ORAS Doubles OU True Form of the Unidentified

True Form of the Unidentified


A Team by Futatsuiwa of Sado

Introduction
Hello people, and welcome to my third RMT! I took a break from doubles during most of gen 6 and have decided to try to get back into the swing of things. Back in gen 5, I had used a really REALLY fun Deoxys-A team and wanted to try it out in this metagame. Unfortunately, he's not as powerful as he used to be, being forced to run max speed now, but I still love him for always being able Psycho Boosting my opponents mons bye-bye. Seriously, the thing hits like a truck. While I was trying to figure out what I wanted to try to build, I kept going back and forth between a Diancie and a Deoxys-A team so I figured to just put them together and see how it worked. Yay for fun!

Anyways, onto the team! Minor edits will be done in
Green Italics. Oh yeah, click on the pictures for stuff and fun things. :toast:


Two very strong attackers paired together. Very good at cleaning up games. Deoxys-A actually handles some threats of Diancie such as Landorus-T so they kinda work together. Diancie also appreciates the pressure Deoxys can put on an opponents team with its Psycho Boosts.

Ferrothorn was introduced for multiple reasons, but the main being to stop bulky water types like Azumarill from tanking/killing Diancie (and to an extent, Deoxys). Ferrothorn also stops rain teams, an issue for Diancie, right in their tracks if they don't have like a Keldeo or something. He can also switch in on attacks very easily with his outstanding bulk, and punish physical attackers with massive recoil (looking at you Kangaskhan).


Scrafty was actually originally a Hitmontop, but I changed that so fast that I'm not even gonna bother to put Hitmontop here. His contribution is to be a really effective lead with Fake Out and Intimidate netting free turns for his partners. On this team, free turns are powerful because it means that I can hit the mon I'm not Faking Out for massive damage, usually killing it straight off the bat.


Keldeo was added to act as a way to stop Aegislash while providing Quick Guard support for opposing Fake Outs. He too, hits really freakin' hard with his amazing STABs, giving me immediate outs to things like Kangaskhan.


At this point, almost every mon on the team really hated to be intimidated and Trick Room was being annoying as all hell, so what better answer than Bisharp. Seeing Bisharp makes them less inclined to lead intimidate, thus crippling my opening. Bisharp also can OHKO most Trick Room setters, which would otherwise create MASSIVE issues for the team.


Talonflame. I know that I have Diancie, but Talonflame was still a problem. See, most Talonflame carry Tailwind. This team doesn't like Tailwind. So Suicune can not only deal with Talonflame, but can also provide me with my own Tailwind so the opponent doesn't outspeed me. Suicune all together is a great mon. Great bulk, can hit decently hard, spread Scald burns, provides speed control, etc.


At this point, I realized the team was a lot less offensive than I wanted it to be. Scrafty wasn't putting in as much work as I had thought either. However, I still liked the idea of Intimidate so in comes Lando-T. With Lando, I don't need Suicune to check Talonflame anymore so I'm able to go back to Keldeo for Quick Guard support and to ease the pressure off of Deo and Diancie to be my offense.





Enigmatic Source of Magic

"Temperament... Those who use magic are sensitive to changes in temperament."
得体の知れない魔法の元 (Diancie) @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
There's a reason Diancie is top tier, and that's its ability to outspeed and KO so many different mons, while still providing a terrifying late game cleaner with Diamond Storm. The EV spread is there to maximize her speed, allow her to KO Bisharp and Heatran with Earth Power and hit as hard as possible with Diamond Storm, her main and most spammable move. Hasty nature was chosen over Naive because I figured that the defense boost from Diamond Storm would help kinda mitigate that, but it doesn't really matter I guess. Diamond Storm is Diancie's best move, hitting both of their mons really hard. Very, very effective at picking off weakened threats because Diamond Storm doesn't actually completely kill some things, which is kinda annoying. Moonblast is there to hit those Fighting-types that could otherwise eat up Diamond Storm like Keldeo and Terrakion. Earth Power hits Steel-types that resist her STABs, namely Aegislash, Bisharp and Heatran, though Aegislash is only dealt with easily after it's weakened largely as shown here: 48 SpA Mega Diancie Earth Power vs. 252 HP / 4 SpD Aegislash-Shield: 142-168 (43.8 - 51.8%) -- 11.7% chance to 2HKO. Also, random Shuca berries on Heatrans and such cause problems so beware of those: 48 SpA Mega Diancie Earth Power vs. 56 HP / 0 SpD Shuca Berry Heatran: 192-228 (56.9 - 67.6%) -- guaranteed 2HKO. Protect is staple in any doubles tier because it can waste an opponent's turn, and grant a free turn for Diancie's teammates to take out threats like Lando-T, Azumarill and Metagross, but is especially useful on Diancie because it gives her that free turn to mega evolve to get the speed boost.

