Oh god...It's that guy with the Ambipom again. What's he doing now?
Haha. So what's up Smogoneers? It's been a long while since my "The Woman in Black" RMT launched back for the XY Meta. And MAN, has the game changed quite alot since then with just a few new Mega(s) and moves introduced...Amazing to say the least...
Anywho, I'm bringing to you guys a new team I literally just made last week and have used since then on Wi-Fi battles. So with the current meta-game being so ever changing what with everything be shifted here and there, I figured I'd contribute to making a new team with a new Mega; seeing as I'd been stuck on Mega Lopunny for the longest time. Diancie was a nice change of pace however, since she requires a bit more support to function efficiently. Seeing as she can effectively run a mixed set with 160/160 offenses and a base 110 speed tier, I decided to use her ability to outpace and destroy a large portion of Pokemon commonly used these days as opposed to using it as a TR set without a Mega Evo.
Anyway, the point of this team really started when I'd been using a TR team to help train my friend on the fundamentals of battling on WiFi and Diancie was brought into subject and debated upon for a while. Concluding with Mega Diancie reminding me personally of the White Queen from Alice in Wonderland. Simply because Diancie can be a bit of a diva figure when she pulls off her Mega Evo and hits like a truck. Oh...just a warning, but...I can begin to ramble...So without further delay, I introduce to you,
Diancie(White Queen) @ Diancite
Clear Body >>> Magic Bounce
Naive nature
EVs: 24 Atk/ 232 SAtk/ 252 Spd
- Diamond Storm
- Moonblast
- Earth Power
- Protect
Diancie is honestly a pretty fun Pokemon to use as my Mega. Protect has proven useful for scouting and allowing her to shoot off her turn to Mega Evolve without taking any previous damage from faster threats going from a base 50 Speed to 110 Speed tier. Her severe weakness to Steel types also allows me to scout out their immediate intentions from Turn 1. Ferrothorn leads are possibly the best since they try and predict a switch and end up setting hazards upon themselves. Diamond Storm allows me to smack everything slower and possibly nab the Defensive boost; if lucky. Moonblast is a greatly powerful STAB, allowing her to remove defensive Pokemon such as Mega Sableye, Latias & Mandibuzz and offensive Pokemon like non-scarfed Keldeo & Garchomp who'd otherwise seemingly threaten the team. Earth Power was debated for Hp-Fire, but lost once I realized just how useful it was to remove threats like Bisharp, Defensive Heatran, after a bit of prior damage, & Klefki. Aegislash require only a slight bit of prior damage to remove, which is dealt with easily if using the physical set since Rotom hard checks it. Psyshock was also considered for removing Venusaur and other Poison or Fighting type threats such as CM Keldeo, Conkeldurr, Gengar and Toxicroak. Diancie plays well with Garchomp since she can come in against Dragon type threats to him and remove them. Again, she and Rotom rely on Gengar and Talonflame to help remove threats like Venusaur if they become an issue.
Garchomp (Mad Hatter) @ Choice Scarf
Rough Skin
Jolly nature
EVs: 252 Atk/ 6 SDef/ 252 Spd
- Outrage
- Earthquake
- Poison Jab/ Iron Head
- Dragon Claw
Garchomp is a familiar face on almost all my teams since its previous gen unban. Its significant bulk and power made it an ideal revenge killer for Diancie. Coincidentally punishing physical attackers who come in on Diancie and expect to attack her until he switches in is quite useful. Resistances to Fire allow it to switch in to Heatran for Scizor, as well as Rotom and Talonflame depending on the situation at hand, and scare switch them away. Nonscarfed Garchomp are partially handled by Diancie when she can come in unexpectedly and safely, unless something falls fodder to it in place of her and Mad Hatter is brought to surface. Anything neutrally hit be Outrage is hit fairly hard enough to handle if Garchomp doesn't get the job done first; same as with Dragon Claw, which is used to get off some damage without the move-lock vulnerability. Earthquake is powerful STAB while also rounding off the team's coverage move cleanly against the current meta. Poison Jab is debated with Iron Head, although I enjoy the chance to cripple with Poison over the chance to flinch due to Mega Mawile being long Uber and gone...Anyway, either of them serve the same purpose in helping to remove Fairies from Garchomp's face while on the field. Azumarill was inspiration enough for me personally to run Poison Jab however.
