Diancie

TheEnder

a petal in the wind
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past WCoP Champion
QC: AM / Ben Gay / TnT
GP: Dutch Plumberjack / Calm Pokemaster
[OVERVIEW]
Mega Diancie is a top threat in the OU metagame, sporting incredible offensive stats in a massive base 150 Attack and Special Attack and crucial base 110 Speed. Furthermore, it has access to boosting moves such as Rock Polish and Calm Mind that can skyrocket its already high offensive stats. Upon Mega Evolving, Diancie receives Magic Bounce as its ability, granting it an immunity to status moves such as Thunder Wave and Will-O-Wisp as well as the ability to reflect opposing entry hazards. Lastly, its unique typing allows it to easily come in on Dragon-, Fire-, and Flying-type attacks, all of which are moderately common. While its positives are breathtaking, Diancie has some flaws to keep in mind. Most important is perhaps its mediocre base 50 Speed in its pre-Mega forme. Because of this, Diancie has a hard time Mega Evolving safely, and it often has to rely on Protect to do so, which severely lowers its offensive coverage. While its typing grants it a key set of resistances, it leaves Diancie vulnerable to Water-, Ground-, and Steel-type attacks, making it troublesome to switch into the battlefield.

[SET]
name: Offensive
move 1: Moonblast
move 2: Diamond Storm
move 3: Earth Power / Hidden Power Fire
move 4: Protect / Hidden Power Fire
item: Diancite
ability: Clear Body
nature: Naive
evs: 32 Atk / 224 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Moonblast is Mega Diancie's primary STAB move, and coming off its enormous Special Attack it hits like a truck, denting anything that doesn't resist it. It hits Dark- and Fighting-types such as Mandibuzz, Keldeo, Terrakion, and Breloom for super effective damage, dealing a lot of damage if not OHKOing them. Diamond Storm hits Fire-, Ice-, and Flying-types super effectively and hits physically frail Pokemon such as Chansey and specially defensive Clefable for a lot of damage. Earth Power gives Mega Diancie the ability to hit Steel-, Fire-, and Electric-types, such as Heatran, Mega Charizard X, Raikou, and Mega Manectric, for super effective damage, OHKOing all of them after Stealth Rock. Earth Power also hits Jirachi and Mega Metagross hard, both of which are common switch-ins to Diancie. Protect allows Diancie to Mega Evolve safely, which can otherwise be kind of hard due to Diancie's lackluster Speed before Mega Evolving. It is also great for scouting against Choice-locked Pokemon or entry hazard setters, which eases prediction, and playing mind games against Pokemon with High Jump Kick, such as Mega Lopunny. Hidden Power Fire can be used over either Earth Power or Protect to deal a lot of damage to Ferrothorn, Scizor, and Skarmory, all of which would otherwise counter Diancie. However, Hidden Power Fire doesn't do nearly as much damage to Jirachi and Metagross, which can be crucial at times. It also it forces a drop in Speed, which means Mega Diancie loses the Speed tie with opposing base 110s. Psychic is an option over Protect or Hidden Power Fire if hitting Venusaur and Amoonguss hard is appreciated over the perks the other moves offer.

Set Details
========
To make full use of Mega Diancie's great Speed tier, full investment in Speed in necessary. 32 Attack EVs allows Mega Diancie to OHKO physically defensive Zapdos after Stealth Rock, while the rest is put in Special Attack for Mega Diancie to hit as hard as possible. Running an EV spread of 252 Atk / 4 SpA / 252 Spe with a Naive nature enables Mega Diancie to 2HKO Chansey and specially defensive Clefable with Diamond Storm after a bit of prior damage. However, doing so significantly lowers its special moves' damage output.

