Ubers Diancie (GP: 2/2)

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QC Checks: Shrang / Sweep / Fireburn
GP Checks: Frenzyplant / Winry


My Girl Shines Bright like a Diamond



Overview
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Upon Mega Evolving, Diancie gains an incredibly useful new ability, Magic Bounce. Diancie is also graced with powerful base 160 offensive stats coupled with a fast 110 base Speed. These stats when combined with its Rock / Fairy typing allow Mega Diancie to check common threats such as Darkrai, Yveltal, Ho-Oh, Latias, and Lugia. Regular Diancie is no slouch either; although its offenses are low, its bulk can be quite useful and doesn't forfeit a Mega slot. Despite having some key resistances, Diancie is hampered by a quadruple weakness to Steel and a weakness to common Ground-type moves. While Diancie does have access to useful support moves such as Heal Bell, Stealth Rock, and Trick Room, its lack of instant recovery is quite disappointing. Diancie's movepool on the offensive side is somewhat similar, as it can make use of two excellent STAB moves and Earth Power but does not have many other tricks. Both Diancie and Mega Diancie are stuck with a low base 50 HP, and Mega Evolving Diancie proves quite difficult, as it keeps its low Speed for that turn while becoming less bulky.



Offensive
########
name: Offensive
move 1: Moonblast
move 2: Diamond Storm
move 3: Earth Power
move 4: Protect / Heal Bell / Calm Mind
ability: Magic Bounce
item: Diancite
evs: 80 Atk / 252 SpA / 176 Spe
nature: Timid / Naive


Moves
========

Moonblast is Diancie's primary option for a STAB attack, as it allows Diancie to check Dark- and Dragon-type Pokemon. Meanwhile, Diamond Storm has use to hit threats such as Ho-Oh, Lugia, and Blissey; it also prevents Diancie from being trapped and becoming setup bait to the rare Gothitelle. Earth Power is typically Diancie's best option for a coverage move, as it hits common switch-ins such as Primal Groudon and Steel-types. In the final slot, Diancie has several options. Protect ensures Diancie's Mega Evolution turn and has other utility such as scouting. Heal Bell, on the other hand, allows Diancie to give emergency cleric support for a more offensive team. Lastly, Calm Mind can be used to turn Diancie into a stallbreaker that doesn't mind Ho-Oh or Lugia, two common threats to Calm Mind users. Magic Bounce further supports Diancie's efforts to use Calm Mind, as it provides an immunity to Toxic and phazing moves, thus allowing Calm Mind Diancie to pressure stall teams hard if opposing Primal Groudon and Kyogre have been eliminated.

Hidden Power Fire is an alternate coverage move for Diancie that hits common switch-ins such as Mega Scizor, Ferrothorn, and Genesect much harder than Earth Power. In the final slot, Stealth Rock is an option if it is too detrimental to fit anywhere else on your team, and Mega Diancie has the benefit of being immune to Taunt; however Mega Diancie's lack of bulk compared to alternative non-suicide entry hazard setters is disappointing.


Set Details
========

176 Speed EVs with a Timid nature allow Mega Diancie to outspeed base 100 Speed Pokemon. A Timid nature is used because the Attack drop does not significantly impact any targets of Diamond Storm, although Naive is an option to have sightly more physical power at the cost of some special bulk. Significant Special Attack investment keeps this set offensive and OHKOes threats such as Rayquaza and Mega Salamence. The remaining EVs go into Attack to make Diamond Storm hit slightly harder. If Hidden Power Fire is being used, run at least 180 Speed EVs with a Timid nature due to the IV drop. Max Speed is an option when Diancie is not using Hidden Power Fire to Speed tie with opposing base 110 Speed Pokemon.


