Welcome all. I've been messing around on showdown and have built a fun little team that just has trouble breaking through to the 1500's. I like the concept of it, and i'm pretty sure a 'mon or two switched would probably make it run more efficiently. Any observations are appreciated, aside from "Replace Mega-Diance with another mega". Anyways, let us begin. (Do note that all Pokemon that do not use their Attack score have been set to 0 IV's in that score. Also Changes are in Bold)
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 64 HP / 252 SpA / 192 Spe
Rash Nature
- Rock Polish
- Diamond Storm
- Moonblast
- Earth Power
To start off, we have the main Pokemon I wanted to use, Mega-Diancie with Rock Polish. I went with a Rash nature to ensure I hit as hard as possible on both sides of the spectrum. I decided it was better to sack SpDef over Def when a +1 from Diamond Storm gives me an 87.5% survival rate from Jolly Max Attack Lando-T, along with forcing CB Azumarill to hit with Waterfall to kill instead of Aqua Jet. It's all banking on the boost from Diamond Storm, but 50% is better than Scald's 30% burn chance that is relied on to stop a physical Sweep. Anyways, Diancie has great coverage between it's STABS and Earth Power, and out speeds almost everything relevant aside from Agi-Megagross, aka the bane of Mega-Diancie's existence. It nabs the KO on alot of nasty things if you can get off a safe RP with rocks up. Notables include Greninja, Thunderous, SpDef Heatran, Scarf Keldeo, Offensive Gengar, Jolly Excadrill, and Mega-Sableye.
Celebi @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Recover
- Earth Power
- Psychic
- Leaf Storm
I looked at Diancie, and saw that I could patch up two of it's weaknesses with grass coverage, and I wanted an Offensive wall breaker that could still take a hit. Mega-Slowbro was a huge pain to think about, and status was another thing I was worried about. So Celebi came to mind. It kills Azumarill, Slowbro, Excadrill not carrying X-scizor, Manaphy, Heatran, Rotom-W, and very importantly, Breloom. I wanted full power to maximize it's base 100 SpA, and Recover to heal off the damage when I come in on stuff I can force out. Timid was an option, but missing the KO on SpDef Heatran or AV Azumarill is painful. Double Earth Power gives needed coverage to both Diancie and Celebi, and HP Fire is carried by another member of the team.
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Wish
- Protect
- Roar
- Scald
Vaporeon is my go to switch for most situations. I saw Scizor destroying my team with Celebi and Diancie together, so I needed a steel resist that could take a hit and actually threaten out Pokemon that would normally stay in on something like Alomomola. Wish/Protect with Lefties gives semi-reliable recovery, while Scald lets Vaporeon try to improve it's physical bulk even more with burns. Roar coupled with Vaporeon's bulk allows for phasing, which is very important for this team. Wish also lets team members stomach hazards or predicted neutral hits better. Vaporeon is also one of my best answers to Rain teams when paired with Celebi. It soaks most anything the rain wants to throw at it, and forces opponent's to play around the fact that they can't press Waterfall and win.
Latios @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Timid Nature
- Trick
- HP Fire
- Psyshock
- Draco Meteor
Latios gives me Ground immunity (sans Mold Breaker) along side Ground resist from Celebi. The lack of speed hurts considering I have to drop Latios''s speed IV to 30, but the power Choice Specs gives Latios is incredible, giving it a chance to OHKO 168 SpDef Ferrothorn with rocks up. Trick is to let other Pokemon experience that power, such as Chansey, something that otherwise walls this team to hell and back. Draco Meteor and Psyshock allow it to hit hard even after the Specs are traded away, and HP fire let's this set threaten all those pesky steel types that would otherwise have their way with my team. Having Choice Specs lets me draw on the immediate power to break down Pokemon that would normally be okay taking a neutral hit from Latios.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Rapid Spin
- Earthquake
- Iron Head
Excadrill is my fast spinner who can come out on terrifying things like DD ZardX and kill with EQ. Same with Talonflame as long as Rock Slide actually hits. Iron head scares most fairies away, and makes volt-switch turn into a dry switch if you predict correctly. Excadrill gives my my desires fairy resist, and switches up from my team as he is purely physical. I already had Vaporeon, so I didn't want to use Starmie or Tentacruel, as they both still hit on the special side. Immunity to Poison and T-wave is a very desireable trait, along with a Stealth Rock resist and Rapid Spin make Excadrill an easy fit to my team. Max Attack and Speed are mandatory to let Excadrill revenge kill once hazards are gone.
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Close Combat
- Mach Punch
Infernape gives my team an answer to steel type walls after it does it's job of setting rocks. Infernape beats Mamo, Ferro, and lays a beating on MegaGross if it still has it's sash (or it gets reactivated). Strong Fire/Fighting stops threats such as Bisharp, Scizor, and Chansey, and once the opposing defogger/spinner is dead, Infernape can be used as death fodder or as a suicide attacker. Max speed allows Infernape to make the most of his 108 speed tier, while mixed offense lets him handle specific checks to this team without risking other, more important members of the team.
So there is the team. It needs work, and i'm not the best battler, but I'd like to get a read on what I can easily tweak, and what just needs to be dumped for something better. Overall it's a fun team with some less used Pokemon.
THREAT LIST:
DD Sweepers: Alot of the more popular ones such as Jolly ZardX, Mega-Altaria, and Mega-Dos come in, set up to +1, and begin the painful sweep. Bulky Altaria cares not for Jolly Excadrill, who is needed to check Zard. None of them are something Vaporeon wants to come into at +1 to phase. I'm thinking this is just a situation I must learn to avoid as a player, because over preparing for one set of mons will let others run over me.
Gengar: Not so much a crippling weakness as much as he is a mon with the right coverage to stomp my team. Or just pulls out some nasty surprise set. Nothing wants to come in without knowing his set.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 64 HP / 252 SpA / 192 Spe
Rash Nature
- Rock Polish
- Diamond Storm
- Moonblast
- Earth Power
To start off, we have the main Pokemon I wanted to use, Mega-Diancie with Rock Polish. I went with a Rash nature to ensure I hit as hard as possible on both sides of the spectrum. I decided it was better to sack SpDef over Def when a +1 from Diamond Storm gives me an 87.5% survival rate from Jolly Max Attack Lando-T, along with forcing CB Azumarill to hit with Waterfall to kill instead of Aqua Jet. It's all banking on the boost from Diamond Storm, but 50% is better than Scald's 30% burn chance that is relied on to stop a physical Sweep. Anyways, Diancie has great coverage between it's STABS and Earth Power, and out speeds almost everything relevant aside from Agi-Megagross, aka the bane of Mega-Diancie's existence. It nabs the KO on alot of nasty things if you can get off a safe RP with rocks up. Notables include Greninja, Thunderous, SpDef Heatran, Scarf Keldeo, Offensive Gengar, Jolly Excadrill, and Mega-Sableye.

