Mega Diancie

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[OVERVIEW]

Mega Diancie's movepool may be somewhat limited, but when backed by high base Speed and attacking stats, it is able to propel Mega Diancie to the forefront of the Doubles metagame. Mega Diancie achieves solid mixed attacking coverage between two strong STAB attacks, with Earth Power filling in many of the few holes that are left. Using that coverage, Mega Diancie can take out many relevant threats such as Hydreigon, Heatran, Keldeo, and Mega Charizard Y. Perhaps Mega Diancie's greatest asset is found in its exclusive primary STAB move, Diamond Storm, which has everything a Doubles Pokemon could want: high Base Power, high accuracy, and a helpful secondary effect that gives some protection against physical attackers. Not only that, but Mega Diancie also has a superb ability in Magic Bounce, shielding it from moves that would otherwise severely hinder it such as Thunder Wave or Will-O-Wisp.

Unfortunately, a low HP stat further offset by uninvested defenses and weaknesses to decently common types in Water and Ground leaves Mega Diancie somewhat frail. More specifically, a weakness to the omnipresent Landorus-T's Earthquake makes it difficult for Mega Diancie to perform as well as it could otherwise. Diancie does possess a little bit of flexibility in that its base forme can operate as a Trick Room setter and possesses far more bulk than its Mega counterpart. Unfortunately, although Diancie's low base Speed is an asset for such sets, it holds Mega Diancie back by forcing it to Protect to Mega Evolve safely, reaching only 218 speed before the boost.

[SET]
name: Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Earth Power
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 208 Atk / 48 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm functions as Mega Diancie's primary STAB move, dealing significant spread damage to both foes with a 50% chance to raise Mega Diancie's Defense stat for each foe it hits. These boosts can allow Mega Diancie to avoid getting revenge killed, most notably surviving a Landorus-T Earthquake after one Defense boost. With Diamond Storm, Mega Diancie can take out Fire-, Flying-, and Ice-types such as Mega Charizard Y, Zapdos, and Kyurem-B with nearly perfect accuracy. Moonblast stands as a solid option for Mega Diancie's secondary STAB attack, helping it cover many threats that Diamond Storm cannot, including the common Fighting-, Dark-, and Dragon-types such as Keldeo, Hoopa-U, and Latios. Earth Power rounds out Mega Diancie's fantastic coverage, hitting Steel- and Rock-types such as Heatran, Bisharp, and opposing Mega Diancie that would otherwise shrug it off. Protect is a staple move in Doubles, allowing Mega Diancie to stall out various field conditions or shield itself while a threat is eliminated by its partner. It also importantly because it allows Mega Diancie to safely gain its full base 110 Speed.

Set Details
========

Maximum investment in Speed and a boosting nature are needed to outrun many significant threats such as Keldeo, Salamence, and Mega Gardevoir, as well as Speed tie with opposing base 110s such as Gengar and Latios. 48 Special Attack EVs are used to guarantee an OHKO on Bisharp with Earth Power, with the remaining EVs placed in Attack to boost the power of Diamond Storm as much as possible. A Hasty nature is typically chosen over a Naive one, as its lowered Defense stat can be remedied by Diamond Storm boosts. This also allows Mega Diancie to survive an Earth Power from Kyurem-B, Heatran, or opposing Mega Diancie. However, Naive is an option to take more advantage of Diamond Storm boosts. A more specially based spread, using 56 Atk / 200 SpA / 252 Spe, is an option to guarantee the 2HKO on Mega Kangaskhan with Moonblast. However, this sacrifices a lot of Diamond Storm's power, which is the move Mega Diancie will be using a majority of its time on the field.

Usage Tips
========

In general, Mega Diancie should use Diamond Storm in order to deal the most damage possible to the opposing team, filling in any gaps in Diamond Storm's coverage with its other attacks. Protect should be used Diancie's first turn out a majority of the time, since it then only hits 218 Speed, leaving it slower than most of the metagame. This turn of Protect allows Diancie to Mega Evolve safely and gain not only its full Speed but also the useful Magic Bounce. Diancie works quite well as a lead, avoiding any Intimidate Attack drops coming from popular leads thanks to Clear Body and using Magic Bounce to deal with many common disruption tactics after it has Mega Evolved. Since Mega Evolution happens after any Pokemon are switched, Diancie is also able to avoid Intimidate from a Pokemon that switches in on the turn it Mega Evolves. With that in mind, Mega Diancie works at any point of the game, either opening up and clearing the path for a teammate to clean or doing so itself in the mid- or late-game. If Mega Diancie absolutely needs to survive a hit and attack back on its first turn on the field, it can postpone Mega Evolution to stay in its base forme, which has significantly higher defenses. This extra bulk is particularly notable when facing Trick Room teams, as it is not so necessary to get the boost in Speed provided by Mega Evolving, and it can mean the difference between surviving to the end of Trick Room's duration and being knocked out.

