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.
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.
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.
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.
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.
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 ahandy 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.
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 |


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.

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.

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.

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.

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

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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