GO (36)
A team designed specifically to kill shit.
(This is the bit where cool artwork goes but I don't have any) :(
So it's been 2 weeks since my last RMT and I've come up with a couple teams; figured I'd post this one because it's the one that shows the most potential (imo) but still needs some work. As always I'm open to pretty much whatever suggestions you want to throw at me, but I probably won't use them if they:
OK now on to the actual team:
Started off with a core of M-Diancie + Manaphy because I wanted to make a M-Diancie team and Manaphy is a pretty nice partner to take care of a lot of pokemon that annoy it.
+
Added Ferrothorn for Stealth Rock support and to provide a nice defensive switch in for a lot of stuff that bothers the other two.
+
Added Victini pretty much just to complete the F/W/G synergy. I didn't want to use Heatran because it's on pretty much all of my teams, I already had rocks, and it shares a lot of weaknesses with the pokemon I already had. Victini also fit the theme of the original core with it's high offensive power.
+
Stuck in a Landorus-T for some U-Turn support (which my team desperately needs, being slightly on the slow side) and powerful ground STAB, as well as an immunity to ground.
+
Latias was used for Defog support as well as a way to check Keldeo - SubCM variants destroy the rest of my team with the *possible* exception of Manaphy.
Changed Lando-T to Garchomp and Latias to Latios after receiving community feedback.
In Depth:
Diancie @ Diancite
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Diance is the starting pokemon that I built around. I chose it because it consistently destroys me on ladder, and because I'd only used it once before (on a team with M-Diancie/Magnezone/Kyu-B core) and the team didn't work. It's the team's first wallbreaker, providing strong STAB Fairy attacks in the form of Moonblast and using its good speed to to destroy un- or under-prepared teams.
Diamond Storm is a strong secondary STAB move that helps Diancie check Flying- and Ice-types, while Earth Power gives the best 3 move coverage, and provides a way for Diancie to kill some steel types that would otherwise give it trouble (primarily Heatran) without risking the Speed fall from using HP Fire. Speaking of HP Fire, I was using that in the last move slot, but swapped it out for Protect due to difficulty mega-evolving and, and I just mentioned, the 30 Spe IVs.
Finally, the EV spread and nature is aim to take full advantage of Mega-Diancie's excellent base 110 speed tier, whilst also maxing out its special attacking power. The remaining 4 EVs are dumped in Def as investing them in Atk doesn't actually help Diamond Storm achieve any significant 1- or 2HKOs that it wouldn't otherwise.
Manaphy @ Leftovers
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Surf
- Energy Ball
- Hidden Power [Fire]
Manaphy was chosen because it forms a pretty strong core with Diancie, resisting Steel- and Water-type moves that piss Diancie off, especially Bullet Punch and Aqua Jet. It also provides a way to kill Ferrothorn, Skarmory, Mega/non-Mega Scizor, Rotom-W, and Suicune - all pokemon that Diancie doesn't like. Manaphy also functions as the team's second wall breaker, dealing insane damage to a lot of defensive pokemon after a Tail Glow.
Surf is used as a strong, accurate STAB attack, though I'm considering using Scald instead. Energy Ball helps deal with bulky waters such as Rotom-W, Slowbro, and Suicune, and HP Fire lets Manaphy kill Ferro and Scizor, pokemon that would otherwise annoy Diancie. Tail Glow is obviously used to get a huge boost and destroy shit.
Timid with 168 Spe allows Manaphy to creep neutral nature base 100s, such as Mega-Gardevoir and Mega-Charizard Y, as well as Pinsir before the mega evolution, Jolly Excadrill, and Mild Kyurem-Black, and other Manaphys (which it can then KO with Energy Ball... hopefully). SpA is maxed do deal as much damage as possible, and the rest is dumped into HP to maximize overall bulk.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Leech Seed
- Protect
- Powerwhip
Ferrothorn was also chosen for its defensive synergy with Diancie, eating up bothersome Grass-, Steel-, and Water- type attacks, as well as avoiding the 2HKO from most Earth Powers and Earthquakes. It's a great blanket check to most physical attackers, and covers pretty much everything Garchomp doesn't.