Usage Tips
========

The Mega Evolution turn is very important, especially when Diancie is not using Protect. Diancie has more bulk when not Mega Evolved, so when it needs to survive a certain attack, sometimes the right choice is to not Mega Evolve. When using Protect, the danger of giving your opponent a free setup turn is present, although you don't have to worry about entry hazard stacking. Mega Evolving early is important for a Magic Bounce user, as Mega Diancie will want to be sent in to Magic Bounce certain attacks. Because the intended targets of Earth Power and Hidden Power Fire can punish Mega Diancie hard, you'll often have to rely on predictions to hit them as they come in. Although Mega Diancie isn't a glass cannon, it's far from indestructible; because it lacks recovery, instant or passive, there are only so many times this set can switch into even resisted attacks. Even though Mega Diancie has Magic Bounce, it doesn't necessarily lead well against all common leads; Primal Groudon and Dialga can be very dangerous due to their powerful type advantages, as can Deoxys-A with Psycho Boost.


Team Options
========

Ho-Oh is an excellent partner for offensive Mega Diancie, as it threatens Steel-types and appreciates the anti-entry hazard support provided by Magic Bounce. Latias and Latios are good choices as well because they can fit on offensively oriented teams and provide a Ground immunity, while in return Diancie checks Dark-types and can offer cleric support. Giratina-O also provides a Ground immunity and appreciates Diancie's checking of common Dark-types. Palkia can greatly benefit Diancie, as it is an excellent Kyogre check and can power through several common Steel-types. Primal Groudon also checks Kyogre and destroys Steel-types, which is highly useful for Diancie. Arceus-Ghost checks Steel-types quite well with Judgment and Will-O-Wisp, while Arceus-Ghost benefits from Diancie's checking of Darkrai and Yveltal. Diancie struggles with Calm Mind Arceus formes that aren't Ground- or Dark-type, and although Dialga stacks a weakness to the Ground-type, it is an effective check to Calm Mind Arceus and several Steel-types.



Mega Utility
########
name: Mega Utility
move 1: Protect
move 2: Diamond Storm
move 3: Moonblast / Toxic
move 4: Heal Bell
item: Diancite
ability: Magic Bounce
evs: 248 HP / 124 Def / 136 Spe
nature: Bold / Impish


Moves
========

Protect is invaluable for ensuring a safe Mega Evolution turn and has general utility for scouting moves and stalling. Diamond Storm prevents this set from being bait for specially defensive Pokemon such as Ho-Oh, Blissey, and Gothitelle. Moonblast allows Diancie to hit the Dark- and Dragon-types that it is intended to check, such as Darkrai and Rayquaza, respectively. Although Steel-types are immune to Toxic and tend to switch into Diancie, it is still a great move, as it can nail Arceus formes and Primal Groudon. Heal Bell provides cleric support to teammates and is especially useful because Mega Diancie is immune to Taunt. Although Stealth Rock is not slashed, Diancie can function as a setter if there is no room for the move on another teammate.


Set Details
========

248 HP EVs are used to make this set more bulky, but Mega Diancie is still hampered to an extent because of its low base HP along with its lack of instant recovery. 136 Speed EVs are just enough to outspeed Adamant Rayquaza. 124 Defense EVs with a Defense-boosting nature allow Mega Diancie to avoid the 2HKO from Choice Band Ho-Oh Brave Bird, survive Earthquake from max Attack Rayquaza, survive +1 Mega Salamence Earthquake, and tank other physical attacks. A Bold nature is used because the Attack drop does not significantly impact any targets of Diamond Storm. Impish is the better option if Diancie is not using Moonblast, as it will only have a physical move. Alternatively, a spread of 248 HP / 164 Def / 96 Spe with a Bold nature beats base 90 Speed Pokemon and gains a bit of physical bulk. Max Defense is also an option to guarantee that Mega Diancie is 3HKOed by Choice Band Ho-Oh Brave Bird after Stealth Rock and survives +1 Mega Salamence Earthquake after Stealth Rock; the loss of Speed isn't that great of an issue, as Diancie loses to common base 90 Speed Pokemon anyway.