Gengar (Cheshire) @ Life Orb
Levitate
Timid nature
EVs: 252 SAtk/ 6 Def/ 252 Spd
- Shadow Ball
- Sludge Wave
- Substitute
- Pain Split
Gengar is probably on of the most vital members of the team, being that he is immune to Ground type moves, which aids Diancie quite a bit, and can handle Venusaur along with help from Scizor quite effectively. Shadow Ball and Sludge Wave deal massive amounts of damage being dual STABs. Sludge Wave moreso due to its base power and it being godsend as an event move. Grass and Fairy type Pokemon are handled fairly easily with it. Ghost & Psychic types slower than Gengar are punished by Shadow Ball. SubSplit is an infamous combination when used on slower and faster Pokemon since he can sufficiently hurt himself in order to hurt more the opponent. Substitute serve as secondary scouting ability since Sucker Punch is quite popular among its checks. Gliscor that lack Knock Off and Ice Fang often finding this set quite annoying in the same sense of being trolled to death and being unable to touch him generally. An offensive set as such means Gengar can come in confidently ready to deal heavy damage to the opposing team at any time during the battle when the foe is either crippled by Rotom with burn or simply scared to take a hit in general from Gengar; allowing often a free Sub set up.
Talonflame (Lory) @ Sharp Beak
Gale Wing
Adamant nature
EVs: 252 Atk/ 6 SDef/ 252 Spd
- Brave Bird
- Flare Blitz
- U-Turn
- Roost
Talonflame is the team's secondary revenge killer along side Garchomp for Diancie, being able to easily remove threats such as Ferrothorn and Forretress from the field while needing to worry little about residual hazards on the switch in due to Scizor's ability to Defog them away. That being said, Talonflame's role is fairly self explanatory. Aside being able to remove threats, she serves as a lure for Pokemon such as Rotom and Heatran, which are thereafter scouted for their sets and removed accordingly. If anyone has an alternative set they feel can do well for the team, feel free to pitch one my way to try out. As it stands, Talonflame was originally filler but somehow expressed its worth on the team and showed that she is well deserved to be on it. U-turn is obviously there for scouting ability and Roost to heal off residual recoil during her onslaught.
Rotom-Wash (Absolem) @ Chesto Berry
Levitate
Bold nature
EVs: 252 Hp/ 232 Def/ 24 Spd
- Hydro Pump
- Volt Switch
- Will-o-Wisp
- Rest
Rotom is that Pokemon that basically everyone has used once to get rid of fire birds or metal lava pit dog...thing. Moral of this message being, here we have yet another typical Rotom-Wash set. I chose RestChesto due to the fact the I found Rotom constantly be annoyingly burned and poisoned while of this team. The one time instant recovery has done it nicely though, to my surprise. Physical attacks are often annoyed if not cripped by WoW almost every battle. Originally added to avoid being completely taken out by Azumarill and fried chicken...I mean Talonflame, Rotom has fit well on the team as a check to set up sweepers like SashSD Garchomp, WP Dragonite, Physical varianted Aegislash, Landorus, SD Scizor and occasionally Bisharp. Rotom also serves as a scout and gains momentum through the use of Volt Switch; which completes the notorious VoltTurn tactic with aid from the obvious partners Talonflame and Scizor.
Scizor (Dormouse) @ Leftovers
Technician
Adamant nature
EVs: 236 Hp/ 200 Atk/ 76 SDef
- Bullet Punch
- U-Turn
- Roost
- Defog
Scizor has been very useful to me in he past, so it was a pleasure to see him on another team I'd built. After having debated his EVs for a couple hours, I found that the listed EVs have done me fairly well. Well enough to survive to be completely honest. What was a Careful nature became Adamant for a boost in power seeing as to how rare it is that Venusaur carry HP-Fire these days without anything short of having Sun support. Even so, Venusaur fear everything Talonflame had to offer so what they couldn't do Scizor is exactly what Talonflame could do to them. Dual STABs in Bullet Punch and U-Turn while Defog serves an obvious purpose of removing hazards mid-to-late game. Roost was added over Swords Dance a while back to help Scizor heal off all residual damages from being switched into hazards and resisted attacks. So far, it's done great for the team and probably won't be changed for some time. As either a scout or a wall, the above set serves the purpose of mainly removing hazards while also taking out anything within reason if possible in the process.
Closing Statements:
Thus far the team has done decently in battle. I have noticed a bit of struggling during battle, thought it is very often situational concerns brought up in the duration of the battle. As said previously, this team is more used on Wi-Fi, however will be used on PS as soon as the kinks and fixable niches have been worked out. Any and all points, threats, and identifiable changes to the team's sets are accepted and welcomed. Although, please do not mention a threat in your rate if not suggesting how it can be fixed. Much appreciation to those who have read my RMT and I wish you all a good days rating.
