ORAS OU ORAS OU TEAM - Mega-Diancie

Hey guys it's me again for another ORAS OU team , hope you like and suggest any suggestions. So lets get started shall we!

Team -
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Mega-Diancie
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Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Mega-Diancie is the star of this team , this is where it all started. So I made my Mega-Diancie a SpA (everyone makes it a SpA). Some people make Mega-Diancie a little bulky but I have other mons that have better bulkiness. Moonblast , Earth Power is for STAB . Diamond Storm is to raise our Def because Mega-Diancie isn't good at Def , and DStorm has a chance to raise Def (50% of the time) , as it is already good in SpD why not Def. Protect is too see what might the opponent do to you , if they randomly have a supper-effective attack on Mega-Diancie, you never know. M-Diancie's job is to be a good Spatker sweeper.


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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Rotom-Wash is a great bulky mon which can take any hit very well. Here is my SpA bulky mon as my other mon is an Atk bulky mon. It is known for stalling mons and being really annoying. Will-O-Wisp is so much fun with this guy because he is bulky so he can take 1 hit while you can at least get 1 Will-O-Wisp on the mon. What's cool is that Will-O-Wisp halves the attack so if the mon is a Phys Atk maybe Rotom-Wash can even hit more hits. Hydro Pump is STAB. Volt Switch - Allows you to switch to another mon and do STAB damage. Will-O-Wisp is for weakening your opponent's mons. Rotom-Wash's main job is to weaken the team by Will-O-Wisp and take hits.


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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

Latios is a fast SpA mon or sometimes even a support on people's teams. My Latios has powerful STAB moves , with the Life Orb is does even more damage. It is a kind of a support you can say because of Defog. I gave it Defog so it can get rid of hazardous set ups so it won't damage my team or hurt it more. Draco Meteor is STAB. I gave it Pyshock instead of because of Psychic because it takes care of SpDef mon if I'm facing a SpDef mon and also it's STAB. Overall Latios is a SpA on my team. I also chose it because it is a good SpAtker mon. Latios's job is to be a good SpAtker and a little bit of support.



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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Garchomp is a great bulky / support mon. It is Defensive and it can set up rocks. Rocky Helmet + Rough Skin = Some damage because if a Physcal mon is destroying the team , at least you can weaken it with Rocky Helmet and Rough Skin. I usually lead with Garchomp because it has Stealth Rocks and I want to set the rocks as fast as I can. Earthquake is STAB . Since Garchomp is bulky it can at least take 1 hit (just like Rotom-Wash) you can get rid of threats or mons who are setting up with Swords Dance or Calm Minds. Fire Blast is for any Steel types, I didn't give it Fire Fang because Fire Blast does more damage. Garchomp's job is similar to Rotom-Wash's it's supposed to weaken the team by setting up rocks and taking hits.


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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash / Low Sweep
- Knock Off / Night Slash
- Swords Dance
- Ice Shard / Low Sweep

Weavile is a really fast PhysAtk mon. It can take out fast threats on my team. Weavile is very reliable when it comes to fast mons like Talonflame , M-Lopunny etc... With a Swords Dance up and Life Orb boost he can sweep. Icicle Crash is a good phys atk STAB move. Knock off is also a good STAB move and also can take off deadly items like RHelmet or annyoing items like Leftovers / Life Orb. I know Weavile is a fast mon but with Ice Shard it can take out M-Lopunny / Talonflame if the other mon is fast and also if their low hp you might take them out because they have bad defense. I chose Weavile because he's a Sweeper on my team and a fast mon.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Jirachi is a little bit of support just like my Latios but I made it a Phys Atker instead of a Special Attacker because it has better Phys moves then Special Atk moves. I gave it Choice Scarf so it can outspeed some average fast mons. But the main reason is for healing wish, I gave it healing wish so it can heal a good mon on my team like Weavile. Iron Head is STAB and with Serene Grace there is a 60% you might flinch the opponent's mon. U-Turn is to do some damage and then switch out , because it's fast usually it will go first. Fire Punch is a good move and you might have a chance to burn the enemy because of Serene Grace (20% of burning chance). Healing Wish is for when Jirachi is usless to the team and or if a good mon that can take your opponent's team really well is down.