Handy Calcs:
48 SpA Mega Diancie Earth Power vs. 4 HP / 0 SpD Bisharp: 272-320 (100 - 117.6%) -- guaranteed OHKO
0 SpA Amoonguss Giga Drain vs. 0 HP / 0 SpD Mega Diancie: 132-156 (54.7 - 64.7%) -- guaranteed 2HKO
252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0- Def Mega Diancie: 104-123 (43.1 - 51%) -- 5.9% chance to 2HKO
208 Atk Mega Diancie Diamond Storm vs. 252 HP / 0 Def Mega Abomasnow: 270-318 (70.3 - 82.8%) -- guaranteed 2HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 0 HP / 0- Def Mega Diancie: 136-162 (56.4 - 67.2%) -- guaranteed 2HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 0 SpD Mega Diancie: 173-204 (71.7 - 84.6%) -- guaranteed 2HKO
48 SpA Mega Diancie Earth Power vs. 4 HP / 0 SpD Mega Metagross: 186-220 (61.5 - 72.8%) -- guaranteed 2HKO




True Form of the Unidentified

"You human who's forgotten the fear of night! Die from the terror of this unidentified flying object!!"
正体不明の正体 (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect

This thing is fun! It's an amazing lead/revenge killer, netting me numerous kills per match with Psycho Boost alone. Also can clean-up, similarly to Diancie. Right now, Deoxys-A is the fastest viable non-scarfed mon that can outspeed and KO even some scarfed mons like Lando. Sometimes, you even get to switch it out and refresh Psycho Boost's damage drop. It's set is self-explanatory. Maximize speed and damage output to obliterate the opponents stuff. Sash is mandatory on it because it is literally made of paper. Psycho Boost OHKO's way too many NEUTRAL things that aren't bulky like Zapdos, Suicune and Sylveon. Superpower is an option to use when Psycho Boost drops too low. It's Deoxys' other move that hits really hard, letting it hit Steel and Dark-types that resist/are immune to Psycho Boost. Extreme Speed allows Deoxys to pick off weakened threats or finish off opposing sashes. Another fun thing it lets me do is beat Sucker Punches, especially from Mega Kangaskhan. Also is nice chip damage to just throw out when it's about to die. Detect is again, self explanatory, protecting Deoxys from priority and increasing it's longevity. Detect is used over Protect because 1. I wanna feel unique, 2. It's fancier, 3. In the rare event that my opponent decides to use Imprison, I can still protect Deoxys. Umm, yeah.

Handy Calcs:
252 SpA Deoxys-A Psycho Boost vs. 44 HP / 0 SpD Landorus-T: 352-415 (106.6 - 125.7%) -- guaranteed OHKO
252 SpA Deoxys-A Psycho Boost vs. 0 HP / 0 SpD Mega Diancie: 270-318 (112 - 131.9%) -- guaranteed OHKO
252 SpA Deoxys-A Psycho Boost vs. 0 HP / 4 SpD Mega Charizard Y: 259-306 (87.2 - 103%) -- 18.8% chance to OHKO
252 SpA Deoxys-A Psycho Boost vs. 252 HP / 40 SpD Rotom-W: 265-313 (87.1 - 102.9%) -- 18.8% chance to OHKO
252 SpA Deoxys-A Psycho Boost vs. 4 HP / 0 SpD Mega Kangaskhan: 292-345 (82.9 - 98%) -- guaranteed 2HKO
4 Atk Deoxys-A Superpower vs. 4 HP / 0 Def Mega Kangaskhan: 290-342 (82.3 - 97.1%) -- guaranteed 2HKO
4 Atk Deoxys-A Superpower vs. 56 HP / 0 Def Heatran: 276-326 (81.8 - 96.7%) -- guaranteed 2HKO
4 Atk Deoxys-A Superpower vs. 4 HP / 0 Def Hydreigon: 316-374 (96.9 - 114.7%) -- 81.3% chance to OHKO


Someone Thinking of Nothing

"Yay, I won again~"

