recoil. I know it would greatly diminish Latias's offensive presence, but the recoil can quickly add up. Let me know what you think.

Blue (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Very standard Rotom-W, nothing too interesting here. Physically defensive to cover up for Gallade's sub par bulk prior to mega evolving, with enough speed to outspeed max speed azumarill. Hydro Pump to kill a weakened Pokemon that takes at least neutral damage from it. Volt Switch is great on Rotom, as it completes my volt-turn core and helps someone else come in safely against a threat. I tend to spam Will-o-wisp a lot, which has gotten me into trouble with opposing heatran. Still a great move. Pain Split is unreliable recovery that can help Rotom stall out a toxic'd Pokemon. Very annoying, very fun to use.

Barbara (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Another very fun Pokemon to use and an annoying one to face. Sometimes I use this is my win-condition, sometimes I need to soak up status or leech seed, and sometimes I just set up to deal damage knowing my opponent can't really touch me. Calm Mind helps boost Clefable's average stats to potentially frightening levels, giving it offensive presence and near immunity to many special attacks. Moonblast is good STAB that, when boosted, does tons of damage to nearly everything that isn't a Chansey or a Heatran. Soft-boiled is reliable recovery that's legal on a Magic Guard clefable that with calm mind can help me boost and recover to victory. Flamethrower works very well with this spread - you set up a calm mind on something that can't touch you, and on the next turn when they bring in scizor or ferrothorn, flamethrower for the OHKO, knowing that neither a banded bullet punch nor a gyro ball, respectively, can kill you. TL;DR clefable is gr8.
So that's my team! Please leave set suggestions, switch out some mons, and tweak EVS if you think you can help me with my team. I'd also like to see some EV spreads for battling on wifi at level 50 - I know some of the calcs are different, and certain things outspeed other mons that they wouldn't on showdown. Thanks for reading, and feel free to use this team! Importable is below.
-teamjolteon4ever
Disciple (Bisharp) (M) @ Assault Vest
Ability: Defiant
Shiny: Yes
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Pursuit
Blue (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Barbara (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Mr. T (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
James (Gallade-Mega) @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Leaf Blade
Galadriel (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Thunderbolt
- Healing Wish
Ability: Defiant
Shiny: Yes
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Pursuit
Blue (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Barbara (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
Mr. T (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock
James (Gallade-Mega) @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Leaf Blade
Galadriel (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Thunderbolt
- Healing Wish