Importable : http://pastebin.com/WNpLH4Q9


Threats :

M-Lopunny and Talonflame: These mons really fast mons if they have set ups it can be a problem.
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M-Sableye : He can taunt my mons so that means Rotom-Wash can't Will-O-Wisp and also it has Magic Bounce. M-Sableye can weaken my team by Will-O-Wisp-ing my team and if Weavile is burned it's technically gg. Also I don't have any moves that can get rid of status problems. (Heal Bell / Aromatherapy etc...)
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Thanx for looking at my team! Plis rate or make any suggestions to make it better!
 
when i was playing around with a few variations of this build both in theory and in practice, i found it to do pretty well in many match-ups which is obviously a good thing, but some issues did arise. the biggest problem that you could recognize from team preview is a fairly prominent threat, calm mind + thunder wave clefable; it finds set-up opportunities on 5/6 members of the build, while also being capable of crippling your only switch-in and way of breaking past it, scarfed jirachi. other various bulky steels such as mixdef / spdef skarmory and ferrothorn can get incredibly annoying to deal with by setting spikes on a majority of your members, but can be managed through lures like fire punch jirachi and hp fire latios. there are also a few smaller details that can be worked on, mainly referring to spreads.

first of all, i will be changing your mega diancie's spread to 252 atk / 252 speed / 4 spatk to help with a few of the problems mentioned above. this spread does an excellent job luring clefable's on more balanced builds, with managing to 2hko it a large amount of the time (88.3% chance). it not only removes clefable to help the rest of the build, especially weavile clean late-game with swords dance, but it also helps vs standard stallbreaker mew with stealth rocks up, which can easily taunt to prevent recovery, knock off for obvious reasons, as well as will-o-wisp to spread status, which your team doesn't deal with well at all. something notable to mention is that max attack diamond storm ohko's mega gardevoir as a roll in your favour, while guaranteeing the kill after rocks, which relieves pressure off of jirachi to beat it; this is especially considering mega gardevoir often gets paired with 'mons like tankchomp to bait in priority / physical attackers to wear them down. moonblast with 0 spatk investment still gets the ohko's and 2hko's that it needs to as well.

as for smaller spread changes, i'd definitely make latios 0 atk ivs to minimize confusion and foul play damage, as well as 29 hp ivs to hit a life orb number. on this build, the extra spdef evs on tankchomp aren't really mandatory, outspeeding bisharp / breloom and stuff lurking around this speed tier is far more important with a spread of 252 hp / 156 def / 100 spe (extra speed creep is always nice for stuff trying to outpace base 70's as well). i'm not sure about the slashes on your weavile set, but icicle crash / knock off / ice shard / sd is definitely optimal.
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although this would turn the build into something cbb recently used in spl, you can test out spikes thunder wave ferrothorn > scarf jirachi to keep up the form of speed control, but providing spikes to pressure the opposition is definitely beneficial towards weavile / mega diancie / latios.
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Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

OPTIONAL:

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Thunder Wave
- Iron Head
- Leech Seed

that's all from me for now, hope i could help and have a good day! n_n
 
You can use jirachi as specially defensive to use the paraflinch in the opposing team and jirachi can learn wish giving a excellent support for the team.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Wish
- Protect
 
Hey PhoenixBlade your team looks awesome and it does not really have any major flaws, however I do see some things you can potentially help this balance team.

First off, I would recommend using Rocky Helmet Landorus-T instead of Garchomp. This change is pretty simple, Landorus gives you a better EQ switch in for your Mega-Diancie, Intimidate + Rocky Helmet checks physical attackers just as well as Garchomp. However, the main reason for using Landorus over Garchomp is because of the u-turn support. U-turn is extremely helpful for your team, it gives Weavile, Diancie and Latios easier switch-ins, as well as making a volt-turn core with your Rotom-W/Magnezone. There really is no downside to using Landorus-T over Garchomp. It does not make you more weak to Water Types because all of the OU Water types already check Garchomp with Scald or Wil-O-Wisp anyways. Also as a side note if you think you don't need u-turn support then I would recommend using at least swords dance on Garchomp or Landorus-T. Diancie loves strong wallbreakers that can leave holes in the enemy's defense so Diancie can better sweep.