何も考えていない者 (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 172 Atk / 84 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Ferrothorn is a glorious tank. For this team, it provides a way to stop rain, stall out/act as another option for Trick Room, scare Kangaskhan and punish other physical attackers. Ferrothorn can also hit decently hard, so it also acts as a stop to annoying bulky water types and fairies. I chose Rocky Helmet over Lum Berry or Leftovers because I wanted to be as annoying to physical attackers as possible. EV spread is there to deal with the ever annoying Rotom-W and Jellicent. The rest of the EVs are to make Ferrothorn as bulky as possible, and tank physical hits much better. Power Whip is for, as mentioned previously, water types and hits Tyranitar and other similar mons for good damage. Gyro Ball is my nuke for fairies and hits fast threats like Lati@s, Garchomp, Kyurem etc. for tons of damage. Leech Seed provides chip damage, gives Ferro longevity, forces switches and can be used to restore a little bit of a team mates health if its necessary (obviously don't rely on it). Protect is protect. It's doubles. Also because Leech Seed HP is nommy in Ferrothorns tummy if it even has one.

Handy Calcs:
252+ Atk Landorus-T Superpower vs. 252 HP / 84 Def Ferrothorn: 230-272 (65.3 - 77.2%) -- guaranteed 2HKO
152+ Atk Iron Fist Conkeldurr Drain Punch vs. 252 HP / 84 Def Ferrothorn: 236-282 (67 - 80.1%) -- guaranteed 2HKO
20 Atk Deoxys-A Superpower vs. 252 HP / 84 Def Ferrothorn: 216-256 (61.3 - 72.7%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Secret Sword vs. 252 HP / 84 Def Ferrothorn: 265-315 (75.2 - 89.4%) -- guaranteed 2HKO
252 SpA Mega Gardevoir Focus Blast vs. 252 HP / 0 SpD Ferrothorn: 276-326 (78.4 - 92.6%) -- guaranteed 2HKO
172+ Atk Ferrothorn Power Whip vs. 4 HP / 0 Def Keldeo: 350-414 (108 - 127.7%) -- guaranteed OHKO
172+ Atk Ferrothorn Power Whip vs. 252 HP / 116 Def Rotom-W: 270-320 (88.8 - 105.2%) -- 31.3% chance to OHKO
172+ Atk Ferrothorn Power Whip vs. 252 HP / 116 Def Rotom-W: 270-320 (88.8 - 105.2%) -- 31.3% chance to OHKO
172+ Atk Ferrothorn Gyro Ball (150 BP) vs. 24 HP / 0 Def Kyurem-B: 402-474 (101.2 - 119.3%) -- guaranteed OHKO
172+ Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Garchomp: 210-247 (58.6 - 68.9%) -- guaranteed 2HKO
172+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Latios: 241-285 (80 - 94.6%) -- guaranteed 2HKO


Diabolic Wave

"Will you play with me?"

恐ろしい波動 (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off
Big surprise! Landorus-Therian is good! It's pretty bulky, hits hard, is fast, has great immunities/resisitances, has access to good utility, intimidate, blah blah blah. I swear it's like the swiss army knife of Pokemon. His role is similar to Keldeo's in that it provides some way to ease the pressure off of Diancie and Deoxys for cleaning, and dealing damage. Can pick things off really easily too. EV's are obvious. Maximize damage, maximize speed. Earthquake is a powerful STAB move that hits both opponents, and is staple. U-Turn is another great move on Landorus, allowing it to come in and out easily to Intimidate over and over while still providing momentum. Rock Slide is used over Stone Edge because it's really only used to kill Zard and Talonflame anyways, and can pull off a cheeky win with flinch hax. Knock Off used to be Explosion because boom, but I found that I wasn't using it that often so I switched over to Knock Off since I didn't need more fighting coverage in Superpower. Knock Off lets me cripple mons that really like their item like opposing choiced Landos, Kyurems, etc. Pretty spammable too since nothing that isn't a mega really likes to lose an item.

Handy Calcs:
252+ Atk Landorus-T Knock Off vs. 0 HP / 4 Def Gengar: 254-300 (97.3 - 114.9%) -- 81.3% chance to OHKO
252+ Atk Landorus-T Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 304-358 (100.9 - 118.9%) -- guaranteed OHKO
252+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Keldeo: 160-189 (49.3 - 58.3%) -- 98% chance to 2HKO
252+ Atk Landorus-T Rock Slide vs. 24 HP / 0 Def Kyurem-B: 146-172 (36.7 - 43.3%) -- guaranteed 3HKO
252+ Atk Landorus-T Earthquake vs. +1 0 HP / 0- Def Mega Diancie: 200-236 (82.9 - 97.9%) -- guaranteed 2HKO
252+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 204-242 (62.9 - 74.6%) -- guaranteed 2HKO
252+ Atk Landorus-T Earthquake vs. 56 HP / 0 Def Shuca Berry Heatran: 276-326 (81.8 - 96.7%) -- guaranteed 2HKO
-1 172+ Atk Ferrothorn Gyro Ball (150 BP) vs. 44 HP / 0 Def Landorus-T: 145-172 (43.9 - 52.1%) -- 15.2% chance to 2HKO
-1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 44 HP / 0 Def Landorus-T: 195-231 (59 - 70%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Bisharp Sucker Punch vs. 44 HP / 0 Def Landorus-T: 298-351 (90.3 - 106.3%) -- 37.5% chance to OHKO

