XY OU Gardevoir's Paradise

Ok, I have been playing on showdown for some time now, however this is the first time I have decided to make an rmt, this is by no means my best team i have made, however I feel I would really like some feedback on it. My inspiration for this team was the banning of Aegislash, which i felt would take some of the pressure of Mega-Gardevoir and give it a bit more potential. I would greatly appreciate any advice, except getting rid of Gardevoir, i do not feel i must keep any particular pokemon, nor movesets or ev's.


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Sexy Lady (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 228 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp



Ok so i started with Gardevoir-Mega, hoping to base the team around it, however i feel that although Gardevoir is great, somehow it isn't really the star of the team as i had hoped. Hyper voice is obviously it's most used move, being able to damage through substitutes and getting a pixilate boost on top of stab. Psyshock is to hit those who have a low defence stat, such as Blissey, and as a secondary stab attack. Focus blast is another coverage move, hitting many switch ins hard, particularly Tyranitar and Ferrothorn. The last slot was taunt, however i felt i never got an opportunity to use it so it has been replaced by Will-O-Wisp.

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Hot Stuff (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 220 SpD / 44 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Will-O-Wisp

Heatran provides special defensive support, as well as Will-O-Wisp to cripple physical attackers, he sets up rocks and provides especially good synergy with Celebi. Lava Plume is just a primary STAB, protect for leftovers recovery, to stack burn damage on the opponent, to scout for their moves and for general mind games. This is a relatively uncreative part of the team, however i feel like he does his part.

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The Man (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor

Terrakion serves as a revenge killer and physical attacker, he has great synergy with Celebi and Gardevoir and gets a decent amount of KO's. His moves are generally his best four coverage attacks, as he will be locked into them. Close combat is a must, and the defensive stat drops are not a big deal as he is scarfed and easily KO'd anyway. Stone edge over rock slide as Terrakion relies on his power and i think a sacrifice in accuracy is worth it. Earthquake for coverage and to complete the edge-quake combo. X-scizzor is again just a coverage move, doesn't get a whole amount of usage but is useful if you predict the switch or to get the KO off a psychic type who comes in as a check, particualary Lati@s.

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Kinky Voodoo (Mandibuzz) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Foul Play
- Roost
- Taunt
- Defog

Mandibuzz serves the role of the teams defogger, as well as a defensive pivot. Foul play can be used against physically offensive pokes, especially set-up sweepers, roost simply for recovery and taunt and defog to support the team. Taunt great against defensively biased teams, and can shift the momentum if given the opportunity. Although there are no outstanding weaknesses to hazards, defog is always great to have, especially as setting up my own hazards is often not as important as the my opponent setting up theirs.

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Yellow (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

Jirachi was originally put in as i thought it would be good synergy wise, however i feel it could do more for the team. Iron head is a great STAB attack which abuses Jirachi's ability to give it a good chance of flinching. Fire punch is a great option for Ferrothorn and Scizor, and also any other steel types. U-turn is great for scouting, especially when paired with a scarf, it lets Jirachi lead if i'm stuck and gives it a way to escape while keeping up momentum. Healing wish is suprisingly useful, as it can be great to bring back Terrakion or Heatran when Jirachi is also low on health. The scarf helps this to be executed, and the pokemon receiving the health does not take the hit that turn, which is great for keeping up momentum.

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Ivy (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Recover
- Giga Drain
- U-turn
- Heal Bell

Celebi is very important to this team, it soaks up many special attacks, especially water and ground types, which are a bit of a hassle to the rest of the team. Giga Drain and recover form a solid offensive option as well as reliable recovery. U-turn for a means of escape and to keep momentum. Heal bell is the main reason why this Celebi is so defensively biased, the team needs heal bell, and an inconvenient burn or paralysis is a major hassle.

Please do make some suggestions.

Here is the importable version:

Sexy Lady (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 228 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Hot Stuff (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 220 SpD / 44 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Will-O-Wisp

The Man (Terrakion) @ Choice Scarf
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor

Kinky Voodoo (Mandibuzz) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Foul Play
- Roost
- Taunt
- Defog

Yellow (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

Ivy (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Recover
- Giga Drain
- U-turn
- Heal Bell​
 
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Does this team double as softcore porn? Anyways, I think you should replace Jirachi as it is unnecessary and adds a 3rd ghost weakness which is only covered by Mandibuzz. Jirachi is no longer that useful after steel's nerf. I would replace it with scarfed Dragonite. It furfills your needs of hitting hard with STAB Outrage, and can hit steel types with Fire Punch or Earthquake. Thunderpunch is for everything the other moves don't hit. Dragonite can also take down an opposing lead somewhat easily which you said Jirachi sometimes did.
Dragonite @ Choice Scarf
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Thunder Punch
- Outrage
- Earthquake
 
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