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Diancie

In-battle formes

Base

HP:50
Attack:100
Defense:150
Sp. Atk:100
Sp. Def:150
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
OverUsed
Offensive218
Substitute + Endeavor218

Mega

HP:50
Attack:160
Defense:110
Sp. Atk:160
Sp. Def:110
Speed:110
Min (-ve nature, 0 IVs)202
Default256
Max Neutral319
Max Positive350
Max Neutral (+1)478
Max Positive (+1)525
Max Neutral (+2)638
Max Positive (+2)700
OverUsed
Offensive350
Substitute + Endeavor350

Strategies

Written by zinnias and FavMon=Garchomp

Overview

Mega Diancie is a superb Pokemon in OU thanks to its solid Speed and attacking stats, STAB combination, coverage moves, support movepool, and Magic Bounce ability. Mega Diancie's typing and ability allow it to set up Stealth Rock in the face of entry hazard control options such as Tornadus-T and Zapdos and force out Mega Sableye with Moonblast. Additionally, the combination of Substitute and Endeavor allows it to shine as one of the most consistent leads for hyper offense teams, as Magic Bounce allows it one turn to set up Stealth Rock and deny hazards before going down. Mega Diancie's typing also lets it check troublesome Fire-types such as Volcarona and Victini in a pinch. Diancie also has the option to delay Mega Evolving so that it can make use of its better bulk to more easily handle attacks from Pokemon like Heatran. However, Mega Diancie is burdened with a poor HP stat, and its typing leaves it riddled with a crippling 4x weakness to Steel, as well as weaknesses to common offensive types such as Ground, Water, and Grass. Additionally, it is outpaced and immediately threatened by common Pokemon such as Greninja, Serperior, Tapu Koko, and Choice Scarf users like Kartana and Landorus-T. Offensive Mega Diancie also cannot fit all of the coverage and utility options it wants into one set, while the lead variant must choose between Diamond Storm to threaten Volcarona, both Mega Charizard formes, and Calm Mind Tapu Koko or Moonblast to threaten Dragon-types and Mega Sableye.

Offensive

Move 1
Move 2
  • Moonblast
    30% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
  • Diamond Storm
    50% chance to raise user's Defense by 2.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4

Moves

Mega Diancie's high Speed, solid attacking stats, and Magic Bounce allow it to scare out Pokemon like Zapdos and Mega Latias to set up Stealth Rock. If one of Mega Diancie's teammates runs Stealth Rock, it will allow room to run Protect to safely Mega Evolve and scout potential Z-Moves like Magearna's Twinkle Tackle and Choice-locked Pokemon like Kartana and Landorus-T. Moonblast blows through Dragon-types like Garchomp, Kyurem-B, Kommo-o, and Dragonite and threatens Mega Sableye, which blocks entry hazards via its own Magic Bounce. Diamond Storm smashes Fire- and Flying-types like Volcarona, both Mega Charizard formes, and Tornadus-T and chips the likes of Chansey and Celesteela. Earth Power threatens Heatran, Toxapex, and Magearna. Hidden Power Ice snipes Gliscor and Landorus-T. Finally, Hidden Power Fire punishes Steel-types that attempt to switch in to force Mega Diancie out, such as Ferrothorn and Mega Scizor.

Set Details

A Hasty nature is chosen instead of Naive so that Diancie can make use of its special bulk to more easily handle special attacks from Pokemon like Heatran and Volcarona. If Mega Diancie forgoes Diamond Storm, a Timid nature should be used instead.

Usage Tips

Thanks to Mega Diancie's solid matchup against common Defoggers like Tornadus-T and Zapdos, as well as Gliscor and Landorus-T if it carries Hidden Power Ice, it can set up Stealth Rock and discourage them from attempting to remove Stealth Rock. After Diancie Mega Evolves, it can also discourage Gliscor and Landorus-T from attempting to set up their own Stealth Rock. If Mega Diancie is facing a stall team, it can be used in the lead position to discourage Mega Sableye from attempting to block Stealth Rock with its own Magic Bounce, allowing Mega Diancie a free opportunity to set them up. If Mega Diancie is facing a Pokemon that it easily scares out, it can use the opportunity to set up Stealth Rock or use its coverage options to punish predicted switch-ins, such as Earth Power for Magearna and Hidden Power Fire for Mega Scizor. Due to Mega Diancie's crippling weakness to Steel, Hidden Power Fire must be used as Mega Scizor switches in or on a risky prediction because Mega Scizor can immediately force Mega Diancie out with Bullet Punch. Diancie can also potentially hold off on Mega Evolving, as it can make use of its better bulk in scenarios where its Speed stat after Mega Evolving isn't needed. Most notably, it can use that bulk to trade damage against setup sweepers like Mega Charizard X and Volcarona and set up Stealth Rock against the likes of Victini and Tornadus-T if you value its HP over Magic Bounce. If Mega Diancie runs Protect, it can use the opportunity to scout for Choice-locked Pokemon such as Kartana, Landorus-T, and Greninja and act accordingly. Mega Diancie can often be used in the lead position and use Protect immediately against Pokemon that attempt to anti-lead against it, such as Ferrothorn and Landorus-T, as this can discourage them from attempting to set up entry hazards freely. After Mega Diancie uses Protect, it can then switch out against a predicted attack. This is in contrast to the Stealth Rock variant, which requires an opportune time to activate Magic Bounce, as Mega Diancie's frailty makes it difficult to freely set up Stealth Rock or attack unless it is facing a Pokemon that doesn't threaten it, such as Tornadus-T. Do not hesitate to make an aggressive switch to deny hazards if you are willing to take the risk, since this can be a deciding factor between a win and a loss.

Team Options

This Mega Diancie set functions best on offense and bulky offense teams, which value its role compression of a Stealth Rock setter, wallbreaker, and entry hazard blocker. Grass-types like Serperior, Kartana, and Tapu Bulu can threaten bulky Water-types like Gastrodon and Seismitoad. Serperior can provide paralysis support with Glare to cripple faster targets like Mega Alakazam and can lure in and threaten Steel-types like Ferrothorn and Mega Scizor with Hidden Power Fire should Mega Diancie run a different coverage move, such as Earth Power. Choice Scarf variants of Kartana benefit from Mega Diancie breaking through physical walls like Zapdos and defensive Landorus-T, and they can revenge kill faster targets such as Ash-Greninja and Tapu Koko, while Choice Band and Swords Dance sets heavily pressure shared checks like defensive Magearna. Additionally, Kartana can use Knock Off to remove items such as Leftovers from Celesteela and Ferrothorn, making it easier to overwhelm them with repeated attacks. Serperior and Kartana also appreciate Mega Diancie keeping Stealth Rock up against Defoggers like Tornadus-T and Zapdos. Tapu Bulu can extend Mega Diancie's longevity thanks to Grassy Terrain. Pivot support from teammates like Zapdos, Rotom-W, Tapu Koko, Landorus-T, and Tornadus-T is also beneficial, as they can grant a free entry with Volt Switch and U-turn. Heatran provides a solid answer to Steel-types like Magearna and Celesteela and can set up Stealth Rock, allowing Mega Diancie more room to run Protect. Magnezone can trap and remove Skarmory, Celesteela, and Mega Scizor, taking some pressure off of Mega Diancie and allowing it to run Earth Power or Hidden Power Ice over Hidden Power Fire more easily. Wallbreakers like Victini, Kyurem-B, and Weavile benefit from Mega Diancie's ability to block hazards, letting them blow through shared checks like Tapu Fini and Celesteela. Volcarona also appreciates Mega Diancie keeping Stealth Rock off the field, allowing it to set up Quiver Dance more freely. Tapu Lele helps soften the opposing team to allow Mega Diancie to clean up later in the game, and it protects it from priority moves such as Bullet Punch from Mega Scizor and Mega Medicham. Tapu Fini protects Mega Diancie's teammates from status attempts thanks to Misty Terrain, provides a solid answer to Ash-Greninja, and utilizes Taunt + Nature's Madness to break past bulkier teams. If Mega Diancie runs Stealth Rock, it can form a powerful hazard-stacking core with Greninja thanks to its Spikes support. Additionally, Greninja has the benefit of luring in and wiping out Tapu Fini with Gunk Shot and Magearna with Tectonic Rage and threatening Gliscor and Landorus-T with Ice Beam, allowing Mega Diancie to more easily run Hidden Power Fire over Earth Power and Hidden Power Ice. Dragonite and Thundurus-T also benefit from Mega Diancie keeping hazards off the field, as this allows them to set up more safely without being bothered by Stealth Rock.

Substitute + Endeavor

Move 1
Move 2
Move 3
  • Endeavor
    Lowers the target's HP to the user's HP.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Diamond Storm
    50% chance to raise user's Defense by 2.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy95%
  • Moonblast
    30% chance to lower the target's Sp. Atk by 1.
    TypeFairy
    CategorySpecial
    Power95 BP
    Accuracy100%

Moves

This set is designed to make use of Mega Diancie's status as an offensive Magic Bounce user to create one of the most consistent leads for hyper offense teams. Other leads like Taunt Mew and Imprison Landorus-T need to actively spend a turn to prevent opposing entry hazards, whereas Mega Diancie can focus on setting Stealth Rock thanks to Magic Bounce. The combination of Substitute and Endeavor, coupled with its great Speed, allows Mega Diancie to go above and beyond just hazard control and become a significant threat in its own right. Substitute lets Diancie damage itself at a consistent pace, putting its health as low as possible to maximize the effectiveness of Endeavor. This allows Diancie to threaten even its own checks, like Gastrodon and Ferrothorn, with prompt removal, aiding teammates that may struggle with them. Diamond Storm is a strong STAB option that threatens fast Calm Mind users like Tapu Koko and Mega Alakazam, which would otherwise bulldoze past a lot of hyper offense teams, as well as hitting Rock-weak threats like Volcarona and both Mega Charizard formes super effectively and Fairy-resistant foes like Celesteela and Toxapex neutrally. Moonblast can threaten out Fairy-weak Pokemon like Garchomp and Mega Sableye, the latter of which would otherwise prevent Diancie's Stealth Rock via its own Magic Bounce, additionally hitting physically defensive Pokemon like Landorus-T harder and having significantly more PP.

Set Details

240 HP EVs maximize Mega Diancie overall bulk while letting it use Substitute four times from full health and end up at 1 HP afterwards to maximize Endeavor damage; this investment also lets Mega Diancie survive three Seismic Tosses from Chansey and for base Diancie to survive an Earthquake from offensive Landorus-T. Maximum Speed investment allows Mega Diancie to outspeed Kartana and Speed tie with Mega Latias and opposing Mega Diancie. The rest of the EVs are put into Defense to give non-Mega Diancie the best chance to survive strong physical attacks like Kartana's Leaf Blade. The nature used depends on Diancie’s choice of coverage; run Jolly for Diamond Storm and Timid for Moonblast.

Usage Tips

The most important thing to consider when leading off with Diancie is if and when you should Mega Evolve it. The choice between the bulk of non-Mega Diancie and the high Speed of Mega Diancie is yours to make based on the opposing lead, creating an incredibly long list of Pokemon that Diancie can effectively lead off against. The threat of Mega Evolution is usually enough to dissuade opposing leads from attempting to set Stealth Rock, opening up more possibilities for Diancie as a lead. It is often safer to hold off on Mega Evolving when facing Landorus-T, as non-Mega Diancie always survives a Jolly Earthquake from it, and Mega Diancie is outsped and OHKOed by Choice Scarf variants. The same logic applies on a wider scale in terms of taking as little damage as possible by utilizing the better defensive stats of non-Mega Diancie in cases where the superior Speed of Mega Diancie isn't needed; a good example of this is using Substitute against Rotom-W or Magearna before Mega Evolving, as Diancie doesn't need to Mega Evolve to outspeed them and can use the extra special bulk to prevent Volt Switch from breaking its Substitute. After Diancie sets Stealth Rock, it can Mega Evolve to become faster than the opposing Pokemon and repeatedly set up Substitute safely or use Endeavor straight away if it has been severely damaged by the likes of Landorus-T.

Team Options

This set is perfect for hyper offense teams, especially ones that make use of setup sweepers that are crippled by Stealth Rock, such as Volcarona, Mega Charizard X, and Dragonite. Despite how good Mega Diancie is at preventing opposing entry hazards, it still appreciates a backup hazard removal option like Serperior or Choice Scarf Landorus-T in case it gets KOed or Mold Breaker Excadrill bypasses Magic Bounce. As Ash-Greninja can threaten out Diancie in the lead matchup, it's necessary to bring a check to it that fits on the hyper offense playstyle, like Kommo-o, Tapu Fini, or Breloom. Calm Mind Magearna shares checks like Gastrodon and Jirachi with offensive Mega Diancie, so it appreciates how Diancie can lure them in and take them out of commission with Endeavor.