Usage Tips
========
If it is not running Protect, getting Diancie in on slower Pokemon such as Mandibuzz and defensive Heatran to Mega Evolve is recommended. Bringing it in on Pokemon it fears little from, such as Talonflame and Mega Sableye, is also beneficial. Taking advantage of Mega Diancie's great wallbreaking capabilities early-game is advised, so that Diancie's teammates can have an easier time breaking down the opposing team. Mega Diancie is best fit on offensively oriented teams, where its teammates are capable of wearing down its checks or cleaning after it has blown holes in the opposing team.

Team Options
========
Pokemon capable of taking Steel- and Water-type priority attacks, such as Ferrothorn, Rotom-W, and Heatran, make for good teammates. If Diancie forgoes Hidden Power Fire, Magnezone is a great partner, as it can trap and kill Ferrothorn, Skarmory, and Mega Scizor, all of which completely wall Diancie without Hidden Power Fire. Pokemon capable of luring in and wearing down checks to Diancie make for good teammates. For instance, Nasty Plot Thundurus lures in Clefable, Knock Off Landorus baits in and beats Chansey, and Solarbeam + Power Herb Heatran beats Rotom-W and Suicune. Manaphy is one the best offensive teammate to Mega Diancie, as it is capable of beating all of these Pokemon with its coverage moves. Swords Dance Bisharp, Swords Dance Garchomp, and Calm Mind Keldeo also do a good job at wallbreaking in order for Mega Diancie to sweep. Fire-types such as Volcarona and Talonflame greatly appreciate Mega Diancie's ability to reflect entry hazards and are capable of dealing with Steel-types that annoy Mega Diancie. In return, Mega Diancie handles a lot of Pokemon that check them, such as Heatran, Dragonite, and opposing Talonflame.

[SET]
name: Rock Polish
move 1: Rock Polish
move 2: Moonblast
move 3: Diamond Storm
move 4: Earth Power / Hidden Power Fire
item: Diancite
ability: Clear Body
nature: Rash
evs: 44 HP / 32 Atk / 252 SpA / 180 Spe

[SET COMMENTS]
Moves
========
Rock Polish doubles Mega Diancie's Speed, allowing it to outspeed every unboosted Pokemon in the tier and pose a giant threat to offensive teams; coupled with its great Attack and Special Attack, it can be very hard to deal with once it has set up. Moonblast is Diancie's main STAB attack, dealing super effective damage to Dragon-, Dark-, and Fighting-types, such as Mega Altaria, Latios, Latias, Keldeo, Terrakion, Mandibuzz, and Breloom. Diamond Storm lets Diancie hit Fire- and Flying-types such as Talonflame and Zapdos for super effective damage and deal a good amount of damage to Chansey and specially defensive Clefable. The last moveslot is for Diancie's coverage move of choice. Earth Power hits Fire-, Ground-, and Rock-types for super effective damage and lets Diancie take on Heatran and Jirachi, both of which otherwise counter it. Hidden Power Fire deals huge amounts of damage to common Steel-type switch-ins to Diancie, such as Scizor and Ferrothorn. Running Calm Mind over Diamond Storm allows Rock Polish Diancie to pose even more of a threat to defensively oriented teams.

Set Details
========
The given EVs in Speed lets Diancie outspeed neutral-natured base 115s with maximum investment in Speed after at +2 Speed in its pre-Mega forme. 32 Attack EVs allow Mega Diancie to OHKO physically defensive Zapdos after Stealth Rock. Maximum investment in Special Attack with a Rash nature makes Mega Diancie as powerful as possible, while the remaining EVs are put in HP to add a little amount of bulk. A Naive nature can be used as well, enabling Diancie to outspeed threats such as Keldeo, Landorus, and Garchomp after Mega Evolving if this is preferred over the sheer power a Rash nature offers.

