Hello everybody!
This is the first team that I have ever put some effort into and features Mega Diance (so I never have to be annoyed by Sableye again grrrr). I haven't participated in any forum in my life so if I forget something just let me know. Okay, let's get on with it.
Proof of peak (ignore W/L)
Building Process
So as you know I wanted to build around Mega Diancie, and Talonflame checks those annoying steel types that it stuggles with. The synergy is pretty good as magic bounce can help with preventing rocks and Diance can also weaken a few mons that stop Talonflame (e.g. Garchomp, Rotom-W). I saw a couple of Diancie teams and they all had Magnezone so I just wanted to be a bit different as well.
So at this point I have a huge weakness to water and Landorus-T + other EdgeQuake users. Ferrothorn covers these threats while also being my rock setter. I didn't really want to have walls on my team but Ferrothorn fit too well.
With Talonflame on the team, I needed a hazard remover and Excadrill was the man for the job. It also helps with a few big threats to my team like Charizard X/Y, Fairy types (as Ferrothorn wasn't running Gyro Ball), Mega Metagross, Manectric and Volcanion. Excadrill is also great for cleaning up late game.
Once again my weakness to water stands out and I get completely walled by Chansey. Breloom handles both those issues plus offers a handy priority move in mach punch just in case Talonflame can't get in because of rocks.
As Diancie has no recovery and is my only special attacker, I went with Latias to fill both those voids. Believe it or not, it ended up playing a crucial role in most of my games as a switch in and offensive threat. For a couple of games I went with Latios, but the healing wish support I get with Latias was something I couldn't let go of.
The Team in detail
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Pretty standard set here. Earth Power is run instead of HP Fire as Talonflame provides the fire coverage. While I initially ran Rock Polish > Protect I wasn't getting many opportunities to set up, and being able to Mega safely, plus scout incoming moves, it just worked better. I was actually surprised how hard Diamond Storm hit without Attack investment and of course Moonblast is just ridiculous.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Will-O-Wisp
Again a standard set except for going for Wisp > Swords Dance. I cannot tell you the amount of Lando-T's I burned hahaha. Even though that leaves me with no set up mon, I believe that the team has the offensive pressure to tear through teams without it. Talonflame's insane priority move in Brave Bird won me so many games, however he was generally utilized mid game.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Leech Seed
- Power Whip
- Stealth Rock
As Ferrothorn's role in the team was mainly to deal with water types I went with Power Whip > Gyro Ball for the obvious super effective damage. I know people will hate me for it but I just love spamming thunder wave haha. I mean, not only does it cut speed, but has a 30%(?) chance to immobilize as well, what could be better? (I can just hear the sighs "Knock Off duh"). I started off with Rocky Helmet but without setting up Leech Seed he struggled to survive so Leftovers it was. Finally I went with Specially Defensive as most water types are special and Ferrothorn already has insane defense.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Earthquake
- Rock Slide
Generic set again. What can I really say about this epic poke to fill my 2-3 lines. With a choice scarf, Excadrill reaches insane speed and like I said before, it can revenge kill many of the biggest threats to the team. I generally didn't use Rapid Spin that much though, as it gives the opponent a lot of momentum but just having it was comforting.
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Seed Bomb
- Mach Punch
- Spore
Okay, I'm going to be honest here and say I got lazy with the EV's for this mon and just went with the suggested spread on teambuilder. Apart from that I went with Poison Heal > Technician as I preferred the longevity and immunity to status. Spore is great to keep momentum while allowing Breloom to get some hits in after, + recover with Poison Heal. Drain Punch also keeps Breloom in the game for longer. However, Breloom's speed is its biggest downfall which affects its offensive presence considering almost the entire tier can go first and hit its weak defenses hard.
Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Ice Beam
Between Latias' speed and underrated SpA, it ended up serving a more offensive role which was unintended initially. With intentions to Healing Wish something up later, life orb and hazard damage wasn't really a bother. I also liked the idea of scaring opponents away from hazard stacking with the presumed defog.
Threatlist
Volcanion - This thing rips through everything. I can switch into Latias and get 75% damage with Draco, revenge kill with Excadrill and hit hard with Diancie's Earth Power. But when this thing comes in I generally lose something.
Stall - They wear me down with status and hazards. I have to make some insane predictions to pull out a win.
Sand Rush Exca - Literally rips through most of my team. Have to stall out sand with Diancie's protect and switching.
Zard X - After one DD the match is over unless I can get some big recoil off sacking Ferrothorn and then hitting back with priority.
Conclusion
Thank you so much for looking at my team, all rates are extremely appreciated. I believe this team has potential to go even higher up the ladder if put into the correct hands. I look forward to hearing any feedback!
:)
This is the first team that I have ever put some effort into and features Mega Diance (so I never have to be annoyed by Sableye again grrrr). I haven't participated in any forum in my life so if I forget something just let me know. Okay, let's get on with it.
Proof of peak (ignore W/L)
Building Process


So as you know I wanted to build around Mega Diancie, and Talonflame checks those annoying steel types that it stuggles with. The synergy is pretty good as magic bounce can help with preventing rocks and Diance can also weaken a few mons that stop Talonflame (e.g. Garchomp, Rotom-W). I saw a couple of Diancie teams and they all had Magnezone so I just wanted to be a bit different as well.