Usage Tips
========

Although Protect ensures Diancie's safe Mega Evolution, it can potentially give the opposing Pokemon a free setup turn. It is also important to note that Diancie has better bulk before Mega Evolution, so don't Mega Evolve on an attack that would knock out Mega Diancie but that Diancie would survive. Even though Diamond Storm gives frequent Defense boosts, don't allow this to trick you into thinking that Mega Diancie can comfortably tank a Bullet Punch or Earthquake; it is usually better to switch into an appropriate counter. Mega Diancie is good at forcing switches, and it is during these times that it is best to use Heal Bell.


Team Options
========

Latias and Latios are great partners for this set despite creating a stacked weakness to Steel-types. Both greatly appreciate the cleric support and the check to Dark-types that Mega Diancie provides, and in return they check both Primal Groudon and Kyogre. Ho-Oh appreciates the anti-entry hazard support provided by Mega Diancie and can annihilate common Steel-types. Other Pokemon immune to Ground-type attacks, such as Giratina-O, are also good teammates for Mega Diancie and in return are provided cleric support. Arceus-Ghost is greatly threatened by Yveltal, Darkrai, and status, all of which can be checked by Diancie while Arceus-Ghost can check Steel-types. Due to its lack of instant recovery, Wish support for Mega Diancie is highly appreciated when using this set on more defensive teams. Lugia's common checks, such as Stealth Rock, Toxic, Taunt, and Dark-types, can all be effectively combated with Diancie, while Diancie appreciates Lugia's ability to check Primal Groudon. Primal Groudon serves as a good check to Kyogre and the Steel-types that can threaten Diancie. Due to Mewtwo's dislike for status and Yveltal, Diancie naturally pairs well with it. Lastly, Palkia and Dialga can serve as Kyogre and Calm Mind Arceus checks.



Support
########
name: Support
move 1: Stealth Rock
move 2: Diamond Storm
move 3: Heal Bell / Protect
move 4: Toxic / Heal Bell
item: Leftovers
ability: Clear Body
evs: 248 HP / 252 Def / 8 SpD
nature: Impish


Moves
========

Stealth Rock is a fantastic choice on a Pokemon that deters common Stealth Rock-weak Pokemon such as Ho-Oh and Yveltal. Diamond Storm is not only a strong choice for a STAB attack, but it also smashes Ho-Oh and the Defense boosts can be quite handy. Heal Bell not only allows Diancie to remove status from itself but also provides further support for teammates. Protect is still quite useful on normal Diancie, as it can be used to scout threats, stall for Toxic damage, and gain added Leftovers recovery. In the final slot, Toxic gives Diancie a way to punish Defog Arceus and Latias and stall out other defensive threats. Although it is not slashed, Moonblast is an option that deals about 15% more damage to Mega Salamence than Diamond Storm does and can hit Palkia switch-ins.


Set Details
========

248 HP investment is used to offset Diancie's pathetic base 50 HP. Max Defense investment helps Diancie tank physical attacks from Pokemon such as Ho-Oh, Rayquaza, and Mega Salamence. All of the remaining EVs go into Special Defense to help combat Pokemon such as Yveltal. Leftovers is used as a held item to give Diancie some passive recovery, as it lacks access to an instant recovery move.


Usage Tips
========

Because Leftovers is Diancie's only recovery, it can be worn down by switching in many times. Although it can be difficult, try to keep Diancie with enough health remaining that it is able to still check what it needs to; this often means playing less aggressively. Heal Bell is a great move to remove status from both Dianice and teammates; however, it does have limited PP and should not be wasted. When battling more defensive teams, be very aware of how much PP you have remaining for Heal Bell. Although you can use Toxic against Arceus formes and Primal Groudon that may come in, you can't use Toxic on Steel-types, so the better option in these cases is to double switch. Even though it is often just for a turn, Diancie can capitalize on bluffing the possibility of being Mega Diancie.


