What's good Smogon, I'm back with another team, this one built around another awesome Mega Pokemon I feel is underrated, Mega Diancie. I've done some battles with this team, and so far it has been pretty decent, as right now I'm sitting at a 1448 rating, which is normally pretty trash but I think isn't bad considering before I started battling with this team my rating was in the low-1000s (I let my younger cousin play on my account and my rating dropped massively lol).
TEAM:
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock
Here we have the star of the team. M-Diancie is one of the best leads in the tier thanks to Magic Bounce, allowing it abuse hazard-setting leads such as Shuckle or Smeargle. And with its typing+raw power, it can scare out other common leads like Garchomp (non-scarf), Alolan Ninetales, and the dreaded Mega Sableye. Moonblast is an extremely spammable move which dents anything that doesn't resist it, thanks to M-Diancie's base 160 SpA. Diamond Storm is a secondary rock-STAB, ripping apart mons like Zapdos and Tornadus. The chance of a +2 Def boost is also super nice. Earth Power is mainly to hit steels like Heatran, Magnezone, and Mega Mawile. Finally I'm packing Stealth Rock since I usually lead with M-Diancie, and getting up Stealth Rock on the first turn is an advantage. Really, the only downside to M-Diancie is it is frail.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Zone is an excellent teammate next to Diancie because it can trap and remove most of the steel-types in the tier, such as Ferrothorn and Scizor, whom otherwise destroy Diancie with steel moves. It has Choice Specs+ Max SpA so I can remove Ferrothorn before it sets up too many hazards, or remove Scizor before it can U-turn out, or remove Mega Mawile as quickly as possible. Hidden Power Fire is the move it'll use most often, since it is quadsuper-effective against Ferrothorn and Scizor. Thunderbolt and Flash Cannon provide strong STAB-moves, while Volt Switch is a pivot move if you manage to predict a switch.
Volcarona @ Focus Sash
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Ground]
Volcarona acts as a late-game sweeper. With Swarm and a Focus Sash, you're guaranteed to get off an attack or a QD, and Swarm makes Bug Buzz insanely powerful if Volcarona is on low health. Quiver Dance allows you to clean up the rest of your opponent's team, while Bug Buzz acts as its main Bug STAB move. Fiery Dance is its Fire STAB, and I chose it over a move like Fire Blast since it has a chance to raise your SpA, allowing Volcarona to break walls easily, and it has 100% accuracy. Finally, there are multiple options for the last move. I chose HP Ground because without it Heatran completely walls me. However, Psychic, Giga Drain, or Hurricane are decent alternatives.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
People look at the fact that the god Quagsire is in NU and assume its garbage. But the truth is, Quagsire can function in pretty much any tier, because of the role it plays. Unaware allows you to throw in Quagsire in front of a Landorus-T, Zygarde, Mega Tyranitar, or Dragonite without any worries. Opponents usually forget about Quagsire's ability, so they'll just keep setting up, but then wonder how Quagsire survived a +4 Earthquake or Thousand Arrows or Crunch, while their Pokemon slowly dies from Toxic. Scald allows Quagsire to fish for burns, allowing to be an even more durable physical wall. Earthquake gives Quagsire a powerful reliable STAB move to hit common pokemon like Gear or Tran. Recover allows it to stay healthy throughout a match and stall out mons, and Toxic allows Quagsire to defeat bulky pokemon Quicker.
Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Rock Tomb
- Mach Punch
- Spore
Breloom is one of my favorites from RSE, but it is also one of the best fighting-types in the tier, so thats why it has a roster spot. Technician+Fist Plate boosted STAB Mach Punch is a priority move that can easily pick off many weakened pokemon, as well as knock out frail sweepers like Ash-Greninja or Kartana. Also, access to Spore means that your opponent will be reluctant to switch anything in to Breloom, for fear of being put to sleep. Rock Tomb is for coverage against flying types like Tornadus or fire types like Volcarona trying to switch in or set up, and with Technician it hits very hard. Finally, Bullet Seed is the main Grass STAB, to take out water types and ground types.
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
Tornadus's role is to be the hazard remover on the team and overall it is a great Utility pokemon. Hurricane is its main flying STAB move, and with Flyinium Z it gives Tornadus an option to nuke pokemon like Landorus Therian. Knock Off allows it to remove items from switch-ins like Celesteela and Zapdos. U-turn + Regenerator allows Tornadus to be an excellent pivot since it heal off any damage it might have take switching in and out of the battle. Finally, Defog is the reason that Tornadus is on the team since I need hazards off the field to support my offensive pokemon since they are frail.
Bad Matchups:
Chansey walls Volcarona, Magnezone, Mega Diancie, and can stall out Quagsire. This is why I need to run knock off on Tornadus so I can remove its Eviolite
Nothing on my team outspeeds Tapu Koko since I have no scarf users, so it can just freely launch off electric terrain boosted volt switches that can really chip away at the team. Even if Quagsire is in, Koko can just U-turn out.
Drizzle+Swift Swim rips my team apart since I have no water resists except for Breloom who is pretty frail. And even then, most rain abusers like Kingdra or Mega Swampert carry Ice Beam/Punch.
