Hey all, this is my 2nd RMT with one of my favorite megas, Mega Pinsir. This team is overall working pretty well for me, but I've had a handful of problems that I hope the great minds of the smogon message boards would help me get through.
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Endeavor
- Earthquake
I run the designated lead set on him, and it typically works very well. Endeavor, ice shard picks off anything that tries to OHKO him, but usually I stealth rock and commit suicide by spamming EQ. If the opponent leads with Skarm though, I switch to Gothitelle and mess it up. As much as I love this big guy, he's open to change if it'd be best for the team
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
My mega. Very basic Mega Pinsir set that does what Mega Pinsir does. He's a very reliable sweeper after his checks are taken care of. After a Swords Dance I've swept a team 5v1. This dude's a beast. Swords dance is to boost him to incredible power, quick attack is to priority kill faster targets, return is to murder anything slower than him, and EQ is for coverage, but still very deadly.
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Energy Ball
- Hidden Power [Fire]
Gothitelle is a trap lord. Very useful for taking out Rotom-W, Mandibuzz, Scizor and Skarm, which otherwise pose a threat to Pinsir's sweep. 0 Atk IV's to minimize Foul Play damage. Psyshock is for STAB Psychic power just incase it's needed, thunderbolt to take out the flying physical walls, energy ball to take out Rotom, and lastly the most unusual move of this set. I used to have trick on her, but never really saw myself using it, so I replaced it with HP Fire to cover Scizor better. While she takes normal Scizor like a champ, Mega Scizor can take her out if it has more than 168 Speed IV's.
Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Very basic Conk set. Drain punch for reliable recovery and wicked power, mach punch to USUALLY laugh in Greninja's face, Knock off to get rid of items and usually a good move to use when they're on the switch into Talonflame which happens oh so much, and Ice Punch for coverage on dragons such as the Lati's and Flying types like Gliscor, Lando, and Zapdos. Iron Fist over Guts here because usually Rotom's taken care of so he usually doesn't get burned.
Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin
A fast, offensive Starmie set. Rapid spin is the main point on this set to clear the way for Pinsir, but the secondary points are very useful too. Hydro pump is literally a laser beam on the switch with analytic, and still a torpedo when he goes first with that 110 base speed. Ice beam is for any flying Genie pokemon thatdares to mess with the starfish, psyshock occasionally OHKO's Conk, but is pretty useless otherwise. I've been thinking about changing it to Thunderbolt to give it that BoltBeam combo, but I'm not sure yet. Input would greatly be appreciate on this guy.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Again, the typical Chesto-Resto Rotom. His main goal is to counter Talonflame but his overall badassery makes him useful in almost every area. Volt Switch gets him out of trouble, Hydro Pump is the obligatory STAB and annihilate's talonflame, Will-O-Wisp stops physical sweepers dead, and rest brings him back to full HP wheneer he starts feeling weary. This is the most lenient slot on my team. If anyone has any better ideas than Rotom, I'd be more than happy to listen.
So there you have it. This is my team, thanks for reading and please respond if you have any ideas on how to make this team better.
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Endeavor
- Earthquake
I run the designated lead set on him, and it typically works very well. Endeavor, ice shard picks off anything that tries to OHKO him, but usually I stealth rock and commit suicide by spamming EQ. If the opponent leads with Skarm though, I switch to Gothitelle and mess it up. As much as I love this big guy, he's open to change if it'd be best for the team

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake
My mega. Very basic Mega Pinsir set that does what Mega Pinsir does. He's a very reliable sweeper after his checks are taken care of. After a Swords Dance I've swept a team 5v1. This dude's a beast. Swords dance is to boost him to incredible power, quick attack is to priority kill faster targets, return is to murder anything slower than him, and EQ is for coverage, but still very deadly.

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Thunderbolt
- Energy Ball
- Hidden Power [Fire]
Gothitelle is a trap lord. Very useful for taking out Rotom-W, Mandibuzz, Scizor and Skarm, which otherwise pose a threat to Pinsir's sweep. 0 Atk IV's to minimize Foul Play damage. Psyshock is for STAB Psychic power just incase it's needed, thunderbolt to take out the flying physical walls, energy ball to take out Rotom, and lastly the most unusual move of this set. I used to have trick on her, but never really saw myself using it, so I replaced it with HP Fire to cover Scizor better. While she takes normal Scizor like a champ, Mega Scizor can take her out if it has more than 168 Speed IV's.

Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Very basic Conk set. Drain punch for reliable recovery and wicked power, mach punch to USUALLY laugh in Greninja's face, Knock off to get rid of items and usually a good move to use when they're on the switch into Talonflame which happens oh so much, and Ice Punch for coverage on dragons such as the Lati's and Flying types like Gliscor, Lando, and Zapdos. Iron Fist over Guts here because usually Rotom's taken care of so he usually doesn't get burned.

Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin
A fast, offensive Starmie set. Rapid spin is the main point on this set to clear the way for Pinsir, but the secondary points are very useful too. Hydro pump is literally a laser beam on the switch with analytic, and still a torpedo when he goes first with that 110 base speed. Ice beam is for any flying Genie pokemon thatdares to mess with the starfish, psyshock occasionally OHKO's Conk, but is pretty useless otherwise. I've been thinking about changing it to Thunderbolt to give it that BoltBeam combo, but I'm not sure yet. Input would greatly be appreciate on this guy.

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Again, the typical Chesto-Resto Rotom. His main goal is to counter Talonflame but his overall badassery makes him useful in almost every area. Volt Switch gets him out of trouble, Hydro Pump is the obligatory STAB and annihilate's talonflame, Will-O-Wisp stops physical sweepers dead, and rest brings him back to full HP wheneer he starts feeling weary. This is the most lenient slot on my team. If anyone has any better ideas than Rotom, I'd be more than happy to listen.
So there you have it. This is my team, thanks for reading and please respond if you have any ideas on how to make this team better.