I tried building a Mega Pinsir team quite a while ago, but it's never really worked out that well. Back in the day, I didn't even know what a "core" was; I kinda just threw together random Pokemon that seemed to work well together and used that to try to ladder and climb. But now that I'm not young and naive anymore, I decided to try to build an actually synergistic team.
However, I seem to have hit a wall at around 1500 on the ladder. Every time I get to ~1500, I just start dropping until I get back to 1390-1400.
So please help me pick apart this team as much as possible, because I really want to build a successful Mega Pinsir team!
So here's the team preview:
Here's a teambuilding process to show what kind of role each Pokemon fulfills on the team.
So now, onto the in-depth analysis.
Wait, before I start, I'm just going to put the formatting I'm going to use here:
Nickname (Pokemon) @ Item - Explanation
Ability - Explanation
EVs - Explanation
Nature - Explanation
- Move 1 - Reason
- Move 2 - Reason
- Move 3 - Reason
- Move 4 - Reason
Checks/Counters:
Checked/Countered by:
(Keep in mind that checks and counters are all situational)
Thoughts
D!ckPinch (Pinsir) @ Pinsirite - To Mega Evolve
Ability: Hyper Cutter - I feel that Moxie and Mold Breaker are GREAT abilities, but just are too situational. While Intimidators are everywhere in OU
Happiness: 0 - So Frustration hits hard
EVs: 252 Atk / 4 Def / 252 Spe - Speed and Attack are all Pinsir really needs, so max those. 4 in HP, because why not
Jolly Nature - Speed > Power
- Earthquake/Close Combat - Coverage for Electric, Rock and Fire Types/Hits Steel Types on Air Balloons and any part Flying Type Pokemon
- Frustration - Strong STAB, Dittos can't copy
- Quick Attack - Priority STAB, enough said
- Swords Dance - Getting nice and strong
I usually play Mega Pinsir only once I have gotten most of the threats (listed below) out of the way. Pinsir can't really afford to be switching in and out of the field, mainly due to hazards. And usually I'll switch Pinsir in on a Pokemon it obviously checks at that point (like Breloom or Heatran without Air Balloon) and proceed to Swords Dance. Then, the Sweep just happens.
Checks/Counters:
Checked/Countered by:
Magnum (Magnezone) @ Choice Scarf - Magnezone is really slow
Ability: Magnet Pull - To trap a lot of Steel Types that prevent Pinsir from getting clean Sweeps
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed needed to outspeed with Scarf and Special Attack to hit things hard
Timid Nature - Again, Speed > Power
- Volt Switch - To hit and switch on weak Pokemon
- Thunderbolt - Strong STAB
- Hidden Power [Fire] - To hit trapped Steel Types, especially: Ferrothorn, Mega Scizor and Ferrotress
- Flash Cannon - Strong STAB and to hit Physically Defensive Fairies hard
Checks/Counters:
Checked/Countered by:
Magnezone really only comes out when a Pokemon that can wall Pinsir comes out. It will switch in, and then just attack until the threat is gone, then it will just switch the heck back out. Sometimes though, if Chandelure is not a good choice, Magnezone can also come in handy as a Revenge Killer because it does have the Choice Scarf, allowing to outspeed a good portion of unboosted OU.
Excalibur (Excadrill) @ Air Balloon - Ground immunity is vital on this team
Ability: Sand Rush - To take advantage of Sand
EVs: 4 SDef / 252 Atk / 252 Spe - Excadrill really only needs a lot of Speed and Power. It already has plenty of Bulk
Adamant Nature - It doesn't need that much Speed
- Earthquake - Strong STAB
- Rock Slide - Gets rid of Talonflames and other Flying Types that threaten Pinsir
- Iron Head - STAB, hits Specially Defensive fairies hard
- Rapid Spin - Most important move, gets rid of hazards for Pinsir (and Chandelure)
Checks/Counters:
Checked/Countered by:
I always try to send out Excadrill only after setting up a Sandstorm, and I try to do it into an oncoming Ground Type move or Status move. That way, Excadrill keeps his Balloon and can Rapid Spin, or attack the heck out of the opponent with its MASSIVE attack stat, and then get the heck out of there. Excadrill is also a perfect counter to opposing Tyranitars, especially utility ones because a lot of them don't carry Earthquake.
Derp... (Clefable) @ Leftovers - For extra longevity
Ability: Unaware - Because it's so OP for walling
IVs: 0 Atk - Lower damage on Foul Play
EVs: 252 HP / 4 SpA / 252 SpD - Maxed out Special Defense, the rest in Special Attack because Clefable needs nothing else
Calm Nature - More Special Defense
- Heal Bell - Heal burns on Pinsir mostly or anything really
- Moonlight - Recovery move (Soft-Boiled is incompatible) Trololol when Sun Teams come
- Ice Beam - Ice coverage because my team is weak to ground, especially Ground + Flying
- Thunderwave - Cripple anything faster than Pinsir, so Pinsir can get clean Sweeps
- Moonblast - STAB
Checks/Counters:
Checked/Countered by:
Clefable is excellent for taking hits from Set-up Sweepers (like Pinsir) and then crippling them with one of its coverage moves. It also serves as a good Cleric with Heal Bell. I used to run a Wish Passing set of Clefable, but most of my Pokemon don't really need it because they are set up Sweepers that pretty much: Set-up, Sweep, Die. So that was the end of Wish Passing.
Hungry (Hippowdon) @ Smooth Rock - Longer Sandstorm, and Hippowdon has a recovery move
Ability: Sand Stream - To set up Sandstorm for Excadrill and continual damage on opponent (and me too, lol. But not when Magnezone, Excadrill or Hippowdon are out)
EVs: 252 HP / 4 Atk / 252 Def - Maxed out Defense and a splash of Attack
Impish Nature - More Defense
- Ice Fang - Coverage, but this is just a filler move right now. Probably going to change it to a Fire move
- Earthquake - STAB
- Slack Off - Longevity
- Stealth Rock - So Pinsir can have clean Sweeps
Checks/Counters:
Pretty much any Physical, non-Water-or-Ice-or-Grass, Attacker
Checked/Countered by:
Hippowdon is my Sand setter, and it does a really good job at that. Usually I will switch it in on Physical Attackers because it can pretty much take any Physical Attack (bar Azumarill) and then I will proceed to switch it right back out. I lead with Hippowdon a lot of times to get the early-game Stealth Rocks going, but, because of its crazy Bulk, Hippowdon is setting up Stealth Rock during the game all the time.
CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - To break through Stalls
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed and Attack are all Chandelure needs
Modest Nature - It doesn't need that much Speed. And also, this allows Chandelure to hit hard without boosting
- Energy Ball - Coverage for Water and Ground Types
- Flamethrower - STAB, I'm always super unlucky with Fire Blast
- Shadow Ball - STAB
- Will-O-Wisp - To catch Mega Mawile Bisharp's Sucker Punch off guard, and this is the only Status my team uses. I don't know if I should add more
- Trick - To cripple Pokemon
Checks/Counters:
Checked/Countered by:
Chandelure is my late-game Cleaner. It cleans up after Pinsir and gets rid of the rest of the team. It also comes in handy when Pinsir is walled by something that can't be taken down by Magnezone (like Latias/Latios). Also, as stated after Will-O-Wisp, it cripples Sucker Punching Attackers. That comes in very useful, especially when Pinsir's low on HP.
Closing:
So please help me pick this team apart as much as possible, because I really want this team to improve!
I didn't think about getting replays until I started making this thread, so I'll start posting replays in a box at the top soon.
Anyways, for now, thanks for reading!
Importables:
However, I seem to have hit a wall at around 1500 on the ladder. Every time I get to ~1500, I just start dropping until I get back to 1390-1400.
So please help me pick apart this team as much as possible, because I really want to build a successful Mega Pinsir team!
So here's the team preview:






