Other The Next Best Thing - ORAS OU Edition (Discussing Gardevoir sets) Check Post #920

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sorry for being a bit late, exams
anyways sketchups wins this round!
our next test subject will be...

gardevoir & gardevoir mega
 
Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 20 Def / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Will-O-Wisp
- Healing Wish
- Psyshock

Healing Wish gives Mega Gardevoir a second chance for a sweeper to sweep, yadayada, -reads off healing wish description-. Nothing for me to explain really.
 

Grim

The Ghost
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Healing 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.

Edit: Straigt up unviable is an overstatement but it is definitely unadvisable.
 
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Healing 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.
just replace wisp with focus blast then it's all team dependent anyway
 
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 spe
Modest Nature/Tinid Nature
- Moonblast
- Psyshock
- Focus Blast
- Healing Wish/Trick/Memento

Scarf Gardevoir is a cool mon who catches many people off guard. It has good coverage, with focus blast hitting the steels who resist it's STAB, but the best reason to use this set is it's utility. Healing wish is a great move for offensive teams to have, while trick can be used to mess up a stallmon. Memento can also be used to give ease of setup to a somewhat frail teamate. It is also the only fast non mega fairy other than unburden Slurpuff, giving it another reason to be used on offensive teams.
 
Future Sight M-Gardevoir



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. :)
 
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p2

Banned deucer.
Wonder Room Gardevoir

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.
 
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Future Sight M-Gardevoir



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. :)
This thing coupled with banded Azumarill are literally OU Jesi. Although I run it max sp atk with modest and only 200 speed to outspeed Altaria with the rest dumped into sp def. And protect is definitely a must have with future sight.
 

MikeDawg

Banned deucer.
Wonder Room Gardevoir

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.
This is cute, but I don't think that it actually works well in practice. For one, it wastes a turn that could be spent attacking. It was never that bulky on the special side anyway given the lack of investment. Those calcs seem low (scizor is impressive), but you have to keep in mind that at the end of the day, these are priority moves and are generally weaker than other attacks. Will-o-wisp accomplishes the same purpose defensively, but it's permanent, it damages, and it avoids sucker punch altogether. Of course, these priority users are going to hit you before you wisp, but the same is true about wonder room. When do you intend on using the move? These mons aren't switching into you bar talonflame (which is perhaps the only real draw to the set, but psyshock does a number on spdef regardless), because they are destroyed by gardevoir's attacks to begin with. When will it actually be useful to wonder room? Pretty much never.

Offensively, it has similar issues. As mentioned, when are you going to use wonder room? They aren't switching into you, and attacking lets you outright ko them without taking damage (or just will-o-wisp on the switch). Wallbreaking doesn't work out either. Sure, gardevoir does 50% to chansey AFTER wonder room. But if you wonder room on the switch, gardevoir is now countered by any of their physically defensive mons (hi skarmchans, mega scizor, etc.), and they have that free turn to switch. It's also worth noting that assault vest boosts spdef regardless of wonder room, so tornadus-t is still a viable switchin (or it can switchin while you set up wonder room), and gardevoir is now vulnerable to special attacks

It's nothing more than a fun idea, as wonder room is practically useless in reality. If you can provide some high-quality replays, then I will definitely concede, but it's super obvious that you never used it, because it has no practical use.
 

TPP

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Head TD
Substitute Mega Gardevoir

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast / HP Fire
- Substitute

Sub allows Gardevoir to hide itself from faster threats and priority. Gardevoir can force a ton of switches and using sub makes it harder to revenge kill, and protects it from status conditions. If you run HP Fire, then you'll be able to take the Bullet Punch from Scizor and then 1HKO it or do massive damage. For those that oppose substitute for the no recovery, it's better to lose 25% to Substitute than to lose 100% from an attack that'd kill you.
 
Anti Weather Teams Gardevoir

Gardevoir @ Choice Scarf
Ability: Trace
EVs: 52 Def / 252 SpA / 204 Spe
Timid Nature
- Moonblast
- Focus Blast
- Energy Ball
- Psychic/Trick/Destiny Bond/Healing Wish

Basically prevents you from losing to sand or rain while still functioning as a decent revenge killer when you don't play sand or rain. Trace allows you to copy their Sand Rush/Swift Swim. Moonblast for Kingdra and general spamming, focus blast to OHKO Sand Rush Excadril and to OHKO scarf Tar or do a lot to bulky Tar. Energy Ball to OHKO MegaPert and Kabutops and 2HKO Hippo. Fourth move is optional, psychic is viable for revenge killing gengar, or if you are worried about Victrebell on Sun teams lol. Trick is good for crippling a utility mon like ferrothorn, which is common on rain team. Destiny bond is good for getting a kill on whatever you need to and healing wish for a late game sweep from another mon on your team. 208 Speed to outspeed mega lopunny and OHKO it with moonblast, max sp atk for max damage and 52 def so it can eat up a return from lopunny or 2 psyshocks from a latios. I know MegaZam can perform a very similar role but that's assuming you already have it mega evolved which is not that easy early on, plus Gardevoir has better bulk and typing so it can actually switch into a Lati.

