Hello, and welcome to my first RMT! After numerous failures in team building, I was finally able to create a decent team that works for me. Of course, it isn't perfect, so I wanted to see what changes I should make to improve the team.
The Team:
As the title suggests, my team carries Mega Diancie! This thing checks lots of major threats in the current metagame, such as Sableye and other defensive walls. Magic Bounce also enables me to not have to worry about entry hazards.
Die And See (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect
This is a pretty standard Diancie set, so I won't elaborate too much. However, one thing that I would like to mention is that I like to run Earth Power instead of HP Fire, due to its increased damage and the fact that it obliterates Heatran.
Of course, Diancie has a crippling weakness to Steel types, so I decided to run Magnezone.
Ground Bound (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnet Pull prevents other steel-types from escaping, which is amazing for trapping and finishing off Scizor, Ferrothorn, and Bisharp in two turns with Hidden Power Fire.
As for the rest of the moveset, I decided to run both Volt Switch and Thunderbolt, and Flash Cannon for Steel-type coverage (and another STAB move.)
At this point, both of my Pokemon are crippled by Ground types, and Rotom-W was my preferred check to those.
Jefferson (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Will-O-Wisp shuts down most ground-types, being physical attackers. Hydro Pump deals remarkable amounts of damage, and Volt Switch makes this thing a nice pivot. Pain Split is a really nice method of HP recovery, being able to knock off some of the opponent's HP as well.
As a reliable tank and hazard setter, I turned to tanky Garchomp.
Car Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Fire Blast
Stealth Rock and Dragon Tail deal increments of damage to opponents, and Earthquake is there for reliable STAB damage. Fire Blast is also nice for killing Ferrothorn/Scizor, although it is admittedly redundant, considering that this team runs Magnezone.
Rocky Helmet and Rough Skin makes physical attackers such as Landorus-T, Medicham, and Lopunny more wary when firing off attacks. This damage is really significant, especially after taking Stealth Rock Damage. This allows Talonflame to quickly finish off mons, or set up and sweep by itself.
Shotgun (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Roost
- Flare Blitz
- Brave Bird
The additional bulk paired with Leftovers provides Talonflame an opportunity to stay in the battle, instead of taking so much recoil damage from its moves. Roost provides reliable recovery in case this isn't enough, and after one Swords Dance, this thing is very difficult to take down without specific counters/checks.
Lastly, I noticed I was missing a special wall, so I decided to put Clefable on the team.
Regeneration (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Toxic
Shiny Clefable looks so nice
Calm Mind allows Clefable to tank more damage than ever, forcing special sweepers to switch. I don't think any further explanation is needed, seeing how (in)famous Clefable has become in the metagame.
One thing I had in mind, though, is that I might want to run Thunder Wave instead of Toxic to check Mega Charizard-X among other things.
Threats:
Of course, this team isn't perfect, and there are some definite threats to this team.
Mega Metagross is definitely a huge threat, considering that I run two fairy types. Luckily, my other mons have reliable ways to cripple/deal with it, but I'm finding that it's often not enough.
Grass Types such as Breloom and Serperior are checked only by Talonflame. If Talonflame dies early on, my other mons have serious trouble dealing with these.
Mega Manectric is also bad for this team. HP Ice, while not OHKOing Garchomp, makes it unable to revenge kill with an EQ after Intimidate cripples it. The only other team member that can deal with it is Clefable, and Mega Manectric still does obscene amounts of damage to Clefable.
Choice Band Users/Belly Drum Users such as Azumarill, Dragonite, or Slurpuff can really hurt my team, despite Garchomp's Rough Skin + Rocky Helmet. After a Sitrus berry, Belly Drum Slurpuff/Azumarill can sweep my entire team even with priority on Talonflame.
Please leave some feedback as to what I can improve with this team! I apologize if this RMT was somewhat poorly done; please excuse me as I am fairly new to this community. Thanks!
The Team:

As the title suggests, my team carries Mega Diancie! This thing checks lots of major threats in the current metagame, such as Sableye and other defensive walls. Magic Bounce also enables me to not have to worry about entry hazards.
Die And See (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect

This is a pretty standard Diancie set, so I won't elaborate too much. However, one thing that I would like to mention is that I like to run Earth Power instead of HP Fire, due to its increased damage and the fact that it obliterates Heatran.
Of course, Diancie has a crippling weakness to Steel types, so I decided to run Magnezone.
Ground Bound (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnet Pull prevents other steel-types from escaping, which is amazing for trapping and finishing off Scizor, Ferrothorn, and Bisharp in two turns with Hidden Power Fire.
As for the rest of the moveset, I decided to run both Volt Switch and Thunderbolt, and Flash Cannon for Steel-type coverage (and another STAB move.)
At this point, both of my Pokemon are crippled by Ground types, and Rotom-W was my preferred check to those.

Jefferson (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Will-O-Wisp shuts down most ground-types, being physical attackers. Hydro Pump deals remarkable amounts of damage, and Volt Switch makes this thing a nice pivot. Pain Split is a really nice method of HP recovery, being able to knock off some of the opponent's HP as well.
As a reliable tank and hazard setter, I turned to tanky Garchomp.

Car Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Fire Blast
Stealth Rock and Dragon Tail deal increments of damage to opponents, and Earthquake is there for reliable STAB damage. Fire Blast is also nice for killing Ferrothorn/Scizor, although it is admittedly redundant, considering that this team runs Magnezone.
Rocky Helmet and Rough Skin makes physical attackers such as Landorus-T, Medicham, and Lopunny more wary when firing off attacks. This damage is really significant, especially after taking Stealth Rock Damage. This allows Talonflame to quickly finish off mons, or set up and sweep by itself.

Shotgun (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Roost
- Flare Blitz
- Brave Bird
The additional bulk paired with Leftovers provides Talonflame an opportunity to stay in the battle, instead of taking so much recoil damage from its moves. Roost provides reliable recovery in case this isn't enough, and after one Swords Dance, this thing is very difficult to take down without specific counters/checks.
Lastly, I noticed I was missing a special wall, so I decided to put Clefable on the team.

Regeneration (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Toxic
Calm Mind allows Clefable to tank more damage than ever, forcing special sweepers to switch. I don't think any further explanation is needed, seeing how (in)famous Clefable has become in the metagame.
One thing I had in mind, though, is that I might want to run Thunder Wave instead of Toxic to check Mega Charizard-X among other things.
Threats:
Of course, this team isn't perfect, and there are some definite threats to this team.
Mega Metagross is definitely a huge threat, considering that I run two fairy types. Luckily, my other mons have reliable ways to cripple/deal with it, but I'm finding that it's often not enough.
Grass Types such as Breloom and Serperior are checked only by Talonflame. If Talonflame dies early on, my other mons have serious trouble dealing with these.
Mega Manectric is also bad for this team. HP Ice, while not OHKOing Garchomp, makes it unable to revenge kill with an EQ after Intimidate cripples it. The only other team member that can deal with it is Clefable, and Mega Manectric still does obscene amounts of damage to Clefable.
Choice Band Users/Belly Drum Users such as Azumarill, Dragonite, or Slurpuff can really hurt my team, despite Garchomp's Rough Skin + Rocky Helmet. After a Sitrus berry, Belly Drum Slurpuff/Azumarill can sweep my entire team even with priority on Talonflame.
Please leave some feedback as to what I can improve with this team! I apologize if this RMT was somewhat poorly done; please excuse me as I am fairly new to this community. Thanks!
Die And See (Diancie-Mega) @ Diancite
Ability: Magic Bounce
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect
Car Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Fire Blast
Jefferson (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Shotgun (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Roost
- Flare Blitz
- Brave Bird
Regeneration (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Ice Beam
Ground Bound (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Ability: Magic Bounce
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power
- Diamond Storm
- Moonblast
- Protect
Car Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Fire Blast
Jefferson (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Shotgun (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Roost
- Flare Blitz
- Brave Bird
Regeneration (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Ice Beam
Ground Bound (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
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