ORAS OU Diamond is Unbreakable

Hey there,
Sorry that I'm so new to these forums. It's been awhile since I left Pokemon altogether, but I'm coming back and loving competitive more than ever. There's a team I made back when I was going all nerdy over my team making. Trying it out now, and it still seems to be as effective as I remember it. However, some input towards my team would still be appreciated. It's main structure is having a 4-man defensive core give long-lasting sustainability, while 2 offensive pokemon get crucial picks and clean up.

Crazy Diamond (Diancie-Mega) @ Diancite
Ability: Magic Bounce
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
The crux of my team, Diancie's role is to act as a check to status/hazards and sweep late-game. Its stats are crucial, as it lets me outspeed the numerous 100 base speed (unscarfed) threats and do heavy damage with both physical and special attacks. The first three moves are there for coverage, while Protect is so I can safely Mega Evolve.

Star Platinum (Scizor) (M) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Chosen for his high priority, strength and bulk, Scizor's there to act as the glue to my team. With plastic uses, he can be used to tank hits, pivot, finish off or punish switches. Bulet Punch is his bread and butter, with U-turn as a close second. Superpower's there to punish switches, and Pursuit is there for pursuit trapping.

Magician's Red (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Stealth Rock
- Roar
Part one of my defensive fire/water/grass/flying core. Built to be my special tank, Heatran can use both his high utility and natural spatk to adapt to whatever the situation calls for. Lava Plume is his STAB, Earth Power for coverage, SR for hazards, and Roar for phazing.

Hermit Purple (Ferrothorn) @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Power Whip
- Leech Seed
- Spikes
- Protect
Part two of the core. Balanced in defenses, Ferrothorn can keep most threats busy while he does what Ferrothorns do best. Power Whip is for a simple STAB, Leech Seed for recovery/stalling, Spikes for more hazards, and Protect for easy dot damage.

Strength (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Part three. Another mixed defender, though Rotom's better off acting as a burn bot and pivot than tanking hits. Hydro Pump is for a strong STAB, Volt Switch for pivoting, WoW for burns and Pain Split for recovery.

Empress (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 40 Def / 224 Spe
Impish Nature
IVs: 0 Atk
- Toxic
- Substitute
- Protect
- Baton Pass
A mix of stalling and punishment, Gliscor is here to be the pivot to end all pivots. His typing synergies nicely with the rest of my defensive core, and can switch in with little fear. He can also come in as a backup status wall, although he doesn't have an answer to taunt - a small price to pay. He plays like a regular subtoxic Scor does, but Baton Pass gives him a nice way to punish switches. Sure, chip damage from U-Turn or Volt Switch is nice. But what if instead, one of my offensive core come in with a sub to cover them? At worst, you have a free switch. At best, you have a Mega Diancie with a sub.


The overall gameplan of DiU is to first lead with Diancie. Get the Mega Evolution, and either protect for safety or go all in and get some early damage in. If you're lucky, Diancie can go on an unsupported minisweep. Just don't risk your offense this early.

At first sign of danger, fall back to your core, and move onto the main strategy. Set up statuses and hazards, making predictions when necessary and overall playing conservative. Use DiU's large bulk to your advantage, and outlast the enemy to the point your offense can finish them off. It doesn't have to be all at once: have Scizor punish a switch here, Diancie switch in w/ Sub here, and so on.

Is this strategy salt-inducing? Of course, any defensive strategy tends to. However, it has its flaws.

When using this team, Keldeo's f***ing Satan incarnate. He has no real check in this team, letting him run rampant and do massive damage without anything else. In addition, DiU is heavily focused on strength in numbers. If the opponent manages to get one or two early kills, the team falls apart instantly. There's no way to make a comeback.

Well, that should be everything. Any and all input is very appreciated!
 
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