SketchUp's CB Rhyperior
just replace wisp with focus blast then it's all team dependent anywayHealing Wish is cool, but Steel-types are everywhere in OU making any Gardevoir set without Focus Blast (or I suppose HP Fire / Ground) straigt up unviable because you're wasting Gardevoir's wallbreaking capability.
Future Sight M-Gardevoir
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Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 24 Def / 232 SpA / 252 Spe
Modest / Timid Nature
- Future Sight
- Hyper Voice
- Focus Blast
- Protect / (filler)
Works pretty well with a physcial attacker that lures Poison or Fighting types, like Azumarill or Bisharp, then forces the opponent to either stomach the hit while Gardevoir's teammate gains the advantage (hopefully), or they sack something. Protect can stall for Future Sight turns, but this can be virtually any support option if need be. Modest works best if you want the most power out of Future Sight, or if you've paired Gardevoir with a Steel-type that dislikes Timid Heatran and really want the OHKO with Focus Blast. Otherwise, Timid is your go-to for speed-tying positive base 100s.
Still trying to make this work in tandem with Doom Desire Rachi on a team; I get the feeling it'll be fun. :)
Wonder Room Gardevoir
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock / Psychic
- Focus Blast
- Wonder Room
Wonder Room swaps the defensive stats of all mons on the field, which effectively means that Mega Gardevoir has 68/135/65 bulk during Wonder Room and allows it to deal massive damage to special walls like Chansey with Hyper Voice and have an easier time against priority users or scarfers, though it can become extremely prediction reliant, especially against offensive teams.
232 SpA Mega Gardevoir Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 448-528 (69.7 - 82.2%) -- guaranteed 2HKO (5 Special Defense Chansey, it can't outheal that damage and ends up losing because it cant stall out Wonder Room)
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 4 HP / 252 SpD Eviolite Chansey: 327-385 (50.9 - 59.9%) -- guaranteed 2HKO
Against Priority without Wonder Room:
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 24 Def Mega Gardevoir: 163-193 (58.8 - 69.6%) -- guaranteed 2HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 24 Def Mega Gardevoir: 235-277 (84.8 - 100%) -- 6.3% chance to OHKO
252 Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 24 Def Mega Gardevoir: 227-269 (81.9 - 97.1%) -- guaranteed 2HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 24 Def Mega Gardevoir: 330-390 (119.1 - 140.7%) -- guaranteed OHKO
252+ Atk Life Orb Lucario Bullet Punch vs. 0 HP / 24 Def Mega Gardevoir: 229-273 (82.6 - 98.5%) -- guaranteed 2HKO
Against Priority with Wonder Room:
252+ Atk Life Orb Lucario Bullet Punch vs. 0 HP / 24 Def Mega Gardevoir: 127-151 (45.8 - 54.5%) -- 46.1% chance to 2HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 24 Def Mega Gardevoir: 182-216 (65.7 - 77.9%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 24 Def Mega Gardevoir: 91-108 (32.8 - 38.9%) -- 99.2% chance to 3HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 24 Def Mega Gardevoir: 130-154 (46.9 - 55.5%) -- 74.2% chance to 2HKO
252 Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 24 Def Mega Gardevoir: 126-149 (45.4 - 53.7%) -- 44.9% chance to 2HKO
Gardevoir can take a hit from priority users and hit them with a Hyper Voice / Psyshock, the only one it really struggles with is Scizor, but it can run HP Fire if it really wants to.
Just pointing this out, but Grudge is directly outclassed by Destiny Bond (which Gardevoir has access to).can i post multiple sets?
Gardevoir @ Leftovers
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Moonblast
- Grudge
Grudge removes all the PP of the move that kills Gardevoir. The idea is similar to Memento in that it leaves a Pokemon crippled but still in play, allowing your team a chance to switch in and boost. It can be quite reliant on prediction. It can really screw some Pokemon up by removing their main STAB, too.
Just pointing this out, but Grudge is directly outclassed by Destiny Bond (which Gardevoir has access to).
Cripple's a pretty strong word. You lock it out of a move, but it'll still have 3 more to use, and given Gardevoir's slow speed, you'd only get off a Grudge or Destiny Bond if you force a switch or can't be OHKO'd by what's in front of Gardevoir (which isn't hard to do), in which case the opponent will likely know about either move and play around it. Thus, they aren't going to finish it off with a STAB move; they'll use a coverage move that they can afford to lose. Sure in some scenarios letting your opponent get a free switch sucks, but more often than not, I'd rather have a clean 1 for 1 tradeoff over just removing a potential coverage option in exchange for losing a mon.With Destiny Bond, they are dead, and can go to their counter to your most dangerous threat. With Grudge, they are left crippled...it is completely different. I am not sure how it is directly outclassed.
I use a very similar set on a Trick Room team currently, and find it works very well. The speed tier it's pitched at means you still outspeed things like Clefable and Sylveon, which isn't really bad, yet you're still slower than most of the speed invested meta (really, any base 70 with investment).Gardevoir @ Gardevoirite
Ability: Synchronize
EVs: 36 HP / 220 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Psyshock
- Trick Room
- Hyper Voice
- Focus Blast
Trick Room is Gardevoir's only real way of boosting its Speed, and with Trick Room, it can afford to invest in bulk. The HP EVs make Mega Gardevoir just bulky enough to survive a Mega Charizard Y's Fire Blast, and everything else is put into Defense so it has a better chance against priority moves (notably, turning Mega Scizor's Bullet Punch into a 2HKO). Mega Gardevoir's only real competition in the "standalone Trick Room sweeper" department are Victini and Reuniclus, and each have their own weaknesses.
Unfortunately, Gardevoir's not that slow under Trick Room, only "outspeeding" uninvested base 75s and up. It's a move that should be used very carefully.