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ORAS OU Stardust

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Stardust

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GET PRANKED BRO

Hey friends :) Theta/The Jolt/SCRUBLADDER here. This is my... 3rd RMT I believe? I can't remember, as I came back to competitive battling after a year and a few months I believe. Anyways, this is a team which I got pretty high up on the ladder with, on Pokemon Showdown (1700) as well as Pokemon Online (1360 until gayass hax and no skilled stall teams tilt). To celebrate my return to competitive battling, I made a pretty offensive team around Mega Gardevoir, a very dangerous offensive threat which can sweep if you're not prepared for it. In BW2, Gardevoir was so useless; I believe that it was even below NU? With the mega, it skyrocketed in XY all the way to the OU tier.
Remember the very threatening Mega Pinsir from X/Y OU? The idea of Mega Pinsir was to literally spam Return/Frustration after Skarmory died. With that, it pretty much 2HKO'd and OHKO'd every single Pokemon in the metagame. I'm not exaggerating. After a Swords Dance, it was a pretty much guaranteed sweep. In OR/AS, Mega Gardevoir, in my opinion, serves the very same role. A Hyper Voice literally kills anything in the metagame bar Chansey, Ferrothorn and other bulky steels. However, M-Gardevoir is prepared for steel types with a possible Focus Blast, or the surprise HP Fire. Only problem standing in its way? Chansey and Jirachi. The fat blob was the only thing standing in its way. However, like all Pokemon, M-Gardevoir needed support. Unless you're talking Mega Salamence here lol.

With a little support, M-Gardevoir can go from 0-100 real quick. That's why I went with a sand offense style team around the Psychic type, hence the name "Stardust". Here are some calculations done against OU's premier walls.

Standard Clefable:
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 84+ SpD Clefable: 208-246 (52.7 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery

Standard Ferrothorn:
252 SpA Mega Gardevoir Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 240-284 (68.1 - 80.6%) -- guaranteed 2HKO after Leftovers recovery

Standard TankChomp
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 240 HP / 0 SpD Garchomp: 524-618 (125.6 - 148.2%) -- guaranteed OHKO

Standard Gliscor
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 244 HP / 200+ SpD Gliscor: 208-246 (59 - 69.8%) -- guaranteed 2HKO after Poison Heal

Standard Hippowdon
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 112 SpD Hippowdon: 259-306 (61.6 - 72.8%) -- guaranteed 2HKO after Leftovers recovery

The Team

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Team Building Process

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Obviously I wanted to make a team around Mega Gardevoir. Due to its Pixilate + STAB Hyper Voice, as well as very good coverage moves and movepool, this little Fairy is such a threat. It serves as my mega slot as well as it is my main wallbreaker. The only things that stands in its way are Chansey and Jirachi who can afford to switch onto this thing.

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Sash Breloom is an incredible partner alongside Mega Gardevoir. For starters, it can take on Chansey, Ferrothorn and other Steels bar Scizor very easily. Jirachi, who can afford to take hits from Breloom, won't dare to come onto its Spore. It's also such an incredible lead due to the fact that you need a grass type to wall it. And these grass types get destroyed by Mega Gardevoir. If the user doesn't have a grass type, it's pretty much guaranteed that one Pokemon of his will fall asleep. That Pokemon is now useless and Breloom can annoy the opponent.

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Next up, I needed something to do massive damage to anything as well as take care of bulky Water types, Rotom-W as well as a surprise set-up sweeper. I chose Prankster Thundurus, due to the fact that it is lightning fast, can use priority Nasty Plot, and can take care of Mons such as Scizor as set-up bait. It can also benefit from Breloom's Spore, as it can set-up on a sleeping Pokemon.

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Now, I needed a Stealth Rock setter, a Pokemon that can provide momentum and also a good Physical wall which can aide me against set-up sweepers like Zard X. I chose Rocky Helmet Landorus-Therian. Not only is it bulky, but it can seriously damage VoltTurn teams with Scizor/anything with U-Turn due to the fact that it has Rocky Helmet, set up rocks as well as U-Turn out of situations and then I can proceed to go into Mega Gardevoir. Oh yeah, it also checks all of Gard's counters.

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Scarf TTar was chosen so that I can have sand up due to the fact that it IS sand offense, as well as trap many things/outspeed and kill. Heatran? Easy. Starmie? Easy. Lati? Easy.

