Hello everyone and welcome to my RMT!
As you can tell by the title, this is a Mega Diancie hyper offence based team. The team uses a very strong volt-turn core to keep momentum, and bring in breakers. The team focuses on positioning to allow you to get the most out of each turn, and aims to keep momentum in my favor through out the match. It also utilities set up sweepers to punish passivity and have an end game win-con. The team may have unfavorable match ups but by keeping momentum and playing rather safe, it can even break stall, venusaur balance and other team compositions that should give the team trouble. So far I've gotten past 1500s with 2 of my accounts but recently have hit a brick wall. I am aiming to optimize my sets and improve my overall performance in the higher ladder.
Team Buildilng
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn
The first Pokemon on my team is the almighty tapu koko! Koko has an impressive base 130 speed stat, outspeeding almost the entire meta game at neutral. The positioning it provides with Volt Switch/U-Turn is invaluable, keeping momentum in my favour. Koko's ability to reset the terrain is also very useful because some members of my team don't appreciate psychic or misty terrain(especially zygarde). The ev spread ensures that I under-speed opposing tapu koko using volt switch to make sure I get better initiative. I also ensured that it still out paces +1 mega gyarados and it also doesn't underspeed anything it wouldn't at max.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes/U-turn
- Water Shuriken
The next Pokemon on the team is Ash-Greninja. From the start of SM this mon has been a beast. It's dual stab + priority allows it to take on many rolls in the team to so that if one mon goes down the team doesn't fall apart. Choice specs allows me to hit very hard and means I don't lose health from life orb. Spikes help pressure defensive teams that like to switch a lot. Ash-Grens roll is mainly to wall break. One thing I am thinking of changing is spikes to u-turn. In practise I've only used
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Next is my scarfed victini. Victini also hits extremely hard with v-create and with a choice scarf it's even more powerful. The reason I went with victini is because I needed a fast fire type to threaten the grass types that threaten the other two. Victini also provides u-turn support for the team. Bolt strike is an interesting move because tapu koko provides electric terrain allowing victini to ohko spdef pex after rocks and can 2hko max hp tran after rocks. The last slot can be whatever, I never use it but I've tried a few things like grass knot for mega pert because victini out speeds adamant pert and trick for defensive teams or even final gambit. Although I don't like the idea of sacking such an important mon 1 for 1.
Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance
The teams set up sweeper is DD dragonium z Zygarde. This set actually puts in alot of work against teams if left healthy throughout the match and your able to widdle down its checks enough. It's actually amazing the damage output of this Pokemon sometimes, like at +2(which is what I normally aim for in a match) Zygarde can ohko defensive tangrowth after rocks, and at + 1 ohko defensive lando after rocks. Zygardes bulk allows it to set up on many Pokemon and even it's 'checks' aren't immune to it's power. Thousand arrows deals with steels and fairys pretty well and extreme speed helps it clean late game if it can't get a sweep. I tried using the double dance set with the super berry but dragonium's ability to break through grass types seems to fit this team better.
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Next is the mega of the team, Mega Diancie. Mega Diancie has an amazing ability in magic bounce that allows me to take a proactive approach at keeping hazards at bay rather than wasting precious momentum spinning or defogging. Diance is also my rocker of choice because I had nothing else that could and it does a decent job of setting them up reliably. Moonblast is a reliable, powerful special stab for diancie and diamond storm was chosen over power gem because of the defense raise threat and also being able to ohko araquanid to prevent webs and deals significant damage to special walls like chansey. Earth power ohkos heatran a common rocker and 2hkoes physdef pex which threatens toxic spikes(which are a huge problem for the team).
Serperior @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed
- Substitute
The last pokemon I knew had to be a ground resist. So far ground types destroyed the team, specifically scarf lando-t and every zygarde set. Finding an offensive grass type that could reliably deal with most zygarde variants was hard but I eventually settled on SubSeed Serperior. I'm going to admit it, this one set is broken as hell! This set allows it to beat things it should never beat, like heatran, celesteela, chansey, toxapex and much more. The only problem I've found with it is the small amount of pp leaf storm has. The amount of times this pokemon has set up and won is amazing,
Here are some replays showing how I like to use the team:
VS Venusaur stall
https://replay.pokemonshowdown.com/gen7ou-709059157
Showing off scarfed victini
https://replay.pokemonshowdown.com/gen7ou-708606635
DD Zygarde sweep
https://replay.pokemonshowdown.com/gen7ou-708841397
VS Webs
https://replay.pokemonshowdown.com/gen7ou-709052577
Opposing HO
https://replay.pokemonshowdown.com/gen7ou-708567614
Here are some weaknesses that i've noticed:
Grass types - Specifically tangrowth, tapu bulu, and mega venusaur, grass types can take on basically my entire team, taking very little from most of my team.
Sticky Webs - If sticky web is some how able to be set, my team struggles a lot
Speed set up - This team is not bulky at all, hence if volc, mage or kommo-o are able to set up, it's pretty hard to stop if victini is gone
Defensive set up - Things like sub coil zygarde and calm mind clef are hard for the team to break through once they have set up
Chansey - Having 4 special attackers means chansey can be a bit annoying, but if hazards are up and I keep forcing switches it becomes easier
Choice scarf Tapu lele: Victini is my only check to this thing, and if rocks get up, scarfed moonblast is extremely hard to deal with, and if gren goes down it can spam psychic
These are the main things I've picked up on and want to fix, so any help would be greatly appreciated, thanks in advanced!!
