Project Pokemon Matchmaking (Closed, Check Post #267)

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DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
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| Approved by Aragorn the King | Banner by the cool Cretacerus | Format stolen from Victim of the Week

All Pokemon are unable to function effectively without their checks and counters gone, which is where their teammates come in. These partners are capable of dismantling multiple Pokemon proving a threat to their teammates, providing invaluable support and thus are often seen as the heart of the team.
This project aims to brainstorm various ideal and effective partners to various Pokemon that may range from metagame defining Pokemon to more underrated threats.

Procedure

Every week, I will nominate a Pokemon for discussion of potential partners and submissions. In that week, you will have the chance to submit any good partners for that chosen Pokemon, and after the course of the week I will choose the three best partners for that chosen Pokemon and put it into the archive. People that manage to get into the archive multiple times with good submissions will be let into the Hall of Fame.

Rules

1. Stick with things on the viability rankings. Pokemon such as Aurorus or Ninjask which are not viable should not be nominated at all.
2. Reservations are perfectly welcome. However, in your reservation post you must state when you will be able to get your reservation done. This time frame must be no longer than 12 hours. After this time has expired, other users can take your reservation and do it for themselves. If you do not state a time frame your reservation expires in exactly two hours.
3. Don't theorymon. Post Pokemon that you have experience with, or have seen it have quite some use, don't pull Pokemon out of your ass that you think will work well. Have some experience first please.
4. Explain how and why the Pokemon you chose works well. For example, offensive synergy in terms of checks and counters or defensive synergy in terms of typing and checking threats.
5. Be nice to others with your posts and only post meaningful things. One-liners clutter up the thread, as do random memes.
6. Calcs are nice, but not compulsory.
7. Enjoy :)

Week 18

Week 1 - All-out Attacker Mega Diancie
Week 2 - Tail Glow + Rain Dance Manaphy
Week 3 - All-out Attacker Mega Pidgeot
Week 4 - Swords Dance Stallbreaker Gliscor
Week 5 - Swords Dance Mega Pinsir
Week 6 - Mixed Wall Hippowdon

Week 7 - Utility Mega Sableye
Week 8 - All-Out Attacker Weavile
Week 9 - Offensive Toxic Spikes Dragalge

Week 10 - Calm Mind + Magic Guard Clefable
Week 11 - Quiver Dance Volcarona

Week 12 - Mixed Wallbreaker Kyurem-B
Week 13 - Specially Defensive Pivot Jirachi

Week 14 - Life Orb Alakazam
Week 15 - Tank Garchomp
Week 16 - Offensive Support Latias
Week 17 - Defensive Mega Venusaur
Week 18 - Life Orb Hoopa-Unbound
Week 19 - Choice Band Azumarill
Week 20 - Assault Vest Tornadus-T
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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Superpower / Focus Blast / Heat Wave
- Knock Off
- U-turn

discuss!​
 
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Archive:

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All-out Attacker Mega Diancie
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Partners: Serperior (Mega Magic Bounce) | Talonflame (Repeater1947) | Keldeo (Celticpride)

Tail Glow + Rain Dance Manaphy
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Partners: Mega Lopunny (Costi) | Mega Alakazam (bludz) | Bisharp (Repeater1947)

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All-out Attacker Mega Pidgeot
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Partners: Hydreigon (ArchPhantom) | Keldeo (Dr Ciel) | Conkeldurr (fleggumfl)

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Specially Defensive Gliscor
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Partners: Slowbro (FalseHopes) | Reuniclus (Dr Ciel) | Mega Altaria (aberdeen)
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Swords Dance Mega Pinsir
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Partners: Manaphy (Random Passerby) | Starmie (FalseHopes) | Staraptor (Celticpride)

Mixed Defensive Hippowdon
Partners: Excadrill (fleggumfl) | Altaria (Celticpride) | Slowking (bludz)

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Utility Mega Sableye
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Partners: Skarmory (Celticpride) | Talonflame (bludz) | Dragalge (-Kal-)

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All-Out Attacker Weavile
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Partners: Magnezone (Gimmick) | Mega Manectric (theurbandear) | Bisharp (firehusky)