Thunder Wave is used here to give my team a way to speed control. A lot of my pokemon aren't *quite* fast enough and really benefit from having paralysed opponents, so that they can outspeed and get easy KOs. Leech Seed helps keep Ferro's HP high, important due to its role as a defensive pokemon, while also dealing decent damage over time. Protect is used to scout for pokemon using HP Fire and to double Leech Seed's effectiveness, giving me two turns of damage and recovery. Finally, Power Whip provides solid STAB, and is being used over Gyro Ball so that Ferrothorn can act as a check to Substitute Gyarados, and because Gyro + TWave makes no sense what-so-ever.
Finally Ferro's spread and nature maximise its overall bulk. 168 SpD is enough to avoid the 2HKO from a +3 Manaphy. HP is maxed, but left at an odd number; the rest is thrown into defense with a + Def nature to maximize Ferro's ability to tank physical attacks. Relaxed is run because it's not like its outspeeding anything anyway, right?
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick
- U-turn
Threw in Victini because it completes a nice Fire/Water/Grass core with Manaphy and Ferrothorn, and because I didn't want to use Heatran (reasons mentioned in team building process). Victini is the third and final wall-breaker; its great coverage and nuclear power attacks pretty much clears out anything that Diancie and Manaphy can't kill, and it offers U-Turn momentum.
Choice Band gives Victini insane attacking power - something it's in a great position to use, with high power physical moves in the form of V-Create and Bolt Strike. The former takes advantage of STAB while the latter rounds out pretty nice neutral coverage. Trick allows Victini to cripple defensive pokemon that otherwise switch in to it freely. U-Turn occupies the last slot as a way of providing a safe switch for one of my other pokemon, or by creating momentum on predicted switches from my opponent.
The EV spread and nature are used to allow Victini to hit as hard as possible, while still outspeeding as much as possible with a neutral nature.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Garchomp is used here because originally I had Landorus-T, which provides nice synergy with Victini, but I was advised to use TankChomp instead to help provide a check to several of the fast, physical sweepers that otherwise fucked me up (such as Mega-Lopunny, Agili-gross, Sand Rush Excadrill, etc.). Chomp is my team's rock setter, because a lot of my team appreciates the chip damage to secure 1- and 2HKOs.
The moveset is standard TankChomp: Stealth Rock because it's pretty much the most used and most important move in the meta, and has been since its introduction; Dragon Tail as an emergency way to phaze out set up sweepers (thought I can't get rid of DDance Mega-Altaria); Earthquake provides solid STAB Ground-type coverage, and Fire Blast murders steels that don't care about EQ, such as Skarm, Ferro, and Mega-Scizor.
The EV spread is slightly unusual; I went for more speed as a way to creep Jolly Bisharp and kill it off, as Sucker Punch doesn't kill Chomp even from +2. HP is maxed but left at an odd number, just because I'm really pedantic about stuff like that, and the rest is dumped in Def so that Chomp takes as little damage as possible from the stuff its meant to check with the combination of Rough Skin + Rocky Helmet.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Finally, Latios is the team's hazard remover with Defog, and its best answer to Keldeo. Aside from that I pretty much chose it because it has the most offensive presence out of the common OU hazard removers.
Life Orb Draco Meteor allows Latios to take a chunk out of pretty much any non-Fairy- or Steel-type pokemon, while Psyshock provides a solid secondary STAB attack. Roost is run over another coverage move because I often have difficulty preserving Latios, and it's important to have it around for most of the game so that it can continue to clear hazards with Defog.
Similarly to Mega-Diancie, Latios's EVs and nature are used to allow it to beat base 108 speed pokemon (especially Keldeo, which it's designed to counter), as well as tie with other base 110 threats such as Gengar. Max SpA means Draco deals as much as possible, and the remaining EVs are left in SpD because Latios already has an odd number HP and it's Def isn't worth saving.
Threatlist
Not sure at the moment as I've just made quite a few changes; will update this section as I ladder more with the team or as things are suggested.
Conclusion
So yeah, the team obviously has quite a few flaws, but it's definitely fun to use due to its sheer ability knock stuff out and maintain momentum. Try it out or give advice, and thanks for having a look!
Importable
Thanks to everyone who game suggestions!
- Alkov
- Human Mystery Box
- Charilax Blaster
- DavisWuhu
A team designed specifically to kill shit.
