So I love playing with Mega Pinsir so I decided to test out a rain team built around Pinsir taking out those bulky grass types.
I am open to ANY suggestions! I want to make this team work. Thank you so much!
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump
- Draco Meteor
- Scald
- Ice Beam
Kingdra is an absolute monster when it comes to the rain. Choice specs over life orb means more damage output. Hydro pump with specs with the rain is absolutely insane. Draco is there for STAB. Scald is there just in case if I need a sure-shot hit. And ice beam is one of the best moves in the game as it takes care of so many of the threats out there in OU.
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack
Once I get one swords dance up, it could very well mean gg. In all honesty, Mega Pinsir puts in work even if it hasn't used swords dance. It's just that much power. Frustration is used opposed to return because of any potential Dittos. CC is a great move that takes care of dark and steel types. And aerilate boasted QA is awesome for priority.
Politoed (M) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
Classic rain setter. Nothing really needs to be sad. He can take some special hits and does a great job trapping people into set up moves thanks to encore. Rest is there if anyone wants to t-wave of toxic Politoed. Scald is great for STAB with the chance of a burn AND in the rain.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
Here's my electric check. Calm mind Raikou is a beast. Raikou puts instant pressure on my opponent as it can set up immediately using calm mind. Thunderbolt is an obvious choice for STAB. Volt switch allows me to gain momentum. HP Ice is there for Lando-T or any ground type that I can't hit.
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave
I have so many times ran into a Ferrothorn and literally hit a wall. Ferrothorns are so hard to take down if you don't have a strong fire type move. Iron Barbs is just such a great ability. I originally was going to run rocky helmet but decided I wanted leftovers for some HP recovery. Ferrothorn is not only my wall but my stealth rock setter. Leech seed is such a great move and can force switches. Gyro ball is there for STAB and to hit fairies. And one thing that I learned from playing VGC is that speed control is so important so that's why I'm running thunder wave.
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
With any Mega Pinsir team, you need to have some sort of spinner/defogger. I'm not entirely sure if I agree with that as once I bring in my Mega Pinsir, I plan on him staying and putting in as much work as possible. With that being said, I still decided to add a spinner. Excadrill gives me an electric resist and a pretty decent switch in for any non super-effective moves. Earthquake is arguably the best STAB move in the game. Iron head is there for those pesky fairies. And I decided to run toxic to simply add pressure and put Pokemon on timers if I have to.
I am open to ANY suggestions! I want to make this team work. Thank you so much!
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump
- Draco Meteor
- Scald
- Ice Beam
Kingdra is an absolute monster when it comes to the rain. Choice specs over life orb means more damage output. Hydro pump with specs with the rain is absolutely insane. Draco is there for STAB. Scald is there just in case if I need a sure-shot hit. And ice beam is one of the best moves in the game as it takes care of so many of the threats out there in OU.
Pinsir-Mega (M) @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack
Once I get one swords dance up, it could very well mean gg. In all honesty, Mega Pinsir puts in work even if it hasn't used swords dance. It's just that much power. Frustration is used opposed to return because of any potential Dittos. CC is a great move that takes care of dark and steel types. And aerilate boasted QA is awesome for priority.
Politoed (M) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
Classic rain setter. Nothing really needs to be sad. He can take some special hits and does a great job trapping people into set up moves thanks to encore. Rest is there if anyone wants to t-wave of toxic Politoed. Scald is great for STAB with the chance of a burn AND in the rain.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
Here's my electric check. Calm mind Raikou is a beast. Raikou puts instant pressure on my opponent as it can set up immediately using calm mind. Thunderbolt is an obvious choice for STAB. Volt switch allows me to gain momentum. HP Ice is there for Lando-T or any ground type that I can't hit.
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave
I have so many times ran into a Ferrothorn and literally hit a wall. Ferrothorns are so hard to take down if you don't have a strong fire type move. Iron Barbs is just such a great ability. I originally was going to run rocky helmet but decided I wanted leftovers for some HP recovery. Ferrothorn is not only my wall but my stealth rock setter. Leech seed is such a great move and can force switches. Gyro ball is there for STAB and to hit fairies. And one thing that I learned from playing VGC is that speed control is so important so that's why I'm running thunder wave.
Excadrill (M) @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
With any Mega Pinsir team, you need to have some sort of spinner/defogger. I'm not entirely sure if I agree with that as once I bring in my Mega Pinsir, I plan on him staying and putting in as much work as possible. With that being said, I still decided to add a spinner. Excadrill gives me an electric resist and a pretty decent switch in for any non super-effective moves. Earthquake is arguably the best STAB move in the game. Iron head is there for those pesky fairies. And I decided to run toxic to simply add pressure and put Pokemon on timers if I have to.