Doubles Diancie (revamp)

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MajorBowman

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[OVERVIEW]
Diancie's prowess in DOU is very heavily predicated on the immense strength of Diamond Storm. The option to dish out big chunks of damage while also boosting Defense makes Diancie very hard to break once the ball starts rolling. In its base forme, Diancie is one of the tier's best offensive Trick Room setters thanks to its impressive bulk and consistent damage output. Additionally, its phenomenal ability Clear Body means that teams that rely on Intimidate users to check Rock-types will greatly struggle to contain Diancie's damage output. The biggest weakness Diancie faces is its vulnerability outside of Trick Room; Diancie typically has enough bulk to stomach one big hit but rarely two, so pinning it down when it does not hold the Speed advantage can spell doom for it. Mega Diancie struggles to find a niche due to its frailty, but it can still punch holes in unsuspecting teams in favorable positions. While Diancie can be reduced to a Diamond Storm bot at times, the flexibility it can provide to a large swath of team archetypes solely because it can both set and take advantage of Trick Room should not be underestimated.

[SET]
name: Offensive Trick Room
move 1: Diamond Storm
move 2: Moonblast
move 3: Trick Room
move 4: Protect
item: Weakness Policy
ability: Clear Body
nature: Brave
evs: 252 HP / 108 Atk / 52 Def / 96 SpA
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Diancie is one of the best Trick Room setters in the tier thanks to the many tools it has under its belt, so it will naturally carry Trick Room due to its bulk being artificially magnified when attacking first. Diamond Storm is its primary attack, as it provides Diancie with a means of significantly damaging both foes and raising its Defense, thereby bolstering its already above-average bulk. Moonblast is Diancie's secondary STAB attack, granting it both a move that cannot miss when a 5% risk cannot be taken and a way to smack some Pokemon that resist Rock-type attacks, like Zygarde and Kommo-o. Protect rounds out Diancie's set as a staple in DOU, allowing Diancie a turn of safety.

Set Details
========

The Special Attack investment on this set ensures that Diancie will always OHKO Kommo-o with Moonblast, even after the Special Defense boost from Clangorous Soulblaze. When combined with maximum HP investment, 52 EVs in Defense allows Diancie to always survive a Leaf Blade from Jolly Kartana and activate its Weakness Policy. Diancie is one of few Pokemon that can make good use of Weakness Policy because its unique typing means that the best ways to damage it are through super effective moves. There are few neutral attacks in the tier that can dent Diancie, and its massive bulk means that it can usually afford to take one super effective attack without much trouble, especially considering that some super effective attacks in the tier, such as Tapu Fini's Muddy Water, are pretty weak. The remaining EVs are placed in Attack, which, in conjunction with an Attack-boosting nature, allows Diancie to reliably 2HKO Incineroar without risk of activating its pinch Berry as long as there is no interference from Stealth Rock. Clear Body's biggest application is preventing Attack drops from Intimidate, making Diancie one of the best Incineroar checks in the tier, but it also prevents other annoying stat drops from attacks like the aforementioned Tapu Fini's Muddy Water. To make best use of Trick Room, Diancie uses 0 Speed IVs and a Brave nature. If using a slow Pokemon that carries Knock Off like Scrafty or Incineroar alongside Diancie, it can be valuable to make Diancie one point faster than its partner so that the partner can remove a potential pinch Berry before Diancie activates it in Trick Room; this can be done by setting Diancie's Speed IV to an appropriate value. Rockium Z is a viable option over Weakness Policy for increased damage output that does not rely on being hit first, but Diancie's partners usually make better use of Z-Moves and Weakness Policy makes Diancie an offensive threat for more than one turn.

Usage Tips
========

Diancie's Weakness Policy can be thought of as insurance, since it essentially prevents the foe from hitting Diancie with a weaker super effective attack as it sets up Trick Room. If possible, try to avoid letting Weakness Policy activate until Diancie is in a position to start sweeping. The optimal situation would be to activate it on the same turn that Trick Room is set up, but if Diancie can manage at least a couple turns of boosted attacks under Trick Room, you will likely be in a good position. Be wary of foes chipping Diancie into KO range with weaker neutral attacks—this is generally the best way to handle Diancie. In most scenarios when Diancie is attacking, Diamond Storm should be the attack of choice. Defense boosts and spread damage are Diancie's bread and butter, so Moonblast should only be used when you need to hit a specific target that resists Diamond Storm or be absolutely sure Diancie does not miss. Diancie's low Speed allows it to take advantage of its own Trick Room, but you must be wary of Pokemon that can underspeed and threaten Diancie with huge damage. Mega Camerupt, Gastrodon, Araquanid, and Lurantis all fit this description, so play conservatively with your Diancie until these Pokemon are neutralized.

Team Options
========

Given Diancie's penchant for both setting up and taking advantage of Trick Room, any Pokemon than can facilitate Trick Room setup makes for a good Diancie partner. Given that Fake Out and Intimidate are both excellent means to a Trick Room end, Incineroar and Scrafty find themselves next to Diancie on a number of teams. Incineroar specifically can weaken the foe with Intimidate and then pivot into a partner that will also take advantage of Trick Room or threaten problematic Steel-types with a powerful Flare Blitz. Multiple checks to Steel-types are mandatory with Diancie, as its coverage and typing leave it quite vulnerable to Steel-types both offensively and defensively. Such checks can range from Fire-types, like Mega Charizard Y and the aforementioned Incineroar, to Ground-types, like Landorus-T and Zygarde. Mega Camerupt combines both of these types and its incredibly low Speed to make for a fantastic Diancie partner, capable of dealing huge damage to the Steel- and Grass-types that threaten Diancie while being possibly the best Trick Room sweeper in the tier. Teams that carry both Diancie and Mega Camerupt tend to be full Trick Room teams. Bulky Water-types are a nuisance for Diancie, as they are capable of sponging any of Diancie's attacks while Trick Room is up and weakening Diancie to the point of preventing a second use of Trick Room. Tapu Bulu is often the Island Guardian of choice on these teams given its relatively low Speed and ability to smack said problematic bulky Water-types, as well as Ground-types, that threaten Diancie while providing Diancie with passive recovery. Nature Power Mega Camerupt also often finds itself on teams that carry Diancie and Tapu Bulu as a means of eliminating unsuspecting Water-types. Additional Trick Room setters that can be used to support Diancie include Porygon2 and Bronzong, both of which can reliably set Trick Room in the face of most of the metagame. However, using Diancie on a team does not necessitate a hard emphasis on Trick Room. Diancie is arguably the best Trick Room setter on "semiroom" teams, which usually have an additional means of speed control like Tailwind to ensure an advantage in any scenario. Mega Charizard Y, Kartana, and Zapdos can all effectively fill this role and have symbiotic relationships with Diancie thanks to there being very few overlapping checks between any of these Pokemon and Diancie itself.