Toxic Spikes Dragalge

Partners: Mega Gyarados (Random Passerby) | Reuniclus (Celticpride) | Mega Lopunny (theurbandear)

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Calm Mind + Magic Guard Clefable
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Partners: Reuniclus (Creator of Chaos) | Talonflame (Mentalist Swag) | Mega Charizard X (Sablenite)

Offensive Quiver Dance Volcarona
Partners: Terrakion (Random Passerby) | Mega Sableye (Albacore) | Mega Manectric (Fire-breather Richard)

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3 Attacks Kyurem-B
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Partners: Mega Scizor (Random Passerby) | Starmie (fleggumfl) | Victini (FalseHopes)

Specially Defensive Pivot Jirachi
Partners: Keldeo (Albacore) | Mega Heracross (bludz) | Mega Altaria (Random Passerby)​

Hall of Fame:

 
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Volcarona @ Lum Berry / Passho Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Mega Diancie keeps hazards off the field for Volcarona and handles BirdSpam, Volcarona sets up on Bulky Waters and the like, both share similar counters in Chansey so they can wear it down and Volcarona handles Ferrothorn and Scizor and Amoonguss and Venusaur and you get the idea.
 
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Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

SubCM Keldeo is a good partner to Diancie. It is a solid Scizor check, can 2hko Ferrothorn, and can also beat Chansey fairly reliably. All three of those are prominent issues for Diancie. Keldeo also beats Heatran soundly, which is helpful in the event of an unexpected Flash Cannon. Diancie also supports this Keldeo by weakening common checks to SubCM Keldeo such as the Lati twins and Dragonite. A Specs set with HP Flying can also work to lure out Mega Venusaur, although Venu is declining in usage at the moment.
 
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Behold the one the Only. Nasty-pass Celebi. a match made in heaven....or hell which ever you prefer

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
- Baton Pass
- Giga Drain
- Nasty Plot
- Thunder Wave/Synthesis/Hidden Power Fire

Description: Originally suggested to me by Rob from the Teambuilder Thread Nasty-pass celebi is arguebly one of Diancies best partners not only Synergising with her defensivly but also Passing to her Nasty Pass boosts enabling diancie to power through anything short of Unaware celfable if successful. Simply Come in on something like azumarill or scarf Keldeo. 2 pokemon who would otherwise threaten Diancie and then start Nasty-plotting before BPing the boost or spaming giga drain. Not Only can she take fast water Attacks and AV slowking she can also handle Scarfed Lando, Excvadrill and other grounds as well as handling Lopunny. Meanwhile Diancie deals with the birds and Fire types that celebi despise's. Together the 2 handle anything short of Scizor, Metagross, Ferrothorn or Air Ballon Magnezone which can be dealt with by throwing in a fire Type.

Giga drain is the prefered Stab Giving her semi reliable healing and offensive power in 1 slot. Baton Pass is to escape Tyraniter and Pass Nasty plot while your final slot can Go to either Thunder wave which can cripple fast threats, Synthesis for better healing or Hidden power fire to lure in Steel types. 36 speed is to outpace Jolly Bisharp and 44 ev Rotom. Everything else goes to maximising Special bulk tho you can run physical if you wish.
 
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Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Apparently, I posted a core between these two Pokemon in the ORAS Good Cores thread, so I decided to share it here as well.

Talonflame and Mega Diancie both share offensive synergy when it comes to checks and counters. Talonflame is able to eliminate most Steel-types (bar Heatran) including Scizor, Mega Metagross, Skarmory, Ferrothorn, and Scarf Magnezone, all who are roadblocks to Mega Diancie. Also, Talonflame is able to beat Grass-types such as the likes of Mega Venusaur, Celebi, Serperior, Amoonguss, and Mega Sceptile in which Mega Diancie may have problems dealing with. Also, Talonflame can provide a more stable answer to Mega Altaria and Volcarona after they have used a DD or Quiver Dance respectively, as Mega Diancie may find it problematic to beat these threats after a boost. Mega Diancie complements Talonflame by removing some of Talonflame's checks, such as Zapdos, Foul Play Mega Sableye and Mandibuzz, as well as non-scarf variants of Garchomp, Dragonite, Tyranitar, Heatran, Terrakion, and Tyrantrum before a speed boost. Also, Mega Diancie can hazard block Stealth Rock through the use of Magic Bounce, something that Talonflame dislikes. Note that both of them are weak to Water-types and bulky Ground-types in general, so you should get team support to cover those up.
 
