XY OU Mega Gardevoir

This is my second OU RMT, and probably my last for the XY OU metagame because OR/AS just around the corner. For this team I decided I would be running Mega Gardevoir. I decided on Mega Gardevoir mainly because of its extreme power and little switch-ins. I decided to make this a more offensive team to support Mega Gardevoir so it can easier KO threats.

EDITS IN BOLD


The Team at a Glance

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Gardevoir

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Item: Gardevoirite
Ability: Trace --> Pixilate
Timid Nature
EVs: 24 Def/ 232 SpA/ 252 Spe
Moveset:
Hyper Voice/ Psyshock/ Focus Blast/ Taunt
Gardevoir is the mega slot on my team, and for good reason. I started my team-building process around Mega Gardevoir because it was a mega that I had not used before. I had always liked Gardevoir, but it was never too spectacular before it got it's mega evolution and brand new Fairy typing. On this team, I try to weaken or cripple with Thunder Wave from Thundurus so I can pretty much sweep with Mega Gardevoir. The main threat to Mega Gardevoir is Scizor (and other Steel types, but Scizor mainly because of BP). Scizor can completely stop Mega Gardevoir from sweeping, so whenever looking at the opponent's team in Team Preview, I try to find a way to get rid of their Steel types. For it's ability, I went with Trace for the possibility of obtaining useful abilities like Dragonite's Multiscale or Scolipede's Speed Boost. I went for a Timid nature rather than a Modest nature so I could keep up with other base 100s. The EV spread is used so Gardevoir can take two Psyshocks from Latios, and to be as fast and throw out as much damage as possible. Hyper Voice is the main STAB move, which hits very hard with the extra boost from Pixilate. Psyshock is the secondary STAB move that helps deal with things like Venusaur and Scolipede. Focus Blast is for coverage and can take care of things like Ferrothorn, Heatran or Bisharp. I went with Taunt in the last slot over Will-O-Wisp because I don't want to be burning things that I need Paralyzed by Thundurus, and Taunt helps beat Chansey one on one. Gardevoir's main role is to KO as many things as it can. With a great typing and decent coverage, Mega Gardevoir can do just that.


Azumarill

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Ability: Huge Power
Adamant Nature
EVs: 240 HP/ 252 Atk/ 16 SpD
Moveset:
Waterfall/ Play Rough/ Knock Off/ Aqua Jet
After receiving recommendations from multiple people (Thanks goes to Rob and TheEnder), I decided to change Thundurus to Azumarill. The reason being was that the team had nothing to answer for Greninja, and I needed something to stop it. They both recommended Assault Vest Azumarill and after testing it with the team, it fits in perfectly. The team no longer fears Greninja as much and it provides nice support. The set I used was given to me by Rob. The Ability given for Azumarill is of course Huge Power, which lets it do some awesome damage. Adamant nature for Azu to hit as hard as possible. The EVs given are to allow Azumarill to take hits from special attackers like Greninja and Keldeo better, and allow Azu to hit back as hard as possible. Waterfall is Azumarill's first STAB that does decent damage, as well as a chance to flinch the opponent. Play Rough is the second main STAB that deals with Dragon, Dark, and Fighting types. Knock Off is used for utility, and I might end up switching to Superpower to help deal with Steel Types. Aqua Jet is used for priority and to finish off weakened opponents. Azumarill's main job is to sponge up special attackers and hit them back hard. After team-testing, I can say that the switch from Thundurus to Assault Vest Azumarill was worth it.




Bisharp

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Item: Life Orb
Ability: Defiant
Adamant Nature
EVs: 252 Atk/ 4 Def/ 252 Spe
Moveset:
Knock Off/ Iron Head/ Sucker Punch/ Swords Dance
After looking at my first two team members, I saw that I would be completely walled out by special tanks like Chansey. To counter this, I put in Bisharp, who can pursuit trap chansey, and also cannot be poisoned by it either. Bisharp can also take advantage of the ever present Defog user and Intimidate users to get a boosted attack on the switch. For an item I went with a Life Orb for extra damage, although Blackglasses might be just as useful. Adamant Nature for maximum attack. The EVs are also used to make Bisharp hit as hard as possible while being as fast as possible. For it's moveset, Knock Off takes up the first slot for good utility, and gets useful STAB to add to its utility. Iron Head is a secondary STAB that deals with Fairies. Sucker Punch is there so Bisharp can get some STAB priority to help him out with his poor speed. Finally, Swords Dance is used to boost Bisharp's attack, and if used correctly can boost his attack to astounding levels. I try to send Bisharp in to break special walls that Mega Gardevoir can't break through. I also use him when I know a Defog is coming so I can take advantage of his Defiant ability. Some things to look out for are trappers like Magnezone and Dugtrio, but Sucker Punch will atleast force them to take good damage in exchange for trapping them.