[SET]
name: Mega Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Substitute / Hidden Power Fire
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 160 Atk / 96 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm is the premier attack for Mega Diancie, boasting high power for a spread move and a high chance of a Defense boost to patch Mega Diancie's poor bulk. Moonblast's damage output is surprisingly high, and it can be used in situations where a particular foe would be hit significantly harder by a Fairy-type attack. Given Mega Diancie's propensity for forcing switches and other defensive plays, Substitute can be used to buy Mega Diancie free turns in such instances. Hidden Power Fire is a viable option on Mega Diancie, as many teams rely on Kartana as their only Diancie check; sniping a Kartana with Hidden Power Fire can pave the way for Mega Diancie to make an even greater impact. Protect is especially important on a Pokemon as frail as Mega Diancie, giving it temporary safety while its partner can improve its position.

Set Details
========

Mega Diancie's Speed tier necessitates maximum investment given the other Pokemon in the tier that lie next to and just below it, so 252 EVs and a boosting nature are employed. Hasty is chosen over Naive because Diamond Storm will likely be boosting Mega Diancie's Defense, making up for the slight initial Defense drop. The given Special Attack investment means that Mega Diancie will 2HKO standard bulky pivot Landorus-T with Moonblast. If Mega Diancie manages to set up Substitute on a turn when Landorus-T pivots onto the field, Mega Diancie can KO it before Landorus-T can damage Mega Diancie at all. The remaining EVs are placed in Attack to power up Diamond Storm and give Mega Diancie a 94% chance to 2HKO standard Incineroar with Diamond Storm at -1 Attack.

Usage Tips
========

Since Diancie's base forme has such a fantastic ability in Clear Body, you should be deliberate about when you choose to Mega Evolve Diancie. If your opponent has Pokemon that employ Intimidate or stat-dropping moves like Icy Wind, it can be advantageous to keep Diancie in its base forme until those Pokemon are out of the way. Similarly, if facing a Pokemon faster than Mega Diancie that threatens to deal a lot of damage, consider keeping it in its base forme to take the hit if increased damage isn't necessary. Once Diancie has Mega Evolved, Diamond Storm should be the move of choice in most cases. Moonblast hits pretty hard neutrally and will do more damage to one target than a spread Diamond Storm, so this move is the better choice if you need more damage against one specific opposing Pokemon. Try to always be attacking first with Mega Diancie; relying on taking a hit and firing back can be very risky because of Mega Diancie's frailty.

Team Options
========

Speed control is very important with Mega Diancie. Tailwind Kartana is a good partner thanks to its ability to threaten opposing Water- and Ground-types, and Tailwind Zapdos, Tailwind Suicune, and Icy Wind Kyurem-B also combine speed control and offensive synergy. Mega Diancie also appreciates Pokemon that can eliminate Steel-types. Fire-types like Incineroar and Volcanion fit this role, and Volcanion in particular also appreciates the speed control that often accompanies Mega Diancie. Mega Diancie also needs a partner to cover Ground-types, but answers to Landorus-T are more important than answers to Zygarde, since Mega Diancie can smack Zygarde with Moonblast. Kyurem-B, Tapu Fini, and your own Landorus-T are all solid choices to improve the opposing Landorus-T matchup. Grass-type Pokemon make for good partners given Mega Diancie's ability to beat most relevant Flying- and Fire-types handily. Tapu Bulu gives Mega Diancie passive recovery and can eliminate Water-types, while Amoonguss can give Mega Diancie some breathing room with Rage Powder and Spore.

[STRATEGY COMMENTS]
Other Options
=============

The Trick Room set can make use of a pinch Berry to boost Diancie's already impressive longevity. Hard Stone is an option over Rockium Z if greater damage output is desired but the team's Z-Move is already taken. Helping Hand and Stealth Rock can replace Trick Room on teams that don't need it set up, but keep in mind that this restricts Diancie's ability to offensively threaten opposing teams itself. Mega Diancie can use Earth Power in its third moveslot to give it a positive matchup against non-Z-Move Tapu Koko and a last-ditch option against Mega Metagross. If Earth Power is used, an alternate EV spread of 52 HP / 168 Atk / 36 SpA / 252 Spe should be used to survive a Life Orb-boosted Thunderbolt from Tapu Koko in Electric Terrain and KO in return.

Checks and Counters
===================

**Steel-types**: Most common Steel-type Pokemon resist both of Diancie's attacks and threaten to OHKO it in return. Mega Metagross and Genesect both OHKO Diancie with Iron Head, Kartana will OHKO it with Bloom Doom, and Aegislash can OHKO it with Flash Cannon. None of these Pokemon have a chance at being OHKOed by anything but Hidden Power Fire Mega Diancie.

**Ground-types**: Landorus-T and Zygarde both OHKO base Diancie with Tectonic Rage and Mega Diancie with their respective Ground-type attacks. Bulky Landorus-T will 2HKO regular Diancie with Earth Power, but it must be wary of activating Weakness Policy in the process. Choice Scarf Landorus-T will outspeed and OHKO Mega Diancie, while Dragon Dance Zygarde can outspeed and OHKO Mega Diancie at +1 but must dance around Moonblast. Keep in mind that threats from both Zygarde and physical Landorus-T can be somewhat mitigated by Diamond Storm boosts and Intimidate, especially if they are a team's main answers to Diancie.

**Water-types**: Bulky Water-types like Tapu Fini and Gastrodon can reliably take hits from either Diancie forme and threaten to chip away at its health. Tapu Fini can use Moonblast or Nature's Madness to put Diancie in KO range of a Water-type attack, but Gastrodon that don't carry either Tectonic Rage or Toxic must play around a possible Weakness Policy, lest they risk being smacked by a +2 Moonblast. Water-types with Swift Swim, including Mega Swampert, Kingdra, and Ludicolo, will all outspeed and OHKO either Diancie forme in the rain.

**Grass-types**: Diancie has a hard time significantly damaging any Grass-types, giving them room to fire back with their super effective STAB attacks. Kartana is the most immediately threatening Grass-type but is also the only one that is particularly wary of taking a Moonblast. Amoonguss can take advantage of regular Diancie's Trick Room, while Mega Venusaur and Ferrothorn are both nearly hard stops to either Diancie forme.

**Faster Pokemon**: Pokemon that are faster than Mega Diancie are generally able to do a lot of damage, if not outright OHKO, given Mega Diancie's poor bulk. Such Pokemon include Choice Scarf Tapu Lele, Choice Scarf Genesect, Choice Scarf Landorus-T, and Deoxys-A.

