ORAS OU Special Lure Victini & Mega Diancie Offense

Hello wonderful people of the Smogon forums,

Recently I decided that I really wanted to build my own team once in a while instead of just copying what was popular. Because I feel like Victini is far to underrepresented I wanted to build a team around it and my favourite mega good old Diancie.

Luckily for me a lot of things that people usually send out against an expected Diancie lead get killed very easily by special Victini while also somewhat keeping Steels in check for Diancie.

So to start the team here are the two main stars:

Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Thunder
- Glaciate
- Focus Blast

I like this set a lot. I always found physical Victini somewhat underwhelming, and started putting only Glaciate as one of its moves to catch its switch ins off guard. Soon after I completely changed it to a entirely special set. Blue Flare aside from it´s amazing animation hits really hard and the other moves are used to take on most of Victinis checks. Many a Landorus-T (or similar mon) has been switched in to tank an expected V-Create only to get obliterated by the power of Special Lure Victini :]

252+ SpA Expert Belt Victini Glaciate vs. 252 HP / 8 SpD Landorus-T: 374-442 (97.9 - 115.7%) -- 87.5% chance to OHKO

252+ SpA Expert Belt Victini Focus Blast vs. 0 HP / 0 SpD Heatran: 274-324 (84.8 - 100.3%) -- 6.3% chance to OHKO

252+ SpA Expert Belt Victini Focus Blast vs. 248 HP / 8 SpD Tyranitar in Sand: 379-451 (94 - 111.9%) -- 68.8% chance to OHKO

252+ SpA Expert Belt Victini Blue Flare vs. 252 HP / 252 SpD Skarmory: 461-542 (138 - 162.2%) -- guaranteed OHKO

Next up we have Diancie:

Diancie @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

I have always preferred the Protect sets as they allow for a guaranteed mega evolution in sticky situations but also for scouting choiced moves and then having the easiest time of your life switching into whatever is appropriate.
Often you see 32 Atk EVs on Diancie to OHKO Zapdos, personally I don´t feel like that is really necesary. I would rather have a much harder hitting spamable Moonblast.

Next up I wanted a Stealth Rock setter, which is something rather important on offensive teams like this.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Thunder Wave
- Stealth Rock

I opted for Ferrothorn as it can not only set up rocks for me, but also helps a lot against the threat that Water types posed for my Diancie/Victini duo. Gyro Ball is there so I can threaten Fairys and to have an offensive move. Leech Seed is in general an awesome muve and allows for a suprising amount of recovery in combination with leftovers.
Thunder Wave is here because some scarfed or generally faster mons can be a big problem for this team.

Next up I wanted a Spinner, in order to keep those nasty pointy rocks away from Victini.

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Psychic
- Hidden Power [Fire]
- Rapid Spin

I felt like an offensive Starmie set would do this team more good overall. Life Orb Hydro Pump does an increadible amount of damage.
Psychic is here because Mega Venusaur still pretty much completely walls the team so far.
The HP Fire tech on this is something I have been trying out lately. It also fits with the lure aspect of this team :)

Next we have a physical powerhouse in Dragonite:

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Iron Head

With both a Spinner and Magic Bounce I really wanted to fit Dragonite on this team as Multiscale synergizes really well with that kind of hazard removal.
I like the Choice Band set, as it can help with late game cleanup with Extreme Speed and also tear holes into the enemy team with Outrage (once Fairys are gone) or Earthquake (once floaty things are gone).
Iron Head is on there to fit with the theme of lures again. I know that Iron Tail does more damage, but I really enjoy the accuracy that comes with Iron Head a lot more.

Alright, one mon to go and as you may have noticed, the team is still somewhat slow.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Scarf Keldeo is a decent addition as a last mon as it can outspeed things that would otherwise pose assignificant threats to this team.
Also it´s Keldeo, that thing makes every team better, right?
It´s a set you are probably already acustomed to, so I won´t loose too many words over it.


Threats:

Threats to this team include basically any fast Volt Switcher. Especially Mega Manectric .

Also defensice Rotom-W is something I really struggle against with this team, as none of my mons can really take it on on their own.

Depending on the sets MEw and Slowbro can also be very problematic to get through.


Sadly as I have been very busy lately (due to university exams) I did not get to test this team as much as I would have liked.
I am aware that it has some quite easy to exploit flaws, but i hope that you can help me make it better, as I really really like the Diancie/Victini Duo.

Thanks in advance
 
Hey there,
This is a nice team, and i'm especially fond of the victini + diancie + scarf keldeo core. My personal opinion is that despite the omnipresence of tank chomp and lando-t in this metagame glaciate is far too weak for my tastes, so my personal taste is for a choice banded trick set or a mixed set (or heck, even specs), but this one you're using is good too and has a lot of potential. Personally I would consider using Energy Ball > Thunder as this allows you to hit rotom-w and bulky grounds like hippowdon and quagsire much harder, which can help your other mons as well and you don't lose out on important coverage.

Now here, I'm personally not a fan of using starmie as the hazard control here. Not only does it double up on water types with keld, making you even more weak to stuff like Mega Manectric, but along with victini (the main mon you want to spin for other than dnite) I don't see a lot of good synergy, both losing out to stuff like scarf tar for example. Not being able to switch-in to common ground type rock setters is also a nuisance in the flow of the team. Instead I suggest Latios > Starmie. Latios can provide defog support (admittedly not as good as spin but a bit more durable) and a powerful dragon that also checks keldeo similarly to starmie. I honestly just feel like roost 2-atk would be great for longevity here, but you can always run some lure coverage like HP Fire, Earthquake, Surf, Draco Meteor, etc.