Magnezone

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Item: Choice Scarf
Ability: Magnet Pull
Timid Nature
EVs: 4 Def/ 252 SpA/ 252 Spe
Moveset:
Volt Switch/ Thunderbolt/ Flash Cannon/ Hidden Power Fire
After looking at my team, I saw I did not have a solid answer to things like Ferrothorn or Mega Scizor. If Mega Gardevoir missed Focus Blast, Ferrothorn could retaliate with a Gyro Ball, and Scizor can beat her one on one with BP. I decided I needed something to help take care of these pesky Steel types. I decided I'd go with Magnezone. I went with Magnezone over trappers like Dugtrio and Gothitelle because I wanted to be able to take care of Ferrothorn and Scizor, as well as being able to take out Skarmory, which the other two can't do (unless Gothitelle is packing HP Fire as well). For an item, I went with Choice Scarf so I could outspeed the likes of Talonflame and Greninja. Even if Talonflame goes for the priority Brave Bird, Magnezone can take it and retaliate with an Electric move to take care of it. The same thing goes for Greninja. Timid Nature ensures that I will outspeed these key threats. The EVs are used to make Magnezone hit as hard and as fast as possible. The moveset is the classic Magnezone trapping set. Volt Switch can be used to pivot out and keep momentum. Thunderbolt is Zone's best STAB move that deals the most damage. Flash Cannon helps take out Fairy types and gets STAB as well. Finally, HP Fire takes care of trapped Steel types like Ferrothorn and Scizor. I try to send Magnezone in whenever I see an oppurtunity to trap the opponent's Steel types. If there are no Steel types on the opposing side, I can use Magnezone a bit more freely as well. Magnezone provides a nice service of eliminating Steel types so that Mega Gardevoir can start to clean up.


Landorus-Therian

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Item: Leftovers
Ability: Intimidate
Impish Nature
EVs: 252 HP/ 240 Def/ 8 SpD/ 8 Spe
Moveset:
Stealth Rock/ Earthquake/ U-turn/ Rock Slide
With four members of my team decided, I saw that I still had no way of getting hazards of my own set up. I decided I would go with the Defensive Pivot Landorus-T. Landorus-T works well with my team because it has good synergy with the other team members. It has a flying type so it is immune to Earthquakes that could knock out Bisharp easily. Landorus-T also forms a nice Volt-Turn combo with Magnezone. Leftovers are the item that I chose to give Landorus-T a bit of recovery every turn. An Impish Nature makes him even more bulkier to take hits. The EVs are used to make Landorus as bulky as possible. The 8 SpD Evs ensure he won't be OHKO'd by Mega Manectric's HP Ice. 8 Speed EVs help him outspeed Modest Magnezones. Stealth Rock takes up the first moveslot, and allows me to cripple the likes of Talonflame and Charizard. Earthquake is Landorus-T's STAB move that does the most damage. U-turn helps keep momentum in my favor and like I said earlier, forms a nice Volt-Turn core with Magnezone. For the last slot, I decided on Rock Slide over Knock Off. I already had a poke with this utility, and I wanted something else to be able to take care of Talonflame as well. Landorus-T helps my team get hazards up, keep momentum on my side, and fits in well to this team.


Latios

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Item: Life Orb
Ability: Levitate
Timid Nature
EVs: 4 Def/ 252 SpA/ 252 Spe
Moveset:
Draco Meteor/ Psyshock/ Defog/ Hidden Power Fire
Thanks goes to TheEnder for first recommending switching Latios for Mandibuzz. Latios adds the offensive pressure to the team that Mandibuzz lacked, while still having the capability of Defog. The set I went with was the standard Life Orb set. Timid nature to keep Latios fast enough. 252 SpA and Spe to make Latios as fast as possible and hit just as hard. Draco Meteor takes up the first slot because of its sheer power on Latios. Psyshock is a secondary STAB that allows Latios to take on special walls and take out things like Keldeo. Defog takes up the third slot to keep hazards off my side of the field. In the last slot, I opted to go with Hidden Power Fire (Thanks to Enki) over Roost to help take out Steel types that threaten Mega Gardevoir. I might change Hidden Power Fire back to Roost if it ends up not being particularly useful in the long run. Latios packs a lot of power that further adds to the offensive presence on the team. Latios gets hazards off the field for me and fits in nicely on the team. Latios fits in better for the last slot than Mandibuzz and adds more to the team that Mandibuzz did.


Import:

Gardevoir (F) @ Gardevoirite
Ability: Trace
EVs: 24 Def/ 232 SpA/ 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP/ 252 Atk/ 16 SpD
Adamant Nature
- Waterfall
- Play Rough
- Knock Off
- Aqua Jet

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk/ 4 Def/ 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def/ 252 SpA/ 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Fire

Landorus-T @ Leftovers
Ability: Intimidate
EVs: 252 HP/ 240 Def/ 8 SpD/ 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA/ 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Psyshock
- Hidden Power Fire



Changes:
Thundurus --> Azumarill
Mandibuzz --> Latios
Rock Slide over Stone Edge for Landorus-Therian
Swords Dance over Pursuit for Bisharp


Well there it is, let me know what you guys think I should change and what is good on it. I spent a long time making this RMT so please leave some feedback :]
 