Usage Tips
========
Mega Evolving as early as possible is always favorable, as it boosts Diancie's Speed stat a lot and lets it freely come in on threats such as Mega Sableye and Mew thanks to Magic Bounce. This is harder with the Rock Polish set, due to the lack of Protect, but some of the Pokemon Diancie is capable of freely Mega Evolving on include Mandibuzz, Mega Sableye, Talonflame, Heatran, and Pokemon Choice-locked into a move Diancie resists. If the opponent has a way of revenge killing Mega Diancie at +2 Speed, such as strong priority attacks or soft checks, such as Rotom-W and Azumarill, it is advised not to set up before these Pokemon are removed. Depending on Mega Diancie's coverage move, Heatran, Amoonguss, Scizor, or Ferrothorn needs to be weakened in order for Mega Diancie to successfully sweep.

Team Options
========
Pokemon capable of taking Water- and Steel-type priority attacks, such as Rotom-W, Ferrothorn, Keldeo, and Heatran, make for great teammates. If Diancie is not running Hidden Power Fire, running a Pokemon capable of taking on Scizor and Ferrothorn is advised. Magnezone excels at this role, thanks to Magnet Pull and access to Hidden Power Fire. Hidden Power Fire Latios also makes for a good teammate, as it can draw in and heavily damage Scizor and Ferrothorn. If Diancie forgoes Earth Power, Ground- and Water-types such as Landorus-T, Excadrill, Manaphy, and Keldeo make for good teammates, as they are capable of dealing with Heatran and Jirachi. Wallbreakers such as Serperior and Kyurem-B make for good partners, as they are capable of pressuring some of the Pokemon that check Mega Diancie, such as Rotom-W and Hippowdon. Nasty Plot + Baton Pass Celebi makes for a good teammate, due to the ability to get Diancie to +2 Special Attack, making it close to impossible to take on. Celebi also has good defensive synergy with Diancie and can Baton Pass to it on a predicted Dark- or Bug-type attack. Gengar, Latios, and Latias draw in Choice Scarf Tyranitar and can bait it into going for Pursuit. This enables Diancie to Mega Evolve and set up safely.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Moonblast
move 3: Earth Power
move 4: Hidden Power Fire / Psyshock
item: Diancite
ability: Clear Body
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
Calm Mind boosts Mega Diancie's already sky-high Special Attack to astounding levels, making it close to impossible to switch into. Moonblast is Diancie's main STAB move and hits most Pokemon neutrally. It also hits Dragon-, Fighting-, and Dark-types for super effective damage. Earth Power lets Mega Diancie hit Fire- and Steel-types that try to come in on Moonblast, such as Heatran, Jirachi, and Excadrill, super effectively. Hidden Power Fire lets Mega Diancie OHKO most Mega Scizor and deal heavy amounts of damage to Ferrothorn. However, running Hidden Power Fire forces Mega Diancie to run 30 IVs in Speed, making it unable to Speed tie with opposing base 110 Speed Pokemon. Psyshock is an option over Hidden Power Fire, as it hits Mega Venusaur and Amoonguss for super effective damage while also doing significant amounts of damage to Chansey. Running Rock Polish over a coverage move allows Mega Diancie to pose a threat to offensive teams, as this lets it outspeed a lot of the fast Pokemon seen on offensive teams.

Set Details
========
Maximum investment in Special Attack and Speed with a Timid nature is used to make Mega Diancie as fast and powerful as possible.

Usage Tips
========

Calm Mind Diancie is very useful for both wallbreaking early-game and sweeping late-game. Analyzing whether Mega Diancie will be able to sweep or is better used to break down the opposing cores early on is advised. Wait until soft checks to Mega Diancie, such as Rotom-W and Suicune, are weakened before setting up, and be wary of priority attacks, such as Azumarill's Aqua Jet and Scizor's Bullet Punch, which can cut a sweep short. Depending on Mega Diancie's coverage move, Mega Venusaur, Chansey, Amoonguss, or Ferrothorn needs to be weakened in order for Mega Diancie to successfully sweep. Mega Evolving as early as possible is advised, as gaining Magic Bounce and the boost in Speed is vital. Bringing Diancie in and setting up on Pokemon that cannot severely damage it, such as Mega Sableye and Mandibuzz, is advised.

