ORAS OU Hotline Bling (Mega Diancie Offense)

Funbot28

Banned deucer.
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(those dance moves tho)​


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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 :)


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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.



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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.

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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.

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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.

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Serperior is added next to deal with bulky waters and grounds like Rotom-W, Slowbro and Hippowdon that would other whys wall my team.

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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...

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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:
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->
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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.


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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.


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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.


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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.


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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.


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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!


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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.

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Here are some other ideas I had in my team to improve, want other's feedback:

Def
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->
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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
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-> Tail Glow
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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.


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Fairy Types:
All I have is Klefki to deal with Fairy types, so If i lose that, it's pretty much over.

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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.

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VoltTurn Offense:
VoltTurn pressure can be difficult to handle at times. Especially with Mega Manectric. Have to predict with Garchomp and Klefki

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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.

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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.

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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.


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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



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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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Last edited:
Hey there, nice team.

Now as you said yourself, the build of this team doesn't feel quite right. 5/6th of the team looks like an HO Team, but then you've got the Clefable on there which seems to sap a lot of momentum for your team. I see pokemon like Weavile, Fairy-types, DD Charizard-X, Kyurem-B, and LO Tornadus-T being pretty threatening to your team. While Clefable does check some of these threats, you still have no surefire way of beating them.

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>
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This change will help out your team a lot. Klefki provides a really solid check to the likes of M-Gardevoir, M-Altaria, M-Diancie, Kyurem-B, Tornadus-T, Weavile, provide speed control via Thunder Wave(for stuff like DD ZardX), and give spikes support to ease the path to sweeping with Manaphy, Diancie, or Serperior. It also doesn't sap as much as momentum as Clefable (Klefki is a great pokemon for HO in general), and I feel this change will do you good. Also, with Magnet Rise, you can bait in the Excadrill for recoil damage from TankChomp.

Set:
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough / Flash Cannon

Hope I helped
 
Hey there, nice team.

Now as you said yourself, the build of this team doesn't feel quite right. 5/6th of the team looks like an HO Team, but then you've got the Clefable on there which seems to sap a lot of momentum for your team. I see pokemon like Weavile, Fairy-types, DD Charizard-X, Kyurem-B, and LO Tornadus-T being pretty threatening to your team. While Clefable does check some of these threats, you still have no surefire way of beating them.

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>
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This change will help out your team a lot. Klefki provides a really solid check to the likes of M-Gardevoir, M-Altaria, M-Diancie, Kyurem-B, Tornadus-T, Weavile, provide speed control via Thunder Wave(for stuff like DD ZardX), and give spikes support to ease the path to sweeping with Manaphy, Diancie, or Serperior. It also doesn't sap as much as momentum as Clefable (Klefki is a great pokemon for HO in general), and I feel this change will do you good. Also, with Magnet Rise, you can bait in the Excadrill for recoil damage from TankChomp.

Set:
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough / Flash Cannon

Hope I helped
I was just thinking about doing that when building the team, but I was worried to be weak to Mega Sab. I decided to try Sp.Def Klef anyways, and I found that my fairy weakness was extremely mitigated. I think I will keep this change, as Spikes damage is also always nice :)

I still feel that my team is too weak to grounds like Lando-T and Exca even with Magnet Rise Klefki.I know HO is not about finding ways to deal with all the offensive threats, but I can't tell you the amount of times I lost to T-Tar + Exca offensive core. Any suggestions? I was thinking a more defensive Manaphy, but I lose alot of offensive momentum by doing that. TankChomp should never be your only defensive check to these things (and physical attackers in general).
 
Hi.
Really a nice team, maybe standart Breloom Sash can work well in this team in place of Serperior. Manaphy Rain Dance + Tail Glow is amazing against stall.
Not much to comment, good build.
 