(This is the bit where cool artwork goes but I don't have any) :(
So it's been 2 weeks since my last RMT and I've come up with a couple teams; figured I'd post this one because it's the one that shows the most potential (imo) but still needs some work. As always I'm open to pretty much whatever suggestions you want to throw at me, but I probably won't use them if they:
- Change the focus of the team away from offense
- Involve removing Mega-Diancie (as that's what the team was based around)
OK now on to the actual team:
Started off with a core of M-Diancie + Manaphy because I wanted to make a M-Diancie team and Manaphy is a pretty nice partner to take care of a lot of pokemon that annoy it.
Added Ferrothorn for Stealth Rock support and to provide a nice defensive switch in for a lot of stuff that bothers the other two.
Added Victini pretty much just to complete the F/W/G synergy. I didn't want to use Heatran because it's on pretty much all of my teams, I already had rocks, and it shares a lot of weaknesses with the pokemon I already had. Victini also fit the theme of the original core with it's high offensive power.
Stuck in a Landorus-T for some U-Turn support (which my team desperately needs, being slightly on the slow side) and powerful ground STAB, as well as an immunity to ground.
Latias was used for Defog support as well as a way to check Keldeo - SubCM variants destroy the rest of my team with the *possible* exception of Manaphy.
Changed Lando-T to Garchomp and Latias to Latios after receiving community feedback.
Diancie @ Diancite
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Diance is the starting pokemon that I built around. I chose it because it consistently destroys me on ladder, and because I'd only used it once before (on a team with M-Diancie/Magnezone/Kyu-B core) and the team didn't work. It's the team's first wallbreaker, providing strong STAB Fairy attacks in the form of Moonblast and using its good speed to to destroy un- or under-prepared teams.
Diamond Storm is a strong secondary STAB move that helps Diancie check Flying- and Ice-types, while Earth Power gives the best 3 move coverage, and provides a way for Diancie to kill some steel types that would otherwise give it trouble (primarily Heatran) without risking the Speed fall from using HP Fire. Speaking of HP Fire, I was using that in the last move slot, but swapped it out for Protect due to difficulty mega-evolving and, and I just mentioned, the 30 Spe IVs.
Finally, the EV spread and nature is aim to take full advantage of Mega-Diancie's excellent base 110 speed tier, whilst also maxing out its special attacking power. The remaining 4 EVs are dumped in Def as investing them in Atk doesn't actually help Diamond Storm achieve any significant 1- or 2HKOs that it wouldn't otherwise.
Manaphy @ Leftovers
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Surf
- Energy Ball
- Hidden Power [Fire]
Manaphy was chosen because it forms a pretty strong core with Diancie, resisting Steel- and Water-type moves that piss Diancie off, especially Bullet Punch and Aqua Jet. It also provides a way to kill Ferrothorn, Skarmory, Mega/non-Mega Scizor, Rotom-W, and Suicune - all pokemon that Diancie doesn't like. Manaphy also functions as the team's second wall breaker, dealing insane damage to a lot of defensive pokemon after a Tail Glow.
Surf is used as a strong, accurate STAB attack, though I'm considering using Scald instead. Energy Ball helps deal with bulky waters such as Rotom-W, Slowbro, and Suicune, and HP Fire lets Manaphy kill Ferro and Scizor, pokemon that would otherwise annoy Diancie. Tail Glow is obviously used to get a huge boost and destroy shit.
Timid with 168 Spe allows Manaphy to creep neutral nature base 100s, such as Mega-Gardevoir and Mega-Charizard Y, as well as Pinsir before the mega evolution, Jolly Excadrill, and Mild Kyurem-Black, and other Manaphys (which it can then KO with Energy Ball... hopefully). SpA is maxed do deal as much damage as possible, and the rest is dumped into HP to maximize overall bulk.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Leech Seed
- Protect
- Powerwhip
Ferrothorn was also chosen for its defensive synergy with Diancie, eating up bothersome Grass-, Steel-, and Water- type attacks, as well as avoiding the 2HKO from most Earth Powers and Earthquakes. It's a great blanket check to most physical attackers, and covers pretty much everything Garchomp doesn't.
Thunder Wave is used here to give my team a way to speed control. A lot of my pokemon aren't *quite* fast enough and really benefit from having paralysed opponents, so that they can outspeed and get easy KOs. Leech Seed helps keep Ferro's HP high, important due to its role as a defensive pokemon, while also dealing decent damage over time. Protect is used to scout for pokemon using HP Fire and to double Leech Seed's effectiveness, giving me two turns of damage and recovery. Finally, Power Whip provides solid STAB, and is being used over Gyro Ball so that Ferrothorn can act as a check to Substitute Gyarados, and because Gyro + TWave makes no sense what-so-ever.