Team Options
========

Fire-types such as Talonflame, Heatran, and Volcarona beat many of the Grass- and Steel-types such as Ferrothorn, Aegislash, and Venusaur that scare out Mega Diancie. Grass-types such as Breloom and Ferrothorn can remove Water-types for Mega Diancie, resist the Ground-type moves it's weak to, and appreciate the removal of Flying-types. Similarly, Electric-types such as Rotom-W and Thundurus do well against Water-types. Grass- and Electric-types also help ease Mega Diancie's otherwise difficult rain matchup. Strong Dark-type teammates are greatly appreciated as checks to Dark-weak Steel-types such as Aegislash, Jirachi, and Mega Metagross; some examples include Hoopa-U, Bisharp, and Hydreigon. Bisharp also has the advantage of discouraging Intimidate users from switching in with its Defiant ability. They also have the benefit of threatening bulky Psychic- and Ghost-types such as Jellicent and Cresselia that can practically ignore Mega Diancie thanks to their solid bulk. Anything that beats Landorus-T is much appreciated as a teammate by Mega Diancie, including Kyurem-B (especially Choice Scarf variants) and Keldeo. Similarly, a teammate such as Kyurem-B or Raikou that can take care of Thundurus is greatly appreciated, as fast sets with Flash Cannon outrun and OHKO Mega Diancie. Dragon-types, including Hydreigon and Salamence, benefit from Mega Diancie's ability to beat opposing Dragon-types without fearing their moves in return, and they also act as a solid switch-ins to Water- and Grass-type attacks. They also typically perform well against rain teams, which are one of Mega Diancie's weakest matchups. Steel-types have decent synergy with Mega Diancie, mostly appreciating the removal of Fire-types that Mega Diancie is so good at. Aegislash in particular is a great partner, as it can carry Wide Guard to protect Mega Diancie from Muddy Water or Earthquake and take care of Jirachi or Mega Metagross.

[Trick Room setter Diancie goes here]

[STRATEGY COMMENTS]
Other Options
=============

Substitute allows Mega Diancie to ignore Intimidate as well as take any one hit and retaliate, and it also becomes decently difficult to break if Mega Diancie accrues many Defense boosts. Hidden Power Ice allows Mega Diancie to take out one of its greatest foes in Landorus-T, usually on the switch or with Tailwind support. However, those three choices all force Mega Diancie to drop either Moonblast or Earth Power, leaving it hard stopped by either Fighting- or Steel-types such as Keldeo, Virizion, and Aegislash.

Checks and Counters
===================

**Typing Advantage**: Steel-types that are not OHKOed by Earth Power, such as Aegislash, Mega Metagross, Ferrothorn, and Jirachi, are solid answers to Mega Diancie, as they can switch in on either STAB move and OHKO it comfortably. Especially bulky or fast Water- and Grass-types also give Diancie trouble, including Suicune, Amoonguss, Kingdra, and Venusaur, as they either outspeed and KO Mega Diancie or tank an attack and KO it.

**Speed**: Choice Scarf users can reliably outspeed and OHKO Mega Diancie, including Landorus-T through Earthquake, Kyurem-B or Genesect using Iron Head, and Rotom-W with Hydro Pump. Some naturally fast Pokemon, such as Deoxys-A, Mega Aerodactyl, Flash Cannon Thundurus, and Steel Wing Talonflame outspeed Mega Diancie and take it out. Diancie is also weak to Bullet Punch users such as Mega Metagross, as the attack outprioritizes any of Mega Diancie's options and easily OHKOes it, assuming that Mega Diancie doesn't have too many Defense boosts.

**Speed Control**: Although Mega Diancie is immune to Thunder Wave through Magic Bounce and non-Mega Diancie is immune to Icy Wind's Speed drops, both Trick Room, from threats such as Cresselia or Jellicent, and Tailwind, from Suicune or Talonflame, take away Mega Diancie's Speed advantage, leaving it almost unsalvageably frail.

**Intimidate and Burns**: Will-O-Wisp is conveniently avoided due to Magic Bounce, but Intimidate users such as Landorus-T and Gyarados can weaken Mega Diancie's main attacking move, leaving it considerably less threatening. Regular Diancie, as it is lacking Magic Bounce, has to fear Will-O-Wisp, which not only cuts its Attack but also lowers its longevity to be able to set Trick Room.

**Taunt**: Taunt users such as Gengar and Keldeo prevent base Diancie from setting Trick Room, which is its main role.

**Wide Guard**: Wide Guard users such as Conkeldurr and Aegislash prevent Diamond Storm from being succesful, and they are commonly used beside Rock-weak teammates due to the prevalence of Rock Slide.
 