Team Options
========

Rotom-W, Ferrothorn, and Heatran make for great teammates because of their ability to easily take Steel-type attacks. Rotom-W and Ferrothorn are also capable of coming in on Water-types that threaten Diancie, such as Azumarill. If Diancie forgoes Hidden Power Fire, Magnezone is a great partner, as it can trap and kill Ferrothorn and Mega Scizor, both of which completely wall Diancie without Hidden Power Fire. If Diancie is not running Psyshock, having a way to lure in Chansey, Mega Venusaur, and Amoonguss is advised. Knock Off Landorus and Expert Belt Keldeo are great for luring in and taking out Chansey, while Thundurus with Psychic and Keldeo with Hidden Power Flying are great for Mega Venusaur and Amoonguss. Gengar, Latios, and Latias draw in Choice Scarf Tyranitar can bait it into going for Pursuit. This enables Diancie to Mega Evolve and set up safely.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Stealth Rock
move 3: Explosion
move 4: Diamond Storm / Moonblast
item: Mental Herb
ability: Clear Body
nature: Sassy
evs: 252 HP / 88 Def / 168 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========
Regular Diancie makes for a good Trick Room setter thanks to its great bulk and access to multiple support options. Trick Room is mandatory for dedicated Trick Room teams to function. After setting up Trick Room, Diancie can proceed to set up Stealth Rock to pressure the opposing team. Explosion allows Diancie to deal decent damage and give a teammate a free switch into the battle. It also does decent damage to Pokemon that don't resist it and can prevent offensively inclined Pokemon from setting up. The last slot is dedicated to Diancie's STAB move of choice; Diamond Storm lets it heavily damage Fire- and Flying-types such as Talonflame, Charizard, and Zapdos. Moonblast is an option to deal decent damage to Fighting- and Dark-types such as Keldeo and Terrakion.

Set Details
========
Mental Herb allows Diancie to set up Trick Room even if the opponent has a Taunt user. The given EVs let Diance avoid the OHKO from +6 Talonflame's Brave Bird after Stealth Rock, while the rest is put in Special Defense to improve its bulk as much as possible.

Usage Tips
========
Diancie makes for a good lead, which is an ability that should be used to its fullest. Although it goes down when it uses Explosion, Diancie should not be hesitant to use it, as it gains huge momentum for the rest of its team if Trick Room is up.

Team Options
========

Trick Room sweepers that capitalize on Diancie's Trick Room support are the best teammates for Diancie. Good examples include Victini, Crawdaunt, and Diggersby. A way of taking advantage of Defog users trying to remove Diancie's entry hazards applies a lot of pressure on the opponent, making Bisharp a good teammate, thanks to Defiant. Pokemon capable of switching into strong Water-, Ground-, and Grass-type attacks Diancie is threatened by make good partners. Celebi and Mega Venusaur are perhaps the best choices, as both work wonderfully with the Trick Room support Diancie offers.

[STRATEGY COMMENTS]
Other Options
=============
Diancie has a few viable options up its sleeve, but in most cases it prefers the offensive coverage the standard moves offer. Heal Bell can be used on both regular Diancie and Mega Diancie if Diancie's teammates are heavily in need of a way to get rip of potential status conditions. Stealth Rock can also be used on Mega Diancie if the team terribly needs a setter. Sharpen is an option on Mega Diancie to boost its Attack, and deal heavy amounts of damage with Diamons Storm. Magnet Rise can be used to beat Pokemon that rely on Ground-type attacks to beat Diancie, such as Gliscor, Landorus-T, and Hippowdon. Substitute is also an option, as it can allow Diancie to get a free turn, but seeing as Magic Bounce already reflects status-inducing moves and Diancie's Fairy typing makes it resistant to Sucker Punch, it is not the most effective option.