Hey, cool team !
I don't understand why you consider Sableye as a threat, you have two Pokemon that set up on it and Diancie which is one of the best answers to it in the game.
Analytic suggested Klefki which I can only agree on. It is very useful for HO teams.
You mentioned the weakness to sand teams, because you have no Ground immunities. Offensive teams usally use priority to force the weather sweepers out, like Breloom, Azumarill and Bisharp. I couldn't find a way to include that in your team.
Another problem is your own weakness to Bisharp. Using Scarf Hoopa, you spam Hyperspace Fury a lot. Getting pursuit trapped or losing momentum are drawbacks. Being locked into Hyperspace Fury allows it to set up to sweep with Sucker Punch.
So here are the suggestions:
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(EP, RH) >
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  • ground immunity
  • an answer to Excadrill
  • U-turn support to gain momentum and to bring in your wallbreakers savely
  • 168 HP with Earth Plate and an adamant nature hits incredibly hard and doesn't get 2hkod by Excadrill's Iron head
  • Rocky Helmet is also an option, to wear physical attackers down, bringing them in range of Hoopa's attacks
That makes the team weaker to Scizor and Bisharp, so the following change becomes necessary:
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(specs)>
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  • because of its typing it takes on Scizor and Bisharp
  • Keldeo likes Hoopa's ability to revenge Lati
  • has more immediate power
  • great synergy with Hoopa, if Hoopa gets pursuit trapped or has to switch out of a dark type, Keldeo can come in to revenge or deal massive damage to the opposing team
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Since Hyperspace Fury is the attack you will use most, running 252 in Attack and only 4 in SpA is the better option here.
Also, hitting fairies as hard as possible is crucial to revenge them late game:
4 Atk Hoopa-Unbound Gunk Shot vs. 252 HP / 172 Def Clefable: 272-322 (69 - 81.7%)
252 Atk Hoopa-Unbound Gunk Shot vs. 252 HP / 172 Def Clefable: 320-378 (81.2 - 95.9%)
4 Atk Hoopa-Unbound Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 192-228 (54.3 - 64.5%)
252 Atk Hoopa-Unbound Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 226-268 (64 - 75.9%)
Final thoughts:
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Mega Venusaur becomes a bigger threat if you play Keldeo>Manaphy, because it doesn't have a Psychic attack. It walls both your wallbreakers, deals with Diancie and can switch out of Hoopa, causing you to lose a lot of momentum. Preparing for that by running HP Flying (46.1 - 54.3%) allows you to catch it on the switch. Before using it, applying a lot of pressure on it by using Scald on every swichin to burn, combined with Hazard stacking will cause it to lose a lot of health. If it is at ~60% before Rocks you can surprise it with HP Flying. Another idea I had is running a Scarf Keldeo as a revenger and LO Hoopa, changing the roles a bit, it is worth a try, because of Hoopa's insane coverage.
Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Hyperspace Fury
- Focus Blast
- Gunk Shot
- Psychic

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Flying]
- Hydro Pump
- Scald
- Secret Sword

Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Taunt

Landorus-Therian @ Soft Sand/Rocky Helmet
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Dazzling Gleam
- Thunder Wave
- Magnet Rise
Here is a replay of me going for a little test run :]
 
Last edited:
Hi man, nice team! Your team seems to have problems with Fairy types like Mega-Gardevoir and Mega-Altaria which can easily destroy your team; it has also some issues in dealing with Excadrill on sand. Clefairy isn't enough to check the above mentioned fairies so I suggest you to put Klefki over it (with Flash Cannon you can also hit them back). Klefki also gives you Spikes support that can help Serperior, Mega-Diancie and Hoopa in pressuring stuff like Scizor, other than helping against opposing Volturn chains; furthermore, Thunder Wave can help against threats like Charizard X/Y in order to prevent them sweep your team. I think you can put Landorus-Therian over Garchomp because it can do the same job that Garchomp does but it's a better Excadrill check. You can also change the Manaphy EVs spread in order to outspeed Kyurem-Black. Here is the set:
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Dazzling Gleam
- Thunder Wave
- Magnet Rise

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Scald
- Hidden Power [Fire]/Ice Beam
- Energy Ball/Psychic
- Tail Glow
 
Last edited:
Hey there, that's a really cool team you got there, however i noticed some weaknesses that are compromising your team's overall efficiency. But have no worries, i'll give you some tips in order to fix it.
  • First i'm not a huge fan of no fairy check team, indeed being Gardevoir, Azumarill or even Clefable weak is really dangerous nowadays (to be fair it has always been). Then that's not like they couldn't find way to come safely on your team (Garchomp / Hoopa locked / Clefable), i've seen in other option that you were suggesting Spe Def Skarmory instead of Clefable and this is a great idea, Skarmory helps you against many pokemons that are threatening your team such as Gardevoir / Clefable / Azumarill / Landorus-T / Scizor / Venusaure-Mega and isn't breaking your team's rythm as you're relatively playing Clefable Unaware anyway. Plus taunt give you extra answer against another Skarmory and Ferrothon which are very hard to handle with your actual team.
  • Then i still find that your team can roughly be annoyed by Scizor-Mega, Weavile, or Kyurem-Black as Garchomp can easily be taken away with pressuring and Skarmory isn't a reliable Kyurem's check, i'd swap Manaphy for Spec Keldeo, Keldeo is a good fit for your team as it allows you to be less weak to those pokemons listed above in addition to make the team faster overall and less Gyarados-Mega weak.
  • Finally i would have tried a bulkier spread and set on Serperior as it's your main water / keldeo's check, yeah i'm turning your team into a bulky offense but it's the best way for me to make it as good as possible, i would like to thanks Reymedy for the spread / set which is an amazing one to be honest. This bulky Serperior will allow you in checking Keldeo / Manaphy way better with passive but nonetheless good recovery. Even though you don't have much SpA on this set, it's really not an issue seeing how easily you can spamm Leaf storm due to Serperior's bulk in addition to still being able to beat Chansey.
I hope I helped and good luck with your team buddE.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 180 SpD / 80 Spe
Careful Nature
- Iron Head
- Spikes
- Taunt
- Roost
----------
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Secret Sword
- Hydro Pump / Scald
- Hidden Power [Flying] / Hidden Power [Electric]
- Icy Wind
---------
Serperior @ Leftovers
Ability: Contrary
EVs: 248 HP / 16 SpA / 244 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute / Synthesis
- Leech Seed / Synthesis
- Leaf Storm
- Hidden Power [Fire]
 