Celebi @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Recover
- Earth Power
- Psychic
- Leaf Storm
I looked at Diancie, and saw that I could patch up two of it's weaknesses with grass coverage, and I wanted an Offensive wall breaker that could still take a hit. Mega-Slowbro was a huge pain to think about, and status was another thing I was worried about. So Celebi came to mind. It kills Azumarill, Slowbro, Excadrill not carrying X-scizor, Manaphy, Heatran, Rotom-W, and very importantly, Breloom. I wanted full power to maximize it's base 100 SpA, and Recover to heal off the damage when I come in on stuff I can force out. Timid was an option, but missing the KO on SpDef Heatran or AV Azumarill is painful. Double Earth Power gives needed coverage to both Diancie and Celebi, and HP Fire is carried by another member of the team.

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Wish
- Protect
- Roar
- Scald
Vaporeon is my go to switch for most situations. I saw Scizor destroying my team with Celebi and Diancie together, so I needed a steel resist that could take a hit and actually threaten out Pokemon that would normally stay in on something like Alomomola. Wish/Protect with Lefties gives semi-reliable recovery, while Scald lets Vaporeon try to improve it's physical bulk even more with burns. Roar coupled with Vaporeon's bulk allows for phasing, which is very important for this team. Wish also lets team members stomach hazards or predicted neutral hits better. Vaporeon is also one of my best answers to Rain teams when paired with Celebi. It soaks most anything the rain wants to throw at it, and forces opponent's to play around the fact that they can't press Waterfall and win.

Latios @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Timid Nature
- Trick
- HP Fire
- Psyshock
- Draco Meteor
Latios gives me Ground immunity (sans Mold Breaker) along side Ground resist from Celebi. The lack of speed hurts considering I have to drop Latios''s speed IV to 30, but the power Choice Specs gives Latios is incredible, giving it a chance to OHKO 168 SpDef Ferrothorn with rocks up. Trick is to let other Pokemon experience that power, such as Chansey, something that otherwise walls this team to hell and back. Draco Meteor and Psyshock allow it to hit hard even after the Specs are traded away, and HP fire let's this set threaten all those pesky steel types that would otherwise have their way with my team. Having Choice Specs lets me draw on the immediate power to break down Pokemon that would normally be okay taking a neutral hit from Latios.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Rapid Spin
- Earthquake
- Iron Head
Excadrill is my fast spinner who can come out on terrifying things like DD ZardX and kill with EQ. Same with Talonflame as long as Rock Slide actually hits. Iron head scares most fairies away, and makes volt-switch turn into a dry switch if you predict correctly. Excadrill gives my my desires fairy resist, and switches up from my team as he is purely physical. I already had Vaporeon, so I didn't want to use Starmie or Tentacruel, as they both still hit on the special side. Immunity to Poison and T-wave is a very desireable trait, along with a Stealth Rock resist and Rapid Spin make Excadrill an easy fit to my team. Max Attack and Speed are mandatory to let Excadrill revenge kill once hazards are gone.

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Close Combat
- Mach Punch
Infernape gives my team an answer to steel type walls after it does it's job of setting rocks. Infernape beats Mamo, Ferro, and lays a beating on MegaGross if it still has it's sash (or it gets reactivated). Strong Fire/Fighting stops threats such as Bisharp, Scizor, and Chansey, and once the opposing defogger/spinner is dead, Infernape can be used as death fodder or as a suicide attacker. Max speed allows Infernape to make the most of his 108 speed tier, while mixed offense lets him handle specific checks to this team without risking other, more important members of the team.
So there is the team. It needs work, and i'm not the best battler, but I'd like to get a read on what I can easily tweak, and what just needs to be dumped for something better. Overall it's a fun team with some less used Pokemon.
THREAT LIST:
DD Sweepers: Alot of the more popular ones such as Jolly ZardX, Mega-Altaria, and Mega-Dos come in, set up to +1, and begin the painful sweep. Bulky Altaria cares not for Jolly Excadrill, who is needed to check Zard. None of them are something Vaporeon wants to come into at +1 to phase. I'm thinking this is just a situation I must learn to avoid as a player, because over preparing for one set of mons will let others run over me.
Gengar: Not so much a crippling weakness as much as he is a mon with the right coverage to stomp my team. Or just pulls out some nasty surprise set. Nothing wants to come in without knowing his set.
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