Checks & Counters
===================

**Steel-types**: Mega Scizor, Ferrothorn, and specially defensive Skarmory fear little from Diancie and can easily OHKO in return with their respective Steel-type STAB moves. However, the former two have to be wary of Hidden Power Fire. Mega Metagross and specially defensive Excadrill easily come in on Diancie's STAB moves, are never OHKOed by Earth Power or Hidden Power Fire, and can easily OHKO in return with Bullet Punch, Meteor Mash, or Iron Head. Excadrill and Heatran holding an Air Balloon fear nothing from Diancie before their balloon is popped, and can OHKO in return with their respective Steel-type STAB moves.

**Special Walls**: Chansey, Clefable, and specially defensive versions of Mew, Alomomola, and Hippowdon are capable of walling most versions of Diancie due to their great mixed bulk. In return, they can all wear Diancie down with their respective attacking moves. It should be noted that Magic Guard Clefable, Mew, and Alomomola need to be wary of Calm Mind Diancie.

**Bulky Water-types**: Suicune and defensive Manaphy avoid the 2HKO from any of Diancie's attacks and can proceed to set up Calm Minds or retaliate with their Water-type STAB moves. Assault Vest Azumarill can come in on any of Diancie's attacks and deal heavy damage in return with Aqua Jet or Waterfall.

**Bulky Grass-types**: Mega Venusaur, Amoonguss, specially defensive Celebi, and Assault Vest Tangrowth can easily come in on any of Diancie's attacking moves and can deal huge amounts of damage with their respective Grass-type STAB attacks.

**Revengekillers**: Serperior, Choice Scarf Garchomp, Choice Scarf Landorus-T, Choice Scarf Keldeo, and Choice Scarf Heatran are capable of outspeeding Diancie and OHKO it with their respective STAB moves.
 
Last edited:
I am sure you will get to it, but Diancie always needs a teammate that can handle Scizor, as it is 4x weak to Bullet Punch. Something to handle Azumarill and its priority Aqua Jet is also a good idea.
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
I think an all-out attacking set should be added. You do lose out on utility from CM/RP, but I still think having Rock/Fairy/Fire/Ground coverage on one set can often be ideal.
Definitely agreeing with this, as sometimes it can be problematic missing out on one coverage move.
Jeez that's a lot of sets 0.o
 

TheEnder

a petal in the wind
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past WCoP Champion
I'd have an offensive Heal Bell set on there somewhere, you could probably just slash Heal Bell before SR on the SR set and rename the set "Offensive Support"
I think an all-out attacking set should be added. You do lose out on utility from CM/RP, but I still think having Rock/Fairy/Fire/Ground coverage on one set can often be ideal.
Definitely agreeing with this, as sometimes it can be problematic missing out on one coverage move.
Jeez that's a lot of sets 0.o
mabye just make a set called "offensive" with sr slashed with hp fire?
 
I'd recommend 16 Attack / 240 Sp. Attack / 252 Speed on the Offensive set. 16 Attack ensures the OHKO on Phys defensive Zapdos after Stealth Rock. And if you're looking for tips for Team Options, Rotom-W is great because it 4x resists steels and can burn scizor, and it's immune to ground, Choice Scarf Keldeo and Talonflame screw up Greninja, and Magnezone traps steels. Good luck on the analysis!
 

TheEnder

a petal in the wind
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past WCoP Champion
I'd recommend 16 Attack / 240 Sp. Attack / 252 Speed on the Offensive set. 16 Attack ensures the OHKO on Phys defensive Zapdos after Stealth Rock. And if you're looking for tips for Team Options, Rotom-W is great because it 4x resists steels and can burn scizor, and it's immune to ground, Choice Scarf Keldeo and Talonflame screw up Greninja, and Magnezone traps steels. Good luck on the analysis!
using this, thanks :]
 
I'd try to slash in protect in one of the mixed sets, usually over HP fire, as it can make a fine way to work around checks prior to MEVO e.g. Specs Keldeo/Bisharp/Terrakion/Garchomp, and avoid unnecessary damage altogether while being able to scout out popular choice users like Lando-T, and calling out the bluff of certain lure sets.

