ORAS OU Symphonic Symphony - Gardevoir Balance

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A knight in shining armour
is a knight who has never
had their metal truly tested ...

Beauty is power;

A smile is its sword ...




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Team Preview :
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Introduction
Hello GingerNinja here, welcome to my latest OU RMT featuring a balance Gardevoir squad. Having neglected OU in recent months, I wanted to get the most out of the remaining time left in the ORAS metagame before Sun and Moon arrives on our shores with a fresh lineup.

After a long break from the OU meta, I thought I would rebuild around my favourite Pokemon, Gardevoir with Keldeo and Heatran as core partners with their Fighting and Dark typings to get the most out of Gardevoir offensively.

This was a fun team I enjoyed playtesting and battling with, I decided upon the final additions to my squad recently and began testing and experimenting to find the best balance. The team itself has changed only a little over the design process.

Because of the nature and the huge rise of Dugtrio trapping teams ontop of the huge presence of Scolipede Baton pass teams, I opted to go for double Will-O-Wisp for the rise of all the many physical threats in the current meta which has been a worthwhile judgement in a few battles.

Looking to find the best balance for my squad to get the most out of the remaining time within the ORAS OU meta :) I'm not really sure how to improve this squad, still tossing up between finding room for Tangrowth or Weavile in the team.

Open to any suggestions advice.

A huge thankyou to Jase Duken on Smogon and the Pokemon Central facebook community for helping me with earlier team suggestions.

Team Building Process

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Gardevoir is the first pokemon and the mega evolution of this line-up. Trace is the preferred ability in that it allows me to potentially copy a useful ability before mega evolution allowing me to take advantage of Rain and Sand and stealing Regenerators and Intimidates before mega evolution and on the turn of mega evolution which is very important in specific matchups.

Possessing that beautiful Psychic Fairy typing makes Gardevoir a nice choice in the dark and fighting infested meta.

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Keldeo was added to complete the Psychic + Fighting core and is a fairly self important member in the squad. Keldeo supports Gardevoir by handling Ground-types such as Garchomp and Hippowdon, Steel-types such as Scizor and Ferrothorn, and opposing physical Dark types such as Mega Gyarados and Choice Scarf Tyranitar, which Gardevoir has issues and really shouldn't be directly switching into.

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Heatran serves as an invaulable partner to Gardevoir and Keldeo on top of being an extraordinarily versatile and effective Pokemon in the OU tier. With excellent bulk and a nice defensive typing, it can serve as a check to an enormous amount of top-tier threats, such as Latias, Latios, Clefable, Mega Scizor, Talonflame and many more.

Complementing the beautiful Psychic + Fighting + Steel trinity, Heatran excels in trapping many problematic pokemon and can stop many would be threats with access to the combination of Taunt + Toxic + Magma Storm which both Gardevoir and Keldeo greatly appreciate.

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Latios was added in the fourth slot for that much needed defog support and that all important dragon coverage. Latios resides in a great Speed tier, allowing it to outspeed and check many threats such as Garchomp and opposing Keldeo. In addition, it has a great Special Attack stat hitting targets hard, making life easier for team mates in general.

I chose Latios over latias simply to hit things harder. Because of the nature of sand in the current meta, as well as the other ground / rock / fire threats, I opted for Surf Latios over Psyshock since Gardevoir already has access to Psyshock, Keldeo having Secret Sword and Heatran carrying Taunt which makes fat special defensive pokemon less of an issue for Latios.

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Landorus T was added as my initial pivot for momentum and for a reliable Rocksetter in general. Landorus-T's superb typing gives him immunities to Electric and Ground, two very potent offensive typings, and resistances to Bug, Fighting, and Poison.

Landorus-T's defensive potential is also commendable allowing Gardevoir and friends to safely come in. I originally had Hippowdon in this slot however using Hippowdon felt like a big momentum sucker in general for the team.

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Rotom-W was added as my final pokemon in the team, Rotom was a necessity because it is a premier pivot in the OU metagame that is able to switch into a number of common Pokemon, such as Azumarill, Talonflame, Sand Excadrill, Landorus-T and many more, due to its access to Will-O-Wisp and sufficient defences enabling it to pivot into a number of offensive threats.