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Sand Rush Exca pairs well with TTar as well as it is my spinner/sweeper. Just get rid of any physical walls with M-Gard and Excadrill does the rest :]]

Under the Microscope
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Under the Wide Lens
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Gardevoir-Mega @
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Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Focus Blast
The one and only Mega Gardevoir. Called "waifu" by all the weeaboos out there. :] Anyways, ever since this thing got a mega, it literally skyrocketed from the depths of NU and became a top OU threat. Sometimes, however, I think that Mega Gardevoir doesn't get the appreciation it deserves. You know how Mega Pinsir, in X/Y OU, was slapped onto every single team along with Magnezone, Latios, etc.? Mega Gardevoir never got that. It should be used much more. The only reason why it was placed in "OU" is simply due to the fact that it is too broken for UU. :[
Anyways, this monster is my premier wallbreaker. It literally DESTROYS almost every single wall out there, and can destroy offensive teams due to the fact that they don't have any bulk. Balanced teams are also sometimes too slow, which is how Mega Gardevoir can pick them off easily.
The IVs are set as 0 Atk. so that the damage done with Foul Play on Mega Garde is minimized and it can retaliate with a Hyper Voice. The rest of the 30/30 IVs are due to the fact that I chose HP Fire as my Hidden Power type.
Timid Nature was chosen as the preferred nature so that Garde can outspeed as much as possible. It maximizes the speed but it is -1 compared to other base 100 speed Pokemon due to the fact that the IVs made it HP Fire.
I don't like the standard "232 Sp Atk" set. Why? Well, since this thing is a wallbreaker, I believe that it should have as much fire power as possible. That's the reason why I chose the EVs to be 4 HP / 252 SpAtk / 252 Speed.
Hyper Voice is obviously the preferred STAB. Due to the fact that it has Pixilate, as well as the STAB, it can pretty much obliterate anything besides Chansey, Jirachi, bulky Poisons and bulky Steels. Bulky poisons are taken care of due to the fact that it has Psyshock, which can destroy any ordinary Poison type such as Mega Venusaur, Amoonguss, Weezing, etc. Steel types are also taken care of with HP Fire, however note that it sometimes doesn't OHKO. And, just in case, I use Focus Miss and cross my fingers when I'm against Heatran or bulky TTar.

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Breloom @
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Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Sash Loom, in my opinion, is insanely underrated. If you don't have a grass type to switch onto this thing, you're pretty much fucked. It can straight away Spore and 1/6 of your Pokemon will be considered useless since this team is very offensive.
I chose Technician over Poison Heal due to the fact that I'm using Sash, so what's the point of Poison Heal when I can hit with boosted Bullet Seed and Mach Punch? The EVs are pretty standard: 252 Atk / 4 SpD / 252 Spe since then I can outspeed bulky shit and hit them up with a Spore and then Rock Tomb as a prediction.
Anyways, Spore is very very very standard. It puts something to sleep. 100% accuracy is a bit too OP imo. With Spore, it renders the Pokemon as very useless for the rest of the match. Bullet Seed is to hit bulky waters such as Rotom-W, Quagsire, Seismitoad and break the Sturdy of Donphan and other Rock setters. Mach Punch is great priority and can scare Ferrothorn, Chansey and other M-Gardevoir checks away. Finally, Rock Tomb gets a boost off Technician, as well as scares Talonflame, and other speedy stuff away.
​