**Speed Control**: If Mega Diancie loses the speed control battle, it will have a very hard time remaining healthy. Tailwind Suicune and Icy Wind Tapu Fini will both take minimal damage from any of Mega Diancie's attacks and can reliably use their speed control options and threaten it with a Water-type attack.

**Preventative Measures for Trick Room**: Standard means of blocking Trick Room like Taunt and Roar limit regular Diancie's ability to control the game. Inner Focus Roar Suicune is a particularly problematic presence for Diancie, while Tapu Koko and Tapu Lele can both Taunt Diancie and threaten it with a strong neutral attack.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[n10sit, 267148], [Heliodor, 355886]]
- Quality checked by: [[talkingtree, 232101], [Stratos, 59770]]
- Grammar checked by: [[Empress, 175616], [P Squared, 168392]]
 
Last edited:

talkingtree

large if factual
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  • [Overview] Diancie is one of the very few solid MZard checks in the tier (I personally think it's only MMence/MLati/Diancie/Ttar that make me feel confident against Zard), so that's worth a mention
  • [TR Set Details] Hard Stone is more of an OO thing imo
  • [TR Team Options] idk if redirection is worth mentioning, I can't remember the last time I saw Amoonguss + Diancie
  • [TR Team Options] I'd also say that Bulu helps against Ground-types (aside from opposing Camel), and can help keep Diancie healthy enough to take a super effective attack and proc WP
  • [Mega Set] Just use 52 HP, it only takes 4 more EVs than the current spread and helps a bit with Defense
  • [Mega Set Details] Sub sets might want to use 160 Atk / 96 SpA / 252 Spe (2HKOes standard bulky Lando-T with Moonblast, Koko calcs aren't as relevant)
    • This is important because subbing on it pivoting in means you can then KO it before it does damage to Diancie itself
  • [Mega Set Details] Hasty was picked because Diamond Storm
  • [Mega Team Options] Earth Power doesn't help much with a lot of the popular Steel-types (Gene and Kart can take it, MMeta speed ties)
  • [OO] I'd lean towards Rockium up and Hard Stone here but I won't die on either hill
  • [OO] Nix Sub baby Diancie that sounds horrible
  • [OO] Helping Hand baby Diancie is something I've used to decent success, usually over TR for teams that didn't need TR setting
  • [C&C] Instead of Koko in Faster Mons (since the calcs in set details are designed to beat Koko), I'd mention Deo-A
Go ahead and write this up, QC 1/2
 

Stratos

Banned deucer.
qc check 2

overview:
  • Clear body deserves a much more prominent mention as it makes teams which rely on intimidate for their rock resist have a bad time. There are few good rock resists besides that and one of them (zyg) is weak to moonblast. you really just have kart and metagross for reliable defensive switchins
  • obviously weakness policy significantly contributes to the illusion of diancie's bulk, but i don't know if it's worth bringing up in the overview. i would probably say thanks to its great bulk and consistent damage output. would also shy away from the word supreme as that is reserved for p2 among tr setters
  • should mention that diancie's biggest weakness is being caught outside of TR because of its common weaknesses (made more common by teams needing diancie checks, lol)--it's usually got enough juice to take one hit, but rarely two. diancie can fit well on semi room teams but you kind of have to commit to at least having a tr mode to use it.
    • so i dont know if id specifically mention that it's a good zard check because it only fits on room teams. if i want a general purpose zard check im probably adding a dragon (mence / lati / zyg / kommo), incin, soft checks like zera and koko, or even araq, victini, or nihilego. im only doing diancie if i am committing to having a room mode, probably with something like lur, gastro, amoong, etc, and probably also an incin.
  • i dont think being reduced to a diamond storm bot is a bad thing
1st set:
  • feels weird EVing to 2hko incin on the analysis when after stealth rock you will never 2hko. that at least deserves a mention if not reconsidering the spread. stealth rock isn't guaranteed, but...
  • i would say: fuck the defense, nobody uses diancie without intim and nobody is trying to live +0 atk sash kart leaf blade at +0 def, and if you are, you'll get crit anyway. i'd put that in attack. i'd probably also put the special attack in attack. very few teams with diancie are going to have 0 other clang blockers so i'm not sure how relevant of a benchmark that is. even 0 spa diancie is 50/50 to ko kommo before you consider fake out / sr chip.
  • now youre at a pretty good chance to 2hko calc incin after sr while still never procing berry if there isn't sr. you'll rarely 2hko 252/100 incin (better set, gaining popularity) after sr but you're still better off. if you want to guarantee the 2hko you can do stone plate or something, but i'd just leave that to Other Options.
  • i'd probably slash wiki berry on the set, if you can bluff weakness policy then you get the bulk benefits of that plus the bulk benefits of 50% berry. outside of ladder nobody is proccing diancie's policy until they have a good plan to kill it. policy should still be primary slash though because wiki is profiting from the prisoner's dilemma
  • I wouldn't say "diancie runs trick room because it's a good setter" and more "diancie runs trick room because it's much frailer outside of trick room." otherwise people could easily think, well i don't need tr on my team so i'll just run sr in that slot or whatever.
  • it can be valid to make diancie outspeed min scrafty/incin so you can knock berries before you proc them. especially if you're running scrafty i would do that every time. nothing inhabits that speed tier anyway.
  • smart opponents aren't going to proc diancie's policy except on a switchin—which is only worth pulling off if you have multiple tr setters. i wouldn't focus the start of usage tips on trying to get a policy proc. you use it more for insurance so the opp can't do 80% to diancie as it sets tr.
  • basically every viable pokemon that underspeeds diancie can do significant damage lol. thats one of its big issues. in fact i'd mention in the usage tips that you should be conservative with your diancie until everything that can underspeed and donk it (gastro, stak, camel, araq, lur) is neutralized.
  • your only mention of bulky waters is briefly when talking about tapu bulu, but they're one of the biggest nuisances to diancie because they can sponge its attacks while tr is up and chip away at it to prevent a second set. deserve a bigger consideration in team options.
  • earthquake isn't worth the words spent to mention it
2nd set:
  • HP Fire deserves much more prominent listing; i would list it alongside Substitute, and drop EP. A whole lot of teams rely largely on Kart for their Diancie MU and get mished by HP fire. EP's main target is metagross and that's only in a desperate situation since it's a speed tie; everything else EP hits you can do 3/4 as much damage with a STAB.
  • Of course, that means you might have to find new benchmarks. I don't really have suggestions here; I tried building mega diancie once for snake and even then I gave up and just slapped some numbers on. Let me know what you think.
  • You mention kart twice in team options but only mention zap as tailwind partners that beat waters.... kart's a better mon and better at beating waters quickly for diancie lol, grassium also threatens grounds
  • mega diancie ohkoes almost nothing so it really appreciates things like fake out / intim / snarl to keep it alive, and strong fast partners to not let up on the offense. i dont know how much i agree with partner picks like non-scarf bulu, icy wind cube, or fini. maybe diancie helps them out, but they dont really help diancie out
oo:
  • stealth rock if youre gonna mention helping hand lol
  • i'd move earth power mdiancie here honestly
checks and counters:
  • standard ways to block tr like taunt and roar fuck with normal diancie pretty bad
  • only tec rage or toxic gastro can reliably check diancie without risking getting wp mished
  • fini is such an effective diancie check because it can moonblast it down first before hitting it with a muddy
  • physical ground/grass types should mention that they have to be afraid of dstorm boosts, especially in conjunction with intim