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In the Zone (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 2 SAtk / 30 SAtk / 30 Spd
- Thunderbolt
- Flash Cannon
- Hidden Power Fire
- Volt Switch

trap steels and then sweep gg

Although it has decreased in popularity, Magnezone makes for a decent partner to Baeancie due to its ability to trap key Steel-type threats to Baeancie such as Scizor, and Ferrothorn, although it misses out on bopping Excadrill, some variants of Jirachi, and Mega Metagross for Baeancie which kind of sucks :(. It misses out on Heatran as well but Baeancie OHKOs with Earth Power, so no worries :). I'd put more detail here but I'm tired AF lol.
 
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Queen (Serperior) (F) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare/Substitute/Taunt/Giga Drain

Serperior has amazing offensive synergy with mega diancie. When I look at serperior, the first thing I notice is that she's countered by heatran and talonflame. Diancie handles both of these mons easily with earth power and diamond storm. Diancie also handles dragons who don't die to serperior's dragon pulse such as latias. Also, diancie hates scizor and ferrothorn, both of which are beaten by hp fire from serperior. However, serperior needs to be brought in carefully vs these two since it doesn't take bullet punches or gyro balls well at all, especially with LO recoil. After +2 from contrary leaf storm, hp fire achieves an ohko on some things that normally threaten diancie, such as the previously mentioned scizor and ferrothorn. Serperior also checks opposing diancie. I have used this duo successfully in the past, as many teams struggle with serperior especially after diancie kills their heatran. Optional items on serperior include expert belt and miracle seed. These pokemon are both weak to mega venu, so I recommend team support to defeat it.
 
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Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog/Roost
- Hidden Power [Fire]/Thunderbolt/Surf i guess
- Psyshock

latios provides really nice offensive synergy with m-diancie, as they're able to wear down eachothers checks pretty well together while also eliminating some. diancie is easily able to take down heatran, an otherwise large problem for latios, whereas latios can lure in and get rid of scizor and ferrothorn. thunderbolt is another option, i suppose, to wear down azumarill and bulky waters than can check diancie, whereas surf can hit landorus-i and landorus-t on the switch. this cores piss weak to megameta so yeah haha get some team support for that. it should also be noted that this core is great at keeping hazards off the field, as magic bounce on diancie can reflect entry hazards, and hazards that do manage to stay up can be cleared by latios' defog.

really cool thread idea, darknostalgia :)
 
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Guys try to tell me when you're gonna get it done, as stated in the OP. If you don't your reservation expires in two hours.
 
Heatran (M) @ Air Baloon
Ability: Flash Fire
EVs: 252SpA / 4SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

Magma Storm Heatran is a very good partner for Diancie. It beats every variant of Scizor (both mega and non), ferrothorn, skarmory and chansey. It also checks most other steel types. Tran is also a nice answer to mega-venusaur. It also acts as a one time check to Pokemont trying to earthquake Diancie. Tran is a great stallbreaker while Diancie-M fares well against offense. This core is shitted on by water-types and landos. So, lati@s pair quite well.
 
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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 108 Def / 132 SpA / 20 Spe
Bold Nature
- Thunderbolt / Volt Switch
- Heat Wave
- Defog / Tailwind
- Roost

Zapdos resists all of Diancie's weaknesses bar Water, but it can take a dump over many bulky waters anyway. 132 SpA EVs are to OHKO Band Azumarill (88 HP spread) after rocks, which is quite a common way of dealing with Diancie with its priority Aqua Jet. Defog can be used as hazard removal, while it may overlap with Magic Bounce, Diancie can't always keep rocks off considering that it's far frailer than it initially seemed to be. Tailwind is another option that can provide Mega Diancie a pseudo Rock Polish boost, but it should be seen as a second option and not your first. If running Volt Switch, you can forget all the SpA EVs and dump them all in defense.
 