Team Options
========

Arceus-Ghost is an excellent teammate that easily fits on defensively oriented teams. Arceus-Ghost appreciates Diancie's cleric support and checking of Yveltal and Ho-Oh, while in return it can check many Steel- and Ground-types. Latias also appreciates cleric support and the check to Yveltal and can act as a check to Primal Groudon and Kyogre. Steel-types, although they are weak to Ground-type moves, appreciate the check to Ho-Oh and are generally great assets for defensive teams due to their numerous resistances. Primal Groudon can also check Kyogre, and even defensive variants have no trouble blasting through Steel-types that pose a danger to Diancie. Palkia and Dialga both check Kyogre and Calm Mind Arceus in addition to several Steel-types.



Trick Room
########
name: Trick Room
move 1: Stealth Rock
move 2: Trick Room
move 3: Diamond Storm
move 4: Explosion
item: Life Orb
ability: Clear Body
evs: 248 HP / 252 Atk / 8 Def
ivs: 0 Spe
nature: Brave


Moves
========

Diancie is a Trick Room setter that is not at all afraid of Ho-Oh or Yveltal, allowing it to provide effective support to its team. Stealth Rock is great on this set as well, as Diancie repels Pokemon weak to Stealth Rock such as Ho-Oh and Yveltal. Diamond Storm is this set's best option for a STAB attack, as it deals significant damage to Ho-Oh, Rayquaza, offensive Yveltal, and Mega Salamence. Explosion can be a great last ditch move, and when using in conjunction with Trick Room, Diancie can explode on support Arceus formes and prevent Defog.


Set Details
========

Because this set needs to be able to take a few hits as setup occurs, 248 HP EVs are used to offset Diancie's low base HP. Diancie already has very high defenses, so 252 Attack EVs with a Brave nature are used to allow Diamond Storm and Explosion to hit their intended targets as hard as possible. A Life Orb further boosts the power of Dianice's attacks at the cost of some HP; however, this drawback is completely irrelevant when using Explosion. A Speed-reducing nature in addition to 0 Speed IVs is used to minimize Diancie's Speed, allowing it to move first once Trick Room has been set.


Usage Tips
========

This set is underutilized, so its unexpectedness should be capitalized upon. Diancie can often set Trick Room on the switch, but unfortunately, Steel-types are highly threatening regardless of if Diancie moves first or not. Deciding when to, if at all, use Explosion can be tricky, particularly once the set is revealed, so be wary of Protect use and Ghost-types. This set can switch into Ho-Oh if necessary, but because its moves are physical, Diancie does not want to risk being burned from Sacred Fire.


Team Options
========

The best teammates for this set are Pokemon that can effectively abuse Trick Room. Typically, the Pokemon are quite powerful and bulky, but are hampered by their Speed stat. Some examples of potential Trick Room abusers include Primal Groudon, Primal Kyogre, Mega Mawile, and Ho-Oh. Victini is an interesting partner that can also function as a setter of Trick Room and appreciates Diancie's check to Yveltal. Dialga and Palkia are notorious setters and abusers of Trick Room and can dually function as checks to Kyogre. Arceus-Ghost isn't necessarily an abuser of Trick Room, although it has excellent synergy with Diancie due to its ability to check Steel-types while Diancie checks Dark-types. Ground immunities in general are handy for this set due to the prevalence of Primal Ground and Ground-type coverage.



Other Options
########

A defensive RestTalk set similar to RestTalk + Aromatherapy Xerneas is possible, as Dianice has access to Rest, Sleep Talk, and Heal Bell, but it is usually outclassed by Xerneas. Diancie does have access to dual screens, but with the prevalence of Defog, they are typically not a good choice. Magnet Rise is an interesting option, as several Pokemon can only hit Diancie with Ground-type moves, but it is often situational and prediction-reliant. Lastly, Rock Polish can be using to greatly increase Mega Diancie's Speed on an offensive set, but most common checks still beat it regardless of its Speed.