Here's a teambuilding process to show what kind of role each Pokemon fulfills on the team.
So first I decided on my MVP, which is Pinsir. Pinsir is just insanely strong (bar Mega Mawile) and can pretty much OHKO or 2HKO anything with neutral coverage.
Next, I needed a Special Attacker that would compliment Mega Pinsir. I went with Magnezone because it checks pretty much all of Pinsir's counters/checks (with Magnet Pull) besides Rotom-W and some Stone Edge carrying Ground Types.
Pinsir is 4x weak to Stealth Rocks, so I need a strong Rapid Spinner. I didn't choose a Defogger because I wanted Rocks up on the other side of field as well so that Pinsir can get clean sweeps without Sturdy or Sashes getting in the way. So I went with Excadrill because it can synergize well with Pinsir by tanking most Rock Type attacks.
Now, my two walls have been constantly changing as I keep updating my team (from browsing through Smogon and battling other Mega Pinsir teams). I ended up with Clefable and Hippowdon for now. Clefable is here because its Unaware ability is just such a beast, and couple with it's health, it can take almost any attack from anything, Special or Physical. Hippowdon is here to set up Stealth Rocks and to set up Sandstorm so that Excadrill can pull of fast Spins and then get out.
Lastly, I added Chandelure. Crawdaunt used to be my favorite Pokemon, and late-game sweeper (Dragon Dance set). But now Chandelure is my trusty late-game cleaner and Stall Breaker with Infiltrator. I really have a hard time playing against Stall, so Chandelure is always good to have around.