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Good job! Do this for 1/3

Overview
  • Move the point about low defences to right after the point about Diamond Storm boosts for better flow.
  • I'm sure you would have in the write-up at least, but be sure to clarify on what "to really get going" means :P.
  • In the point about Diancie's low HP, mention it's many weaknesses to common types such as Ground, Water, and Steel.
Moves
  • Diamond Storm only hits 100bp on a single target, it's base 75 with spread reduction factored in.
  • Mention in the Protect point that it gains the Speed boost from mega evolving.
Set Details
  • Electroweb is irrelevant tbh, the only stat dropping move relevant here other than Icy Wind is Snarl, and even that is a stretch imo but upto you. Also could be worth mentioning that Clear Body gives immunity to Intimidate switch-ins the turn you mega evolve, not just as you switch in.
Usage Tips
  • Mention that leading Diancie lets you get off the mega evolution early rather than being put into a tricky situation later on (worded better than that though lol).
  • "Mega Diancie will work as an Intimidate switchin" - not too sure on what you mean by this tbh, please clarify.
Team Options
  • "Although Mega Diancie doesn't have any setup moves" - if you're putting Rock Polish in OO, this should probably be changed to "rarely uses". Also at a bit of a stretch you could consider Diamond Storm a setup move in a way, especially when Jirachi helps you accumulate boosts to live physical hits by yourself. Something worth thinking about, saying something along the lines of "Although Mega Diancie typically isn't used specifically for setup..." would be better in that instance.
  • Could be worth adding a point for Thundurus checks maybe? Also under Grass-types and Dragon-types it's worth mentioning specifically rain as well as just Water-types in general imo.
Other Options
  • Move the alternate spread to Set Details, it's way more viable than the rest of OO and something that some people actually use a decent amount.
  • Specify that the EVs for TR regular Diancie KO Keldeo with Life Orb.
Checks and Counters
  • Speed: Add Timid Flash Cannon Thundurus (pretty sure this is the right tag unless I'm wrong).
 
good analysis :0

Overview
  • when mentioning diancie's "most commonly used move," no need to be vague. specify its most commonly used move as diamond storm.
Set
  • i know this is probably an accident but u have the wrong evs listed. it should be 252 speed, not 208.
Moves
  • mention how spamming diamond storm also makes it somewhat more difficult to revenge kill diancie as it accrues defense boosts. specifically, if diancie has just one defense boost, it cant be ohkoed by landorus's spread earthquake. it also cant be 2hkoed by kangaskhan's adamant return at +1 defense but thats probably not worth mentioning
Set Details
  • it would be more accurate to say that 48 spa guarantees the ohko on bisharp. it can still be ohkoed with 0 spa but its a (bad) roll.
Usage Tips
  • (last bullet) i dont think that wanting to beat scrafty is a good reason to be staying nonmega, as u already kill scrafty no matter what. i think that a better reason to justify staying nonmega, aside from retaining clear body, is if ur against a trick room team and the extra bulk is needed to stall out trick room turns. a majority of the time though, u want to mega the first turn out so u dont waste momentum later in the game protecting to get the speed boost.
Team Options
  • include infernape when mentioning fire types
  • include serperior when mentioning grass types
  • add a bullet for strong dark types such as hoopa-u, bisharp, and hydreigon, which can act as secondary checks to threatening steel types such as aegislash, mega metagross, and jirachi while also threatening opposing trick room setters such as cresselia and jellicent
yqw23D0.gif
2/3
 
Thanks xzern, especially for noticing that 208 Spe, idk how Yoda and I both missed that o.o

Implemented, will write up probably this weekend.
 
checkmate

OV: First thing: its movepool isn't impressive at all. Its coverage is, though.

You never really highlight its Speed in the opening statement. Saying that its Speed is only decent later is such a ridiculous understatement. By metagame standards, it's already quite high up there, and its Speed is certainly one of the bigger factors on how it's a metagame-defining force. You should also generally mention DStorm earlier, maybe mixed into the second sentcne, as it's a factor that is both unique to Diancie and actually makes it an offensive force. You really need to sell the fact that it's a freaking spammable STAB 100 Base Power spread move that can beat just beat down on shit THAT ALSO gives it Def boosts. Also, when you mention DStorm Def boosts, I'd use a different term than "staying power" and also make the distinction that it's only against physical attackers.

When you mention Landorus-T, you don't really have to highlight that it gets outrun by Scarf. Like, duh that's a given it's a Scarf user. What you should definitely highlight is the fact that Choice Scarf Landorus-T is an omnipresent bitch. You should also remove the line: "Although it is outrun and beat by all common Choice Scarf users, Mega Diancie has a decent speed tier, with only a few threats that outrun it without a boost." Aside from the fact about its Speed which I already said earlier, this simply boils down to "this loses to faster things because it's frail" in effect which you can simply condense with the bit talking about its frailty. Keep the fact that it's a slow pre-Mega though!

Also you forgot to take into account Regular Diancie L O L. As much as it sucks, we kinda have to do that since it's in VRanks. We'll have to keep the set on-site, which is fine anyway. Just a few lines about it should suffice.

Moves
  • Diamond Storm is Mega Diancie's primary STAB move, and really catapults it to a high place in viability. Fluff, just tell what the move does. Simply saying that it's strong spammable spread stab that can give Def boosts would suffice. You can maybe include a bit saying it's an exclusive move.
SD
  • Naive should still be at least mentioned imo, to get more bang for your buck when it comes to Def boosts. It's not like those benchmarks are likely to actually happen considering Kyu-B and Tran are typically outrun and MDiancie's a Speed tie you may or may not want to risk.
  • Also you don't need to mention Clear Body as it's the only ability it has.
UT

Mega Diancie has never been about spamming DStorm for the Def boosts so your opening statement is kinda off. If anything, the Def boosts are merely very welcome bonuses. Hitting with DStorm is more about MDiancie being a strong-ass hoe. I also would omit the last line as, practically speaking, it's really just much more beneficial to just attack things at Mega forme even when there are opposing Intim users at bay.