+2 252+ SpA Aegislash-Shield Shadow Ball vs. 44 HP / 0 SpD Landorus-T: 192-226 (58.1 - 68.4%) -- guaranteed 2HKO


Theurgist of Wind and Lake

"I see. Then, maybe you should watch and consider the power of a living god... The divine power to cause miracles! "
語られる怪力乱神 (Keldeo-Resolute) @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Keldeo is another answer to lots of common threats in the metagame like Landorus-T, Bisharp, Kangaskhan etc. The unicorn pony thing also possess a really good pair of STAB attacks and good speed and special attack to use said STAB attacks. It also has access to Quick Guard, which really helps Deoxys out a lot. Keldeo forces a lot of switches which is really good to rack up damage with things like Diancie's Diamond Storm, gain momentum with U-Turn, etc. I originally was using Coba Berry Keldeo for CB Talonflame, but found the lack of power very harmful. EVs are again, self-explanatory to max out its offensive presence. Hydro Pump is Keldeo's strongest STAB water move hitting things like Heatran and other neutral hits for lots of damage. I really don't care about the accuracy, because I don't like the power difference Scald has. Secret Sword OHKOs Kangaskhan and hits things that resist Hydro Pump hard such as Rotom and Ludicolo on the switch on. Quick Guard is a lovely move shielding Keldeo and it's team mate from priority from the likes of Fake Out, Talonflame, Prankster, Sucker Punches etc. Pairs very well with Deoxys as it forces the opponent to try to guess if you'll Quick Guard or not, and can lead to free kills for Deoxys. Protect is once again, Protect.

Handy Calcs:
252 SpA Life Orb Keldeo Secret Sword vs. 56 HP / 0 Def Heatran: 343-406 (101.7 - 120.4%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Secret Sword vs. 4 HP / 0 Def Mega Kangaskhan: 361-429 (102.5 - 121.8%) -- guaranteed OHKO
252 SpA Life Orb Keldeo Secret Sword vs. 104 HP / 0 Def Ludicolo: 242-285 (74 - 87.1%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Secret Sword vs. 252 HP / 84 Def Ferrothorn: 265-315 (75.2 - 89.4%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Hydro Pump vs. 0 HP / 4 SpD Mega Charizard Y in Sun: 203-242 (68.3 - 81.4%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Hydro Pump vs. 252 HP / 4 SpD Aegislash-Shield: 164-192 (50.6 - 59.2%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Hydro Pump vs. 252 HP / 80+ SpD Jirachi: 196-231 (48.5 - 57.1%) -- 92.6% chance to 2HKO
252+ SpA Aegislash-Shield Shadow Ball vs. 4 HP / 0 SpD Keldeo: 87-103 (26.8 - 31.7%) -- guaranteed 4HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 4 HP / 0 Def Keldeo: 292-343 (90.1 - 105.8%) -- 37.5% chance to OHKO
252+ Atk Landorus-T Earthquake vs. 4 HP / 0 Def Keldeo: 160-189 (49.3 - 58.3%) -- 98% chance to 2HKO
252+ SpA Hydreigon Draco Meteor vs. 4 HP / 0 SpD Keldeo: 247-292 (76.2 - 90.1%) -- guaranteed 2HKO


Dangerous Illusionist

"Your time is also mine... An old-fashioned witch doesn't stand a chance."
危険な手品師 (Bisharp) (F) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

There are a plethora of things on this team that hate Intimidate/Icy Wind. Diancie, Deoxys, Landorus, Ferrothorn, all prefer not being Intimidated. Trick Room was also a BIG problem for the team. Enter Bisharp, the punisher of stat dropping and the killer of Trick Room setters. Not gonna lie, Bisharp is really fun. Mind games with Sucker Punch, scaring the opponent from using that Icy Wind, it's great. Bisharp can pick off certain things too with Sucker Punches, especially after a Defiant boost. Life Orb is used to get more damage behind Bisharp's attacks. Again, really simple EVs that allow Bisharp to hit as hard as possible, while still being fast because it doesn't really need to be Jolly. Knock Off is a great move that hits hard, and cripples the opponents mons and deals with issues like Jirachi and Lati@s. Sucker Punch can pick things off well and can create some really cool mindgames with something like Gengar. Iron Head is Bisharp's other STAB attack that's used for things like Sylveon and Clefable and can get cheeky flinches. And lastly, Protect. Because Protect.