Next, I needed a Special Attacker that would compliment Mega Pinsir. I went with Magnezone because it checks pretty much all of Pinsir's counters/checks (with Magnet Pull) besides Rotom-W and some Stone Edge carrying Ground Types.


Pinsir is 4x weak to Stealth Rocks, so I need a strong Rapid Spinner. I didn't choose a Defogger because I wanted Rocks up on the other side of field as well so that Pinsir can get clean sweeps without Sturdy or Sashes getting in the way. So I went with Excadrill because it can synergize well with Pinsir by tanking most Rock Type attacks.



Now, my two walls have been constantly changing as I keep updating my team (from browsing through Smogon and battling other Mega Pinsir teams). I ended up with Clefable and Hippowdon for now. Clefable is here because its Unaware ability is just such a beast, and couple with it's health, it can take almost any attack from anything, Special or Physical. Hippowdon is here to set up Stealth Rocks and to set up Sandstorm so that Excadrill can pull of fast Spins and then get out.





Lastly, I added Chandelure. Crawdaunt used to be my favorite Pokemon, and late-game sweeper (Dragon Dance set). But now Chandelure is my trusty late-game cleaner and Stall Breaker with Infiltrator. I really have a hard time playing against Stall, so Chandelure is always good to have around.






Here are some Pokemon that used to be on the team, for quite a while, before being replaced with the current line up.
Amoonguss is a great wall that can easily wall Rotom-W and take care of Belly Drum Azumarill. But now that role is filled by Clefable (for Azumarill) and... well, Rotom-W is just generally taken care of by Chandelure and Magnezone.
I used to have a lot of Pokemon weak to water on my team (well actually I still do), so Jellicent is just a general wall to Water Types with its Water Absorb Ability.
Crawdaunt, as stated above, used to be my late-game cleaner. It would Dragon Dance and then proceed to just wreck shit. I need to build a team around this guy later, he's just really awesome.
Tyranitar used to be my sand setter and Special Wall (along with taking care of Talonflames). But having Tyranitar made my team too weak to Ground Type. Though it did synergize well with Chandelure...
Noivern was replaced by Chandelure as the Infiltrating Stall Breaker. It got replaced simply because I needed a Pokemon that synergized well with Fighting Types and Ice Types. Also, I didn't want to worry about covering 4x Ice weakness.

Amoonguss is a great wall that can easily wall Rotom-W and take care of Belly Drum Azumarill. But now that role is filled by Clefable (for Azumarill) and... well, Rotom-W is just generally taken care of by Chandelure and Magnezone.