TO

Most of these changes are just keeping in mind what's viable and thus good enough to recommend in this section.
  • Don't mention Competitive Milotic, it's not that great. Also, I'd move this to around last as this isn't that "recommended" as much as everything else; it's not really necessary, only luxury for a certain matchup.
  • Examples should be Talonflame and Heatran. Heatran not being here in the first place is kind of sad :(
  • You can probs remove Virizion and Serp and just put Ferro here instead. That thing still deals with Waters just fine.
  • Why Rotom-H and not Rotom-W wtf lol. Also, both do decent against Rotom-W so you don't have to mention that. Axe the "and many common choices are also immune to Ground-type attacks." bit too.
  • "Strong Dark-type teammates are greatly appreciated as checks to Steel-types such as Aegislash, Jirachi, and Mega Metagross." - Make the distinction of Dark-weak Steels. Bisharp and Hoopa-U aren't exactly hot counters for Ferro and Heatran, feel?
  • I'd rather you change where you put the parentheses bit when you mention scarf variants. I don't want ppl thinking Scarf Keldeo is a thing.
  • Axe Jirachi. It doesn't matter if they have good synergy or not, if it's not a setup anything it's not gonna get redirectors for a specific partner.
OO
  • Remove Room. Also, Rock Polish sucks lol and no one uses that, anyway.
C&C
  • Remember that this section also accounts for Reg Diancie. When you don't have to make the distinction between regular and Mega, just use Diancie. Adjust accordingly.
  • Mention Amoong instead of Mega Venu and regular Venu instead of Serperior. Make sure the examples are relatively high in the VRanks.
  • Take out the "most, if not all" part on Speed. Every relevant Scarfer I know outruns.
  • TR or Tailwind from the likes of what?
  • Add a burns tag and put here how regular Diancie gets bitched by it.
  • I know what you want to say but the way you phrased *Misc* kinda makes it out that Wide Guard only works when paired with certain things lol. Just say that Wide Guard blocks Diancie's most spammable move, watch out for its other moves, etc.
  • Add a utility moves tag and put Taunt in it oLo
Tag when implemented
 
ik u have megagross listed under speed and shit cuz bullet punch (psa bp gross is gay as fuck) but why the fuck is it not listed under typing advantage since it easily comes in on dual stabs and forces dansy out or fucks it up???????
 
add remove comments

[OVERVIEW]

Mega Diancie's movepool may be somewhat limited, but when backed by its high base Speed and attacking stats, the moves it gets are it is able to propel Mega Diancie to the forefront of the Doubles metagame. Mega Diancie achieves solid mixed attacking coverage between two strong STAB attacks, with Earth Power filling in many of the few holes that are left. Using that coverage, Mega Diancie can take out many relevant threats such as Hydreigon, Heatran, Keldeo, and Mega Charizard Y. Perhaps Mega Diancie's greatest asset is found in its primary STAB move, Diamond Storm, which has everything a Doubles Pokemon could want: high Base Power, high accuracy, and a helpful secondary effect that gives Mega Diancie some protection against physical attackers. Not only that, but Mega Diancie also has a superb ability in Magic Bounce, shielding it from moves that would otherwise severely hinder it such as Thunder Wave or Will-O-Wisp.

Unfortunately, a low HP stat backed by uninvested defenses and weaknesses to decently common types in Water and Ground defensive stats leaves Mega Diancie somewhat frail, especially as it's weak to decently common attacking types such as Water and Ground. More specifically, a weakness to the omnipresent Landorus-T's Earthquake makes it difficult for Mega Diancie to perform as well as it could otherwise. Diancie does possess a little bit of flexibility in that its base forme can operate as a Trick Room setter and possesses far more bulk than its Mega counterpart. Unfortunately, although Diancie's low base Speed is an asset for such sets, it holds Mega Diancie back by forcing it to Protect to Mega Evolve safely during Mega Evolution, reaching only 218 speed before the boost.

[SET]
name: Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Earth Power
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 208 Atk / 48 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm exclusive to Mega Diancie and (not relevant, if anything it should be mentioned in the overview) functions as its Mega Diancie's primary STAB move, dealing high-powered spread damage to both foes with a 50% chance to raise Mega Diancie's Defense stat for each foe it hits. These boosts can allow Mega Diancie to avoid getting revenge killed, most notably surviving a Landorus-T Earthquake after one Defense boost. With Diamond Storm, Mega Diancie can take out Fire-, Flying-, and Ice-types such as Mega Charizard Y, Zapdos, and Kyurem-B with nearly perfect accuracy. Moonblast stands as a solid option for Mega Diancie's secondary STAB attack, helping it cover many threats that Diamond Storm cannot, including the common Fighting-, Dark-, and Dragon-types such as Keldeo, Hoopa-U, and Latios. Earth Power rounds out Mega Diancie's fantastic coverage, hitting Steel- and Rock-types such as Heatran, Bisharp, and opposing Mega Diancie that would otherwise shrug it off. Protect is a staple move in Doubles, allowing Mega Diancie to stall out various field conditions or shield itself while a threat is eliminated by its partner. It also importantly because it allows Mega Diancie to safely gain its full base 110 Speed.