It lets you play essentially as a Aegis-lite as you can stick around base form to check what you need at leisure then MEVO with protect without a window of vulnerability for the opponents to exploit turn order, since you start out slower, and the lowered defenses.

That said I'd say Earthpower is mandatory on mixed sets since it is your best offense against Heatran and Excadrill, killing them is a pretty big deal, I would never leave it as optional, and Fairy+Ground is great coverage.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I'd try to slash in protect in one of the mixed sets, usually over HP fire, as it can make a fine way to work around checks prior to MEVO e.g. Specs Keldeo/Bisharp/Terrakion/Garchomp, and avoid unnecessary damage altogether while being able to scout out popular choice users like Lando-T, and calling out the bluff of certain lure sets.

It lets you play essentially as a Aegis-lite as you can stick around base form to check what you need at leisure then MEVO with protect without a window of vulnerability for the opponents to exploit turn order, since you start out slower, and the lowered defenses.

That said I'd say Earthpower is mandatory on mixed sets since it is your best offense against Heatran and Excadrill, killing them is a pretty big deal, I would never leave it as optional, and Fairy+Ground is great coverage.
IMO Protect is a poor option on Diancie for the sole reason that it has so much bulk and minor case of 4mss, meaning that it struggles to fit it in at all. This is because Diancie struggles to carve a niche for itself over other Fairy- or Rock-types and Magic Bouncers without HP Fire/Stealth Rock, Calm Mind or Trick Room, and Protect just forces it to forgo those moves and have no real niche over, say, Tyranitar, Sylveon or M-Sableye.
 
Protect is useful to safely Mega Evolve, but Rock Polish just has better utility. It's saved me in many matches with Greninja and faster mons. I'd say put it in OO.
 
IMO Protect is a poor option on Diancie for the sole reason that it has so much bulk and minor case of 4mss, meaning that it struggles to fit it in at all.
My problem here is that the bulk is deceptive. Without any HP investment and the lowered defenses coupled with the very common ground/steel/water attacks (which you'll want to avoid like the plague since OU has very hard hitting mons e.g. Lando-T/Bisharp/Keldeo), especially with a -SpD nature, she takes too much damage in the process of MEVO. Couple that with her base speed she will generally be moving last so while she can likely stomach certain hits she soon becomes easy prey to priority or other neutral attacks from relatively healthy bulky Pokemon. Thus, making her very easy to handle.

You can easily check Great_Expectations on the OU ladder who I can see uses MDiancie frequently and to great success alongside Ferrothorn. Great_Expectations also uses Protect Diancie to good effect in taking advantage of the mind games it can create, forcing switches or double switches or wracking up damage via Ferrothorn's Iron Barbs. Regardless, I've seen more success with protect than the other options listed, definitely requires prediction as switches will occur often.
 
Last edited:
I think that some defense and HP investment are needed on the Calm Mind set, to be honest. I don't have an exact number, but it just seems like like Diancie isn't the best Calm mind user because Scizor can come in and either revenge kill it with Bullet Punch, or force it out, removing all its boosts. I don't really see what Diancie has over, say, Mega Slowbro, which has much less weaknesses and amazing physical bulk.

I've used the Calm Mind set, and Diamond Storm is basically one of the only redeeming factors. Diancie has a way to boost its defense, unlike other Calm Mind users, and the set there doesn't seem to take advantage of it, but +2 Diancie still takes 50% from uninvested Scizor's Bullet Punch...just a thought.
 