Rotom offers some nice synergy in giving the team a secondary momentum user which allows any pokemon to safely come in at any point in the game, all of which the rest of the team greatly appreciates.

Team Description

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Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Will-O-Wisp
- Psyshock

This is the pretty standard wallbreaking Mega Gardevoir set and is also part of the Psychic-Fighting-Steel core with Keldeo and Heatran respectfully. Will-O-Wisp was chosen over Taunt to have a better matchup vs offensive and balance teams in general due to the rise of Mega Scizor and Excadrill, crippling a variety of threats in event of 1v1 match-ups which the rest of the team appreciates on top of dealing with baton pass Scolipede and Dugtrio Trap teams which are on the rise.

The Hp and defensive investment allows Gardevoir to avoid the 2HKO from Life Orb Latios's Psyshock which is perfect for Lati twins who may and stay in allowing Gardevoir to pick off threats.

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Toxic / Focus Bast

Went with standard Scarf Keldeo to give the team the ability to pressure a variety of pokemon, wiping away Pokémon that don't resist its moves which benefits Gardevoir and Heatran in general removing checks and switch ins. Because of the nature of choice Keldeo, I can bluff specs early in the game which can lead to some advantage in momentum.

Against offensive teams, if Keldeo comes in on something that has difficulty harming it, there are very few things that are able to switch in safely. Latias and Latios are two of the most solid offensive Keldeo checks; however, even crippled by a scald burn or toxic which impacts the support they can give long term.

On top of these positives, Scald is notorious for being able to wear down switch-ins, such as Mega Venusaur and Slowbro, with burn damage, allowing Keldeo to overwhelm them the next time they attempt to switch in, while toxic can wear down a dedicated Keldeo check such as slowbro which puts that pokemon on a timer, all of which the rest of the team really appreciates.

Toxic was a last minute choice for the team and has been something that has done well in dealing with a variety of fat pokemon considering Gyarados and Mega Gyarados's recent usage dropping HP Electric for Toxic was a choice that payed off in the end, it made sense to have something less situational in this slot and still cripples Slowbro which was a win win situation.

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Heatran (F) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Toxic
- Magma Storm
- Earth Power

I opte to go with Taunt Trap heatran since my Gardevoir opted to carry Will-O-Wisp. Heatran often lures in specially defensive walls and bulky stallbreakers, such as Chansey and Mew, and can trap them with Magma Storm; after doing so, Heatran can beat the foe with the combination of Taunt and Toxic which the team greatly appreciates.

When playing against offensive teams, Magma Storm also deals nice chip damage to common threats to Heatran such as Keldeo and Azumarill, especially when the team has Stealth Rock active.

Once hit by Magma Storm, trapped foes cannot switch out, helping Heatran gain switch initiative, which really helps against offensive teams. Earth Power nails opposing non-Earth Power variants of Heatran, Tentacruel, and Mega Diancie; it is especially effective because opponents often assume that Leftovers Heatran are not running Earth Power, the ground coverage assists slightly in some matchups making it a worthwhile choice.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Roost
- Defog
- Surf

Latios was added not only as the prime defogger but also I considered Latios's ample resistances, including ones to common Water-, Fire-, and Electric-type attacks, and nifty Ground-type immunity which give it a plethora of opportunities to switch in; as such its a natural fit on many balanced teams such as my squad due to its ability to check a lot of Pokemon threatening to the playstyle, such as Keldeo and Volcanion.

Surf allows Latios to deal heavy damage to Heatran, Mega Diancie, and Tyranitar, while also being able to deal solid damage to the likes of Hippowdon and Gliscor without being forced to use Draco Meteor which eventually forces Latios to switch out giving me secondary ways to dispose of a variety of threats.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Landorus is the stealth rocker and the first pivot of the team. Landorus aids the team overall as it punishes opposing volt-turn teams. Things like scarf drill that can defeat Gardevoir and Rotom get hard walled by lando. Landorus with its beautiful ability intimidate helps with physical threats threats like Charizard X, Terrakion, Mega Scizor and more.

