NOTE: Original thread deleted, now reposted due to a mislabeling causing it to fall into inactivity.
Okay, I'll make this short:
Backstory - This team is based around one I made in my game based on the one I made in ORAS OU when the mega stats were leaked. The team there was made mostly with countering that Mega Salamence team every other person was oh so annoyingly running (when a normal mega become S-rank in ubers, you know it's broken) in mind.
Anyways, here:
Here's my lovely warrior lady, and my favorite mega (barring Mega Mawile).
Diancie @ Diancite
Ability: Clear Body
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Diamond Storm
- Rock Polish
- Moonblast
- Earth Power
This is the current Diancie I'm using, the original was:
Diancie @ Diancite
Ability: Clear Body
Shiny: no
EVs: 208 Atk / 48 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Earth Power
- Rock Polish
- Moonblast
But I found the current one more optimized. Is the first better? Also, on another topic, is Weakness Policy Diancie a thing? I mean, give the second a Weakness Policy while it uses Rock Polish, and you could have a damn frightening situation to deal with, though more EV's would probably go to HP. The purpose of Diancie is to set up a Rock Polish before or after mega-evolving and hopefully sweep from there. After Mega evolving, she becomes the main way of deterring status and entry hazards, switching into most of these threats to deflect them and hopefully gain momentum.
Soren (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Flying's my favorite type, and this guy's my third favorite flying type. This set works well as utility. He's a carry over from my Flying OU monotype team. A bit of a special wall, his main use is his utility in Knock Off, powerful attacks in Focus Blast and Hurricane, and his ability to get momentum with U-turn. A great pivot and utility to the team, he always helps get things rolling in my favor.
SuperRobot() (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hidden Power [Fire]
- Thunder
- Flash Cannon
- Volt Switch
The guy's practically mandatory when using something like Diancie, though is there a better set I can run (that doesn't just involve switching Thunder for Thunderbolt and nothing else)? But yeah, he's basically here for trapping and dealing with those Steel-types that destroy Diancie, excluding Excadrill and Megagross. If caught in a bad situation, he can provide a slow pivot with Volt Switch to get an ally into battle.
Also, is it just me, or does this look like the chest of a robot? I've always imagined building a robot out of the Magnemite and Voltorb lines, ever since I was a kid.
Jem (Sableye) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Will-O-Wisp
- Taunt
- Confuse Ray
Originally for Prankster-Wisping MegaMance, I found she works surprisingly well, despite her bulk. Special wall (a bit), she's here to spread burns, taunt walls, and confuse foes, all the while staying healthy with Recover. Excellent utility for the team.
Ice Ice Vader (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Iron Head
- Fusion Bolt
- Ice Beam
Surprise attacks! This guy's faster than most would expect (not many expect a Choice Scarf), and gets to OHKO opposing Landorus-T leads 9/10 times (the other 1 time being when they actually switch out). I swear to Arceus the only reason Kyurem-Black doesn't get Ice Punch is because normal Kyurem has those dumb T-Rex arms. But, nonetheless, Ice Ice Vader is excellent at ripping new ones in everything he comes across. Really, his Choice Scarf rarely ever fails to get the drop on my foes, and he tears a new one in pretty much everything he comes across, 3 hit KOing most things at the very worst.
Okay, new info:
Derp-chan (Slowbro) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Slack Off
- Thunder Wave
- Scald
- Psyshock
She's here to be a physical wall and to spread burns and paralysis. She can stall out powerful foes and slow down faster threats to the team. Plus she's the only thing stopping Megagross from curb-stomping the team.
For calcs:
252 Atk Tough Claws Mega Metagross Thunder Punch vs. 252 HP / 232+ Def Slowbro: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Tough Claws Mega Metagross Grass Knot (80 BP) vs. 252 HP / 24 SpD Slowbro: 186-220 (47.2 - 55.8%) -- 22.3% chance to 2HKO after Leftovers recovery
While that's pretty dangerous, Derp-chan should be able to hold out, hopefully dealing a Paralysis or Burn to the Megagross, crippling it, before being beaten, if it can be. Derp-chan is probably the most important member of the team, since she keeps it from being steam-rolled by several prominent Pokemon.
What I used to use instead of Derp-chan:
Ecchi (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Acid Spray
- Ice Beam
- Scald
- Rapid Spin
Ecchi was something I was testing, unfortunately, I realized that while the Rapid Spin was helpful, I needed a better physical tank to keep Megagross from tearing my team a new one, especially since Ecchi was weak to Earthquake.
Megapedo (Sharpedo) (F) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Waterfall
- Crunch
- Poison Jab
While Megapedo was VERY, VERY, VERY helpful in many cases, it wasn't so good for the team as a whole, adding another Fighting weakness, so I needed something that resisted Fighting, and had Water-type coverage (and wasn't Slowbro, I have a separate team for that I'm still building).
So, all in all, how is it? This is my first OU team for ORAS, and I only made one before for XY which is when I started battling competitively.
The main problem this team faces is it has some difficulty handling Megagross, and certain Talonflame sets, but, other than that, it performs very well in Showdown.
Although Megapedo isn't there any more, the team still has three Pokemon who normally carry mega stones, so that can help with playing mind games and what not.
Any suggestions? There are some things I probably can't change due to some severe OCD, but I'll take what I can get.
Okay, I'll make this short:
Backstory - This team is based around one I made in my game based on the one I made in ORAS OU when the mega stats were leaked. The team there was made mostly with countering that Mega Salamence team every other person was oh so annoyingly running (when a normal mega become S-rank in ubers, you know it's broken) in mind.
Anyways, here:

Here's my lovely warrior lady, and my favorite mega (barring Mega Mawile).
Diancie @ Diancite
Ability: Clear Body
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Diamond Storm
- Rock Polish
- Moonblast
- Earth Power
This is the current Diancie I'm using, the original was:
Diancie @ Diancite
Ability: Clear Body
Shiny: no
EVs: 208 Atk / 48 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Earth Power
- Rock Polish
- Moonblast
But I found the current one more optimized. Is the first better? Also, on another topic, is Weakness Policy Diancie a thing? I mean, give the second a Weakness Policy while it uses Rock Polish, and you could have a damn frightening situation to deal with, though more EV's would probably go to HP. The purpose of Diancie is to set up a Rock Polish before or after mega-evolving and hopefully sweep from there. After Mega evolving, she becomes the main way of deterring status and entry hazards, switching into most of these threats to deflect them and hopefully gain momentum.

Soren (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Flying's my favorite type, and this guy's my third favorite flying type. This set works well as utility. He's a carry over from my Flying OU monotype team. A bit of a special wall, his main use is his utility in Knock Off, powerful attacks in Focus Blast and Hurricane, and his ability to get momentum with U-turn. A great pivot and utility to the team, he always helps get things rolling in my favor.

Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Hidden Power [Fire]
- Thunder
- Flash Cannon
- Volt Switch
The guy's practically mandatory when using something like Diancie, though is there a better set I can run (that doesn't just involve switching Thunder for Thunderbolt and nothing else)? But yeah, he's basically here for trapping and dealing with those Steel-types that destroy Diancie, excluding Excadrill and Megagross. If caught in a bad situation, he can provide a slow pivot with Volt Switch to get an ally into battle.
Also, is it just me, or does this look like the chest of a robot? I've always imagined building a robot out of the Magnemite and Voltorb lines, ever since I was a kid.

Jem (Sableye) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Recover
- Will-O-Wisp
- Taunt
- Confuse Ray
Originally for Prankster-Wisping MegaMance, I found she works surprisingly well, despite her bulk. Special wall (a bit), she's here to spread burns, taunt walls, and confuse foes, all the while staying healthy with Recover. Excellent utility for the team.

Ice Ice Vader (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Iron Head
- Fusion Bolt
- Ice Beam
Surprise attacks! This guy's faster than most would expect (not many expect a Choice Scarf), and gets to OHKO opposing Landorus-T leads 9/10 times (the other 1 time being when they actually switch out). I swear to Arceus the only reason Kyurem-Black doesn't get Ice Punch is because normal Kyurem has those dumb T-Rex arms. But, nonetheless, Ice Ice Vader is excellent at ripping new ones in everything he comes across. Really, his Choice Scarf rarely ever fails to get the drop on my foes, and he tears a new one in pretty much everything he comes across, 3 hit KOing most things at the very worst.
Okay, new info:
Derp-chan (Slowbro) (F) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Slack Off
- Thunder Wave
- Scald
- Psyshock
She's here to be a physical wall and to spread burns and paralysis. She can stall out powerful foes and slow down faster threats to the team. Plus she's the only thing stopping Megagross from curb-stomping the team.
For calcs:
252 Atk Tough Claws Mega Metagross Thunder Punch vs. 252 HP / 232+ Def Slowbro: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Tough Claws Mega Metagross Grass Knot (80 BP) vs. 252 HP / 24 SpD Slowbro: 186-220 (47.2 - 55.8%) -- 22.3% chance to 2HKO after Leftovers recovery
While that's pretty dangerous, Derp-chan should be able to hold out, hopefully dealing a Paralysis or Burn to the Megagross, crippling it, before being beaten, if it can be. Derp-chan is probably the most important member of the team, since she keeps it from being steam-rolled by several prominent Pokemon.
What I used to use instead of Derp-chan:

Ecchi (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
- Acid Spray
- Ice Beam
- Scald
- Rapid Spin
Ecchi was something I was testing, unfortunately, I realized that while the Rapid Spin was helpful, I needed a better physical tank to keep Megagross from tearing my team a new one, especially since Ecchi was weak to Earthquake.

Megapedo (Sharpedo) (F) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Waterfall
- Crunch
- Poison Jab
While Megapedo was VERY, VERY, VERY helpful in many cases, it wasn't so good for the team as a whole, adding another Fighting weakness, so I needed something that resisted Fighting, and had Water-type coverage (and wasn't Slowbro, I have a separate team for that I'm still building).
So, all in all, how is it? This is my first OU team for ORAS, and I only made one before for XY which is when I started battling competitively.
The main problem this team faces is it has some difficulty handling Megagross, and certain Talonflame sets, but, other than that, it performs very well in Showdown.
Although Megapedo isn't there any more, the team still has three Pokemon who normally carry mega stones, so that can help with playing mind games and what not.
Any suggestions? There are some things I probably can't change due to some severe OCD, but I'll take what I can get.
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