Checks and Counters
########

**Steel-types**: Although Steel tends to be a poor offensive type, it is highly threatening to Diancie, as it exploits a quadruple weakness. As a result, Steel-types such as Mega Metagross, Mega Scizor, and Genesect can blast through any Diancie set. Even though the offensive set's coverage options of Earth Power and Hidden Power Fire can deal significant damage to or even knock out predicted switch-ins, Steel-types are still excellent checks to Mega Diancie.

**Arceus-Ground**: Arceus-Ground has become a very popular Arceus forme that can squash all Diancie sets with super effective Earthquake or Judgment. Defensive Diancie sets can, however, Toxic it as it comes in.

**Other Ground-types**: In a similar vein to Arceus-Ground, Ground-types in general are solid checks to every Diancie set. Although Ground-types can deal significant damage to Diancie, most don't like switching into Toxic, and Primal Groudon takes solid damage from Earth Power.

**Kyogre**: Although it has become less common, Kyogre is still a great check to all Diancie sets. Origin Pulse can knock out Diancie, while the most damage Diancie can do in return is not very significant, especially if the set is defensive.

**Choice Scarf Users*: Choice Scarf users have dropped in usage, but they are still significant threats. Choice Scarf Zekrom, for example, can potentially revenge kill the offensive set after prior damage.

**Calm Mind Arceus Formes**: Although Diancie can beat the common Calm Mind Arceus-Dark, other formes can be potentially problematic. Calm Mind Arceus with dual coverage can be slapped with Toxic, although the offensive set does not run this move. Other Calm Mind Arceus formes, such as Arceus-Rock and Arceus-Fairy, can afford to run a move such as Refresh that makes Toxic useless.

**Shaymin-S**: Shaymin-S is both faster than Mega Diancie and able to KO it with Seed Flare, although it does not want to switch into Diamond Storm or even Moonblast due to its low bulk.
 
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shrang

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Is there any reason the support set is running a Relaxed nature? I guess you take less from Gyro Ball but Diancie's slow anyway.

However, I do see one good reason to run Relaxed, and that's if we also have Moonblast on that set. It hits Mega Sal much harder than Diamond Storm, and Diancie can actually survive a +1 EQ. You could probably slash it with "move 3: Protect / Heal Bell".

Also:
- Capitalize on bluffing that you could be Mega Diancie if applicable
Kind of hard to bluff Mega Diancie if you have Leftovers.
 

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Is there any reason the support set is running a Relaxed nature?
Originally I had Moonblast slashed on the support set and because of Gyro Ball (but that kinda wrecks you anyways). When I took Moonblast off I didn't bother to change it. The reason why I removed Moonblast was along the lines of support Diancie isn't running any investment and is coming off a 100 base SpA. It does in fact deal about 15% more to Mega Mence which is cool and 2HKOs Palkia, but unfortunately you can't really afford to stay in against that anyways. I guess a moves mention for now is a compromise and other QC members can chime in. I can't think of any other relevant targets off the top of my head right now the Moonblast hits for the support set, even YGod just barely escapes the 2HKO.

Kind of hard to bluff Mega Diancie if you have Leftovers
You get one turn to bluff just like Pokemon such as Life Orb Zekrom, it's not much but it can help. The bigger issue is if you have a Pokemon that is obviously a mega which is why I said "when applicable".
 
For the offensive maybe run naive or hasty so diamond storm does more damage, or just slash those natures onto timid.
To back your point:

4- Atk Diancie Diamond Storm vs. 4 HP / 252 Def Blissey: 289-342 (44.3 - 52.4%) -- 19.9% chance to 2HKO
4 Atk Diancie Diamond Storm vs. 4 HP / 252 Def Blissey: 322-381 (49.3 - 58.4%) -- 98.8% chance to 2HKO
 

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For the offensive maybe run naive or hasty so diamond storm does more damage, or just slash those natures onto timid.
- Timid is used because the attack drop does not significantly impact any targets of Diamond Storm
4- Atk Diancie Diamond Storm vs. 4 HP / 252 Def Blissey: 289-342 (44.3 - 52.4%) -- 19.9% chance to 2HKO
4 Atk Diancie Diamond Storm vs. 4 HP / 252 Def Blissey: 322-381 (49.3 - 58.4%) -- 98.8% chance to 2HKO
You forgot that Blissey frequently runs Leftovers and Protect, meaning that either way you won't be able to 2HKO. Blissey can't really do anything to Diancie anyways other than PP stall Diamond Storm, but it can do this regardless of if you are Timid or Hasty. Diamond Storm's use against Blissey is that you can plow through it if it switches into Diamond Storm or has taken chip damage.