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Thundurus @
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Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
Thundurus was chosen to do massive damage to anything as well as take care of bulky Water types, Rotom-W as well as a surprise set-up sweeper. I chose Prankster Thundurus, due to the fact that it is lightning fast, can use priority Nasty Plot, and can take care of Mons such as Scizor as set-up bait. It can also benefit from Breloom's Spore, as it can set-up on a sleeping Pokemon.
The IVs are 0 Atk so that the damage on Foul Play can be minimized as well as the 30 Def due to HP Ice.
Priority T-Wave is useful as a last-ditch effort to stop any Dragon Dancers from sweeping my entire team. Nasty Plot is absolutely amazing and very surprising; most people run a set consisting of T-Wave / Thunderbolt / HP Ice / Focus Blast. With NP, people will be switching in with Hippo, expecting to eat up a HP Ice. And look at that, it got to +2. At that point, it's very hard to take a hit from Thundurus.
HP Ice and T-Bolt are great coverage moves. HP Ice is for very bulky grounds like Lando-T, Gliscor and Hippo, whereas TBolt can take care of bulky waters such as Alomomola, Rotom-W, as well as Azumarill.
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Landorus-Therian @
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Ability: Intimidate
EVs: 252 HP / 172 Def / 84 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Ahh, Rocky Helmet Lando-T. This thing is probably the best Mon in OU right now, aside from TankChomp and Specs Volcanion. It's a great ground resist, which is incredibly useful against foes such as Sand Rush Excadrill and TTar as Thundurus is sometimes scared of a possible Rock Slide.
This is probably the best thing to use against VoltTurn teams. Most VoltTurn teams use the famous Rotom-W and Banded/Mega Scizor core to safely switch into a counter. Oh, a Scizor U-Turn on my Gardevoir? No problem. In comes Lando-T with the Rocky Helmet.
The EVs are set so that it retains enough bulk to take hits from SD Talonflame, DD Zard X, DD Dragonite and SD Mega Scizor, while also outspeeding other Lando-T.
Stealth Rock is the obvious choice. Landorus is my rock setter, so I keep it alive until I get rocks up. Rocks are really good in this metagame (obviously) due to the fact that, in offensive teams such as this, it can provide a lot of pressure for the opponents. EQ has STAB, U-Turn gives me momentum and Stone Edge completes the EdgeQuake coverage as well as I can hit Talonflame really hard.

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Tyranitar @
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Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

Scarf TTar is something really underrated and never used, which is an advantage which I took. Most people use Smooth Rock TTar + Sand Rush Excadrill, or Berry TTar + Sand Rush Excadrill. They never expect to see Scarf TTar coming. So, this is basically the surprise factor of my team.
TTar's Sand Stream is also amazing. Why? Well, it sets up sand for my Excadrill, and that is one of my main physical sweepers. The EVs are very standard on a scarf variant, being max Atk. and max Speed. Jolly nature is chosen to outspeed certain stuff like FBlast Thundurus, Starmie, Keldeo (low health lol) and the Lati twins.
I chose Pursuit to piss off physics like Starmie and Latis. Crunch is a very strong STAB which can do a lot to anything other than physical walls. Stone Edge can destroy Torn-T, Zards and anything which is weak, ofc. And Superpower allows me to hit bulky steels like Air Balloon Heatran as well as other TTars. Oh yeah, also, it's a guaranteed OHKO on Excadrill who may be wanting to switch-in.

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Excadrill @
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Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

To finish off this team, we have good ol' Excadrill here. This thing was Ubers in BW2 for a reason; due to the fact that Sand Rush Excadrill was absolutely broken in OU. It still is really good, especially in this metagame with Starmies, Latis, and the new threat, Volcanion, running around. Not only is this my physical sweeper, but this is also my spinner for my special sweeper, Thundurus. This also benefits from Thundurus hitting bulky waters really hard, as in return, it hits any special wall such as Chansey very very hard. But fuck Amoonguss. That mushroom gives me depression unless M-Gardevoir is alive.
Anyways, the EVs are the standard 252 Atk / 252 Speed so that I can hit as hard as I can and outspeed almost everything under sand. Life Orb also increases the damage. An Adamant nature was chosen over Jolly because 550 speed w/ Adamant pretty much outspeeds almost everything in the OU metagame, so why miss out on the extra attack?
Rapid Spin is very standard, as it gets rid of any entry hazards trying to pressure my team. Earthquake hits everything very hard aside from Lando-T, Skarm and of course levitating 'Mons. Rock Slide gives it good coverage to hit Torn-T as well as outspeed it. And finally, Iron Head is incredible STAB as it OHKO's huge threats like Gengar, and 2HKO's the Lati Twins as well as giving it a 30% chance (I believe?) to flinch.

Conclusion

So, to end this RMT off, it's been incredibly fun using this team. I love playing with offensive. Yes I have tried stall, but it's so boring with it lol. I'll be updating this thread if I go up the ladder. But so far, my peak is 1700s on Showdown. I'm sure it can progress even further. I do love criticism on improving my team, as no team is perfect. Thanks for reading this!
​
Importable:
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Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 172 Def / 84 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Focus Blast
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

Replays

More replays coming soon!




-adding threat list in a bit-​
 
Hi, I really like your team! Scarf tar and sash breloom are somewhat unexpected, which is what allows them to take people by surprise when they expect a support and life orb set, respectively.

