Hey Smogon, i'm back with my second OU RMT (so proud...), with a Mega Diancie Offense team (It's kinda in between HO and BO). This team has gone through some drastic changes since it was my first ORAS OU team I ever created, and I kept adjusting it to fit the current meta. I peaked around 1700 with an alt before the ladder resetted, and this has been my most consistent OU team so far. I know there is problems with it, and maybe that is why I am posting it here to get some helpful feedback :)
I won't go through the whole history about this team, since it would take forever, so I am just going through the recent process.
So I started this team off with Mega Diancie, as it was newly introduced in ORAS, and was the most interesting addition to me and I wanted to try it out.
Next I needed something that sets up rocks and checks physical attackers. Garchomp is the best answer for this role imo, since Rocky Helmet and Rough Skin damage hurts a lot.
Clefable was added to beat Mega Sableye and something to deal with stuff like SD Weavile and Garchomp. Acts as the teams cleric and wish passer. Clef is just an amazing glue mon.
Serperior is added next to deal with bulky waters and grounds like Rotom-W, Slowbro and Hippowdon that would other whys wall my team.
Manaphy is another mon here to deal with stall. Also gives me an answer to Heatran and Mega Scizor. Also has great offensive synergy with Serperior so ya...
Hoopa-U was another mon introduced in ORAS I immediately wanted to try out. It is hands down the best wallbreaker in the tier with Kyreum-B. It deals with fat teams with Chansey and Gliscor, and is overall to strong not to use.
Update November 11:
I decided to run Klefki over Clefable as suggested in the posts below to fix my glaring weakness to fairy types that hurt my team. It also provides nice Spikes support and gives the team a more HO feel, instead as with Clef it felt awkward.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast/Stone Edge
Super Standard set. Basically the lead of the team most of the time (except when opposing team has something like Mega Sableye). Stealth Rock for hazards. Earthquake is a reliable STAB option. Dragon Tail is a nice move to shuffle mons, making them take hazard damage, severely weaken them so my other mons can net KO's. Fire Blast is nice coverage for Steels like Skarmory and Ferrothorn, but luring them is not as easily as this coverage is expected on Chomp. Stone Edge is another option to hit Talonflame and Mega Charizard-Y. Ev's are set to make Chomp a mixed wall, with 44 Speed to outspeed 243 speed. My answer to basically a lot of physical threats like Talonflame and Mega Loppuny.
Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse/Giga Drain
- Taunt
Another standardish set. Leaf Storm to get +2 Sp.Atk boosts from Contrary. HP Fire to hit Steels and Ice types hard, like Ferrothorn and Skarmory. Dragon Pulse is for coverage, although it only is used to hit other Dragon types hard. Giga Drain is another great option for extra longevity. Taunt is to break stall mons like Chansey from trying to status or heal it's HP. Ev's to maximize it's offenses. Serperior is often used to sweep late game, once threats like Talonflame and Mega Scizor are out of the picture.
Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Hidden Power [Fire]
- Energy Ball/Psychic/Ice Beam
- Tail Glow
The threat is real. Manaphy is sooo scary in OU mostly thanks to Tail Glow and it's amazing coverage. Scald is a nice and reliable STAB option that is nice to get burns with. HP Fire is used again to hit Steel and Grass types SE. Energy Ball is for other bulky waters in Slowbro and Starmie. Psychic can be used to hit counters like Mega Venausaur, while Ice Beam is nice coverage for Grass and Dragon types. Tail Glow is mandatory to get nice +3 Sp.Atk boosts. Ev's are set to reach 289 Speed, while the rest is in Sp.Atk and HP. Manaphy can be used anytime in the game really, since setting up Tail Glows is relatively easy.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Klefki was recently added to the team now to deal better with Fairy types and give nice Spikes support aswell. Thunder Wave to check the many scary setup sweepers in OU in Dragonite and Mega Charizard-X, while also being able to shut down offensive mons like Weavile and Tornadus-T. Magnet Rise is here to stop Ground types from thinking they can KO my Klef on the switchin. It helps in dealing with Lando-T and Garchomp in 1v1 situations, potentially grabbing a kill. Flash Cannon is to hit Fairies SE, although I wished it learned Iron Head, as Faries usually have a lot of special bulk. I maxed in SpD an HP for it to more easily take things like Mega Gardevoir's Hyper Voice and Mega Diancie's Moonblast. It's a nice mon that helps deal with opposing HO and nice check to a plethora of threats.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic
This thing is a literal monster on the battlefield. Equipped with a Choice Scarf, it also becomes a very good revenge killer as well. Hyperspace Fury was chosen as a Dark STAB over Knock Off to deal more consistent damage and hit mega's harder, although it leaves me getting Pursuit trapped by stuff like Weavile and Bisharp easily. Focus Blast is to hit Steel and other Dark types that would otherwise wall it like Bisharp and Tyranitar. Gunk Shot is solely to hit things like Clefable and Mega Gardevoir. Lastly, Psychic is for STAB, and to hit Defensive walls like Hippowdon and Garchomp. Ev's are in Sp.Atk and Speed as Psychic is more spammable than Hyperspace Fury. Hoopa-U usually appreciates coming in from sacking a previous mon, or in weak special attacks, in order to wreck havoc!