Handy Calcs:
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 68 Def Jirachi: 413-486 (102.2 - 120.2%) -- guaranteed OHKO
252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 108+ Def Clefable: 374-445 (94.9 - 112.9%) -- 68.8% chance to OHKO
252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 257-304 (79.3 - 93.8%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Bisharp Sucker Punch vs. 44 HP / 0 Def Landorus-T: 298-351 (90.3 - 106.3%) -- 37.5% chance to OHKO
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 12 Def Cresselia: 374-439 (84.2 - 98.8%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 232 HP / 84+ Def Suicune: 331-390 (82.9 - 97.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Jellicent: 593-697 (146.7 - 172.5%) -- guaranteed OHKO
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 152 HP / 36 Def Reuniclus: 533-632 (133.5 - 158.3%) -- guaranteed OHKO

Old Team Members

The Epitome of Native Gods

"What are you saying? I can't just let a visitor leave just like that after coming all the way to the inner sanctum, can I?"
土着神の頂点 (Suicune) @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 100 Def / 112 SpA / 24 SpD / 20 Spe
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Snarl



Nagashi-bina of the Hidden God

"Every disaster will befall you. I can't let you pass, even to protect humans!"
秘神流し雛 (Scrafty) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Drain Punch
- Knock Off
- Ice Punch



得体の知れない魔法の元 (Diancie) @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

正体不明の正体 (Deoxys-Attack) @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Detect

何も考えていない者 (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 172 Atk / 84 Def
Brave Nature
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

恐ろしい波動 (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

語られる怪力乱神 (Keldeo-Resolute) @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

危険な手品師 (Bisharp) (F) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect


Threats
Talonflame can hurt a lot of this team, especially after Landorus gets chipped down/knocked out. Diancie is also an answer, but obviously can't be be switched in on it.

Speed Control is an issue, especially Tailwind, (Tailwind Talonflame gah >.<) as I have no way to prevent it besides KO'ing them.

It's not really a threat, but Trick Room is annoying af for Deoxys to deal with. Bisharp+Keldeo is usually the best lead.

Thundurus and other prankster Thunder Wavers are a problem, but it's not TOO bad. Thunder Wave gets annoying but Diancie/Landorus can deal with it.

Conclusion
Thank you guys for reading/rating! I hope that this team is actually good because I still think that I'm playing gen 5 sometimes while playing. Shout out to the RMT room and the Smogon Doubles room for helping with with some small edits to the team! Until next time!~ <3
 
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This was quite interesting to look through lol
Anyways i'm not really gonna give a long rate here as the team is p damn solid as is !_! all i can suggest is maybe putting t-wave somewhere on ferro to offer some form of speed control as your final version has none whatsoever, although giving up that moveslot is tough
nice team, cool format n_n
 

thinkin

Banned deucer.
id recomend latios over ferrothorn fort the overral synergy, deals with fast flash cannon thundurus that you struggle against. it gives you speedcontrol in tailwind. talonflame over deoxzs is nice since with steel wing you improve your shitty diancie match up, also any diancie team need a fire type
 
Thanks for the rate guys! It is true that I do lack speed support, but it hasn't been affecting me all that badly actually, however I will still test Thunder Wave>Gyro Ball as I do already have Bisharp and would help against Tailwind. As for Latios>Ferrothorn, I just really like Ferrothorn right now as an answer to bulky waters that this team would otherwise struggle against, as well as another answer to Diancie. Now regarding Talonflame>Deoxys-A, I'd rather not replace Deoxys because he's why I built the team in the first place. Also, Deoxys deals with Diancies perfectly fine as Psycho Boost OHKOs it, and I have Landorus as well.

I'll let you guys know in an edit soon. :toast:

EDIT: Honestly, I thought I would've ended up replacing Gyro Ball, but I just didn't find myself using Thunder Wave as often as I had used Gyro Ball and often found myself missing the damage of Gyro Ball against faster threats like Kyurem (especially Scarf since Diancie can't deal with that). I would suggest using Thunder Wave as a possible if you want to use the team, but I just personally prefer gyro.
 
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