So at this point I have a huge weakness to water and Landorus-T + other EdgeQuake users. Ferrothorn covers these threats while also being my rock setter. I didn't really want to have walls on my team but Ferrothorn fit too well.




With Talonflame on the team, I needed a hazard remover and Excadrill was the man for the job. It also helps with a few big threats to my team like Charizard X/Y, Fairy types (as Ferrothorn wasn't running Gyro Ball), Mega Metagross, Manectric and Volcanion. Excadrill is also great for cleaning up late game.





Once again my weakness to water stands out and I get completely walled by Chansey. Breloom handles both those issues plus offers a handy priority move in mach punch just in case Talonflame can't get in because of rocks.






As Diancie has no recovery and is my only special attacker, I went with Latias to fill both those voids. Believe it or not, it ended up playing a crucial role in most of my games as a switch in and offensive threat. For a couple of games I went with Latios, but the healing wish support I get with Latias was something I couldn't let go of.
The Team in detail

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
Pretty standard set here. Earth Power is run instead of HP Fire as Talonflame provides the fire coverage. While I initially ran Rock Polish > Protect I wasn't getting many opportunities to set up, and being able to Mega safely, plus scout incoming moves, it just worked better. I was actually surprised how hard Diamond Storm hit without Attack investment and of course Moonblast is just ridiculous.

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Will-O-Wisp
Again a standard set except for going for Wisp > Swords Dance. I cannot tell you the amount of Lando-T's I burned hahaha. Even though that leaves me with no set up mon, I believe that the team has the offensive pressure to tear through teams without it. Talonflame's insane priority move in Brave Bird won me so many games, however he was generally utilized mid game.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Leech Seed
- Power Whip
- Stealth Rock
As Ferrothorn's role in the team was mainly to deal with water types I went with Power Whip > Gyro Ball for the obvious super effective damage. I know people will hate me for it but I just love spamming thunder wave haha. I mean, not only does it cut speed, but has a 30%(?) chance to immobilize as well, what could be better? (I can just hear the sighs "Knock Off duh"). I started off with Rocky Helmet but without setting up Leech Seed he struggled to survive so Leftovers it was. Finally I went with Specially Defensive as most water types are special and Ferrothorn already has insane defense.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Earthquake
- Rock Slide
Generic set again. What can I really say about this epic poke to fill my 2-3 lines. With a choice scarf, Excadrill reaches insane speed and like I said before, it can revenge kill many of the biggest threats to the team. I generally didn't use Rapid Spin that much though, as it gives the opponent a lot of momentum but just having it was comforting.

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Seed Bomb
- Mach Punch
- Spore
Okay, I'm going to be honest here and say I got lazy with the EV's for this mon and just went with the suggested spread on teambuilder. Apart from that I went with Poison Heal > Technician as I preferred the longevity and immunity to status. Spore is great to keep momentum while allowing Breloom to get some hits in after, + recover with Poison Heal. Drain Punch also keeps Breloom in the game for longer. However, Breloom's speed is its biggest downfall which affects its offensive presence considering almost the entire tier can go first and hit its weak defenses hard.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Healing Wish
- Ice Beam
Between Latias' speed and underrated SpA, it ended up serving a more offensive role which was unintended initially. With intentions to Healing Wish something up later, life orb and hazard damage wasn't really a bother. I also liked the idea of scaring opponents away from hazard stacking with the presumed defog.
Threatlist
Volcanion - This thing rips through everything. I can switch into Latias and get 75% damage with Draco, revenge kill with Excadrill and hit hard with Diancie's Earth Power. But when this thing comes in I generally lose something.
Stall - They wear me down with status and hazards. I have to make some insane predictions to pull out a win.
Sand Rush Exca - Literally rips through most of my team. Have to stall out sand with Diancie's protect and switching.
Zard X - After one DD the match is over unless I can get some big recoil off sacking Ferrothorn and then hitting back with priority.
Conclusion
Thank you so much for looking at my team, all rates are extremely appreciated. I believe this team has potential to go even higher up the ladder if put into the correct hands. I look forward to hearing any feedback!
:)