2/2 Approved
 
Last edited:

MajorBowman

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intro
  • adjusted the intro to make clear body more prominent, mentioned weakness of being caught outside TR, removed mention of zard check because i largely agree with that point
  • left the bit about being diamond storm bot because one-dimensionality is generally a bad thing imo
baby diancie
  • specified that the incin 2hko is without rocks, if the spread was meant to specifically 2hko then i think adjusting it makes sense but that was a happy consequence and not a goal
  • i feel pretty strongly about keeping the special attack investment, i agree that most diancie teams usually have a 2nd blocker but you can't always guarantee a blocked clang and having the option to immediately eliminate a boosted kommo is really nice
  • the first kartana spread on the analysis is 252 attack jolly so i think leaving the defense to take a leaf blade from that spread is smart
  • could go either way on slashing wiki on this set, i think WP is better in most scenarios but wiki is sneaky strong too. could use other input here
  • agree with outspeeding scrafty/incin, mentioned that
  • adjusted the parts on WP and mons that underspeed in usage tips and added more on bulky waters
big diancie
  • slashed hp fire behind sub and moved earth power to OO, when i was writing this up i realized earth power is pretty far from important on gen 7 mega diancie so thanks for confirming that
  • swapped the ev spreads as well, made the suggested spread for sub the main spread and put the original one for EP in OO
  • more emphasis on kart in team options
  • your last part feels more like general ideas that benefit any mon than things that are specifically good for diancie. partners that maintain offensive pressure feels like something that could be mentioned but fake out / intim / snarl are so widely applicable that they don't feel worth mentioning
did both the OO things

c&c
  • added a section on anti-TR stuff
  • specified gastrodon/expanded on fini
  • added bit on diamond storm boosts/intim dampening physical lando/zyg checking power
Stratos lmk your thoughts on the changes
 

Empress

Don't waffle or you'll get pancaked
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[OVERVIEW]
Diancie's prowess in DOU is very heavily predicated on the immense strength of Diamond Storm as an attack. The option to dish out big chunks of damage while also boosting Defense makes Diancie very hard to break once the snowball starts rolling. In its regular form base forme, Diancie is one of the tier's best offensive Trick Room setters thanks to its impressive bulk and consistent damage output. Additionally, its phenomenal ability, (RC) Clear Body, (RC) means that teams that rely on Intimidate as their users to check to (The Pokemon act as checks, not Intimidate itself) Rock-types will greatly struggle to contain Diancie's damage output. The biggest weakness Diancie faces is its vulnerability outside of Trick Room; Diancie typically has enough bulk to stomach one big hit but rarely two, so pinning it down when it does not hold the speed Speed advantage can spell doom for it. Mega Diancie struggles to find a niche due to its frailty, but it can still punch holes in unsuspecting teams in favorable positions. (You can probably end the paragraph here) While being Diancie can be reduced to a Diamond Storm bot at times, the flexibility Diancie it can provide to a large swath of team archetypes solely because it can both set and abuse take advantage of Trick Room itself should not be underestimated.

[SET]
name: Offensive Trick Room
move 1: Diamond Storm
move 2: Moonblast
move 3: Trick Room
move 4: Protect
item: Weakness Policy
ability: Clear Body
nature: Brave
evs: 252 HP / 108 Atk / 52 Def / 96 SpA
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Diancie is one of the best Trick Room setters in the tier thanks to the many tools it has in under its belt, so it will naturally carry Trick Room due to its bulk being artificially magnified when it's attacking first. Diamond Storm is its primary attack, as it provides Diancie with a means of significantly damaging both foes and raising its Defense, thereby bolstering its already above-average bulk. Moonblast is Diancie's secondary STAB attack, granting it both a move that cannot miss when a 95% 5% risk cannot be taken and a way to smack some Pokemon that resist Rock-type attacks, like Zygarde and Kommo-o. Protect rounds out Diancie's set as a staple in DOU, allowing Diancie a turn of safety. While there are some other moves that might seem tempting to use on Diancie, deviating from this moveset almost always results in a strictly suboptimal Diancie. (If you don't slash anything else, then this isn't needed. Either that, or mention some moves that might look like good options.)

Set Details
========

The Special Attack investment on this set ensures that Diancie will always OHKO Kommo-o with Moonblast, even after the Special Defense boost from Clangorous Soulblaze. When combined with maximum HP investment, 52 EVs in Defense allows Diancie to always survive a Leaf Blade from Jolly Kartana and activate its Weakness Policy. Diancie is one of few Pokemon that can make good use of Weakness Policy because its unique typing means that the best ways to damage it are through super effective damage moves. (It's neutral to SR, so as far as I can tell, direct attacks are the only type-based damage it faces. Am I missing something? I might be, as I haven't played Pokemon in forever.) There are few neutral attacks in the tier that can dent Diancie, and its massive bulk means that it can usually afford to take one super effective attack without much trouble, especially considering that some super effective attacks in the tier, such as Tapu Fini's Muddy Water, are pretty weak. The remaining EVs are dumped placed (subjective change) into Attack, which, in conjunction with an Attack-boosting nature, allows Diancie to reliably 2HKO Incineroar without risk of popping its Pinch activating its pinch Berry as long as there is no interference from Stealth Rock. Clear Body's biggest application is preventing Attack drops from Intimidate, making Diancie one of the best Incineroar checks in the tier, but it also prevents other annoying stat drops from attacks like the aforementioned Tapu Fini's Muddy Water. To make best use of Trick Room, Diancie uses 0 Speed IVs and a Brave nature. If using a slow Pokemon that carries Knock Off like Scrafty or Incineroar alongside Diancie, it can be valuable to make Diancie one point faster than its partner so it that the partner (If someone reads this too quickly, they might think that Diancie is the one with Knock Off) can Knock Off remove a foe's potential Pinch pinch Berry before Diancie activates it in Trick Room; this can be done by setting Diancie's Speed IV to an appropriate value. Rockium Z is a viable option over Weakness Policy for an increased damage output that does not rely on being hit first, but Diancie's partners usually make better use of Z-moves Z-Moves and Weakness Policy makes Diancie an offensive threat for more than one turn.

