XY OU A Special Mega Pinsir Team

The reason why I call this a "special" team is because aside from Mega Pinsir, my team has no physical move threats; it's rather special attack based. So far I haven't run into many problems with it but of course, I am still up for any suggestions.


Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Return
- Quick Attack


What I love about Mega Pinsir over other Megas is his priority QA. It's great for sneaking in those quick kills. I try to save Pinsir for a late game sweep, and I'm not always seeking to mega evolve so quickly. This is so I don't have to worry about SR as much if I can't find an opportunity to defog. It's also so I can attempt to get a Moxie boost before sweeping so I don't have to burn a turn SD'ing up. Mega Pinsir is also a great Mega Venusaur counter.

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower


Clefable is great for Toxic/Burns because of Magic Guard. Flamethrower is there for those who think it's clever to switch a Steel type on Clefable. I'm considering investing more SpA to OHKO Excadrill, but at this point in time I'm still going max def. This Clefable set gets walled by Heatran.

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 HP
Bold Nature
- Defog
- Stealth Rock
- Whirlwind
- Brave Bird


Typical utility Skarmory, but with no means of healing. I keep it as a physical wall to set up rocks, get rid of hazards, and lure in physical attackers for that rocky helmet recoil. Brave Bird is on there so I have some offense on it. Whirlwind is there for hazing, and Justin Case situations where my opponent is setting up something. Skarmory compliments Clefable very well because it is immune to poison and giggles at Bullet Punch/Iron Head.

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Roost
- Draco Meteor
- Psyshock
- Defog


What's the point of 2 defoggers? Mega Pinsir doesn't like rocks. Latias can take Fire moves which Skarmory can't. Psyshock over Psychic to be able to dent eviolite Chansey (takes up about a 3rd of its health) and other specially defensive Pokemon. Draco is to hit things hard, obviously. However, I'm considering HP Ground for Heatran/Magnezone.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Rest


Specially defensive Rotom with Will-o-Wisp for those physical attackers. It's a pretty good scout. Resto-Chesto for longevity and Volt Switch to be annoying. This is what I have to take Heatran.

Greninja @ Expert Belt
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Scald
- Hidden Power [Fire]
- U-turn
- Ice Beam


I don't like Life Orb recoil so I went with Expert Belt instead since Greninja is usually hitting something for super effective damage with its beautiful coverage. I usually lead with Greninja, but sometimes lead with Rotom instead depending on the threats of the other team. HP Fire for Ferrothorn.

So this team really banks on wearing down the opponent long enough for Mega Pinsir or possibly Clefable to sweep. Once steel/poison threats are gone, Clefable is generally open for the calm mind sweep.
 
Hey there LEGOF, this is a pretty cool team you have here. It is well built, but I think I can suggest some changes to your sets to improve the performance of your team.

First off, set-up sweepers in general seem like a problem to your team. Once CharX gets one DD up, its basically good game, especially if the opponent has rocks up. Mega Gyarados and Mega Tyranitar are also big threats to your team, as once Skarmory is whittled, they plow through your team while you have no means at stpping them. For these reasons I think running Thundrus > Rotom-Wash and Ferrothorn > Skarmory would benefit your team. With priority Thunder Wave Thundurus functions as an emergency option for stopping opposing sweeps. With Rotom-W gone though, your team becomes very weak to Greninja and Kyurem-B. Specially Defensive Ferrothorn is a great answer to both of these pokes, as well as handling Gyarados, Tyranitar and Azumarill, and checking Gardevoir, all whom threats your team.

The rest of your team structure seems fine, as Clefable and Ferrothorn generally handles most theats. A the moment though, you dont really have a way of beating the generic stall-cores, as Quagsire hazes on Clefable, neutering it's sweep. Chansey isn't 2HKO'd by Moonblast with your current spread either. To patch this up, I suggest running a spread of 252 HP / 180 Def / 76 SpA. With 76 EVs in Special Attack you are able to always 2HKO Chansey at +6, as well as 2HKOing Quagsire most of the time, making Clefable a much better stallbreaker.

For Latias to be able to function as well as it should as a defoggers, it needs full Speed. To still maintain some bulk though, I suggest running an EV spread of 72 HP / 184 SpA / 252 Spe. This spread makes you hit a LO number, always OHKO Landorus with Draco Meteor after rocks, and still be able to switch into Landorus, Keldeo and CharY. When exchanging both Skarmory and Rotom-W, Excadrill may be hard to deal with. I think running Close Combat > Earthquake on Pinsir would be better, as Earthquake only really hit Aegislash, and with that banned, hitting Balloon Heatran and Excadrill, as well as opposing Rotom-W is more important.

Lastly, an optional change would be using Keldeo > Greninja, as having a great switchin to Heatran and Bisharp is very much needed on your team. This also gives you a second switchin to Mega Gyarados and Mega Tyranitar, makes them much less of a threat. Especially if paired with a trapper designed to deal with Ferrothorn they pose threats to your team, and having a good offesnive switchin never hurts.

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Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Superpower

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 180 Def / 76 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind


Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Roost
- Psyshock


Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Hope I helped :]
 
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