Inflikted

Orco2
is a Tiering Contributor Alumnus
I think that some defense and HP investment are needed on the Calm Mind set, to be honest. I don't have an exact number, but it just seems like like Diancie isn't the best Calm mind user because Scizor can come in and either revenge kill it with Bullet Punch, or force it out, removing all its boosts. I don't really see what Diancie has over, say, Mega Slowbro, which has much less weaknesses and amazing physical bulk.

I've used the Calm Mind set, and Diamond Storm is basically one of the only redeeming factors. Diancie has a way to boost its defense, unlike other Calm Mind users, and the set there doesn't seem to take advantage of it, but +2 Diancie still takes 50% from uninvested Scizor's Bullet Punch...just a thought.
I think you're missing the point of the set: unlike Slowbro or Clefable, CM Diancie isn't meant to be used as a "defensive booster" that sets up on attacks, as it lacks the bulk and recovery to do so. It's more comparable to, say, CM Lando-I, that takes advantage of forced switches to break slower teams. The defensive investment required to tank those hits comfortably would be way too high and it would waste Diancie's good speed tier and cut its power.
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
In my opinion, rock polish should be the first set, mainly due to the fact that mega diancie has a great matchup versus offensive teams and finds many opportunities to boost against them. What does QC think? Let me know if I'm wrong, its just that I've seen the most success with RP sets.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Is 176 Speed really necessary for the RP set? Assuming I didn't fuck my math up, 80 outspeeds Adamant Excadrill in Sand after you boost, 188 beats Jolly, and 108 beats Scarf Greninja, the fastest "viable" Scarfer.
 
Is 176 Speed really necessary for the RP set? Assuming I didn't fuck my math up, 80 outspeeds Adamant Excadrill in Sand after you boost, 188 beats Jolly, and 108 beats Scarf Greninja, the fastest "viable" Scarfer.
I don't know the reason but 176 outspeeds neutral 252 base 100s when mevolved but not at +2
Does seem niche idea tbh
 
I think in overview you could mention that it also works as a decent counter to talonflame (non steel wing).
Also this sentence:
"Access to boosting moves such as Calm Mind and Rock Polish, which mekes it a terrifying sweeper"
 

Srn

Water (Spirytus - 96%)
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Top Tiering Contributor
OUPL Champion
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Ancient Power
- Calm Mind
- Rock Polish

Triple Double dance; should be OO atleast imo :^)
Needs very specialized partners but w/e
 

Shurtugal

The Enterpriser.
is a Tiering Contributor
Rock polish doesn't deserve first mention.

a.) All-Out Attacker should be the first set, and quite frankly, Protect is too good to pass up. It needs the mandatory slash, and first move slot. Protect is good at scouting + ensuring mega evolution - and protect is ever so better with the Choice popularity right now. I'd use Naive nature, and use either 252 atk / 4 def / 252 spe (mention this one in OO for Chansey, Clefable, etc. threats) or 252 SpA / 4 Atk / 252 Spe if those things aren't important (this one should be the mandatory one). I'd OO mention some HP investment (62 Hp is what friends recommend me, don't know why) to tank hits from Talonflame, too. I'd also bump Hidden Power [Fire] to an OO mention - the speed drop is NOT worth it most of the time.

b.) Calm Mind is decent, but once again should be beneath All-Out Attacker. The lack of rock coverage is noticeable and it's lackluster bulk make it hard to set up, and the need for HP Fire and the 1 Spe IV drop is pretty crucial - mention these cons in the OP. I'd mention how this set is better if you use Psyshock (read: Psyshock for mandatory slash) and just slap on a partner like Mag for Scizor and Ferrothorn.

c.) Rock Polish really sucks. I tried it and had like zero success with it. It's almost never worth it to RP, and it's pretty weak, and it's pretty frail so even the weakest priority can take it down (and you almost always have to tank some kind of an attack to even set up RP, so . . .). I question its effectiveness. I'd make this the last set / get rid of it entirely. Need some arguments made for this, really, imo. Diancie's All-Out Attacker set is much better vs. offense than this is, really. If fast threats are an issue there are better Pokemon out there for handling them.

d.) Trick Room is such an anti-meta thing that it'd probably be best to make this an OO mention - could slash Normal Gem imo, since most people will fear the MEvolution to even taunt you. In fact Normal Gem should get mandatory slash on that set - by the time they've realized you aren't going to mega evolve, you'll have set up TR, and be fast enough to get rocks up and explode with no worries of Taunt.
 