Usage Tips
========

Diancie's Weakness Policy can be thought of as insurance, (AC) since it essentially prevents your opponent the foe from chunking hitting Diancie with a weaker super effective attack as it sets up Trick Room. If possible, try to avoid having your letting Weakness Policy activated activate until Diancie is in a position to start sweeping. The most optimal situation would be boosting to activate it on the same turn that Trick Room is set up, but if you Diancie can manage at least a couple turns of boosted attacks under Trick Room, (AC) you will likely be in a good position. Be wary of your opponents foes chipping Diancie into KO range with weaker neutral attacks—this is generally the best way to handle Diancie. In most scenarios when Diancie is attacking, Diamond Storm should be the attack of primary (subjective change) choice. Defense boosts and spread damage are Diancie's bread and butter, so Moonblast should only be used when you need to hit a specific target that resists Diamond Storm or be absolutely sure you don't Diancie does not miss. Diancie's low Speed allows it to take advantage of its own Trick Room, but you must be wary of Pokemon that can underspeed and threaten Diancie with huge damage. Mega Camerupt, Gastrodon, Araquanid, and Lurantis all fit this bill description, so play conservatively with your Diancie until these Pokemon are neutralized.

Team Options
========

Given Diancie's penchant for both setting up and taking advantage of Trick Room, any partner than Pokemon that can facilitate Trick Room setups setup makes for a good Diancie partner. Given that Fake Out and Intimidate are both excellent means to a Trick Room end, Incineroar and Scrafty find themselves next to Diancie on a number of teams. Incineroar specifically can soften the foe with Intimidate and then pivot into a partner that will also abuse take advantage of Trick Room with Intimidate (phrasing; Incineroar and not the partner is the one with Intimidate or threaten problematic Steel-types with a powerful Flare Blitz. Multiple checks to Steel-types are mandatory with Diancie, as its coverage and typing leave it quite vulnerable to Steel-types both offensively and defensively. Such checks can range from Fire-types, like Mega Charizard Y or and the aforementioned Incineroar, to Ground-types, like Landorus-Therian or and Zygarde. Mega Camerupt combines both of these types and its incredibly low Speed to make for a fantastic Diancie partner, capable of dealing huge damage to the Steel- and Grass-types that threaten Diancie while being possibly the best Trick Room abuser sweeper in the tier. Teams that carry both Diancie and Mega Camerupt tend to opt for a "fullroom" composition, involving multiple Trick Room setters and other slow Pokemon that can threaten huge offense under be full Trick Room teams. (I think it's obvious as to what a full Trick Room team is, but if you disagree, you can leave this bit in; the prose needs work though.) Bulky Water-types are a nuisance for Diancie, (AC) as they are capable of sponging any of Diancie's attacks while Trick Room is up and weakening Diancie to the point of preventing a second use of Trick Room. Tapu Bulu is often the island guardian Island Guardian of choice on these teams given its relatively low Speed and ability to smack said problematic bulky Water-types, as well as Ground-types, that threaten Diancie while providing Diancie with passive recovery. Nature Power Mega Camerupt also often finds itself on teams that carry Diancie and Tapu Bulu as a means of eliminating unsuspecting Water-types. Additional Trick Room setters that can be used to support Diancie include Porygon2 and Bronzong, both of which can reliably set Trick Room in the face of most of the metagame. However, using Diancie on a team does not necessitate a hard emphasis on Trick Room. Diancie is arguably the best Trick Room setter on "semiroom" teams, which usually have an additional means of speed control like Tailwind to ensure an advantage in any scenario. Mega Charizard Y, Kartana, and Zapdos can all efficiently fill this role effectively (unless you actually mean "with the least effort/fewest resources possible) and have symbiotic relationships with Diancie thanks to there being very little few overlapping checks between any of these Pokemon and Diancie itself.

[SET]
name: Mega Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Substitute / Hidden Power Fire
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 160 Atk / 96 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm is the premier attack for Mega Diancie, boasting high power for a spread move and a high chance at of a Defense boost to patch Mega Diancie's poor bulk. Moonblast's damage output is surprisingly high, and it can be used in situations where a particular opponent foe would be hit significantly harder by a Fairy-type attack. Given Mega Diancie's propensity for forcing switches and other defensive plays, Substitute can be used to buy Mega Diancie free turns on predicted defensive turns in such instances (subjective change; repetition). Hidden Power Fire is a viable and often useful (department of redundancy department) option on Mega Diancie, as many teams rely on Kartana as their only Diancie check; sniping a Kartana with Hidden Power Fire can pave the way for Mega Diancie to make an even greater impact. Protect is especially important on a Pokemon as frail as Mega Diancie, giving it temporary safety while its partner can improve its board general (I don't understand what this means) position.

Set Details
========

Mega Diancie's speed Speed tier necessitates maximum investment given the other Pokemon in the tier that lie next to and just below it, so 252 EVs and a boosting nature are employed. Hasty is chosen over Naive because Diamond Storm will likely be boosting Mega Diancie's Defense, making up for the slight initial Defense drop. The given Special Attack investment means that Mega Diancie will 2HKO standard Bulky Pivot (That's the set name) Landorus-T with Moonblast. If Mega Diancie manages to set up a Substitute on a turn when Landorus-T pivots onto the field, Mega Diancie can KO it before the Landorus-T can damage Mega Diancie at all. The remaining EVs are dumped placed (subjective change) into Attack to power up Diamond Storm and give Mega Diancie a 94% chance to 2HKO standard Incineroar with Diamond Storm at -1 Attack.

Usage Tips
========

Since Diancie's regular form base forme has such a fantastic ability in Clear Body, you should be deliberate about when you choose to Mega Evolve Diancie. If your opponent has Pokemon that employ stat-dropping abilities Intimidate (Isn't Intimidate the only one? If it's not, then you can ignore the changes here in the first half of the sentence.) or stat-dropping moves like Intimidate or Icy Wind, it can be advantageous to keep Diancie in its base forme remain in regular form until those Pokemon are out of the way. Similarly, if facing a Pokemon faster than Mega Diancie that threatens to deal a lot of damage, consider staying in regular form keeping it in its base forme to take the hit with better bulk if the increased damage isn't necessary. Once Mega Evolved, Diamond Storm should always be the move of choice if selecting another attack isn't necessary in most cases (wordiness; I also had to remove "always" to keep the sentence from being contradictory). Moonblast hits pretty hard at neutral neutrally and will do more damage to one target than a spread Diamond Storm, so this move is the better choice if you need more damage against one specific opposing Pokemon. Try to always be attacking first with Mega Diancie,; (change to semi) relying on taking a hit and firing back can be very risky because of Mega Diancie's frailty and bulk-hindering nature serve to soften its diamond-coated exterior. (Is the part about the Hasty/Naive nature important here? I don't think it is, as Mega Diancie is already frail, as you said. However, if you disagree, you can keep that in.)