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This is a decent looking team; I have a few suggestions that should help. Greninja can rip through this team easily. Thundurus's Prankster Thunder-Wave may work sometimes but it's very easy to predict and your opponent will switch 9/10. Plus, Thundurus cannot switch into 3 / 4 of Greninja's moves so that means you'll have to switch Thundurus in after one of your Pokemon has fainted. I recommend using Azumarill over Thundurus. It's an excellent Greninja check and it fits well with your team defensively because it covers the Water, Ice, and Fire weaknesses that Thundurus cannot. Also consider using Swords Dance and Blackglasses on Bisharp. Everyone is running Intimidate cores, so a Swords Dance + Defiant boost could allow Bisharp to sweep a few teams easily. Life Orb is great but you're most likely going to spam Knock Off and Sucker Punch so there's little need to sacrifice HP for a .10% power difference. Swords Dance > Pursuit. Now that you have Azumarill you can easily drop it in on Latias and Latios or switch Bisharp in and use Swords Dance because Bisharp will force them out 9 times out of 10. Lastly I would use Rock Slide > Stone Edge on fully defensive Landorus-Therian because you wouldn't want to miss against Mega Pinsir or Talonflame because they can seriously hurt your team given the opportunity.
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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
 
This is a really cool team you got here, so I'll give it my rate :] First off, Rob. pointed out one of the biggest issues your team has, which is Greninja. Using Assault Vest Azumarill over Thundurus does indeed patch this weakness up, as well as covering Keldeo, which is another giant threat to your team, and I fully support doing that change. When removing Thundurus though, your team really struggles at breaking down bulkier teams. Therefore I also support the idea of running Swords Dance Bisharp, but I still prefer running Life Orb, as the difference in damage output is significant. Another issue though, is that Mandibuzz really kills the momentum the rest of the team builds up. Therefore, running Latios over it would be a smart choice. It still provides the Defog support that Mandibuzz did, and checks Landorus, Keldeo and Mega Charizard Y, all of which are troublesome to your team. Lastly, I'd suggest running some Speed investment and Rock Slide over Stone Edge on Landorus-T, so that Mega Pinsir, Talonflame, and opposing Bisharp doesnt tear through the team. That was all I had really, good luck with your team n_n
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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 232 HP / 252 Atk / 8 SpD / 16 Spe
Adamant Nature
- Waterfall
- Knock Off / Superpower
- Aqua Jet
- Play Rough


Bisharp @ Life Orb
Ability: Defiant
EVs: 4 Def / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

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Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Draco Meteor
- Psyshock
- Defog


Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 168 Def / 88 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Rock Slide
 
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Hello there!
As stated already Greninja is troublesome to you, I would also add Offensive Starmie on the mix, Hydro Pump can 2hko Mandibuzz, and has no qualms about landorus and Thundurus (especially if you'd consider Natural Cure) a sucker punch/pursuit situation is also not something favorable to you.

First thing, I suggest you to change Magnezone to Scarf Magneton while not a counter to the two of them, Magneton can surpass Starmie and Greninja and kill them off with Volt Switch, Magneton also surpasses Jolly Talonflame (who is faster than Thundurus).

I also agree with TheEnder suggestion on Latios, Latios, on the contrary of Mandibuzz does not let you loose momentum, however I would consider either Hidden Power Fire or memento over Roost, in order to support Gardevoir, he can also help you against Keldeo, whom you don't have any safe switch ins.

The next step I would suggest you is to use Mixed Defensive Clefable over Thundurus.
Both Greninja and Starmie cannot 2hko Clefable, while he can set up Stealth Rocks for you, not only that, Clefable is weak to Steel Type moves, exactly like Gardevoir, with it you can easily "attract" 'mons like Scizor and finish them off with Magneton, in order to pave the way for Gardevoir.

Since Clefable can set up Stealth Rocks, you can change Landorus-therian set to a Scarf Set in order to have a more solid revengekiller than Thundurus

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Clefable (M) @ Leftovers
Trait: Magic Guard
EVs: 252 HP / 160 Def / 96 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Flamethrower
- Soft-Boiled
- Moonblast


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Landorus-T (M) @ Choice Scarf
Trait: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- U-turn
- Superpower/ Knock Off
- Rock Slide/ Stone Edge


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Latios (M) @ Life Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Psyshock
- Hidden Power [Fire]/ Memento
- Defog


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Magneton @ Choice Scarf
Trait: Magnet Pull
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
Thank you, Based Pokesho
Hope it helped, good luck!
 
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I would suggest switching defog on Latios for roost ass removing your own hazards add well as your opponents can take away some of your momentum and take away the opportunity for Bisharp to come in and grab that useful defiant boost.
 
I would suggest switching defog on Latios for roost ass removing your own hazards add well as your opponents can take away some of your momentum and take away the opportunity for Bisharp to come in and grab that useful defiant boost.
While I agree that this team is not particularly weak to hazards, and that Recover / Roost is exceptionally helpful for Latios, I think it ultimately depends on the player's desires. Some teams run Defog or Rapid Spin, even though they are not particularly weak to it, because they have the space for it, though with Spikes beginning to claw its way from the dead, Defog might be more useful on this team. However, I do agree that if Latios can run recovery (aside if it is holding a Choice Scarf), it should.
 
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