The purpose of building this team is twofold; I wanted to test how one of our newest Fairy-type Pokemon fares in OU before its Fairy-typing and I also wanted to test a bit of philosophy: Today, it's becoming more accepted that Sleep can be compare to OHKO moves, so are low-accuracy moves like Hypnosis, Sing, or Grasswhistle worth running because of how great Sleep is today? Is the reward worth the risk and can the risk be managed?
This will also be my final team of 5th Gen OU and the team I will most likely go into 6th Gen with. Unless 6th Gen is just completely off the rails crazy with changes to game mechanics, you can expect a follow-up RMT to show how the team is or is not adapting to the new metagame. But that's a good while off into the future, so let's get things rolling in the present with a brief overview of the team.












Win conditions:
- Remove all Special Attackers, Toxic-users, and PHasers then Curse Sweep with Hippowdon
- Remove or wear-down all Steel-types and Tyranitar then Sweep with Latios
- Wear-down Physical Walls, remove Priority-users, and faster Pokemon then Swords Dance Sweep with Terrakion
- Avoid Toxic and remove or burn all threatening Physical Attackers then Burn/Taunt Stall with Jellicent
Team Building:



Being a team built around an NU Pokemon, I went to my safety core of Scarf Scior and SpDefensive Rotom-W to give it plenty of free turns to switch-in.




I wanted another decent answer to Keldeo so Latios was my usual go-to guy there.





I still needed Stealth Rocks so I decided on Terrakion for that.






The team was still suffering from an inability to break walls down so I felt that Infernape would be a fine choice for that and closed-off the Alpha-phase team.






At this point, the team has one big issue: Scarf Dragons; specifically Garchomp and Salamence. At this point, I decided that Infernape was the easiest Pokemon to let go so I replaced it with the great wall that is Hippowdon.






Wall breaking became a chore again after Infernape departed and Rain in general was still an issue and Latios and Rotom-W couldn't handle it all, so I needed a wall or pivot that could give me a stronger edge against it. Jellicent seemed like a great Pokemon to take on Rain with as well as break stall with and aside from a few EV tweaks, it has been working perfectly.
That's gonna close off the introduction to the team, so let's move on to the Pokemon themselves.