Weather team calcs:
252 SpA Gardevoir Focus Blast vs. 0 HP / 0 SpD Excadrill: 362-426 (100.2 - 118%) -- guaranteed OHKO
252 SpA Gardevoir Focus Blast vs. 0 HP / 0 SpD Tyranitar in Sand: 340-404 (99.7 - 118.4%) -- 93.8% chance to OHKO
252 SpA Gardevoir Moonblast vs. 0 HP / 0- SpD Kingdra: 354-416 (121.6 - 142.9%) -- guaranteed OHKO
252 SpA Gardevoir Energy Ball vs. 100 HP / 0 SpD Mega Swampert: 356-420 (97.2 - 114.7%) -- guaranteed OHKO after Stealth Rock
252 SpA Gardevoir Energy Ball vs. 0 HP / 0 SpD Kabutops: 512-604 (196.1 - 231.4%) -- guaranteed OHKO
252+ Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 52 Def Gardevoir in Rain: 169-200 (61 - 72.2%) -- guaranteed 2HKO

General Calcs:
252 SpA Gardevoir Moonblast vs. 0 HP / 0 SpD Mega Lopunny: 314-372 (115.8 - 137.2%) -- guaranteed OHKO
252 Atk Mega Lopunny Return vs. 0 HP / 52 Def Gardevoir: 228-268 (82.3 - 96.7%) -- guaranteed 2HKO
252 SpA Gardevoir Moonblast vs. 0 HP / 4 SpD Latios: 278-330 (92.9 - 110.3%) -- 62.5% chance to OHKO (or dead after LO recoil)
252 SpA Life Orb Latios Psyshock vs. 0 HP / 52 Def Gardevoir: 112-133 (40.4 - 48%) -- guaranteed 3HKO
 
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.
 

Martin

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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).
 
Just pointing this out, but Grudge is directly outclassed by Destiny Bond (which Gardevoir has access to).
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.
 
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.
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.
 
Thunder Wave Mega Gardevoir

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast/Taunt
- Thunder Wave

It's a relatively small (and somewhat niche) change, but it allows Mega Gardevoir to cripple fast attackers (e.g. Mega Metagross) to allow for your sweepers to do a more efficient job. It's pretty bulky (at least on the special side), so it can take a hit and cripple some things that would otherwise outspeed your team. It has some viability over the trick room set, because Gardevoir is relatively fast, and it's another fairly effective form of speed control. I slashed Taunt after Focus Blast to better deal with stall, though (if your team deals with Heatran/Ferrothorn decently enough).

Calm Mind + Taunt Mega Gardevoir

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Taunt
- Calm Mind

This set retains its usefulness as a stall breaker, as well as being able to set up with Calm Mind (I'm much less sure about this set than the previous, but I do think it has potential). Plus, after a Calm Mind, it hits like a truck. It does lose coverage on steels and more obscure things like Victini, but there's no reason for a Gardevoir to stay in on them, anyway. It gives your team another win condition, as well.

All in all, I think the T-Wave set is better though, but CM + Taunt is pretty cool.
 
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 36 HP / 220 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Psyshock/Psychic
- 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, Slowbro 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.
 
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Wisp is probably the best choice for Mega Gardevoir's 4th slot (speaking about less common choices of course), considering that Hyper Voice, Focus Blast and Psyshock are p much mandatory and Taunt and Calm Mind are generally more used than Will-o-Wisp. It's great tho as it allows to beat way more easily lot of things that like to switch into Gardevoir like Jirachi, Scizor and Metagross.
 
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.
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).

In terms of Psyshock, I don't think it's the best move to run. Hyper Voice already gets you through threats like AV Tornadus-T (a 2HKO), and Psyshock won't get you through significant Poison type threats - such as defensive Mega Venusaur - and you're never going to be getting through the likes of Chansey anyway. If you run Psychic on the other hand, Venusaur becomes a OHKO after rocks.

Other options for the Psyshock slot are Memento, which gives a potent Trick Room set up sweeper a chance to wreck face, or WoW - again for similar reasons. If you're looking to sweep however, Psychic is definitely the superior option. I like to pair this Gardevoir with another Memento user, such as Whimsicott, who can then let you set TR on a reduced super effective hit and sometimes sweep. What you do need to look out for on this set is pokemon with highly variable speed tiers, such as Magnezone, where you underspeed scarfed variants but are undersped by specs variants.

Also, I'd recommend Trace over Synchronize as the base ability - so you can Intimidate intimidators if nothing else.
 
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