Team Options
========

Speed control is very important with Mega Diancie. Tailwind Kartana is a good partners for Mega Diancie partner thanks to its ability to threaten opposing Water- and Ground-types, while and (Try to avoid using "while" unless you're talking about something that one Pokemon can do that another cannot. Based on how you worded the following examples, it looks like they, essentially, do the same thing that Kartana does.) Tailwind Zapdos, Tailwind Suicune, and Icy Wind Kyurem-B also combine speed control and offensive synergy. Mega Diancie also appreciates Pokemon that can eliminate Steel-types. Fire-types like Incineroar and Volcanion fit this bill role, (the phrase is "fit THE bill") while and Volcanion in particular also appreciates the speed control that often accompanies Mega Diancie. A weakness to Ground-types also needs patching Mega Diancie also needs a Pokemon to cover Ground-types (phrasing), but answers to Landorus-T are more important than answers to Zygarde, (AC) since Mega Diancie can smack Zygarde with Moonblast. Kyurem-B, Tapu Fini, and your own Landorus-T are all solid choices to improve the opposing Landorus-T matchup. Grass-type Pokemon make for good partners for Mega Diancie (subjective change; didn't want two uses of "for" in the sentence) given its ability to beat most relevant Flying- and Fire-types handily. Tapu Bulu gives Mega Diancie passive recovery and can eliminate Water-types, while Amoonguss can give Mega Diancie some breathing room with Rage Powder and Spore.

[STRATEGY COMMENTS]
Other Options
=============

The Trick Room set can make use of a Pinch pinch Berry to boost Diancie's already impressive longevity. Hard Stone is an option over Rockium Z if a greater damage output is desired but the team's Z-move Z-Move is already taken. Helping Hand and Stealth Rock can replace Trick Room on teams that don't need it set up, but keep in mind that this restricts Diancie's ability to offensively threaten opposing teams itself. Mega Diancie can use Earth Power in its third moveslot to give it a positive matchup against non-Z-move non-Z-Move Tapu Koko and as a last-(AH)ditch effort option (parallelism) against Mega Metagross. If Earth Power is used, an alternate EV spread of 52 HP / 168 Atk / 36 SpA / 252 Spe should be used to survive a Life Orb-boosted Thunderbolt from Tapu Koko in Electric Terrain and (OH?)KO it in return with Earth Power. (Seems redundant, but if you disagree, you can keep it)

Checks and Counters
===================

**Steel-types**: Most common Steel-type Pokemon resist both of Diancie's STABs attacks and threaten to OHKO it in return. Mega Metagross and Genesect both OHKO Diancie with Iron Head, Kartana will OHKO it with Bloom Doom, and Aegislash can OHKO it with Flash Cannon. None of these Pokemon have a chance at being OHKOed by anything but the rogue (rogue means "unpredictable" or "dishonest"; use a different word) Hidden Power Fire Mega Diancie.

**Ground-types**: Landorus-T and Zygarde both OHKO base Diancie in regular form in with Tectonic Rage and Mega Diancie with their respective Ground-type attacks. Bulky Landorus-T will 2HKO regular Diancie with Earth Power, but it must be wary of activating Weakness Policy in the process. Scarf Landorus-T will outspeed and OHKO Mega Diancie, while Dragon Dance Zygarde can outspeed and OHKO Mega Diancie at +1 but must dance around Moonblast. Keep in mind that threats from both Zygarde and physical Landorus-T can be somewhat mitigated by Diamond Storm boosts and Intimidate, especially if they are your a team's main answers to Diancie.

**Water-types**: Bulky Water-types like Tapu Fini and Gastrodon can reliably take hits from either Diancie form forme and threaten to chip away at its health. Tapu Fini can use Moonblast or Nature's Madness to put Diancie in KO range of a Water-type attack, but Gastrodon that don't carry either Tectonic Rage or Toxic must play around a possible Weakness Policy, (AC) lest they risk being smacked by a +2 Moonblast. Water-types with Swift Swim, including Mega Swampert, Kingdra, and Ludicolo, will all outspeed and OHKO either form of Diancie forme in the Rain rain.

**Grass-types**: Diancie has a hard time significantly damaging any Grass-(AH)types, giving them room to fire back with their super effective STAB attacks. Kartana is the most immediatley threatening Grass-type but is also the only one that is particularly wary of taking a Moonblast. Amoonguss can take advantage of regular Diancie's Trick Room, while Mega Venusaur and Ferrothorn are both nearly hard stops to either form of Diancie forme.

**Faster Pokemon**: Pokemon that are faster than Mega Diancie are generally able to do a lot of damage, (AC) if not outright OHKO, (AC) given Mega Diancie's poor bulk. Such Pokemon include Choice Scarf Tapu Lele, Choice Scarf Genesect, Choice Scarf Landorus-T, and Deoxys-A.

**Speed control Control**: If Mega Diancie loses the speed control battle, it will have a very hard time remaining healthy. Tailwind Suicune and Icy Wind Tapu Fini will both take minimal damage from any of Mega Diancie's attacks and can reliably use their speed control options and threaten it with a Water-type attack.

**Preventative measures Measures for Trick Room**: Standard means of blocking Trick Room like Taunt and Roar both limit regular Diancie's ability to control the game. Inner Focus Roar Suicune is a particularly problematic presence for Diancie, while Tapu Koko and Tapu Lele can both Taunt Diancie and threaten it with a strong neutral attack.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[n10sit, 267148], [Heliodor, 355886]]
- Quality checked by: [[talkingtree, 232101], [Stratos, 59770]]
- Grammar checked by: [[name, ID], [name, ID]]
That should do the trick. GP 1/2
 
Last edited:

P Squared

a great unrecorded history
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GP 2/2
[OVERVIEW]
Diancie's prowess in DOU is very heavily predicated on the immense strength of Diamond Storm. The option to dish out big chunks of damage while also boosting Defense makes Diancie very hard to break once the ball starts rolling. In its base forme, Diancie is one of the tier's best offensive Trick Room setters thanks to its impressive bulk and consistent damage output. Additionally, its phenomenal ability Clear Body means that teams that rely on Intimidate users to check Rock-types will greatly struggle to contain Diancie's damage output. The biggest weakness Diancie faces is its vulnerability outside of Trick Room; Diancie typically has enough bulk to stomach one big hit but rarely two, so pinning it down when it does not hold the Speed advantage can spell doom for it. Mega Diancie struggles to find a niche due to its frailty, but it can still punch holes in unsuspecting teams in favorable positions. While Diancie can be reduced to a Diamond Storm bot at times, the flexibility it can provide to a large swath of team archetypes solely because it can both set and take advantage of Trick Room should not be underestimated.

