Neutral-b:
Psybeam - Gardevoir charges her psychic power and unleashes a beam of intense energy. The beam takes a few seconds to charge fully and can be stored for later use, and the amount of charge it has will alter its output: if released immediately, the beam will do minimal damage; at its full capacity, the beam is considerably larger and a lot more powerful. It can even be aimed at an upward or downward angle for added tactical advantage!
CUSTOM 1: Hyper Beam - A devastating beam that does immense damage, yet can only be released at its maximum capacity. It also takes a toll on dear ol' Gardevoir, and after firing it, she will have to rest for a couple of seconds before she can move again. Although it's slow to fire and has intense endlag, it's easily Gardevoir's most powerful move and its immense damage and knockback speaks for itself.
CUSTOM 2: Charge Beam - A beam of pure electricity that paralyzes the opponent. Rather than launching the opponent, it does a small amount of damage and stuns the enemy for a moment, allowing Gardevoir to take advantage of them in their helpless state. It does no knockback, however, and cannot kill the opponent. It's the smallest and fastest of Gardevoir's beams and can be charged and stored at will.
Side-b:
Psyshock - Gardevoir strikes the opponent with a burst of psychic energy. The blast travels a short distance ahead of Gardevoir and launches the opponent upwards, doing decent damage and moderate knockback - follow up with a combo when the opponent is in the air and let 'em have it!
CUSTOM 1: Psywave - Gardevoir strikes with a burst of energy that affects the opponent in a variety of unpredictable ways. This move has a chance of paralyzing, freezing or burning the opponent, and the damage dealt caries from 1% to 10%. It doesn't do any knockback, though, and there's a chance it may not even cause flinching. Will Lady Luck smile upon you, or will you fall prey to the wrath of the RNG gods?
CUSTOM 2: Psycho Cut - Gardevoir strikes with a deadly blade of psychic energy. Though the range is much weaker than the default move (only striking directly in front of Gardevoir), is slower to come out and does no knockback, the blade will instantly shatter the opponent's shield if it connects and does more damage.
Down-b:
Barrier - Gardevoir summons a sphere of psychic energy that reflects projectiles from all angles. It doesn't defend against physical attacks, though, and a strong attack will shatter the barrier, forcing Gardevoir to wait a few seconds before summoning it again. Summoning the barrier will also push away the opponent, making it a useful keepaway tool if you need some space.
CUSTOM 1: Safeguard - Gardevoir summons a psychic shield that absorbs projectiles and converts them into health. The shield is much bigger than usual, though its intangible nature means the opponent can rush right in and attack Gardevoir without having to shatter it first. On the plus side, it doesn't have any recharge time, and absorbing a projectile while an ally is inside its area of effect will restore their health too - just remember that the same applies to the opponent as well.
CUSTOM 2: Trick Room - Gardevoir summons a psychic aura with a very unexpected power. This move creates a stationary barrier that increases the speed and knockback power of both the summoner and their allies, while doing the opposite to the opponent. This move is unique in that the barrier itself does not follow Gardevoir, and is instead placed where it is summoned. The effect only lasts while you're within the barrier itself, and it only lasts a few seconds, at which point it has a very long recharge time before it can be used again.
Up-b:
Return - Using her psychic energy and fueled by the love for her Trainer, Gardevoir creates a series of afterimages and travels through them. The images can be aimed in any direction and Gardevoir will move through them immediately after using the move, doing continuous damage and releasing a powerful explosion upon reaching the final image. It isn't very fast and doesn't travel very far, so caution must be exercised when aiming it.
CUSTOM 1: Frustration - Gardevoir uses her psychic energy to take to the skies with great force. Each image does miminal damage and it doesn't travel as far, but when it hits the opponent at the last image, it spikes them straight down with terrifying fury. As Frustration is weaker the more love Gardevoir has for her Trainer, it's not very strong, though the overwhelming power at the end of its journey is useful for catching the opponent off-guard.
CUSTOM 2: U-Turn - Gardevoir dashes though the air with great speed, then immediately returns right back to where she took off from. Gardevoir turns in a sharp U if she hits an opponent, and otherwise will just dash straight ahead without changing direction. It doesn't travel as far, but the knockback is tremendous and can be useful for making a quick retreat if things get too hectic in the air.
Jab - Gardevoir thrusts her hand out and releases a combo of up to three magical shimmers
F-tilt - Gardevoir releases a narrow beam of psychic power that strikes dead ahead
U-tilt - Gardevoir thrusts her head upwards, striking with a wondrous halo of psychic energy
D-tilt - Gardevoir spins on her heel, releasing a psychic pulse at her feet
Dash - Gardevoir spreads her arms out and waltzes as she runs, knocking the opponent away with a trail of psychic energy
F-smash - Gardevoir hovers into the air and thrusts her hands out, creating a miniature black hole in front of her
U-smash - Gardevoir thrusts her hands out at either side, releasing a dazzling gleam overhead
D-smash - Gardevoir spins in a graceful pirouette and strikes low with her legs, releasing a psychic pulse at her feet
N-air - Gardevoir releases a flurry of magical leaves all around, blowing back nearby opponents
F-air - Gardevoir moves her arm upwards like a conductor's baton, summoning a gust of wind that blow the opponent away from her
B-air - Gardevoir kicks behind, striking with a shimmering blast of her heel
U-air - Gardevoir gracefully strikes above in a shimmering upward sweep of her body
D-air - Gardevoir spins gently downwards, the tips of her feet shimmering with psychic power
F-throw - Gardevoir spins her opponent around in a deadly waltz and throws them with a burst of psychic power;
B-throw - Gardevoir turns on her heel and drops the opponent on the ground with a graceful bow;
U-throw - Gardevoir throws her opponent upwards with an upward thrust of her spinning hands;
D-throw - Gardevoir drops the opponent onto the ground and kicks them away with a tap of her psionic toe
Final Smash: Moonblast - Gardevoir flies to the center of the stage and Mega Evolves. A large moon appears on the background and Gardevoir uses Hyper Voice to instantly stuns all the opponents in place before launching a super-powered Moonblast down at her unlucky victim, doing decent damage and tremendous knockback to all caught in its magnificent range.
Taunt 1: Gardevoir bows down and salutes, like performers do after a show.
Taunt 2: Gardevoir puts her hands together and floats quickly from side to side, which appear as afterimages.
Taunt 3: Gardevoir teleports around while doing a slow Balse dance by herself.