
What’s up guys! It’s Geo, and I’m here today to showcase a cool team that I made with my friend Invok3r. Invok3r is a much better player than I am, but he dropped by to spectate one of my matches on the ORAS OU ladder and was all like “ay yo why are you using stall” and I was all like “because stall is fun :]”. Then, after my loss (s/o to tilt) I asked him if he could give me some guidance on a team that I was workshopping at the time: a Rock Polish Diancie and feat. Cheri Berry Gyarados. He was kind enough to point me in the correct direction, and I’ve got to say: I’m pretty pleased with the results. So, enjoy this rmt and check out my Youtube channel :]]
Team Preview






The Team

fruity pebbles (Diancie-Mega) @ Diancite
Ability: Magic Bounce
EVs: 76 HP / 252 SpA / 180 Spe
Rash Nature
- Rock Polish
- Earth Power
- Diamond Storm
- Moonblast
Ah the star of the team :] RP Mega Diancie is something that I always thought was really cool, and was first introduced to it by my friend Brendan. Then, after Joey popularized the set, I knew that I had to give it a try. The EVs are a bit funky, as they speed creed the traditional speed creep of standard RP Diancie, but I don’t think that the extra 8 HP EVs actually prevent any key KO’s so its not a huge loss in my opinion. As far as the moveset goes, it’s standard at its finest. Rock Polish because I needed something fast, Earth Power for stuff like Heatran, Diamond Storm for cool mixed coverage (even though no investment) that helps me deal with stuff like Talonflame and Tornadus-T a little bit better, and finally Moonblast for obligatory STAB that loves to just tear through teams after a Rock Polish boost. I chose a Rash Nature here because I felt that losing out on some Special Defense in exchange for taking Mach Punches and Brave Birds better was a pretty neat trade, and also because Mega Diancie reaches a jaw dropping 460 Special Attack with full investment and a boosting nature. Mega Diancie also helps me deal with stall quite a bit, as stall is forced to rely on secondary effects + constant damage to wear me down, while I can hit some pretty key stuff on stall HARD such as Mega Sabeleye and Heatran.

Gyarados @ Cheri Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Natural Gift
Another really cool set imo. Gyarados serves as a Pokemon that facilitates a Diancie sweep late game by luring in stuff like Ferrothorn and Scizor to take it on. It’s a pretty standard DD variant of Gyarados that has water STAB to nail stuff hard and then Earthquake for Heatran and the such. Now, the only reason that Gyarados is really here is because of Natural Gift + Cheri Berry. Natural Gift + Cheri Berry produces an 80 BP Fire Type attack that can help Gyarados either bust past some counters (such as Ferrothorn or Amoongus) and clean up the match, or open up holes for Diancie to sweep late game. Gyarados also serves as a pretty neat pivot for my team, as it helps me to deal with some strong physical threats such as Azumarill that could otherwise plague my team and stop Diancie dead in its tracks. I opted for Adamant as opposed to Jolly here because I figured that I really wanted extra power and with Thunder Wave support in the form of Thundurus that I could give a little speed for a little power and get away with it.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Thunder Wave
- Focus Blast
- Hidden Power [Ice]
Thundurus is one of my favorite Pokemon and usually finds its way onto

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake
Seeing as this team was built in the Mence Era, there needed to be a second check just incase Thundy was put under a lot of pressure. We also needed Stealth Rocks to wear down switch ins, so we naturally went with Focus Sash Mamoswine. Oblivious is here to make sure that I get my rocks up guaranteed (barring Fake Out + whatever) and just to block Taunt in gereral. Ice Shard is here because priority is always nice, and we really needed to hit Mence hard. Ice Shard still serves useful in the post-Mence era due to its usefulness in hitting stuff like Garchomp, Landorus, and Thundurus for great damage. Earthquake is here for obligatory STAB and crushing things, while Freeze-Dry is here to wear down Rotom-W and make it a lot easier for things on my team (Gyarados, Azumarill) to deal with. Honestly the EVs need optimization, as Ice Shard hitting really hard isn’t as important anymore, and Rotom-W can pretty much shut down my team if its played correctly and kept healthy. I went with a Naive Nature to take Physical Priority better (not like its taking a lot of hits anyway, but hey who knows when a little bit of extra physical bulk can help). Overall, Mamoswine’s ability to provide hazards and priority to the team makes it a powerful and versatile member.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 8 HP / 252 Atk / 240 SpD / 8 Spe
Adamant Nature
- Superpower
- Waterfall
- Aqua Jet
- Play Rough
When you have the choice to add a mon with god typing and a great movepool that allows it to lure Ferrothorn and get off massive damage, you add it. That’s pretty much how Azumarill got on the team. We knew that we already had 2 pretty solid Ferrothorn lures, but just to make it extra enticing for the prickly prick (um) we added Azumarill. Azumarill can smack Ferrothorn with a Superpower on the switch, have Waterfall + Aqua Jet for STAB and priority, and Play Rough for secondary STAB and the ability to hit pretty much the entire metagame neutrally. The spread on Azumarill is one that I don’t use often, but have learned to love when using this team. The added bulk is really nice and allows Azumarill to handle Keldeo that is locked in to anything but Scald, and 8 Speed EVs allow Azumarill to outpace other bulky Azumarill who try to speedcreep other bulky Azumarill. Adamant Nature was chosen for better power, especially because it’s a bulky Azumarill so the Speed increase is not useful at all. Overall, Azumarill’s ability to lure in Ferrothorn and deal with other key threats such as Landorus makes it a nice addition to the team.

Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Trick
Rounding out the team, we needed a scarfer that could outrun significant portions of the metagame and excel without Thunder Wave support. Defog would be nice, but it wouldn’t be necessary. Latios by far fulfilled that role the best. The EVs are pretty straight forward – max Special Attack, max Speed, Timid. Draco Meteor was nessecary for nuking opposing teams, and because Dragon Pulse is pretty weak without a boosting item. Psyshock was chosen for the second attacking move because it gave Latios a second STAB option and a way to hit stuff like Terrakion hard, which is a huge threat to the team. Defog may seem weird on a scarf set, but it’s really only for emergencies (Sticky Web, multiple layers of Spikes) and I’ve probably only used it once or twice, but it’s always good to have something in the back incase I mess up. Trick rounds out the moveset, as it allows Latios to cripple opposing walls such as Chansey and Ferrothorn, who give the team a really hard time if they can freely come in and Wish/Leech Seed.
Importable + Proof of Peak

http://pastebin.com/Z9JG6LFF