All other targets, any Ho-Oh even max defense, Lugia (like Blissey all it can really do is PP stall), and Gothitelle are not at all affected by a Atk- nature.
 
You forgot that Blissey frequently runs Leftovers and Protect, meaning that either way you won't be able to 2HKO. Blissey can't really do anything to Diancie anyways other than PP stall Diamond Storm, but it can do this regardless of if you are Timid or Hasty. Diamond Storm's use against Blissey is that you can plow through it if it switches into Diamond Storm or has taken chip damage.

All other targets, any Ho-Oh even max defense, Lugia (like Blissey all it can really do is PP stall), and Gothitelle are not at all affected by a Atk- nature.
Has Blissey forgone Shed Shell, which leaves it wide open to be trapped by Mega Gengar?
 

PROBLEMS

AHEAD OF HIS TIME
Looks fine to me, personally i like running 40 in attack out of the special attack and -defense nature for defensive teams also ensures blissy can get 2-hit after rocks and 2 protects. Also pretty sure it ensures the 2 hit ko on primal orge with diamond storm;

I'll approve overwise if others don't agree with my suggestions.
 

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4 Atk- 2HKOs P Ogre after Rocks and 70% without rocks
76 Atk- 2HKOs P Ogre 98.8% without rocks
76 Atk 2HKOs Leftovers Blissey (even with Protect) a good amount of the time

I typically run the secondary offensive spread listed (76 Atk / 252 SpA / 180 Spe Timid) because I loose speed ties regardless so it's better to just put superfluous speed into Atk for those situational moments against mons like P Ogre.
 

Fireburn

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This mon is great. Some suggestions:

Offensive: I would go ahead and make the primary spread Naive / Timid with 80 Atk / 252 SpA / 176 Speed. Still outspeeding base 100's and getting the 2HKO on Blissey/POgre is very useful since it helps considerably when breaking stall (which this is good at doing esp with CM). Slashing looks good. Naive > Hasty cuz you can check SD Ray + take Psyshock from Lati better, both can work though. It's mentioned already but emphasize Ho-Oh as a teammate, it works really well with Mega Diancie. Giratina-O is good to mention explicitly as a check to SD Groundceus.

Mega Utility: Consider a bulkier EV Spread 252 HP / 156 Def / 100 Speed Impish. IIRC this outspeeds the standard LO Yveltal + neutral speed base 90's + Adamant Rayquaza and it gives you a lot more bulk to throw around. Mainly, you have an 84% chance to live 2 CB Ho-Oh Brave Birds after SR (assuming you take both hits as Mega Diancie) and you have a 94% chance to survive an Earthquake from +1 Mega Salamence (they have to roll absolute max damage to kill). I would also move SR into moves, Heal Bell is a huge selling point of this thing.

Support: Make Heal Bell the primary slash of Slot 3. Ho-Oh is still a good teammate for crushing Steel-types. Emphasize that its a great bird check. Other than that this looks fine.

Trick Room: Victini is cool since it can switch into Steels and abuse/set up TR. I'd mention it explicitly.

Remove Psych Up from OO.

I would give Arceus-Ground its own section in Checks and Counters, it beats pretty much all Diancie sets rather comfortably. The other Grounds have to be careful of Moonblast (Lando/Gliscor) or Earth Power (PDon/Excadrill), and Groundceus doesn't care much about either so its a fairly solid counter.

Aside from that I think you covered it, make these changes and I'll stamp.
 

