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Gardevoir

In-battle formes

Base

HP:68
Attack:65
Defense:65
Sp. Atk:125
Sp. Def:115
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
Pure Hackmons
Wonder Guard Shell Smash259

Mega

HP:68
Attack:85
Defense:65
Sp. Atk:165
Sp. Def:135
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Pure Hackmons
Wonder Guard Shell Smash299

Evolutions

Strategies

  • en
Written by Daylight

Wonder Guard Shell Smash

Move 1
Move 2
  • Judgment
    Type varies based on the held Plate.
    TypeNormal
    CategorySpecial
    Power100 BP
    Accuracy100%
Move 3
  • Grass Knot
    More power the heavier the target.
    TypeGrass
    CategorySpecial
    Accuracy100%
  • Freeze-Dry
    10% chance to freeze. Super effective on Water.
    TypeIce
    CategorySpecial
    Power70 BP
    Accuracy100%
  • Moonblast
    30% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 4
  • Secret Sword
    Damages target based on Defense, not Sp. Def.
    TypeFighting
    CategorySpecial
    Power85 BP
    Accuracy100%
  • Lava Plume
    30% chance to burn adjacent Pokemon.
    TypeFire
    CategorySpecial
    Power80 BP
    Accuracy100%
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%

Mega Gardevoir’s excellent Psychic / Fairy typing and high base 165 Special Attack make it one of the best options for a Wonder Guard Shell Smash sweeper. Judgment and either Iron Plate or Spooky Plate allow this set to beat Imposter users, as well as Fairy-type or Psychic-type Wonder Guard users, respectively. Thanks to the evergreen popularity of Wonder Guard Xerneas, Iron Plate is usually preferred, but Spooky Plate does have additional utility outside of hitting Psychic-type Wonder Guard users—notably +2 Spooky Plate Judgment OHKOes Mega Mewtwo X, Mega Mewtwo Y, and Mega Latios, as well as standard Primal Groudon after Stealth Rock. The remaining moveslots are dedicated to coverage for breaking as many Wonder Guard cores and Mold Breaker switch-ins as possible and are, as a result, quite flexible and very team-dependent. Grass Knot and Freeze-Dry are powerful coverage options that, most notably, allow this set to beat the ever popular Wonder Guard Primal Kyogre. On Iron Plate sets, Grass Knot is usually preferred for the OHKO on Primal Groudon after Stealth Rock at +2. Freeze-Dry nails a broader range of threats, however, including OHKOing Wonder Guard Gyaradosite Gyarados and Mega Rayquaza. Moonblast is a powerful STAB move that is often Mega Gardevoir’s best option against non-Wonder Guard switch-ins and also OHKOes the somewhat common Wonder Guard Mega Sableye. It also OHKOes standard Giratina sets even at just +1. Secret Sword and Lava Plume smack Normal and Bug / Steel type Wonder Guards, respectively, while Earth Power is notable for hitting both Electric Wonder Guard users and netting a guaranteed KO against Primal Groudon at +2. Mix and match these (or other) coverage options according to your team’s needs and current metagame trends. A Modest nature is preferred to secure several key KOs such as Mega Mewtwo X and Mega Rayquaza, but a Timid nature is an option if outpacing Timid Xerneas is desired.

Wonder Guard Shell Smash Mega Gardevoir fits well on both balance and offensive teams as a powerful wincon. Physical Mold Breakers, though valuable on nearly every team structure in ORAS Pure Hackmons, are especially important teammates for Mega Gardevoir, breaking through the Wonder Guard users Mega Gardevoir’s chosen coverage moves may not pierce. Choice Band Primal Groudon is especially noteworthy for its excellent offensive synergy with Mega Gardevoir, as well as its ability to obliterate opposing Wonder Guard users with its STAB V-create. Fast and powerful Mold Breaker users such as Mega Mewtwo Y and especially Mega Gengar can make it very difficult for Gardevoir to get a Shell Smash up, so teammates such as Yveltal, Mega Gyarados, Wonder Guard Meloetta, Arceus carrying Knock Off, and various -ate Speed users like Mega Rayquaza and Mega Abomasnow are appreciated. Many of these Pokemon are also good entry hazard setters, and Mega Gardevoir appreciates Stealth Rock support to turn many of its already favorable rolls, such as +2 Spooky Plate Judgment or Grass Knot into 240 HP Primal Groudon, into guaranteed KOs. Aromatherapy support from support Wonder Guard partners with complementary typing such as Primal Kyogre, Meloetta, Slaking, and Mega Scizor, among others, is also appreciated to prevent Toxic or Will-O-Wisp from putting a timer on Mega Gardevoir’s sweep. Defog and Wish support from these teammates can also offset any chip Mega Gardevoir might take throughout a game, making its job as a late-game cleaner and wincon more flexible.