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Kyurem (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 52 Atk / 252 SpA / 204 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
- Earth Power / Outrage / Iron Head

Kyurem-B and M-Diancie work perfectly together. Seeing how trappers don't always pull their weight on a ladder match, I usually prefer using lures. Which mons are the most common answers for Diancie in this meta? Probably Ferrothorn, M-Venusaur, Celebi, Chansey, Scizor, Manaphy, specially defensive Gliscor, Clefable and Jirachi. Well, Cube deals pretty nicely with most of them. With a lure HP Fire set, you can easily deal a 80ish% hit on Ferrothorn on the switch, while still having a nice chance to OHKO most M-Scizor. Ice beam eats M-Venusaur, Gliscor and Celebi, while Fusion Bolt hits Manaphy, Azumarill and Slowking. The last move depends on what the rest of your team can't really handle. Outrage helps against Chansey, Iron Head helps against those annoying fairies, while Earth Power hits Rotom-W. Diancie and Cube work in a similar way given the fact that they both hit through the physical and special spectrum, with almost perfect coverage, offering a very nice way to wall-break through your opponent's team. Diancie's ability helps Kyurem a lot, preventing Stealth Rocks from being set-upped on the field, given how the ice monster is weak to them. When pairing those two mons together, just watch out for those walls that can beat both no matter which moves you are running, like Spdef Wish Jirachi.
 
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Reserving Victini (bet you never saw that coming hue)
will be done in ~20 minutes

Choice Band Victini
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Victini @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Brick Break
- U-turn

Victini is a fantastic partner for AoA M-Diancie. Diancie has troubles with pokemon like Chansey, Skarmory, Ferrothorn, M-Meta, (Mega-)Scizor, Bronzong, Celebi, CM Clefable, and others, and nearly all of these are flat out OHKO'd by Victini. It's not just a one sided partnership however, M-Diancie gets rid of annnnoying 'Mons for victini such as Heatran, Dragon types, Pursuit trappers and Zard-X. Both mons work really well wit each other and pave the way for a sweep very easily. Diancie also benefits from 'Tinis ability to check M-Scizor and M-Meta, two very threatening steel-types attackers which force Diance out allot, while 'Tini appreciates Diancie's ability to bounce back rocks (although it loses to nearly every rocks setter but at least its a deterrent), and switch in on the dark type moves that threaten, and also absorbing knock-offs.

However, this core does leave you with a big weakness to Bisharp, Ground types and water types, so that needs addressing later in team-building, but the core synergises so well together offensively that it is worth the stacked weaknesses they bring.
 
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HP fire manaphy
Manaphy @ Lum Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Hidden Power Fire
- Scald
- Energy Ball

Manaphy has well, the fire power if you will that Diancie lacks. Not to say diancie isn't strong, but uh, you know what i mean. It lures and obliterates ferrothorn for diancie as well as takes on bulkier threats on stall and what not. It's pmuch a god mode pairing imo. just tack on volc or talonflame to benefit from diancie and take out grass types like celebi and venusaur. I've laddered to numero uno w/ this core so i'm not coming out of nowhere with this. the core does work against all playstyles and has solid offensive synergy.
 
Lure LO Conkeldurr
Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 44 HP / 252 Atk / 208 Spe
Adamant Nature
- Drain Punch / Hammer Arm
- Thunder Punch
- Poison Jab
- Ice Punch

Conkeldurr lures in 'mons with priority that Diancie struggles with, as well as bulky 'mons that it struggles to get past, and absolutely massacres them:

252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 240 HP / 0 Def Azumarill: 411-486 (102.4 - 121.1%) -- guaranteed OHKO
-1 252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 0 HP / 24 Def Landorus-T: 458-541 (143.5 - 169.5%) -- guaranteed OHKO
252+ Atk Life Orb Conkeldurr Drain Punch vs. 248 HP / 48 Def Scizor: 175-208 (51 - 60.6%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Skarmory: 185-218 (55.3 - 65.2%) -- guaranteed 2HKO after Stealth Rock (outspeeds the roost)
252+ Atk Life Orb Conkeldurr Drain Punch vs. 0 HP / 4 Def Excadrill: 554-655 (153.4 - 181.4%) -- guaranteed OHKO
252+ Atk Life Orb Excadrill Earthquake vs. 44 HP / 0 Def Conkeldurr: 251-296 (69.3 - 81.7%) -- guaranteed 2HKO