Talonflame a past issue for the team is dealt with the combination of Landorus T + Rotom Wash, however it can be played around without Rotom if Lando is kept healthy. Rocks also help tremendously, as they pressure double switches which could overall hurt the team. 26 Speed Ivs allow me to underspeed the common 27 IV speed and faster Landorus giving me momentum advantage with U-turn.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 242 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump

Rotom was added in the final slot of the team and forms part of my Volt-Turn core. Landorus-T forms a solid VoltTurn core with Rotom-W that is able to check most physical attackers in OU in tandem with each other. Volt Switch is Rotom-W's Electric STAB move that allows it to regain momentum after pivoting into a threat. Hydro Pump is Rotom-W's secondary STAB that allows it to beat some of the Pokemon it checks, most notably Ground-types such as Landorus-T and Mamoswine, which are immune to Volt Switch. Will-O-Wisp allows Rotom-W to inflict burns on the foe and deter physical attackers.

52 Speed EVs are put into Speed to outrun the combination of Jolly Azumarill and 8 Speed Ev Landorus T so Rotom-W will be able to burn it after a Belly Drum or before Lando can act hitting it with Hydro Pump or simply burning it, Rotom outspeeds 8 Speed Landorus T by 1 point.

Importable Team


Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Will-O-Wisp
- Psyshock

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Toxic

Heatran (F) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Toxic
- Magma Storm
- Earth Power

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Roost
- Defog
- Surf

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 242 HP / 216 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump






Special Thanks

The FIR mentor community
Pokemon Fire Island Ruins
Pokemon Central


Threats



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Talonflame with both offensive and defensive sets in general give the team and core some issues, this forces alot of work on Landorus and Rotom Wash. Alternatively I can dissuade Talonflame from switching in by keeping stealth rock active, and punishing potential switch ins with Psyshock and coverage moves respectfully.



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Choice Scarf Magneton / Choice Scarf Magnezone are great late-game cleaners and a threat to be careful of, 2HKOing a good portion of my team they can punch holes with ease. It can also trap my Heatran weakening it and also stealing early momentum from bad calls or early misprediction.
 
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Tha
Hi, so this team is pretty solid on a whole and doesn't have too many issues. What I do recommend though, is Double Dance Landorus-T > Defensive and Stealth Rock > Earth Power on Heatran. Honestly, Defensive Landorus-T was pretty redundant with Heatran + Rotom-W already functioning as an excellent defensive core. Earth Power isn't necessary as Surf Latios lures in Heatran well enough on its own. The Double Dance set gives you a solid wincon (which you lacked before) that takes advantage of Mega Gardevoir's wallbreaking prowess and promotes your team's common goal.
Landorus-T @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance
With the inception of Double Dance Lando, Thunderbolt > Defog on Latios would be better here. Reason being, Skarmory is an extremely debilitating factor when it comes to a Lando sweep as it can wall it completely. With Tbolt Latios you gain a solid lure to it and you weaken bulky Water-types that can tank any boosted move from Landorus-T and retaliate. Defog isn't too much of a loss since you aren't deathly weak to hazard stack builds nor Stealth Rock.

Magma Storm Tran is okay, but give some consideration to Lava Plume. You're very weak to Mega Scizor and a Magma Storm miss can literally cost you a win and Keldeo doesn't hold Mega Scizor at bay bar lucky burns. Toxic Keldeo is nice innovation, but try Focus Blast since it's very powerful and can revenge kill weakened threats like Rotom-W, Serperior, and Manaphy which can be clutch at times.


Thankyou very much for that suggestion, I did consider Focus Blast Keldeo in the initial design process, Double Dance Lando however is a really good concept I wish to explore and a solid addition, very much appreciated friend :)
 
Hi there GingerNinja87. Pretty standard-looking M-Gard bulky offense you've put together here. A few issues I can spot are, a weakness to opposing Mega Gardevoir, which comes in on 3/6 of your members for free and proceeds to get a kill each time, essentially. You're also incredibly weak to Mega-Diancie (especially max-Attack variants, which are currently the most common and effective), your only way of handling it being revenge killing with Keldeo (on which it can Protect, scouting your move choice), and hoping Landorus-T and Rotom-W aren't in range of Moonblast. Another threat I can note, though you may have Heatran and Latios, is Serperior, both SubSeed and offensive with Life Orb; Heatran is worn down incredibly quickly by SubSeed variants, which are usually found on builds that really appreciate the likes of Heatran being worn down and always have a switch-in to Heatran such as Keldeo to further sap Heatran's HP and capitalise on it being forced to either attack or taunt. Furthermore, you have no real way of capitalising on Mega Gardevoir's ability to break down common balance builds, which you should do, ideally.