Thanks for reading, a let me know any suggestions you would want to make
TEAM:
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock
Here we have the star of the team. M-Diancie is one of the best leads in the tier thanks to Magic Bounce, allowing it abuse hazard-setting leads such as Shuckle or Smeargle. And with its typing+raw power, it can scare out other common leads like Garchomp (non-scarf), Alolan Ninetales, and the dreaded Mega Sableye. Moonblast is an extremely spammable move which dents anything that doesn't resist it, thanks to M-Diancie's base 160 SpA. Diamond Storm is a secondary rock-STAB, ripping apart mons like Zapdos and Tornadus. The chance of a +2 Def boost is also super nice. Earth Power is mainly to hit steels like Heatran, Magnezone, and Mega Mawile. Finally I'm packing Stealth Rock since I usually lead with M-Diancie, and getting up Stealth Rock on the first turn is an advantage. Really, the only downside to M-Diancie is it is frail.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Zone is an excellent teammate next to Diancie because it can trap and remove most of the steel-types in the tier, such as Ferrothorn and Scizor, whom otherwise destroy Diancie with steel moves. It has Choice Specs+ Max SpA so I can remove Ferrothorn before it sets up too many hazards, or remove Scizor before it can U-turn out, or remove Mega Mawile as quickly as possible. Hidden Power Fire is the move it'll use most often, since it is quadsuper-effective against Ferrothorn and Scizor. Thunderbolt and Flash Cannon provide strong STAB-moves, while Volt Switch is a pivot move if you manage to predict a switch.
Volcarona @ Focus Sash
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Ground]
Volcarona acts as a late-game sweeper. With Swarm and a Focus Sash, you're guaranteed to get off an attack or a QD, and Swarm makes Bug Buzz insanely powerful if Volcarona is on low health. Quiver Dance allows you to clean up the rest of your opponent's team, while Bug Buzz acts as its main Bug STAB move. Fiery Dance is its Fire STAB, and I chose it over a move like Fire Blast since it has a chance to raise your SpA, allowing Volcarona to break walls easily, and it has 100% accuracy. Finally, there are multiple options for the last move. I chose HP Ground because without it Heatran completely walls me. However, Psychic, Giga Drain, or Hurricane are decent alternatives.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
People look at the fact that the god Quagsire is in NU and assume its garbage. But the truth is, Quagsire can function in pretty much any tier, because of the role it plays. Unaware allows you to throw in Quagsire in front of a Landorus-T, Zygarde, Mega Tyranitar, or Dragonite without any worries. Opponents usually forget about Quagsire's ability, so they'll just keep setting up, but then wonder how Quagsire survived a +4 Earthquake or Thousand Arrows or Crunch, while their Pokemon slowly dies from Toxic. Scald allows Quagsire to fish for burns, allowing to be an even more durable physical wall. Earthquake gives Quagsire a powerful reliable STAB move to hit common pokemon like Gear or Tran. Recover allows it to stay healthy throughout a match and stall out mons, and Toxic allows Quagsire to defeat bulky pokemon Quicker.
Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Rock Tomb
- Mach Punch
- Spore
Breloom is one of my favorites from RSE, but it is also one of the best fighting-types in the tier, so thats why it has a roster spot. Technician+Fist Plate boosted STAB Mach Punch is a priority move that can easily pick off many weakened pokemon, as well as knock out frail sweepers like Ash-Greninja or Kartana. Also, access to Spore means that your opponent will be reluctant to switch anything in to Breloom, for fear of being put to sleep. Rock Tomb is for coverage against flying types like Tornadus or fire types like Volcarona trying to switch in or set up, and with Technician it hits very hard. Finally, Bullet Seed is the main Grass STAB, to take out water types and ground types.
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
Tornadus's role is to be the hazard remover on the team and overall it is a great Utility pokemon. Hurricane is its main flying STAB move, and with Flyinium Z it gives Tornadus an option to nuke pokemon like Landorus Therian. Knock Off allows it to remove items from switch-ins like Celesteela and Zapdos. U-turn + Regenerator allows Tornadus to be an excellent pivot since it heal off any damage it might have take switching in and out of the battle. Finally, Defog is the reason that Tornadus is on the team since I need hazards off the field to support my offensive pokemon since they are frail.
Bad Matchups:
Chansey walls Volcarona, Magnezone, Mega Diancie, and can stall out Quagsire. This is why I need to run knock off on Tornadus so I can remove its Eviolite
Nothing on my team outspeeds Tapu Koko since I have no scarf users, so it can just freely launch off electric terrain boosted volt switches that can really chip away at the team. Even if Quagsire is in, Koko can just U-turn out.
Drizzle+Swift Swim rips my team apart since I have no water resists except for Breloom who is pretty frail. And even then, most rain abusers like Kingdra or Mega Swampert carry Ice Beam/Punch.
Thanks for reading, a let me know any suggestions you would want to make
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Volcarona @ Focus Sash
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Ground]
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Rock Tomb
- Mach Punch
- Spore
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch
- Thunderbolt
Volcarona @ Focus Sash
Ability: Swarm
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Fiery Dance
- Hidden Power [Ground]
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic
Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bullet Seed
- Rock Tomb
- Mach Punch
- Spore
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog