Balanced Team ft Mega Pinsir

The Team -

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I had never tried Mega Pinsir before and after being torn apart by him I decided it was worth a shot. This currently has me a 90% win rate at an ELO around 1500-1600, the one loss being due to some horrible prediction on my behalf.
Team building process -
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Well, considering the team was built around him it's not too hard to fathom why he is here.
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Straight away I decided I needed a spinner, and of course I went to my favourite spinner in the tier. Offers a nice coverage of rock moves that may otherwise damage Pinsir and can provide rocks on his own to help Pinsir nab those OHKO's.
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It became increasingly obvious that I needed a fire type resistance, so I added Jellicent as I new what sort of core he could form with Gliscor. Jellicent also provides me with a way to absorb statuses and fighting moves, which could otherwise cause my team a lot of problems.
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Gliscor forms a fantastic defensive core to my team, partnering up with Jellicent fantastically. Allows me the ability to stall and help regain some control of matches that are otherwise slipping away, and his Earthquake with no investment is still surprisingly powerful.
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In need of another water and ice resistance, I came to the conclusion that a water typed special attacker is the way to go and immediately went to Greninja. When combined with life orb, its power, speed and coverage is just incredible and a nightmare to deal with for any team
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And finally I decided I needed another special sweeper without weaknesses to fire, ice or water. While Kingdra gave me resistances to all 3, the critdra set is too slow without sticky web support or needs rain so I went to my old reliable sweeper. Another useful fighting and ground immunity combined with sheer power.

In Depth Analysis -

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Pinsir
w/ Pinsirite

Mold Breaker --> Aerilate

Jolly, 252 Att / 252 Spe / 4 HP

* Swords Dance
* Frustration
* Quick Attack
* Earthquake

I cannot believe I didn't try this out before. After a Swords Dance there is very little in the meta that can actually counter this monster, tearing holes through teams that aren't prepared. Frustration is used on PS over return to screw over Ditto's that want to get in on the action and quick attack is there for priority. Earthquake is used over Close Combat as CC doesn't actually do that much more damage to the Pink Blobs than Frustration does and this combines nicely with mold breaker on regular Pinsir to help damage Rotom-W and other levitate abusers.

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Excadrill w/ Air Balloon

Mold Breaker

Adamant, 252 Att / 252 Spe / 4 HP

* Rapid Spin
* Stealth Rock
* Earthquake
* Iron head

By far and away my favourite spinner in the meta, being able do dish out very solid amounts of damage whilst still performing the roles of the hazard setter and remover. I chose to use SR on Excadrill over Gliscor as I wanted the extra moveslot on Gliscor for extra stally goodness. Earthquake offers a powerful STAB that when combined with Mold Breaker does huge amounts of damage to runaway washing machines and Iron Head provides a way to deal with fairies. Chose this set over the bulky one as I wanted another way of dealing large amounts of physical damage.

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Jellicent w/ Leftovers

Water Absorb

Calm, 252 HP / 36 Def / 220 SpD

* Will-O-Wisp
* Scald
* Shadow Ball
* Recover

This thing is criminally underused. An incredible special wall, capable of eating just about any special attack and being able to hit back decently with a base 85 Special Attack. Provides me crucial Ice and Fire resistances and a water immunity that could otherwise greatly damage my team and a fantastic way to eat statuses. Will-O-Wisp helps check physical threats that could otherwise muscle through Jellicent, while scald provides a lovely extra burn chance. Shadow Ball is for STAB and stops all things that resist water being able to cleanly set up on me. Recover allows me to recover (fantastic analysis, right?)

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Gliscor w/ Toxic Orb

Poison Heal

Impish, 252 HP / 184 Def / 72 Spe

* Protect
* Toxic
* Roost
* Earthquake

Can we just take a moment to appreciate that with this armoured devil bat, a moustachioed jellyfish and a spiky death mole this team has 3 of the coolest looking pokemon in the game? Gliscor forms an incredible core with Jellicent, complementing each other fantastically and a great way to try and restore balance to falling matches. Protect, toxic and roost provide a great way to wear down opponents whilst gaining health and earthquake is there for the stab, which is actually surprisingly powerful.

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Greninja w/ Life Orb

Protean

Timid, 252 SpA / 252 Spe / 4 HP

* Ice Beam
* Hydro Pump
* Dark Pulse
* Hidden Power - Fire

Amazingly, I have managed to never use Greninja on PS until this point and now I realise why everyone else was - this can punch holes through just about anything. Ice Beam with LO KO's a multiscale dragonite, while Hydro Pump and Dark pulse are the standard for good coverage. I have no idea why HP Fire isn't standard on Greninja's, allowing them to overcome common switch ins like Scizor and Ferrothorn, while catching other grass and ice types out.

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Gengar w/ Black Sludge

Levitate

Timid, 252 SpA / 252 Spe / 4 HP

* Substitute
* Sludge Wave
* Shadow Ball
* Thunderbolt

I barely ever see Gengar on PS and I don't know why. Even with no mega, this is still a thing to fear with ridiculously strong STABs in Sludge Wave and Shadow Ball, while thunderbolt is there as a great coverage move. I chose not to run Focus Blast as I can't stand the accuracy, while these 3 moves only leave me with 4 pokemon that resist them - the krook family and Diggersby, both of which are easily handled by my other pokemon
Importable -
Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- Rapid Spin
- Earthquake
- Stealth Rock

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Scald
- Will-O-Wisp
- Shadow Ball
- Recover

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Toxic
- Protect
- Roost

Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Ice Beam
- Hydro Pump
- Dark Pulse
- Hidden Power [Fire]

Gengar @ Black Sludge
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Substitute
- Shadow Ball
- Sludge Wave
- Thunderbolt
 
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