The next change I would recommend is Magnezone over Jirachi. Magnezone lets you check steel types and water types better for M-Diancie. I've noticed that defensive Manaphy 6-0s your team. It walls Diancie, Weavile, Garchomp, Rotom-Wash, and Jirachi. It also eats up a Draco from Latios at +1. Also Skarmory walls your team outside of Hp Fire Latios/Diancie, and if you chose to run HP-fire Diancie then Skarmory can easily get a clean OHKO with Iron Head. Magnezone also has a steel typing like Jirachi completing the Fairy, Steel, Dragon core you have here. You can run the choice specs set as a SpA wallbreaker to soften up special walls to help your Diancie clean late game, and you can run a choice scarf set to help Magnezone's awful speed and to use Magnezone as a revenge killer for slower mons/a better check to faster offensive water types. It is worth noting that if you chose to run Choice Specs, you may also run Analytic to further the wallbreaking potential and help even more with bulky water types.


The final option I would recommend for your team is Defensive Suicune. Your team desperately a win condition (because of how unreliably SD weavile is) and I thought Calm Mind Suicine would be an amazing choice. It is a nice bulky water type that checks many of the physical attackers that your team is weak too and it also checks many offensive water/ground types that your diancie is weak too. It is an almost perfect check to keldeo with all of keldeo's moves bar hp electric failing to 2HKO, Keldeo has the potential to 6-0 your team by spamming scald and switching out against Diancie and this gives you a better check to that. Not to mention scald is an amazing steel type check (bar ferrothorn, and magnezone) as most OU steel types hate burn. It also checks Weavile, Landorus-T, Talonflame, M-Sableye, non-SD Excadrill, and Metagross, as well as giving you a solid Unaware Clefable and Chansey check as Suicune will always 1v1 both of these mons with Pressure. I do realize that Suicune is generally very passive and lacks much offensive pressure, but I really feel like Rotom-W fails to check many of the physical attackers that can 2HKO it (because it cannot switch in) and I am assuming that this team is balance because of the OU tank chomp and defensive rotom-w core. As a final note for Suicune, defensive Manaphy does almost the same thing as Suicune but does not have the rest recover time because of Hydration so it is better it most ways, but rain really hinders your team.


252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 240 HP / 252+ Def Manaphy/Suicune: 142-168 (35.4 - 41.8%) -- 77.1% chance to 3HKO after Leftovers recovery
252 SpA Mega Diancie Moonblast vs. 240 HP / 12 SpD Manaphy/Suicune: 178-211 (44.3 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Rotom-W Volt Switch vs. 240 HP / 12 SpD Manaphy/Suicune: 156-186 (38.9 - 46.3%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Latios Draco Meteor vs. +1 240 HP / 12 SpD Manaphy/Suicune: 183-216 (45.6 - 53.8%) -- 2% chance to 2HKO after Leftovers recovery

252 SpA Choice Scarf Magnezone Thunderbolt vs. +1 240 HP / 12 SpD Manaphy/Suicune: 194-230 (48.3 - 57.3%) -- 46.5% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Magnezone Thunderbolt vs. +2 240 HP / 12 SpD Manaphy/Suicune: 240-284 (59.8 - 70.8%) -- guaranteed 2HKO after Leftovers recovery

Magnezone @ Choice Scarf/Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 244 Def / 8 SpD / 4/8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn/Swords Dance
- Stealth Rock

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Rain Dance

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rest
- Roar/Sleep Talk
- Calm Mind

Recap

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and Swords Dance/U-Turn

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Choice/Scarf/Specs

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I would recommend running u-turn over swords dance if you decide to use Choice Specs Mag and swords dance over u-turn if you decided to run choice scarf magnezone. Also you can run a more offensive spread on Landorus-T that looks something like this... which would let you have a bit a more power especially when choice scarf mag and defensive suicune are used.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 132 HP / 160 Atk / 216 Def /
Impish Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
 
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