Set Details
========

Maximum investment in Speed and a boosting nature are needed to outrun many significant threats such as Keldeo, Salamence, and Mega Gardevoir, as well as Speed tie with opposing base 110s such as Gengar and Latios. 48 Special Attack EVs are used to guarantee an OHKO on Bisharp with Earth Power, with the remaining EVs placed in Attack to boost the power of Diamond Storm as much as possible. A Hasty nature is typically chosen over a Naive one, as its lowered Defense stat can be remedied by Diamond Storm boosts. This also allows Mega Diancie to survive an Earth Power from Kyurem-B, Heatran, or opposing Mega Diancie. However, Naive is an option to take more advantage of Diamond Storm boosts. A more specially-based spread, using 56 Atk / 200 SpA / 252 Spe, is an option to guarantee the 2HKO on Mega Kangaskhan with Moonblast. However, this sacrifices lots of power for a lot of Diamond Storm's power, which is the move Mega Diancie will be using a majority of its time on the field.

Usage Tips
========

In general, Mega Diancie should use Diamond Storm in order to deal the most damage possible to the opposing team, filling in any gaps in Diamond Storm's coverage with its other attacks. Protect should be used Mega Diancie's first turn out a majority of the time, since its base form only hits 218 speed, leaving it slower than most of the metagame. This turn of Protect allows Mega Diancie to Mega Evolve safely and gain not only its full Speed, but also the useful Magic Bounce. Mega Diancie works quite well as a lead, avoiding any Intimidate Attack drops coming from pupular leads thanks to Clear Body from the opponent and using Magic Bounce to deal with many common disruption tactics after it has Mega Evolved. Since Mega Evolution happens after any Pokemon are switched, Mega Diancie is also able to avoid Intimidate from a Pokemon that switches in on the turn it Mega Evolves. With that in mind, Mega Diancie works at any point in of the game, either opening up and clearing the path for a teammate to clean or doing so itself in the mid- to lategame. If Mega Diancie absolutely needs to survive a hit and attack back on its first turn on the field, it can postpone Mega Evolution to stay in its base forme, which has significantly higher defenses. This extra bulk is particularly notable when facing Trick Room teams, as it is not so necessary to get the boost in Speed provided by Mega Evolving Evolution, and it can mean the difference between surviving to the end of Trick Room's duration and being knocked out.

Team Options
========

Fire-types such as Talonflame, Heatran, and Volcarona beat many of the Grass- and Steel-types such as Ferrothorn, Aegislash, and Venusaur that scare out Mega Diancie. Grass-types such as Breloom and Ferrothorn can remove Water-types for Mega Diancie, resist its weakness to Ground-type moves, and appreciate the removal of Flying-types. Similarly, Electric-types such as Rotom-W and Thundurus do well against Water-types. Grass- and Electric-types also help ease Mega Diancie's otherwise difficult rain matchup. Strong Dark-type teammates are greatly appreciated as checks to Dark-weak Steel-types such as Aegislash, Jirachi, and Mega Metagross; (SC) some examples include Hoopa-U, Bisharp, and Hydreigon. Bisharp also has the advantage of discouraging Intimidate users from switching in with its Defiant ability. They also have the benefit of threatening bulky Psychic- and Ghost-types such as Jellicent and Cresselia that can practically ignore Mega Diancie thanks to their solid bulk (I guess?). Anything that beats Landorus-T is much appreciated as a teammate by Mega Diancie, including Kyurem-B (especially Choice Scarf variants) and Keldeo. Similarly, a teammate such as Kyurem-B and Raikou that can take care of Thundurus is much greatly appreciated, as fast sets with Flash Cannon outrun and OHKO Mega Diancie. Some options include Kyurem-B and Raikou. Dragon-types, including Hydreigon and Salamence, benefit from Mega Diancie's ability to beat opposing Dragon-types without fearing their moves in return, and they also act as a solid switch-ins (add hyphen) to Water- and Grass-type attacks. They also typically perform well against rain teams, which are one of Mega Diancie's weakest matchups. Steel-types have decent synergy with Mega Diancie, mostly appreciating the removal of Fire-types that Mega Diancie is so good at. Aegislash in particular is a great partner worth nothing, as it can carry Wide Guard to protect Mega Diancie from Muddy Water or Earthquake and take care of Jirachi or Mega Metagross.

[STRATEGY COMMENTS]
Other Options
=============

Substitute allows Mega Diancie to ignore Intimidate as well as take any one hit and retaliate, and it also becomes decently difficult to break if Mega Diancie accrues many Defense boosts. Hidden Power Ice allows Mega Diancie to take out one of its greatest foes in Landorus-T, usually on the switch or with Tailwind support. However, those three choices all force Mega Diancie to drop either Moonblast or Earth Power, leaving it hard-stopped by either Fighting- or Steel-types such as Keldeo, Virizion, and Aegislash.

Checks and Counters
===================

**Typing Advantage**: Any Steel-types that are not OHKO'd OHKOed by Earth Power, such as Aegislash, Mega Metagross, Ferrothorn, or Jirachi, are solid answers to Mega Diancie, as they can switch in on either STAB and OHKO it comfortably. Especially bulky or fast Water- and Grass-types also give Diancie trouble, including Suicune, Amoonguss, Kingdra, and Venusaur, as they either outspeed and KO Mega Diancie or tank an attack and KO it.

**Speed Faster Pokemon**: Choice Scarf users can reliably outspeed and (OH?)KO Mega Diancie, including Landorus-T through Earthquake, Kyurem-B or Genesect using Iron Head, and Rotom-W with Hydro Pump. Some naturally fast Pokemon, such as Deoxys-A, Mega Aerodactyl, Flash Cannon Thundurus, and Steel Wing Talonflame outspeed Mega Diancie and take it out. Diancie is also weak to Bullet Punch users such as Mega Metagross, as the attack outprioritizes any of Mega Diancie's options and easily OHKOes it, assuming that Mega Diancie doesn't have too many Defense boosts.

**Speed Control**: Although Mega Diancie is immune to Thunder Wave through Magic Bounce, (RC) or Icy Wind if it stays in its base forme, both Trick Room, from threats such as Cresselia or Jellicent, and Tailwind, from Suicune or Talonflame, (AC) take away Mega Diancie's Speed advantage, leaving it almost unsalvageably frail.

**Intimidate and Burns**: Will-O-Wisp is conveniently avoided due to Magic Bounce, but Intimidate users such as Landorus-T and Gyarados can weaken Mega Diancie's main attacking move, leaving it considerably less threatening. Regular Diancie, as it is lacking Magic Bounce, also has to fear Will-O-Wisp, which not only cuts its Attack but also lowers its longevity to be able to set Trick Room (I see no Trick Room anywhere...?).

**Utility**: Taunt users such as Gengar and Keldeo prevent base-forme Diancie from setting Trick Room, which is its main role. (This is Mega Diancie, not regular Diancie? And there is no mention of anything that regular diancie does nor does it have any dedicated set or even slash, so what's the purpose of this paragraph?)

**Miscellaneous Wide Guard**: Wide Guard users such as Conkeldurr and Aegislash prevent Diancie's best move from being succesfull, and they are commonly used beside Rock-weak teammates due to the prevalence of Rock Slide.
1/2
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Implemented, thank you!

Regular Diancie was recently written up as a single set, so that set will be added to this analysis when I upload. Sorry for the confusion there, I'll add a note stating where regular Diancie's set will be inserted. Also, Doubles has our own set of specific Checks and Counters tags that are acceptable, so I'm going to leave the original names.
 
Implemented, thank you!

Regular Diancie was recently written up as a single set, so that set will be added to this analysis when I upload. Sorry for the confusion there, I'll add a note stating where regular Diancie's set will be inserted. Also, Doubles has our own set of specific Checks and Counters tags that are acceptable, so I'm going to leave the original names.
I'm no site staff nor qc whatsoever but what's the point of not writing the two analyses as one so that we don't """"waste""" additional qc/gp checks? From what I see on the site Diancie has already an analysis, which includes this same exact set and an additional Trick Room one, as you seem to suggest, so technically this is a full revamp? And besides this, an additional reason to write the full analysis altogether instead of separating it. If only the attacking seat is meant to be rewritten, then this should be specified and the analysis structured accordingly.
Also taking this from the "Doubles C&C Guide":
  • **Speed**: If the analyzed Pokemon is frail or vulnerable, list threats with a higher base Speed, use a Choice Scarf, use Priority attacks, or have Speed Boost as an ability that can cripple or KO the analyzed Pokemon before it has a chance to act. Most of these Pokemon will not have safe switch-ins so they will be listed as checks.
Well I don't mean to sound condescending or anything but there is not so much right with this part, as "Speed" is vague and could refer to other formes of speed control such as Trick Room and paralysis, but I see that you already have another tag for that, and I agree with this. But I don't agree at all on including priority under this category, as it is, in fact, not speed but priority, so why not having yet another separate tag or category? Note that in Mega Diancie's case I agree on regrouping these two because it is specifically weak to Bullet Punch only, so there is no point in dedicating an entire paragraph to this move only, but when a Pokemon has multiple (2 to 4) sets it might make sense to have multiple paragraphs as well. Another thing that I really don't like is having these generic tags like "Speed" and "Miscellaneous"; maybe a Pokemon is only weak to one specific threat, then why not directly mention it? This might be a bit subjective because I am all for being specific when writing anlyses, especially when mentioning checks and counters, but there is really no point in having these mandatory tags to use. There is certainly room to use them; for example, Kangaskhan's analysis has something like 8-9 lines written under "Miscellaneous", so regrouping them under the same tag might be beneficial, but in this specific case why not directly write "Wide Guard" when this is literally the only thing mentioned? It makes no sense in my opinion, and no other tier has this system as far as I know. Just an outsider's point of view.
 
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for the record i agree with haund on the checks / counters tags (not on not splitting the analysis writeup because there can be plenty of legit reasons for that happening) and have been thinking of bringing this up with memo / tree for some time now, i can pm you guys with my points / make a post in the c&c guide / whatever you guys want?

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Mega Diancie's movepool may be somewhat limited, but when backed by high base Speed and attacking stats, it is able to propel Mega Diancie to the forefront of the Doubles metagame. Mega Diancie achieves solid mixed attacking coverage between two strong STAB attacks, with Earth Power filling in many of the few holes that are left. Using that coverage, Mega Diancie can take out many relevant threats such as Hydreigon, Heatran, Keldeo, and Mega Charizard Y. Perhaps Mega Diancie's greatest asset is found in its exclusive primary STAB move, Diamond Storm, which has everything a Doubles Pokemon could want: high Base Power, high accuracy, and a helpful secondary effect that gives some protection against physical attackers. Not only that, but Mega Diancie also has a superb ability in Magic Bounce, shielding it from moves that would otherwise severely hinder it such as Thunder Wave or Will-O-Wisp.

Unfortunately, a low HP stat backed further offset by uninvested defenses and weaknesses to decently common types in Water and Ground leaves Mega Diancie somewhat frail. (AP) More specifically, a weakness to the omnipresent Landorus-T's Earthquake makes it difficult for Mega Diancie to perform as well as it could otherwise. Diancie does possess a little bit of flexibility in that its base forme can operate as a Trick Room setter and possesses far more bulk than its Mega counterpart. Unfortunately, although Diancie's low base Speed is an asset for such sets, it holds Mega Diancie back by forcing it to Protect to Mega Evolve safely, reaching only 218 speed before the boost.

[SET]
name: Mixed Attacker
move 1: Diamond Storm
move 2: Moonblast
move 3: Earth Power
move 4: Protect
item: Diancite
ability: Clear Body
nature: Hasty
evs: 208 Atk / 48 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Diamond Storm functions as Mega Diancie's primary STAB move, dealing high-powered significant (damage doesn't have power, the attack does) spread damage to both foes with a 50% chance to raise Mega Diancie's Defense stat for each foe it hits. These boosts can allow Mega Diancie to avoid getting revenge killed, most notably surviving a Landorus-T Earthquake after one Defense boost. With Diamond Storm, Mega Diancie can take out Fire-, Flying-, and Ice-types such as Mega Charizard Y, Zapdos, and Kyurem-B with nearly perfect accuracy. Moonblast stands as a solid option for Mega Diancie's secondary STAB attack, helping it cover many threats that Diamond Storm cannot, including the common Fighting-, Dark-, and Dragon-types such as Keldeo, Hoopa-U, and Latios. Earth Power rounds out Mega Diancie's fantastic coverage, hitting Steel- and Rock-types such as Heatran, Bisharp, and opposing Mega Diancie that would otherwise shrug it off. Protect is a staple move in Doubles, allowing Mega Diancie to stall out various field conditions or shield itself while a threat is eliminated by its partner. It also importantly because it allows Mega Diancie to safely gain its full base 110 Speed.

Set Details
========

Maximum investment in Speed and a boosting nature are needed to outrun many significant threats such as Keldeo, Salamence, and Mega Gardevoir, as well as Speed tie with opposing base 110s such as Gengar and Latios. 48 Special Attack EVs are used to guarantee an OHKO on Bisharp with Earth Power, with the remaining EVs placed in Attack to boost the power of Diamond Storm as much as possible. A Hasty nature is typically chosen over a Naive one, as its lowered Defense stat can be remedied by Diamond Storm boosts. This also allows Mega Diancie to survive an Earth Power from Kyurem-B, Heatran, or opposing Mega Diancie. However, Naive is an option to take more advantage of Diamond Storm boosts. A more specially based (RH) spread, using 56 Atk / 200 SpA / 252 Spe, is an option to guarantee the 2HKO on Mega Kangaskhan with Moonblast. However, this sacrifices a lot of Diamond Storm's power, which is the move Mega Diancie will be using a majority of its time on the field.

Usage Tips
========

In general, Mega Diancie should use Diamond Storm in order to deal the most damage possible to the opposing team, filling in any gaps in Diamond Storm's coverage with its other attacks. Protect should be used Diancie's first turn out a majority of the time, since it then only hits 218 Speed, leaving it slower than most of the metagame. This turn of Protect allows Diancie to Mega Evolve safely and gain not only its full Speed (RC) but also the useful Magic Bounce. Diancie works quite well as a lead, avoiding any Intimidate Attack drops coming from popular leads thanks to Clear Body and using Magic Bounce to deal with many common disruption tactics after it has Mega Evolved. Since Mega Evolution happens after any Pokemon are switched, Diancie is also able to avoid Intimidate from a Pokemon that switches in on the turn it Mega Evolves. With that in mind, Mega Diancie works at any point of the game, either opening up and clearing the path for a teammate to clean or doing so itself in the mid- to or late-game. (AH) If Mega Diancie absolutely needs to survive a hit and attack back on its first turn on the field, it can postpone Mega Evolution to stay in its base forme, which has significantly higher defenses. This extra bulk is particularly notable when facing Trick Room teams, as it is not so necessary to get the boost in Speed provided by Mega Evolving, and it can mean the difference between surviving to the end of Trick Room's duration and being knocked out.

Team Options
========

Fire-types such as Talonflame, Heatran, and Volcarona beat many of the Grass- and Steel-types such as Ferrothorn, Aegislash, and Venusaur that scare out Mega Diancie. Grass-types such as Breloom and Ferrothorn can remove Water-types for Mega Diancie, resist its weakness to the Ground-type moves it's weak to, and appreciate the removal of Flying-types. Similarly, Electric-types such as Rotom-W and Thundurus do well against Water-types. Grass- and Electric-types also help ease Mega Diancie's otherwise difficult rain matchup. Strong Dark-type teammates are greatly appreciated as checks to Dark-weak Steel-types such as Aegislash, Jirachi, and Mega Metagross; some examples include Hoopa-U, Bisharp, and Hydreigon. Bisharp also has the advantage of discouraging Intimidate users from switching in with its Defiant ability. They also have the benefit of threatening bulky Psychic- and Ghost-types such as Jellicent and Cresselia that can practically ignore Mega Diancie thanks to their solid bulk. Anything that beats Landorus-T is much appreciated as a teammate by Mega Diancie, including Kyurem-B (especially Choice Scarf variants) and Keldeo. Similarly, a teammate such as Kyurem-B and or Raikou that can take care of Thundurus is greatly appreciated, as fast sets with Flash Cannon outrun and OHKO Mega Diancie. Dragon-types, including Hydreigon and Salamence, benefit from Mega Diancie's ability to beat opposing Dragon-types without fearing their moves in return, and they also act as a solid switch-ins to Water- and Grass-type attacks. They also typically perform well against rain teams, which are one of Mega Diancie's weakest matchups. Steel-types have decent synergy with Mega Diancie, mostly appreciating the removal of Fire-types that Mega Diancie is so good at. Aegislash in particular is a great partner, as it can carry Wide Guard to protect Mega Diancie from Muddy Water or Earthquake and take care of Jirachi or Mega Metagross.

[Trick Room setter Diancie goes here]

[STRATEGY COMMENTS]
Other Options
=============

Substitute allows Mega Diancie to ignore Intimidate as well as take any one hit and retaliate, and it also becomes decently difficult to break if Mega Diancie accrues many Defense boosts. Hidden Power Ice allows Mega Diancie to take out one of its greatest foes in Landorus-T, usually on the switch or with Tailwind support. However, those three choices all force Mega Diancie to drop either Moonblast or Earth Power, leaving it hard stopped (RH) by either Fighting- or Steel-types such as Keldeo, Virizion, and Aegislash.

Checks and Counters
===================

**Typing Advantage**: Steel-types that are not OHKOed by Earth Power, such as Aegislash, Mega Metagross, Ferrothorn, or and Jirachi, are solid answers to Mega Diancie, as they can switch in on either STAB move and OHKO it comfortably. Especially bulky or fast Water- and Grass-types also give Diancie trouble, including Suicune, Amoonguss, Kingdra, and Venusaur, as they either outspeed and KO Mega Diancie or tank an attack and KO it.

**Speed**: Choice Scarf users can reliably outspeed and OHKO Mega Diancie, including Landorus-T through Earthquake, Kyurem-B or Genesect using Iron Head, and Rotom-W with Hydro Pump. Some naturally fast Pokemon, such as Deoxys-A, Mega Aerodactyl, Flash Cannon Thundurus, and Steel Wing Talonflame outspeed Mega Diancie and take it out. Diancie is also weak to Bullet Punch users such as Mega Metagross, as the attack outprioritizes any of Mega Diancie's options and easily OHKOes it, assuming that Mega Diancie doesn't have too many Defense boosts.

**Speed Control**: Although Mega Diancie is immune to Thunder Wave through Magic Bounce or and non-Mega Diancie is immune to Icy Wind's Speed drops if it stays in its base forme, both Trick Room, from threats such as Cresselia or Jellicent, and Tailwind, from Suicune or Talonflame, take away Mega Diancie's Speed advantage, leaving it almost unsalvageably frail.

**Intimidate and Burns**: Will-O-Wisp is conveniently avoided due to Magic Bounce, but Intimidate users such as Landorus-T and Gyarados can weaken Mega Diancie's main attacking move, leaving it considerably less threatening. Regular Diancie, as it is lacking Magic Bounce, has to fear Will-O-Wisp, which not only cuts its Attack but also lowers its longevity to be able to set Trick Room.

**Utility**: Taunt users such as Gengar and Keldeo prevent base-forme Diancie from setting Trick Room, which is its main role.

**Miscellaneous**: Wide Guard users such as Conkeldurr and Aegislash prevent Diancie's best move from being succesful, and they are commonly used beside Rock-weak teammates due to the prevalence of Rock Slide.
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I'm no site staff nor qc whatsoever but what's the point of not writing the two analyses as one so that we don't """"waste""" additional qc/gp checks? From what I see on the site Diancie has already an analysis, which includes this same exact set and an additional Trick Room one, as you seem to suggest, so technically this is a full revamp? And besides this, an additional reason to write the full analysis altogether instead of separating it. If only the attacking seat is meant to be rewritten, then this should be specified and the analysis structured accordingly.
When the first Diancie analysis was written, the only set was the Mega Attacker set. Then, somewhat recently, Stratos wrote up a single-set analysis of base-form Diancie as a Trick Room setter and attacker. I was looking through that complete analysis and a fair amount of the information was outdated or incorrect in every part of the analysis except that one specific set. Since Memoric and I were totally fine with the state of that set's analysis, we figured it would be easier to just revamp everything around it. I know this might not be common practice or anything but that was our reasoning behind it, I hope that makes a little bit more sense.

Also, if you'd like to be included in the conversation that TDP started with Memoric and I regarding Checks and Counters tags, I'd be happy to have more opinions so just let me know and I'll add you in. Sorry for all the confusion, and thanks for following up on my initial response.
 
Thank you, implemented! Just in case, I'm going to defer uploading this for now, pending any decisions that may be made re:C&C Tags.
 
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