One thing I would change is taunt>hp fire on mega-gardevoir. This allows you to better take on bulky/stall teams much better, and also lets you actually speed tie with other base 100s such as zard y, manaphy, and mega medicham, which can all deal massive damage to nearly everything on your team.

Other than that, looks good!
 
Definitely think you should have Will-o-Wisp / Taunt > HP Fire on Mega Gardevoir. HP Fire sounds nice and all but it doesn't hit anything bar Scizor on the switch. Focus Blast hits Ferrothorn just as hard as HP Fire (although risking miss). WoW can help you a lot as it hits Jirachi, Scizor, and Ferrothorn on the switch while Taunt helps you beat stall much more effectively.

I also recommend Swords Dance > Rock Tomb on Breloom. While Rock Tomb is nice to hit Tornadus-T and Talonflame, Swords Dance can be extremely nice with Spore as you can put one mon to sleep than use that chance to SD up. Even if the opponent switches to Torn-T with sash +2 Bullet Seed + Mach Punch will usually kill. If you can also get a late game spin than you can achieve a late game sweep with SD Breloom.

Finally, I just recommend going 248 HP / 244 Def / 8 SpD / 8 Spe on Landorus-T. The extra speed really doesn't do anything while the extra EVs in Def can do a whole a lot especially because Landorus-T is lacking Leftovers. 248 HP / 8 SpD allows you take an HP Ice from Mega Mane at full with no rocks and 8 Spe allows you to outspeed most Rotom-Ws, the rest of the EVs are really preferred in Def.

Finally, I recommend going Offensive Starmie > Excadrill. Sand Rush Excadrill might sound good on paper but with a Scarf T-tar and 5 turns of sand you're really not going to be able to abuse Rush Exca. On the other hand, your team really lacks a Keldeo switch in. Every time that things comes in it gets a kill, literally. Scarf Keldeo can also 6-0 you late game after Mega Gardevoir and Breloom are weakened a bit with rocks up. Starmie provides an excellent Keldeo switch and can also run HP Fire which can actually be pretty cool in luring Ferrothorn and Scizor for Mega Gardevoir.

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Will-o-Wisp / Taunt
- Focus Blast

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Hidden Power [Fire] / Ice Beam
- Rapid Spin
- Psyshock
 
yo! hot team you've got here~ it's legitimately been a while since i've since a sandvoir team and this has to be one of the rarer renditions of the team where the electric user is a thundy-i. it's an interesting team no doubt but it doesn't have a lot of failsafe in the team, meaning you have to play extremely aggressively. you're weak to a phletora of mons like for example, lum volc always come in and gets a kill at +1 which isnt very difficult when your fail safe is ttar. gyara comes in and demolishes the team after rocks and your failsafe is twaving it with thundy-i. its an interesting team nonetheless so i'm going to see what i can do to help you improve your team so that it can lessen the problems by having more fallback switchins while still maintaining a hyper offensive style.

first off, gonna echo professional2341 above me and say that you should opt for taunt over hp fire on mgarde. why specifically taunt is because your team can potentially have issues with stall like all other ho teams do. this change allows you to more effectively force out mons on stall team allowing you to abuse the momentum you can get from it. furthermore, it helps that mgarde is actually one of the tiers premier wallbreakers so once mgarde is done with wallbreaking and aggressively putting a stop on stall, you can easily clean up the stall squads with the rest of your team.

as much as loom is an amazing mon on your team, i don't honestly think that sash is exactly the right item to use. much like mgarde, loom's role on this team is mainly to break apart slower teams and abuse the fact that it has spore + technician boosted mach punches and bullet seeds. arguably, sash seems to be a good idea since you want to lead off with it and just straight away take out one mon by putting it to sleep, however, keep in mind that in longer, more grindish games, this method becomes much more unwise since your team is not very stable when it comes to playing the hazard games since skarm vs drill is a matchup you'll rarely win unless they choke and they can LO stall you. your main problem with this team is probably the lack of solid answers to stall and perhaps by running lum berry + sd loom this problem can be somewhat alleviated. lum + sd not only helps with stray scald burns by mons like keld (who actually gives you quite a run for your money), it also helps you win 1v1 vs rotomw since the rotomw user is more likely to burn you (they normally wont switch in considering they are slower but speedier rotoms have been popping up recently). Another interesting option you can run is lansat natural gift with SD. this is because it helps you with rouge switch ins like mvenu, amoong, celebi, grass snake, sceptile, tangrowth and more who think that you will switch out because they commonly carry hp fire / poison stab. however, that's only an option if you feel you have an issue with defensive grass types of the tier.