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power/Hidden Power Fire
- Protect
I be in that Hotline Bling. Mega Diancie is one of my favorite megas in OU hands down. Rock/Fairy is great in checking things like Talonflame and Weavile. Moonblast is amazing STAB and practically 2HKO's the whole tier. Diamond Storm is also nice physical STAB to make Diancie a nice mixed attacker (and it's cool to get defense boosts duh...). Earth Power is my chosen move to hit Electric, Poison and Rock types SE, but HP Fire is also nice for Ferrothorn and Skarmory. Protect is mandatory imo to get the necessary speed boost in order to be threatening. Ev's are here to be a little mixed in attacking, while being fully invested in Speed. Mega Diancie is best used late game as well when it's threats like Mega Venausaur and Azumarill are gone.
Here are some other ideas I had in my team to improve, want other's feedback:
Def
->
Although they generally share the same role and weaknesses, Lando-T would be nice to use as a Ground immunity, since my team also literally has none. Bisharp, however would be more threatening to the team.
Calm Mind Rain Dance
-> Tail Glow
Stall is still a problem for the team, so a CM RD set would be able to deal with things like Chansey and Mega Sableye. Although it lacks the immediate boosts of Tail Glow, and limits it's coverage.
Fairy Types:
All I have is Klefki to deal with Fairy types, so If i lose that, it's pretty much over.
Sand Rush Excadrill:
Like I mentioned before, I don't have no Ground resists as well. I have to stall out Sand turns with Serperior and Mega Diancie, or hope Garchomp can live a hit honestly.
VoltTurn Offense:
VoltTurn pressure can be difficult to handle at times. Especially with Mega Manectric. Have to predict with Garchomp and Klefki
The Mega Charizards:
Both of them are really scary, especially Y. No real switchins or ways to deal with it tbh, except if Mega Diancie or Hoopa-U get a free switch in. Mega Zard X can still be threatening, if Klefki is gone.
Hoopa-Unbound and Kyreum-Black:
Both of these amazing wallbreakers make a dent to the team. If they carry the right moves, they can easily make it hard for my team to be successful.
Talonflame:
Bulk Up or Swords Dance Talonflame are very frightening too. Mega Diancie is the only thing staking them Brave Birds. This is why i'm opting for a more bulky Manaphy set honestly.
Hope you guys enjoyed my 2nd OU RMT. Leave "helpful" suggestions at the bottom, as I really would like this team to be the most successful as possible :)
Ciao Ciao
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic
This thing is a literal monster on the battlefield. Equipped with a Choice Scarf, it also becomes a very good revenge killer as well. Hyperspace Fury was chosen as a Dark STAB over Knock Off to deal more consistent damage and hit mega's harder, although it leaves me getting Pursuit trapped by stuff like Weavile and Bisharp easily. Focus Blast is to hit Steel and other Dark types that would otherwise wall it like Bisharp and Tyranitar. Gunk Shot is solely to hit things like Clefable and Mega Gardevoir. Lastly, Psychic is for STAB, and to hit Defensive walls like Hippowdon and Garchomp. Ev's are in Sp.Atk and Speed as Psychic is more spammable than Hyperspace Fury. Hoopa-U usually appreciates coming in from sacking a previous mon, or in weak special attacks, in order to wreck havoc!
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power/Hidden Power Fire
- Protect
I be in that Hotline Bling. Mega Diancie is one of my favorite megas in OU hands down. Rock/Fairy is great in checking things like Talonflame and Weavile. Moonblast is amazing STAB and practically 2HKO's the whole tier. Diamond Storm is also nice physical STAB to make Diancie a nice mixed attacker (and it's cool to get defense boosts duh...). Earth Power is my chosen move to hit Electric, Poison and Rock types SE, but HP Fire is also nice for Ferrothorn and Skarmory. Protect is mandatory imo to get the necessary speed boost in order to be threatening. Ev's are here to be a little mixed in attacking, while being fully invested in Speed. Mega Diancie is best used late game as well when it's threats like Mega Venausaur and Azumarill are gone.
Here are some other ideas I had in my team to improve, want other's feedback:
Def
Although they generally share the same role and weaknesses, Lando-T would be nice to use as a Ground immunity, since my team also literally has none. Bisharp, however would be more threatening to the team.
Calm Mind Rain Dance
Stall is still a problem for the team, so a CM RD set would be able to deal with things like Chansey and Mega Sableye. Although it lacks the immediate boosts of Tail Glow, and limits it's coverage.
Fairy Types:
All I have is Klefki to deal with Fairy types, so If i lose that, it's pretty much over.
Sand Rush Excadrill:
Like I mentioned before, I don't have no Ground resists as well. I have to stall out Sand turns with Serperior and Mega Diancie, or hope Garchomp can live a hit honestly.
VoltTurn Offense:
VoltTurn pressure can be difficult to handle at times. Especially with Mega Manectric. Have to predict with Garchomp and Klefki
The Mega Charizards:
Both of them are really scary, especially Y. No real switchins or ways to deal with it tbh, except if Mega Diancie or Hoopa-U get a free switch in. Mega Zard X can still be threatening, if Klefki is gone.
Hoopa-Unbound and Kyreum-Black:
Both of these amazing wallbreakers make a dent to the team. If they carry the right moves, they can easily make it hard for my team to be successful.
Talonflame:
Bulk Up or Swords Dance Talonflame are very frightening too. Mega Diancie is the only thing staking them Brave Birds. This is why i'm opting for a more bulky Manaphy set honestly.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Taunt
Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Hidden Power [Fire]
- Energy Ball
- Tail Glow
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Taunt
Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Hidden Power [Fire]
- Energy Ball
- Tail Glow
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Hope you guys enjoyed my 2nd OU RMT. Leave "helpful" suggestions at the bottom, as I really would like this team to be the most successful as possible :)
Ciao Ciao
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