[SET]
name: Offensive Trick Room
move 1: Diamond Storm
move 2: Moonblast
move 3: Trick Room
move 4: Protect
item: Weakness Policy
ability: Clear Body
nature: Brave
evs: 252 HP / 108 Atk / 52 Def / 96 SpA
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Diancie is one of the best Trick Room setters in the tier thanks to the many tools it has under its belt, so it will naturally carry Trick Room due to its bulk being artificially magnified when attacking first. Diamond Storm is its primary attack, as it provides Diancie with a means of significantly damaging both foes and raising its Defense, thereby bolstering its already above-average bulk. Moonblast is Diancie's secondary STAB attack, granting it both a move that cannot miss when a 5% risk cannot be taken and a way to smack some Pokemon that resist Rock-type attacks, like Zygarde and Kommo-o. Protect rounds out Diancie's set as a staple in DOU, allowing Diancie a turn of safety.

Set Details
========

The Special Attack investment on this set ensures that Diancie will always OHKO Kommo-o with Moonblast, even after the Special Defense boost from Clangorous Soulblaze. When combined with maximum HP investment, 52 EVs in Defense allows Diancie to always survive a Leaf Blade from Jolly Kartana and activate its Weakness Policy. Diancie is one of few Pokemon that can make good use of Weakness Policy because its unique typing means that the best ways to damage it are through super effective moves. There are few neutral attacks in the tier that can dent Diancie, and its massive bulk means that it can usually afford to take one super effective attack without much trouble, especially considering that some super effective attacks in the tier, such as Tapu Fini's Muddy Water, are pretty weak. The remaining EVs are placed in Attack, which, in conjunction with an Attack-boosting nature, allows Diancie to reliably 2HKO Incineroar without risk of activating its pinch Berry as long as there is no interference from Stealth Rock. Clear Body's biggest application is preventing Attack drops from Intimidate, making Diancie one of the best Incineroar checks in the tier, but it also prevents other annoying stat drops from attacks like the aforementioned Tapu Fini's Muddy Water. To make best use of Trick Room, Diancie uses 0 Speed IVs and a Brave nature. If using a slow Pokemon that carries Knock Off like Scrafty or Incineroar alongside Diancie, it can be valuable to make Diancie one point faster than its partner so that the partner can remove a potential pinch Berry before Diancie activates it in Trick Room; this can be done by setting Diancie's Speed IV to an appropriate value. Rockium Z is a viable option over Weakness Policy for increased damage output that does not rely on being hit first, but Diancie's partners usually make better use of Z-Moves and Weakness Policy makes Diancie an offensive threat for more than one turn.

Usage Tips
========

Diancie's Weakness Policy can be thought of as insurance, since it essentially prevents the foe from hitting Diancie with a weaker super effective attack as it sets up Trick Room. If possible, try to avoid letting Weakness Policy activate until Diancie is in a position to start sweeping. The most optimal situation would be to activate it on the same turn that Trick Room is set up, but if Diancie can manage at least a couple turns of boosted attacks under Trick Room, you will likely be in a good position. Be wary of foes chipping Diancie into KO range with weaker neutral attacks—this is generally the best way to handle Diancie. In most scenarios when Diancie is attacking, Diamond Storm should be the attack of choice. Defense boosts and spread damage are Diancie's bread and butter, so Moonblast should only be used when you need to hit a specific target that resists Diamond Storm or be absolutely sure Diancie does not miss. Diancie's low Speed allows it to take advantage of its own Trick Room, but you must be wary of Pokemon that can underspeed and threaten Diancie with huge damage. Mega Camerupt, Gastrodon, Araquanid, and Lurantis all fit this description, so play conservatively with your Diancie until these Pokemon are neutralized.

Team Options
========

Given Diancie's penchant for both setting up and taking advantage of Trick Room, any Pokemon than can facilitate Trick Room setup makes for a good Diancie partner. Given that Fake Out and Intimidate are both excellent means to a Trick Room end, Incineroar and Scrafty find themselves next to Diancie on a number of teams. Incineroar specifically can weaken the foe with Intimidate and then pivot into a partner that will also take advantage of Trick Room or threaten problematic Steel-types with a powerful Flare Blitz. Multiple checks to Steel-types are mandatory with Diancie, as its coverage and typing leave it quite vulnerable to Steel-types both offensively and defensively. Such checks can range from Fire-types, like Mega Charizard Y and the aforementioned Incineroar, to Ground-types, like Landorus-T and Zygarde. Mega Camerupt combines both of these types and its incredibly low Speed to make for a fantastic Diancie partner, capable of dealing huge damage to the Steel- and Grass-types that threaten Diancie while being possibly the best Trick Room sweeper in the tier. Teams that carry both Diancie and Mega Camerupt tend to be full Trick Room teams. Bulky Water-types are a nuisance for Diancie, as they are capable of sponging any of Diancie's attacks while Trick Room is up and weakening Diancie to the point of preventing a second use of Trick Room. Tapu Bulu is often the Island Guardian of choice on these teams given its relatively low Speed and ability to smack said problematic bulky Water-types, as well as Ground-types, that threaten Diancie while providing Diancie with passive recovery. Nature Power Mega Camerupt also often finds itself on teams that carry Diancie and Tapu Bulu as a means of eliminating unsuspecting Water-types. Additional Trick Room setters that can be used to support Diancie include Porygon2 and Bronzong, both of which can reliably set Trick Room in the face of most of the metagame. However, using Diancie on a team does not necessitate a hard emphasis on Trick Room. Diancie is arguably the best Trick Room setter on "semiroom" teams, which usually have an additional means of speed control like Tailwind to ensure an advantage in any scenario. Mega Charizard Y, Kartana, and Zapdos can all effectively fill this role and have symbiotic relationships with Diancie thanks to there being very few overlapping checks between any of these Pokemon and Diancie itself.

[SET]
name: Mega Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Substitute / Hidden Power Fire
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 160 Atk / 96 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm is the premier attack for Mega Diancie, boasting high power for a spread move and a high chance of a Defense boost to patch Mega Diancie's poor bulk. Moonblast's damage output is surprisingly high, and it can be used in situations where a particular foe would be hit significantly harder by a Fairy-type attack. Given Mega Diancie's propensity for forcing switches and other defensive plays, Substitute can be used to buy Mega Diancie free turns in such instances. Hidden Power Fire is a viable option on Mega Diancie, as many teams rely on Kartana as their only Diancie check; sniping a Kartana with Hidden Power Fire can pave the way for Mega Diancie to make an even greater impact. Protect is especially important on a Pokemon as frail as Mega Diancie, giving it temporary safety while its partner can improve its position.

