ORAS OU Fairy Glitter

I originally created this team for the sole purpose of countering Mega Sableye, but over time it was producing good results so I kept tweaking it. I've been using this team on Showdown for a couple months now and while it has earned me my fair share of victories, it hasn't always been a smooth ride.

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Magnolia (Diancie) @ Diancite
Naive Nature
Ability: Clear Body/Magic Bounce
32 Atk/224 SpAtk/252 Spe
-Protect
-Moonblast
-Diamond Storm
-Earth Power

As I've mentioned, the original purpose of Diancie was so that I had an effective counter to Mega Sableye. After testing it out on the field, I soon found that it dealt well with the myriad of Dragon-types prevalent in this tier. I opted to forego Protect for Hidden Power Fire because Ferrothorn was a problem, but that was soon mitigated with the addition of Magnezone. Mega Diancie's brilliant Special Attack and decent STAB Moonblast allows it to 2HKO Hippowdon, which has been a common switch in. Diamond Storm is great for dealing with Talonflame, and also dents incoming Choice Band Scizor. Earth Power is mainly used for Heatran because other Steel-types force me out anyway. Steel-types in general have been a problem because I use Diancie as a lead, often having to Mega-Evolve then switch out. I've had to rely on scouting with Protect to see if the opponent has Choice Scarf.

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Haruba (Hippowdon) @ Leftovers
Impish Nature
Ability: Sand Stream
252 HP/144 Def/112 SpDef
-Stealth Rock
-Earthquake
-Slack Off
-Whirlwind

Hippowdown is usually my go-to switch after Diancie has been forced out. I've been having trouble with it, so I decided to use one too. It deals well with a lot of the Pokemon that threaten Diancie, such as Garchomp, Excadrill, Scizor, and Heatran. Hippowdon's sheer bulk means it does not fear physical sweepers. Slack Off is key in order to stay alive for multiple chances to set up Stealth Rock and also to chip away the opponent's health with weather damage. Having Earthquake as my only offensive move is risky because this set is completely shutdown by Skarmory and Mandibuzz. Careful prediction with Whirlwind helps to keep my momentum going, and phazing setup sweepers, most notably Volcarona, Manaphy, Mega Charizard X, and Clefable. Attempting to use Whirlwind while the first two are in play is highly risky, but sometimes drastic plays have to be made.

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Starburst (Starmie) @ Life Orb
Timid Nature
Ability: Analytic
252 SpAtk/4 SpDef/252 Spe
-Hydro Pump
-Psyshock
-Ice Beam
-Rapid Spin

I haven't encountered too many problems while using Starmie, except for when an opposing Bisharp is sent out to check or if Tornadus-T successfully switches in. Deals fantastically with opposing Hippowdown, defensive Landorus-T, and Serperior. It serves as my best answer to Keldeo, if it is locked into Hydro Pump or Secret Sword, but if it is the former, I usually opt to bring in Kyurem-B. Its fantastic ability in Analytic means Starmie can punch holes into incoming switch-ins with Hydro Pump. Originally, I was using the defensive spinner set which included Recover, but I wanted a more offensive presence so I went with this. A flaw that I've noticed is the Life Orb recoil but I can't weigh in on which is more important, longevity or power.

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Subzero (Kyurem-B) @ Life Orb
Hasty Nature
Ability: Teravolt
20 Atk/252 SpAtk/236 Spe
-Fusion Bolt
-Ice Beam
-Earth Power
-Roost

The second Life Orb user on the team. Forces many switches and severely damages most incoming Pokemon. OHKO's Hippowdon, and checks Specs-locked Keldeo and Azumarill. Choice Specs-locked Scald or even Hydro Pump won't hurt Kyurem-B, and even a +6 Aqua Jet isn't enough to take it down, so I can revenge kill with Fusion Bolt. Ice Beam dents Ferrothorn and is great for dealing with defensive Landorus-T and Bulky Garchomp. The safer counter to Mega Venusaur, as it doesn't have to worry about being locked into a move, unlike my Talonflame. Earth Power deals with incoming Excadrill lacking Air Balloon and OHKO's Heatran without Choice Scarf. Roost acts as a way to recover back lost LO recoil and gives it more opportunities to sweep. Like Diancie, Kyurem-B fears Scizor, so it's hard for me to decide whether to try and trap with Magnezone or switch safely into Hippowdon.

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Polaroid (Magnezone) @ Choice Specs
Modest Nature
Ability: Magnet Pull
172 HP/252 SpAtk/84 Spe
-Volt Switch
-Flash Cannon
-Hidden Power Fire
-Thunderbolt

Honestly, if I could do without Magnezone, I would. It deals well with Diancie's Steel-type threats, but they share a common enemy in Ground-types. Still, should the opponent not be able to predict and switch out, it does do a handy job of cleansing opposing Ferrothorn, Skarmory, defensive Jirachi, and Scizor with Hidden Power Fire. Scizor is unpredictable, however, in that it can either pack Superpower or outspeed magnezone and switch out with U-Turn. Magnezone also comes in handy when facing Manaphy, Slowbro, and Clefable, though being locked into a move means I'm forced to switch out almost all of the time. I can also predict the opponent's switches and dent incoming Landorus-T and Hippowdon with Flash Cannon.