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Consider a bulkier EV Spread 252 HP / 156 Def / 100 Speed Impish. IIRC this outspeeds the standard LO Yveltal + neutral speed base 90's + Adamant Rayquaza and it gives you a lot more bulk to throw around.
Some problems with this. 100 Speed does not beat Adamant Quaza, or LO Yveltal. Mega Diancie needs at least 136 speed to beat Adamant Rayquaza, 168 to beat 252 Spe Yveltal, and if you are beating 252 Speed 99s might as well beat 252 Speed 100s even though they shouldn't be anything other than max speed. 68+ Speed beats up to 252 100 base, but for now the set was left as 176+ with EVs added to defense.

Other than this all other changes were implemented except for slashing Naive over Timid on the offensive set. Now that the primary set runs 80 Atk EVs there is even less of a reason to run a SpD- nature over a Atk- nature. There is nothing relevant that a neutral Atk nature gets over a Atk- nature, meanwhile having a Mega Diancie with a bit more SpD is relevant because you lack recovery and are checking things like Yveltal.
 
No one runs 252 Yveltal, the spread beats the standard 184 Yveltal as well as all base 90s. You don't beat Rayquaza which I guess 136 could be considered for. I'd never go as far as 168 because 252 Yveltal is a useless benchmark.
 

shrang

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No-one runs 252 Yveltal but 184 Spe is not an appropriate benchmark to use in an analysis because like the other analyses that's been caught with this, it promotes speed creeping which would lead to cross-analyses creeping, which we want to avoid. I guess you could outspeed the base 90s which 184 Spe Ygod outspeeds, or you go for max speed Ygod.
 

shrang

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Yes, Ygod's speed is listed as 184 on the analysis. Now pretend, for example we decide to make Diancie or Xerneas or something like that enough speed to outspeed the 184 Spe Yveltal, then we'd change the Yveltal analysis later to 192 Spe to outspeed whatever just outsped 184 Spe Yveltal and so on and so forth until we hit the maximum, by which time the benefits of running EVs elsewhere are gone. That's what we're trying to avoid here, and why we avoid speed creeping in analysis.
 

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248 HP / 164+ Def / 96 Spe
- beats up to neutral base 90s
- avoids the 2HKO from BB CB Ho-Oh 99% after SR
- survives +1 Jolly Mega Mence EQ 94%
- survives +1 Jolly Mega Mence EQ 19% after SR
- survives max Atk Ray EQ 100%
- survives max Atk Ray EQ 37% after SR

248 HP / 124+ Def / 136 Spe
- beats up to Adamant Rayquaza
- avoids the 2HKO from BB CB Ho-Oh 85% after SR
- survives +1 Jolly Mega Mence EQ 75%
- survives max Atk Ray EQ 94%
- survives max Atk Ray EQ 19% after SR

248 HP / 164 Def / 96+ Spe
- beats Adamant Rayquaza, LO Yveltal, max base 90s
- avoids the 2HKO from BB CB Ho-Oh 100%
- avoids the 2HKO from BB CB Ho-Oh 30% after SR
- survives +1 Jolly Mega Mence EQ 44%
- survives max Atk Ray EQ 66%

248 HP / 84 Def / 176+ Spe
- beats up to max speed base 100s
- avoids the 2HKO from BB CB Ho-Oh 88%
- survives +1 Jolly Mega Mence EQ 6%
- survives max Atk Ray EQ 19%

I'll let QC decide which set they like the most, probably the first one, just remember that you are kinda slow.
 
Last edited:

shrang

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Personally I like the one that outspeeds Adamant SD Ray. You resist Extreme Speed, outspeed (presumably you're Mega evolved already) and OHKO with Diamond Storm.
 
No love for max Speed to tie Latias and Latios? I guess you beat them anyway 1-1 but they can always pick you off with a Psyshock. The Speed could prove useful vs. them and some support Arceus formes but idk. I like the first and third spreads the most, beating Adamant Rayquaza is important.

