
[OVERVIEW]
Gardevoir is a solid Trick Room setter and attacker due to its high Special Defense with a strong Pixilate-boosted Hyper Voice. Gardevoir is also one of a few Trick Room setters to have a good matchup against Amoonguss, a big problem for most Trick Room teams. However, Mega Gardevoir's somewhat high base Speed can be an issue after setting up Trick Room, as it ends up being slower than a lot of Pokemon like Tapu Bulu. It also is not quite fast enough to keep up with some of the metagame's bigger threats like Marshadow and Tapu Koko outside of Trick Room. Gardevoir's low Defense also means it struggles to set up Trick Room at times and requires Intimidate support to function at its best. Both of Gardevoir's STAB attacks are walled by Steel-types too, one of the more popular defensive types, and so it can find itself unable to deal much damage at times.
[SET]
name: Trick Room
move 1: Hyper Voice
move 2: Psychic / Psyshock
move 3: Trick Room
move 4: Protect
item: Gardevoirite
ability: Trace
nature: Quiet
evs: 252 HP / 152 Def / 104 SpA
ivs: 0 Spe
[SET COMMENTS]
Moves
========
Hyper Voice is Mega Gardevoir's main STAB attack, which, when boosted by Pixilate, deals heavy damage to both of the opposing Pokemon. Psychic is Gardevoir's other STAB attack, which can hit the Poison- and Fire-types that resist Hyper Voice, such as Amoonguss and Mega Charizard Y. Psyshock is also an option that allows Gardevoir to hit Calm Mind Tapu Fini and Zapdos harder, at the cost of slightly lower Base Power. Trick Room is the speed control on this set and can be set up with relative ease at least once during the match due to Mega Gardevoir's good Special Defense. Protect is obligatory on most Pokemon in Doubles, but it helps Gardevoir in particular since it is prone to being double targeted due to being a Trick Room setter and is quite frail physically.
Set Details
========
The EVs let Mega Gardevoir survive a Life Orb-boosted Spectral Thief from Marshadow after an Attack drop from Intimidate. For this reason, an Intimidate user is necessary to get the most out of this EV spread. The remaining EVs are put into Special Attack to boost Gardevoir's damage output when in Trick Room. A Quiet nature with 0 Speed IVs minimizes Gardevoir's Speed to let it move as early as possible when Trick Room has been set while giving Gardevoir a Special Attack boost. It is also an option to leave Gardevoir's Speed IVs at 31 if it's paired with a Tailwind user, since it can then outspeed Mega Gengar under Tailwind while also outspeeding unboosted Tapu Fini, Milotic, and Tapu Bulu. An EV spread of 236 HP / 240 Def / 32 SpA allows Gardevoir to take a Life Orb-boosted Hyperspace Fury from a Hoopa-U with maximum Attack investment, but this comes at the cost of a lot of power. A spread of 220 HP / 88 Def / 200 SpA lets Gardevoir take a Double-Edge from a standard mixed Mega Salamence. Trace is the best ability before Mega Evolving because Gardevoir can potentially copy some useful abilities such as Intimidate and Heatran's Flash Fire. Telepathy also useful if you have a spread move user such as Landorus-T with Earthquake.
Usage Tips
========
Mega Gardevoir is usually faster than most other Trick Room setters or attackers, so always consider whether Trick Room is necessary or if you would be better off without it. For example, you may not want to set up Trick Room against opposing Trick Room teams, at risk of helping them more than yourself. Most of Gardevoir's counters are slower than it such as Aegislash and Celesteela, so not setting up Trick Room allows your faster Steel-type check to pressure them with greater ease. Gardevoir is good at setting up Trick Room from the lead position or very early in the game and punching holes in the opposing team with Hyper Voice, before the opponent can maneuver into a better position to stop Trick Room being set. It is also good at finishing off weakened teams once you have removed any opposing Steel-types; however, it struggles to switch into attacks due to its low Defense, so make sure to bring it in after sacking a teammate or after a slow U-turn. Intimidate support can increase your chance of setting up Trick Room drastically, so switch in your Intimidate user when you plan to set up Trick Room. Using Protect on the first turn can sometimes be a good idea, since Gardevoir can be double targeted in an attempt to stop Trick Room going up. This allows Gardevoir's partner to get a free hit off on the opposing team. However, this is not the best idea against potential Encore users, as they can lock Gardevoir into Protect to stop you setting Trick Room and also force you to switch out. Prankster Encore users such as Whimsicott can also use Encore after you set Trick Room, resetting it and wasting your turns. Taunt users similarly can stop Gardevoir from setting up Trick Room while also stopping Gardevoir from protecting itself from attacks. However, Gardevoir has the option of attacking on a predicted Taunt, as its STAB attacks deal a lot of damage to common Taunt users such as Tapu Koko, Tapu Lele, and Mega Gengar.
Team Options
========
Intimidate support is very important to help Mega Gardevoir survive some of the stronger physical attacks in Doubles, such as Marshadow's Spectral Thief. This makes Scrafty and Landorus-T good partners. Scrafty also provides Fake Out to further aid Gardevoir in setting up Trick Room, and its low Speed allows it to perform well once Trick Room is up. It also helps beat Ghost- and Steel-types that threaten Gardevoir like Aegislash and Heatran. Landorus-T has U-turn to help bring Gardevoir in safely later on in the game while also being able to cycle Intimidate very well and get multiple Attack drops on the opposing Pokemon. Partners that beat Steel- and Fire-types are very useful to allow Gardevoir to use Hyper Voice with more freedom, so Heatran and Hoopa-U make nice partners. Heatran can switch into and beat Steel-types easily, Eruption is very strong spread move under Trick Room, and it also has access to Earth Power to deal with opposing Heatran. Hoopa-U can use Hyperspace Fury to deal good neutral damage against Steel-types, weakening them for Gardevoir. Under Trick Room, Hoopa-U can underspeed Gardevoir, which allows it to use Hyperspace Fury or Hyperspace Hole to break Protect and Wide Guard and allow Gardevoir to fire off Hyper Voices freely. Volcanion is another option that hits Fire- and Steel-types hard with its STAB attacks. Since Amoonguss is a huge threat for Trick Room teams, ways to stop it from putting Gardevoir to sleep once Trick Room is set up are a necessity. Tapu Fini is good for this, as it sets up Misty Terrain to block Spore on grounded Pokemon, allowing Gardevoir to hit Amoonguss with a Psychic. Tapu Fini also beats Fire-types, which resist Gardevoir's Hyper Voice. An Amoonguss of your own can switch into Spore from opposing Amoonguss and starting putting the opposing team to sleep once Trick Room is set up. It can also provide redirection support with Rage Powder to guard Gardevoir from potential super effective hits. Tapu Bulu is also decent partner, as it gives HP recovery to Gardevoir and weakens Landorus-T's Earthquake through Grassy Terrain. It is also slow enough to move quickly under Trick Room and beat the bulky Water-types that Gardevoir can have trouble breaking through. Tapu Lele can also block Shadow Sneak from Marshadow and boost Psychic's power with its Psychic Terrain. Since Gardevoir is best used on a semi-Trick Room team, having a faster Pokemon like Choice Scarf Landorus-T, Marshadow, or Shaymin-S is useful to generate momentum when Trick Room is not set up. Marshadow can beat Ghost- and Steel-types for Gardevoir, while Shaymin-S can potentially create free turns with Air Slash backed by Serene Grace. Seed Flare from Shaymin-S can also drop the opposing Pokemon's Special Defense, leaving them open to a big hit from Gardevoir.
[STRATEGY COMMENTS]
Other Options
=============
A faster set with Icy Wind instead of Trick Room is an option, as after an Icy Wind, Gardevoir can outspeed a lot of its faster checks such as Marshadow and hit them with a Hyper Voice before they get an attack off. Focus Blast or Hidden Power Ground can be used over Trick Room to catch Tyranitar or Heatran off guard, but this leaves Gardevoir without any form of speed control. You will need to run a faster Gardevoir to outspeed these threats, so an EV spread of 4 HP / 252 SpA / 252 Spe is recommended. Encore is a nice option to potentially lock slower opponents into Protect or a resisted hit and fire off Hyper Voices with greater ease. Calm Mind is a decent option because after only one boost it becomes very hard to take Gardevoir out with special attacks and it hits extremely hard. However, without any speed control, you need to be careful of faster threats that can hit Gardevoir hard before it can use Calm Mind.
Checks and Counters
===================
**Steel-types**: Steel-types resist both of Gardevoir's STAB attacks and can deal huge damage back. Mega Scizor can also hit Gardevoir for super effective damage with Bullet Punch under Trick Room before it gets a chance to attack in return, while also setting up Swords Dances easily on Gardevoir. Ferrothorn can hit Gardevoir with a Gyro Ball before it can attack if Trick Room has been set, but it needs to be careful of a possible Focus Blast.
**Fire-types**: Fire-types resist Hyper Voice and can hit back with strong neutral attacks. Heatran and Victini also resist Psychic and deal heavy damage with Flash Cannon and V-create, respectively.
**Ghost-types**: Mega Gengar and Aegislash both resist Hyper Voice and hit back hard with Shadow Ball or their respective secondary STAB attacks, which are both also super effective. Mega Gengar needs to be careful of Psychic, however. Marshadow cannot switch into Gardevoir's attacks, but it threatens a potential KO with Life Orb-boosted Shadow Sneak even under Trick Room.
**Strong Physical Attackers**: Pokemon like Mega Salamence, Marshadow, and Mega Swampert under rain can all hit Gardevoir very hard on its weaker defensive stat, although they take a lot of damage from Hyper Voice. Tapu Bulu also hits Gardevoir hard with Grassy Terrain-boosted Wood Hammers and often underspeeds it in Trick Room.
**Slow Pokemon**: Due to Gardevoirs high base Speed, slower Trick Room attackers like Hoopa-U can outspeed it under Trick Room and and deal a lot of damage. Amoonguss resists Hyper Voice and can put Gardevoir to sleep with Spore, but it needs to be careful of Psychic.
**Wide Guard**: Wide Guard users can stop Gardevoir from using Hyper Voice and give their partner an easier time dealing with Gardevoir; Celesteela and Aegislash are especially notable for also resisting Psychic.
[OVERVIEW]
name: Trick Room
move 1: Hyper Voice
move 2: Psychic / Psyshock
move 3: Protect
move 4: Trick Room
item: Gardevoirite
ability: Trace
nature: Quiet
evs: 252 HP / 152 Def / 104 SpA
ivs: 0 Spe
[SET COMMENTS]
Moves
========
========
========
========
Other Options
=============
Checks and Counters
===================
**Fire-types**: resist hyper voice and can hit hard back. heatran and victini resist psychic too and can hit hard with flash cannon and v create respectively
**Ghost-types**: M gengar and aegislash can both take a hyper voice and hit hard with shadow ball. m gar has sludge bomb which is stronger but also gets ohko'd by psychic. Marshadow cannot switch into gardevoirs attacks, but threatens a potential ko under tr with LO sneak.
**Steel-types**: walls gardes dual stabs and can deal heavy damage back. Mega scizor can hit gardevoir hard with bullet punch even under tr.
**Strong Physical Attackers**: mons like mmence, marshadow and mega swampert under rain all hit garde very hard even though they take a lot from hyper voice. tapu bulu also hits garde hard and is notably slower than garde so hits it first in tr
**Trick Room**: due to m gardes high base speed, slower tr attackers like hoopa-u can outspeed it under tr and hit hard, or amoong can sleep it.
**Wide Guard**: wg users like celesteela and aegislash can stop garde from spamming hv freely. While also taking psychic well too
- TR user that performs well vs specially oriented meta.
- Also performs well vs amoong, a big problem for tr usually
- spread pixilate hyper voice still hits stuff really hard, even with the pixilate nerf
- high speed can be an issue for tr, but isnt quite fast enough to use on a non tr team
- low defense is a real problem for setting up vs marshadow/hoopa-u, requires intimidate support to function well.
- walled heavily by steels which find their way onto most teams.
name: Trick Room
move 1: Hyper Voice
move 2: Psychic / Psyshock
move 3: Protect
move 4: Trick Room
item: Gardevoirite
ability: Trace
nature: Quiet
evs: 252 HP / 152 Def / 104 SpA
ivs: 0 Spe
[SET COMMENTS]
Moves
========
- Hyper voice is main STAB, deals good spread boosted by pixilate
- Psychic secondary STAB which hits poison/fire types, mainly amoong and zard y, psyshock can be used to hit CM fini and seed zapdos harder, while psychic has higher BP.
- Protect is obligatory, but helps garde more since its prone to double targetting due to being a tr setter, can protect and let partner do free damage.
- Trick room is good speed control and can be setup relatively easily at least once due to good special bulk and investment.
========
- EVs live -1 LO spectral thief from -1 marshadow needs intimidate support. Spatk dump
- can use 236 HP / 240 Def / 32 SpA lives 252+ hyperspace fury from LO hoopa-u
- also 220 HP / 88 Def / 200 SpA lets you live a 60 atk mence double edge and by extension 252+ hoopa-u hyperspace fury.