So what's the verdict on Gardevoir? Well let me first say that Gardevoir is very similar to Imposter Ditto; her usefulness is very much based on the composition of the opponent's team. Gardevoir herself is, aside from high Special Attack, a rather average Pokemon and very frail physically. Even so, she is never completely useless thanks to her battle-altering support moves forcing the opponent into bad situations. The fluctuation of her usefulness mainly comes from Trace. Trace can make Gardevoir into anything from a niche status-abuser to a force that shifts the playing field. A pretty bold statement for something with a reputation as pitiable as Gardevoir's, right? Well, these claims are easily backed-up.
What's the best counter to Thundurus-T? How about a pure Psychic-type with Volt Absorb? Heals from Volt Switch/Thunder, resists Focus Blast, and doesn't mind HP Ice or Grass Knot. Sounds farfetched right? Well Trace makes that a reality for Gardevoir and turns poor Thundurus-T into nothing but free turns to hit a Hypnosis or a chance to just 2HKO the poor thing out-right. Let's move onto Venusaur: Chlorophyll Sweeper extraordinaire. What if there was a Pokemon with high Sp.Def, Base 80 speed with no Speed-lowing Hidden Power, and Chlorophyll that isn't weak to any move in Venusaur's movepool? Well look no further than Gardevoir: Weed-Killing Queen. Prankster Sableye or even Riolu having a little too much fun? Wish you could just Taunt the thing and be done? Gardevoir's got you covered with a priority Taunt all her own. Ninjask's Baton Pass nonsense bugging you? Gardevoir can have Speed Boost too and Taunt those Baton Pass teams left and right before they can pass. (Ex: http://pokemonshowdown.com/replay/oususpecttest-35949608) Put to sleep or poisoned? It happens to the best of us so I'm sure Celebi or Starmie wouldn't mind sharing its Natural Cure. The possibilities are pretty wide with Trace. Dry Skin, Sand Rush, Poison Heal, Flash Fire, Intimidate, Storm Drain, Multiscale, I mean the list really does go on and on.
That aside, her job is actually pretty simple: prevent hazard setup from something like Custap Skarmory early in the match, put something to sleep for ideally the rest of the battle, then remove one of Latios' checks using Destiny Bond. Basically have her tilt the battle in our favor early on. When luck is in her favor and she does everything I want her to do, things get pretty one-sided. (Ex: http://pokemonshowdown.com/replay/oucurrent-39014424) However, Trace does have an effect on how soon I'm ready to let her go. It may be obvious now but Gardevoir can really manhandle weather teams which is a fantastic asset to have and makes her almost irreplaceable to this team. If I spy something like a Jolteon or Thundurus-T in team preview, I'm going to keep her around to help deal with it instead of just trying to lure Scizor in. (Ex: http://pokemonshowdown.com/replay/oucurrent-35474239) Even Tornadus-I has to worry about a Prankster-priority Destiny Bond so she's even helpful against things she stands no chance against. She's also a big help against Toxicroak since she not only shuts him down with Taunt and Destiny Bond, but Traces Dry Skin so she's constantly getting back to max HP while she can OHKO Toxicroak at any point while preventing Sucker Punch's use with Destiny Bond. This is on top of the lengthy list of things her Trace can do stated in the last paragraph. OU is such an ability-dependent tier that Gardevoir can just feed on that and become an OU-level threat herself which is why, again, Gardevoir is very similar to Imposter Ditto.
The future of Gardevoir?
Gardevoir's future looks very promising; this set especially so. If the rumors are true, Gardevoir's Fairy-typing is going to give her fantastic neutral coverage in one move and even hits Dark-types Super-Effectively and Steel-types neutrally which is exactly what this set is missing; Psychic-STAB is decent but doesn't compared to the coverage of Fairy. Moon Blast has already been calculated to have at least 90 Base Power so Gardevoir will be in good shape if she nabs that move. An immunity to Dragon also lets her be a fantastic Latios check even if she only hits him neutrally with Fairy-STAB. As abilities get better, so does Gardevoir's Trace; so as long as OU stays a tier that abilities are heavily abused, Gardevoir should be in top-form when 6th Gen arrives. As a side note, Gardevoir already has the movepool of a Ghost-type on top of her Psychic-type movepool, so it will be interesting to see how her new Fairy-type side will contribute to that. Here's to Lovely Kiss getting retyped and distributed.
Is Hypnosis worth it?
Well that's not as black and white as I originally thought. I've found that using Hypnosis is purely risk management and I don't think most Pokemon could get away with it. Gardevoir however, can get away with it only because of Trace. Trace combined with Taunt and Destiny Bond gives Gardevoir enough free turns that missing a Hypnosis or two isn't detrimental. In Gardevoir's case, sleep is worth the risk of missing but I don't believe that it would be worth it for too many other Pokemon without the use of a Substitute. However, I would really have to go through and test each Pokemon to determine that so I regret to say that, aside from Gardevoir, I can't truly back-up any claim on sleep moves.
Some cool calcs:
252 +1 Atk Dragonite (+Atk) Outrage vs 4 HP/0 Def Multiscale Gardevoir: 84.17% - 99.28% (2 hits to KO)
252 SpAtk Life Orb Thundurus-T Hidden Power Ice vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
252 SpAtk Heatran (+SpAtk) Earth Power vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
112 -1 Atk Landorus-T (+Atk) Earthquake vs 4 HP/0 Def Intimidate Gardevoir: 60.79% - 71.58% (2 hits to KO)
Gardevoir's future looks very promising; this set especially so. If the rumors are true, Gardevoir's Fairy-typing is going to give her fantastic neutral coverage in one move and even hits Dark-types Super-Effectively and Steel-types neutrally which is exactly what this set is missing; Psychic-STAB is decent but doesn't compared to the coverage of Fairy. Moon Blast has already been calculated to have at least 90 Base Power so Gardevoir will be in good shape if she nabs that move. An immunity to Dragon also lets her be a fantastic Latios check even if she only hits him neutrally with Fairy-STAB. As abilities get better, so does Gardevoir's Trace; so as long as OU stays a tier that abilities are heavily abused, Gardevoir should be in top-form when 6th Gen arrives. As a side note, Gardevoir already has the movepool of a Ghost-type on top of her Psychic-type movepool, so it will be interesting to see how her new Fairy-type side will contribute to that. Here's to Lovely Kiss getting retyped and distributed.
Is Hypnosis worth it?
Well that's not as black and white as I originally thought. I've found that using Hypnosis is purely risk management and I don't think most Pokemon could get away with it. Gardevoir however, can get away with it only because of Trace. Trace combined with Taunt and Destiny Bond gives Gardevoir enough free turns that missing a Hypnosis or two isn't detrimental. In Gardevoir's case, sleep is worth the risk of missing but I don't believe that it would be worth it for too many other Pokemon without the use of a Substitute. However, I would really have to go through and test each Pokemon to determine that so I regret to say that, aside from Gardevoir, I can't truly back-up any claim on sleep moves.
Some cool calcs:
252 +1 Atk Dragonite (+Atk) Outrage vs 4 HP/0 Def Multiscale Gardevoir: 84.17% - 99.28% (2 hits to KO)
252 SpAtk Life Orb Thundurus-T Hidden Power Ice vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
252 SpAtk Heatran (+SpAtk) Earth Power vs 4 HP/0 SpDef Gardevoir: 34.53% - 40.65% (3-4 hits to KO)
112 -1 Atk Landorus-T (+Atk) Earthquake vs 4 HP/0 Def Intimidate Gardevoir: 60.79% - 71.58% (2 hits to KO)