What are the calcs with Timid vs. Naive when using Diamond Storm vs. Lugia (Multiscale broken), Ho-Oh, etc? Not sure about having a spread with Attack investment and a Timid nature.
 

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Max speed was the original offensive set but Fireburn wanted it changed, it is still in set details.


80- Atk Diancie Diamond Storm vs. 248 HP / 252+ Def Ho-Oh: 472-564 (113.7 - 135.9%) -- guaranteed OHKO
80 Atk Diancie Diamond Storm vs. 248 HP / 252+ Def Ho-Oh: 532-628 (128.1 - 151.3%) -- guaranteed OHKO

80- Atk Diancie Diamond Storm vs. 248 HP / 252+ Def Lugia: 186-222 (44.8 - 53.4%) -- 1.2% chance to 2HKO after Leftovers recovery
80 Atk Diancie Diamond Storm vs. 248 HP / 252+ Def Lugia: 206-246 (49.6 - 59.2%) -- 76.6% chance to 2HKO after Leftovers recovery

80- Atk Diancie Diamond Storm vs. 0 HP / 252 Def Blissey: 306-360 (47 - 55.2%) -- 14.1% chance to 2HKO after Leftovers recovery
80 Atk Diancie Diamond Storm vs. 0 HP / 252 Def Blissey: 339-400 (52 - 61.4%) -- 96.9% chance to 2HKO after Leftovers recovery

80- Atk Diancie Diamond Storm vs. 248 HP / 8 Def Gothitelle: 160-189 (46.6 - 55.1%) -- 11.7% chance to 2HKO after Leftovers recovery
80 Atk Diancie Diamond Storm vs. 248 HP / 8 Def Gothitelle: 178-210 (51.8 - 61.2%) -- 95.7% chance to 2HKO after Leftovers recovery


Some things need to be kept in mind about these cals. The neutral Atk nature that gets 2HKOs on Lugia, Blissey, and Gothitelle are not at all relevant. Lugia and Blissey can just PP stall Diamond Storm regardless of if Diancie is Timid or Naive and can't do anything back anyways. Gothitelle just needs to be 3HKOed since it doesn't have instant recovery and both natures meet this benchmark as well.
 

alexwolf

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Seeing as how TR Diancie's job is to set up TR and Explode, as well as check threats such as Yveltal, Ho-Oh, Rayquaza, Mega Blaziken, and Mega Salamence, max Defense with Impish seems as a much better option, with Leftovers or Mental Herb over Life Orb. Explosion will be doing shit anyway, as the opponent brings in his Steel-type or physical wall, but the added bulk is very useful. Even Shuca Berry seems better, as a clutch TR against a boosted Rayquaza or Mega Salamence may save the day and even allow a counter-sweep.

tl;dr bulk > power on support TR Pokemon, and Diancie is definitely a support TR Pokemon.
 

Minority

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For the mega utility set I decided on the first spread, with the spread that outspeeds Adamant Ray put in set details.
 

shrang

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Just wondering:
248 HP / 164+ Def / 96 Spe
- beats up to neutral base 90s
- avoids the 2HKO from BB CB Ho-Oh 99% after SR
- survives +1 Jolly Mega Mence EQ 94%

- survives +1 Jolly Mega Mence EQ 19% after SR
- survives max Atk Ray EQ 100%
- survives max Atk Ray EQ 37% after SR
Is outspeeding neutral base 90s actually that important? I mean yes, 99% and 94% are virtually 100% survival, but there is still that off-chance that they can get a max roll and kill you. You lose to most base 90s anyway (P Donner, P Ogre, Dialga, Zekrom to an extent, and all of them apart from Zekrom rarely runs max speed anyway), so I don't see the point, to be honest. Ho-oh rarely runs max Speed as well. Like, if you're going to run an EV spread that outspeeds certain benchmarks, 90 is the not one to aim for, IMO. Either drop defense and aim for outspeeding things that you can actually beat (eg Rayquaza) or just drop the speed altogether and go for bulk.
 

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