Now for the DNite, I feel like this isn't a really great ground immune as excadrill in sand can pretty much decimate you if ferro is weakened or it grabs an SD on a switch, and with the switch to latios I'm not a huge fan of the combination overall. You're also weak to electric types so my suggestion would be to use Scarf Lando-T > Dragonite. I initially was thinking of giving this lando-t rocks with SD + Yache Berry as a lure + breaker and then running spikes on ferro, which you can definitely try out, but scarf lando-t is a more solid revenge killer and electric check so i'll roll with that for now.

On ferrothorn, since your victini does not have physical moves, a CM Clefable can be a massive threat since it is capable of pp stalling ferrothorn out of gyro ball. You already have twave on ferro which is great, but its not really that synergetic with gyro ball as you will be doing less damage once you thunder wave an opponent. Instead, I would use Iron Head > Gyro Ball. It will deal consistent damage, and has the chance to paraflinch which is nifty, while also having more solid pp.

Overall pretty nice team but I think these adjustments can make it even better. Good Luck! :D
 
Hey there,
This is a nice team, and i'm especially fond of the victini + diancie + scarf keldeo core. My personal opinion is that despite the omnipresence of tank chomp and lando-t in this metagame glaciate is far too weak for my tastes, so my personal taste is for a choice banded trick set or a mixed set (or heck, even specs), but this one you're using is good too and has a lot of potential. Personally I would consider using Energy Ball > Thunder as this allows you to hit rotom-w and bulky grounds like hippowdon and quagsire much harder, which can help your other mons as well and you don't lose out on important coverage.

Now here, I'm personally not a fan of using starmie as the hazard control here. Not only does it double up on water types with keld, making you even more weak to stuff like Mega Manectric, but along with victini (the main mon you want to spin for other than dnite) I don't see a lot of good synergy, both losing out to stuff like scarf tar for example. Not being able to switch-in to common ground type rock setters is also a nuisance in the flow of the team. Instead I suggest Latios > Starmie. Latios can provide defog support (admittedly not as good as spin but a bit more durable) and a powerful dragon that also checks keldeo similarly to starmie. I honestly just feel like roost 2-atk would be great for longevity here, but you can always run some lure coverage like HP Fire, Earthquake, Surf, Draco Meteor, etc.

Now for the DNite, I feel like this isn't a really great ground immune as excadrill in sand can pretty much decimate you if ferro is weakened or it grabs an SD on a switch, and with the switch to latios I'm not a huge fan of the combination overall. You're also weak to electric types so my suggestion would be to use Scarf Lando-T > Dragonite. I initially was thinking of giving this lando-t rocks with SD + Yache Berry as a lure + breaker and then running spikes on ferro, which you can definitely try out, but scarf lando-t is a more solid revenge killer and electric check so i'll roll with that for now.

On ferrothorn, since your victini does not have physical moves, a CM Clefable can be a massive threat since it is capable of pp stalling ferrothorn out of gyro ball. You already have twave on ferro which is great, but its not really that synergetic with gyro ball as you will be doing less damage once you thunder wave an opponent. Instead, I would use Iron Head > Gyro Ball. It will deal consistent damage, and has the chance to paraflinch which is nifty, while also having more solid pp.

Overall pretty nice team but I think these adjustments can make it even better. Good Luck! :D

Thank you so much for your suggestions, I was thinking of trying Lando in this team :]
I'll test the changes and tell you how it went.
 
Ok, so I tested the suggested changes,

The Iron Head on Ferrothorn works amazingly well. Big fan of that :]

Also Lando and Lati make the team feel a lot more stable. I tried both Scarf and Yache but ultimately decided that Scarf really does work better for the team. Also because Spikes on Ferro seem like a waste if I run Defog over Spin.

Changing Thunder to Energy Ball has its merits, but I feel like it leaves the team a bit weak to Gyarados. After it got up a DD there wasn´t really much I could do to prevent a sweep. Maybe keeping Thunder would help against this, but maybe I can find another way of beating it.
 
Well regarding gyarados, the only set that will break past ferrothorn (when it isn't weakened) is sub dd (since it can avoid twave, and this can also be a mega gyara since u don't have a grass move). A healthy latios can check this at +1, and if not it may still be able to force a bounce as you switch into diancie or lando-t, locking it in so you can kill it. Lando-T also provides intimidate support and its choice scarfed, so it can outrun +1 gyara and stone edge it (if its mega, you get off damage on it as it dd's twice and then it can't ohko keld unless it has eq and keld is weakened, which really means that ferrothorn can beat it). Gyara also doesn't set-up too freely on victini as it must not mega evolve (which they may choose to do depending on what they know of your set) and then you have to miss glaciate (or they use sub on it), which is all presuming that you stay in and don't switch to lando or keld in the first place.

I honestly feel like this team has methods to deal with every gyara set i can think of except maybe resto chesto bulky dd if it can tank an edge from lando or something? or if they have magnezone support), but if you want more security, you can run hp electric > icy wind on keldeo to outspeed +1 gyara and ohko the regular form, whereas it can secret sword the mega (this could potentially result in a 50/50 but its in your favor). Even Superpower on lando-t is an option in the 4th slot to hit mega gyara hard. I personally don't think you need these changes, but feel free to try em out if you find yourself struggling with gyarados. I'm glad you liked the suggestions though :D
 
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