Before I begin with the actual RMT, I would like to make a disclaimer. Now that I have gotten back into competitive pokemon and building, I would like to post some teams for the community's use (maybe once a week or so). Feel free to rate with suggestions, but I will be styling this RMT more towards the strategy and synergy rather than the specific reasoning for the moves (most of the sets are fairly standard anyways). Please let me know mods if there is a better place to post this, or if I must change the descriptions.
This team is exactly like the name might suggest. It features pokemon that aren't necessarily to common in the current meta: Mega-Diancie and Hydreigon and their entourage.
TEAM OVERVIEW:
Mega-Diancie is seen a lot less than it should be. Perhaps with all the scizor's and megagross running around it might not be as popular, but it still has a niche in the current metagame.
IN-DEPTH ANALYSIS:
252 SpA Mega Diancie Ancient Power vs. 252 HP / 4 SpD Skarmory: 153-181 (45.8 - 54.1%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Hydreigon Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 380-452 (107.9 - 128.4%) -- guaranteed OHKO
STRATEGY ANALYSIS:
The style of this team centers around using the VoltTurn core to slowly whittle down the opposing team. Diancie's role is to keep hazards off your side of the field as much as possible, as even though the team isn't too bothered by hazards, there is no other form of hazard control. Landorus-T should be used sparingly, coming in on opponents that it can pick off with u-turn, until it is safe to spam eq or stone edge. Having the dual steel types helps take some of the pressure of rachi. The synergy between the mons means that aggressive doubles aren't usually required unless your opponent is doing the same.
Dealing with threats:
Azumarill: If the opponent has an azu, its important to keep your own azu healthy to sponge a hit if necessary.
Suicune: A well played crocune can be hard for this team to break as the best move to hit it with is either zone's tbolt if it hasn't set up, or azu's play rough, but it barely misses out on the 2HKO from full.
Metagross: Mega Metagross is hard to OHKO, the best way of dealing with it is to either volt switch or u-turn on it to put it in range of an attack.
252 SpA Life Orb Hydreigon Dark Pulse vs. 0 HP / 4 SpD Mega Metagross: 307-361 (101.9 - 119.9%)
252 SpA Mega Diancie Earth Power vs. 0 HP / 4 SpD Mega Metagross: 212-250 (70.4 - 83%)
252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Metagross: 252-296 (83.7 - 98.3%)
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 0 HP / 0 Def Mega Metagross: 168-198 (55.8 - 65.7%)
FULL IMPORT:
http://pastebin.com/tZcpnrbv
Shoutout to MoB Barley for the core (and apparently most of the team).
This team is exactly like the name might suggest. It features pokemon that aren't necessarily to common in the current meta: Mega-Diancie and Hydreigon and their entourage.
TEAM OVERVIEW:
Mega-Diancie is seen a lot less than it should be. Perhaps with all the scizor's and megagross running around it might not be as popular, but it still has a niche in the current metagame.
IN-DEPTH ANALYSIS:
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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Earth Power
- Ancient Power
- Protect
Magic Bounce is a godsend of an ability to have in this meta as it keeps out hazards and unwanted status. I chose ancient power over diamond storm as it allows me to go fully special without needing to invest in atk. Furthermore it allows me to 2HKO defensive skarm after rocks, something which diamond storm can't do. While the same thing could be accomplished with hp fire, being able to speed tie with the lati's and mega metagross can have a huge effect.Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Earth Power
- Ancient Power
- Protect
252 SpA Mega Diancie Ancient Power vs. 252 HP / 4 SpD Skarmory: 153-181 (45.8 - 54.1%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
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Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- Roost
Standard LO hydreigon with dual stab and flamethrower to beat steel types besides heatran. Roost helps counter the life orb damage as well as allowing hydreigon to switch in on water moves repetitivelyHydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- Roost
252 SpA Life Orb Hydreigon Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 380-452 (107.9 - 128.4%) -- guaranteed OHKO
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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Def / 252 SpA / 240 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone is my best way of dealing with scizor, as otherwise it causes lots of problems for diancie. Also helps out with ferrothorn and skarmory. 240 with a timid nature allows me to outspeed thundurus and adamant talon, while max speed doesn't help me outspeed anything extra. Other wise standard scarf zone set.Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Def / 252 SpA / 240 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
I chose azu for its strong priority and its great typing. Provides a soft switch in to scald and a good fairy type. Superpower is to nail ferrothorns that might try and switch in, or any lopunny that might stay in. 168 speed is to creep on standard belly drum azu's. Unfortunately this becomes my check to BD azu if it gets to +6 as hydreigon is unable to deal any significant damage to it. 88 hp allows me to live jolly lopunny's fake out + return from full.Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Scarf Lando is a good backup scarfer as zone gets outsped by the like of tornadus, weavile, lopunny, etc. 220 speed allows me to outspeed nuetral max speed base 100's like adamant scarf rachi. The remaining 36 ev's dumped into defense to bolster its hit taking capability. Knock off is to hit the likes of lati's and gengar without needing to risk stone edge.Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 36 Def / 220 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish/Fire Punch/Thunder/Wish
Jirachi is the glue of this team, being my only reliable switch in to the lati twins and most fairy types. Also provides stealth rock, provided that my opponent doesn't get them up for me. 112 speed is to creep on tank chomps, with the rest dumped into spdef. Has about a 50% chance of living LO gengar focus blast + shadow ball. U-turn makes it a good pivot. Last move is a filler. I've been experimenting lately with thunder to hit water types, not sure if I like it though.Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish/Fire Punch/Thunder/Wish
STRATEGY ANALYSIS:
The style of this team centers around using the VoltTurn core to slowly whittle down the opposing team. Diancie's role is to keep hazards off your side of the field as much as possible, as even though the team isn't too bothered by hazards, there is no other form of hazard control. Landorus-T should be used sparingly, coming in on opponents that it can pick off with u-turn, until it is safe to spam eq or stone edge. Having the dual steel types helps take some of the pressure of rachi. The synergy between the mons means that aggressive doubles aren't usually required unless your opponent is doing the same.
Dealing with threats:
Azumarill: If the opponent has an azu, its important to keep your own azu healthy to sponge a hit if necessary.
Suicune: A well played crocune can be hard for this team to break as the best move to hit it with is either zone's tbolt if it hasn't set up, or azu's play rough, but it barely misses out on the 2HKO from full.
Metagross: Mega Metagross is hard to OHKO, the best way of dealing with it is to either volt switch or u-turn on it to put it in range of an attack.
252 SpA Life Orb Hydreigon Dark Pulse vs. 0 HP / 4 SpD Mega Metagross: 307-361 (101.9 - 119.9%)
252 SpA Mega Diancie Earth Power vs. 0 HP / 4 SpD Mega Metagross: 212-250 (70.4 - 83%)
252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Metagross: 252-296 (83.7 - 98.3%)
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 0 HP / 0 Def Mega Metagross: 168-198 (55.8 - 65.7%)
FULL IMPORT:
http://pastebin.com/tZcpnrbv
Shoutout to MoB Barley for the core (and apparently most of the team).
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