overall, your team is pretty solid as it already stands so i don't think i can give much back to you except for some minor changes here and there. lando-t should opt for the 248 HP / 244 Def / 8 SpD / 8 Spe that professional2341 gave since that excessive speed is quite unnecessary since you want to be able to use this offensive backbone to switch in on some of the tiers faster physical mons like mlop and whatnot so that they are weakened to the point where exca can easily give them the business. however, should you want more options against offensive teams, you can opt to run smooth rock utility ttar with rocks over scarf ttar, and scarf lando-t over defensive lando-t. since this means that you have much lesser problems should some rouge mons like mgyara comes in and attempt to set up, you can use scarf lando to break up mgyara and the likes. utility tar also helps trapping mons like mie and latios so there's that too. hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/
 
Hey! Your team looks pretty good but it has some issues that can easily be fixed.

First, you don't have a Keldeo switch-in, your only water resist is Breloom which doesn't like switching into Scald or even Secret Sword, it puts a lot of pressure on your team and gets a kill everytime it comes in. Another big problem to your team is Weavile, you don't have a switch-in to this, the only way you can deal with it is Sand Rush Excadrill but that's it, it revenge kills everything on your team with Stealth Rocks up and can be really annoying.
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Klefki >
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Excadrill:
Klefki was a nice option for your team. It gives you spikes, something that M-Gardevoir and Breloom appreciate it and it's a switch-in to Weavile and it still checks offensive fairy types like M-Diancie and M-Gardevoir with Flash Cannon. Thunder Wave was there for speed control and Magnet Rise is there so you can set up spikes vs Landorus and Garchomp. This also gives you an Ice resist and a switch-in to Knock Off, something that your team was lacking.
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Starmie >
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Thundurus:
Idk why you need Thundurus to check bulky water types when you already have Breloom to check Azumarill, Rotom-W and Quagsire, with Klefki on your team you already have a T-Wave user for speed control. Starmie was a good replacement to check Offensive water types like Keldeo and Volcanion, it also works pretty well with spikes because it has limited switch-ins thanks to its coverage. Also without Excadrill on your team you were lacking a spinner so Starmie gives you that too.
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Life Orb > Focus Sash:
Focus Sash Breloom doesn't really work on your team because you have Sand, this means that you are going to break your own sash which is counterproductive. I'd also recommend using Swords Dance > Rock Tomb, since you already have Lando and Tyranitar you don't need Rock Tomb and it isn't that good on Loom anyways. Also, since you don't have Thundurus on your team you lack a win condition, which is something that Swords Dance Breloom provides. Adamant > Jolly too, that's the best nature for Breloom because it hits a lot harder, being able to OHKO Keldeo at +2 after rocks and dealing more damage overall.

That's it for my rate. Try to stop offensive water types from coming in for free since it could be annoying to deal with because you don't have recovery on Starmie. I added 4 Speed Evs on Landorus to outspeed Volcanion, Breloom and Bisharp with a positive speed nature because with your spread you only speed tie with them. I hope you like the changes, have fun!

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire] / Taunt
- Focus Blast

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam / Hidden Power Fire
- Thunderbolt
- Rapid Spin

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Spikes
- Thunder Wave
- Magnet Rise
 
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Hey Hazzy!
........​

You have a pretty decent team here, however, I have a few suggestions to take it to the next level. Firstly, Mega Scizor is a huge ass threat to your team. You have Hp Fire to hit it with Mega Gardevoir, but if it just gets 1 SD up, you are in for a load of trouble. However, with Thundurus-I, Landorus-T, and Excadrill, you can easily revenge it. This only applies if it is Offensive Scizor. If it is Bulky SD, then you could possible end up getting 6-0d. Another huge threat to your team are dark types, but most importantly Weavile. Weavile runs through your team so easily. Sure offensive teams can't wall everything, but they should atleast be able to revenge/check everything. However, you can't revenge Weavile as it is faster than all your mons, besides Excadrill in sand, and It has Ice Shard which makes Mach Punch useless against it. The final huge threat against your team is Mega Charizard Y. Mega Charizard Y is a huge threat as it can get rid of sand. Excadrill could have 4 turns of sand left, but all Charizard player has to do is come in on a Earthquake / Rapid Spin / Iron Head or let something get sac'd, and then begin destroying your team. The nice part is that you have 2 checks in the form of Tyranitar and Thundurus, but even then it is a huge threat. However, Mega Charizard Y is pretty uncommon nowadays, and even then you have ways to handle it through Hazards Pressure and Pursuit.

