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Tailroom Gardevoir + Salamence Psyspam

Regulation M-C · Doubles · ARMADILLO · 21 Sep 2026

Trick RoomTailwindPsychic

One day (today), I thought about good cores, since I wasn’t quite happy with my old team (my other reg mc team on this website), when I thought about Gardevoir Indeedee and Salamence. From there, I learned that Wolfe had used it to some success, so I decided to take inspo from his team, seeing him use fire and steel types plus the core, I took inspo from another team I really enjoyed watching from Baltimore, which utilized Corviknight and Sneasler, Sneasler using Coaching, and Corviknight using Bulk Up to boost Body Press a ton, H-Arcanine was purely my own.

Corviknight is designed to boost its Body Press to astronomical levels, along with help from Sneasler.

Beyond helping Corviknight, Sneasler just wants to pick up some KOs and do damage.

Indeedee is here to set up Terrain and Trick Room, as well as helping Gardevoir pick up KOs with Helping Hand. Bulky spread.

Gardevoir is another Trick Room setter, and picks up KOs with Expanding Force and Pixilate Hyper Voice,

Salamence is another Mega, here to do damage, and set up Tailwind. Has enough investment to pick up a KO on opposing Mega Salamence (32 HP 0 SpD) with Draco Meteor. Hopefully will outspeed other Mence with plus Speed nature.

Finally, H-Arcanine. Pretty simple set, with Crunch to take out Basculegion.

Basic Leads and Gameplan: Sneasler plus Corviknight. Coaching plus Bulk Up. Easy enough. Keep doing Coaching, then start using Body Press/Brave Bird. This lead has a few cons, the main one being it doesn’t have Speed control. If you so choose, you could run Tailwind instead of Protect for Speed Control for this mode.

Indeedee and Gardevoir. Simple Helping Hand Gardevoir nuke. Very easy to pilot. Hates Rillaboom.

Salamence and H-Arcanine or Sneasler. The big damage mode. Kill things quick. Let them have fun trying to kill your Mence. Set Tailwind if you want, or don’t, it’s not like they can do anything. (Unless Frosslass is there RUN FROM FROSSLASS).

Also, you can swap Crunch for Bulldoze on H-Arcanine. Benefits: Hits Electric and Fire types supereffectively. Cons: Loses Supereffective coverage into Ghost and Psychic types, which I value more because of Indeedee and Basculegion. Also, the only real electric type threat is Raichu, which is so squishy a strong neutral hit should take it out.

Have fun using the team!

Team members

Corviknight

flyingsteel

AbilityNatureImpish

HP
32 Stat Points
final stat 205
Atk
2 Stat Points
final stat 109
Def, raised by the nature
32 Stat Points
final stat 172
SpA, lowered by the nature
0 Stat Points
final stat 65
SpD
0 Stat Points
final stat 105
Spe
0 Stat Points
final stat 87

Sneasler

fightingpoison

AbilityNatureJolly

HP
2 Stat Points
final stat 157
Atk
32 Stat Points
final stat 182
Def
0 Stat Points
final stat 80
SpA, lowered by the nature
0 Stat Points
final stat 54
SpD
0 Stat Points
final stat 100
Spe, raised by the nature
32 Stat Points
final stat 189

Indeedee-F

psychicnormal

AbilityNatureRelaxed

HP
32 Stat Points
final stat 177
Atk
0 Stat Points
final stat 75
Def, raised by the nature
17 Stat Points
final stat 112
SpA
0 Stat Points
final stat 115
SpD
17 Stat Points
final stat 142
Spe, lowered by the nature
0 Stat Points
final stat 94

Mega Gardevoir

psychicfairy

AbilityNatureModest

HP
32 Stat Points
final stat 175
Atk, lowered by the nature
0 Stat Points
final stat 94
Def
0 Stat Points
final stat 85
SpA, raised by the nature
32 Stat Points
final stat 238
SpD
0 Stat Points
final stat 155
Spe
2 Stat Points
final stat 122

Mega Salamence

dragonflying

AbilityNatureHasty

HP
0 Stat Points
final stat 170
Atk
24 Stat Points
final stat 189
Def, lowered by the nature
0 Stat Points
final stat 135
SpA
10 Stat Points
final stat 150
SpD
0 Stat Points
final stat 110
Spe, raised by the nature
32 Stat Points
final stat 189

Arcanine-Hisui

firerock

AbilityNatureAdamant

HP
2 Stat Points
final stat 172
Atk, raised by the nature
32 Stat Points
final stat 183
Def
0 Stat Points
final stat 100
SpA, lowered by the nature
0 Stat Points
final stat 103
SpD
0 Stat Points
final stat 100
Spe
32 Stat Points
final stat 142

Type matchups

How hard each attacking type hits each member. Abilities and items don't count.

Damage each member takes from each attacking type
Type
Corviknight
Sneasler
Indeedee-F
Mega Gardevoir
Mega Salamence
Arcanine-Hisui
Weak Resist Net
normal0.5×1×1×1×1×0.5×02+2
fire2×1×1×1×0.5×0.25×12+1
water1×1×1×1×0.5×4×110
electric2×1×1×1×1×1×10-1
grass0.25×0.5×1×1×0.25×1×03+3
ice1×1×1×1×4×0.5×110
fighting1×0.5×1×0.25×0.5×2×13+2
poison00.5×1×2×1×0.5×13+2
ground02×1×1×04×220
flying0.5×2×1×1×1×0.5×12+1
psychic0.5×4×0.5×0.5×1×1×13+2
bug0.25×0.25×2×1×0.5×0.5×14+3
rock1×0.5×1×1×2×2×21-1
ghost1×1×02×1×1×110
dragon0.5×1×1×02×1×12+1
dark1×0.5×2×1×1×1×110
steel0.5×1×1×2×1×1×110
fairy0.5×1×1×1×2×0.5×12+1
  • 0 immune
  • 0.25× resists a lot
  • 0.5× resists
  • 1× neutral
  • 2× weak
  • 4× very weak
Damage each member's best damaging move deals to each type
Type
Corviknight
Sneasler
Indeedee-F
Mega Gardevoir
Mega Salamence
Arcanine-Hisui
Resisted Super eff. Net
normal2×2×1×1×1×1×02+2
fire1×1×1×1×1×2×01+1
water1×1×1×1×1×1×000
electric1×1×1×1×1×1×000
grass2×2×1×1×1×2×03+3
ice2×2×1×1×1×2×03+3
fighting2×1×2×2×1×1×03+3
poison1×0.5×2×2×1×1×12+1
ground1×1×1×1×1×1×000
flying1×1×1×1×1×2×01+1
psychic1×1×0.5×1×1×2×110
bug2×1×1×1×1×2×02+2
rock2×2×1×1×1×1×02+2
ghost1×0.5×1×1×1×2×110
dragon1×1×1×1×2×1×01+1
dark2×2×01×1×1×12+1
steel2×2×0.5×0.5×0.5×2×330
fairy1×2×1×1×1×1×01+1
  • 2× super effective
  • 1× neutral
  • 0.5× resisted
  • 0 no effect

Speed tiers

Where each member sits in the speed order. Switch the tab to see how speed control swings it.

#01
Sneasler
189
#02
Mega Salamence
189
#03
Arcanine-Hisui
142
#04
Mega Gardevoir
122
#05
Indeedee-F
94
#06
Corviknight
87
FastestSneasler·189
Range87 to 189