Hi everyone :)
This is a relatively new team that I built after taking a break for a while. I think overall it is a solid team and really enjoy playing it. I think the team may need improvements and am curious to what the community thinks.
As the title says, the team is centered around MDiancie. I enjoy running her because she is incredibly fast and hits like a truck. If you are able to check her counters and bring her in safety it usually is pretty tough to deal with
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Hidden Power [Fire]
This is my standard set on her. The EV spread is pretty typical. The 8 atk is to ensure a OHKO on McharizardY and in general to ensure atleast 50% dmg to fire types which seem to be quite common.
HP Fire is taken to deal with ferrothorn and possibly scizor but bullet punch is a threat
earth power deals with other common steels.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
One of Diancies biggest issues is a weakness to priority steel and water users (most of which are physical) so something needed to be done about that.
Rotom W works perfectly as it resists water/steel moves.
Will-O-Wisp is used to cripple heavy hitting physical sweepers and pain split is used to keep him healthy.
Volcarona (M) @ Passho Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
Volcarona is the other glass cannon of the team and actually synergies quite nicely with Diancie. After using QD, it becomes incredibly threatening. Volcarona checks many of Diancies weaknesses including Grass, Steel, and Water+Ground with Giga Drain. Passho berry makes it easier to set up against water types and leaves it with ~60% hp after 1 aqua jet from non belly drum azumarill.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic
- Wish
- Protect
Jirachi fills several roles in this team so it is best to call him a pivot I guess. Specially defensive spread is taken as the team was kind of lacking a special tank. Toxic gives the team a way to deal with stallers as well as wear down other threatening bulky mons, iron head flinching can also be very effective at wearing down walls and threats alike. The combination of Wish+Protect lets Jirachi function as both a cleric and a staller himself with toxic
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Thundurus has some great uses on this team that I like. Nasty Plot is great for both breaking walls and makes him even more threatning to water types, which cause major issues for diancie.
HP Ice deals with Lando, Gliscor, and Garchomp.
Thunder wave with prankster priority is very useful for dealing with exceptionally fast mons, this is critical as if Diancie gets out sped its usually bad news
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Entry hazards are very crippling as the sweepers on this team are very frail so every HP counts. The team also lacks any physical damage so Excadrill addresses both these issues. I choose scarf Excadrill as usually he is sent in to deal with specific threats and scarf almost always lets him move first.
Thank you for reading and I accept and encourage every critique and suggestion. :)
I will hopefully be able to add a threat list and replays soon.
This is a relatively new team that I built after taking a break for a while. I think overall it is a solid team and really enjoy playing it. I think the team may need improvements and am curious to what the community thinks.
As the title says, the team is centered around MDiancie. I enjoy running her because she is incredibly fast and hits like a truck. If you are able to check her counters and bring her in safety it usually is pretty tough to deal with
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Hidden Power [Fire]
This is my standard set on her. The EV spread is pretty typical. The 8 atk is to ensure a OHKO on McharizardY and in general to ensure atleast 50% dmg to fire types which seem to be quite common.
HP Fire is taken to deal with ferrothorn and possibly scizor but bullet punch is a threat
earth power deals with other common steels.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
One of Diancies biggest issues is a weakness to priority steel and water users (most of which are physical) so something needed to be done about that.
Rotom W works perfectly as it resists water/steel moves.
Will-O-Wisp is used to cripple heavy hitting physical sweepers and pain split is used to keep him healthy.
Volcarona (M) @ Passho Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
Volcarona is the other glass cannon of the team and actually synergies quite nicely with Diancie. After using QD, it becomes incredibly threatening. Volcarona checks many of Diancies weaknesses including Grass, Steel, and Water+Ground with Giga Drain. Passho berry makes it easier to set up against water types and leaves it with ~60% hp after 1 aqua jet from non belly drum azumarill.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic
- Wish
- Protect
Jirachi fills several roles in this team so it is best to call him a pivot I guess. Specially defensive spread is taken as the team was kind of lacking a special tank. Toxic gives the team a way to deal with stallers as well as wear down other threatening bulky mons, iron head flinching can also be very effective at wearing down walls and threats alike. The combination of Wish+Protect lets Jirachi function as both a cleric and a staller himself with toxic
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Thundurus has some great uses on this team that I like. Nasty Plot is great for both breaking walls and makes him even more threatning to water types, which cause major issues for diancie.
HP Ice deals with Lando, Gliscor, and Garchomp.
Thunder wave with prankster priority is very useful for dealing with exceptionally fast mons, this is critical as if Diancie gets out sped its usually bad news
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Entry hazards are very crippling as the sweepers on this team are very frail so every HP counts. The team also lacks any physical damage so Excadrill addresses both these issues. I choose scarf Excadrill as usually he is sent in to deal with specific threats and scarf almost always lets him move first.
I will hopefully be able to add a threat list and replays soon.
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