Kinda my first time building a team, before never really made a team by myself. Spent ~1 week testing and revamping but still feel like I have a lot of flaws and even dropped my already-pleb-rating by 200. Will try to explain my reasoning but those might even be flawed too.
Diancie @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
It's my first time so I wanted to start with something viable and not too hard to build around and Diancie fits that. and cute too. Standard set here, does what it does best. Tried things like heal bell, rock polish, and few more things but this just feels more ideal. I don't use HP fire because it's mainly to counter scizor, ferro and steels but it doesn't ko while they ohko diancie not to mention a lot of steels run bullet punch.
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Ice Beam
- Scald
- Tail Glow
Now I need a wallbreaker because Diancie has no boost and manaphy fits perfectly. Handles rock/ground types that ohkos Diancie with Earthquake (Lando-T, Gliscor, Excadrill) and can potentially burn those phys attacker steels. Rain dance + hydration is really nice especially cause now I don't need cleric support cause M-Diancie, Manaphy, and Breloom are immune to status, Tran immune to toxic and wisp, and even mew has synchronize, will eventually crippled though.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Toxic
- Taunt
- Stealth Rock
The stealth rock setter that also handles the steels that the duo core doesn't reliably check. Also both mana and diancie can't switch in to charizard mega-y at all, so this is where tran comes in. Taunt is really useful to against the likes of clef, ferro, etc. Air Balloon is chosen for pseudo-ground immunity, and invest in HP for neutral bulk, although I'm not sure if choosing either def or spd would be better.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Will-O-Wisp
- Psychic
I chose mew for the utility, defog and wisp are incredibly useful. Also walls a lot of thing. Psychis over knock-off because Torn has Knofck off. BUT I feel Mew's role kinda overlap with Tran except resist Keld secret sword that still troubles my core? and doesn't really check anything the team doesn't check already.... but can't really think of a better utility defogger. Invested in def because I alrd have Assault Vest Torn.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Mach Punch
Breloom covers a lot of things I still need, it resists earthquake/rock slide and ohkos bisharp and weavile, which otherwise troubles my team. Also deals with opposing waters like rotom-w and suicune, since my manaphy doesn't run energy ball. Also the priority cleaner that I sometimes need.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off
And the last mon. Handles the hyper offenses that the squishy diancie and manaphy can't beat with good recovery in regenerator. also utility knock-off too because mew doesn't have it, and U-turn can help bring mana/diancie more safely.
Now, the one mon I notice I have trouble against is mega manectric because that thing runs flamethrower that rekts breloom, my elec resist. And often I feel overwhelmed by certain threats that I'm supposed to be able to handle, because I'm not really good but is my team a bit hard to play? I don't know if I should just wait for next teambuilding workshop because this team need more revamp than I thought? Anyway hope someone will be able to help me!
Diancie @ Diancite
Ability: Clear Body
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
It's my first time so I wanted to start with something viable and not too hard to build around and Diancie fits that. and cute too. Standard set here, does what it does best. Tried things like heal bell, rock polish, and few more things but this just feels more ideal. I don't use HP fire because it's mainly to counter scizor, ferro and steels but it doesn't ko while they ohko diancie not to mention a lot of steels run bullet punch.
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Ice Beam
- Scald
- Tail Glow
Now I need a wallbreaker because Diancie has no boost and manaphy fits perfectly. Handles rock/ground types that ohkos Diancie with Earthquake (Lando-T, Gliscor, Excadrill) and can potentially burn those phys attacker steels. Rain dance + hydration is really nice especially cause now I don't need cleric support cause M-Diancie, Manaphy, and Breloom are immune to status, Tran immune to toxic and wisp, and even mew has synchronize, will eventually crippled though.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Toxic
- Taunt
- Stealth Rock
The stealth rock setter that also handles the steels that the duo core doesn't reliably check. Also both mana and diancie can't switch in to charizard mega-y at all, so this is where tran comes in. Taunt is really useful to against the likes of clef, ferro, etc. Air Balloon is chosen for pseudo-ground immunity, and invest in HP for neutral bulk, although I'm not sure if choosing either def or spd would be better.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Defog
- Will-O-Wisp
- Psychic
I chose mew for the utility, defog and wisp are incredibly useful. Also walls a lot of thing. Psychis over knock-off because Torn has Knofck off. BUT I feel Mew's role kinda overlap with Tran except resist Keld secret sword that still troubles my core? and doesn't really check anything the team doesn't check already.... but can't really think of a better utility defogger. Invested in def because I alrd have Assault Vest Torn.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Mach Punch
Breloom covers a lot of things I still need, it resists earthquake/rock slide and ohkos bisharp and weavile, which otherwise troubles my team. Also deals with opposing waters like rotom-w and suicune, since my manaphy doesn't run energy ball. Also the priority cleaner that I sometimes need.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off
And the last mon. Handles the hyper offenses that the squishy diancie and manaphy can't beat with good recovery in regenerator. also utility knock-off too because mew doesn't have it, and U-turn can help bring mana/diancie more safely.
Now, the one mon I notice I have trouble against is mega manectric because that thing runs flamethrower that rekts breloom, my elec resist. And often I feel overwhelmed by certain threats that I'm supposed to be able to handle, because I'm not really good but is my team a bit hard to play? I don't know if I should just wait for next teambuilding workshop because this team need more revamp than I thought? Anyway hope someone will be able to help me!