252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 252 HP / 0 Def Celebi: 341-403 (84.4 - 99.7%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Conkeldurr Ice Punch vs. 252 HP / 0 Def Celebi: 192-226 (47.5 - 55.9%) -- 80.1% chance to 2HKO

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 144+ Def Hippowdon: 226-268 (53.8 - 63.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Conkeldurr Ice Punch vs. 252 HP / 144+ Def Hippowdon: 134-158 (31.9 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Suicune: 211-250 (52.2 - 61.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (risks the burn though)

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 136+ Def Amoonguss: 330-390 (76.3 - 90.2%) -- 18.8% chance to OHKO after Stealth Rock
252+ Atk Conkeldurr Ice Punch vs. 252 HP / 136+ Def Amoonguss: 194-230 (44.9 - 53.2%) -- 0.4% chance to 2HKO after Black Sludge recovery

252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 232 HP / 0 Def Mega Venusaur: 143-169 (39.8 - 47%) -- 38.7% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Conkeldurr Drain Punch vs. 252 HP / 88+ Def Ferrothorn: 250-296 (71 - 84%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (not really 'lured' as such, but massacred)

252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Slowbro: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 80+ Def Mega Slowbro: 166-198 (42.1 - 50.2%) -- 91.4% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Conkeldurr Drain Punch vs. 248 HP / 0+ Def Mega Scizor: 126-149 (36.7 - 43.4%) -- guaranteed 3HKO after Stealth Rock
252+ Atk Life Orb Conkeldurr Hammer Arm vs. 248 HP / 0+ Def Mega Scizor: 168-199 (48.9 - 58%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Life Orb Conkeldurr Hammer Arm vs. 252 HP / 88+ Def Ferrothorn: 330-393 (93.7 - 111.6%) -- guaranteed OHKO after Stealth Rock

So numerous 'mons that Diancie struggles with come in, thinking they get a free ride against bulky, not-that-threatening Conk, and get poleaxed.

The speed is to outspeed non-invested base 70, such as Skarm, Politoed, etc, while also creeping HP Fire Magnezone and BD Azu.
 
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Lava Plume
- Toxic
- Taunt

Heatran checks Scizor, easily one of the best counters to Mega Diancie. The fast taunt set is especially useful when paired with Mega Diancie because Toxic is good for wearing down threats to Diancie that have not been put in range of Moonblast just yet such as Rotom-W, Manaphy and more. Access to SR is nice for getting chip damage on opposing mons to aid putting mons in range of Diancie Moonblast or Diamond Storm. Taunt is nice for catching Manaphy before the TG which can be a threat Diancie and Heatran if it doesn't have prior damage on it.
 
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Gyarados @ Watmel Berry / Cheri Berry
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Natural Gift

Natural Gift Gyarados is one of the most underrated mons in the current ORAS metagame. Due to his unpredictability and sheer power, this Gyarados's set can easily help and support Diancie, while either weakening the opposing walls Diancie struggles with, setting up ideal situations for the latter to sweep, or by cleaning the field on his own. For example, one of the most common switchins to Gyara, Ferrothorn, will easily get bopped by the Natural Gift Fire provided by the Watmel Berry this set is running. Other bulky mons like Mega Venusaur, Mega Scizor, Keldeo, Spdef Glisor and Celebi, which usually give Diancie some troubles, will all lose to this Gyarados set. The synergy between those two mons doesn't only regard the offensive spectre of things. Due to the Magic Bounce support Diancie provides us, Gyarados can switch in more easily given the fact that rocks won't probably be on the field. You can also run Cheri Berry if you don't mind having a weaker fire attack with the benefit of curing paralysis. +1 Cheri Natural Gift doesn't kill Ferro, but can put him in range of Diancie's earth power. Gyaradoss ability is up to you. If you feel like you need more support for Diancie, then Intimidate will let you gain more switchins and setup opportunities, while Moxie will make your possible sweep easier after you lure and kill the opposing Ferrothorn.
 