So as you guys can see, I updated the OP to reflect the recent change I made in replacing Clefable to Klefki. It made sense as my team like Analytic said felt awkward with a bulky mon in such an offensive and fast team. It really helps out my Fairy weakness, and Spikes support is amazing for things like Hoopa-U and Mega Diancie to wallbreak easier.

Here are my opinions on the suggestions given:

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->
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:

I also saw this as a change to be made initially, but my only problem with it is that my Bisharp weakness will increase drastically, and Lando-T does not like taking hits from Talonflame as easily as TankChomp. The momentum support however would still be nice, and it's definitely less passive than Chomp, but I don't like giving Bisharp's free +2's :) However, not fearing ExcaTar that much would be nice.

keldeo.png
->
manaphy.png
:

Funny enough, I already tried Keldeo before replacing it with Manaphy beforehand. I like the power that specs keld had, but I realized that really bulky teams always had a way around it in either Mega Venesaur or Latios/as. I like that Manaphy is a reliable win condition to the team, and the awesome coverage it has can deal with the aforementioned threats. My Talon weakness would also rise, especially if I also change Tankchomp to Lando-T. I was considering to change TG + 3 Attacks manaphy to RD TG to better deal with Stall. I am not sure on this one yet however, as I can run SubCM as a win condition as well.

Bulky SubSeed Serperior is really nice vs Stall, so I will be trying that, and will also try with Sp.Def Skarm instead of Klefki to see the difference and will update with results.
 
Hey there Funbot28, this is a really solid team that you got here, but there are a few issues with the team, so I will try to suggest a few changes to fix it.
Change 1:
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--->
184.png

As the team stands right now, you are extremely weak to sand offense, so you should run a mon that better checks the mons commonly found on sand offense while still maintaining the wallbreaking power that manaphy possess, so Azumarill is a great fit on the team. Also, Azumarill can OHKO Kyu-B and Hoopa-U if they try to switch in while being a switch into Kingdra, which is a huge threat to your team under the rain, denting every team member with its STAB moves. Additionally, Azumarill OHKOs many offensive fairies that are big threats to your team while also beating Mega Medi, who can OHKO every member of your team if it is running ice punch. Also, Azumarill provides a significantly better switch into Keldeo, who the rest of your team has a hell of a difficult time switching into.
Change 2:
497.png
--->
251.png

Additionally, the additional bulk that Celebi has lets it be a much more reliable check to
Kingdra and Omastar, who you don't have any checks to while rain is up aside from Klefki twaving them, but Klefki gives MegaPert a free chance to mega evolve, who can run through your team while the rain is up and Celebi can reliably switch into Swampert. Additionally Celebi's bulk lets it be a really good switch into electric types, which you mentioned as a threat, and you can even opt to run earth power on it if you want to hit them harder, which Serperior doesn't really have the luxury to do. With a nasty plot sweeper set, not only celebi is a wincon just like Serp, but it also has the liberty of freeing up a moveslot for recovery which Serperior isn't as good at doing because of its lower bulk.
Change 3:
choicescarf.png
--->
lifeorb.png
on
720-u.png

The wallbreaking power that Serperior and Manaphy provided may be missed a lot, so you can opt to run a life orb on Hoopa-Unbound form with dark pulse over hyperspace fury to make it into a very strong wallbreaker than can replace the power that manaphy and serperior had vs slower teams, and you don't really need a revenge killer as much since Klefki using twave can slow down sweepers for your team to revenge kill anyways. Also,
Mega Venusaur has become a larger threat to your team with my changes, and life orb helps hoopa more reliably break venu as well as the slower playstyles that it is generally found on.

Final Words: Overall, I feel that these changes make your team significantly better and more reliable overall, but keep in mind that your team is a bit slower with these changes. However, Klefki can use twave for speed control and make up for these changes and banded aqua jet from azumarill hits really hard and makes it a pretty good revenge killer, so the speed isn't as much of an issue as it was before.

Sets (if you want to know specifics of the sets, just ask):
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Nasty Plot
- Giga Drain
- Recover
- Earth Power

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
 
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