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The first suggestion I'd make is to change out Scarf Keldeo for Scarf Jirachi. This keeps the Speed-control aspect of Scarf Keldeo, whilst providing a solid switch-in to the likes of Mega Diancie, and a secondary switch-in to the Latis, as your Gardevoir will be extremely pressured with that. The set I'd recommend is the standard Iron Head / Heart Stamp | Trick / U-turn / Healing Wish, with the standard spread of 252 Atk / 4 SpD / 252 Spe and a Jolly nature. Trick can be used if you find yourself wanting to cripple common switch-ins such as Alomomola, Defensive Landorus-T & TankChomp, Heatran, and Skarmory, though most of the time you'd want to use those Pokemon to grab momentum with U-turn, barring Garchomp; furthermore, Heart Stamp allows you to somewhat mitigate the weakness to Mega Lopunny this team has, hitting it for super-effective damage. Test the two out and make the decision, but I'd probably go with Heart Stamp.

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The next change I'd suggest is to switch Heatran to mixed-Defense Talonflame. I don't really feel as though Heatran was doing much for this team barring supporting Gardevoir in handling common Steel-types, which Talonflame can do, too. The set I'd recommend is Brave Bird / Will-o-Wisp / Bulk Up | Swords Dance / Roost, with a spread of 248 HP / 116 Def / 144 SpD and an Impish nature. Will-o-Wisp allows it to cripple common switch-ins such as Landorus-T, TankChomp, and Tyranitar, whilst neutering Mega Scizor. Bulk Up allows it to set up on the likes of Mega Sableye, Burnt Landorus-T should you win the 50/50s between Stone Edge and Earthquake, and Hippowdon, should they lack Toxic or Whirlwind; alternatively, Swords Dance could be used to offer more immediate offensive pressure. The spread is an adaptation of the one found here, but the added Defence investment and Impish nature coupled with Leftovers allow it to reliably beat Mega Gardevoir, Bisharp, and Weavile; the last two are especially important considering this is now acting as your pseudo Dark-resist without Keldeo. Talonflame brings to the table a win-condition which appreciates Mega Gardevoir's breaking abilities, which is incredibly important, giving the team some more focus, whilst also complementing it greatly defensively.

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I'd also like to make a small tweak to your Rotom-W spread. Nothing big really, just investing another 36 EVs into speed to hit 230 Speed, outpacing max-Speed Jolly Crawdaunt, an up-and-coming threat which is a slight issue for the team. The loss of bulk is negligible and Rotom-W still beats what it usually does, and you were already investing a decent amount anyway, so it's a case of "why not?", really.

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Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Will-O-Wisp
- Psyshock

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Roost
- Defog
- Surf

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Pain Split
- Volt Switch
- Hydro Pump

Talonflame (F) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 116 Def / 144 SpD
Impish Nature
- Brave Bird
- Will-O-Wisp
- Bulk Up
- Roost

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish
Landorus-Therian @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Swords Dance
- Smack Down
- Earthquake
- Stealth Rock

Try out this wacky Lando-T set if you want to be able to break down bulky Ground- and Water-types for Talonflame. It's, in my opinion, the most reliable Stealth Rock user against stall in this meta, being able to force out Mega Sableye and Smack Down+KO/force out Zapdos and Skarmory. Just something to consider.
Hope I helped, and I wish you better luck with this team in the future. If you've got any questions about the suggestions, don't hesitate to shoot me a PM!

Thanks for reading, and peace :]

p.s. watch out for Tyranitar+Keldeo, seeing as Latios is your Keldeo answer. You'll probably have to pull some smart doubles every so often. Also, the Bisharp and Weavile match-up is still somewhat sketchy, even with Talonflame, though it isn't unwinnable through smart play.
 
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