- Trace is best pre mega ability because you can potentially copy intimidate at lead or flash fire on a switch into tran heat wave. telepathy also useful if you have an eq user.
- quiet and 0 speed ivs to minimise speed so that you move as early as possible under tr. while giving spatk a nice boost.
========
- Garde is usually faster than most standard tr setters/attackers, so always consider whether trick room is necessary or if youd be better off without it. E.g. vs opposing tr teams
- gardevoir is good at setting up tr from lead or very early game and putting holes in the opposing team with hyper voice, before opponent can manoeuvre into a better position to stop the tr setup.
- is also good at finishing off weakened teams once you have removed any opposing steel types, but struggles to switch into attacks so bring in on a sack.
- intimidate support increases chance of setting up tr drastically, so make sure to bring intimidate user in when you plan to set up tr
- protecting turn 1 can be a good idea since m garde can get double targeted in an attempt to stop tr setup, allows partner to get free hit off
- However, not best idea vs potential encore users. Can encore protect to stop you setting tr and force switch
- priority encore users (whimsicott) can also encore after you set tr, resetting it and wasting turns
- Be careful about going for tr when there is a possible opposing taunt user on the field. Can stop tr set up and get free attack in
- gardes high base speed makes it a good semi tr mon. most of gardes counters (hoopa, aegi) are slower so setting up tr can at times aid opp more than you.
- not setting tr allows your steel answer to pressure the slower steel types before they can hit garde.
========
- intimidate support is v important to help mega gardevoir live some of the stronger physical attacks in the meta, such as marshadow's spectral thief. so scrafty and lando-t make good partners
- scrafty provides fake out to aid tr setup even more, is slow so can perform well under tr, and helps beat ghost and steel types like aegi/tran
- lando-t has u turn to help bring garde safely in later in the game, also being able to cycle intimidate very effectively.
- partners that beat steel and fire types are very useful to let garde spam hyper voice, so heatran and hoopa-u make nice partners.
- heatran can switch into and beat steel types and eruption is very strong spread under tr, earth power also allows it to deal with other heatrans
- hoopa-u hyperspace fury is good neutral damage vs steels. also, under tr outslows garde so can use hyperspace moves to break protects/wide guards so gardevoir can spam hv.
- volcanion hits fires/steels hard with its dual stabs and is pretty slow so can abuse tr.
- ways to stop amoonguss sleeping stuff, fini is good for this, beats fires too. opposing amoong can switch in and start sleeping stuff too under tr
- bulu also decent partner, gives hp recovery and weakens landot eq with grassy terrain, slow to beat bulky waters that garde has a bit of trouble breaking through
- lele isnt bad to block shadow sneak from marshadow under tr and boost psychic's power
- amoonguss provides redirection support to help tr set up. also is dangerous under tr as it can spore everything, given the right terrain.
- since garde is best used on semi tr, having a faster mon like scarf landot, marsh, skymin is useful to generate momentum when tr is not up.
Other Options
=============
- maybe a faster set with icy wind over tr could work, nice speed control if you are running other middle speed mons.
- Focus blast/hp ground maybe over psychic to snipe tran and ttar but psychic stab for amoong is way more important. Need faster spreads to outspeed these threats so run 4 HP / 252 spatk / 252 spe
- Encore is neat to potentially lock slower mons into protect/resisted hits and get off hyper voices easier
- Calm mind is p cool because after only one boost its becomes hard to ko garde and it hits like a truck, be careful or marshadow though
Checks and Counters
===================
**Fire-types**: resist hyper voice and can hit hard back. heatran and victini resist psychic too and can hit hard with flash cannon and v create respectively
**Ghost-types**: M gengar and aegislash can both take a hyper voice and hit hard with shadow ball. m gar has sludge bomb which is stronger but also gets ohko'd by psychic. Marshadow cannot switch into gardevoirs attacks, but threatens a potential ko under tr with LO sneak.
**Steel-types**: walls gardes dual stabs and can deal heavy damage back. Mega scizor can hit gardevoir hard with bullet punch even under tr.
**Strong Physical Attackers**: mons like mmence, marshadow and mega swampert under rain all hit garde very hard even though they take a lot from hyper voice. tapu bulu also hits garde hard and is notably slower than garde so hits it first in tr
**Trick Room**: due to m gardes high base speed, slower tr attackers like hoopa-u can outspeed it under tr and hit hard, or amoong can sleep it.
**Wide Guard**: wg users like celesteela and aegislash can stop garde from spamming hv freely. While also taking psychic well too
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