The team:
https://pokepast.es/dc7285392862bd9d
As you can tell by the title, this is a Mega Diancie hyper offence based team. The team uses a very strong volt-turn core to keep momentum, and bring in breakers. The team focuses on positioning to allow you to get the most out of each turn, and aims to keep momentum in my favor through out the match. It also utilities set up sweepers to punish passivity and have an end game win-con. The team may have unfavorable match ups but by keeping momentum and playing rather safe, it can even break stall, venusaur balance and other team compositions that should give the team trouble. So far I've gotten past 1500s with 2 of my accounts but recently have hit a brick wall. I am aiming to optimize my sets and improve my overall performance in the higher ladder.
Team Buildilng
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 12 HP / 252 SpA / 244 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- U-turn
The first Pokemon on my team is the almighty tapu koko! Koko has an impressive base 130 speed stat, outspeeding almost the entire meta game at neutral. The positioning it provides with Volt Switch/U-Turn is invaluable, keeping momentum in my favour. Koko's ability to reset the terrain is also very useful because some members of my team don't appreciate psychic or misty terrain(especially zygarde). The ev spread ensures that I under-speed opposing tapu koko using volt switch to make sure I get better initiative. I also ensured that it still out paces +1 mega gyarados and it also doesn't underspeed anything it wouldn't at max.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes/U-turn
- Water Shuriken
The next Pokemon on the team is Ash-Greninja. From the start of SM this mon has been a beast. It's dual stab + priority allows it to take on many rolls in the team to so that if one mon goes down the team doesn't fall apart. Choice specs allows me to hit very hard and means I don't lose health from life orb. Spikes help pressure defensive teams that like to switch a lot. Ash-Grens roll is mainly to wall break. One thing I am thinking of changing is spikes to u-turn. In practise I've only used
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Next is my scarfed victini. Victini also hits extremely hard with v-create and with a choice scarf it's even more powerful. The reason I went with victini is because I needed a fast fire type to threaten the grass types that threaten the other two. Victini also provides u-turn support for the team. Bolt strike is an interesting move because tapu koko provides electric terrain allowing victini to ohko spdef pex after rocks and can 2hko max hp tran after rocks. The last slot can be whatever, I never use it but I've tried a few things like grass knot for mega pert because victini out speeds adamant pert and trick for defensive teams or even final gambit. Although I don't like the idea of sacking such an important mon 1 for 1.
Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Dragon Dance
The teams set up sweeper is DD dragonium z Zygarde. This set actually puts in alot of work against teams if left healthy throughout the match and your able to widdle down its checks enough. It's actually amazing the damage output of this Pokemon sometimes, like at +2(which is what I normally aim for in a match) Zygarde can ohko defensive tangrowth after rocks, and at + 1 ohko defensive lando after rocks. Zygardes bulk allows it to set up on many Pokemon and even it's 'checks' aren't immune to it's power. Thousand arrows deals with steels and fairys pretty well and extreme speed helps it clean late game if it can't get a sweep. I tried using the double dance set with the super berry but dragonium's ability to break through grass types seems to fit this team better.
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Next is the mega of the team, Mega Diancie. Mega Diancie has an amazing ability in magic bounce that allows me to take a proactive approach at keeping hazards at bay rather than wasting precious momentum spinning or defogging. Diance is also my rocker of choice because I had nothing else that could and it does a decent job of setting them up reliably. Moonblast is a reliable, powerful special stab for diancie and diamond storm was chosen over power gem because of the defense raise threat and also being able to ohko araquanid to prevent webs and deals significant damage to special walls like chansey. Earth power ohkos heatran a common rocker and 2hkoes physdef pex which threatens toxic spikes(which are a huge problem for the team).
Serperior @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Leech Seed
- Substitute
The last pokemon I knew had to be a ground resist. So far ground types destroyed the team, specifically scarf lando-t and every zygarde set. Finding an offensive grass type that could reliably deal with most zygarde variants was hard but I eventually settled on SubSeed Serperior. I'm going to admit it, this one set is broken as hell! This set allows it to beat things it should never beat, like heatran, celesteela, chansey, toxapex and much more. The only problem I've found with it is the small amount of pp leaf storm has. The amount of times this pokemon has set up and won is amazing,
Here are some replays showing how I like to use the team:
VS Venusaur stall
https://replay.pokemonshowdown.com/gen7ou-709059157
Showing off scarfed victini
https://replay.pokemonshowdown.com/gen7ou-708606635
DD Zygarde sweep
https://replay.pokemonshowdown.com/gen7ou-708841397
VS Webs
https://replay.pokemonshowdown.com/gen7ou-709052577
Opposing HO
https://replay.pokemonshowdown.com/gen7ou-708567614
Here are some weaknesses that i've noticed:
Grass types - Specifically tangrowth, tapu bulu, and mega venusaur, grass types can take on basically my entire team, taking very little from most of my team.
Sticky Webs - If sticky web is some how able to be set, my team struggles a lot
Speed set up - This team is not bulky at all, hence if volc, mage or kommo-o are able to set up, it's pretty hard to stop if victini is gone
Defensive set up - Things like sub coil zygarde and calm mind clef are hard for the team to break through once they have set up
Chansey - Having 4 special attackers means chansey can be a bit annoying, but if hazards are up and I keep forcing switches it becomes easier
Choice scarf Tapu lele: Victini is my only check to this thing, and if rocks get up, scarfed moonblast is extremely hard to deal with, and if gren goes down it can spam psychic
These are the main things I've picked up on and want to fix, so any help would be greatly appreciated, thanks in advanced!!
The team:
https://pokepast.es/dc7285392862bd9d
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