Diamonds from Sierra Leone
The goal of this team is to sweep with Talonflame so the rest of team focuses on supporting it. Mega Diancie and Latios provide hazard control while Azumarill breaks down walls for Talonflame. Magnezone and Landorus-T form a Volt-Turn core that helps bring Talonflame in safely. I realize that the OR/AS metagame is still hectic but I think this team will only get better once obvious suspects are dealt with. I named the team after the Kanye West song of the same title.
In-Depth Analysis
Diancie @ Diancite
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Diamond Storm is Diancie's signature move and it helps check Bird-Spam teams. Moonblast provides secondary STAB and nails Dragon types super-effectively. Earth Power rounds out coverage, hitting things like Heatran and Jirachi. Nothing resists the combination of Rock, Fairy, and Ground other than Bronzong, giving Diancie incredible neutral coverage. With base 110 speed, high attacking stats, and great coverage neutral coverage, Mega Diancie is a pretty good offensive Stealth Rock user since it's good at forcing switches. 16 Attack EVs guarantee that Diamond Storm OHKOs 252 HP / 168 Def Zapdos after SR damage. It also guarantees the OKHO against Mega Charizard X with no bulk investment. Speed is maxed to outrun Keldeo and Terrakion while speed tying with other base 110 speed Pokemon like Latios and Mega Gallade. The remaining EVs are added to special attack to boost the power of Moonblast and Earth Power. Naive nature was chosen over Hasty to help check Bird-Spam better.
Latios @ Life Orb
Ability: Levitate
EVs: 32 Atk / 224 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psychic
- Earthquake
- Defog
Draco Meteor is Latios' main STAB attack which punches holes in anything that isn't a Steel or Fairy type. However, its special attack drop side effect means that it shouldn't be used recklessly. Otherwise, Latios turns into setup fodder which this team cannot afford. Psychic provides secondary STAB that takes care of Fighting and Poison types. I prefer it over Psyshock for this team because it scores a clean 2HKO on Rotom-W without having to resort to Draco Meteor. Rotom-W is a big problem for this team so being able to eliminate it without turning into setup fodder is crucial. Psychic also 2HKOs physically defensive Clefable and Mega Altaria, which are otherwise solid checks for Latios. As previously mentioned, Earthquake dents common Latios switch-ins like Metagross, Jirachi, Heatran, Bisharp, and Tyranitar. The ATK EVs guarantee that Earthquake OHKOs max HP Heatran and 2HKOs 24 Def Mega Gardevoir after Stealth Rock damage. Speed is maxed to outrun Keldeo and Terrakion while speed tying with other base 110 speed Pokemon like Mega Gallade and Gengar. The rest are added to special attack to boost the power of Draco Meteor and Psychic.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Brave Bird and Flare Blitz provide STAB. While their recoil effect is annoying, they both have incredibly high base power that offsets Talonflame's lackluster attack stat. Roost provides Talonflame with reliable recovery, letting it heal off the recoil damage it sustains. Roost also gains priority thanks to Gale Wings which can come in handy against faster Pokemon. Swords Dance boosts Talonflame's attack significantly. It is generally used when the opposing team is sufficiently weak enough so that Talonflame can easily sweep. I use max speed to at least speed tie with opposing Talonflame. However, a lot of them don't run max speed so my Talonflame usually comes out on top. Talonflame also outspeeds Raikou and Thundurus and can KO them with a boosted Flare Blitz, effectively eliminating two of its best checks. Sharp Beak boosts the power of Brave Bird while also bluffing a Choice Band set early game.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
The moveset is standard. Aqua Jet provides the team with another form of priority. It's great for picking off weakened threats. Waterfall and Play Rough provide additional STAB options that hit incredibly hard thanks to Choice Band and Huge Power. I opted for Knock Off in the last slot for its ability to remove the opponent's item. It's great for removing Leftovers, Evolites, and especially Shed Shell. A lot of Steel types are beginning to use Shed Shell because of Magnezone, and Azumarill usually lures in Skarmory and Ferrothorn easily. This prevents them from switching out when Magnezone attempts to trap them. Attack EVs are maxed to hit as hard as possible. The speed EVs allow Azumarill to outrun Tyranitar with no speed investment. The rest of the EVs are added to HP to improve bulk.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Unfortunately, Specs Magnezone isn't as useful against offense due to its low speed. Nonetheless, it can usually tank a hit and hit back hard before being relegated to death fodder. The moveset is fairly straightforward. Volt Switch forms a nice Volt-Turn core with Landorus-T while Thunderbolt and Flash Cannon provide additional STAB options. Flash Cannon is great for eliminating pesky Fairies as well. Hidden Power Fire is primarily used for Ferrothorn and slower Scizor. Max speed allows Magnezone to outspeed max speed Adamant Azumarill, most Mega Venusaur, CroCune, and slower variants (108 speed EVs or less) of Specially Defensive Heatran. Special attack is maxed to hit as hard as possible.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Earthquake provides STAB and is great for revenge killing things like Charizard X. It isn't used unless absolutely needed though. Otherwise, Landorus-T turns into easy setup bait for just about any Flying type or Levitator. U-turn is by far the most commonly used move, providing scouting and a great way to bring in a teammate safely. Stone Edge forms the famous QuakeEdge combo with Earthquake and is primarily used for checking bird-spam teams. I opted for Knock Off in the last slot since it provides a lot of utility. It's a very spammable move that removes pesky Leftovers, Evolites, and Shed Shells, making it easier for this team to break past walls. It's also great for revenge killing Latios/Latias and Gengar. Attack is maxed to hit as hard as possible. 236 speed EVs with a Jolly nature are enough to outrun +1 Adamant Charizard X, Jolly Scarf Excadrill, and Adamant Scarf Garchomp. The remaining EVs are added to Defense to reduce the chances of being OHKO'd by +1 Jolly Charizard X's Flare Blitz.
Threat List
Terrible match up for this team since half of it is weak to water. With rain active, Swift Swimmers easily outspeed my team. Most of them resist my only forms of priority or are bulky enough to tank them.
It has a hard time switching in safely, but if it does, something usually dies. Talonflame and Landorus-T can revenge kill it, as can Azumarill if it is sufficiently weakened.
It's annoying since it outspeeds my entire team except for Landorus-T, and it's bulky enough to tank my priority. Landorus-T can revenge kill but being locked into Earthquake isn't ideal.
If it gets in safely, something usually dies. Talonflame is a decent answer to it though, OHKOing with Brave Bird after SR damage.
It's a problem for a lot of offensive teams and mine is no exception. Magnezone outspeeds Adamant variants and can KO with Volt Switch. Belly Drum versions a a huge problem if Talonflame dies early.
Importable
Diancie @ Diancite
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Latios (M) @ Life Orb
Ability: Levitate
EVs: 32 Atk / 224 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psychic
- Earthquake
- Defog
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Latios (M) @ Life Orb
Ability: Levitate
EVs: 32 Atk / 224 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psychic
- Earthquake
- Defog
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 20 Def / 236 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
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