Scizor was the first added to the team, just to cover Gardevoir's weaknesses, but she does far more than that of course. Scarf Scizor is a fantastic Pokemon in this metagame thanks to how common the Pokemon it check or traps are. Latios, Latias, Celebi, Starmie, Gengar, Espeon, and Alakazam are the big names she deals with, being an extremely effective check to all of them. Most of them can deal with Choice Band Scizor thanks to Hidden Power Fire but, with a Scarf, they won't even get the chance. But aside from U-Turn and Pursuit, Bullet Punch is here just to have priority just in case something speeds-up a little too fast and Sleep Talk is just to have a Pokemon that can function while asleep. Bullet Punch doesn't pack the power that Iron Head would but I've almost never had Iron Head be all that useful but Bullet Punch is sometimes all I need to pick off a Pokemon. Pursuit is a bit awkward with Sleep Talk but it's still better than being able to do nothing while asleep or unable to dispose of Gengar if I chose Superpower. It's not the most comfortable compromise, but it's necessary because my team is very open to Bullet Seed and smart players will see that. That means, even though Gardevoir or Terrakion may be better to put to sleep, I can't afford to risk my opponent hitting the Bullet Seed button and OHKOing them which would let Breloom get away free to Spore later.

I am thoroughly convinced that Cursed Body Jellicent is the stupidest Pokemon to KO in all of existence. Cursed Body can screw over literally everything in the game. Even physical attackers get ruined by it if they get Burned. If it can hit that Will-O-Wisp, Jelli just does not go down to anything. Jellicent in itself can be a win condition for this team without the help of teammates. If you run Stall and no Pokemon out-pace Jelli, there is no version of this match-up that stall comes out on top of. (Ex: http://pokemonshowdown.com/replay/oucurrent-38757393) Gardevoir may be the center of attention, but Jellicent is the real MVP here.
I run 88 Speed on Jellicent which seems like a lot but it's completely worth it to have a lead that beats all varients of Politoed. Yeah every bit of that Speed is to out-pace Defensive Politoed even if it has 4 EVs in Speed itself (Jelli is 2 points faster than Base 70 Speed) because Toxic is horrid for Jellicent and I need a solid wall against Rain; having a free turn to burn anything on a Rain team after the Taunt is always helpful too. Jellicent doesn't mind being burned by Scald itself. Mid-battle, I'm constantly asked why I run Cursed Body and every time I'll say "I like to beat Tyranitar, Ferrothorn, and Scizor 1v1, and I'd much rather be burned early than remain open to Toxic for the rest of the battle."
Jellicent may be considered wall, but I play it as more of a tank. A wall implies a defensive position that would be rather harmless; that isn't how this Jellicent plays. While defensive, this Jellicent is intent on breaking-down the opponent's Pokemon with Burn all on its own while still tanking any attacks I need, never giving the opponent an inch of progress if I can help it. Rotom-W, Starmie, Ferrothorn, Tyranitar, Kyurem, it'll take them all on until they give me real reason to switch such as Starmie or Rotom-W revealing Thunder. Will-O-Wisp missing is the main reason Jellicent ever runs into trouble so as long as that doesn't happen, Jellicent is golden. It's really a matter of knowing Jellicent's limits and specifically what Jellicent can stay-in on safely.