Last edited:
c.) Rock Polish really sucks. I tried it and had like zero success with it. It's almost never worth it to RP, and it's pretty weak, and it's pretty frail so even the weakest priority can take it down (and you almost always have to tank some kind of an attack to even set up RP, so . . .). I question its effectiveness. I'd make this the last set / get rid of it entirely. Need some arguments made for this, really, imo. Diancie's All-Out Attacker set is much better vs. offense than this is, really. If fast threats are an issue there are better Pokemon out there for handling them.
Absolutely not. Rock Polish is one of, if not the best Diancie set. As a player of Mega Diancie who has played well over 250 matches, Rock Polish works much better than Protect. Yes, she's slow, but also forces switches, giving her ample opportunity to set up. If you really struggle to set her up, then...play better? I dunno.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Ancient Power
- Calm Mind
- Rock Polish

Triple Double dance; should be OO atleast imo :^)
Needs very specialized partners but w/e
Diancie has the bulk to set up a polish, but definitely not two boosts. I'm not so sure on this one. Also it's walled by every steel.
 

Srn

Water (Spirytus - 96%)
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Top Tiering Contributor
OUPL Champion
Diancie has the bulk to set up a polish, but definitely not two boosts. I'm not so sure on this one. Also it's walled by every steel.
Well the idea of the set is to be versatile; use the appropriate boosting move depending on which style of team ur using.
The fact that its walled by steels is why i said u need some specific support >_<
 
Rock polish doesn't deserve first mention.

a.) All-Out Attacker should be the first set, and quite frankly, Protect is too good to pass up. It needs the mandatory slash, and first move slot. Protect is good at scouting + ensuring mega evolution - and protect is ever so better with the Choice popularity right now. I'd use Naive nature, and use either 252 atk / 4 def / 252 spe (mention this one in OO for Chansey, Clefable, etc. threats) or 252 SpA / 4 Atk / 252 Spe if those things aren't important (this one should be the mandatory one). I'd OO mention some HP investment (62 Hp is what friends recommend me, don't know why) to tank hits from Talonflame, too. I'd also bump Hidden Power [Fire] to an OO mention - the speed drop is NOT worth it most of the time.
Just a nitpick if you are going to be inclined towards the special side at least invest 16 Atk EVs, though I tend to run just a tad bit more, so that you can OHKO Zapdos after SR damage. Otherwise, I've been pushing for protect for some time now, glad to see it catching on a bit now.

Absolutely not. Rock Polish is one of, if not the best Diancie set. As a player of Mega Diancie who has played well over 250 matches, Rock Polish works much better than Protect. Yes, she's slow, but also forces switches, giving her ample opportunity to set up. If you really struggle to set her up, then...play better? I dunno.
Honestly speaking even CM has more use than RP I find since RP only tends to fair well against HO teams, and to be honest with or without RP you'll still fare well enough. Whereas higher up CM bonks defensive teams well, which will likely gain even more popularity if the suspect ladder is anything to go by. While Protect as I've already stated above allows you to scout and turn choice users into a liability, which works really well alongside a volt-turn team as it becomes a switching game.

Another thing to go by with protect and CM is that it offers more consistency in using Diancie, CM isn't dependent on the boost itself and can still perform against offensive teams while protect is just an all arounder and able to offer utility as a scout. With the speed tier actually lowered in the suspect ladder, i.e. less scarf Keldeo and no Greninja, the appeal of RP I find is less as 110 suffices for most part, and you aint setting up on Rain teams.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top