The Start of Sayaka
Proof of peak here, although the replay is outdated for the current sets of this team.
Many find it problematic how Thunder Wave and Will-O-Wisp screw their offensive mons and limiting their sweeping capabilities. Sayaka herself doesn't have this problem. And Sticky Webs? Yeah, Sayaka laughs at that too. Let's hope Gyro Ball Shuckle rises in usage, although it's a shit set.
Proof of peak here, although the replay is outdated for the current sets of this team.
Many find it problematic how Thunder Wave and Will-O-Wisp screw their offensive mons and limiting their sweeping capabilities. Sayaka herself doesn't have this problem. And Sticky Webs? Yeah, Sayaka laughs at that too. Let's hope Gyro Ball Shuckle rises in usage, although it's a shit set.
Shoutouts to bludz for fine-tuning the team, as well as AM for ideas on the initial draft. Without both of you guys, this team would be much different than what it is now. Thanks, guys!
Introduction
I took a long hiatus from Pokemon starting May 2015 because I got hooked into another game and I got busy in school. Fortunately, I returned on May 2016 and I'm now taking Pokemon more seriously than before.
As the metagame keeps shifting, a player can't just keep a team forever as teams will eventually become outdated. The player should build a new team in order to adapt to the metagame shifts. My old Mega Diancie team (which I made an RMT about it last year) is pretty outdated, therefore requiring me to build a new team. Being a Mega Diancie fanboy, I can't stand playing OU without a Mega Diancie team of my own.
The team has gone through many variations. The first draft started early-May 2016 and then I kept editing team members until I got satisfied with my product.
The Team
Team Preview
Teambuilding Process
Given that I want to build a team around Mega Diancie, I'll obviously need Mega Diancie.
A few obstacles that Mega Diancie has are sand, Ground-types, Water-types, and Chansey. Therefore, I decided to throw in Breloom. Breloom also revenge kills Mega Lopunny; and scarfed variants of Terrakion, Magnezone, and Heatran. Mega Diancie also supports Breloom by checking Talonflame, Tornadus-T, Mandibuzz, and Mega Sableye.
I needed a revenge killer and Jirachi is my pick because it also allows me to switch in on Latias, Latios, and Fairy-types. Scarf Jirachi also provides me Healing Wish support and U-turn for momentum. Also, flinch hax is nice too.
After going through many variations, playing and swapping team members, I finally came up with a variant that I like, in which the last three members are Talonflame, Garchomp, and Latias.
Talonflame gives me nice speed control, as well as checking bulky Grass-types, Volcarona, and Mega Altaria.
Garchomp is my hazard setter of choice over Landorus-T, since this team needs a check to Ferrothorn, Scizor, and Bisharp. In addition, Garchomp provides me a secondary bird check to help relieve the pressure on Mega Diancie; when building Mega Diancie teams, I usually ensure that I have a secondary answer to birds. Garchomp also helps weaken Fighting-types and punishing physical attackers with Rocky Helmet + Rough Skin.
With Talonflame on the team, hazard removal is mandatory, as Mega Diancie either has a poor matchup against many of the common hazard setters, or can't switch in well against others. Additionally, Mega Diancie won't always be there to block Stealth Rock. Thus I chose a Lati, since I also needed a switch-in to Electric-types, Keldeo, Rotom-W, and Volcanion. I decided to go for Latias over Latios in order to switch in on the aforementioned targets more consistently.
In-depth Analysis
Sayaka (Diancie-Mega) @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Mega Diancie still remains as my favorite mega not only design-wise, but also for being a metagame-defining threat in the OU metagame, as well as being very fun to use. Its great offensive stats and coverage make her difficult to switch into. Additionally, Magic Bounce prevents Mega Diancie from being directly crippled by Thunder Wave, Will-O-Wisp, or Leech Seed. Her ability also makes her do a good job on harassing Sticky Web setters. It is no wonder Mega Diancie currently hails at A+ in the OU Viability Rankings.
Moving on, 252 Attack EVs are used in order to lure common Amoonguss and MG Clefable variants, since both are annoying to my team otherwise. It also gives Mega Diancie stronger Diamond Storms, which is pretty nice since Rock is a great offensive move and it also has a 50% chance of increasing her Defense by one stage. Protect is standard, allowing her to safely mega evolve. In addition, Protect allows Mega Diancie to scout for coverage moves and Choice items, while locking Choiced Pokemon into an unfavorable move, therefore stealing momentum. Earth Power was chosen over Hidden Power Fire, as opposing base 110s, such as opposing Mega Diancie and Mega Metagross threaten my team. By allowing Mega Diancie to retain its 350 speed, this gives hope on tying versus opposing base 110s and outspeeding opposing HP Fire base 110s.