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Phoenix (Talonflame) @ Choice Band
Adamant Nature
Ability: Gale Wings
252 Atk/4 Def/252 Spe
-Brave Bird
-Flare Blitz
-Will-o-Wisp
-U-turn

I usually bring Talonflame out last to clean the opponent's team. Brave Bird eats through Keldeo and Mega Venusaur if they haven't been dealt with already. Flare Blitz is another powerful move to deal with Steel-types, but Choice Scarf Excadrill, and Bisharp have caught me off guard in the past, and the ever-present Heatran is also a problem. I might replace Will-o-Wisp with something else, since I don't often use it. Even with an Adamant nature, Talonflame's speed hits 351 and that extra speed point allows for a safe U-Turn out of a predicted switch if opposing Latios or Gengar are out on the field. Should they stay in, they will still suffer quite a bit of damage. Keeping Talonflame alive is imperative because often times it is what could determine the outcome of the battle, Serperior and Volcarona being two of the most important things for me to check. Being weak to Stealth Rocks means it has to rely on Diancie and Starmie support. Common tanks such as Hippowdon and Garchomp also make it hard to use if those Pokemon have not been dealt with.

With this team, I find that I could go one of two playstyles: either playing it safe or high-risk, high-reward. Most of my Pokemon can switch in on each other's checks and counters, but if the opponent uses that to his or her advantage; game over. I've been a victim of over-predicting and there are times when I should have played it safe and vice versa. This is my first time deviating from a defensive playstyle and so far, it's been a mostly positive experience. Steel-types have been the bane of this team, with my two main wallbreakers being weak to them, most notably Scizor and Excadrill. The latter's Mold Breaker also means it can set up Rocks through Mega Diancie's Magic Bounce. My answer to both comes in the form of the frail Starmie. I've contemplated about replacing Starmie with something else but then I'd have to fit another Rapid Spinner or Defogger onto the team. Some other pesky Pokemon include: Weavile and Mega Medicham.

So what do you guys think? Suggestions and constructive criticisms are welcome.

| Credits to CodeNamePlayer on Deviantart for the mini sprites |
 
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hippo / m-diancie / talonflame / kyu-b / starmie / magnezone

Hey GoodVibes, nice team! The primary issue is that you're overreliant on Hippowdon to blanket check physical threats, so you tend to be weak to those which can severely weaken it (LO Bisharp, LO Excadrill) or simply beat it (Weavile, Azumarill, Kyu-B). Besides those threats, Scarf Lando-T seems irritating to play against, as Hippowdon is again the only safe switch and can be worn down quickly by U-turn; finally, the team also lacks a good switch-in for Latios, being reliant on baiting the Draco Meteor.

One option is to use Ferrothorn instead of either M-Diancie or Magnezone (although if you replace either, replacing the other may also be optimal). These two add relatively little in terms of threat coverage, where Ferrothorn gives you a strong check to Azumarill, Kyu-B, Lando-T and Latios, and helps somewhat against Bisharp and Excadrill. Its Spikes support also helps compensate for the lost offensive pressure. If replacing M-Diancie, then use Taunt SD Acrobatics Talonflame to provide an effective M-Sableye switch.

Another change to consider, since you seem to dislike Magnezone, is just to consolidate Magnezone and Talonflame into a specially defensive Heatran (or a CB Entei for a more aggressive take, breaking down bulky Waters and Grounds for M-Diancie while heavily pressuring Steel types). This opens up your options somewhat; you could combine this change with the Ferrothorn mentioned before, or a more complicated alternative such as M-Scizor (again, checking most of your threat list) and replacing M-Diancie. It gets a bit complicated, but there are a lot of options to play around with if you go this route.

Good luck!
 
Hey Goodvibes, really solid balance team you've built here, but I think some improvements could be made.
First off I would just go with a spread of 252 Spa / 252 Spe / 4 Atk, iirc those EV's are to ohko Zapdos after rocks, Zapdos isn't really relevant at all, in fact it recently dropped due to its lack of usage, you're going to be clicking moonblast most of the time anyways.

Next I would replace Starmie's set with the defensive set, your team can be threatened by water types pretty easily even with the Kyurem since it gets worn down by rocks and gets pressured a lot. This team needs Starmie to have as much longevity as it possibly can mostly due to the fact that you have 2 rock weak mons.

Next I would go with a Mild Nature instead of Hasty, Kyurem really doens't need the speed since it primarily tears through bulkier teams anyways and it appreciates all the extra power it can get so it can have an easier time tearing through teams.

