Team Preview:
Team Building Process:
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Return
- Quick Attack
A fairly common set. SD setup to break walls.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Taunt / Hidden Power Ice
I choose Koko as the second mon cuz it cooperates well with Pinsir. Koko can threat most walls that can stop Pinsir, and it's equipped with ElecZ to break some bulky mons. There are some ground-type walls that can stop koko from Volt Switch, so I prefer U-turn. Taunt and HP Ice are both useful so I haven't decided which to choose as the last move.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 208 SpD / 32 Spe
Impish Nature
- U-turn
- Healing Wish / Thunder Wave
- Stealth Rock
- Iron Head
Here we need a bulky Steel Type which can stop Fairy/Psychic Types. Why Jirachi? It's a nice Rocker, and it supports the team with HW or Thunder Wave. U-turn makes it flexible. 32 Spe allows it to outspeed Tyranitar.
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Defog
- Earthquake
- Roost
- Toxic / Knock Off / Taunt
Since we have Pinsir, it's really important to keep the field clean. Glisor is a dependable defoger cuz it has strong viability and it's not afraid of most Rockers. It's specially defensive cuz it needs to switch in to Heatran and Electric Types. It also forms a defensive core with Jirachi. Now I use Toxic as the last move to chip mons like Zapdos that can't really get hurt by EQ. However, Taunt plays an important role to prevent opponent from stacking spikes or setting up, so I'm still considering about it.
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power Fire / Hidden Power Ice
Now the team is afraid of Water-Types, so AV Tangrowth is a suitable counter. I choose Rock Slide cuz I don't want to give a free switch-in to Volcarona and Charizard. HP Fire is useful to hit Ferrothorn and Kartana, but HP Ice can be much helpful when encountered with SpD Zygard, so I choose HP Ice atm.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Icy Wind
- Secret Sword
Finally we need a scarfer to raise team speed as well as deal with dancers. I'd rather use Keldeo than Protean Greninja cuz Keldeo is more bulky, so that it can always live after +1 Extreme Speed and wouldn't get too much hurt when switching in to mons like Heatran. Because Pinsir can revenge kill Volcarona , so there isn't much use to carry Stone Edge. When mons like Tangrowth or Magearna switch in to Keldeo, they can get chiped by a burn from Scald.
Threats:
Kyurem-Black and Blacephalon can both hurt the whole team. They can be difficult to deal with.
Zapdos is a little hard to break cuz it can stop Pinsir with this set, and this team doesn't have stable switch-in to it,
Conclusion:
Here is my Mega-Pinsir Balance. I hope you like it, and suggestions are all welcome!
Team Building Process:
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Return
- Quick Attack
A fairly common set. SD setup to break walls.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Taunt / Hidden Power Ice
I choose Koko as the second mon cuz it cooperates well with Pinsir. Koko can threat most walls that can stop Pinsir, and it's equipped with ElecZ to break some bulky mons. There are some ground-type walls that can stop koko from Volt Switch, so I prefer U-turn. Taunt and HP Ice are both useful so I haven't decided which to choose as the last move.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 208 SpD / 32 Spe
Impish Nature
- U-turn
- Healing Wish / Thunder Wave
- Stealth Rock
- Iron Head
Here we need a bulky Steel Type which can stop Fairy/Psychic Types. Why Jirachi? It's a nice Rocker, and it supports the team with HW or Thunder Wave. U-turn makes it flexible. 32 Spe allows it to outspeed Tyranitar.
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Defog
- Earthquake
- Roost
- Toxic / Knock Off / Taunt
Since we have Pinsir, it's really important to keep the field clean. Glisor is a dependable defoger cuz it has strong viability and it's not afraid of most Rockers. It's specially defensive cuz it needs to switch in to Heatran and Electric Types. It also forms a defensive core with Jirachi. Now I use Toxic as the last move to chip mons like Zapdos that can't really get hurt by EQ. However, Taunt plays an important role to prevent opponent from stacking spikes or setting up, so I'm still considering about it.
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power Fire / Hidden Power Ice
Now the team is afraid of Water-Types, so AV Tangrowth is a suitable counter. I choose Rock Slide cuz I don't want to give a free switch-in to Volcarona and Charizard. HP Fire is useful to hit Ferrothorn and Kartana, but HP Ice can be much helpful when encountered with SpD Zygard, so I choose HP Ice atm.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Icy Wind
- Secret Sword
Finally we need a scarfer to raise team speed as well as deal with dancers. I'd rather use Keldeo than Protean Greninja cuz Keldeo is more bulky, so that it can always live after +1 Extreme Speed and wouldn't get too much hurt when switching in to mons like Heatran. Because Pinsir can revenge kill Volcarona , so there isn't much use to carry Stone Edge. When mons like Tangrowth or Magearna switch in to Keldeo, they can get chiped by a burn from Scald.
Threats:
Kyurem-Black and Blacephalon can both hurt the whole team. They can be difficult to deal with.
Zapdos is a little hard to break cuz it can stop Pinsir with this set, and this team doesn't have stable switch-in to it,
Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Defog
- Earthquake
- Roost
- Toxic
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Return
- Quick Attack
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Scald
- Hydro Pump
- Icy Wind
- Secret Sword
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 244 HP / 208 SpD / 32 Spe
Careful Nature
- U-turn
- Healing Wish
- Stealth Rock
- Iron Head
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Taunt
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power [Ice]
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Defog
- Earthquake
- Roost
- Toxic
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Return
- Quick Attack
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Scald
- Hydro Pump
- Icy Wind
- Secret Sword
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 244 HP / 208 SpD / 32 Spe
Careful Nature
- U-turn
- Healing Wish
- Stealth Rock
- Iron Head
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Taunt
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Rock Slide
- Knock Off
- Hidden Power [Ice]
Conclusion:
Here is my Mega-Pinsir Balance. I hope you like it, and suggestions are all welcome!
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