Timid nature
EVs: 252 SAtk/ 6 Def/ 252 Spd
- Shadow Ball
- Sludge Wave
- Substitute
- Pain Split
Gengar is probably on of the most vital members of the team, being that he is immune to Ground type moves, which aids Diancie quite a bit, and can handle Venusaur along with help from Scizor quite effectively. Shadow Ball and Sludge Wave deal massive amounts of damage being dual STABs. Sludge Wave moreso due to its base power and it being godsend as an event move. Grass and Fairy type Pokemon are handled fairly easily with it. Ghost & Psychic types slower than Gengar are punished by Shadow Ball. SubSplit is an infamous combination when used on slower and faster Pokemon since he can sufficiently hurt himself in order to hurt more the opponent. Substitute serve as secondary scouting ability since Sucker Punch is quite popular among its checks. Gliscor that lack Knock Off and Ice Fang often finding this set quite annoying in the same sense of being trolled to death and being unable to touch him generally. An offensive set as such means Gengar can come in confidently ready to deal heavy damage to the opposing team at any time during the battle when the foe is either crippled by Rotom with burn or simply scared to take a hit in general from Gengar; allowing often a free Sub set up.
Talonflame (Lory) @ Sharp Beak
Gale Wing
Adamant nature
EVs: 252 Atk/ 6 SDef/ 252 Spd
- Brave Bird
- Flare Blitz
- U-Turn
- Roost
Talonflame is the team's secondary revenge killer along side Garchomp for Diancie, being able to easily remove threats such as Ferrothorn and Forretress from the field while needing to worry little about residual hazards on the switch in due to Scizor's ability to Defog them away. That being said, Talonflame's role is fairly self explanatory. Aside being able to remove threats, she serves as a lure for Pokemon such as Rotom and Heatran, which are thereafter scouted for their sets and removed accordingly. If anyone has an alternative set they feel can do well for the team, feel free to pitch one my way to try out. As it stands, Talonflame was originally filler but somehow expressed its worth on the team and showed that she is well deserved to be on it. U-turn is obviously there for scouting ability and Roost to heal off residual recoil during her onslaught.
Rotom-Wash (Absolem) @ Chesto Berry
Levitate
Bold nature
EVs: 252 Hp/ 232 Def/ 24 Spd
- Hydro Pump
- Volt Switch
- Will-o-Wisp
- Rest
Rotom is that Pokemon that basically everyone has used once to get rid of fire birds or metal lava pit dog...thing. Moral of this message being, here we have yet another typical Rotom-Wash set. I chose RestChesto due to the fact the I found Rotom constantly be annoyingly burned and poisoned while of this team. The one time instant recovery has done it nicely though, to my surprise. Physical attacks are often annoyed if not cripped by WoW almost every battle. Originally added to avoid being completely taken out by Azumarill and fried chicken...I mean Talonflame, Rotom has fit well on the team as a check to set up sweepers like SashSD Garchomp, WP Dragonite, Physical varianted Aegislash, Landorus, SD Scizor and occasionally Bisharp. Rotom also serves as a scout and gains momentum through the use of Volt Switch; which completes the notorious VoltTurn tactic with aid from the obvious partners Talonflame and Scizor.
Scizor (Dormouse) @ Leftovers
Technician
Adamant nature
EVs: 236 Hp/ 200 Atk/ 76 SDef
- Bullet Punch
- U-Turn
- Roost
- Defog
Scizor has been very useful to me in he past, so it was a pleasure to see him on another team I'd built. After having debated his EVs for a couple hours, I found that the listed EVs have done me fairly well. Well enough to survive to be completely honest. What was a Careful nature became Adamant for a boost in power seeing as to how rare it is that Venusaur carry HP-Fire these days without anything short of having Sun support. Even so, Venusaur fear everything Talonflame had to offer so what they couldn't do Scizor is exactly what Talonflame could do to them. Dual STABs in Bullet Punch and U-Turn while Defog serves an obvious purpose of removing hazards mid-to-late game. Roost was added over Swords Dance a while back to help Scizor heal off all residual damages from being switched into hazards and resisted attacks. So far, it's done great for the team and probably won't be changed for some time. As either a scout or a wall, the above set serves the purpose of mainly removing hazards while also taking out anything within reason if possible in the process.
Closing Statements:
Thus far the team has done decently in battle. I have noticed a bit of struggling during battle, thought it is very often situational concerns brought up in the duration of the battle. As said previously, this team is more used on Wi-Fi, however will be used on PS as soon as the kinks and fixable niches have been worked out. Any and all points, threats, and identifiable changes to the team's sets are accepted and welcomed. Although, please do not mention a threat in your rate if not suggesting how it can be fixed. Much appreciation to those who have read my RMT and I wish you all a good days rating.
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