I used to have a lot of Pokemon weak to water on my team (well actually I still do), so Jellicent is just a general wall to Water Types with its Water Absorb Ability.

Crawdaunt, as stated above, used to be my late-game cleaner. It would Dragon Dance and then proceed to just wreck shit. I need to build a team around this guy later, he's just really awesome.

Tyranitar used to be my sand setter and Special Wall (along with taking care of Talonflames). But having Tyranitar made my team too weak to Ground Type. Though it did synergize well with Chandelure...

Noivern was replaced by Chandelure as the Infiltrating Stall Breaker. It got replaced simply because I needed a Pokemon that synergized well with Fighting Types and Ice Types. Also, I didn't want to worry about covering 4x Ice weakness.
So now, onto the in-depth analysis.
Wait, before I start, I'm just going to put the formatting I'm going to use here:
Nickname (Pokemon) @ Item - Explanation
Ability - Explanation
EVs - Explanation
Nature - Explanation
- Move 1 - Reason
- Move 2 - Reason
- Move 3 - Reason
- Move 4 - Reason
Checks/Counters:
Checked/Countered by:
(Keep in mind that checks and counters are all situational)
Thoughts

D!ckPinch (Pinsir) @ Pinsirite - To Mega Evolve
Ability: Hyper Cutter - I feel that Moxie and Mold Breaker are GREAT abilities, but just are too situational. While Intimidators are everywhere in OU
Happiness: 0 - So Frustration hits hard
EVs: 252 Atk / 4 Def / 252 Spe - Speed and Attack are all Pinsir really needs, so max those. 4 in HP, because why not
Jolly Nature - Speed > Power
- Earthquake/Close Combat - Coverage for Electric, Rock and Fire Types/Hits Steel Types on Air Balloons and any part Flying Type Pokemon
- Frustration - Strong STAB, Dittos can't copy
- Quick Attack - Priority STAB, enough said
- Swords Dance - Getting nice and strong
I usually play Mega Pinsir only once I have gotten most of the threats (listed below) out of the way. Pinsir can't really afford to be switching in and out of the field, mainly due to hazards. And usually I'll switch Pinsir in on a Pokemon it obviously checks at that point (like Breloom or Heatran without Air Balloon) and proceed to Swords Dance. Then, the Sweep just happens.
Checks/Counters:


















Checked/Countered by:




















Magnum (Magnezone) @ Choice Scarf - Magnezone is really slow
Ability: Magnet Pull - To trap a lot of Steel Types that prevent Pinsir from getting clean Sweeps
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed needed to outspeed with Scarf and Special Attack to hit things hard
Timid Nature - Again, Speed > Power
- Volt Switch - To hit and switch on weak Pokemon
- Thunderbolt - Strong STAB
- Hidden Power [Fire] - To hit trapped Steel Types, especially: Ferrothorn, Mega Scizor and Ferrotress
- Flash Cannon - Strong STAB and to hit Physically Defensive Fairies hard
Checks/Counters:












Checked/Countered by:













Magnezone really only comes out when a Pokemon that can wall Pinsir comes out. It will switch in, and then just attack until the threat is gone, then it will just switch the heck back out. Sometimes though, if Chandelure is not a good choice, Magnezone can also come in handy as a Revenge Killer because it does have the Choice Scarf, allowing to outspeed a good portion of unboosted OU.

Excalibur (Excadrill) @ Air Balloon - Ground immunity is vital on this team
Ability: Sand Rush - To take advantage of Sand
EVs: 4 SDef / 252 Atk / 252 Spe - Excadrill really only needs a lot of Speed and Power. It already has plenty of Bulk
Adamant Nature - It doesn't need that much Speed
- Earthquake - Strong STAB
- Rock Slide - Gets rid of Talonflames and other Flying Types that threaten Pinsir
- Iron Head - STAB, hits Specially Defensive fairies hard
- Rapid Spin - Most important move, gets rid of hazards for Pinsir (and Chandelure)
Checks/Counters:





















Checked/Countered by:



















I always try to send out Excadrill only after setting up a Sandstorm, and I try to do it into an oncoming Ground Type move or Status move. That way, Excadrill keeps his Balloon and can Rapid Spin, or attack the heck out of the opponent with its MASSIVE attack stat, and then get the heck out of there. Excadrill is also a perfect counter to opposing Tyranitars, especially utility ones because a lot of them don't carry Earthquake.