Breloom (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
IVs: 29 HP
- Mach Punch
- Bullet Seed
- Superpower / Force Palm
- Spore
Breloom's asset to the team is to check sand, Chansey, and bulky Water-types. Additionally, Breloom provides some speed control with Mach Punch, allowing it to revenge weakened targets, as well as Mega Lopunny, Magnezone, Heatran, and Terrakion. Recently, I've been trying out Superpower, which is an interesting choice ballislife pointed out. To quote ballislife,
There are also alternatives to the set above, and I've tried them before: Jolly Nature can also help tie with Breloom, Bisharp, and Mega Swampert outside of rain. However, the power drop can turn certain OHKOes to 2HKOes, and 2HKOes to 3HKOes. Additionally, Force Palm is an alternative to Superpower, allowing Breloom to fish a 30% chance to paralyze targets, technically making its checks unsafe to switch into Breloom. Force Palm is more evil than Scald, while doesn't lower the user's Attack and Defense.i've tried force plam breloom and can say that if you don't get the paralysis which is a lot of games then it is just a waste of a moveslot outside of getting a strong hit on ferrothorn. unless your luck is beyond human, i would try adamant superpower to just trash mega scizor, ferrothorn, and even 96 hp tornadus-t since superpower + mach punch has around a 50% chance to kill after rocks iirc and is almost guaranteed with possible sand damage. even the bulkiest of mega scizors is taking around 60% iirc and with rocks and diancie getting some chip damage off it, this could basically be a surprise ko on it. focus punch is an option with a jolly nature, but i wouldn't count on it all the time.
seems pretty stronk outside of that
Therefores, debates on Superpower vs. Force Palm, as well as Admant vs. Jolly are both present, as seen that both slots contain slashes.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish
As with most offensive teams, a revenge killer is required. Jirachi is my pick because as I said, I needed a check and switch-in to Fairy-types and Latis, as well as revenge killing Weavile. Healing Wish support is also nice, giving a crippled or weakened a teammate a second chance once Jirachi outlives its usefulness, therefore allowing me to play more aggressively. U-turn provides momentum. Ice Punch is the coverage move of choice in order to lure Gliscor, Garchomp, and Landorus-T. It also revenge kills Dragonite, even if the latter has already boosted with DD.
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost
As said earlier, Talonflame gives me another form of speed control thanks to its priority attack. I opted for max Attack, and Brave Bird over Acrobatics since I preferred power over longevity in order to revenge kill and sweep better. 64 Speed EVs allow Talonflame to outspeed Jolly Excadrill without a boost, and possibly fire off a Will-O-Wisp on it. The remaining EVs are dumped to HP in order to switch in better. Leftovers complements Talonflame's bulk, and since I'm running Brave Bird over Acrobatics. I opted for SD in order to provide Talonflame cleaning power. I've been running Will-O-Wisp recently in order to punish Hippowdon, Garchomp, and Tyranitar. It also allows me to check Bisharp and Mega Scizor better.
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Rough Skin + Rocky Helmet helps quickly wear down physical attackers, which is especially useful when revenge killing them later on in the match. Therefore, Garchomp helps me beat Fighting-types easier. Fire Blast gives me a solid answer against Ferrothorn and Scizor, as both of the aforementioned Pokemon are annoying to my team otherwise. Obviously, Garchomp requires 92 Speed EVs to outrun Jolly base 70s, most especially Jolly Bisharp, a reason I'm running Garchomp over Landorus-T in the first place.
Garchomp also takes advantage of Mega Diancie's Protect. Mega Diancie should scout using Protect, and then switch to Garchomp on the next turn. If the opposition fires off a contact move, then Garchomp gets to chip off 29% of their HP. Mega Diancie doesn't always need to Protect first though; she can switch outright to Garchomp if you predict them to go straight ahead with a contact attack, without wasting a turn using Protect if the opponent heals or sets up.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Recover
- Defog
As said earlier, Latias was chosen over Latios because she provides me a more consistent switch-in to Keldeo, Volcanion, and Electric-types; especially since Electric-types are threats to my team. Obviously, hazard removal is mandatory for all teams with Talonflame. I chose Recover over Healing Wish in order for Latias to do her job better. Additionally, Healing Wish is redundant since Jirachi is already there to provide Healing Wish support. Thunderbolt was chosen over Psyshock in order to deal a fair amount of damage to SpDef Skarmory, as well as hitting Water-types such as Azumarill, Manaphy, and Starmie hard, without the need to resort to Draco Meteor and then subsequently receiving a -2 Special Attack drop. I feel safe to forego Psyshock or Psychic, since my teammates already handle Amoongus, Mega Venusaur, and Conkeldurr; and the latter two are rare anyways.
Threatlist
These are the most obvious threats I've identified so far, though I know I'm missing some threats as they slip past the radar.
Importable
Sayaka (Diancie-Mega) @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Breloom (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Mach Punch
- Bullet Seed
- Superpower
- Spore
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Recover
- Defog
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Breloom (M) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Mach Punch
- Bullet Seed
- Superpower
- Spore
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Recover
- Defog
Replays
Replays of the current variation:
These replays contain the current variation of this team.
LivingTarget vs. Repeater1947 (July 18, 2016)
Outdated replays:
These replays contain previous versions of the team, which include old sets or Pokemon.
Peaking to 1623 (June 17, 2016)
bludz vs. Repeater1947 (June 14, 2016)
I apologize for the replay database lacking a lot of content, as I don't save much replays. I'll try to get more replays soon.
Conclusion
Overall, I had fun using this team. I managed to peak 1623 with this team, albeit using slightly different sets than what my team has now. Currently, I fell down to the low-1500s to mid-1500s and I feel that I've hit a brick wall. Therefore, I'm interested to hear out suggestions. Thank you for reading, and enjoy. :)
Hopefully, we get to see more action with Mega Diancie in Generation VII OU.
Please do not suggest the following
Replacing Mega Diancie with another mon: To be blunt, it's a Mega Diancie team. I'd rather build another team than swapping out a mon I've been building around.
Replacing three or more members: I don't mean to be offensive, but doing so would mean that the team is no longer mine, and you've already built another team.
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