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I'm going to suggest something that might be a little out there, but I've actually had some success pairing it with M-Diancie.
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Infernape @ Choice Scarf
Ability: Blaze
EVs: 212 Atk / 44 SpA / 252 Spe
Naive Nature
- Close Combat
- Flare Blitz
- Thunder Punch
- Hidden Power [Ice]

Infernape pairs fairly well with Mega-Diancie as it threatens a lot of priority users with its dual Fire/Fighting STABs coming off 120 BP moves. Infernape also appreciates that Diancie can handle birdspam. Infernape can hit Steel, Grass, Water, and Ground types that give Diancie trouble with the given moveset. Unfortunately, Nape has to go mixed to threaten Ground-types, but it's mixed offensive stats don't make that too much of a problem. With the given EV spread, Infernape can OHKO physically defensive Gliscor with HP Ice after rocks. Close Combat and Flare Blitz are Infernape's most powerful STAB options, and Thunderpunch can hit Water types for nice damage. Choice Scarf is the item of choice because Nape possesses a great speed tier for a scarfer, sitting at a nice base 108 with the likes of Keldeo and Terrakion. It may seem like this set would be preformed better by Victini, but Infernape does have its advantages - a neutrality to SR, a much better secondary STAB, a higher base speed, and the ability to handle Bisharp. Mega-Diancie and Infernape do share some weaknesses though, particularly bulky waters and grounds that Infernape can't break through. Azumarill, Rotom-W, and Hippowdown are common pokemon that pose a problem for the pair, so support to take out these threats is appreciated.
 
Reserving chesnaught
Will be back in about 3 hours.

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Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP
- Substitute
- Belly Drum
- Seed Bomb
- Drain Punch

Chesnaught Pairs well with Mega-Diancie for the reason they cover each other's weaknesses, mega-diancie covers chesnaught's flying and fire weakness, while chesnaught covers mega-diancies steel and water weaknesses, allowing it to get some good hits on other pokemon. the thing about subsalac chesnaught is that it is taken down by talonshitflame, because it is unable to set up the valuable substitute it needs for the salac berry to activate. having mega-diancie on a team allows any move that talonflame uses to be absorbed by mega-diancie. althought chesnaught it thought of a more tanky than attacking pokemon, when paired with mega-diancie, it can deal damage quite nicely.
 
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Gonna do this now since I'm probably not gonna have time tomorrow.
Congratulations to Celticpride, Mega Magic Bounce, and Repeater1947 for winning this week! Also shoutouts to AM for giving me suggestions :)

Week 2

Tail Glow + Rain Dance Manaphy

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Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball


Manaphy is a very threatening Pokemon in OU, despite its facade of adorableness. With access to Tail Glow, a move that boosts its Special Attack stat to sky-high levels after only one use, enabling it to be immediately threatening, as well as an ability that basically shields it from status in the rain, Manaphy is a terror against stall and balanced archetypes. However, it is hampered by a poorer Speed stat, leaving it outsped by many Grass- and Electric-types such as Serperior and Thundurus and thus easily revenge killed by some top-tier Pokemon.

Discuss!
 
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Gallade @ Galladeite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt

So lets look at what Energy Ball Manaphy doesn't beat. Chansey is annoying to beat down, and Mega Venusaur and Ferrothorn give it trouble. Mega Gallade has the Fighting STAB to scare off Ferrothorn and Chansey, as well as STAB Zen Headbutt to break though Venusaur. Knock Off also helps against Lati@s, even if Gallade can't switch in directly (and of course those dang speed ties >_>).

Gallade is not without its struggles. Mega Sableye is one of the only solid counters to it and one of the few things that can reliably beat it. TG Manaphy has a fairly easy time taking advantage of Manaphy, and once Sableye is gone Gallade can give defensive and balanced teams a lot of trouble.
 
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