Other Options

An alternate EV Spread of 80 Def / 252 SpA / 176 Spe with a Timid nature can be used to outspeed Jolly Primal Groudon and other maximum Speed base 90 Pokemon before Mega Gardevoir uses Shell Smash, in addition to giving it the ability to survive Choice Band Adamant Mold Breaker Primal Groudon’s Extreme Speed before Mega Gardevoir uses Shell Smash and non-Choice Band Extreme Speed after a Shell Smash. This spread, however, is generally only worth using in tandem with either Water coverage like Scald or Steam Eruption or on niche Choice Specs Mold Breaker sets with Psycho Boost that can OHKO Primal Groudon without requiring a boost first. Thanks to Mega Gardevoir’s physical frailty, further defensive investment is generally inadvisable.

Mega Gardevoir has a wide range of other viable coverage options; Bug Buzz hits Psychic-type Wonder Guard users, Aura Sphere hits Normal-type Wonder Guard users not named Blissey harder than Secret Sword, Scald OHKOes Primal Groudon, and Giga Drain hits Water-type Wonder Guard users while also providing recovery. Gastro Acid is also an option over a coverage move to allow Mega Gardevoir to break through Wonder Guard users of any type at the somewhat steep cost of an additional turn to do so. In addition, while Stealth Rock is hard to fit, Mega Gardevoir’s ability to threaten out the format’s most popular Magic Bouncers—Giratina and Yveltal—make it a reliable entry hazard setter.

Mega Gardevoir is also a very competent user of Substitute + Baton Pass Wonder Guard sets, but faces fierce competition from the much bulkier Xerneas for this role. However, it is worth noting that Mega Gardevoir specifically utilizes Glare and Shell Smash variants of these sets just as efficiently, if not better, than Xerneas can in many scenarios. Mold Breaker sets with either Choice Specs or Shell Smash are also a niche option. However, the former faces steep competition with Choice Specs Mega Mewtwo Y and even the rare Choice Specs Mega Diancie and the latter is only useful over similar Mega Diancie sets if STAB Stored Power or Psystrike is greatly desired.

Checks and Counters

Strong Physical Attackers: Mega Gardevoir’s physical frailty means it cannot switch into or stomach any reasonably strong physical hits bar Fighting type attacks. A Choice Band or Huge Power boosted hit that makes it through Mega Gardevoir’s Wonder Guard will almost always KO. In addition, super effective priority moves such as Shadow Sneak and Bullet Punch—most frequently seen on Shadow Tag and Huge Power Regigigas and Slaking sets—bypass Gardevoir’s Wonder Guard and KO it outright.

Mega Gengar: Mold Breaker Mega Gengar puts a lot of pressure on Mega Gardevoir, outspeeding and OHKOing it with Spooky Plate Judgment or Sludge Wave. However, Mega Gengar cannot switch into Mega Gardevoir effectively, especially if Gardevoir is carrying Spooky Plate or is already boosted.

Opposing Wonder Guard: Because Wonder Guard sweepers are inherently matchup dependent, Wonder Guard users that Mega Gardevoir is not packing the correct coverage move for will force it out.

Item Removal: Trick, Switcheroo, and Mold Breaker Knock Off can severely impede Mega Gardevoir’s ability to do its job, removing one third of its coverage as well as its ability to beat Imposter users.

Plate Imposter Users: While rare and very suboptimal outside of a matchup into offensive Wonder Guard Mega Gardevoir or Xerneas (or Mold Breaker Mega Gengar, in the case of Spooky Plate), Imposter Pokemon holding an Iron Plate or Spooky Plate directly counter this set and can be difficult to deal with.

Credits

Moves

 
Power
Accuracy
PP
15
Switches position with the ally on the far side.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
5
If the user faints, the attack used loses all its PP.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
10
User faints. Replacement is fully healed.
 
Power
Accuracy
PP
10
Heals the target by 50% of its max HP.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
30
For 5 turns, shields user's party from critical hits.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
10
5 turns. Can't status,-Dragon power vs grounded.
 
Power
95
Accuracy
100%
PP
15
30% chance to lower the target's Sp. Atk by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
120
Accuracy
100%
PP
10
Hits adjacent Pokemon sharing the user's type.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
Next turn, 50% of the user's max HP is restored.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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