Set Details
========

Mega Diancie's Speed tier necessitates maximum investment given the other Pokemon in the tier that lie next to and just below it, so 252 EVs and a boosting nature are employed. Hasty is chosen over Naive because Diamond Storm will likely be boosting Mega Diancie's Defense, making up for the slight initial Defense drop. The given Special Attack investment means that Mega Diancie will 2HKO standard bulky pivot Landorus-T with Moonblast. If Mega Diancie manages to set up Substitute on a turn when Landorus-T pivots onto the field, Mega Diancie can KO it before Landorus-T can damage Mega Diancie at all. The remaining EVs are placed in Attack to power up Diamond Storm and give Mega Diancie a 94% chance to 2HKO standard Incineroar with Diamond Storm at -1 Attack.

Usage Tips
========

Since Diancie's base forme has such a fantastic ability in Clear Body, you should be deliberate about when you choose to Mega Evolve Diancie. If your opponent has Pokemon that employ Intimidate or stat-dropping moves like Icy Wind, it can be advantageous to keep Diancie in its base forme until those Pokemon are out of the way. Similarly, if facing a Pokemon faster than Mega Diancie that threatens to deal a lot of damage, consider keeping it in its base forme to take the hit if increased damage isn't necessary. Once Diancie has Mega Evolved, Diamond Storm should be the move of choice in most cases. Moonblast hits pretty hard neutrally and will do more damage to one target than a spread Diamond Storm, so this move is the better choice if you need more damage against one specific opposing Pokemon. Try to always be attacking first with Mega Diancie; relying on taking a hit and firing back can be very risky because of Mega Diancie's frailty.

Team Options
========

Speed control is very important with Mega Diancie. Tailwind Kartana is a good partner thanks to its ability to threaten opposing Water- and Ground-types, and Tailwind Zapdos, Tailwind Suicune, and Icy Wind Kyurem-B also combine speed control and offensive synergy. Mega Diancie also appreciates Pokemon that can eliminate Steel-types. Fire-types like Incineroar and Volcanion fit this role, and Volcanion in particular also appreciates the speed control that often accompanies Mega Diancie. Mega Diancie also needs a partner to cover Ground-types, but answers to Landorus-T are more important than answers to Zygarde, since Mega Diancie can smack Zygarde with Moonblast. Kyurem-B, Tapu Fini, and your own Landorus-T are all solid choices to improve the opposing Landorus-T matchup. Grass-type Pokemon make for good partners given Mega Diancie's ability to beat most relevant Flying- and Fire-types handily. Tapu Bulu gives Mega Diancie passive recovery and can eliminate Water-types, while Amoonguss can give Mega Diancie some breathing room with Rage Powder and Spore.

[STRATEGY COMMENTS]
Other Options
=============

The Trick Room set can make use of a pinch Berry to boost Diancie's already impressive longevity. Hard Stone is an option over Rockium Z if greater damage output is desired but the team's Z-Move is already taken. Helping Hand and Stealth Rock can replace Trick Room on teams that don't need it set up, but keep in mind that this restricts Diancie's ability to offensively threaten opposing teams itself. Mega Diancie can use Earth Power in its third moveslot to give it a positive matchup against non-Z-Move Tapu Koko and a last-ditch option against Mega Metagross. If Earth Power is used, an alternate EV spread of 52 HP / 168 Atk / 36 SpA / 252 Spe should be used to survive a Life Orb-boosted Thunderbolt from Tapu Koko in Electric Terrain and KO in return.

Checks and Counters
===================

**Steel-types**: Most common Steel-type Pokemon resist both of Diancie's attacks and threaten to OHKO it in return. Mega Metagross and Genesect both OHKO Diancie with Iron Head, Kartana will OHKO it with Bloom Doom, and Aegislash can OHKO it with Flash Cannon. None of these Pokemon have a chance at being OHKOed by anything but Hidden Power Fire Mega Diancie.

**Ground-types**: Landorus-T and Zygarde both OHKO base Diancie with Tectonic Rage and Mega Diancie with their respective Ground-type attacks. Bulky Landorus-T will 2HKO regular Diancie with Earth Power, but it must be wary of activating Weakness Policy in the process. Choice Scarf Landorus-T will outspeed and OHKO Mega Diancie, while Dragon Dance Zygarde can outspeed and OHKO Mega Diancie at +1 but must dance around Moonblast. Keep in mind that threats from both Zygarde and physical Landorus-T can be somewhat mitigated by Diamond Storm boosts and Intimidate, especially if they are a team's main answers to Diancie.

**Water-types**: Bulky Water-types like Tapu Fini and Gastrodon can reliably take hits from either Diancie forme and threaten to chip away at its health. Tapu Fini can use Moonblast or Nature's Madness to put Diancie in KO range of a Water-type attack, but Gastrodon that don't carry either Tectonic Rage or Toxic must play around a possible Weakness Policy, lest they risk being smacked by a +2 Moonblast. Water-types with Swift Swim, including Mega Swampert, Kingdra, and Ludicolo, will all outspeed and OHKO either Diancie forme in the rain.

**Grass-types**: Diancie has a hard time significantly damaging any Grass-types, giving them room to fire back with their super effective STAB attacks. Kartana is the most immediatley immediately threatening Grass-type but is also the only one that is particularly wary of taking a Moonblast. Amoonguss can take advantage of regular Diancie's Trick Room, while Mega Venusaur and Ferrothorn are both nearly hard stops to either Diancie forme.

**Faster Pokemon**: Pokemon that are faster than Mega Diancie are generally able to do a lot of damage, if not outright OHKO, given Mega Diancie's poor bulk. Such Pokemon include Choice Scarf Tapu Lele, Choice Scarf Genesect, Choice Scarf Landorus-T, and Deoxys-A.

**Speed Control**: If Mega Diancie loses the speed control battle, it will have a very hard time remaining healthy. Tailwind Suicune and Icy Wind Tapu Fini will both take minimal damage from any of Mega Diancie's attacks and can reliably use their speed control options and threaten it with a Water-type attack.

**Preventative Measures for Trick Room**: Standard means of blocking Trick Room like Taunt and Roar limit regular Diancie's ability to control the game. Inner Focus Roar Suicune is a particularly problematic presence for Diancie, while Tapu Koko and Tapu Lele can both Taunt Diancie and threaten it with a strong neutral attack.

[CREDITS]
- Written by: [[MajorBowman, 188164]]
- Earlier versions by: [[n10sit, 267148], [Heliodor, 355886]]
- Quality checked by: [[talkingtree, 232101], [Stratos, 59770]]
- Grammar checked by: [[Empress, 175616], [name, ID]]
 
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