Derp... (Clefable) @ Leftovers - For extra longevity
Ability: Unaware - Because it's so OP for walling
IVs: 0 Atk - Lower damage on Foul Play
EVs: 252 HP / 4 SpA / 252 SpD - Maxed out Special Defense, the rest in Special Attack because Clefable needs nothing else
Calm Nature - More Special Defense
- Heal Bell - Heal burns on Pinsir mostly or anything really
- Moonlight - Recovery move (Soft-Boiled is incompatible) Trololol when Sun Teams come
- Thunderwave - Cripple anything faster than Pinsir, so Pinsir can get clean Sweeps
- Moonblast - STAB
Checks/Counters:











Checked/Countered by:









Clefable is excellent for taking hits from Set-up Sweepers (like Pinsir) and then crippling them with one of its coverage moves. It also serves as a good Cleric with Heal Bell. I used to run a Wish Passing set of Clefable, but most of my Pokemon don't really need it because they are set up Sweepers that pretty much: Set-up, Sweep, Die. So that was the end of Wish Passing.

Hungry (Hippowdon) @ Smooth Rock - Longer Sandstorm, and Hippowdon has a recovery move
Ability: Sand Stream - To set up Sandstorm for Excadrill and continual damage on opponent (and me too, lol. But not when Magnezone, Excadrill or Hippowdon are out)
EVs: 252 HP / 4 Atk / 252 Def - Maxed out Defense and a splash of Attack
Impish Nature - More Defense
- Ice Fang - Coverage, but this is just a filler move right now. Probably going to change it to a Fire move
- Earthquake - STAB
- Slack Off - Longevity
- Stealth Rock - So Pinsir can have clean Sweeps
Checks/Counters:





Checked/Countered by:












Hippowdon is my Sand setter, and it does a really good job at that. Usually I will switch it in on Physical Attackers because it can pretty much take any Physical Attack (bar Azumarill) and then I will proceed to switch it right back out. I lead with Hippowdon a lot of times to get the early-game Stealth Rocks going, but, because of its crazy Bulk, Hippowdon is setting up Stealth Rock during the game all the time.

CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - To break through Stalls
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed and Attack are all Chandelure needs
Modest Nature - It doesn't need that much Speed. And also, this allows Chandelure to hit hard without boosting
- Energy Ball - Coverage for Water and Ground Types
- Flamethrower - STAB, I'm always super unlucky with Fire Blast
- Shadow Ball - STAB
- Trick - To cripple Pokemon
Checks/Counters:























Checked/Countered by:
















Chandelure is my late-game Cleaner. It cleans up after Pinsir and gets rid of the rest of the team. It also comes in handy when Pinsir is walled by something that can't be taken down by Magnezone (like Latias/Latios). Also, as stated after Will-O-Wisp, it cripples Sucker Punching Attackers. That comes in very useful, especially when Pinsir's low on HP.
Closing:
So please help me pick this team apart as much as possible, because I really want this team to improve!
I didn't think about getting replays until I started making this thread, so I'll start posting replays in a box at the top soon.
Anyways, for now, thanks for reading!
Importables:
D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Derp... (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Moonlight
- Ice Beam
- Moonblast
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Flamethrower
- Shadow Ball
- Will-O-Wisp
Excalibur (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Ice Fang
- Earthquake
- Slack Off
- Stealth Rock
Magnum (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Ability: Hyper Cutter
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Derp... (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Heal Bell
- Moonlight
- Ice Beam
- Moonblast
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Flamethrower
- Shadow Ball
- Will-O-Wisp
Excalibur (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Ice Fang
- Earthquake
- Slack Off
- Stealth Rock
Magnum (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
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