Finally Ferro's spread and nature maximise its overall bulk. 168 SpD is enough to avoid the 2HKO from a +3 Manaphy. HP is maxed, but left at an odd number; the rest is thrown into defense with a + Def nature to maximize Ferro's ability to tank physical attacks. Relaxed is run because it's not like its outspeeding anything anyway, right?
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick
- U-turn
Threw in Victini because it completes a nice Fire/Water/Grass core with Manaphy and Ferrothorn, and because I didn't want to use Heatran (reasons mentioned in team building process). Victini is the third and final wall-breaker; its great coverage and nuclear power attacks pretty much clears out anything that Diancie and Manaphy can't kill, and it offers U-Turn momentum.
Choice Band gives Victini insane attacking power - something it's in a great position to use, with high power physical moves in the form of V-Create and Bolt Strike. The former takes advantage of STAB while the latter rounds out pretty nice neutral coverage. Trick allows Victini to cripple defensive pokemon that otherwise switch in to it freely. U-Turn occupies the last slot as a way of providing a safe switch for one of my other pokemon, or by creating momentum on predicted switches from my opponent.
The EV spread and nature are used to allow Victini to hit as hard as possible, while still outspeeding as much as possible with a neutral nature.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Garchomp is used here because originally I had Landorus-T, which provides nice synergy with Victini, but I was advised to use TankChomp instead to help provide a check to several of the fast, physical sweepers that otherwise fucked me up (such as Mega-Lopunny, Agili-gross, Sand Rush Excadrill, etc.). Chomp is my team's rock setter, because a lot of my team appreciates the chip damage to secure 1- and 2HKOs.
The moveset is standard TankChomp: Stealth Rock because it's pretty much the most used and most important move in the meta, and has been since its introduction; Dragon Tail as an emergency way to phaze out set up sweepers (thought I can't get rid of DDance Mega-Altaria); Earthquake provides solid STAB Ground-type coverage, and Fire Blast murders steels that don't care about EQ, such as Skarm, Ferro, and Mega-Scizor.
The EV spread is slightly unusual; I went for more speed as a way to creep Jolly Bisharp and kill it off, as Sucker Punch doesn't kill Chomp even from +2. HP is maxed but left at an odd number, just because I'm really pedantic about stuff like that, and the rest is dumped in Def so that Chomp takes as little damage as possible from the stuff its meant to check with the combination of Rough Skin + Rocky Helmet.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Finally, Latios is the team's hazard remover with Defog, and its best answer to Keldeo. Aside from that I pretty much chose it because it has the most offensive presence out of the common OU hazard removers.
Life Orb Draco Meteor allows Latios to take a chunk out of pretty much any non-Fairy- or Steel-type pokemon, while Psyshock provides a solid secondary STAB attack. Roost is run over another coverage move because I often have difficulty preserving Latios, and it's important to have it around for most of the game so that it can continue to clear hazards with Defog.
Similarly to Mega-Diancie, Latios's EVs and nature are used to allow it to beat base 108 speed pokemon (especially Keldeo, which it's designed to counter), as well as tie with other base 110 threats such as Gengar. Max SpA means Draco deals as much as possible, and the remaining EVs are left in SpD because Latios already has an odd number HP and it's Def isn't worth saving.
Threatlist
Not sure at the moment as I've just made quite a few changes; will update this section as I ladder more with the team or as things are suggested.
Conclusion
So yeah, the team obviously has quite a few flaws, but it's definitely fun to use due to its sheer ability knock stuff out and maintain momentum. Try it out or give advice, and thanks for having a look!
Importable
Diancie @ Diancite
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Manaphy @ Leftovers
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Surf
- Energy Ball
- Hidden Power [Fire]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Leech Seed
- Protect
- Power Whip
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick
- U-turn
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Manaphy @ Leftovers
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Surf
- Energy Ball
- Hidden Power [Fire]
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Leech Seed
- Protect
- Power Whip
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Trick
- U-turn
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
- Alkov
- Human Mystery Box
- Charilax Blaster
- DavisWuhu
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