In honor of ORAS making Wally seem so much more awesome of a character(and to complement my Gardevoir team), I've made a refined version of Wally's team. It's actually served me pretty well as of late(though that to me is around 1100, so that might not be saying much.) However, I want to make sure to give the guy some justice, so I'm looking for suggestions on how to improve it.
Wally (Gallade) (M) @ Galladite
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Psycho Cut
- Swords Dance
- Knock Off
Named after the boy himself, this is the star of the team. As a Physical Sweeper, Jolly is for just that extra speed to deal with most walls, and the moveset is the Swords Dance set that is on the original team ( though Leaf Blade is swapped for Knock Off to get rid of items and I kept Psycho Cut over Zen Headbutt for greater accuracy and that the lower power is somewhat offset by the higher critical rate.) Justified is chosen over Steadfast, just for the lucky boost he might get on switch-in.
Chompy (Garchomp) (M) @ Rocky Helmet
Trait: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Fire Blast
- Dragon Tail
- Stealth Rock
- Earthquake
I made the Garchomp more support than what Wally's was. His business is to set hazards and either mess things up with Earthquake (with a fall back to Fire Blast if he gets burned or if Skarmory is about) or Dragon Tail the team around to disrupt boosts and spread the hazard damage around. The Naive Nature is just to capitalize on his speed.
Black Rose (Roserade) (F) @ Life Orb
Trait: Technician
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Modest Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Protect
Mrs. Rose here is the most changed out of the original team(also the only shiny). She plays both scout and Special Sweeper and is the answer to the bulky Waters, Water/Ground, Fairies and the ever-present that plague my team otherwise. Technician is to boost HP Fire, which helps if I have a steel type switch-in, and Protect is to both scout and to help her get out of a jam.
Azumi (Azumarill) (F) @ Assault Vest
Trait: Huge Power
EVs: 240 HP / 252 Atk / 16 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
The second Physical Sweeper in the team, she acts as a way to deal with the dragons and Heatrans in the game. It’s the typical set for her, but I replaced Iron Tail for Knock Off to get rid of items(and Iron Tail does little to her counters anyway), and the Assault Vest, and EVs in HP and SDef are so she can last just a bit longer.
Talon (Talonflame) (M) @ Life Orb
Trait: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Will-O-Wisp
He’s more of a hole-puncher and revenge killer, scaring away steels and bulky Grass types and using Tailwind and Will-O-Wisp( replacing Steel Wing, which is not as useful in this case) to punish switching out. The Life Orb without Roost does make him much more fragile than expected, but I see him as a dual-ended candle: Not long-lasting, but he does his job really well to make up for it.
Magnet Field (Magnezone) @ Light Clay
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Calm Nature
- Light Screen
- Reflect
- Volt Switch
- Thunder Wave
Despite the name, this isn’t the Magnet Pull set that one would expect. Taking from the presence of Reflect and Thunder Wave in the original moveset, I thought to take the support even further as a Dual Screen Set.( That and I have more than enough counters for steel types.) The Volt Switch also makes him a pseudo scout once he gets a wall up. The EV’s and ability are made for maximum survivability.


Wally (Gallade) (M) @ Galladite
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Psycho Cut
- Swords Dance
- Knock Off
Named after the boy himself, this is the star of the team. As a Physical Sweeper, Jolly is for just that extra speed to deal with most walls, and the moveset is the Swords Dance set that is on the original team ( though Leaf Blade is swapped for Knock Off to get rid of items and I kept Psycho Cut over Zen Headbutt for greater accuracy and that the lower power is somewhat offset by the higher critical rate.) Justified is chosen over Steadfast, just for the lucky boost he might get on switch-in.

Chompy (Garchomp) (M) @ Rocky Helmet
Trait: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Fire Blast
- Dragon Tail
- Stealth Rock
- Earthquake
I made the Garchomp more support than what Wally's was. His business is to set hazards and either mess things up with Earthquake (with a fall back to Fire Blast if he gets burned or if Skarmory is about) or Dragon Tail the team around to disrupt boosts and spread the hazard damage around. The Naive Nature is just to capitalize on his speed.

Black Rose (Roserade) (F) @ Life Orb
Trait: Technician
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Modest Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Protect
Mrs. Rose here is the most changed out of the original team(also the only shiny). She plays both scout and Special Sweeper and is the answer to the bulky Waters, Water/Ground, Fairies and the ever-present that plague my team otherwise. Technician is to boost HP Fire, which helps if I have a steel type switch-in, and Protect is to both scout and to help her get out of a jam.

Azumi (Azumarill) (F) @ Assault Vest
Trait: Huge Power
EVs: 240 HP / 252 Atk / 16 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
The second Physical Sweeper in the team, she acts as a way to deal with the dragons and Heatrans in the game. It’s the typical set for her, but I replaced Iron Tail for Knock Off to get rid of items(and Iron Tail does little to her counters anyway), and the Assault Vest, and EVs in HP and SDef are so she can last just a bit longer.

Talon (Talonflame) (M) @ Life Orb
Trait: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Will-O-Wisp
He’s more of a hole-puncher and revenge killer, scaring away steels and bulky Grass types and using Tailwind and Will-O-Wisp( replacing Steel Wing, which is not as useful in this case) to punish switching out. The Life Orb without Roost does make him much more fragile than expected, but I see him as a dual-ended candle: Not long-lasting, but he does his job really well to make up for it.

Magnet Field (Magnezone) @ Light Clay
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Calm Nature
- Light Screen
- Reflect
- Volt Switch
- Thunder Wave
Despite the name, this isn’t the Magnet Pull set that one would expect. Taking from the presence of Reflect and Thunder Wave in the original moveset, I thought to take the support even further as a Dual Screen Set.( That and I have more than enough counters for steel types.) The Volt Switch also makes him a pseudo scout once he gets a wall up. The EV’s and ability are made for maximum survivability.