Other Options

Nature Power is an option on offensive Mega Diancie if it is paired with Tapu Bulu or Tapu Koko, granting it a coverage option to let it bait in and wipe out bulky Water-types like Gastrodon and Seismitoad with Energy Ball or 2HKO Celesteela and Toxapex with Thunderbolt, respectively. However, it is less consistent than its other coverage options and takes up a moveslot. Explosion can be used on lead variants to deny any attempts at removing Stealth Rock with Defog or Rapid Spin, provide offensive momentum for its teammates, and act as a surprise factor against Toxapex and Chansey. However, it is less consistent for longer games and forces Mega Diancie to ditch Substitute and Endeavor, leaving it without an option to weaken Heatran and Magearna. Mega Diancie can also make use of Heal Bell to provide cleric support for teammates such as Volcarona, Serperior, and Kartana. However, this forces it to give up a consistent utility option such as Protect, leaving it without an option to scout for potential Z-Moves and Choice Scarf users such as Landorus-T.

Checks and Counters

Steel-types: Steel-types like Magearna, Celesteela, Ferrothorn, and Mega Scizor can switch into Mega Diancie depending on its coverage and moveset and threaten it with an OHKO. However, the latter two must beware of Hidden Power Fire, while Magearna must be wary of the Substitute + Endeavor variant. Jirachi also deserves a mention because it can threaten Mega Diancie with an immediate OHKO, survives Earth Power from the offensive set, and can potentially outplay the lead variant thanks to Wish + Protect.

Water-types: Bulky Water-types such as Gastrodon, Seismitoad, and Toxapex don't take much damage from Mega Diancie's STAB combination and can force it out in return. However, Toxapex must be wary of Earth Power from the offensive variant, while all three of them must watch out for Substitute + Endeavor from the lead variant. Offensive Water-types such as Ash-Greninja and Mega Swampert in the rain outspeed Mega Diancie and threaten it with an OHKO with their super effective STAB moves, but they cannot afford to switch into it directly.

Ground-type Pokemon and Coverage: Excadrill is perhaps the Ground-type that Mega Diancie should most definitely be wary of because it resists both STAB options, uses Rapid Spin to get rid of Stealth Rock, and threatens it with an OHKO in return. Sand Rush variants under the sand can outspeed it, while Mold Breaker variants can bypass Magic Bounce to set up Stealth Rock, with specially defensive variants even being able to survive Earth Power from full HP. Gliscor, Landorus-T, and Mega Swampert can also threaten Mega Diancie with Earthquake should they get an opportunity to switch in safely. The former two, however, must watch out for Hidden Power Ice. On top of this, setup sweepers like Mega Charizard X, Mega Gyarados, Dragonite, and Dragon Dance Kommo-o commonly carry Earthquake, allowing them to break through Mega Diancie with ease.

Grass-types: Offensive Grass-types such as Serperior and Choice Scarf Kartana outspeed and threaten Mega Diancie with an OHKO. However, they cannot repeatedly come into Mega Diancie's attacks. Additionally, bulky Grass-types such as Tapu Bulu and Ferrothorn can switch into Mega Diancie's attacks, with the latter resisting both STAB options, and force it out with their super effective STAB moves. Ferrothorn must watch out for Hidden Power Fire, however.

Faster Revenge Killers and Priority: Mega Alakazam, Tapu Koko, and Choice Scarf users such as Kartana and Landorus-T outpace Mega Diancie and deal heavy damage to it, especially after it Mega Evolves. Mega Diancie's crippling Steel weakness also leaves it vulnerable to revenge killing attempts from Mega Medicham's Bullet Punch.

Mixed Walls: Chansey and Cresselia don't take much from Mega Diancie's attacks and can stall out its Diamond Storm PP with their recovery moves. Calm Mind variants of Cresselia can also use offensive sets as setup fodder. However, neither of them enjoys being worn down by the Substitute + Endeavor variant.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
100
Accuracy
95%
PP
5
50% chance to raise user's Defense by 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
10
Averages Defense and Sp. Def stats with target.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
95
Accuracy
100%
PP
15
30% chance to lower the target's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
50
Accuracy
90%
PP
15
No additional effect.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
PP
30
Raises the user's Attack by 1.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
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