After that I would swap Magnezone's choice specs set with a choice scarf set, giving your team a way to revenge kill and actually do more than just trap steel types is really nice. With specs Mag isn't going to be doing very much for you except for trapping steels then becoming useless due to its low speed, but with specs you can trap steels and continue to have value afterwards.

Lastly I would replace Talonflame's set with the stallbreaker set or the bulk up set, they are very similar, for one banded Talon is outclassed by Sharp Beak SD in most ways anyways and your team is fairly balanced and it doesn't need an offensive Talon for it to be effective, having a Talon that fairs decently against offense and can completely shut down bulkier teams is much more appreciated on your team. That's all I got, hope my advice helps!
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Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock / Thunder Wave / Reflect Type

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
magnezone.gif

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
talonflame.gif

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up / Taunt
- Will-O-Wisp
or
Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp / Taunt
tl;dr
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Your EV's < 252 Spa & Spe w/ 4 Atk
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Offensive < Defensive
kyurem-black.png
Hasty < Mild
magnezone.png
Specs < Scarf
talonflame.png
Band < Stallbreaker Set or Bulk Up
 
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Thanks for the rates, guys. I've taken some of the suggestions into consideration and will test it out.

Changes:
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4 Atk/252 SpAtk/252 Spe
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Mild Nature
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Choice Scarf

I'll give the team a few runs and see how it goes.

I think I'll keep Diancie for now because removing it makes me wanna overhaul my whole team. Latios hasn't been too problematic for the most part, since it usually goes for the Draco Meteor anyway, bar the stray Psyshock here and there.

I'm opting to keep Starmie offensive because the utility set severely limits my coverage, and I like to have options.

I was a bit apprehensive about giving Magnezone Choice Scarf because that would mean it wouldn't be hurting incoming switch-ins as hard, but I do agree with giving it more purpose aside from just trapping Steels.

I think I'll keep CB Talonflame as is for now, as I appreciate the VolTurn core for getting away from Tyranitar, but if things don't work out, I'll consider using the Bulk Up set, though I'm worried if one Flying-type move will be enough in a one-on-one battle against certain Pokemon, but maybe that's just because I'm not used to it yet.
 
Hey,

This team is pretty unique, and I like your approach. What I don't like as much is your Hippowdon. This isn't a balanced team; it's an offensive team with a random Hippowdon. I don't like Hippowdon on offense for a few reasons. It's really kills momentum; while all your other team members are threatening with strong attacks and forcing the opponent to switch, Hippowdon is solely responding to the opposing team's threats and not really forcing anything to switch. If something comes in to threaten it (which it easily can, since Hippowdon isn't the most threatening mon and it always sets rocks), chances are you can't do much besides either sacrifice Hippowdon or sacrifice something else given the frail, offensive nature of the rest of your team. For example, a Latios can switch into it with little to no risk and either get a kill or severely dent anything.

Though Clair sought to make Hippowdon fit by trying to take your team in a more balanced direction, I think you should stay offensive, since that was clearly your objective; I'd recommend replacing Hippowdon with a Tank Garchomp. It's no surprise that this Garchomp is the most prevalent SR user on offensive teams; it's threatening even with bulk investment, Dragon Tail prevents setup and loss of momentum, and it's great at giving residual damage to pesky U-turn scarfers while being able to tank a myriad of physical attacks.

In addition, I don't think you really need Magnezone. Sure, it's nice to be rid of steels, but does your team really need that? Talonflame + TankChomp are great Scizor checks for offense. Skarmory doesn't really wall or threaten anything on your team. If you use HP Fire on Diancie over Earth Power, Ferrothorn can't really come in on anything without being in danger of taking a huge chunk. Heatran isn't too threatening, given that you have EP on Kyurem with Starmie and Garchomp/Hippowdon in the back, so I think you can afford to make this change. You could also catch quite a few Scizors on the switch with HP Fire. Magnezone is pretty much dead weight outside of its steel elimination, which your team doesn't seem to need that much.

Due to your tendency to be weak to certain fast mons (Weavile, Alakazam, etc.) as well as Lati@s, I recommend you replace Magnezone with a scarfed Heatran. Though you seem to think Magnezone plays a large role, I don't think you'll miss it too much if you replace it for some more threat coverage. Good luck.

Sets I mentioned:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 200 Def / 60 Spe
Naive Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Note: This is an uncommon nature / spread, but I like it.

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
 
Though Clair sought to make Hippowdon fit by trying to take your team in a more balanced direction, I think you should stay offensive, since that was clearly your objective; I'd recommend replacing Hippowdon with a Tank Garchomp. It's no surprise that this Garchomp is the most prevalent SR user on offensive teams; it's threatening even with bulk investment, Dragon Tail prevents setup and loss of momentum, and it's great at giving residual damage to pesky U-turn scarfers while being able to tank a myriad of physical attacks.

Sets I mentioned:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 200 Def / 60 Spe
Naive Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

I am interested in Garchomp, will consider. As for the rest, I think I'll test things out and make tweaks one at a time. I'll keep everything in mind, for future reference though.
 
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