Last updated: 2026-07-27

Related Pokemon
The Pokémon’s Normal-type moves become Fairy-type moves and their power is boosted by 20%.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Calm Mind Special Attacker
Calm Mind + Pixilate-boosted Hyper Voice for trading.
Mega Gardevoir
| HP | 145 | 2 | |
|---|---|---|---|
| Atk↓ | 94 | - | |
| Def | 85 | - | |
| SpA↑ | 238 | 32 | |
| SpD | 155 | - | |
| Spe | 152 | 32 |
the ability Pixilateturns it into a Fairy-type, making Hyper Voice the centerpiece for pressuring opponentsspecial attacker build.Calm MindBoosting Sp.Atk and Sp.Def with it specializes in breaking switch-ins.
Add coverage vs. Steel-types
Mega Gardevoir's STABs are both halved by Steel — Mystical Fire or Focus Blast is worth adding. Disruption moves like Encore are also strong — choose per team.
Psyshock or Psychic — choose
PsyshockThis slot is Psychicinterchangeable with the other.vs. Pokémon with lower Sp.Def than Defense, Psychic does more damage. Switch based on the target.
Pressing STAB from favorable matchups, an ace that pressures the opponent's cycle. With high Sp.Def and Calm Mind, opposing special attackers become setup fodder for a sweep.
Steel-type Pokémon
Steel types that halve both STABs and hit weaknesses are tough. When facing Steel types, calmly switch to a teammate.
Example Threats
Doubles Trick Room
Pixilate-boosted Hyper Voice spread under Trick Room.
Mega Gardevoir
| HP | 175 | 32 | |
|---|---|---|---|
| Atk↓ | 94 | - | |
| Def | 87 | 2 | |
| SpA↑ | 238 | 32 | |
| SpD | 155 | - | |
| Spe | 120 | - |
With HP/Sp.Atk EVs, self-deploys Trick Roomto attack — special attacker Mega Gardevoir. Ability Pixilatemakes spread move become a high-power Fairy attack Hyper Voiceto pressure opponent's board.
Psychic interchangeable with Psyshock
Gardevoir's Psychic is Psyshockinterchangeable. Psyshock uses Sp.Atk vs. Defense, so vs. Pokémon with Sp.Def higher than Defense, Psyshock deals more damage than Psychic can be expected.
Self-deploys turn-order reversal Trick Roomand works with allies to pressure both opponents as ace. Powerful spread move is core, Protect blocks focused attacks for advantage — flexible play.
Steel-type Pokémon
Gardevoir struggles vs. Steel. Steel hits its weakness, and halves both Fairy and Psychic. Vs. threats, Protector switch.
Example Threats
Doubles Scarf Special
Scarf Speed + immune to ally spread moves.
Gardevoir
| HP | 145 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 85 | - | |
| SpA | 177 | 32 | |
| SpD | 135 | - | |
| Spe↑ | 145 | 32 |
Choice ScarfGardevoir build that raises mid-tier Speed via this to act first against many opponents. With the Ability Telepathy doesn't get hit by ally's attacking moves, so Coordinates with adjacent allies in Doubles to dominate with special moves from above — its composition.
Leverages high Sp. Atk to pressure opponents, and against opponents that overuse status moves, Trick forces Scarf on opponents to restrict their actions as its role. Since moves get locked, Flexibly decides whether to pick attacking moves that hit consistently or disrupt opponent setup — core gameplay.
Type
Category
Target
Properties
80 / 80
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Wish | Normal | Stat | - | - | 12 | Self | Gives the user’s spot the Wish status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Pain Split | Normal | Stat | - | - | 20 | 1 Foe | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Mean Look | Normal | Stat | - | - | 8 | 1 Foe | Gives the target the Can’t Escape status. | |
| Swagger | Normal | Stat | - | 85 | 16 | 1 Foe | Boosts the target’s Attack stat by 2 stages and confuses it. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Disable | Normal | Stat | - | 100 | 20 | 1 Foe | Gives the target the Move Disabled status for 4 turns. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of burning the target. |
| Mystical Fire | Fire | Spec | 75 | 100 | 12 | 1 Foe | Lowers the target’s Sp. Atk stat by 1 stage. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Life Dew | Water | Stat | - | - | 12 | All Allies | Restores 1/4 of the max HP of the user and its allies. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Triple Axel | Ice | Phys | 20 | 90 | 12 | Contact | 1 Foe | The user attacks 3 times in a row—first with a power of 20, then with a power of 40, then with a power of 60. The attack ends if the user misses. |
| Icy Wind | Ice | Spec | 55 | 95 | 16 | Wind | All Foes | Lowers targets’ Speed stats by 1 stage. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Aura Sphere | Fighting | Spec | 80 | - | 20 | BallPulse | 1 Foe | This move never misses. |
| Vacuum Wave | Fighting | Spec | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Gives the target’s spot the Future Attack status. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Heal Pulse | Psychic | Stat | - | - | 12 | Pulse | 1 Foe | Restores 1/2 of the target’s max HP. |
| Magic Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Magic Room status for 5 turns. Using it again while the Magic Room status is active ends the Magic Room status. | |
| Wonder Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Wonder Room status for 5 turns. Using it again while the Wonder Room status is active ends the Wonder Room status. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Guard Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | |
| Power Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | |
| Healing Wish | Psychic | Stat | - | - | 12 | Self | The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured. If the replacement Pokémon does not need healing, the effect remains in the spot where the move was used. | |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Gravity status for 5 turns. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Hypnosis | Psychic | Stat | - | 60 | 20 | 1 Foe | Puts the target to sleep. | |
| Shadow Sneak | Ghost | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always goes first. (Priority +1) |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Destiny Bond | Ghost | Stat | - | - | 8 | Self | The user gains the Destiny Bound status. This move fails if used in succession. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Memento | Dark | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Misty Explosion | Fairy | Spec | 100 | 100 | 8 | Explosion | All | If the user is under the effect of Misty Terrain, this move’s power is boosted by 50%. The user faints upon using this move. |
| Moonblast | Fairy | Spec | 95 | 100 | 16 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Atk stat by 1 stage. | |
| Alluring Voice | Fairy | Spec | 80 | 100 | 12 | Sound | 1 Foe | Confuses the target if its stats were boosted during the turn this move is used. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Turns the entire field into Misty Terrain for 5 turns. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. |