The biggest change I would recommend is replacing Breloom with Keldeo. Sash Breloom is contradicting on a sand team, as sand obviously gets rid of sash, but besides that Keldeo is just a better fit. You are extremely to Weavile and other dark types, but Keldeo is an amazing check to dark types in the tier. Not only that, but Keldeo helps with your Mega Scizor weakness, as Bulky Mega Scizor has a hard time getting past Keldeo, because of Scald Burns and Scizor lack on coverage to hit Keldeo (Unless it is the rare Bulky Superpower Variant). However, you still have to play very carefully against Mega Scizor, as you don't want your Keldeo to get weakened and put in +2 Bullet Punch range. Even though the lack of Breloom means you lose a mon that's great against bulky waters, Keldeo really doesn't mind much as it damages most bulky waters for huge damage. And even then, you still have NP Thundurus.

I also agree with the above users, that you definitely need to run Taunt on Mega Gardevoir over Hp Fire. Your teams obviously has problems with standard stall, as you lack anything to really break through them. However, the combination over Taunt Gardervoir + Specs Keldeo + Pursuit, helps significantly against defensive teams. You also have Keldeo, so Mega Scizor isn't as much of a problem as before.

The last thing you should change is your Landorus-T Spread to the standard 248 HP | 244 Def | 8 SpD | 8 Spe. I have no idea why you want to be faster than opposing Landorus-Ts. I favor having a slow U-turn so you gain more momentum, while having a fast U-turn would hinder the offensive pressure and momentum of your team. I wouldn't try to be slower than the standard spread as Rotom-W could be annoying, and this spread would allow you to out pace 44 Spe Rotom-W.

........​
keldeo-ordinary.gif

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Focus Blast / Hidden Power Grass

I hope I helped :]
 
✧✧✧Hi, Anime_Fan here✧✧✧

Wow! Great job on the team. It seems you gave the team a lot of though, so I'll try my best to help out as best I can.
That said, let's get started; here are a few pointers about the team:
  • It doesn't handle offensive pressure very well (especially from the likes of a modest Mega Charizard Y and Volcanion!)
Here are a few changes you might like:

Note: After checking out the thread in detail, I noticed your team really balances it other out. They tackle most of the common threats found in OU, but it doesn't bold well defensively. That said, this still a very good team! The only changes I can recommend are in regards to some of the move-sets.

excadrill.png

Excadrill @ Life Orb
lifeorb.png

Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

A Jolly nature Excadrill would really benefit this team. For instance, when I looked at the structure of your team, it seems as if Excadrill's role was to function as a late game-cleaner. The benefits of a Jolly nature are almost limitless! For example, it allows your Excadrill to easily get the edge on Adamant varients, plus even with the Sand-speed boost, a Jolly nature can out-run Adamant Mega Charizard X, Mega Gardeviour and much more! To top it all off, without Breloom and Landorus-T, opposing Excadrill can easily sweep though your team! That's a huge hole we cannot ignore (lol). Jolly nature all the way Sweetie, it's for the best ^^

breloom.png

Breloom @ Life Orb
lifeorb.png

Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Next, I'd advice replacing Breloom's Focus Sash with the Life Orb. Not only does this give Loomloom a sudden rush of power, but it's also the superior item IMO. A Focus Sash is great and it can easily by broken by the entry hazards and phrasing moves such as Roar and Whirlwind. And since Excadrill's a little fragile, you don't need the stress of having to constantly Rapid Spin just to leave Looms Focus Sash unharmed. Oh and by the way, Loomloom's fragile defences aren't a problems! But that's because it shouldn't be staying in on powerful hits, plus it's job in luring Talonflame (whilst holding a Sash) is made redundant because of Landorus-T.

P.S: Taunt maybe a better option over HP fire because it helps Mega Gardevoir break through stall more effectively. That said, I understand your choice in HP Fire, it's pretty clever, but its very situational most of the time.

Once again, great job on the team my man, it works really well and pressures opposing teams. Great job, keep it up!
 
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