Curse Hippowdon may have been out-dated since early BW1, but it serves a unique purpose to the team. Curse's Defense-boost helps Hippo wall Dragonite, Salamence, & Garchomp even as they set up while Curse's Offensive-boost makes other boosting Pokemon lose ground should they boost alongside Hippo. Whirlwind would have been a reliable but temporary fix but, if you couldn't tell by Destiny Bond Gardevoir & Cursed Body Jelli, I like to take a more -immediate- approach to such problems; take things head-on while I have the chance.
Aside from that quirk, it's pretty standard Hippo from here on out. She's here to wall and she's damn good at it. I originally added her because my original team got swept by Scarf Garchomp and Scarf Mence far too often. She actually makes a pretty fantastic partner for Jellicent even though they share a Grass weakness. Jelli isn't able to take on many physical attackers without burning them first so having Hippo around extends Jelli's time even further while Jelli does the same for Hippo.

So next is lead Terrakion except not really. Unless I desperately need Rocks, I usually won't lead with Terrakion. Having two users of Taunt makes Focus Sash a pretty viable option for my Terrakion and so rarely would a Life Orb boost be more helpful, so I'm pretty content on using this. It's kind of nice having a mix of Lead and Swords Dance Terrakion because I can choose which one I need for any given battle. Do I need Stealth Rock? Should I save Terrakion for a sweep? Can Terrakion even sweep? Do I have an opportunity to set up Rocks and still Swords Dance? These are the kind of things I ask myself in team preview just because I have the option.
That said, Terrakion can be a major force if I decide to hit Swords Dance, especially thanks to Focus Sash. Sometimes, having a huge powerhouse like that on the 2nd turn of the game is enough to break down an entire team if the opponent is too focused on hazards, especially if I feign a Scarf turn one against something like Lead Skarm and then Swords Dance to blow it away before it gets to Custap range and of course my Sash is still intact so the opponent is losing two or three Pokemon for two layers of hazards that very rarely matter against my team. Terrakion does its job well but I'm open to suggestions because I feel like there's room to grow with this Pokemon slot.

Latios is probably my 2nd most common win condition, with Jellicent stall being the most common. It's just a powerhouse and there's not much more to say than that. Dragon Pulse probably seems a little odd but I don't like the concept of having a Pokemon take a Draco Meteor just so their Scizor can come in next turn and Pursuit on a weakened attack. Dragon Pulse does enough damage to KO everything I need to after a bit of prior damage. But aside from that, this is really just standard Latios from the EVs to the moves. It does its job though and that's about all I can ask from Latios. I wouldn't mind having something different here so long as it still fits the archetype of the team, especially because of the Pokemon on my threat list.
Threat List:
Due to the time I spent using this team, I know exactly what beats it. The problem is that I don't know what to do about it. Every change just seems to open more problems so I'm hoping a fresh set of eyes, you, might be able to lend a hand.
Physical






Special








Support







Closing:
As I said, this will be my final Gen 5 team before XY but this is because I want to perfect this team and, with issues the team has, it will more than likely be a long process. With that said, I want you to tell me any ways I can improve on the team. I do want to keep Gardevoir however, but I'm also completely okay with changing its set to any ideas you can come up with to make it work better with the team. Other than that, I don't have anything I'd be against changing so anything you want to, do it.
Diver (Latios) (M) @ Choice Specs
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Psyshock
- Surf
- Trick
Corset (Scizor) (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Bullet Punch
- Sleep Talk
- Pursuit
Vela (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 168 SDef / 252 HP / 88 Spd
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Taunt
- Recover
Athena (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Hypnosis
- Psychic
- Taunt
- Destiny Bond
Priscilla (Hippowdon) (F) @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Ice Fang
- Curse
- Slack Off
Porthos (Terrakion) @ Focus Sash
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Stone Edge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Psyshock
- Surf
- Trick
Corset (Scizor) (F) @ Choice Scarf
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- U-turn
- Bullet Punch
- Sleep Talk
- Pursuit
Vela (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 168 SDef / 252 HP / 88 Spd
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Taunt
- Recover
Athena (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Hypnosis
- Psychic
- Taunt
- Destiny Bond
Priscilla (Hippowdon) (F) @ Leftovers
Trait: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Ice Fang
- Curse
- Slack Off
Porthos (Terrakion) @ Focus Sash
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Stone Edge
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