Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Stealth Rock
Mega Diancie is a pretty solid rocker in the format, being able to comfortably check several notable defoggers to be able to keep rocks up throughout the game. It's nice speed tier and good type coverage also allows it to be a relatively potent wallbreaker vs common threats. Diamond Storm gives Diancie the ability to better chunk out the likes of Chansey or Blissey, while STAB moonblast helps to deal with the dragons of the tier, namely Mega Latias. Diancie would usually have to choose between Mystical Fire to hit the likes of Corviknight or Ferrothorn, or Earth Power to hit the likes of Toxapex or Heatran, but thanks to slotting Magnezone into the team, Diancie here is freed of the need for Mystical Fire, as Magnezone can comfortably trap what Mystical Fire would naturally hit.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 4 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Magnezone is a really strong partner for Mega Diancie, trapping many Steel Types that Diancie doesn't appreciate having to deal with, as well as offering a solid threat to Bulky Water types that can be a major frustration. A Choice Scarf set is ideal here, sacrificing some potency for the ability to check the likes of Kartana or offensive Scizor sets running enough speed to outpace Specs Magnezone. Scarf Magnezone can notably still trap the problematic defensive Steel types in Ferrothorn and Corviknight, that Mega Diancie likes it to. The set can also revenge kill certain mons like Lele, but Kartana can do the job better, also being used on the team. The EV spread chosen lets Magnezone eat an unboosted Sacred Sword from Kartana's, if the Kartana ends up also running a Scarf set. Magnezone notably can also pivot quite well in tandem with Gliscor, allowing for momentum to be easily maintained.
Kyurem @ Metronome
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Freeze-Dry
- Earth Power
- Roost
Kyurem has a mutual appreciation for both Diancie's ability to set and maintain Stealth Rocks, as well as Magnezone's ability to handle annoying Steel types like Ferrothorn and Scizor, as well as better deal with Fairies like Clefable. This forms a really solid 3 mon core that can handle a lot of teams effectively. Kyurem handles many of the slower Ground types that both Magnezone and Diancie struggle to break, as well as helping to deal with the likes of Chansey or Blissey, that can wall out the former mons. 56 EVs in HP allows Kyurem's substitutes to avoid being broken in 1 hit by Seismic Toss.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 100 SpD / 112 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Roost
Gliscor is a solid slot in for the team, initially added as a Defogger and Heatran check, with the former being now on Fini, Gliscor still is a solid Heatran check, able to always outspeed via the chosen EV spread, which also eats a Mega Mawile Play Rough into Sucker Punch to help should the need arise. Gliscor notably can remove items from many defensive walls to help Kyurem, Diancie or Kartana better break down fatter teams. Gliscor also is a really solid lure, able to bait in the likes of Corviknight that would wall it, U-Turning out to allow Magnezone to come in and trap it for free. Or otherwise help get many of the strong offensive threats in for free.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Moonblast
- Taunt
Fini slots in as an ideal teammate to better check offensive water types, namely Ash-Greninja, that the rest of the team doesn't appreciate taking hits from, as well as to better check the likes of Weavile, which can be frustrating to deal with otherwise. The EV spread allows Fini to deal with offensive Heatran, alongside Gliscor, as well as eat a +2 Acrobatics from Hawlucha, which would otherwise be an issue to deal with.
Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Knock Off
- Sacred Sword
- Smart Strike
The final team slot is pretty open, I've experimented with a few mons, I tried Scarf tini, but it felt too similar to the prior team I built for the last week. Melmetal was a slot I toyed with, but it never felt valuable to have, and often ended as a pivot I'd sack. Ferrothorn provides spikes support and extra bulk, but I've been enjoying Kartana the most. Scarf Kartana provides a lategame wincon to fully capitalize on what Diancie, Kyurem and Magnezone can provide. Consistent rocks up on the opponents field, softening of any defensive backbones and the removal of annoying Steel typed Checks leaves Scarf Kartana in a really strong spot. It can also help faster Ground types, and is a solid revenge killer vs the likes of Kyurem or Greninja.